Maggotkin of Nurgle

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:


Books

BookKindEditionLast update
  Maggotkin of Nurgle
  Maggotkin of NurgleBattletome4January 2026
  Battle Profiles
  Battle ProfilesRulebook4December 2025
  Rules Updates
  Rules UpdatesRulebook4December 2025
  Legends compendium
  Legends compendiumWarscroll4October 2025
  Grotmas Advent: Regiments of Renown
  Grotmas Advent: Regiments of RenownWarscroll4September 2025
  Regiments of Renown
  Regiments of RenownWarscroll4September 2025
  Helsmiths of Hashut
  Helsmiths of HashutBattletome4September 2025
  Blades of Khorne
  Blades of KhorneBattletome4July 2025
  Scourge of Ghyran - Maggotkin of Nurgle
  Scourge of Ghyran - Maggotkin of NurgleExpansion4May 2025
  Sons of Behemat
  Sons of BehematFaction Pack4January 2025
  Slaves to Darkness
  Slaves to DarknessBattletome4December 2024
  Skaven
  SkavenBattletome4September 2024

Designers’ Commentary

Battletome: Blades of Khorne

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:Does Skarbrand’s ‘Skarbrand’s Rage’ ability mean that Skarbrand is affected by the ‘Blood-drenched’ ability in the first turn of a battle?
A:
No.

Faction Rules


Battle Traits

Maggotkin of Nurgle armies can use the following abilities:

Your Hero Phase
BLIGHTED REGROWTH: Feculent Gnarlmaws burst forth from contaminated lands like pus from a rotting wound.

Declare: You can use this ability if there are no friendly Feculent Gnarlmaws on the battlefield.

Effect: Set up a Feculent Gnarlmaw on the battlefield wholly within 12" of an objective you control and more than 3" from all enemy units, objectives and other terrain features.

Once Per Turn (Army), End of Any Turn
BLESSED BY THE PLAGUEFATHER: Every Maggotkin is a walking vector of disease, a willing incubator for maladies that ravage the body and spirit with horrific virulence.

Effect: Pick 1 of the following effects:

Infect: Pick an enemy unit within 7" of any friendly MAGGOTKIN OF NURGLE units to be the target. You cannot pick a MANIFESTATION or terrain feature.
  • If the target is in combat with any friendly MAGGOTKIN OF NURGLE units, it has the DISEASED keyword.
  • If the target is not in combat with any friendly MAGGOTKIN OF NURGLE units, roll a dice. On a 4+, the target has the DISEASED keyword.

Spread: Pick a DISEASED enemy unit to be the target. Each other enemy unit within the target’s combat range, excluding MANIFESTATIONS and terrain features, has the DISEASED keyword.

Mutate: If all enemy units on the battlefield, excluding MANIFESTATIONS and terrain features, have the DISEASED keyword, inflict 1 mortal damage on each of them.

Once Per Turn (Army), End of Any Turn
WRACKED WITH DISEASE: The Maggotkin wage war with weeping wounds and pustulant boils as well as with rusted weapons.

Declare: Pick each DISEASED enemy unit to be the targets.

Effect: Inflict D3 mortal damage on each target.

Once Per Turn (Army), End of Any Turn
CEASELESS INFECTORS: Upon their deaths, Rotbringers’ bodies will purge their ‘gifts’, infecting those nearby and ensuring the continued propagation of Nurgle’s diseases.

Declare: Pick an enemy unit that was in combat with a friendly ROTBRINGERS unit that was destroyed this turn to be the target. You cannot pick a MANIFESTATION or terrain feature.

Effect: Roll a dice. On a 3+, the target has the DISEASED keyword.

Passive
BURST PUSTULES: As blighted flesh is pierced and hewn, quivering boils erupt, showering all with Nurgle’s glistening gifts.

Effect: Each time a DISEASED enemy unit is destroyed, before the last model in the unit is removed from play, roll a dice. On a 3+, pick another enemy unit within 9" of that model to be the target. You cannot pick a MANIFESTATION or terrain feature. The target has the DISEASED keyword.

Passive
DESPERATE REMEDIES: When fighters are afflicted with the plagues of Nurgle, all efforts must be made to stem the spread of those diseases.

Effect: If an ability would heal or return slain models to a DISEASED enemy unit, that ability does not heal or return any slain models to it. Instead, it no longer has the DISEASED keyword.

Battle Formations

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.

