Nurgle is the Chaos God of plagues, whose power waxes strong when disease and despair ravage the Mortal Realms. Though he is a source of fear and revulsion to his enemies, Nurgle is a perversely paternal god, generous with his foul gifts and proud of his worshippers’ every disgusting achievement.
This page contains all of the rules you need to field your Maggotkin of Nurgle miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:|
Show History | ||||
| Book | Kind | Edition | Last update | |
Maggotkin of Nurgle | ||||
Maggotkin of Nurgle | Battletome | 4 | January 2026 | |
Legends Warscrolls | ||||
Legends Warscrolls | Warscroll | 4 | October 2026 | |
Battle Profiles | ||||
Battle Profiles | Rulebook | 4 | October 2026 | |
Rules Updates | ||||
Rules Updates | Rulebook | 4 | October 2026 | |
Regiments of Renown | ||||
Regiments of Renown | Warscroll | 4 | October 2026 | |
Spearhead: Maggotkin of Nurgle - Bubonic Cell | ||||
Spearhead: Maggotkin of Nurgle - Bubonic Cell | Expansion | 4 | September 2026 | |
Sons of Behemat | ||||
Sons of Behemat | Battletome | 4 | September 2026 | |
Scourge of Aqshy - Maggotkin of Nurgle | ||||
Scourge of Aqshy - Maggotkin of Nurgle | Expansion | 4 | July 2026 | |
Hedonites of Slaanesh | ||||
Hedonites of Slaanesh | Battletome | 4 | June 2026 | |
Spearhead: Maggotkin of Nurgle - Bleak Host | ||||
Spearhead: Maggotkin of Nurgle - Bleak Host | Expansion | 4 | April 2026 | |
Disciples of Tzeentch | ||||
Disciples of Tzeentch | Battletome | 4 | February 2026 | |
Grotmas Advent: Regiments of Renown | ||||
Grotmas Advent: Regiments of Renown | Warscroll | 4 | September 2025 | |
Helsmiths of Hashut | ||||
Helsmiths of Hashut | Battletome | 4 | September 2025 | |
Blades of Khorne | ||||
Blades of Khorne | Battletome | 4 | July 2025 | |
Cities of Sigmar | ||||
Cities of Sigmar | Battletome | 4 | July 2025 | |
Scourge of Ghyran - Maggotkin of Nurgle | ||||
Scourge of Ghyran - Maggotkin of Nurgle | Expansion | 4 | May 2025 | |
Slaves to Darkness | ||||
Slaves to Darkness | Battletome | 4 | December 2024 | |
Skaven | ||||
Skaven | Battletome | 4 | September 2024 | |
| Q: | If one of the WAR MACHINES in the Curse-Steel Battery has been destroyed, can the ‘Display of Total Power’ ability be used? |
| A: | Yes. |
| Q: | Can a Daemon Prince from the Godmarked Ascendant Regiment of Renown be given enhancements? |
| A: | Yes. In Army Composition 3.5 it states that a unit cannot use faction rules (including enhancements) unless they have a keyword that matches up with the faction’s name. Since the Godmarked Ascendant Regiment of Renown adds such a keyword, that unit is eligible to be given enhancements. |
| Q: | Does the ‘Blood-drenched’ ability have any effect on Skarbrand in The Exiled One Regiment of Renown? |
| A: | No. That ability is a Blades of Khorne battle trait and so will have no effect on a unit in a Regiment of Renown. |
| Q: | When using the ‘Contagious Catarrh’ ability, can you pick 0 Mire Kelpies? |
| A: | Yes. |
| Q: | Does the ‘Desperate Remedies’ ability remove the DISEASED keyword from an undamaged unit? |
| A: | Yes. |
| Q: | If a unit within 3" of a plague progenitor picked as the target of the ‘Spread’ effect of the ‘Blessed by the Plaguefather’ ability has the DISEASE keyword, would D3 mortal damage still be inflicted upon it from that ‘Plague Progenitor’ effect? |
| A: | Yes |
| Q: | If you have picked 1 or more Mire Kelpies when using the ‘Contagious Catarrh’ ability and roll a 1, are those Mire Kelpies removed from the unit. |
| A: | No. |
| Q: | If plague progenitor would heal in the first battle round, can it remove disease instead? |
| A: | No. |
