Maggotkin of Nurgle – Rotigus

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MAGGOTKIN OF NURGLE WARSCROLL
Rotigus
6"
22
4+
10
5+
Brandishing his mouldy gnarlrod at the skies, Rotigus Rainfather calls down the inundating Deluge of Nurgle, even as the fanged maws that split his flesh vomit streams of diseased bile, drowning the enemy in torrents of noxious filth.
MAGGOTKIN OF NURGLE WARSCROLL
Rotigus
MELEE WEAPONS
AtkHitWndRndDmg
Fanged Maws
Fanged Maws43+2+22
Gnarlrod
Gnarlrod53+2+13
BATTLE PROFILE

Unit Size: 1      Points: 410
Base size: 130mm
Can be reinforced: No
Regiment Options: 0-1 Plague Scion, Any MAGGOTKIN OF NURGLE

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Gnarlrod is 3.

Passive
BRINGER OF PLENTY: Rotigus is a masterful sorcerer, able to bind the energies of decay. His spells inspire grotesque fecundity and flesh-growth, stimulated by the arcane deluge that follows him.

Effect: Add 1 to casting rolls for friendly MAGGOTKIN OF NURGLE units while they are wholly within 12" of this unit.

Once Per Turn (Army), Any Charge Phase
MOUNTAIN OF LOATHSOME FLESH: Rotigus is a corpulent abomination; when he goes on a rampage, enemies caught in his path are often swallowed up and crushed between his great rolls of blubber.

Declare: If this unit charged this phase, roll a dice. On a 3+, pick a visible enemy unit within 1" of it to be the target.

Effect: Roll a number of dice equal to the number of models in the target unit. For each 5+, inflict 1 mortal damage on the target.
KEYWORDSRAMPAGE

Your Hero Phase
8
DELUGE OF NURGLE: Rotigus has an affinity with the plagued downpours that spill from Nurgle’s cauldron, and he is able to influence where the blighted rains fall.

Declare: Pick each enemy unit within 18" of this unit to be the enemy targets, then pick each friendly MAGGOTKIN OF NURGLE unit within 18" of this unit to be the friendly targets. Then, make a casting roll of 2D6.

Effect: Inflict 1 mortal damage on each enemy target and Heal (1) each friendly target.

Then, until the start of your next turn, while they are within 18" of this unit, enemy units cannot use or be picked to be the target of any abilities that heal or return slain models to a unit.
KEYWORDSSPELL

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (2), 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.

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

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

• Rotigus

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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).
Those HEROES can join an eligible regiment as a Plague Scion.

Infantry Hero
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

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

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

• Rotigus

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

• Rotigus
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.
© Vyacheslav Maltsev 2013-2026