Maggotkin of Nurgle – Lord of Plagues
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4"
7
4+
9
WARSCROLL

Lord of Plagues

Infested with myriad diseases, the Lord of Plagues storms into the midst of the enemy army with his rusted axe swinging in measured arcs. This revolting warlord urges his followers on to ever greater acts of carnage, reducing the foe to filth-ridden corpse mulch that will serve to fertilise the Mortal Realms for Nurgle’s fecund bounty.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Plague-ridden Great Blade
Plague-ridden Great Blade1"33+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 135
Battlefield Role: Leader
Base size: 40mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Plague Cyst

DESCRIPTION

A Lord of Plagues is a single model. He wields a Plague-ridden Great Blade.

ABILITIES

Wanton Slaughter: Re-roll hit rolls of 1 for friendly Putrid Blightkings units while they are within 7" of this model.

Rotten Corpse Mulch: Roll a dice after this model makes its attacks in the combat phase, and add the number of wounds inflicted by this model (and which were not saved or negated) to the dice roll. If the total is 7+ you immediately receive 1 contagion point.

Plague-ridden Great Weapon: If the unmodified hit roll for an attack made with a melee weapon by this unit is 6, that attack scores D6 hits on the target instead of 1. Make a wound and save roll for each hit.

COMMAND ABILITIES

Grandfather’s Gift: You can use this command ability in your hero phase. If you do, pick an enemy unit within 21" of it and roll 7 dice. That unit suffers 1 mortal wound for each roll of 6+.

KEYWORDS
CHAOS, MORTAL, NURGLE, ROTBRINGER, HERO, LORD OF PLAGUES
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.
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.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
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.
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).
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.

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
© Vyacheslav Maltsev 2013-2021