| Q: | When resolving the ‘Wracked with Disease’ ability and a diseased enemy unit would be destroyed by the mortal damage inflicted by that ability, triggering the effect of the ‘Burst Pustules’ ability, do I finish resolving the effects of ‘Wracked with Disease’ before resolving the effects of ‘Burst Pustules’? |
| A: | Yes, as model removal occurs after an ability has been resolved. |
| Q: | Can DISEASED units that are in reserve (for example if they have been placed in reserve from the battlefield by the Disciples of Tzeentch ‘Smoke and Mirrors’ ability) be picked as a target of the ‘Wracked with Disease’ ability? |
| A: | No. |
Maggotkin of Nurgle armies can use the following abilities:
Your Hero Phase |
Once Per Turn (Army), End of Any Turn |
Once Per Turn (Army), End of Any Turn |
Once Per Turn (Army), End of Any Turn |
Passive |
Passive |
| Q: | Does the ‘Desperate Remedies’ ability remove the DISEASED keyword from an undamaged unit? |
| A: | Yes. |
| Q: | When resolving the ‘Wracked with Disease’ ability and a diseased enemy unit would be destroyed by the mortal damage inflicted by that ability, triggering the effect of the ‘Burst Pustules’ ability, do I finish resolving the effects of ‘Wracked with Disease’ before resolving the effects of ‘Burst Pustules’? |
| A: | Yes, as model removal occurs after an ability has been resolved. |
| Q: | Can DISEASED units that are in reserve (for example if they have been placed in reserve from the battlefield by the Disciples of Tzeentch ‘Smoke and Mirrors’ ability) be picked as a target of the ‘Wracked with Disease’ ability? |
| A: | No. |
You can pick 1 of the following battle formations for a Maggotkin of Nurgle army. Each battle formation grants a different ability you can use in the battle.
Once Per Battle (Army), Deployment Phase |
| Q: | If a unit within 3" of a plague progenitor picked as the target of the ‘Spread’ effect of the ‘Blessed by the Plaguefather’ ability has the DISEASE keyword, would D3 mortal damage still be inflicted upon it from that ‘Plague Progenitor’ effect? |
| A: | Yes |
| Q: | If plague progenitor would heal in the first battle round, can it remove disease instead? |
| A: | No. |
Passive |
End of Any Turn |
Any Combat Phase |
Any Combat Phase |
Grandfather’s Gifts Once Per Battle, Any Combat Phase |
Passive |
Any Charge Phase |
Any Combat Phase |
Once Per Battle, Any Hero Phase |
Any Combat Phase |
Your Hero Phase | 6 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Plaguefather’s PoxesPlaguefather’s Poxes are unique enhancements that can be given to non-HERO MAGGOTKIN OF NURGLE units.
A unit can only have 1 Plaguefather’s Pox.
Any Hero Phase |
Passive |
Passive |
Your Hero Phase | 3 |
| KEYWORDS | PRAYER, UNLIMITED |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER |
Bendictions of Sickness Your Hero Phase | 3 |
| KEYWORDS | PRAYER, UNLIMITED |
Your Hero Phase | 3 |
| KEYWORDS | PRAYER |
Your Hero Phase | 3 |
| KEYWORDS | PRAYER |
Benedictions of Sickness Your Hero Phase | 3 |
| KEYWORDS | PRAYER, UNLIMITED |
Your Hero Phase | 5 |
| KEYWORDS | PRAYER |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER |
It is through his mortal Rotbringers that the Plague God first expands his influence. Their creed is to poison everything, thereby extending the borders of the Garden of Nurgle, the Grandfather’s domain in the Realm of Chaos. Crops are ruined, livestock sickened and settlements left decaying. From this foulness can new, horrific life grow, the land fertile with burgeoning rot. This is the cycle of corruption, an ever-churning gyre of collapse and grisly rebirth, through which Nurgle’s whispers can take root.
