Maggotkin of Nurgle – Thricefold Befoulment
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Warscroll Battalion

Thricefold Befoulment

The ground shakes beneath the tread of this revolting trio as they lumber to war. The Great Unclean Ones of the Thricefold Befoulment are the living embodiment of Nurgle’s tri-lobed sigil writ vast in rotting flesh and pulsating power, and nothing pure or untainted can stand before their might.
ORGANISATION
A Thricefold Befoulment consists of the following units:
 • 3 GREAT UNCLEAN ONES
PITCHED BATTLE PROFILE

Unit Size: -      Points: 60
Battlefield Role: Warscroll Battalion

ABILITIES

Hungry for the Plague God’s Praise: Re-roll hit rolls of 1 for models from this battalion while they are within 14" of another model from this battalion. In addition, re-roll wound rolls of 1 for models from this battalion while they are within 14" of two other models from this battalion.

Plague Storm of Nurgle: If a model from this battalion successfully casts the Plague Wind spell when it is within 7" of another model from this battalion, then the number of mortal wounds inflicted by the spell is increased from D3 to 2D3. If the caster is within 7" of two other models from this battalion, then the number of mortal wounds inflicted by the spell is increased to 3D3 instead.

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

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