Maggotkin of Nurgle – Great Unclean One

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Great Unclean One

The Great Unclean Ones are immensely resilient and frighteningly strong. Able to barge down fortress gates and crush monstrous beasts with their sheer bulk, these greater daemons are infernal icons of Nurgle’s malign power.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Noxious Bile
Noxious Bile7"D63+-32
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Doomsday Bell
Doomsday Bell1"53+3+-12
Plague Flail
Plague Flail1"53+3+-13
Host of Nurglings
Host of Nurglings1"5+5+-1
Wounds SufferedHost of NurglingsNoxious BileMountain of Loathsome Flesh

Unit Size: 1      Points: 430
Battlefield Role: Leader, Behemoth
Base size: 130mm
Notes: Single

A Great Unclean One is armed with Noxious Bile, a Host of Nurglings and 1 of the following weapon options: Bilesword and Plague Flail; Doomsday Bell and Plague Flail; Bilesword and Bileblade; or Doomsday Bell and Bileblade.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Plague Legion Overlord
 • Rancid Retinue

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

Bloated with Corruption: A Great Unclean One’s immense body is swollen with putrid secretions. Should the daemon be wounded deeply, the noxious effluvia jet forth to shower the attacker.
If an unmodified ward roll for this unit is 6, you can pick 1 enemy unit within 3" of this unit. That enemy unit suffers 1 disease point.

Mountain of Loathsome Flesh: Great Unclean Ones are massively corpulent abominations; when they go on the rampage, enemies caught in their path are often swallowed up and crushed between great rolls of rancid blubber.
You can carry out this monstrous rampage with this unit instead of any other monstrous rampage you can carry out with this unit. If you do so, pick 1 enemy unit within 3" of this unit and roll a dice. On a 2+, that enemy unit suffers a number of mortal wounds equal to the Mountain of Loathsome Flesh value on this unit’s damage table.

Putrid Offering: The bileblades carried by some Great Unclean Ones can be used to hook out a portion of their own guts as an offering to Grandfather Nurgle.
In your hero phase, if this unit is armed with a Bileblade, you can say that it is making an offering to Nurgle. If you do so, this unit suffers 1 mortal wound that cannot be negated, but it can attempt to cast 1 extra spell in that hero phase.

Reverberating Summons: A Doomsday Bell causes a doleful clamour that can summon Nurgle’s daemonic followers to its location.
If this unit is armed with a Doomsday Bell, at the start of your hero phase, if this unit is on the battlefield, you can roll a dice. On a 1, nothing happens. On a 2-5, you receive 1 extra contagion point. On a 6, you receive D3 extra contagion points.

Plague Wind: The wizard’s guts start to rumble, and then with a satisfied belch, they unleash a gust of putrid air that rushes across the battlefield.
Plague Wind is a spell that has a casting value of 7 and a range of 14". If successfully cast, pick 1 point on the battlefield within range and visible to the caster and draw a straight line between that point and the closest part on the caster’s base. Roll a dice for each enemy unit passed across by that line. On a 4+, that unit suffers 1 disease point.

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.
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.

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14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.

The GREAT UNCLEAN ONE keyword is used in the following Maggotkin of Nurgle warscrolls:

Leader, Behemoth
• Rotigus
© Vyacheslav Maltsev 2013-2024