When you pick the Maggotkin of Nurgle faction for your army, you can choose for it to be a Cycle of Corruption Army of Renown. If you do so, use the faction rules on these pages instead of the Maggotkin of Nurgle faction rules. Every unit in your army must be drawn from the units listed in the roster options below. All units in your army gain the CYCLE OF CORRUPTION keywordROSTER OPTIONS
| ||
Once Per Battle Round (Army), Start of Battle Round |
Passive |
| KEYWORDS | CYCLE |
Once Per Turn (Army), Your Hero Phase |
| KEYWORDS | CYCLE |
Passive |
| KEYWORDS | CYCLE |
Passive |
| KEYWORDS | CYCLE |
Passive |
| KEYWORDS | CYCLE |
Passive |
| KEYWORDS | CYCLE |
Once Per Turn (Army), Your Hero Phase |
| KEYWORDS | CYCLE |
Your Hero Phase | 7 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER, UNLIMITED |
Your Hero Phase | 5 |
| KEYWORDS | PRAYER |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER |
Hailed as the Grand Cultivator, Horticulous Slimux is responsible for maintaining the foetid majesty of the Garden of Nurgle and for spreading its fecundity across the Mortal Realms. This is no mean feat, for it is an expansive domain and ever in need of his meticulous attention. Whether tilling fields of withered corpse-flesh or pruning the orchards of rotwood trees to encourage fresh growth, he leaves no patch of the Garden untended.
When you pick the Maggotkin of Nurgle faction for your army, you can choose for it to be the Gardeners of Nurgle Army of Renown. If you do so, use the faction rules on these pages instead of the Maggotkin of Nurgle faction rules. Every unit in your army must be drawn from the units listed in the roster options below. All units in your army gain the GARDENERS OF NURGLE keyword.ROSTER OPTIONS
| ||
Once Per Turn (Army), Your Hero Phase |
Once Per Turn (Army), Your Movement Phase |
Once Per Battle (Army), Your Movement Phase |
Once Per Turn (Army), Your Combat Phase |
Passive |
Passive |
Passive |
Once Per Battle, Your Movement Phase |
Your Hero Phase | 7 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Here, you will find additional rules to use with a Maggotkin of Nurgle army while playing through a Path to Glory campaign. The Path to Glory content in this book is divided into two parts: the Anvil of Apotheosis and Paths for Maggotkin of Nurgle units.
Your Hero's WarscrollYou can download a blank warscroll from warhammer-community.com on which to record all of your hero’s details. | ||
| The Anvil of Apotheosis is a hero creator. Using the rules in this section, you can create a custom warscroll for a Hero to use in your Path to Glory campaign. This can represent any miniature of your choosing, including one you have lovingly kitbashed or converted. After the Anvil of Apotheosis, you will find 2 Paths for Maggotkin of Nurgle units. These follow the rules outlined for Paths in the Path to Glory battlepack you are using (e.g. Path to Glory: Ascension in the Core Book). | ||
|
Revolting Acolyte -0DP
| |||||
Priest of Corruption -4DP
| |||||
Infected Warrior -4DP
In addition, change your hero’s Health characteristic to 7, change their Save characteristic to 3+ and replace their melee weapon with the following:
| |||||||||||||||||||||||||||||||||||||||||
Plague Daemon -4DP
In addition, replace your hero’s melee weapon with the following:
| |||||||||||||||||||||||||||||||||||||||||
Tainted Mage -4DP
| |||||
Sorcerer of Sickness -6DP
| |||||
Origins
DISTENDED GUT: This bloated warrior is so immense that they almost resemble one of the Grandfather’s favoured greater daemons.
SCABROUS SECOND HIDE: This warrior is covered head to foot in a thick, scaly layer of diseased tissue that acts as a form of natural protection.
PROJECTILE VOMITER: Guts audibly churning, this warrior ejects a revolting spume of half-digested matter onto their enemies.
