Maggotkin of Nurgle – Pusgoyle Blightlords
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Pusgoyle Blightlords

Elite Rotbringers mounted atop Rot Flies, Pusgoyle Blightlords thrum ahead of their kindred to sow panic and death. Their crushing tocsins and whistling scythes make short work of any who would slow the spread of decay.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blighted Weapon
Blighted Weapon1"53+3+-11
Claws, Mouthparts and Sting
Claws, Mouthparts and Sting1"63+3+-1

Unit Size: 2      Points: 220
Battlefield Role: None
Base size: 60mm
Notes: Battleline in a Drowned Men army or if general is a Lord of Afflictions

Each model in a Pusgoyle Blightlords unit is armed with a Blighted Weapon. 1 in every 2 models in the unit can also be armed with a Dolorous Tocsin.

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

ELITE: Models in this unit can issue commands to their own unit.

MOUNT: This unit’s Rot Flies are each armed with Claws, Mouthparts and a Sting.

FLY: This unit can fly.

Wrack and Ruin: Mortal Maggotkin who ride Rot Flies act as brutal linebreakers, using their sheer bulk to smash enemy formations asunder.
After a model in this unit finishes a charge move, roll a dice for each enemy unit within 1" of that model. Add 2 to the roll if the model is armed with a Dolorous Tocsin. On a 4+, that enemy unit suffers D3 mortal wounds.

If this unit has more than 1 model, roll to determine if mortal wounds are inflicted after each model finishes its charge move, but do not allocate the mortal wounds until all of the models in the unit have finished their charge moves.

Relentless Attackers: Like their Blightking brethren, Pusgoyle Blightlords grind through the ranks of lesser foes, relying on their unnatural resilience and bloated mass to relentlessly press onwards through melees.
At the end of the combat phase, pick 1 enemy unit with a Wounds characteristic of 3 or less that is within 3" of this unit. Roll 1 dice for each model in this unit that is within 3" of that enemy unit. For each roll that exceeds that enemy unit’s Wounds characteristic, that enemy unit suffers 1 mortal wound.

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.
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).
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
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.

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

© Vyacheslav Maltsev 2013-2022