Maggotkin of Nurgle – Warscrolls


Cavalry Hero


MAGGOTKIN OF NURGLE WARSCROLL
Harbinger of Decay
8"
7
3+
2
While Nurgle is often described as a god of pestilence, his true sphere is that of despair. The Harbingers of Decay are prime vectors of this doom-bringing. Misery exudes from these hooded figures like a miasma; with a single desolate word, they wrack a foe with crushing regret. Harbingers do not manipulate corrupt magics in the fashion of a sorcerer. Rather, they serve as conduits for Nurgle’s own essence in the realms, summoning epidemics of woe through guttural invocation and grisly sacrifice. A Harbinger will channel malignant energies through a series of dreadful omens, each serving as ritual accelerants to magnify their god’s influence. Known collectively as the Seven Strokes of Doom, there is little uniformity in how these omens manifest. Tales are told of bells that drone night and day with no obvious source, fresh water congealing to pus and bile, and livestock simply collapsing before rapidly succumbing to decay. Only the first and final signs are consistent – the former being the Harbinger looming upon the far horizon, and the latter manifesting as the champion returning with scythe or grim tocsin held aloft, summoning epidemics of rust and decay to overcome the enemy.
MAGGOTKIN OF NURGLE WARSCROLL
Harbinger of Decay
MELEE WEAPONS
AtkHitWndRndDmg
Grim Rotsword or Plague Scythe [Crit (Mortal)]
Grim Rotsword or Plague Scythe
Crit (Mortal)
33+3+13
Daemonic Mount’s Flyblown Bite [Companion]
Daemonic Mount’s Flyblown Bite
Companion
25+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: 0-1 Rotbringer Lord, Any ROTBRINGERS

Once Per Battle (Army), Enemy Hero Phase
KNELL OF DOOM: The ominous toll of the Doom Bell is enough to give pause to even the bravest warriors.

Declare: Pick up to 3 enemy units within 24" of this unit to be the targets.

Effect: Until the start of your next turn, subtract 1" from the Move characteristic of each target and subtract 1 from run rolls and charge rolls for each target.

Your Hero Phase
4
OMENS OF DECAY: Harbingers of Decay are diseased prophets, able to divine omens through grisly rites and observing the spread of sickness.

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

Effect: Subtract twice the current battle round number from the target’s control score for the rest of the turn. If the chanting roll was 10+, this ability affects all enemy units within 12" of this unit.
KEYWORDSPRAYER

KEYWORDS
HERO, PRIEST (1), CAVALRY, WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS


MAGGOTKIN OF NURGLE WARSCROLL
Horticulous Slimux
4"
8
4+
2
Horticulous Slimux is the overseer of Nurgle’s garden, his chief groundskeeper and Grand Cultivator. Daemons do not age in the manner of mortals, but there is nevertheless a profound ancient weight that presses upon Slimux; his flesh is leathery and rank, like an apple left to rot in the sun for many days, and his personality is no less unpleasant. Not even the Great Unclean Ones can recall a time before Horticulous roamed the virulent glades of Nurgle’s Garden. Any daemon who interferes with his labours is liable to be transformed into vile magical fertiliser or else fed to the molluscoid daemon-steed known as Mulch. None can match Slimux’s capability in the propagation of new forms of diseased, daemonic plant-life. Feculent Gnarlmaws shiver at his passing, and when the Grand Cultivator is sent into the Mortal Realms, they burst through the veil of worlds with irrepressible eagerness. Such is Slimux’s skill in coaxing forth diseased foliage that he can bid the plants tunnel their roots through solid stone and steel, spreading the Garden of Nurgle with each emergence of foul life.
MAGGOTKIN OF NURGLE WARSCROLL
Horticulous Slimux
MELEE WEAPONS
AtkHitWndRndDmg
Lopping Shears
Lopping Shears33+3+12
Slime-encrusted Jaws [Companion]
Slime-encrusted Jaws
Companion
44+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 105 × 70mm
Can be reinforced: No
Regiment Options: Any DAEMON

Your Movement Phase
CULTIVATING THE GARDEN OF NURGLE: Wherever Horticulous slimes around in the Mortal Realms, daemonic foliage pokes through the cracks in reality and swiftly takes root.

Effect: If there are fewer than 3 friendly Feculent Gnarlmaws on the battlefield, you can set up a Feculent Gnarlmaw wholly within 12" of this unit, more than 3" from all enemy units, objectives and other terrain features.

Once Per Turn (Army), Your Movement Phase
BEAST HANDLER: Horticulous is accompanied by romping packs of Beasts of Nurgle, whose foolishness he always forgives and who look to him like hounds do their master.

Declare: Pick a friendly Beasts of Nurgle unit that has been destroyed.

Effect: Roll a dice. On a 3+, set up a replacement unit wholly within 12" of this unit and more than 9" from all enemy units.

KEYWORDS
UNIQUE, HERO, CAVALRY, WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE, DAEMON


MAGGOTKIN OF NURGLE WARSCROLL
Lord of Afflictions
8"
8
3+
2
Lords of Afflictions seek to embody the swiftly spreading plague, the killing malady that tears through a community in days. Mounted upon a buzzing, ill-tempered Rot Fly, they lead flights of mounted warriors and daemons through the skies of the realms, frantic in their need to find untainted souls to corrupt. When a suitable target is sighted, the Lord of Afflictions leads their warriors to descend in a brutal, line-breaking charge. With filth-dripping trident, they lay about the foe, leaving those few who survive the initial onslaught broken in body and mind. Even this, however, does not spread disease swiftly enough for the liking of a Lord of Afflictions. So it is that they are driven to labour over the creation of an Incubatch, a totem crafted from a mortal corpse that radiates the most virulent of plagues. An Incubatch is the product of appalling rituals. To fashion such an entity requires the champion to barter away much of what remains of their soul. Some might even say that the Lords of Affliction fight so furiously in order to drown out the feeling of hollowness that eats at them constantly – though venturing as much before the champion would soon end in disaster.
MAGGOTKIN OF NURGLE WARSCROLL
Lord of Afflictions
MELEE WEAPONS
AtkHitWndRndDmg
Festerspike [Charge (+1 Damage)]
Festerspike
Charge (+1 Damage)
43+3+12
Rot Fly’s Mouthparts and Sting [Companion]
Rot Fly’s Mouthparts and Sting
Companion
64+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 220
Base size: 60mm
Can be reinforced: No
Regiment Options: Any Plague Drones, Any Pusgoyle Blightlords

Any Combat Phase
VECTORS OF FOULEST CONTAGION: Through the use of rancid corpse-totems and other such gifts from the Grandfather, a Lord of Afflictions spreads death wherever they travel.