ROOTED IN BLIGHTED SOIL: This warrior seeds pestilence into the earth itself. When they stand their ground, they are all but inured to harm by their swelling pathogens. | ||||||||||||||||||
Battle Mount -5DP ROT FLY: This insectoid horror is a fitting mount for a champion of decay, striking swiftly on putrid wings before lunging with its venomous mandibles and stinger. In addition, make the following changes to your hero’s warscroll:Add the following weapon to your hero’s warscroll:
Battle Mount -15DP POX MAGGOTH: Only true paragons of contagion ride hulking pox maggoths to war. To be blessed with such a monstrous beast is a potent mark of Nurgle’s favour. In addition, make the following changes to your hero’s warscroll:Add the following weapon and ability to your hero’s warscroll:
BATTLE DAMAGEDEffect: While this unit has 10 or more damage points, the Attacks characteristic of its Pox Maggoth’s Claws is 3.
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Path of Rancidity(MAGGOTKIN OF NURGLE HERO only)ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
BLOATED AND BRUTAL: This Nurglite is a disease-swollen monstrosity with incredible strength.
FOUL STENCH: A stinking fug envelops this hero.
IRREPRESSIBLE MOMENTUM: This flushed warrior lurches into battle in a feverish frenzy.
OOZY: There is no escaping this hero’s caustic ooze.
AFFLICTED IN ARMS: The diseases spread by this hero maintain a strange link to their originator. Effect: For the rest of the battle, each time the target uses a command, after resolving that command or the ability it was a reaction to, Heal (D3) this unit.
VISCOUS PHLEGM: Spitting forth slimy mucus, this warrior binds their enemies in stringy matter. Effect: Roll a dice. On a 3+, subtract 3 from charge rolls for the target for the rest of the turn.
RISEN FROM DISEASE: Sickness invigorates this hero. Even death has no hold over them. Effect: You and your opponent must roll off. Add the targets Control characteristic to your roll and add the incubator’s Control characteristic to your opponent’s roll. If your roll equals or exceeds your opponent’s, set up a replacement unit for the target with 4 damage points allocated to it within 3" of the incubator. Then, if your roll is at least double your opponent’s, the incubator is automatically destroyed.
THE FOULNESS THAT LURKS WITHIN: This hero harbours an unnameable contagion that slows the body and makes limbs leaden. Effect: The targets have STRIKE-LAST for the rest of the turn. | ||||||||||||||||||||||||||||||||||
Path of the Foetid Disciples(non-HERO MAGGOTKIN OF NURGLE unit only)ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
REPULSIVE GRINS: It is hard to concentrate on complex tasks when faced with rows of wormy teeth.
MILDEW-ENCRUSTED: Coated in a foul, fungal growth, these warriors are surprisingly resilient.
LOATHSOME FORTITUDE: Virulent and untiring, these warriors are dogged in their pursuit of claiming territory.
HORRIFIC MUTATIONS: Protruding horns and gnashing maws enhance these warriors’ lethality. Effect: Roll a dice. On a 2-5, inflict 1 mortal damage on the target. On a 6, inflict 2 mortal damage on the target.
CONTAGIOUS TO LIVING MAGIC: The taint of these warriors even affects the arcane.
REEK OF MEDIOCRITY: Even legendary weapons are rendered depressingly mundane when they strike the clammy grey hides of these moribund warriors.
GRASPING TENTACLES: These warriors possess multiple writhing, slime-slick tendrils. Effect: Roll 2D6. If the roll equals or exceeds the target’s Move characteristic, add 1 to the Attacks characteristic of this unit’s melee weapons for the rest of the turn.
MIMETIC PARASITES: The parasites that infest these warriors writhe into life when nearby foes make a concerted effort, imbuing their hosts with the same determination and vigour. | ||||||||||||||||||||||||||||||||||
Bleak Host| This Spearhead army consists of the following units: General
Units
| ||
The Maggotkin’s advance across the realms is akin to the creeping spread of a disease across the body of its host.
