Maggotkin of Nurgle – Lord of Plagues

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MAGGOTKIN OF NURGLE WARSCROLL
Lord of Plagues
4"
7
4+
2
6+
The Lords of Plagues storm forth with rusted axes swinging. These revolting warlords urge their followers on to ever greater acts of carnage, fertilising the realms with the filth-ridden mulch they make of their enemies.
MAGGOTKIN OF NURGLE WARSCROLL
Lord of Plagues
MELEE WEAPONS
AtkHitWndRndDmg
Plague-ridden Great Blade [Crit (Mortal)]
Plague-ridden Great Blade
Crit (Mortal)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 40mm
Can be reinforced: No
Regiment Options: Any ROTBRINGERS
Notes: This HERO can join an eligible regiment as a Rotbringer Lord.

Passive
LORD OF THE INFECTED LEGIONS: Under the rheumy gaze of a Lord of Plagues, Rotswords will repel those foolish enough to try to break their diseased ranks.

Effect: Add 1 to wound rolls for combat attacks made by friendly Rotswords units that did not charge this turn while they are wholly within 12" of this unit.

Any Combat Phase
SEVENFOLD SLAUGHTER: A Lord of Plagues drives their warriors to keep hacking at the foe until they are reduced to nothing more than twitching, filth-streaked offal.

Declare: Pick a friendly Rotswords unit that did not charge this turn and is wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 2+, add 1 to the Attacks characteristic of the target’s Ruined Master-crafted Weapons 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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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.
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.
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

Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
© Vyacheslav Maltsev 2013-2026