Maggotkin of Nurgle – Morbidex Twiceborn

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MAGGOTKIN OF NURGLE WARSCROLL
Morbidex Twiceborn
8"
14
4+
5
The Maggoth Lords are a trio of infamous champions of Nurgle, beings who have endured over centuries and carried out profound acts of corruption and desecration in their Grandfather’s name. In return for their service, they have been granted command of a Pox Maggoth, a gargantuan beast with the head of a snapping maggot. Their porous flesh is slick with diseased slime, and prehensile tongues lash from their pus-drooling maws. They are clear marks of Nurgle’s esteem, and each Maggoth Lord commands hordes of faithful as a result. Though Morbidex Twiceborn is a mortal, one would be forgiven for thinking otherwise. He resembles a giant armour-clad Nurgling, face permanently split in a rictus grin. Legend tells that such has been the case since he was buried beneath an avalanche of the daemonic imps whilst attempting to scale an unconquerable mountain. Trapped, Morbidex was confronted with endless inane riddles by the Nurglings. For each he failed to answer to their liking, he was further transformed to resemble the daemons. He continues to command the fascination of daemons, though he has long since ceased to wonder why this might be so, for his mind has rotted to giggling insanity. Wherever he rides, a repugnant carnival of disease follows as Nurgle’s diabolical scions caper and cavort in an effort to draw his attention.
MAGGOTKIN OF NURGLE WARSCROLL
Morbidex Twiceborn
RANGED WEAPONS
RngAtkHitWndRndDmg
Tripletongue’s Slabrous Tongues [Shoot in Combat, Companion]
Tripletongue’s Slabrous Tongues
Shoot in Combat, Companion
7"33+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Fleshreaper Scythe
Fleshreaper Scythe53+3+12
Tripletongue’s Claws and Maw [Companion]
Tripletongue’s Claws and Maw
Companion
54+2+23
BATTLE PROFILE

Unit Size: 1      Points: 300
Base size: 100mm
Can be reinforced: No
Regiment Options: 0-1 Rotbringer Lord, Any MAGGOTKIN OF NURGLE

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of Tripletongue’s Claws and Maw is 3.

Passive
LORD OF NURGLINGS: Morbidex Twiceborn is the chosen mortal champion of the Nurglings, who follow him into battle with boundless enthusiasm.

Effect: While any friendly Nurglings units are wholly within 12" of this unit:
  • Ignore the first damage point that would be allocated to each of those units each phase.
  • Add 3 to those units’ control scores.

End of Any Turn
GIGANTIC NURGLING-KIN: Twisted by the cruel attentions of manifold Nurglings, Morbidex has come to resemble them physically and has gained much of their unnatural resilience.

Effect: Heal (X) this unit, where X is half the number of damage points this unit has (rounding up).

Once Per Turn (Army), Any Combat Phase
TIDE OF NURGLINGS: Morbidex’s Pox Maggoth bellows out a gurgling roar that drives nearby swarms of Nurglings into a frenzy, drowning enemies in a filthy, living tide.

Declare: Pick a friendly Nurglings unit within this unit’s combat range to be the target.

Effect: Roll a dice. On a 2+, the target’s melee weapons have Crit (Mortal) for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
UNIQUE, HERO, MONSTER, WARD (5+)
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.

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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.
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
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).
32.2 Objective Control
At the start of the first battle round 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.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).

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

• Rotigus
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.
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.

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

• Rotigus
© Vyacheslav Maltsev 2013-2024