Maggotkin of Nurgle – Lord of Blights

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MAGGOTKIN OF NURGLE WARSCROLL
Lord of Blights
4"
7
3+
2
6+
Masters of the corpse orchards, the Lords of Blights are responsible for creating the blessed death’s heads. These projectiles are doled out to Plague Drones and hurled at the foe to spread the plagues festering within.
MAGGOTKIN OF NURGLE WARSCROLL
Lord of Blights
MELEE WEAPONS
AtkHitWndRndDmg
Bubotic Hammer [Anti-charge (+1 Rend)]
Bubotic Hammer
Anti-charge (+1 Rend)
43+3+13
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 40mm
Can be reinforced: No
Regiment Options: Any ROTBRINGERS
Notes: This HERO can join an eligible regiment as a Rotbringer Lord.

Once Per Turn (Army), Any Combat Phase
THRICE-RIPENED DEATH’S HEADS: These blessed death’s heads are projectiles ripe with disease and hurled at incoming foes to spread the plagues festering within.

Declare: Pick an enemy unit that charged this turn and is in combat with this unit or with a friendly Plague Drones unit wholly within 12" of this unit to be the target.

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

Once Per Turn (Army), Any Combat Phase
FESTERING BULWARK: Heavy shield planted in the mud, a Lord of Blights orders their warriors brace for the enemy attack.

Declare: Pick this unit and a friendly Putrid Blightkings unit within 3" of this unit to be the targets.

Effect: Roll a dice. On a 3+, ignore negative modifiers to save rolls for the targets for the rest of the turn.

KEYWORDS
HERO, INFANTRY, WARD (6+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
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.

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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.
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.
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
© Vyacheslav Maltsev 2013-2026