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:Book | Kind | Edition | Last update | |
Maggotkin of Nurgle | ||||
Maggotkin of Nurgle | Faction Pack | 4 | October 2024 | |
Battle Profiles & Rules updates | ||||
Battle Profiles & Rules updates | Rulebook | 4 | September 2024 | |
Miscellaneous Legends | ||||
Miscellaneous Legends | Warscroll | 4 | August 2024 | |
Warhammer Underworlds Legends | ||||
Warhammer Underworlds Legends | Warscroll | 4 | August 2024 |
Maggotkin of Nurgle armies can use the following abilities:
Once Per Turn (Army), End of Any Turn |
Once Per Turn (Army), End of Any Turn |
Passive |
Passive |
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.
Passive |
Passive |
Passive |
Once Per Battle (Army), Deployment Phase |
Passive |
End of Any Turn |
Reaction: Opponent declared a command for a unit in combat with this unit |
Any Combat Phase |
Once Per Battle, Any Combat Phase |
Once Per Battle, Any Hero Phase |
Your Hero Phase | 7 |
KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 7 |
KEYWORDS | SPELL |
Your Hero Phase | 7 |
KEYWORDS | SPELL |
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Once Per Turn (Army), End of Any Turn |
The ROTBRINGERS keyword is used in the following Maggotkin of Nurgle warscrolls:
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Passive |
When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying! | ||
The FLY keyword is used in the following Maggotkin of Nurgle warscrolls:
The HERO keyword is used in the following Maggotkin of Nurgle warscrolls:
The non-FLY MAGGOTKIN OF NURGLE keyword is used in the following Maggotkin of Nurgle warscrolls:
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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. | ||
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 MAGGOTKIN OF NURGLE and WIZARD keywords are used in the following Maggotkin of Nurgle warscrolls:
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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. | ||
Passive |
Your Hero Phase | 6 |
KEYWORDS | SPELL |
Your Movement Phase |
KEYWORDS | CORE, MOVE, RUN |
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). | ||
Once Per Battle, Your Hero Phase | 7 |
KEYWORDS | PRAYER |