Maggotkin of Nurgle – Putrid Blightkings
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4"
4
4+
8
WARSCROLL

Putrid Blightkings

Hulking warriors of Nurgle, the Putrid Blightkings carve their way through the enemy with slime-encrusted axes, hammers and flails. Their rotting bodies can absorb tremendous amounts of punishment, allowing the Blightkings to drive relentlessly through the foe’s battle line and shatter it apart, before hacking down the survivors with contemptuous ease.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blighted Weapon
Blighted Weapon1"33+3+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 165
Battlefield Role: Battleline
Base size: 40mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Blight Cyst
 • Plague Cyst
 • The Blessed Sons

DESCRIPTION

A unit of Putrid Blightkings has 5 or more models, armed with a variety of filth-encrusted Blighted Weapons.

BLIGHTLORD: The leader of this unit is a Blightlord. A Blightlord has a Wounds characteristic of 5.

ICON BEARERS: Models in this unit may be Icon Bearers. Add 1 to this unit’s Bravery characteristic while it includes any Icon Bearers.

SONOROUS TOCSIN: Models in this unit may carry a Sonorous Tocsin. Add 1 to this unit’s run and charge rolls whilst it includes any models carrying a Sonorous Tocsin.

ABILITIES

Virulent Discharge: In your hero phase, roll a dice for each unit (friend or foe) that is within 3" of any friendly units with this ability. On a 6+ that unit suffers D3 mortal wounds. If the unit has the NURGLE keyword, heal D3 wounds allocated to the unit instead.

Blighted Weapons: If the unmodified hit roll for an attack made with this unit’s Blighted Weapons is 6, that attack scores D6 hits on the target instead of 1. Make a wound and save roll for each hit.

KEYWORDS
CHAOS, MORTAL, NURGLE, ROTBRINGER, PUTRID BLIGHTKINGS
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
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.
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.
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.

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

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

None
Battleline
© Vyacheslav Maltsev 2013-2021