BATTLE PROFILE
NamePoints
Tallyband of Nurgle0
Plague Cyst0
Nurgle’s Menagerie0
Affliction Cyst0

Tallyband of Nurgle

Once Per Battle (Army), Deployment Phase
PLAGUE PROGENITOR: Simply to be in the presence of this unwitting pathogen incubator is to see one’s body ravaged by disease.

Declare: Pick an enemy unit on the battlefield to be the plague progenitor for the rest of the battle. You cannot pick a MANIFESTATION or terrain feature.

Effect: Roll 2D3. On a 6, or if the roll equals or exceeds the plague progenitor’s Health characteristic, it has the DISEASED keyword.

In the first battle round, while the plague progenitor has the DISEASED keyword, it cannot use or be picked to be the target of any abilities that could heal or return slain models to it.

Each time the plague progenitor is picked to be the target of the 'Spread' effect of the ‘Blessed by the Plaguefather’ ability, inflict D3 mortal damage on each other enemy unit within its combat range, excluding MANIFESTATIONS and terrain features, in addition to the effect of that ability.


Plague Cyst

Passive
VECTORS OF CONTAGION: These Nurglites are empowered by the presence of plague daemons.

Effect: Add 5 to the control scores of friendly non-HERO ROTBRINGERS units while they are wholly within 12" of any friendly MAGGOTKIN OF NURGLE DAEMON units.


Nurgle’s Menagerie

Passive
DENIZENS OF THE GARDEN: The beasts that dwell deep in Nurgle’s Garden carry the most virulent diseases.

Effect: Companion weapons used by friendly MAGGOTKIN OF NURGLE units have Crit (2 Hits).


Affliction Cyst

Passive
FILTH-LADEN DAEMONIC BLOOMS: Nurgle’s influence has spread far and wide, invigorating his daemonic followers.

Effect: Each time you make a run roll for a friendly non-MONSTER MAGGOTKIN OF NURGLE DAEMON unit, you can change that roll to a 4.

Heroic Traits

Avatars of Corruption

HERO only

BATTLE PROFILE
NamePoints
GRANDFATHER’S BLESSING0
GIFT OF FEBRILE FRENZY0
OVERPOWERING STENCH0
End of Any Turn
GRANDFATHER’S BLESSING: This mighty Nurglite is so diseased that they are rejuvenated by decay and plague.

Effect: If this unit is in combat with a DISEASED enemy unit, Heal (D3) this unit.

Any Combat Phase
GIFT OF FEBRILE FRENZY: This general can invigorate their usually sluggish minions by releasing a fever upon them that drives them into a wild delirium.

Declare: Pick a visible friendly non-HERO MAGGOTKIN OF NURGLE unit that is wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the turn.

Any Combat Phase
OVERPOWERING STENCH: This general exudes an odour so wretched that even Nurgle’s daemons cannot adequately describe it. Enemies recoil, choking on their own vomit at the slightest whiff, rendered speechless as their senses are overwhelmed.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: You and your opponent must roll off. If your roll is higher, pick 1 of the following effects to apply for the rest of the turn:
  • Ignore positive modifiers to save rolls for the target.
  • Subtract 1 from ward rolls for the target.


Grandfather’s Gifts

HERO only

BATTLE PROFILE
NamePoints
LIVING PLAGUE0
UNCTUOUS PREACHER0
CORPULENT AVALANCHE0
Once Per Battle, Any Combat Phase
LIVING PLAGUE: As this hero slams into the foe, they spread Nurgle’s potent gifts of contagion.

Declare: If this unit charged this turn, pick an enemy unit in combat with it to be the target.

Effect: The target has the DISEASED keyword.

Passive
UNCTUOUS PREACHER: Even this hero’s brethren consider them to be far too enthusiastic in their preachings of Grandfather Nurgle’s blessings.

Effect: If this unit is not a PRIEST, it has PRIEST (1). If this unit is already a PRIEST, add 1 to chanting rolls for this unit.

Any Charge Phase
CORPULENT AVALANCHE: As this hulk’s momentum builds, its bulk becomes nothing less than a blubbery, pus-filled battering ram.

Declare: If this unit charged this turn, pick a visible enemy unit within 1" of it to be the target.

Effect: Roll a number of dice equal to this unit’s Move characteristic. For each 3+, inflict 1 mortal damage on the target.

If any damage points were allocated to the target by this ability, this unit can move 2D3". It can move through the combat ranges of enemy units but must end that move in combat with the units it was already in combat with at the start of the move.