One of your Pusgoyle Blightlords and one of your Plaguebearers units are not set up during the deployment phase. Instead, from the third battle round onwards, they can use the Daemonic Summoning ability. Your Movement Phase |
| KEYWORDS | CORE |
Passive |
End of Any Turn |
Once Per Phase, Your Hero Phase |
Passive |
End of Any Turn |
Your Shooting Phase |
Your Movement Phase |
Once Per Battle, Any Combat Phase |
4" 5 5+ 2 5+ Spoilpox Scriveners keep a strict watch over the tallying of the Plaguebearers. Under their shrewd tri-eyed gaze, no daemon dares neglect their plague-counting duties. Though the Scriveners prefer to command from a distance, enemies that stray too close will find their heads and limbs bitten off by the Scrivener’s trunklike maw. The Scriveners are woefully allergic to the stuff of reality, which fouls their mood constantly. Fortunately for Nurgle’s followers, however, the daemons’ sneezes can blanket foes in layers of rancid, highly corrosive mucus. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Disgusting Sneezes [Shoot in Combat] | ||||||||
| Disgusting Sneezes Shoot in Combat | 7" | D6 | 2+ | 4+ | - | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Distended Maw | ||||||||
| Distended Maw | 3 | 4+ | 3+ | 1 | 2 | |||
Your Hero Phase |
KEYWORDS | HERO, INFANTRY, WARD (5+) |
4" 2 6+ 1 5+ Plaguebearers trudge to battle amidst the drone of flies’ wings and endless counting. These daemons tally the diseases unleashed upon the realms, all the while stabbing and hacking at their enemies with filthy plagueswords. Each one is born of the soul of a mortal killed by Nurgle’s Rot, a debilitating disease that decays both the spirit and body until the sufferer dies an agonisingly slow death. After feeding on their despair in life, the Plague God accepts their souls into his Garden in death, remaking them as pus-ridden daemons swathed in clouds of fat-bodied flies. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Plaguesword [Crit (Mortal)] | |||||||
| Plaguesword Crit (Mortal) | 1 | 4+ | 3+ | - | 1 | ||
Passive |
KEYWORDS | INFANTRY, WARD (5+) |
4" 3 3+ 1 5+ Putrid Blightkings carve their way forwards with slime-encrusted blades, hammers and axes. Their bloated, rotting bodies can absorb tremendous punishment, allowing them to drive relentlessly through the foe’s battleline as they sow lethal disease and crippling despair alike. They are paragons of despair, having their origins as not only warriors but also apothecaries and philosophers who became obsessed with the futility of existence. Their all-consuming need to spread disease and despondency has earned them Nurgle’s favour, and in return, their swollen, plague-ridden frames have become all but immune to pain. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Blighted Weapon | |||||||
| Blighted Weapon | 4 | 3+ | 3+ | 1 | 1 | ||
End of Any Turn |
KEYWORDS | INFANTRY, WARD (5+) |
8" 8 4+ 2 5+ Elite Rotbringers mounted atop horrific daemon-beasts, Pusgoyle Blightlords thrum ahead of their kindred to sow panic and death as the linebreakers of the diseased host. Their crushing tocsins and whistling scythes make short work of any who would slow the spread of decay. Should enemies survive such a diseased onslaught, they will find themselves impaled upon the stingers of horrifying Rot Flies. The pact made between Pusgoyle and Rot Fly strengthens the daemon’s connection to the mortal plane, allowing them to exist indefinitely beyond the boundary of Nurgle’s Garden while the accord stands. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Blighted Scythe | |||||||
| Blighted Scythe | 3 | 3+ | 3+ | 2 | 1 | ||
| Rot Fly’s Mouthparts and Sting [Companion] | |||||||
| Rot Fly’s Mouthparts and Sting Companion | 6 | 4+ | 2+ | - | 1 | ||
Any Charge Phase |
KEYWORDS | CAVALRY, FLY, WARD (5+) |
Bubonic Cell| This Spearhead army consists of the following units: General
Units
| ||

Passive |
| KEYWORDS | CYCLE |
Passive |
| KEYWORDS | CYCLE |
