Maggotkin of Nurgle – The Glottkin

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The Glottkin

Plague-cursed triplets of immense age and power, the Glottkin arc Nurgle’s greatest mortal champions. When the warrior Otto, sorcerous Ethrac and monstrous Ghurk combine their unnatural power, all who stand against them are soon crushed...
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Otto’s Gut-spray
Otto’s Gut-spray12"3+3+-21
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ghurk’s Tentacle
Ghurk’s Tentacle3"3+2+-23
Ghurk’s Lamprey Maw
Ghurk’s Lamprey Maw1"33+2+-23
Otto’s Scythe
Otto’s Scythe1"43+3+-1D3
Wounds SufferedOtto’s Gut-sprayGhurk’s TentacleMountain of Loathsome Flesh

Unit Size: 1      Points: 580
Battlefield Role: Leader, Behemoth
Base size: 130mm
Notes: Single, Unique

The Glottkin are armed with Ghurk’s Tentacle, Ghurk’s Lamprey Maw, Otto’s Scythe and Otto’s Gut-spray.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Contagium Overlord

WARMASTER: If this unit is included in a Maggotkin of Nurgle army, it is treated as a general even if it is not the model picked to be the army’s general.

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

Blightkrieg: At a signal from his brothers, the usually ponderous Ghurk launches into an earth-shaking countercharge. Nearby Maggotkin are quick to take advantage of the enemy's shock at the abomination's sudden turn of speed.
You can use this command ability at the end of the enemy movement phase if this unit is within 12" of an enemy unit. The command must be issued by this unit and must be received by another friendly MAGGOTKIN OF NURGLE unit that is within 12" of an enemy unit. This unit and then the unit that received the command can attempt a charge.

Horrific Opponent: So terrifying are the Glottkin that many enemies simply break and run rather than fight them. Should there be no avenue of retreat, the crushing press offleeing warriors can prove just as lethal as facing the brothers themselves.
At the start of the enemy movement phase, you must roll 2D6 for each enemy unit that is within 3" of this unit. If the roll is equal to or greater than that unit’s Bravery characteristic, that unit must retreat in that phase or it suffers D6 mortal wounds at the end of the phase.

Mountain of Loathsome Flesh: Once he has built up momentum, Ghurk Glott is almost unstoppable - even the proudest battleline cannot hope to withstand him.
You can carry out this monstrous rampage with this unit instead of any other monstrous rampage you can carry out with this unit. If you do so, pick 1 enemy unit within 3" of this unit and roll a dice. On a 2+, that enemy unit suffers a number of mortal wounds equal to the Mountain of Loathsome Flesh value on this unit’s damage table.

Abundance of Flesh: Ethrac Glott generously bestows a growth spurt of the most repulsive kind upon his allies, which sees their bodies bloat with great wobbling mounds of grey-green fat.
Abundance of Flesh is a spell that has a casting value of 6 and a range of 14". If successfully cast, pick 1 friendly MAGGOTKIN OF NURGLE MORTAL unit within range and visible to the caster. Add 1 to the Wounds characteristic of that unit until your next hero phase.

Designer’s Note: This can result in a model that is affected by this spell being slain if the wounds allocated to that model equal or exceed its Wounds characteristic once the effect of the spell ends.

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.
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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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).
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.
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
© Vyacheslav Maltsev 2013-2024