Artefacts of Power

Boons of Nurgle

HERO only

BATTLE PROFILE
NamePoints
THE WITHERSTAVE0
THE CARRION DIRGE0
RUSTFANG0
Any Combat Phase
THE WITHERSTAVE: Carved from the heartwood of a tormented Treelord, the Witherstave thrums with a soured mockery of the Sylvaneth spirit-song. Those that hear it feel a terrible weakness shiver their limbs as a jarring dirge of despair clouds their minds.

Declare: Pick an enemy unit that charged this turn and is in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from the Damage characteristic of the target’s melee weapons for the rest of the turn.

Once Per Battle, Any Hero Phase
THE CARRION DIRGE: When blown, this filth-encrusted horn shrieks with the tongues of seven hundred and seventy-seven carrion crows. Those outside Nurgle’s favour who hear it are struck with a deep despondency. Why stand defiant? Why seek victory? Why do anything at all?

Declare: Pick up to 3 enemy units within 18" of this unit to be the targets.

Effect: Subtract 5 from each target’s control score for the rest of the turn.

Any Combat Phase
RUSTFANG: Rustfang is a cursed battleaxe whose blade crawls with a thick layer of sentient corrosion. The slightest touch of this blade spreads its blight, chewing away the foe’s defences in moments.

Declare: Pick an enemy HERO or MONSTER in combat with this unit to be the target.

Effect: Subtract 1 from save rolls for the target for the rest of the turn.

Spell Lore

BATTLE PROFILE
NamePoints
Lore of Malignance0

Lore of Malignance

Your Hero Phase
6
FLESHY ABUNDANCE: The sorcerer generously bestows a growth spurt of the most repulsive kind upon their allies, causing their bodies to bloat with great wobbling mounds of grey-green fat.

Declare: Pick a friendly MAGGOTKIN OF NURGLE WIZARD to cast this spell, pick a visible friendly MAGGOTKIN OF NURGLE unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Pick 1 of the following effects:
  • Heal (D3) the target.
  • Subtract 1 from wound rolls for attacks that target that friendly unit until the start of your next turn.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
6
CRIPPLING DESPAIR: With a sweep of their hand, the sorcerer imbues upon their victim with an overwhelming sense of hopelessness that renders them oblivious to their surroundings.

Declare: Pick a friendly MAGGOTKIN OF NURGLE WIZARD to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: The target cannot use commands for the rest of the turn.
KEYWORDSSPELL

Your Hero Phase
7
CLOYING QUAGMIRE: The sorcerer thrusts their hands into the soil, causing the ground beneath their enemies to putrefy into a sucking, grasping quagmire.

Declare: Pick a friendly MAGGOTKIN OF NURGLE WIZARD to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn:
  • Halve the target’s Move characteristic.
  • If the target’s Save characteristic is 3+ or better, subtract 1 from run rolls and charge rolls for the target.
KEYWORDSSPELL

Prayer Lore

BATTLE PROFILE
NamePoints
Bendictions of Sickness0
Lore of Virulence0

Lore of Virulence

Your Hero Phase
3
GIFT OF DISEASE: The priest licks an oozing sore, savouring the tangy flavour of a ripe contagion, before coughing a phlegmy litany that wreathes them and their allies in a pain-inuring ague.

Declare: Pick a friendly MAGGOTKIN OF NURGLE PRIEST to chant this prayer, then make a chanting roll of D6.

Effect: Until the start of your next turn, subtract 1 from wound rolls for attacks made by enemy units while they are in combat with the chanter. In addition, if the chanting roll was 10+, each enemy unit in combat with the chanter, excluding MANIFESTATIONS and terrain features, has the DISEASED keyword.
KEYWORDSPRAYER, UNLIMITED

Your Hero Phase
4
FAVOURED POXES: With an overwide grin, the priest generously anoints some unwilling victims with a slew of debilitating contagions.

Declare: Pick a friendly MAGGOTKIN OF NURGLE PRIEST to chant this prayer, pick a visible enemy unit within 18" of the chanter to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, subtract 2 from charge rolls for the target. If the chanting roll was 10+, until the start of your next turn, subtract 1 from the number of dice rolled when making charge rolls for the target, to a minimum of 1, instead.
KEYWORDSPRAYER

Your Hero Phase
4
BLOATED WITH SICKNESS: The priest hawks a glob of green-black mucus into their palm, leaving fat, writhing parasites in their grasp. With a swift clench of their fist, they grant their followers a putrefying resilience.

