Maggotkin of Nurgle – Festus the Leechlord
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4"
6
5+
7
WARSCROLL

Festus the Leechlord

Festus is a heartless maniac, a former plague doctor transformed into a twisted alchemist of disease by the forbidden lore of Nurgle. He leads armies of daemons and rotbringers into battle with infectious ebullience, relishing the chance to try out each new delightful brew upon his unwilling foes and spread bizarre and unnatural plagues swiftly through their ranks.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Plague Staff
Plague Staff1"24+3+-D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader
Base size: 40mm
Notes: Single, Unique

DESCRIPTION

Festus the Leechlord is a named character that is a single model. He carries a toxin-laced Plague Staff to battle, and can force doses of his pestilent potions down the throats of his enemies.

ABILITIES

Healing Elixirs: At the start of your hero phase, you can heal 1 wound that has been allocated to Festus the Leechlord.

Delightful Brews, Splendid Restoratives: At the start of your hero phase, you can pick a unit (friend or foe) within 1" of Festus the Leechlord. If you pick a friendly unit, roll a dice. On a 2+ heal D3 wounds that have been allocated to that unit. If you pick an enemy unit, roll a dice. On a 2+ that unit suffers D3 mortal wounds.

MAGIC

Festus the Leechlord is a WIZARD. He can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Curse of the Leper spells.

Curse of the Leper: Curse of the Leper has a casting value of 7. If successfully cast, select a unit within 14" of the caster that is visible to them. Subtract 1 from save rolls for that unit for the rest of the battle. This spell cannot be cast on the same enemy unit more than once during a battle.

KEYWORDS
CHAOS, MORTAL, NURGLE, ROTBRINGER, HERO, WIZARD, FESTUS THE LEECHLORD
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

The MORTAL keyword is used in the following Maggotkin of Nurgle warscrolls:

The ROTBRINGER keyword is used in the following Maggotkin of Nurgle warscrolls:

None
Battleline
Leader
Leader, Behemoth

The WIZARD keyword is used in the following Maggotkin of Nurgle warscrolls:

Leader
Leader, Behemoth
• Rotigus
© Vyacheslav Maltsev 2013-2021