Maggotkin of Nurgle – Poxbringer, Herald of Nurgle
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4"
5
4+
10
WARSCROLL

Poxbringer, Herald of Nurgle

These powerful daemonic heroes lead their brother Plaguebearers into battle, and ensure that the orders of the Great Unclean Ones are followed to the letter. They are potent warriors, whose baleswords can kill with a single cut, whose rotted bodies are all but impervious to harm, and whose diseased magics can tear the heart from the foe or bolster their own disgusting foot soldiers.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Balesword
Balesword1"33+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 135
Battlefield Role: Leader
Base size: 32mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Tallyband of Nurgle

DESCRIPTION

A Poxbringer is a single model. It wields a repulsive Balesword that weeps vile toxins.

ABILITIES

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

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 this model.

MAGIC

A Poxbringer is a WIZARD. It can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Eruptive Infestation spells.

Eruptive Infestation: Eruptive Infestation has a casting value of 6. If successfully cast, pick an enemy unit that is within 7" of a friendly Plaguebearers unit and visible to the caster. That unit suffers D3 mortal wounds.

KEYWORDS
CHAOS, DAEMON, WIZARD, PLAGUEBEARER, NURGLE, HERO, POXBRINGER, HERALD OF NURGLE
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.
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.
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.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
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.
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 WIZARD keyword is used in the following Maggotkin of Nurgle warscrolls:

Leader
Leader, Behemoth
• Rotigus

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

None
Battleline
Leader

The HERALD OF NURGLE keyword is used in the following Maggotkin of Nurgle warscrolls:

Leader
© Vyacheslav Maltsev 2013-2021