Passive |
| KEYWORDS | CYCLE |
Passive |
| KEYWORDS | CYCLE |
Once Per Turn (Army), End of Your Turn |
Once Per Battle, Enemy Hero Phase |
Passive |
Once Per Battle, Any Combat Phase |
Passive |
Your Shooting Phase |
4" 6 5+ 2 6+ Rotbringer Sorcerers are masters of unclean magics, mortal devotees of Grandfather Nurgle and capable of imbuing their allies with pestilential resilience. They revel in acts of corruption and are utterly dedicated to this task. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Rotwood Staff | |||||||
| Rotwood Staff | 3 | 4+ | 3+ | 1 | D3 | ||
Your Hero Phase |
KEYWORDS | HERO, WIZARD (1), INFANTRY, WARD (6+) |
4" 4 6+ 1 5+ Nurglings are daemonic mites that tumble from the innards of larger daemons or spill up from sewers and fissures in reality. They pour across the battlefield in a stinking tide, burying the foe beneath waves of infectious foulness. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Tiny Razor-sharp Teeth [Crit (Auto-wound)] | |||||||
| Tiny Razor-sharp Teeth Crit (Auto-wound) | 5 | 5+ | 5+ | - | 1 | ||
End of Any Turn |
KEYWORDS | BEAST, WARD (5+) |
7" 8 5+ 1 5+ As stupid as they are enthusiastic, Beasts of Nurgle bound forth with burbles of joy. Huge, slug-like abominations, they gleefully assail their luckless playmates until their joy proves lethal and then bounce off after new victims. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Filthy Claws and Slobbering Maw [Companion] | |||||||
| Filthy Claws and Slobbering Maw Companion | 5 | 4+ | 3+ | 1 | D3 | ||
Any Charge Phase |
KEYWORDS | BEAST, WARD (5+) |
5" 1 6+ 1 6+ The Rotmire Creed are mortal swamp-dwellers who fanatically spread their deity’s vile gifts. Brewers of disease-ridden toxins, they wield blowpipes armed with poisoned darts that can inflict crippling agony on their foes. Lurching into battle on bilewood stilts, they are surprisingly swift, retreating from the melee to find a fresh vantage point from which to launch another volley of tainted missiles. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Contagion Blowpipes [Crit (Auto-wound)] | ||||||||
| Contagion Blowpipes Crit (Auto-wound) | 12" | 2 | 4+ | 3+ | - | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Bilewood Weapons | ||||||||
| Bilewood Weapons | 2 | 4+ | 4+ | - | 1 | |||
Passive |
KEYWORDS | INFANTRY, WARD (6+), REINFORCEMENTS |
| Q: | If an ability allows a unit to gain an enhancement during a battle (for example, the Kharadron Overlords ‘Special Procurement’ ability) and I pick an enhancement that costs points, do I need to have sufficient spare points in my army roster in order to pay for that enhancement? |
| A: | No. Enhancements added to your army during a battle do not cost any points. |
Once Per Turn (Army), Start of Any Turn |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
| Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
| ||
| Q: | If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model? |
| A: | No. |
Passive |
| ||
| In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes. | ||
| Q: | If a non-FLY INFANTRY HERO (e.g. a Scinari Cathallar) is a Shrine Guardian of a Shrine Luminor, and that Shrine Guardian is within 1" of an obscuring terrain feature, is the Shrine Guardian visible to enemy abilities that target the Shrine Guardian? |
| A: | Yes. |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
| Q: | When using the ‘Charge’ ability, does my unit need to end the charge move within 1⁄2" of an enemy unit that was visible to the charging unit at the start of that charge move? |
| A: | No. It must end the charge move within 1⁄2" of an enemy unit that is visible to the charging unit when it finishes that charge move. |
| Q: | If an ability adds to or subtracts from the number of dice that make up a charge roll, is that a modifier to the charge roll? |
| A: | No. |
| Q: | When making shooting attacks, can all models in the attacking unit shoot even if the target unit is not visible to some of those models? |