Declare: Pick a friendly MAGGOTKIN OF NURGLE PRIEST to chant this prayer, pick a visible friendly non-MONSTER MAGGOTKIN OF NURGLE unit wholly within 12" of the chanter to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, ignore the first damage point that would be allocated to the target in each phase. If the chanting roll was 10+, you can pick another eligible unit to be a second target.
KEYWORDSPRAYER


Bendictions of Sickness

Your Hero Phase
3
INFECTIOUS SURGE: As the power of Nurgle waxes, his followers gain the momentum of a spreading pandemic.

Declare: Pick a friendly MAGGOTKIN OF NURGLE PRIEST to chant this prayer, pick a visible friendly MAGGOTKIN OF NURGLE unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Add 2" to the target’s Move characteristic for the rest of the turn. In addition, if the chanting roll was 6+, for the rest of the turn, the target can use CHARGE abilities even if it used a RETREAT ability in the same turn.
KEYWORDSPRAYER, UNLIMITED

Your Hero Phase
3
AGONISING VOMITING: Presaged by a deep rumble within their distended guts, the priest belches forth a deluge of thick, corrosive vomit.

Declare: Pick a friendly MAGGOTKIN OF NURGLE PRIEST to chant this prayer, pick a visible enemy unit within 18" of them to be the target, then make a chanting roll of D6.

Effect: Roll 7 dice. If the chanting roll was 6+, add 2 to each roll. For each 5+, inflict 1 mortal damage on the target.
KEYWORDSPRAYER

Your Hero Phase
3
FROTHING MUCUS: The priest blesses their kin with a rancid layer of protective slime.

Declare: Pick a friendly MAGGOTKIN OF NURGLE PRIEST to chant this prayer, pick a visible friendly MAGGOTKIN OF NURGLE unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, the Charge (+1 Damage) weapon ability has no effect on combat attacks that target the target. If the chanting roll was 6+, weapon abilities other than the Companion weapon ability have no effect instead.
KEYWORDSPRAYER

Army of Renown

Cycle of Corruption

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 keyword

ROSTER OPTIONS
  • Any ROTBRINGERS units
  • You cannot include Regiments of Renown

Battle Traits

Once Per Battle Round (Army), Start of Battle Round
REVOLUTION AND REVULSION: Nurgle’s power and blessings follow a never-ending cycle of fecundity and decay.

Declare: You must use this ability at the start of each battle round.

Effect: If it is the first battle round, roll a dice to determine which CYCLE ability is ripe for the rest of the battle round.

1 ‘Unnatural Vitality’
2 ‘Fecund Vigour’
3 ‘Burgeoning Filth’
4 ‘Plague of Misery’
5 ‘Nauseous Revulsion’
6 ‘Rampant Disease’
7 ‘Corrupted Regrowth’

If it is not the first battle round, the next CYCLE ability in the sequence is ripe for the rest of the battle round. If the 'Corrupted Regrowth' ability was ripe last battle round, the 'Unnatural Vitality' ability is ripe this battle round.

You can only use a CYCLE ability if it is ripe. Only 1 CYCLE ability is ripe each battle round.

Passive
UNNATURAL VITALITY
Effect: Friendly non-MONSTER CYCLE OF CORRUPTION HEROES have WARD (4+).
KEYWORDSCYCLE

Once Per Turn (Army), Your Hero Phase
FECUND VIGOUR
Effect: Heal (D3) each friendly CYCLE OF CORRUPTION unit.
KEYWORDSCYCLE

Passive
BURGEONING FILTH
Effect: Subtract 3 from the control scores of enemy units while they are in combat with any friendly CYCLE OF CORRUPTION units.
KEYWORDSCYCLE

Passive
PLAGUE OF MISERY
Effect: While enemy units are within 12" of any friendly CYCLE OF CORRUPTION units, they cannot use abilities that heal or return slain models to a unit.
KEYWORDSCYCLE

Passive
NAUSEOUS REVULSION
Effect: Subtract 1 from charge rolls for enemy units.
KEYWORDSCYCLE

Passive
RAMPANT DISEASE
Effect: Melee weapons used by friendly non-HERO CYCLE OF CORRUPTION units have Crit (2 Hits).
KEYWORDSCYCLE

Once Per Turn (Army), Your Hero Phase
CORRUPTED REGROWTH
Effect: Heal (7) each friendly Feculent Gnarlmaw.

If there are no friendly Feculent Gnarlmaws on the battlefield, you can set up a Feculent Gnarlmaw on the battlefield more than 9" from all enemy units and more than 3" from all objectives and other terrain features.
KEYWORDSCYCLE


Heroic Traits

(HERO only)
Passive
UTTERLY DISGUSTING: The sight of this hero’s hideously mutated body is truly nauseating.

