Maggotkin of Nurgle – Plague Ogors

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5"
5
5+
7
WARSCROLL

Plague Ogors*

Plague Ogors are vile and malformed hulks whose natural resilience is augmented by the pox-ridden mutations and favours of their foul patron. They shamble into battle, battering their way through the enemy’s ranks whilst spreading Nurgle’s filthsome gifts.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Corroded Weapons
Corroded Weapons1"34+3+-12
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 175
Battlefield Role: Battleline

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Sons of the Maggot Lord

DESCRIPTION

Each model in a Plague Ogors unit is armed with Corroded Weapons.

ABILITIES

Damned Flesh: Plague Ogors are cursed creatures, rather than willing followers of their decaying lord. Often, not even death will free them readily from Nurgle’s grasp.
This unit has a ward of 5+.

Insatiably Famished: With all manner of daemonic parasites crawling through their guts, Plague Ogors are utterly incapable of satisfying their ravenous hunger, no matter how quickly they wolf down the meat of their prey; as a result, their charges into battle often culminate in acts of extreme gluttony.
Add 1 to hit rolls for attacks made by this unit the first time this unit fights in the battle.

Plague Contagion: Its flesh covered in sores that seep a poisonous ooze, even a touch from a Plague Ogor can riddle an enemy’s body with deadly diseases that can kill in minutes.
At the end of the combat phase, you can roll 1 dice for each enemy unit within 3" of this unit. On a 5+, that enemy unit suffers D3 mortal wounds.

KEYWORDS
CHAOS, NURGLE, MAGGOTKIN OF NURGLE, TAMURKHAN’S HORDE, OGOR, PLAGUE OGORS
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.
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.

The TAMURKHAN’S HORDE keyword is used in the following Maggotkin of Nurgle warscrolls:

Leader, Behemoth
Leader
Battleline
None
© Vyacheslav Maltsev 2013-2024