Maggotkin of Nurgle – Harbinger of Decay

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MAGGOTKIN OF NURGLE WARSCROLL
Harbinger of Decay
8"
7
3+
2
6+
The Harbingers of Decay trot into battle atop vile steeds more dead than alive. These champions draw the gaze of Nurgle himself, and where they ride, the Plague God’s sinister will is soon made manifest.
MAGGOTKIN OF NURGLE WARSCROLL
Harbinger of Decay
MELEE WEAPONS
AtkHitWndRndDmg
Grim Rotsword or Plague Scythe [Crit (Mortal)]
Grim Rotsword or Plague Scythe
Crit (Mortal)
33+3+13
Daemonic Mount’s Flyblown Bite [Companion]
Daemonic Mount’s Flyblown Bite
Companion
25+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: 0-1 Rotbringer Lord, Any ROTBRINGERS

Once Per Turn (Army), Enemy Hero Phase
KNELL OF DOOM: The ominous toll of the Harbinger's bell is enough to give pause to even the bravest warriors.

Declare: Pick an enemy unit within 18" of this unit to be the target.

Effect: Roll a D3. If the target is within 6" of a friendly Sloven Knights unit, you can roll a D6 instead. If the roll equals or exceeds the target’s Control characteristic, subtract 1 from wound rolls for the target’s attacks until the start of your next turn.

Your Hero Phase
4
OMENS OF DECAY: Harbingers of Decay are diseased prophets, able to divine omens through grisly rites and observing the spread of sickness.

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

Effect: Subtract twice the current battle round number from the target’s control score for the rest of the turn. If the chanting roll was 10+, this ability affects all enemy units within 12" of this unit.
KEYWORDSPRAYER

KEYWORDS
HERO, PRIEST (1), CAVALRY, WARD (6+)
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.

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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).
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
32.2 Objective Control
In the deployment phase after all Deployment Phase abilities have been used and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
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.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
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 a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • 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.
3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

Otherwise, pick one of the following
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number to ritual points to the PRIEST equal to the unmodified chanting roll and do not reset the PRIEST’s ritual points to 0.
KEYWORDSPRAYER, UNLIMITED



EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

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

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

© Vyacheslav Maltsev 2013-2026