Maggotkin of Nurgle – Morbidex Twiceborn

This warscroll does not meet the selection criteria (see Settings tab).
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
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: 260
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
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.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
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).
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).
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.
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’).
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.
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).

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

• Rotigus
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.
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
© Vyacheslav Maltsev 2013-2026