Maggotkin of Nurgle – Feculent Gnarlmaw

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MAGGOTKIN OF NURGLE WARSCROLL
Feculent Gnarlmaw
-
7
5+
0
5+
Wherever Nurgle’s armies gather, Feculent Gnarlmaws take root. These disgusting trees ring with the tolling of entropic chimes and shed rot- wet blossom to carpet the befouled earth beneath their boughs.
MAGGOTKIN OF NURGLE WARSCROLL
Feculent Gnarlmaw
MELEE WEAPONS
AtkHitWndRndDmg
Maggot-infested Mouth
Maggot-infested Mouth44+3+1D3
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Unstable

Passive
RIDDLED WITH DISEASE: The vapours emanating from a Feculent Gnarlmaw are laden with plagues and disease that further empower the Garden’s denizens.

Effect: Each time a friendly MAGGOTKIN OF NURGLE DAEMON unit wholly within 12" of this terrain feature uses the ‘Rally’ command, you can make 1 additional rally roll of D6. If that unit is a non-HERO unit, you can make 3 additional rally rolls of D6 instead.

Passive
ROT-BLOSSOM: Nurgle’s mortal warriors revel in the decaying blossoms that fall from a Feculent Gnarlmaw.

Effect: Friendly ROTBRINGERS units have WARD (5+) while they are wholly within 12" of this terrain feature

Any Movement Phase
TENDRILS OF CORRUPTION: Blighted roots worm their way underground as the Feculent Gnarlmaw slowly drags itself across the land.

Effect: For the rest of the phase, this terrain feature has a Move characteristic of 3" and can immediately move 3". It cannot move through or end that move within the combat ranges of enemy units and it cannot end that move on an objective or another terrain feature.

Designer’s Note: This terrain feature cannot use RUN, RETREAT or CHARGE abilities.

KEYWORDS
FACTION TERRAIN, WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE
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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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).
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).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

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

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
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.
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.
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Unstable
Models can move across but cannot be set up on or end any type of move on any part of this terrain feature that is more than 1" tall.

The non-HERO MAGGOTKIN OF NURGLE and DAEMON keywords are used in the following Maggotkin of Nurgle warscrolls:

© Vyacheslav Maltsev 2013-2026