Maggotkin of Nurgle – Daemon Pox Riders of Nurgle

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7"
5
5+
10
WARSCROLL

Daemon Pox Riders of Nurgle*

Daemon Pox Riders form the vanguard of the Plague Lord’s daemon armies. Consisting of repulsive Plaguebearers mounted on ravenous and wide-mawed Daemon Plague Toads, they crash into the ranks of the foe like bloated cannonballs.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Grasping Tongue
Grasping Tongue7"14+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Plaguesword
Plaguesword1"14+3+-1
Yawning Maw
Yawning Maw1"24+4+-D3
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 175
Battlefield Role: None

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Leaping Pox

DESCRIPTION

Each model in a Daemon Pox Riders of Nurgle unit is armed with a Plaguesword.

MOUNT: This unit’s Plague Toads are each armed with a Grasping Tongue and Yawning Maw.

FLY: This unit can fly.

ABILITIES

Bloated Flesh: Most weapons simply slide harmlessly through the bloated, abscess-riddled flesh of a Daemon Plague Toad with little effect, the foul bulk of the thing swallowing up blades and arrows harmlessly.
This unit has a ward of 5+.

Rot-eaters: A Daemon Plague Toad’s jag-toothed maw yawns impossibly wide as the abomination prepares to devour its victim.
If the unmodified hit roll for an attack made with this unit’s Yawning Maws is 6, that attack inflicts 2 hits on the target instead of 1. Make a wound roll and save roll for each hit.

KEYWORDS
CHAOS, NURGLE, MAGGOTKIN OF NURGLE, TAMURKHAN’S HORDE, DAEMON, POX RIDERS OF NURGLE

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9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

The TAMURKHAN’S HORDE keyword is used in the following Maggotkin of Nurgle warscrolls:

Leader, Behemoth
Leader
Battleline
None
© Vyacheslav Maltsev 2013-2024