Maggotkin of Nurgle – Pusgoyle Blightlord

This warscroll does not meet the selection criteria (see Settings tab).
SPEARHEAD WARSCROLL
Pusgoyle Blightlord
8"
8
4+
2
5+
Elite Rotbringers mounted atop horrific daemon-beasts, Pusgoyle Blightlords thrum ahead of their kindred to sow panic and death as the linebreakers of the diseased host. Their crushing tocsins and whistling scythes make short work of any who would slow the spread of decay. Should enemies survive such a diseased onslaught, they will find themselves impaled upon the stingers of horrifying Rot Flies. The pact made between Pusgoyle and Rot Fly strengthens the daemon’s connection to the mortal plane, allowing them to exist indefinitely beyond the boundary of Nurgle’s Garden while the accord stands.
SPEARHEAD WARSCROLL
Pusgoyle Blightlord
MELEE WEAPONS
AtkHitWndRndDmg
Blighted Scythe
Blighted Scythe33+3+21
Rot Fly’s Mouthparts and Sting [Companion]
Rot Fly’s Mouthparts and Sting
Companion
64+2+-1
Any Charge Phase
WRACK AND RUIN: Mortal Maggotkin who ride Rot Flies act as brutal linebreakers, using their sheer bulk to smash enemy formations asunder.

Declare: If this unit charged this phase, pick an enemy unit within 1" of it to be the target and roll a dice.

Effect: On a 2+, inflict D3 mortal damage on the target.

KEYWORDS
CAVALRY, FLY, WARD (5+)

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!
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’).
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).
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

© Vyacheslav Maltsev 2013-2026