Maggotkin of Nurgle – Poxbringer, Herald of Nurgle

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Poxbringer, Herald of Nurgle

Poxbringers serve as the festering right hands of the Great Unclean Ones. They lead the tallybands into the thick of battle, wielding gangrenous magics and befouled blades to strike down their enemies.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg

Unit Size: 1      Points: 130
Battlefield Role: Leader
Base size: 32mm
Notes: Single

A Poxbringer, Herald of Nurgle, is armed with a Balesword.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Rancid Retinue

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

Captain of the Tallybands: Poxbringers lead their fellow Plaguebearers into battle and ensure that the orders of the Great Unclean Ones are followed to the letter.
In the combat phase, when you pick this unit to fight for the first time in that phase, you can pick 1 friendly PLAGUEBEARER HOST wholly within 12" of this unit and that has not yet fought in that phase. This unit and that PLAGUEBEARER HOST can fight one after the other in the order of your choice.

Eruptive Infestation: The wizard causes the buboes on a group of Plaguebearers to rapidly swell and erupt, showering nearby foes with toxic pus.
Eruptive Infestation is a spell that has a casting value of 6. If successfully cast, pick 1 enemy unit that is within 3" of a friendly PLAGUEBEARER HOST that is visible to the caster. That enemy unit suffers D3 mortal wounds.

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

© Vyacheslav Maltsev 2013-2024