Maggotkin of Nurgle – The Glottkin
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The Glottkin

Plague-cursed triplets of immense age and power, the Glottkin are Nurgle’s greatest mortal champions. Otto the warrior lord and Ethrac the plague sorcerer ride to war upon the lumpen shoulders of their monstrous brother, Ghurk, and together their unnatural power is great enough to drive vast armies into battle and crush all who stand against them.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pestilent Torrent
Pestilent Torrent12"13+4+-2
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ghurk’s Flailing Tentacle
Ghurk’s Flailing Tentacle3"4+2+-22
Ghurk’s Lamprey Maw
Ghurk’s Lamprey Maw2"13+2+-1D3
Otto’s Poison-slick Scythe
Otto’s Poison-slick Scythe2"33+3+-1D3
DAMAGE
Wounds SufferedMovePestilent TorrentGhurk’s Flailing Tentacle
0-38"2D66
4-67"D65
7-96"D34
10-125"23
13+4"12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 395
Battlefield Role: Leader, Behemoth
Base size: 130mm
Notes: Single, Unique

DESCRIPTION

The Glottkin are a single model. Ghurk Glott is a heaving mass of flesh, attacking with a Flailing Tentacle and scooping hapless victims into his Lamprey Maw. His brothers Ethrac and Otto ride upon his festering, boil-encrusted shoulders; Ethrac casts foul spells while Otto attacks with his Poison-slick Scythe and unleashes a Pestilent Torrent of corrosive filth from his swollen gut.

ABILITIES

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

Blessings of Nurgle: At the start of your hero phase, you can heal D3 wounds that have been allocated to this model.

Horrific Opponent: At the start of the combat phase, roll 2D6 for each enemy unit within 7" of this model. If the roll is greater than that unit’s Bravery characteristic, subtract 1 from hit rolls for that unit in that combat phase.

MAGIC

Ethrac Glott is a WIZARD. He can attempt to cast two spells in your hero phase, and attempt to unbind one spell in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Fleshy Abundance spells.

Fleshy Abundance: Fleshy Abundance has a casting value of 7. If successfully cast, pick a friendly unit within 14" of the caster that is visible to them. Add 1 to the Wounds characteristic of all models in that unit until your next hero phase. At the start of your next hero phase, the unit’s Wounds characteristic is reduced to its original value. Note that this can result in a model that has been allocated wounds being slain.

COMMAND ABILITIES

Lords of Nurgle: You can use this command ability in your hero phase. If you do, then until your next hero phase add 1 to the Attacks characteristic of any melee weapons used by friendly NURGLE units while they are within 14" of this model. You cannot use this command ability more than once per hero phase.

KEYWORDS
CHAOS, MORTAL, NURGLE, ROTBRINGER, MONSTER, HERO, WIZARD, THE GLOTTKIN
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.
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.
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.
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).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

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

Leader
Leader, Behemoth
• Rotigus
© Vyacheslav Maltsev 2013-2021