Maggotkin of Nurgle – Morbidex Twiceborn

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•MAGGOTKIN OF NURGLE WARSCROLL•
Morbidex Twiceborn
8"
14
4+
5
6+
Morbidex Twiceborn is the champion of the Nurglings and has gained much of their unnatural resilience. In battle, swarms of the impish daemons trail after their idol, drowning enemies in a filthy living tide.
•MAGGOTKIN OF NURGLE WARSCROLL•
Morbidex Twiceborn
Damage calculator
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 [Companion]
Tripletongue’s Claws
Companion
54+2+23
BATTLE PROFILE

Unit Size: 1      Points: 230
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 is 3.

Passive
LORD OF NURGLINGS: Nurglings follow their mortal champion 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 that Nurglings unit each phase.
  • That Nurglings unit can ignore the effect of the ‘Beast’ ability.

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.

Declare: Pick up to 2 friendly Nurglings units wholly within 12" of this unit to be the targets.

Effect: Roll a dice for each target. On a 2+:
  • If the target is not in combat, it can move a number of inches equal to the roll but cannot end that move in combat.
  • If the target is in combat, it can make a pile-in move.
KEYWORDSRAMPAGE

End of Any Turn
GIGANTIC NURGLING-KIN: Morbidex has come to resemble the Nurglings 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).

KEYWORDS
UNIQUE, HERO, MONSTER, WARD (6+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS
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’).
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.
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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The UNIQUE keyword is used in the following Maggotkin of Nurgle warscrolls:

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).
Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT
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.

FAQ / Errata

FAQ
Q:If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model?
A:
No.
Errata
Addenda: 7.0 Combat Range
Add the following:

‘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.’
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:

Those HEROES can join an eligible regiment as a Rotbringer Lord.

15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
© Vyacheslav Maltsev 2013-2026