Maggotkin of Nurgle – Nurglings

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MAGGOTKIN OF NURGLE WARSCROLL
Nurglings
4"
4
6+
1
The gabbling daemon-imps known as Nurglings are born from the pestilent innards of Great Unclean Ones. Small wonder, then, that they resemble the greater daemons so closely. Mischievous and constantly ebullient by nature, Nurglings are curious about everything around them, especially anything that has not yet known Nurgle’s degrading influence. They love to imitate their larger compatriots, be they daemons or trudging mortal champions. Most Maggotkin possess a great fondness for Nurglings, letting them nestle in folds of rancid flesh or scooping them out of harm’s way. The exception are the Plaguebearers, who are utterly vexed by the Nurglings and take any opportunity to give them a kicking – not that the cheerful little daemons mind. On the battlefield, hordes of Nurglings waddle forwards in vomiting, squealing waves. Individually puny, they can be a terror when massed in great swarms, their poisonous bites and claws inflicting death by a thousand envenomed cuts. Given their small size, Nurglings are able to creep through even the smallest of confines, especially those too foul for mortals to investigate. They consider it a most enjoyable game to hide themselves in nooks and crannies before bursting out to assail enemies with toxic bites and scratches by the hundred.
MAGGOTKIN OF NURGLE WARSCROLL
Nurglings
MELEE WEAPONS
AtkHitWndRndDmg
Tiny Razor-sharp Teeth [Crit (Auto-wound)]
Tiny Razor-sharp Teeth
Crit (Auto-wound)
55+5+-1
BATTLE PROFILE

Unit Size: 3      Points: 100
Base size: 40mm
Can be reinforced: Yes

End of Any Turn
ENDLESS SWARM: The presence of Nurglings in the realms continuously draws more of their number from the Grandfather’s Garden, making their swarms extremely hard to eradicate.

Effect: Heal (3) this unit.

KEYWORDS
INFANTRY, WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE, DAEMON
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).
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).
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
© Vyacheslav Maltsev 2013-2024