Maggotkin of Nurgle – Gelgus Pust, the Prince of Sores

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MAGGOTKIN OF NURGLE WARSCROLL
Gelgus Pust
the Prince of Sores
8"
8
3+
5
5+
The Daemon Prince Gelgus Pust is a grotesque and monstrous creature whose corpulent body is riddled with parasites. Once a pious man, his ambition saw him fall into Nurgle's clutches. He relishes despoiling the land, particularly the pure waters of Ghyran, where he makes his lair.
MAGGOTKIN OF NURGLE WARSCROLL
Gelgus Pust
the Prince of Sores
MELEE WEAPONS
AtkHitWndRndDmg
Malady and Contagion [Crit (Auto-wound)]
Malady and Contagion
Crit (Auto-wound)
73+3+13
BATTLE PROFILE

Unit Size: 1      Points: 220
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 Plague Scion, Any MAGGOTKIN OF NURGLE

Once Per Battle, Your Hero Phase
MASTER CONTAMINATOR: Pust has tainted countless freshwater tarns, ancient forests and fertile arable fields.

Declare: Pick a terrain feature within 6" of this unit to be the target.

Effect: The target has the POLLUTED keyword for the rest of the battle.

Passive
POLLUTING AURA: Where Pust corrupts the land, the air is thick with disease – inimical to enemies but life-giving to the Maggotkin.

Effect: While a friendly MAGGOTKIN OF NURGLE unit is wholly within 6" of a POLLUTED terrain feature, each time that unit uses or is the target of an ability that would heal 1 or more damage points, add 1 to the number of damage points healed.

While an enemy unit is within 6" of a POLLUTED terrain feature, each time that unit uses or is the target of an ability that would heal 1 or more damage points, subtract 1 from the number of damage points healed, to a minimum of 0.

Any Combat Phase
GRIN OF THE GRANDFATHER: To look upon Pust’s ever-smiling visage is to glimpse the face of Nurgle – a sight that is hard to stomach.

Declare: Pick each enemy unit in combat with this unit to be the targets.

Effect: Roll a dice for each target. If the roll equals or exceeds the target’s Control characteristic, pick 1 of the following to apply for the rest of the turn:
  • Subtract 1 from hit rolls for the target’s combat attacks.
  • Subtract 1 from wound rolls for the target’s combat attacks.
  • Subtract 1 from the target’s Control characteristic.

Any Charge Phase
PARASITIC INFESTATION: Those who approach Pust risk being contaminated with the wriggling parasites that infest his swollen body.

Declare: Pick each enemy unit that charged this turn and is in combat with this unit to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

KEYWORDS
UNIQUE, HERO, INFANTRY, FLY, 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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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).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Those HEROES can join an eligible regiment as a Plague Scion.

Infantry Hero
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
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).
Universal Core Abilities - 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

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.
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.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


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:

© Vyacheslav Maltsev 2013-2026