| A: | No, the only models in the attacking unit that can make shooting attacks are those that the target unit is visible to. |
| Q: | When a unit uses a SHOOT ability, does it have to shoot with all of the ranged weapons that it is armed with? |
| A: | Yes. |
Your Shooting Phase |
| KEYWORDS | CORE, ATTACK, SHOOT |
Any Combat Phase |
| KEYWORDS | CORE, ATTACK, FIGHT |
|
|
|
Your Hero Phase |
| KEYWORDS | BANISH |
Enemy Hero Phase | 1 |
Your Hero Phase |
| KEYWORDS | BANISH |
| ||
Any Combat Phase |
| KEYWORDS | CORE, ATTACK, FIGHT |
| The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature. | ||
Enemy Shooting Phase | 1 |
| KEYWORDS | SHOOT, ATTACK |
Once Per Turn (Army), Reaction: You declared a CHARGE ability | 0 |
| KEYWORDS | BLOOD TITHE |
Once per Turn, Start of Any Turn | 1 |
| KEYWORDS | BLOOD TITHE |
Once Per Turn (Army), Your Combat Phase | 1 |
| KEYWORDS | BLOOD TITHE |
Once Per Turn (Army), Your Hero Phase | 2 |
| KEYWORDS | BLOOD TITHE |
Passive | 2 |
| KEYWORDS | BLOOD TITHE |
Passive | 3 |
| KEYWORDS | BLOOD TITHE |
Passive | 4 |
| KEYWORDS | BLOOD TITHE |
Passive | 4 |
| KEYWORDS | BLOOD TITHE |
The BLOODBOUND keyword is used in the following Blades of Khorne warscrolls:
The non-MONSTER DAEMON keyword is used in the following Blades of Khorne warscrolls:
The MONSTER keyword is used in the following Blades of Khorne warscrolls:
Once Per Turn, Reaction: You declared the ‘Skulls for the Skull Throne’ ability |
Passive |
| Q: | If an ability (e.g. ‘Seed of Rebirth’) would allow a unit that would be destroyed to negate all remaining damage points then heal to prevent that unit from being destroyed, and another ability (e.g. ‘Quenching the Flames’) prevents that unit from healing, would that unit still be destroyed? |
| A: | Yes. |
| ||
| Q: | Do models removed as a result of a unit being out of coherency count as having been slain? |
| A: | Yes. |
Passive |
Once Per Turn (Army), End of Any Turn |
Once Per Battle (Army), Deployment Phase |
Once Per Turn (Army), End of Any Turn |
Passive |
The non-MONSTER DISCIPLES OF TZEENTCH keyword is used in the following Disciples of Tzeentch warscrolls:
Once Per Turn (Army), Any Hero Phase |
|
|
|
The ROTBRINGERS keyword is used in the following Maggotkin of Nurgle warscrolls:
Once Per Turn (Army), End of Any Turn |
| Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control. | ||
The non-HERO ROTBRINGERS keyword is used in the following Maggotkin of Nurgle warscrolls:
The MAGGOTKIN OF NURGLE and DAEMON keywords are used in the following Maggotkin of Nurgle warscrolls:
| ||
| Q: | If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model? |
| A: | No. |
Your Movement Phase |
| KEYWORDS | CORE, MOVE |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RUN |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
The non-MONSTER MAGGOTKIN OF NURGLE and DAEMON keywords are used in the following Maggotkin of Nurgle warscrolls:
The non-HERO MAGGOTKIN OF NURGLE keyword is used in the following Maggotkin of Nurgle warscrolls:
Passive |
The PRIEST keyword is used in the following Maggotkin of Nurgle warscrolls:
Your Hero Phase |
| KEYWORDS | PRAYER, UNLIMITED |
Once Per Battle, Your Hero Phase | 7 |
| KEYWORDS | PRAYER |
The MAGGOTKIN OF NURGLE and WIZARD keywords are used in the following Maggotkin of Nurgle warscrolls:
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
| Q: | Is mortal damage inflicted by a miscast considered to be ‘mortal damage inflicted by a SPELL ability’ for the purposes of abilities like a Morghast Archai unit’s ‘Ebon-wrought Armour’ ability? |
| A: | No. |
Once Per Turn (Army), End of Any Turn |
| KEYWORDS | ATTACK, FIGHT |
| Q: | When using ‘Eruption of Fury’, can I use a reaction to pick another unit to use a FIGHT ability immediately after? |
| A: | No – while you can use reactions to ‘Eruption of Fury’, abilities that let you pick a unit to immediately use a FIGHT ability do not override the restrictions of the FIGHT ability. As a result, you cannot use them to have a unit fight outside the combat phase. |