Declare: Pick up to 3 enemy units in combat with this unit to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

Any Combat Phase
MASTER OF ROT FLIES: A Lord of Afflictions leads a swarm of Rot Flies that act as brutal linebreakers, using their sheer bulk to smash enemy formations asunder.

Declare: If this unit charged this turn, pick this unit and up to 2 friendly Pusgoyle Blightlords units wholly within 12" of this unit to be the targets.

Effect: Add 1 to the Rend characteristic of the targets’ Companion melee weapons for the rest of the turn.

KEYWORDS
HERO, CAVALRY, FLY, WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS

Infantry Hero


MAGGOTKIN OF NURGLE WARSCROLL
Gutrot Spume
4"
7
4+
2
Gutrot Spume, the Lord of Tentacles, commands the greatest of the Slime Fleets that prowl the seas in Nurgle’s name. He was once a feared piratical lord, until his vessel was smashed by a monstrous rot kraken. Refusing to surrender, Spume leapt from the side of his stricken ship and into the abyssal depths, demanding rather than begging the boons of the gods as he pursued the beast. Nurgle watched the champion’s sheer reluctance to submit, even as his arm was ripped off by the dying kraken, with great amusement. When Gutrot washed ashore, his missing arm had been replaced by a cluster of filthy tentacles – a mark of the beast he had bested – and his mind was filled with visions of foetid glory. Many of Nurgle’s champions are phlegmatic in nature, but not so Gutrot Spume. He is aggressive and brash, obsessed with furthering his own name and legend, and when he leads his crew of blight-stricken reavers onto land, it is in search of worthy rivals to cast down. In battle, Spume uses the nimble flailing of his slick tentacles to disarm enemies of their blades before his monstrous cleaver takes off their heads.
MAGGOTKIN OF NURGLE WARSCROLL
Gutrot Spume
MELEE WEAPONS
AtkHitWndRndDmg
Rot-pocked Axe [Anti-HERO (+1 Rend), Crit (Mortal)]
Rot-pocked Axe
Anti-HERO (+1 Rend), Crit (Mortal)
53+2+12
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Rotbringer Lord, Any ROTBRINGERS

Deployment Phase
MASTER OF THE SLIME FLEET: Gutrot’s Slime Fleet haunts the oceans of the Mortal Realms, fighting alongside and transporting warriors that the Lord of Tentacles judges to share his aims.

Declare: Pick a regiment led by this unit to be the target if it has not been deployed.

Effect: Each unit in the target regiment is set up in reserve aboard the Slime Fleet. Those units have now been deployed.
KEYWORDSDEPLOY

Any Combat Phase
FLAILING TENTACLES: Gutrot grabs his opponents with his melange of slimy tentacles, rendering them helpless as he swings his rusted axe.

Declare: Pick an enemy INFANTRY HERO in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, the target has STRIKE-LAST for the rest of the turn.

Your Movement Phase
PESTILENTIAL BEACHHEAD: To the creak of rotting timbers and the waft of rancid brine, the Slime Fleet makes land.

Declare: Pick this unit if it is aboard the Slime Fleet.

Effect: Set up this unit on the battlefield, wholly within 7" of a battlefield edge and more than 9" from all enemy units. Then set up every other friendly unit that is aboard the Slime Fleet on the battlefield wholly within 7" of a battlefield edge, wholly within 7" of this unit and more than 9" from all enemy units.

KEYWORDS
UNIQUE, HERO, INFANTRY, WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS


MAGGOTKIN OF NURGLE WARSCROLL
Lord of Blights
4"
7
3+
2
Though they carry pulping hammers and shields wrought in the image of the sacred fly, the Lords of Blights see themselves as creators more than destroyers. They are the masters of the corpse orchards, rancid groves that sprout wherever Nurgle’s faithful lay claim to a land. From these trees are hung the bodies of the Maggotkin’s victims – some dead, some trapped in a state of tormenting decay. When a cadaver is ripe, the Lord of Blights will remove its head and patiently fill the skull with the pestilential seepage of daemons. These revolting death’s heads are hung from the Lord’s gallow-mount and generously handed out to warriors to hurl. Each Lord of Blights applies their own creativity to the production of death’s heads, experimenting with different dosages of daemon-gunk or binding them with curses. Nothing pleases such a champion more than to see their creations being used well; even while clubbing an enemy to a pulp, they will look up and give approving laughs as death’s heads sail through the air above. The horrendous labours of a Lord of Blights swaddles them in the energies of corruption, and even fine weapons soon blacken and decay in their presence.
MAGGOTKIN OF NURGLE WARSCROLL
Lord of Blights
MELEE WEAPONS
AtkHitWndRndDmg
Bubotic Hammer [Anti-charge (+1 Rend)]
Bubotic Hammer
Anti-charge (+1 Rend)
43+3+13
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 40mm
Can be reinforced: No
Regiment Options: Any ROTBRINGERS INFANTRY

This HERO can join an eligible regiment as a Rotbringer Lord.

Any Combat Phase
THRICE-RIPENED DEATH’S HEADS: These blessed death’s heads are projectiles ripe with disease and hurled at incoming foes to spread the plagues festering within.

Declare: Pick an enemy unit that charged this turn and is in combat with this unit to be the target.

Effect: Roll D3. On 2+, inflict an amount of mortal damage on the target equal to the roll.

Passive
FESTERING BULWARK: Heavy shield planted in the mud, a Lord of Blights orders their warriors brace for the enemy charge.

Effect: The Blighted Weapons used by friendly Putrid Blightkings units have Anti-charge (+1 Rend) while those units are wholly within 12" of this unit.

