Maggotkin of Nurgle – Horticulous Slimux

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•MAGGOTKIN OF NURGLE WARSCROLL•
Horticulous Slimux
4"
8
4+
2
5+
As Nurgle’s head horticulturist, Slimux has the power to seed his master’s Garden in reality. Surrounded by packs of Beasts of Nurgle and wielding his lethal lopping shears, he is a being to be rightly feared.
•MAGGOTKIN OF NURGLE WARSCROLL•
Horticulous Slimux
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Lopping Shears
Lopping Shears33+3+12
Mulch’s Slime-encrusted Jaws [Companion]
Mulch’s Slime-encrusted Jaws
Companion
44+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 105 × 70mm
Can be reinforced: No
Regiment Options: Any DAEMON

Your Movement Phase
CULTIVATING THE GARDEN OF NURGLE: Wherever Horticulous slimes around in the Mortal Realms, daemonic foliage pokes through the cracks in reality and swiftly takes root.

Effect: If there is no more than 1 friendly Feculent Gnarlmaw on the battlefield, you can set up a Feculent Gnarlmaw wholly within 12" of this unit and more than 3" from all enemy units, objectives and other terrain features.

Your Movement Phase
BEAST HANDLER: Horticulous is accompanied by romping packs of Beasts of Nurgle, who look to him like hounds do their master and whose foolishness he always forgives.

Declare: Pick a friendly Beast of Nurgle unit that has been destroyed.

Effect: Roll a dice. On a 3+, set up a replacement unit wholly within 12" of this unit and more than 9" from all enemy units.

End of Your Turn
GNARLMAW WHISPERER: With a little gentle coaxing, the daemonic trees of the Garden will uproot themselves and lumber to the Grand Cultivator’s side.

Declare: Pick a friendly Feculent Gnarlmaw to be the target.

Effect: Remove the target from the battlefield and set it up again wholly within 12" of this unit and more than 3" from all enemy units, objectives and other terrain features.

KEYWORDS
UNIQUE, HERO, CAVALRY, WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE, DAEMON
Passive
SEED OF REBIRTH: Should the bearer of this seed ever fall, its rejuvenating energies will grant them new life.

Effect: The first time this unit would be destroyed, before removing it from play, roll a dice. On a 3+, this unit is not destroyed and any remaining damage points inflicted on it have no effect. Then, Heal (D3) this unit.
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).

FAQ

Q:If an ability (e.g. ‘Seed of Rebirth’) would allow a unit that would be destroyed to negate all remaining damage points then heal to prevent that unit from being destroyed, and another ability (e.g. ‘Quenching the Flames’) prevents that unit from healing, would that unit still be destroyed?
A:
Yes.
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.
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’).
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.

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.
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.

If the original unit was reinforced and the replacement unit has more than half the number of models from the original unit, the replacement unit is considered to be reinforced.

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.

FAQ / Errata

FAQ
Q:If a destroyed unit had an enhancement, and an ability allows me to set up a replacement of that unit, would the replacement unit also have that enhancement?
A:
No.
Q:If an ability allows a replacement unit to be set up with half the models from the original unit, and the original unit has to have a certain proportion of models equipped with specific weapons, does the new unit also need to adhere to the same restrictions?
A:
No. As stated in 24.2, you can pick any models from the original unit to be set up in the replacement unit.
Q:If an ability allows a replacement unit to be set up with half the models from the original unit, could I then use an ability such as ‘Rally’ to return models to that unit until it reached the unit size of the original unit?
A:
No. A replacement unit is treated as a new unit with a new unit size.
Errata
Addenda: 24.2 Replacement Units
Add the following:
‘If the original unit was reinforced and the replacement unit has more than half the number of models from the original unit, the replacement unit is considered to be reinforced.'

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The UNIQUE 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