Effect: Subtract 1 from hit rolls for attacks that target this unit.


Artefacts of Power

(HERO only)
Passive
CANKEROUS NAIL: This nail has been dipped in Nurgle’s cauldron and seethes with corruption.

Effect: Add 1 to the Rend characteristic of this unit’s melee weapons.


Spell Lore

Your Hero Phase
7
EPIDERMAL CRUSTITIS: The caster grins widely as their skin hardens into a crusty layer.

Declare: Pick a friendly CYCLE OF CORRUPTION WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Until the start of your next turn, subtract 1 from the Damage characteristic of melee weapons used for attacks that target the caster.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
6
RANK AND VILE: Slain foes are festooned with disease only to rise again amidst the Nurglite ranks.

Declare: Pick a friendly CYCLE OF CORRUPTION WIZARD to cast this spell, pick a visible enemy INFANTRY unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, each time a model in the target unit is slain, after removing it from the battlefield, roll a dice. On a 4+, return 1 slain model to a friendly non-HERO CYCLE OF CORRUPTION INFANTRY unit within 6" of the target.
KEYWORDSSPELL

Your Hero Phase
6
SPITTLEDRAIN: The wizard coughs up a expanding wad of corrosive phlegm to spit at the foe.

Declare: Pick a friendly CYCLE OF CORRUPTION WIZARD to cast this spell, pick a visible enemy unit within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Subtract 1 from the target’s Move characteristic until the start of your next turn. Then, roll a number of dice equal to the number of models in the target unit. For each 6, inflict 1 mortal damage on the target, to a maximum of 7.
KEYWORDSSPELL


Prayer Lore

Your Hero Phase
4
BACTERIAL BLESSING: The priest blesses their comrades’ weapons with colonies of bacteria.

Declare: Pick a friendly CYCLE OF CORRUPTION PRIEST to chant this prayer, pick a visible friendly CYCLE OF CORRUPTION unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, add 1 to wound rolls for the target’s combat attacks. If the chanting roll was 7+, you can pick another eligible unit to be a second target.
KEYWORDSPRAYER, UNLIMITED

Your Hero Phase
5
EVER TURNING: The priest beseeches Nurgle to bestow his gifts upon his Rotbringer followers.

Declare: Pick a friendly CYCLE OF CORRUPTION PRIEST to chant this prayer, then make a chanting roll of D6.

Effect: The next CYCLE ability in the sequence is ripe for the rest of the battle round instead of the current CYCLE ability. If the chanting roll was 12+, you can pick which CYCLE ability is ripe.
KEYWORDSPRAYER

Your Hero Phase
4
VIRULENT AGONIES: The priest calls forth a painful, nerve-burning malady to blight their foes.

Declare: Pick a friendly CYCLE OF CORRUPTION PRIEST to chant this prayer, pick a visible enemy unit within 18" of them to be the target, then make a chanting roll of D6.

Effect: Inflict 1 mortal damage on the target. Then, inflict 1 mortal damage on each other enemy unit within the target’s combat range. If the chanting roll was 7+, inflict D3 mortal damage on the target instead of 1.
KEYWORDSPRAYER

Army of Renown

The Gardeners of Nurgle

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
  • Horticulous Slimux (must be included)
  • Any MAGGOTKIN OF NURGLE DAEMON units
  • You cannot include Regiments of Renown

Battle Traits

Once Per Turn (Army), Your Hero Phase
THE GARDEN GROWS: The tendrils of decay reach ever outwards to find fresh places of purity to contaminate.

Effect: Set up a Feculent Gnarlmaw on the battlefield more than 3" from all enemy units, objectives and other terrain features.

Once Per Turn (Army), Your Movement Phase
TRANSPLANTING: The most proficient of Nurgle’s gardeners can coax a Feculent Gnarlmaw to their side.

Declare: Pick a friendly Feculent Gnarlmaw to be the target.

Effect: Remove the target from the battlefield and set it up again within 3" of a friendly GARDENERS OF NURGLE HERO and more than 3" from all enemy units, objectives and other terrain features.

Once Per Battle (Army), Your Movement Phase
HEAD GARDENER: The daemon responsible for tending the Garden has no equal in the propagation of its blighted orchards.

Effect: The friendly Horticulous Slimux can use his ‘Cultivating the Garden of Nurgle’ ability this phase even if there are 1 or more friendly Feculent Gnarlmaws on the battlefield.

Once Per Turn (Army), Your Combat Phase
PUTRESCENT SAP: Vile black fluid oozes from bark-sores and withered tree limbs.