KEYWORDS
HERO, INFANTRY, WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS


MAGGOTKIN OF NURGLE WARSCROLL
Lord of Plagues
4"
7
4+
2
Lords of Plagues are amongst the most warlike of Nurgle’s mortal champions. Reapers of men and cultivators of tainted soil both, they see it as their duty to spread a carpet of corpses across the realms, within which their god’s noxious gifts might ferment and grow strong. Surrounded by retinues of pus-dripping Blightkings, a Lord of Plagues trudges towards the most formidable warriors of the enemy host, huge cleavers gripped in their rot-eaten fingers. There is a logic to this, the champions believe: the corpses of the strongest foes will allow the greatest maladies to incubate within them. Besides, Nurgle is a proud god and smiles upon any who martially excel in his name. Many Lords of Plagues have their own peculiar rituals and idiosyncrasies when at war. Some speak only in sonorous rhymes, while others allow every seventh enemy to flee and spread warnings of woe. Some are sickeningly jolly, jesting with victims overcome by disease, while others are burdened with a great weariness that only divine service can alleviate. These quirks are often embraced and emulated by a Lord of Plague’s loyal warriors. Amongst warbands of Rotbringers, it is considered a position of honour to fight in the entourage of such a champion and thus be inspired as they reap life after life in the Grandfather’s service.
MAGGOTKIN OF NURGLE WARSCROLL
Lord of Plagues
MELEE WEAPONS
AtkHitWndRndDmg
Plague-ridden Great Blade [Crit (Mortal)]
Plague-ridden Great Blade
Crit (Mortal)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 40mm
Can be reinforced: No
Regiment Options: Any ROTBRINGERS INFANTRY

This HERO can join an eligible regiment as a Rotbringer Lord.

Passive
LORD OF THE BLIGHTKINGS: A Lord of Plagues leads their chosen warriors to battle with a febrile energy.

Effect: Add 1 to charge rolls for friendly Putrid Blightkings units while they are wholly within 12" of this unit.

Any Combat Phase
SEVENFOLD SLAUGHTER: A Lord of Plagues drives their warriors to keep hacking at the foe until they are reduced to nothing more than twitching, filthstreaked offal.

Declare: Pick a friendly Putrid Blightkings unit that charged this turn and is wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 2+, add 1 to the Attacks characteristic of the target’s Blighted Weapons for the rest of the turn.

KEYWORDS
HERO, INFANTRY, WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS


MAGGOTKIN OF NURGLE WARSCROLL
Poxbringer
Herald of Nurgle
4"
5
5+
2
Poxbringers are the most numerous of Nurgle’s Heralds and the foremost of his Plaguebearers. Their status is marked by the rotting crowns of horn and antler that sprout from their being, as well as the godly diseases that swell their form. Amongst the Plague Legions, Poxbringers serve as ever-dedicated captains, ensuring that the trudging Plaguebearer masses carry out the will of the Great Unclean Ones and are constantly corrupting new lands in Nurgle’s name. In order to see this done, they wield not only their rusted Baleswords but also magics that see plague-growths burst pleasingly from within a mortal form. Diligent as they are, Poxbringers can be entrusted to pull themselves away from the delights of Nurgle’s Garden to see to the god’s business in reality. They are dutiful servants all, whether answering the summons of some mortal cult or overseeing the progress of a long-planned infection. On occasion, a Poxbringer may be entrusted with more specific duties still: Wretch Gab’larr, who won great renown in the many wars with the forest-dwelling Sylvaneth, is tasked with observing the effects of plagues on newly discovered creatures and reporting any especially intriguing corruptions directly to the Grandfather.
MAGGOTKIN OF NURGLE WARSCROLL
Poxbringer
Herald of Nurgle
MELEE WEAPONS
AtkHitWndRndDmg
Balesword [Crit (Mortal)]
Balesword
Crit (Mortal)
34+3+12
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: Any DAEMON

This HERO can join an eligible regiment as a Plague Scion.

Reaction: You declared a FIGHT ability for this unit
CAPTAIN OF THE PLAGUE LEGIONS: Poxbringers lead their fellow Plaguebearers into battle and ensure that the orders of the Great Unclean Ones are followed to the letter.

Effect: Pick a friendly Plaguebearers unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, add 1 to hit rolls for the target’s attacks for the rest of the turn.

KEYWORDS
HERO, WIZARD (1), INFANTRY, WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE, DAEMON


MAGGOTKIN OF NURGLE WARSCROLL
Rotbringer Sorcerer
4"
6
5+
2
Many are the mages and shamans who have embraced Grandfather Nurgle over the centuries. Some did so willingly, seeking to transform the inevitable onset of entropy into a weapon. Others took their first step unknowingly, having plumbed the wrong mouldering tome for lore or let their fear of bodily decay lead them into dark research. Whatever the case, a Rotbringer Sorcerer is a living vessel of corruption. Their souls are withered things, polluted by Nurgle’s rancid attention. Far from being weakened, a Sorcerer turns this corruption into an arcane weapon. Muttered incantations leave them before their jaws distend wide, spraying a noxious stream of bile and daemonic effluvia. Those who survive this barrage are sapped and weakened, with even magical defences fraying. Sorcerers often serve as advisors to more militant champions of Nurgle, assisting in the summoning of daemons and withering magical wards to nothing. It is not unheard of for a gifted Sorcerer to command an entire host, however. As well as spreading sickness and despair with gusto, these forces delight in serving Nurgle through more esoteric means; they hunt down relics to corrupt, search for especially virulent plague ingredients and work to pollute the ley lines of power that race across the realms.
MAGGOTKIN OF NURGLE WARSCROLL
Rotbringer Sorcerer
MELEE WEAPONS
AtkHitWndRndDmg
Rotwood Staff
Rotwood Staff34+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Rotbringer Lord, Any ROTBRINGERS

Your Hero Phase
TAINTED SORCERIES: Rotbringer Sorcerers hold that there is nothing they cannot corrupt.

Declare: Pick an enemy unit that was picked to be the target of a spell that was successfully cast by this unit this phase to be the target.

Effect: Roll a dice. On a 2+, subtract 1 from ward rolls for the target for the rest of the turn.

