Maggotkin of Nurgle – Harbinger of Decay

This warscroll does not meet the selection criteria (see Settings tab).
8"
7
3+
8
WARSCROLL

Harbinger of Decay

The Harbingers of Decay trot into battle atop vile steeds more dead than alive. These champions draw the gaze of Nurgle himself, and where they ride, the Plague God’s sinister will is soon made manifest.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Plague Scythe
Plague Scythe2"23+3+-23
Grim Rotsword
Grim Rotsword1"23+3+-1D3
Flyblown Bite
Flyblown Bite1"44+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 170
Battlefield Role: Leader
Base size: 90 x 52mm
Notes: Single

A Harbinger of Decay is either armed with a Plague Scythe or carries a Doom Bell. It is also armed with a Grim Rotsword.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Blight Cyst
 • Contagium Overlord
 • Plague Cyst

MOUNT: This unit’s daemonic mount is armed with a Flyblown Bite.

Shudderblight: By levelling their grim rotsword, a Harbinger unleashes the Shudderblight - a sinister disease that pales the flesh and clouds the mind with doubt, robbing warriors of their will.
At the start of the combat phase or battleshock phase, pick 1 enemy unit within 3" of this unit and roll a dice. On a 3+, that unit cannot issue or receive commands in that phase.

Toll of the Doom Bell: The ominous toll of the Doom Bell is enough to give pause to even the bravest warriors.
If this unit carries a Doom Bell, once per battle in your hero phase, it can toll the Doom Bell. If it does so, enemy units within 14" of this unit when it tolls the Doom Bell are filled with despair until your next hero phase. The following effects apply to a unit filled with despair:
  • Subtract 1" from the Move characteristic of that unit.
  • Subtract 1 from run rolls for that unit.
  • Subtract 1 from charge rolls for that unit.

Omens of Decay: Harbingers of Decay are diseased prophets, able to divine omens through grisly rites and observing the spread of sickness.
Omens of Decay is a prayer that has an answer value of 3 and a range of 14". If answered, pick 1 enemy unit within range. Subtract the current battle round number from that unit’s Bravery characteristic until your next hero phase.

KEYWORDS
CHAOS, MAGGOTKIN OF NURGLE, MORTAL, NURGLE, HERO, PRIEST, HARBINGER OF DECAY

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.
© Vyacheslav Maltsev 2013-2024