Declare: Pick each enemy unit within 3" of any friendly Feculent Gnarlmaws to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

Passive
FOUL FAUNA: The creatures that inhabit the Garden of Nurgle are ebullient monstrosities…

Effect: Add 2" to the Move characteristic of friendly GARDENERS OF NURGLE Beasts of Nurgle and Plague Drones units while they are wholly within 6" of any friendly Feculent Gnarlmaw.

Passive
SICKLY SORES: The blighted seeds released by the Feculent Gnarlmaws invigorate those who tend the Garden.

Effect: While a friendly GARDENERS OF NURGLE INFANTRY unit is wholly within 12" of a friendly Feculent Gnarlmaw, ignore the first damage point that would be allocated to it in each phase.


Heroic Traits

(HERO only)
Passive
FOETID ORCHARDIST: Those who tend the copses of Feculent Gnarlmaws will fight vigorously to protect their arboreal charges.

Effect: Add 1 to hit rolls for this unit’s combat attacks while it is wholly within 7" of any friendly Feculent Gnarlmaws.


Artefacts of Power

(HERO only)
Once Per Battle, Your Movement Phase
STINKING SPORESEED: Chewed by blackened teeth, this seed is ripe with putrescence. Once planted, it germinates into a pestilential bloom of magnificent proportions.

Effect: Set up a Feculent Gnarlmaw within 3" of this unit and more than 3" from all enemy units, objectives and other terrain features.


Spell Lore

Your Hero Phase
7
MUNIFICENT BLIGHTS: This pestilential rite makes the Garden even more generous with gifts for its guests.

Declare: Pick a friendly GARDENERS OF NURGLE WIZARD to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, add 1 to the amount of mortal damage inflicted on the target by the ‘Putrescent Sap’ ability.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
7
SCUMFALL: With murmured incantation, the caster coaxes forth a scummy dust from Nurgle’s orchards to blanket his followers in an obfuscating cloud.

Declare: Pick a friendly GARDENERS OF NURGLE WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Until the start of your next turn, friendly GARDENERS OF NURGLE units that are wholly within 12" of a friendly Feculent Gnarlmaw are not visible to units more than 9" away.
KEYWORDSSPELL

Your Hero Phase
7
CANOPY OF VIRULENCE: Those who labour in the shadow of Nurgle’s orchards are empowered by this arcane rite.

Declare: Pick a friendly GARDENERS OF NURGLE WIZARD to cast this spell, pick a visible friendly GARDENERS OF NURGLE unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, while the target is wholly within 12" of any friendly Feculent Gnarlmaws, ward rolls cannot be made for enemy units in combat with the target.
KEYWORDSSPELL

Once Per Turn (Army), Start of Any Turn
SKULLS FOR THE SKULL THRONE: ...only that it flows.

Effect: Pick a BLOOD TITHE ability that you have not unlocked and spend the number of blood tithe points required to unlock that ability (shown in the top-right corner of the ability). That BLOOD TITHE ability is now unlocked for the rest of the battle.
14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

18.4 Destroyed Units
When the last model in a unit is slain, the unit is destroyed and all remaining damage points inflicted on that unit have no effect. Similarly, if something causes a unit to be destroyed, all models in the unit are slain and removed from play.
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

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.
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

  • Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Your Shooting Phase
SHOOT: The warriors take aim and unleash a deadly volley.

Declare: Pick a friendly unit that has not used a RUN or RETREAT ability this turn to use this ability. Then, pick one or more enemy units as the target(s) of that unit’s attacks (see 16.0).

Effect: Resolve shooting attacks against the target unit(s).
KEYWORDSCORE, ATTACK, SHOOT
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
Any Combat Phase
FIGHT: Locked in a deadly melee, the fighters strike out at their foes.

Declare: Pick a friendly unit that is in combat or that charged this turn to use this ability. That unit can make a pile-in move. Then, if that unit is in combat, you must pick one or more enemy units as the target(s) of that unit’s attacks.