KEYWORDS
HERO, WIZARD (1), INFANTRY, WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS


MAGGOTKIN OF NURGLE WARSCROLL
Sloppity Bilepiper
Herald of Nurgle
4"
5
5+
2
Though Plaguebearers by origin, the Sloppity Bilepipers could not be more different from those doleful lesser daemons in temperament. These nightmarish jesters are infected with the Chortling Murrain, one of the most insidious of all Nurgle’s concoctions. The Murrain sees infected mortals slowly be overcome by nagging hysterics and the compulsion to dance and make merry, until their sides literally split or their hearts burst from exuberance. Daemons cannot perish through exertion alone, but the Murrain seizes control of their minds all the same, until whatever individuality they possessed is lost under newfound exuberance. Bilepipers caper with a wild energy, drooling and grinning all the while. Their revolting quips and nauseating – in every sense of the word – wordplay leaves most daemons in fits of hysterics and buoyed with ebullient fervour. The dour Plaguebearers, meanwhile, fight harder to drown out such grating jocularity. Yet if the Murrain should ever go into remission, the Bilepipers find their noxious wit vastly diminished and the chortles of their compatriots growing increasingly strained. Should the daemon receive no laughter at all, they will agonisingly transform into a marotter and set of gutpipes for another Bilepiper to inherit.
MAGGOTKIN OF NURGLE WARSCROLL
Sloppity Bilepiper
Herald of Nurgle
MELEE WEAPONS
AtkHitWndRndDmg
Marotter
Marotter34+3+12
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 32mm
Can be reinforced: No
Regiment Options: Any DAEMON

This HERO can join an eligible regiment as a Plague Scion.

Once Per Turn (Army), Any Combat Phase
JOLLY GUTPIPES: Sloppity Bilepipers have a suitably revolting repertoire of repulsive refrains to draw upon in battle.

Declare: Pick a visible friendly MAGGOTKIN OF NURGLE DAEMON unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 2+, pick 1 of the following effects to apply for the rest of the turn:

A-Stabbing We Will Go!: Add 1 to wound rolls for the target’s attacks.

Early One Evening My Pustule Was Seeping: Ward rolls cannot be made for damage points inflicted by the target’s combat attacks.

My Love Is Like a Ripe, Ripe Fart: Subtract 1 from hit rolls for attacks made by enemy units that target the target unit.

KEYWORDS
HERO, INFANTRY, WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE, DAEMON


MAGGOTKIN OF NURGLE WARSCROLL
Spoilpox Scrivener
Herald of Nurgle
4"
5
5+
2
The querulous Spoilpox Scriveners are charged with overseeing Plaguebearers in their endless tallying of plagues and poxes – and taking note of any daemon who lags behind in their work. Their quills, plucked from the wings of tortured Lords of Change, scratch out an endless judgemental refrain. This scribbling is interrupted only by nasal browbeatings or sneezes that spray forth showers of vile slime. Some lunatic fancy of Nurgle saw him craft the Spoilpox Scriveners with a pervasive allergy to the stuff of reality, ensuring that their mood is constantly foul and spiteful. Scriveners are not the most martial of daemons, but they are still figures of despised dread to their Plaguebearer underlings. Nurgle’s tallymen stand firm and fight all the more determinedly under the gaze of these Heralds, else they risk being marked for forcible transformation into the lunatic, hideously cheerful Heralds known as Sloppity Bilepipers. The irony is that the Scriveners are often commanded to work in tandem with the Bilepipers, together motivating the Plague Legions through a mixture of threat and obnoxious whimsy. The grating antics of Nurgle’s jesters ensure that Scriveners are forever on the edge of murderous apoplexy, glad of any opportunity to let their tentacled jaws snap at enemies in a fury.
MAGGOTKIN OF NURGLE WARSCROLL
Spoilpox Scrivener
Herald of Nurgle
RANGED WEAPONS
RngAtkHitWndRndDmg
Disgusting Sneezes [Shoot in Combat]
Disgusting Sneezes
Shoot in Combat
7"D62+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Distended Maw
Distended Maw34+3+12
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 40mm
Can be reinforced: No
Regiment Options: Any DAEMON

This HERO can join an eligible regiment as a Plague Scion.

Once Per Turn (Army), Your Hero Phase
KEEP COUNTING, I’M WATCHING YOU: Spoilpox Scriveners are responsible for making sure that the Plaguebearers of the tallybands do not shirk their duties.

Declare: Pick a friendly Plaguebearers unit wholly within 12" of this unit to be the target.

Effect: Roll a D6. On a 2+, pick 1 of the following effects to apply until the start of your next turn:

Tally of Blows: Add 1 to the Attacks characteristic of the target’s melee weapons.

Recorded Stamina: Add 1 to save rolls for the target.

KEYWORDS
HERO, INFANTRY, WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE, DAEMON


MAGGOTKIN OF NURGLE WARSCROLL
Epidemius
Tallyman of Nurgle
4"
7
4+
2
Sat upon his mouldering palanquin, borne aloft by a mound of Nurglings, Epidemius gazes across the battlefield with jaded contempt. As his endless tally of Nurgle’s diseases rises, so do the Plague God’s minions become empowered.
MAGGOTKIN OF NURGLE WARSCROLL
Epidemius
Tallyman of Nurgle
MELEE WEAPONS
AtkHitWndRndDmg
Mound of Nurglings [Companion]
Mound of Nurglings
Companion
105+5+-1
Epidemius’s Balesword
Epidemius’s Balesword34+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 60mm
Can be reinforced: No
Regiment Options: Any Daemon

Your Hero Phase
TALLYMAN OF NURGLE: Epidemius keeps an endless tally of Nurgle’s diseases, and as the count rises higher, the Plague God’s minions grow stronger.

Effect: You gain a number of tally points equal to the current battle round number.

During the battle round, you can spend your tally points. For each tally point you spend, you can re-roll 1 hit roll, 1 wound roll, 1 save roll or 1 ward roll for a friendly MAGGOTKIN OF NURGLE unit wholly within 12" of this unit.

At the end of the battle round, any unspent tally points are lost.

KEYWORDS
UNIQUE, HERO, INFANTRY, WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE, DAEMON


MAGGOTKIN OF NURGLE WARSCROLL
Festus the Leechlord
4"
6
5+
2
Festus is a heartless maniac, a former plague doctor transformed into a twisted alchemist of disease. He leads Nurgle’s armies with infectious ebullience, relishing the chance to try out new delightful brews upon unwilling foes.
MAGGOTKIN OF NURGLE WARSCROLL
Festus the Leechlord
MELEE WEAPONS
AtkHitWndRndDmg
Plague Staff
Plague Staff34+3+-D3
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 40mm
Can be reinforced: No
Regiment Options: Any ROTBRINGERS

Your Hero Phase
DELIGHTFUL BREWS, SPLENDID RESTORATIVES: Festus relishes the chance to try out each of his new brews upon friends and foes, spreading bizarre and unnatural plagues swiftly through their ranks.