| Q: | Do STRIKE-FIRST or STRIKE-LAST have any effect when using ‘Eruption of Fury’? |
| A: | No. |
Passive |
| Q: | When applying the effect of ‘Fight Through the Pain’, are rage dice spent one at a time or all at once? |
| A: | All at once. |
The non-MONSTER MAGGOTKIN OF NURGLE keyword is used in the following Maggotkin of Nurgle warscrolls:
Once Per Turn (Army), Your Combat Phase |
The HERO keyword is used in the following Maggotkin of Nurgle warscrolls:
The INFANTRY keyword is used in the following Maggotkin of Nurgle warscrolls:
The WARD keyword is used in the following Maggotkin of Nurgle warscrolls:
The CHAOS keyword is used in the following Maggotkin of Nurgle warscrolls:
The MAGGOTKIN OF NURGLE keyword is used in the following Maggotkin of Nurgle warscrolls:
| Q: | If a HERO is able to join another HERO's regiment (e.g. The Shadow Queen joining Morathi-Khaine, do they take the place of a non-HERO unit in that regiment? |
| A: | Yes. |
| ||
| There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase. Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST. | ||
| Q: | Can I use an ability that allows a friendly unit that does not have STRIKE-FIRST to fight immediately after a friendly unit that has STRIKE-FIRST if there are one or more enemy units with STRIKE-FIRST that have not yet been picked to fight? |
| A: | No. As mentioned in the sidebar next to 19.0, abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST constraints, so you cannot pick a unit that does not have STRIKE-FIRST to fight until all other units that have STRIKE-FIRST have fought. |
| Q: | If a friendly unit is the only unit that has STRIKE-FIRST on the battlefield and it has an ability that allows a friendly unit to fight immediately after it, in what order would units be picked to fight? |
| A: | If you are the active player, the unit that has STRIKE-FIRST would fight first, then you could use the ability to allow another friendly unit to fight immediately after it, and then you would pick the next unit to fight (i.e. three friendly units would fight back to back). If your opponent is the active player, the unit that has STRIKE-FIRST would fight first, you could still use the ability to allow another friendly unit to fight, and then your opponent would pick the next unit to fight. |
| Q: | In the combat phase, if all eligible non-STRIKE‑LAST units have used a FIGHT ability, which player gets to pick the first STRIKE-LAST unit to fight? |
| A: | The alternating sequence of picking units to use a FIGHT ability would continue and so the player who did not pick the last non-STRIKE-LAST unit would get to pick the first eligible STRIKE-LAST unit in their army to use a FIGHT ability. |
Passive |
The MAGGOTKIN OF NURGLE and HERO keywords are used in the following Maggotkin of Nurgle warscrolls:
Any Hero Phase | 1 |
| Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle. | ||
| Q: | If a destroyed unit had an enhancement, and an ability allows me to set up a replacement of that unit, would the replacement unit also have that enhancement? |
| A: | No. |
| Q: | If an ability allows a replacement unit to be set up with half the models from the original unit, and the original unit has to have a certain proportion of models equipped with specific weapons, does the new unit also need to adhere to the same restrictions? |
| A: | No. As stated in 24.2, you can pick any models from the original unit to be set up in the replacement unit. |
| Q: | If an ability allows a replacement unit to be set up with half the models from the original unit, could I then use an ability such as ‘Rally’ to return models to that unit until it reached the unit size of the original unit? |
| A: | No. A replacement unit is treated as a new unit with a new unit size. |
Reaction: Opponent declared an ATTACK ability | 1 |
Reaction: You declared an ATTACK ability | 1 |