Maggotkin of Nurgle – Beasts of Nurgle

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MAGGOTKIN OF NURGLE WARSCROLL
Beasts of Nurgle
7"
8
5+
1
Beasts of Nurgle are amongst the Plaguefather’s most bizarre daemonspawn. They resemble huge gastropods, albeit with fronds of tentacles undulating around their heads and clusters of pus-weeping eyes blinking across their faces. Their blubbery bodies leave a trail of corrosive sludge, and when a beast collides with an enemy formation, the impact smashes bones to powder. Even more unnatural than a Beast of Nurgle’s appearance, however, is the joy that pervades these daemons. They are extremely, idiotically affectionate, always on the lookout for new playmates. Such is their enthusiasm that they cannot distinguish a mortal’s cries of pain as they dissolve from whoops of excitement. Beasts of Nurgle are one of the few breeds of daemon who truly lack any form of malice. This, however, does not diminish their lethal potential. Though they are far too excitable to follow orders or hold positions, the masters of the Plague Legions can always rely on the Beasts’ witless enthusiasm to create carnage. Beasts of Nurgle have little in the way of attention span, and become disappointed when the target of their affection becomes all still and boring – yet this is quickly rectified whenever the daemon spies another potential friend in the distance.
MAGGOTKIN OF NURGLE WARSCROLL
Beasts of Nurgle
MELEE WEAPONS
AtkHitWndRndDmg
Filthy Claws and Slobbering Maw [Companion]
Filthy Claws and Slobbering Maw
Companion
54+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 60mm
Can be reinforced: No

Any Charge Phase
ATTENTION SEEKERS: Beasts of Nurgle seek out playmates with an enthusiasm that is rarely reciprocated by the horrified source of their fascination.

Declare: If this unit is not in combat, pick the closest enemy unit to it to be the target. If 2 or more enemy units are tied to be the closest, you can pick which is the target. Then, make a charge roll of 2D6.

Effect: This unit can move a distance up to the value of the charge roll. During that move, this unit can move into combat and can pass through models in the target unit, but it must end that move within 1" of the target. If it does so, this unit has charged. Then, inflict D3 mortal damage on the target.
KEYWORDSCORE, CHARGE, MOVE

Passive
BEAST
Effect: This unit has a maximum control score of 1.

KEYWORDS
BEAST, WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE, DAEMON
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.

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32.2 Objective Control
At the start of the first battle round 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.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
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).
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

© Vyacheslav Maltsev 2013-2024