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

Sloppity Bilepiper, Herald of Nurgle

Sloppity Bilepipers caper through the ranks of Nurgle’s legions as they advance. Infected with a plague of mirth, they prance and quip, entertaining their fellow daemons even as they cause the enemy to literally die laughing.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Marotter
Marotter1"44+3+-12
PITCHED BATTLE PROFILE

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

A Sloppity Bilepiper, Herald of Nurgle, is armed with a Marotter.

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

Jolly Gutpipes: Sloppity Bilepipers have a suitably revolting repertoire to draw upon in battle.
At the start of the combat phase, you can say that this unit will play a revolting tune. If you do so, pick 1 of the following tunes. The effect of that tune lasts until the end of that phase. A unit cannot benefit from a tune more than once per phase. If a unit is affected by 2 or more different tunes, none of those tunes have an effect on that unit in that phase.

A Stabbing We Will Go!: Add 1 to wound rolls for attacks made by friendly NURGLE DAEMON units wholly within 14" of any friendly SLOPPITY BILEPIPERS playing this tune.

Early One Evening My Pustule Was Seeping: If the unmodified wound roll for an attack made by a friendly NURGLE DAEMON unit wholly within 14" of any friendly SLOPPITY BILEPIPERS playing this tune is 6, that attack causes 1 mortal wound to the target in addition to any damage it inflicts.

My Love Is Like a Ripe, Ripe Fart: Enemy models within 3" of a friendly NURGLE DAEMON unit that is wholly within 14" of any friendly SLOPPITY BILEPIPERS playing this tune cannot finish pile-in moves closer to a model in that unit than they were at the start of the move.

KEYWORDS
CHAOS, DAEMON, NURGLE, MAGGOTKIN OF NURGLE, HERO, TOTEM, HERALD OF NURGLE, SLOPPITY BILEPIPER
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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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).

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

Leader

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

Leader

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

Leader
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
© Vyacheslav Maltsev 2013-2023