Maggotkin of Nurgle – Lord of Blights

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MAGGOTKIN OF NURGLE WARSCROLL
Lord of Blights
4"
7
3+
2
Though they carry pulping hammers and shields wrought in the image of the sacred fly, the Lords of Blights see themselves as creators more than destroyers. They are the masters of the corpse orchards, rancid groves that sprout wherever Nurgle’s faithful lay claim to a land. From these trees are hung the bodies of the Maggotkin’s victims – some dead, some trapped in a state of tormenting decay. When a cadaver is ripe, the Lord of Blights will remove its head and patiently fill the skull with the pestilential seepage of daemons. These revolting death’s heads are hung from the Lord’s gallow-mount and generously handed out to warriors to hurl. Each Lord of Blights applies their own creativity to the production of death’s heads, experimenting with different dosages of daemon-gunk or binding them with curses. Nothing pleases such a champion more than to see their creations being used well; even while clubbing an enemy to a pulp, they will look up and give approving laughs as death’s heads sail through the air above. The horrendous labours of a Lord of Blights swaddles them in the energies of corruption, and even fine weapons soon blacken and decay in their presence.
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: 150
Base size: 40mm
Can be reinforced: No
Regiment Options: Any ROTBRINGERS INFANTRY

This HERO can join an eligible regiment as a Rotbringer Lord.

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 to be the target.

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

Passive
FESTERING BULWARK: Heavy shield planted in the mud, a Lord of Blights orders their warriors brace for the enemy charge.

Effect: The Blighted Weapons used by friendly Putrid Blightkings units have Anti-charge (+1 Rend) while those units are wholly within 12" of this unit.

KEYWORDS
HERO, INFANTRY, WARD (5+)
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 (such as named characters) may say that they can be added to the regiment of another HERO.
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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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).
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.
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

The ROTBRINGERS and INFANTRY keywords are used in the following Maggotkin of Nurgle warscrolls:

© Vyacheslav Maltsev 2013-2024