Maggotkin of Nurgle – The Glottkin

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MAGGOTKIN OF NURGLE WARSCROLL
The Glottkin
6"
24
4+
10
What servant of Chaos has not heard of the Brothers Glott? Born beneath odious moons and curdled skies, these triplets are the foremost mortal servants of the Plague Lord. There are Plaguebearers created solely to tally the victories they have won and enemies they have crushed in his name, and legend tells that they have walked the dilapidated halls of the Manse, observing the god labouring at his cauldron. Though the Glottkin may fall on rare occasions, Nurgle can never remain irate with such cherished scions for long. In time, they always return, ready to spread filth and foulness anew. Otto Glott is the eldest by precisely seven seconds, a fact he mentions often. Jovial and gregarious, he is a masterful warrior despite his bulk. Ethrac, the middle sibling, is quite the opposite in temperament; an embittered soul who loudly criticises the decisions of his brothers and underlings, he is tolerated for his immense skill at plague-sorcery. The last and most physically imposing of the trio is Ghurk Glott. Once fair and meek, Nurgle has transformed him into a slow-witted leviathan upon whose shoulders his bickering siblings ride. Ghurk is capable of building terrible momentum on the charge, smashing open fortress gates or trampling all those in his path.
MAGGOTKIN OF NURGLE WARSCROLL
The Glottkin
MELEE WEAPONS
AtkHitWndRndDmg
Ghurk’s Tentacle
Ghurk’s Tentacle43+2+2D3+3
Otto’s Scythe
Otto’s Scythe43+3+12
Ghurk’s Lamprey Maw
Ghurk’s Lamprey Maw33+2+23
BATTLE PROFILE

Unit Size: 1      Points: 530
Base size: 130mm
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 Ghurk’s Tentacle is 2.

Once Per Turn (Army), Reaction: You declared the ‘Counter-charge’ command for this unit
BLIGHTED STAMPEDE: At a signal from his brothers, the usually ponderous Ghurk launches into an earthshaking counter-charge. Nearby Maggotkin are quick to take advantage of the enemy’s shock at the abomination’s sudden turn of speed.

Effect: Pick up to 2 friendly MAGGOTKIN OF NURGLE units wholly within 12" of this unit to be the targets. After the ‘Counter-charge’ command for this unit has been resolved, if this unit charged, each of the targets can immediately use the ‘Counter-charge’ command in an order of your choosing without any command points being spent.
KEYWORDSRAMPAGE

Passive
HORRIFIC OPPONENT: So terrifying are the Brothers Glott that enemy lines are sent into disarray at the very sight of them.

Effect: Subtract 3 from the control scores of enemy units while they are in combat with this unit.

Your Hero Phase
6
OVERGROWTH OF FLESH: For all his endless grumbling, Ethrac Glott is not miserly in doling out Nurgle’s bountiful gifts.

Declare: Pick a visible enemy unit within 12" of this unit to be the target, then make a casting roll of 2D6.

Effect: Roll a number of dice equal to the target’s Health characteristic. For each 5+, inflict 1 mortal damage on the target, to a maximum of 7 mortal damage.
KEYWORDSSPELL

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (1), WARD (5+)
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.

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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32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.

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

• Rotigus
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 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.
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).
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

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
Enemy Charge Phase
2
COUNTER-CHARGE: Seeing the need for decisive action, the warriors charge forth to stall the enemy’s advance or enact a bold interception.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can use a CHARGE ability as if it were your charge phase.

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

• Rotigus
© Vyacheslav Maltsev 2013-2024