Maggotkin of Nurgle – Horticulous Slimux
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Horticulous Slimux

Horticulous Slimux rides into battle perched upon the shell of his lumbering daemonic steed, Mulch. As Nurgle’s head gardener, he has the power to seed the Garden of Nurgle into the fabric of reality, churning the ground with his Gruntleplough to summon it forth. Surrounded by packs of Beasts of Nurgle and wielding his lethal lopping shears, Horticulous is a being to be greatly feared.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Lopping Shears
Lopping Shears1"33+3+-1D3
Mulch’s Slime-encrusted Jaws
Mulch’s Slime-encrusted Jaws1"D33+3+-22

Unit Size: 1      Points: 225
Battlefield Role: Leader
Base size: 105 x 70mm
Notes: Single, Unique


This warscroll can be used in the following warscroll battalions:
 • Nurgle’s Menagerie


Horticulous Slimux is a named character that is a single model. He is armed with a huge pair of Lopping Shears that he uses to snip his enemies in half, and rides upon the back of a molluscoid daemon-beast called Mulch that snaps at the foe with its Slime-encrusted Jaws.


Disgustingly Resilient: Roll a dice each time you allocate a wound or mortal wound to this model. On a 5+ the wound is negated.

Acidic Slime Trail: Roll a dice for each enemy unit that is within 3" of this model immediately before this model makes a retreat move. On a 4+ that enemy unit suffers D3 mortal wounds.

Beast Handler: Re-roll failed charge rolls and hit rolls of 1 for friendly Beasts of Nurgle units while they are within 7" of Horticulous Slimux.

In Death There is Life: At the start of your hero phase, if any models (friend or foe) were slain in the last turn, you can heal 1 wound allocated to a friendly NURGLE DAEMON unit within 7" of Horticulous Slimux.

Cultivating the Garden of Nurgle: Once during the battle, at the start of your hero phase, you can set up a Feculent Gnarlmaw within 3" of Horticulous Slimux and more than 1" away from any other model or terrain feature.

14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.
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.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
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.

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

© Vyacheslav Maltsev 2013-2021