Declare: Pick a visible unit within this unit’s combat range to be the target.

Effect: If the target is a friendly MAGGOTKIN OF NURGLE unit, Heal (D3) the target. If the target is an enemy unit, roll a dice. On a 3+, inflict an amount of mortal damage on the target equal to the roll.

Your Hero Phase
7
SCUMBOIL POX: Festus has mastered a spell that inflicts a choking curse upon a foe, their throat breaking out into oozing pustules and their tongues swelling to twice the size.

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

Effect: Subtract 1 from the target’s power level, to a minimum of 0, until the start of your next turn.
KEYWORDSSPELL

KEYWORDS
UNIQUE, HERO, WIZARD (1), INFANTRY, WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS

Monster Hero


MAGGOTKIN OF NURGLE WARSCROLL
Bloab Rotspawned
8"
14
4+
5
The Maggoth Lords are a trio of infamous champions of Nurgle, beings who have endured over centuries and carried out profound acts of corruption and desecration in their Grandfather’s name. In return for their service, they have been granted command of a Pox Maggoth, a gargantuan beast with the head of a snapping maggot. Their porous flesh is slick with diseased slime, and prehensile tongues lash from their pus-drooling maws. They are clear marks of Nurgle’s esteem, and each Maggoth Lord commands hordes of faithful as a result. As a child, the mortal who would become Bloab Rotspawned delighting in tormenting flies and maggots – beasts for which Nurgle has long held an affinity. It was a habit that persisted even as Bloab grew into a feared warlord, until at last the god’s ire peaked. In a single terrible night, Bloab’s body was infested with buzzing drones, until he became little more than an undulating sack of flesh filled with insects. Not for nothing is it said that Bloab is the swarm and the swarm is Bloab. The Lord of Daemon Flies now seeks to spread his swarm-brothers across the realms, using sorcery to conjure great clouds of these insects and unleashing them against the foe.
MAGGOTKIN OF NURGLE WARSCROLL
Bloab Rotspawned
RANGED WEAPONS
RngAtkHitWndRndDmg
Bilespurter’s Vile Bile [Shoot in Combat, Companion]
Bilespurter’s Vile Bile
Shoot in Combat, Companion
7"72+4+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Harvestman’s Scythe
Harvestman’s Scythe33+3+12
Bilespurter’s Claws and Maw [Companion]
Bilespurter’s Claws and Maw
Companion
54+2+23
BATTLE PROFILE

Unit Size: 1      Points: 300
Base size: 100mm
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 Bilespurter’s Claws and Maw is 3.

Your Hero Phase
6
MIASMA OF PESTILENCE: Bloab Rotspawned completes a complicated gesture in the air and a vile mist rises from the ground around his target. While it lasts, even the lightest graze seems to turn gangrenous.

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

Effect: Until the start of your next turn, each time a friendly ability is used that resulted in any damage points being allocated to the target, roll a dice. On a 4+, allocate 1 additional damage point to the target (ward rolls cannot be made for that damage point).
KEYWORDSSPELL

Once Per Turn (Army), Any Combat Phase
DAEMON FLIES: The whirling fly-storm that surrounds Bloab blinds and chokes his victims.

Declare: Pick each enemy unit within 7" of this unit to be the targets.

Effect: Roll a dice for each target. On a 4+:
  • Inflict 1 mortal damage on the target.
  • Subtract 1 from hit rolls for the target’s combat attacks for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
UNIQUE, HERO, MONSTER, WIZARD (1), WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS


MAGGOTKIN OF NURGLE WARSCROLL
Great Unclean One
6"
20
4+
5
Great Unclean Ones are appalling avatars of rot. No entities better embody Nurgle’s will, nor so closely resemble his unholy immensity, as his foremost daemons. A Great Unclean One is an avalanche of rancid and festering corpulence. An aura of decay clogs the air around these daemons, deliquescing flesh and rusting blades to scrap. As warlords of the Plague Legions, Great Unclean Ones are both skilled sorcerers and formidable warriors, as well as nexuses of corruption to which Nurgle’s other daemons flock. They crush enemies beneath their lumbering tread, wrack them with arcane poxes and convulsions or else lay them low with an array of huge blighted weapons – be they blades, flails or vast bells that clang out a dirge of doom. Most Great Unclean Ones are immensely convivial, in the manner of the god who gives them form. Even as they direct the flow of battle, they can be found offering loud and earnest encouragement to those minions who excel in Nurgle’s work. The spreading of disease, the spoiling of once-pristine nations, the suffering of those stricken by illness and despair: all these things delight a Great Unclean One, who considers them fine gifts indeed.
MAGGOTKIN OF NURGLE WARSCROLL
Great Unclean One
RANGED WEAPONS
RngAtkHitWndRndDmg
Noxious Bile [Shoot in Combat]
Noxious Bile
Shoot in Combat
7"D3+33+2+22
MELEE WEAPONS
AtkHitWndRndDmg
Host of Nurglings [Companion, Crit (Auto-wound)]
Host of Nurglings
Companion, Crit (Auto-wound)
105+5+-1
Colossal Blight Weapons
Colossal Blight Weapons43+2+24
BATTLE PROFILE

Unit Size: 1      Points: 480
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 Colossal Blight Weapons is 3.

Once Per Turn (Army), Your Movement Phase
LOCUS OF NURGLE: The Great Unclean calls upon Grandfather Nurgle to tear a rift in reality through which loathsome, foetid daemons can spill.

Declare: Pick a friendly MAGGOTKIN OF NURGLE DAEMON unit that started the battle with 3 or more models and that has been destroyed to be the target.

Effect: Roll a dice. On a 4+, set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 12" of this unit and more than 9" from all enemy units.

Once Per Turn (Army), End of Any Turn
BLOATED WITH CORRUPTION: Should a Great Unclean One be wounded, the noxious effluvia within its swollen body bursts forth in a flesh-melting spray.

