Maggotkin of Nurgle – Great Unclean One

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MAGGOTKIN OF NURGLE WARSCROLL
Great Unclean One
6"
20
4+
5
Great Unclean Ones are appalling avatars of rot. No entities better embody Nurgle’s will, nor so closely resemble his unholy immensity, as his foremost daemons. A Great Unclean One is an avalanche of rancid and festering corpulence. An aura of decay clogs the air around these daemons, deliquescing flesh and rusting blades to scrap. As warlords of the Plague Legions, Great Unclean Ones are both skilled sorcerers and formidable warriors, as well as nexuses of corruption to which Nurgle’s other daemons flock. They crush enemies beneath their lumbering tread, wrack them with arcane poxes and convulsions or else lay them low with an array of huge blighted weapons – be they blades, flails or vast bells that clang out a dirge of doom. Most Great Unclean Ones are immensely convivial, in the manner of the god who gives them form. Even as they direct the flow of battle, they can be found offering loud and earnest encouragement to those minions who excel in Nurgle’s work. The spreading of disease, the spoiling of once-pristine nations, the suffering of those stricken by illness and despair: all these things delight a Great Unclean One, who considers them fine gifts indeed.
MAGGOTKIN OF NURGLE WARSCROLL
Great Unclean One
RANGED WEAPONS
RngAtkHitWndRndDmg
Noxious Bile [Shoot in Combat]
Noxious Bile
Shoot in Combat
7"D3+33+2+22
MELEE WEAPONS
AtkHitWndRndDmg
Host of Nurglings [Companion, Crit (Auto-wound)]
Host of Nurglings
Companion, Crit (Auto-wound)
105+5+-1
Colossal Blight Weapons
Colossal Blight Weapons43+2+24
BATTLE PROFILE

Unit Size: 1      Points: 480
Base size: 130mm
Can be reinforced: No
Regiment Options: 0-1 Plague Scion, Any MAGGOTKIN OF NURGLE

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Colossal Blight Weapons is 3.

Once Per Turn (Army), Your Movement Phase
LOCUS OF NURGLE: The Great Unclean calls upon Grandfather Nurgle to tear a rift in reality through which loathsome, foetid daemons can spill.

Declare: Pick a friendly MAGGOTKIN OF NURGLE DAEMON unit that started the battle with 3 or more models and that has been destroyed to be the target.

Effect: Roll a dice. On a 4+, set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 12" of this unit and more than 9" from all enemy units.

Once Per Turn (Army), End of Any Turn
BLOATED WITH CORRUPTION: Should a Great Unclean One be wounded, the noxious effluvia within its swollen body bursts forth in a flesh-melting spray.

Declare: If this unit is damaged, pick up to 3 enemy units 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.
KEYWORDSRAMPAGE

Your Hero Phase
7
PLAGUE WIND: With a satisfied belch, the greater daemon unleashes a gust of putrid air that smothers the battlefield.

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

Effect: The target has the DISEASED keyword.
KEYWORDSSPELL

KEYWORDS
HERO, MONSTER, WIZARD (2), 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.

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’).
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.
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

24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.
Those HEROES can join an eligible regiment as a Plague Scion.

Infantry Hero

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

• Rotigus
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
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.
© Vyacheslav Maltsev 2013-2024