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn.
ALL MANIFESTATIONS
Models can move through them but cannot end a move on them.
Units can finish a charge move within ½" of an enemy manifestation instead of within ½" of an enemy unit.
They can be damaged and destroyed as if they were units but do not count as destroyed units for the purposes of battle tactics and abilities.
They are affected by all enemy abilities as if they were units.
They can use CORE abilities as if they were units, and they can use abilities on their warscroll. Unless specified otherwise, they cannot use and are not affected by any other friendly abilities, and they do not count as units for the purposes of battle tactics or friendly abilities.
They can only use the ‘Shoot’ or ‘Fight’ abilities if they have weapons of the appropriate type.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC OF ‘-’
They cannot move.
They only count as being in combat in the combat phase, and enemy units only count as being in combat with them in the combat phase.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC GREATER THAN ‘-’
They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
Banish Manifestation
Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

7.2 Banishing Manifestations
Instead of using a SPELL or PRAYER ability (including when using the ‘Magical Intervention’ ability), each WIZARD and PRIEST can use the ‘Banish Manifestation’ ability:

Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
Blood Tithe Abilities
Once Per Turn (Army), Reaction: You declared a CHARGE ability
0
MURDERLUST: When worthy opponents are near, the impulse to kill becomes all-consuming.

You do not need to unlock this ability to use it. It is already unlocked.

Effect: Roll a dice. You can replace one of the dice in the charge roll with that value. If you do so, inflict D3 mortal damage on the unit using that CHARGE ability after that ability is resolved.
KEYWORDSBLOOD TITHE

Once per Turn, Start of Any Turn
1
DIVINE SCORN: The battlefield is Khorne's temple, and Khorne's alone.

Declare: Pick up to 3 enemy WIZARDS or PRIESTS within 6" of any friendly BLADES OF KHORNE units to be the target(s).

Effect: Roll a dice for each target. On a 3+, subtract 1 from the target’s power level, to a minimum of 0, until the start of the next turn.
KEYWORDSBLOOD TITHE

Once Per Turn (Army), Your Combat Phase
1
PUNISH THE PACIFIST: To shirk from combat is to sin against the War God.

Declare: Each unit (friendly and enemy) and enemy MANIFESTATION that is not in combat is a target.

Effect: Roll a dice. On a 1-2, inflict 1 mortal damage on each target. On a 3+, inflict 1 mortal damage on each enemy target.
KEYWORDSBLOOD TITHE

Once Per Turn (Army), Your Hero Phase
2
MURDER THE MYSTIC: Those who cower behind conjured spellcraft will be punished severely.

You can only unlock this ability if you have unlock this ability if you have unlocked ‘Divine Scorn’.

Declare: Pick up to 4 enemy MANIFESTATIONS to be the target(s).

Effect: Make a banishment roll of 2D6 for each target. If the banishment roll equals or exceeds the banishment value listed on that MANIFESTATION’s warscroll, inflict D3 mortal damage on each enemy unit within 3" of it and then it is banished and removed from play.
KEYWORDSBLOOD TITHE

Passive
2
GLORIOUS COMBAT OR NAUGHT: The air boils, charring arrows and melting musket shot.

You can only unlock this ability if you have unlock this ability if you have unlocked ‘Divine Scorn’ or ‘Punish the Pacifist’.

Effect: Subtract 1 from hit rolls for shooting attacks that target friendly BLADES OF KHORNE units.
KEYWORDSBLOOD TITHE

Passive
3
REVEL IN BATTLE: No tricks - no deceptions.

You can only unlock this ability if you have unlock this ability if you have unlocked ‘Punish the Pacifist’.

Effect: Other than the Companion weapon ability, weapon abilities for combat attacks made by enemy units that charged this turn and that target a friendly BLADES OF KHORNE unit have no effect.
KEYWORDSBLOOD TITHE

Passive
4
SLAUGHTER TRIUMPHANT: Khorne's fury floods the field, burning out all thought but to slay.

You can only unlock this ability if you have unlock this ability if you have unlocked ‘Murder the Mystic’ or ‘Glorious Combat or Naught’.

Effect: Add 1 to the Attacks characteristic of weapons used by friendly BLADES OF KHORNE units that charged in the same turn.
KEYWORDSBLOOD TITHE

Passive
4
CLEAVE WIDE THE GRIN OF KHORNE: Gore begets gore, and death begets death.

You can only unlock this ability if you have unlock this ability if you have unlocked already ‘Revel in Battle’ or ‘Glorious Combat or Naught’.

Effect: Add 1 to hit rolls for combat attacks made by friendly BLADES OF KHORNE units.
KEYWORDSBLOOD TITHE

Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.

The non-MONSTER DAEMON keyword is used in the following Blades of Khorne warscrolls:

• Karanak

The MONSTER keyword is used in the following Blades of Khorne warscrolls:

Battle Traits
Reaction: You declared the ‘Skulls for the Skull Throne’ ability
BLOOD-DRENCHED: As blood gushes down blades, armour and teeth, the fervent warriors of the Blood God are driven into a divine frenzy.

