Maggotkin of Nurgle – Bloab Rotspawned

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MAGGOTKIN OF NURGLE WARSCROLL
Bloab Rotspawned
8"
14
4+
5
The Maggoth Lords are a trio of infamous champions of Nurgle, beings who have endured over centuries and carried out profound acts of corruption and desecration in their Grandfather’s name. In return for their service, they have been granted command of a Pox Maggoth, a gargantuan beast with the head of a snapping maggot. Their porous flesh is slick with diseased slime, and prehensile tongues lash from their pus-drooling maws. They are clear marks of Nurgle’s esteem, and each Maggoth Lord commands hordes of faithful as a result. As a child, the mortal who would become Bloab Rotspawned delighting in tormenting flies and maggots – beasts for which Nurgle has long held an affinity. It was a habit that persisted even as Bloab grew into a feared warlord, until at last the god’s ire peaked. In a single terrible night, Bloab’s body was infested with buzzing drones, until he became little more than an undulating sack of flesh filled with insects. Not for nothing is it said that Bloab is the swarm and the swarm is Bloab. The Lord of Daemon Flies now seeks to spread his swarm-brothers across the realms, using sorcery to conjure great clouds of these insects and unleashing them against the foe.
MAGGOTKIN OF NURGLE WARSCROLL
Bloab Rotspawned
RANGED WEAPONS
RngAtkHitWndRndDmg
Bilespurter’s Vile Bile [Shoot in Combat, Companion]
Bilespurter’s Vile Bile
Shoot in Combat, Companion
7"72+4+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Harvestman’s Scythe
Harvestman’s Scythe33+3+12
Bilespurter’s Claws and Maw [Companion]
Bilespurter’s Claws and Maw
Companion
54+2+23
BATTLE PROFILE

Unit Size: 1      Points: 300
Base size: 100mm
Can be reinforced: No
Regiment Options: 0-1 Rotbringer Lord, Any MAGGOTKIN OF NURGLE

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of Bilespurter’s Claws and Maw is 3.

Your Hero Phase
6
MIASMA OF PESTILENCE: Bloab Rotspawned completes a complicated gesture in the air and a vile mist rises from the ground around his target. While it lasts, even the lightest graze seems to turn gangrenous.

Declare: Pick a visible enemy unit within 12" of this unit to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, each time a friendly ability is used that resulted in any damage points being allocated to the target, roll a dice. On a 4+, allocate 1 additional damage point to the target (ward rolls cannot be made for that damage point).
KEYWORDSSPELL

Once Per Turn (Army), Any Combat Phase
DAEMON FLIES: The whirling fly-storm that surrounds Bloab blinds and chokes his victims.

Declare: Pick each enemy unit within 7" of this unit to be the targets.

Effect: Roll a dice for each target. On a 4+:
  • Inflict 1 mortal damage on the target.
  • Subtract 1 from hit rolls for the target’s combat attacks for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
UNIQUE, HERO, MONSTER, WIZARD (1), WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS
Those HEROES can join an eligible regiment as a Rotbringer Lord.

Infantry Hero
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.

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.

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

• Rotigus

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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).
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).
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’).

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

• Rotigus
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 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.
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).
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

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.
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.

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

• Rotigus
© Vyacheslav Maltsev 2013-2024