Maggotkin of Nurgle – Rotigus
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Brandishing his gnarlrod to the skies, Rotigus Rainfather calls down the inundating Deluge of Nurgle. From the fanged maws that split his flesh he vomits thundering streams of brackish filth, drowning the enemy in his plentiful gifts even as he mires the battlefield in cloying mud and diseased, stinking floods of slime.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fanged Maw
Fanged Maw1"D33+-22
Host of Nurglings
Host of Nurglings1"35+5+-1
Wounds SufferedGnarlrodFanged MawDeluge of Nurgle

Unit Size: 1      Points: 345
Battlefield Role: Leader, Behemoth
Base size: 130mm
Notes: Single, Unique


Rotigus is a named character that is a single model. He carries a Gnarlrod that can be used to strike at enemies that are nearby. A Host of Nurglings caper about his feet, attacking with their razor-sharp teeth, while the Fanged Maw in his belly snaps and bites at the foe.


Blubber and Bile: Roll a dice each time you allocate a wound or mortal wound to Rotigus. On a 5+ the wound is negated. In addition, if the roll is 6+ and it is the combat phase, the attacking unit suffers 1 mortal wound after all of its attacks have been made.

Corpulent Mass: In your hero phase, you can heal D3 wounds that have been allocated to Rotigus.

Mountain of Loathsome Flesh: Roll a dice for each enemy unit that is within 1" of Rotigus after he completes a charge move. On a 4+ the enemy unit suffers D3 mortal wounds.

Streams of Brackish Filth: In your hero phase, roll a dice for each enemy unit that is within 6" of Rotigus. On a 4+ the enemy unit suffers D3 mortal wounds. Enemy units that can fly suffer D3 mortal wounds on a 6+ instead of a 4+.


Rotigus is a WIZARD. He can attempt to cast two spells in your hero phase, and attempt to unbind two spells in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Deluge of Nurgle spells.

Deluge of Nurgle: Deluge of Nurgle has a casting value of 7. If successfully cast, roll 7 dice. For each roll that equals or beats the Deluge of Nurgle value shown on the damage table above, you can pick an enemy unit that is visible to the caster. That unit suffers D3 mortal wounds. If more than one roll causes mortal wounds, you must pick a different enemy unit to suffer each set of mortal wounds.

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.
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.
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.
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.

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

Leader, Behemoth
• Rotigus

The GREAT UNCLEAN ONE keyword is used in the following Maggotkin of Nurgle warscrolls:

Leader, Behemoth
• Rotigus
© Vyacheslav Maltsev 2013-2021