Effect: After that ability has been resolved, if you unlocked a BLOOD TITHE ability this turn, pick a friendly BLADES OF KHORNE unit to be the target. The following effects apply to the target for the rest of the battle:

Wild-eyed Brutality: Ignore positive modifiers to save rolls for the target.

Blood Haze: If the target is BLOODBOUND, its Blood-hungry weapons have Crit (Mortal).

Weapons of Murder: If the target is a non-MONSTER DAEMON unit, add 1 to the Rend characteristic of its Blood-hungry weapons, including Blood-hungry Companion weapons.

Bloodlords Supreme: If the target is a MONSTER, add 1 to the Damage characteristic of its Blood-hungry weapons.

3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than one Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.
Once Per Turn (Army), End of Any Turn
BLESSED BY THE PLAGUEFATHER: Every Maggotkin is a walking vector of disease, a willing incubator for maladies that ravage the body and spirit with horrific virulence.

Effect: Pick 1 of the following effects:

Infect: Pick an enemy unit within 7" of any friendly MAGGOTKIN OF NURGLE units to be the target. You cannot pick a MANIFESTATION or terrain feature.
  • If the target is in combat with any friendly MAGGOTKIN OF NURGLE units, it has the DISEASED keyword.
  • If the target is not in combat with any friendly MAGGOTKIN OF NURGLE units, roll a dice. On a 4+, the target has the DISEASED keyword.

Spread: Pick a DISEASED enemy unit to be the target. Each other enemy unit within the target’s combat range, excluding MANIFESTATIONS and terrain features, has the DISEASED keyword.

Mutate: If all enemy units on the battlefield, excluding MANIFESTATIONS and terrain features, have the DISEASED keyword, inflict 1 mortal damage on each of them.
32.2 Objective Control
In the deployment phase after all Deployment Phase abilities have been used and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

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:

Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

The non-UNIQUE HERO keyword is used in the following Maggotkin of Nurgle warscrolls:

Infantry Hero
Monster Hero
Cavalry Hero

The non-HERO MAGGOTKIN OF NURGLE keyword is used in the following Maggotkin of Nurgle warscrolls:

Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

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

3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

Otherwise, pick one of the following
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number to ritual points to the PRIEST equal to the unmodified chanting roll and do not reset the PRIEST’s ritual points to 0.
KEYWORDSPRAYER, UNLIMITED



EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

The MAGGOTKIN OF NURGLE and WIZARD keywords are used in the following Maggotkin of Nurgle warscrolls:

• Rotigus
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
The CYCLE OF CORRUPTION keyword is used in the following Maggotkin of Nurgle warscrolls:

The non-MONSTER CYCLE OF CORRUPTION HEROES keyword is used in the following Maggotkin of Nurgle warscrolls:

Infantry Hero
Cavalry Hero
The non-HERO CYCLE OF CORRUPTION keyword is used in the following Maggotkin of Nurgle warscrolls:

Cavalry
Infantry
The non-UNIQUE CYCLE OF CORRUPTION HERO keyword is used in the following Maggotkin of Nurgle warscrolls:

Infantry Hero
Cavalry Hero
The CYCLE OF CORRUPTION WIZARD keyword is used in the following Maggotkin of Nurgle warscrolls:

Infantry Hero
Monster Hero
The non-HERO CYCLE OF CORRUPTION INFANTRY keyword is used in the following Maggotkin of Nurgle warscrolls:

Infantry
The CYCLE OF CORRUPTION PRIEST keyword is used in the following Maggotkin of Nurgle warscrolls:

Infantry Hero
Cavalry Hero
The GARDENERS OF NURGLE keyword is used in the following Maggotkin of Nurgle warscrolls:


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

Infantry Hero
Monster Hero
• Rotigus
Cavalry Hero
The GARDENERS OF NURGLE INFANTRY keyword is used in the following Maggotkin of Nurgle warscrolls:

Infantry Hero
Infantry
The non-UNIQUE THE GARDENERS OF NURGLE HERO keyword is used in the following Maggotkin of Nurgle warscrolls:

Infantry Hero
Monster Hero
The GARDENERS OF NURGLE WIZARD keyword is used in the following Maggotkin of Nurgle warscrolls:

Infantry Hero
Monster Hero
• Rotigus
Once Per Turn (Army), Your Combat Phase
PUTRESCENT SAP: Vile black fluid oozes from bark-sores and withered tree limbs.

Declare: Pick each enemy unit within 3" of any friendly Feculent Gnarlmaws to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

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