Maggotkin of Nurgle – Rotmire Creed

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MAGGOTKIN OF NURGLE WARSCROLL
Rotmire Creed
5"
1
6+
1
In the Rotmire, a series of swamps in the northern Ghurish Heartlands, lurks a cabal of foul alchemists. Amongst slime-dripping mangroves, they practise grisly experiments, all to honour an entity they know as Lord Leech. They are the Rotmire Creed, and they are fanatical in spreading their deity’s vile gifts. In the Creed’s view, this is an act of utmost altruism; their teachings state that in decay and entropy lies the path to immortality. This search for eternal, unchanging life has consumed the Creed since its founding; its first members were forced to flee Sigmar’s cities into the swamps when their unnatural researches came to light. Warriors of the Rotmire Creed attack in a hail of darts coated and filled with diseased fluids. Their Witherlords distil such juices from the waters of the Rotmire; the bodies of those who perish here are dragged into vast, leaking corpse-idols by the cult’s Carrion Catchers. Living victims are often held captive amongst these midden heaps, their drawn-out suffering studied by the cult. The Creed’s elders remain obsessed with the search for immortality and have dispatched their cultists far and wide to seek out new ingredients for a foul elixir of life. Many of these warbands join with Maggotkin hosts, seeing in them true followers of Lord Leech’s will.
MAGGOTKIN OF NURGLE WARSCROLL
Rotmire Creed
RANGED WEAPONS
RngAtkHitWndRndDmg
Contagion Blowpipes [Crit (Auto-wound)]
Contagion Blowpipes
Crit (Auto-wound)
12"24+3+-1
MELEE WEAPONS
AtkHitWndRndDmg
Bilewood Weapons
Bilewood Weapons24+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 130
MODELBASE SIZE
Witherlord, Bloated One32mm
2 x Carrion Catchers28.5mm
6 x Mirefolk Outcasts25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Passive
VIRULENT CONCOCTIONS: The hideous diseases formulated by the Rotmire Creed rapidly transmit from one uninfected body to another.

Effect: When using the ‘Blessed by the Plaguefather’ ability, if you choose to infect an enemy unit, you can pick an enemy unit that had any damage points allocated to it by this unit’s shooting attacks this turn to be the target even if that unit is not in combat with a friendly MAGGOTKIN OF NURGLE unit.

KEYWORDS
INFANTRY, CHAMPION (1/10), WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS
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).
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).
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

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

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.
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.
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.
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).
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.
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.
Once Per Turn (Army), End of Any Turn
BLESSED BY THE PLAGUEFATHER: Each of the Maggotkin is a walking vector of disease, a willing incubator for maladies that ravage the body and spirit with horrific virulence.

Effect: You cannot pick MANIFESTATIONS or terrain features to be the targets of this ability. Pick 1 of the following effects:

Infect: Pick an enemy unit that is in combat with a friendly MAGGOTKIN OF NURGLE unit to be the target. The target has the DISEASED keyword.

Spread: Pick a DISEASED enemy unit to be the target. Each other enemy unit within the target’s combat range has the DISEASED keyword.

Mutate: If all enemy units on the battlefield have the DISEASED keyword, inflict 1 mortal damage on each of them.
© Vyacheslav Maltsev 2013-2024