Declare: If this unit is damaged, pick up to 3 enemy units in combat with this unit to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
KEYWORDSRAMPAGE

Your Hero Phase
7
PLAGUE WIND: With a satisfied belch, the greater daemon unleashes a gust of putrid air that smothers the battlefield.

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

Effect: The target has the DISEASED keyword.
KEYWORDSSPELL

KEYWORDS
HERO, MONSTER, WIZARD (2), WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE, DAEMON


MAGGOTKIN OF NURGLE WARSCROLL
Morbidex Twiceborn
8"
14
4+
5
The Maggoth Lords are a trio of infamous champions of Nurgle, beings who have endured over centuries and carried out profound acts of corruption and desecration in their Grandfather’s name. In return for their service, they have been granted command of a Pox Maggoth, a gargantuan beast with the head of a snapping maggot. Their porous flesh is slick with diseased slime, and prehensile tongues lash from their pus-drooling maws. They are clear marks of Nurgle’s esteem, and each Maggoth Lord commands hordes of faithful as a result. Though Morbidex Twiceborn is a mortal, one would be forgiven for thinking otherwise. He resembles a giant armour-clad Nurgling, face permanently split in a rictus grin. Legend tells that such has been the case since he was buried beneath an avalanche of the daemonic imps whilst attempting to scale an unconquerable mountain. Trapped, Morbidex was confronted with endless inane riddles by the Nurglings. For each he failed to answer to their liking, he was further transformed to resemble the daemons. He continues to command the fascination of daemons, though he has long since ceased to wonder why this might be so, for his mind has rotted to giggling insanity. Wherever he rides, a repugnant carnival of disease follows as Nurgle’s diabolical scions caper and cavort in an effort to draw his attention.
MAGGOTKIN OF NURGLE WARSCROLL
Morbidex Twiceborn
RANGED WEAPONS
RngAtkHitWndRndDmg
Tripletongue’s Slabrous Tongues [Shoot in Combat, Companion]
Tripletongue’s Slabrous Tongues
Shoot in Combat, Companion
7"33+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Fleshreaper Scythe
Fleshreaper Scythe53+3+12
Tripletongue’s Claws and Maw [Companion]
Tripletongue’s Claws and Maw
Companion
54+2+23
BATTLE PROFILE

Unit Size: 1      Points: 300
Base size: 100mm
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 Tripletongue’s Claws and Maw is 3.

Passive
LORD OF NURGLINGS: Morbidex Twiceborn is the chosen mortal champion of the Nurglings, who follow him into battle with boundless enthusiasm.

Effect: While any friendly Nurglings units are wholly within 12" of this unit:
  • Ignore the first damage point that would be allocated to each of those units each phase.
  • Add 3 to those units’ control scores.

End of Any Turn
GIGANTIC NURGLING-KIN: Twisted by the cruel attentions of manifold Nurglings, Morbidex has come to resemble them physically and has gained much of their unnatural resilience.

Effect: Heal (X) this unit, where X is half the number of damage points this unit has (rounding up).

Once Per Turn (Army), Any Combat Phase
TIDE OF NURGLINGS: Morbidex’s Pox Maggoth bellows out a gurgling roar that drives nearby swarms of Nurglings into a frenzy, drowning enemies in a filthy, living tide.

Declare: Pick a friendly Nurglings unit within this unit’s combat range to be the target.

Effect: Roll a dice. On a 2+, the target’s melee weapons have Crit (Mortal) for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
UNIQUE, HERO, MONSTER, WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS


MAGGOTKIN OF NURGLE WARSCROLL
Orghotts Daemonspew
8"
14
3+
5
The Maggoth Lords are a trio of infamous champions of Nurgle, beings who have endured over centuries and carried out profound acts of corruption and desecration in their Grandfather’s name. In return for their service, they have been granted command of a Pox Maggoth, a gargantuan beast with the head of a snapping maggot. Their porous flesh is slick with diseased slime, and prehensile tongues lash from their pus-drooling maws. They are clear marks of Nurgle’s esteem, and each Maggoth Lord commands hordes of faithful as a result. Orghotts Daemonspew is the most martial of the Maggoth Lords and the rider of the beast known as Whippermaw. Legend claims he was sired by a Great Unclean One through some unhallowed ritual, yet despite his grim parentage, he is not permitted to roam the Garden of Nurgle in the manner of a true daemon. This barring from paradise infuriates Daemonspew and has rendered him unflinchingly determined to impress Nurgle enough to earn true apotheosis. Wielding the feared Rotaxes, he leads vast hosts of mortal warriors into the most unrelenting slaughters, hoping to catch his god’s gaze through his ability to endure and the mountains of plague-ridden corpses he creates.
MAGGOTKIN OF NURGLE WARSCROLL
Orghotts Daemonspew
RANGED WEAPONS
RngAtkHitWndRndDmg
Whippermaw’s Grasping Tongue [Shoot in Combat, Companion]
Whippermaw’s Grasping Tongue
Shoot in Combat, Companion
7"13+3+-D6
MELEE WEAPONS
AtkHitWndRndDmg
The Rotaxes
The Rotaxes73+3+12
Whippermaw’s Claws and Maws [Companion]
Whippermaw’s Claws and Maws
Companion
54+2+23
BATTLE PROFILE

Unit Size: 1      Points: 320
Base size: 100mm
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 Whippermaw’s Claws and Maws is 3.

Once Per Turn (Army), Any Combat Phase
GRASPING TONGUE: The massive Pox Maggoth Whippermaw lashes its tongue around a hapless victim, preparing to devour it.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, add 1 to wound rolls for combat attacks made by friendly MAGGOTKIN OF NURGLE units that target that enemy unit for the rest of the turn.
KEYWORDSRAMPAGE

Passive
ACID ICHOR: Whenever Orghotts’s flesh is cut open, a gout of daemonic ichor spews out with shocking force. Its vitriolic potency is enough to burn through steel and dissolve the flesh beneath.

Effect: Each time you make an unmodified save roll of 6 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

KEYWORDS
UNIQUE, HERO, MONSTER, WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS


MAGGOTKIN OF NURGLE WARSCROLL
Rotigus
6"
22
4+
5
Rotigus is akin to a fertility deity cast through a grime-encrusted mirror. This Great Unclean One hears every plea of mortals stricken by drought, every wail begging for life-giving rains – but these supplicants soon regret their careless entreaties. Nurgle’s Deluge, as the rains so generously conjured by Rotigus are known, spreads corruption at a terrible pace. Under its touch crops mutate, vegetation is reduced to festering mulch and mortals bloat with weeping, blistering pustules before bursting in gory showers. Those who survive the coming of the Deluge do so through embracing the munificence of the Rainfather and spreading his cult to lands further afield. Rotigus is a masterful sorcerer, channelling putrescent magic through the downpours he summons. His spells inspire a most pustulant fecundity across lands watered by the Deluge, much as a farmer lavishes attention on their fields. Entire orchards of the Garden of Nurgle, and copses of daemonic trees set to sprouting across the realms, have known his life-giving touch, but the Rainfather believes that his work is never done. If there is one thing Rotigus cannot abide, it is the breaking of Nurgle’s gruesome cycles, and so he hates the undead with special vehemence, desiring to wash away their dust-dry kingdoms in a tide of filth.
MAGGOTKIN OF NURGLE WARSCROLL
Rotigus
MELEE WEAPONS
AtkHitWndRndDmg
Fanged Maws
Fanged Maws23+2+22
Host of Nurglings [Companion, Crit (Auto-wound)]
Host of Nurglings
Companion, Crit (Auto-wound)
105+5+-1
Gnarlrod
Gnarlrod53+2+13
BATTLE PROFILE

Unit Size: 1      Points: 480
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.

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 DISEASED enemy unit on the battlefield and each friendly MAGGOTKIN OF NURGLE unit in combat with any DISEASED enemy units to be the targets. Then, make a casting roll of 2D6.

Effect: Roll a D3 for each target. On a 2+:
  • Inflict an amount of mortal damage on each enemy target equal to the roll.
  • Heal (X) each friendly target, where X is an amount equal to the roll.
KEYWORDSSPELL

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

Declare: If this unit charged this phase, roll a dice. On a 3+, pick an 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

Passive
BRINGER OF PLENTY: Rotigus is a masterful sorcerer, able to bind the energies of decay with a wave of his gnarled wand. His spells inspire grotesque fecundity and flesh-growth, stimulated through the arcane deluge.

Effect: Add 1 to casting rolls for this unit.

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (2), WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE, DAEMON


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

Beast


MAGGOTKIN OF NURGLE WARSCROLL
Beasts of Nurgle
7"
8
5+
1
Beasts of Nurgle are amongst the Plaguefather’s most bizarre daemonspawn. They resemble huge gastropods, albeit with fronds of tentacles undulating around their heads and clusters of pus-weeping eyes blinking across their faces. Their blubbery bodies leave a trail of corrosive sludge, and when a beast collides with an enemy formation, the impact smashes bones to powder. Even more unnatural than a Beast of Nurgle’s appearance, however, is the joy that pervades these daemons. They are extremely, idiotically affectionate, always on the lookout for new playmates. Such is their enthusiasm that they cannot distinguish a mortal’s cries of pain as they dissolve from whoops of excitement. Beasts of Nurgle are one of the few breeds of daemon who truly lack any form of malice. This, however, does not diminish their lethal potential. Though they are far too excitable to follow orders or hold positions, the masters of the Plague Legions can always rely on the Beasts’ witless enthusiasm to create carnage. Beasts of Nurgle have little in the way of attention span, and become disappointed when the target of their affection becomes all still and boring – yet this is quickly rectified whenever the daemon spies another potential friend in the distance.
MAGGOTKIN OF NURGLE WARSCROLL
Beasts of Nurgle
MELEE WEAPONS
AtkHitWndRndDmg
Filthy Claws and Slobbering Maw [Companion]
Filthy Claws and Slobbering Maw
Companion
54+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 60mm
Can be reinforced: No

Any Charge Phase
ATTENTION SEEKERS: Beasts of Nurgle seek out playmates with an enthusiasm that is rarely reciprocated by the horrified source of their fascination.

Declare: If this unit is not in combat, pick the closest enemy unit to it to be the target. If 2 or more enemy units are tied to be the closest, you can pick which is the target. Then, make a charge roll of 2D6.

Effect: This unit can move a distance up to the value of the charge roll. During that move, this unit can move into combat and can pass through models in the target unit, but it must end that move within 1" of the target. If it does so, this unit has charged. Then, inflict D3 mortal damage on the target.
KEYWORDSCORE, CHARGE, MOVE

Passive
BEAST
Effect: This unit has a maximum control score of 1.

KEYWORDS
BEAST, WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE, DAEMON

Cavalry


MAGGOTKIN OF NURGLE WARSCROLL
Plague Drones
8"
5
5+
2
The daemonic Rot Fly is the result of a Beast of Nurgle being rebuked one too many times in its affections. A canker of resentment begins to germinate inside the creature, seeing its typical vivaciousness replaced by a gnawing, embittered malaise. Upon being banished back to the Garden of Nurgle, it is enveloped in a swarm of flies, all while brooding upon its displeasure. Within this living cocoon, a monstrous metamorphosis occurs until the Beast has transformed into a Rot Fly, a creature entirely driven by the need to wreak vengeance. Rot Flies are claimed as mounts by especially haughty Plaguebearers, who assemble into aerial shock cavalry known as Plague Drones. Though they serve their master faithfully enough, the Rot Flies view this as an alliance of convenience. By joining the Plague Legions, they gain more opportunities to enter the Mortal Realms, where their sole goal is to hunt down those who spurned their former incarnation. When they find their quarry, their malice reaches a fever pitch. If the spurner is lucky, they will merely be ripped apart or impaled upon slime-dripping stingers. If not, they will be swallowed by the Rot Fly, their body digested and their soul trapped within the daemon’s essence to suffer for eternity.
MAGGOTKIN OF NURGLE WARSCROLL
Plague Drones
MELEE WEAPONS
AtkHitWndRndDmg
Rot Fly Limbs and Sting [Companion]
Rot Fly Limbs and Sting
Companion
64+3+-1
Noxious Plaguesword [Crit (Mortal)]
Noxious Plaguesword
Crit (Mortal)
24+3+-1
BATTLE PROFILE

Unit Size: 3      Points: 180
Base size: 60mm
Can be reinforced: Yes

Passive
RIPE PASTURES: Rot Flies buzz across the battlefield, consuming their enemies before moving on to fresh targets, their retreat covered by a repulsive cloud of decaying flesh.

Effect: This unit can use CHARGE abilities even if it used a RETREAT ability in the same turn. In addition, no mortal damage is inflicted on this unit by RETREAT abilities.

KEYWORDS
CAVALRY, CHAMPION, MUSICIAN (1/3), STANDARD BEARER (1/3), FLY, WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE, DAEMON


MAGGOTKIN OF NURGLE WARSCROLL
Pusgoyle Blightlords
8"
8
4+
2
Pusgoyle Blightlords are the droning vanguard of a Maggotkin horde’s advance. Mounted upon buzzing Rot Flies, they spread destruction in the manner of an especially virulent pathogen. Descending from above upon entrenched or defiant enemies, the Blightlords and their daemonic steeds crash home like the sudden tolling of a dirge-bell. Some will take this metaphor more literally, attaching heavy tocsins to their mount’s thorax and using the momentum to turn them into bludgeoning tools of slaughter. Blightlords are amongst the most devoted of Nurgle’s mortal warriors. Each has undergone a hideous rite known as the Feast of Maggots, in which they allow daemonic slathermaggots to infest their body. They then have seven days in which to infect worshippers of Nurgle’s rival gods with slathermaggot spawn, or else they will be devoured from within. Should they succeed, a Rot Fly – a daemon formed from bitterness and rejection – will emerge from the Garden, consenting to serve as their mount. Blightlords are often curiously fond of their steed, even beyond the respect Nurgle’s champions habitually display for his daemons. To harm a Rot Fly spurs them into a gurgling rage – one that often ends in the offender being filled to bursting with daemonic mites and ticks.
MAGGOTKIN OF NURGLE WARSCROLL
Pusgoyle Blightlords
MELEE WEAPONS
AtkHitWndRndDmg
Flyrider’s Arsenal [Charge (+1 Damage)]
Flyrider’s Arsenal
Charge (+1 Damage)
43+3+11
Rot Fly’s Mouthparts and Sting [Companion]
Rot Fly’s Mouthparts and Sting
Companion
64+3+-1
BATTLE PROFILE

Unit Size: 2      Points: 250
Base size: 60mm
Can be reinforced: Yes

Passive
RELENTLESS ATTACKERS: Blightlords descend from fume-choked skies to smash Nurgle’s most stubborn enemies to ruin.

Effect: Add 1 to the Rend characteristic of this unit’s Flyrider’s Arsenal for attacks that target units contesting an objective you do not control.

KEYWORDS
CAVALRY, FLY, WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS


MAGGOTKIN OF NURGLE WARSCROLL
Pusgoyle Blightlords (1 model)
8"
8
4+
2
Pusgoyle Blightlords are the droning vanguard of a Maggotkin horde’s advance. Mounted upon buzzing Rot Flies, they spread destruction in the manner of an especially virulent pathogen. Descending from above upon entrenched or defiant enemies, the Blightlords and their daemonic steeds crash home like the sudden tolling of a dirge-bell. Some will take this metaphor more literally, attaching heavy tocsins to their mount’s thorax and using the momentum to turn them into bludgeoning tools of slaughter. Blightlords are amongst the most devoted of Nurgle’s mortal warriors. Each has undergone a hideous rite known as the Feast of Maggots, in which they allow daemonic slathermaggots to infest their body. They then have seven days in which to infect worshippers of Nurgle’s rival gods with slathermaggot spawn, or else they will be devoured from within. Should they succeed, a Rot Fly – a daemon formed from bitterness and rejection – will emerge from the Garden, consenting to serve as their mount. Blightlords are often curiously fond of their steed, even beyond the respect Nurgle’s champions habitually display for his daemons. To harm a Rot Fly spurs them into a gurgling rage – one that often ends in the offender being filled to bursting with daemonic mites and ticks.
MAGGOTKIN OF NURGLE WARSCROLL
Pusgoyle Blightlords (1 model)
MELEE WEAPONS
AtkHitWndRndDmg
Rot Fly’s Mouthparts and Sting [Companion]
Rot Fly’s Mouthparts and Sting
Companion
64+3+-1
Flyrider’s Arsenal [Charge (+1 Damage)]
Flyrider’s Arsenal
Charge (+1 Damage)
43+3+11
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 60mm
Can be reinforced: No
Notes: You can include 1 unit of this type for each Lord of Afflictions in your army.

Passive
RELENTLESS ATTACKERS: Blightlords descend from fume-choked skies to smash Nurgle’s most stubborn enemies to ruin.

Effect: Add 1 to the Rend characteristic of this unit’s Flyrider’s Arsenal for attacks that target units contesting an objective you do not control.

KEYWORDS
CAVALRY, FLY, WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS

Infantry


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


MAGGOTKIN OF NURGLE WARSCROLL
Plaguebearers
4"
2
6+
1
Plaguebearers serve as the footsoldiers of Nurgle’s daemonic legions. They are formed from the soul-stuff of mortals slain by Nurgle’s Rot, a daemonic contagion that attacks both body and spirit and combines elements of all the worst diseases known to mortalkind. It is nigh-on incurable and offers a terribly drawn out demise. Indeed, the afflicted perish only after embracing the full misery of their condition, their despairing souls being transported to Nurgle’s Garden and remade as shambling lesser daemons. Plaguebearers are moribund and curmudgeonly. They consider being sent into the realms to be a terrible imposition and find the antics of their more jovial counterparts gruelling in the extreme. Yet Plaguebearers fulfil a vital role in Nurgle’s eyes. They are his tallymen, charged with numbering the diseases that spread across the realms, the clangs of dolorous tocsins and the daemon mites that caper amidst the filth. The only sound that can muffle their counting is the drone of the fat-bodied flies that accompany them, forming so thick a cloud that enemies have difficulty taking aim at the daemons from afar. The rot-eaten bodies of the Plaguebearers are no easier to harm up close, while their pus-dripping blades can sap strength from even the most vigorous of warriors.
MAGGOTKIN OF NURGLE WARSCROLL
Plaguebearers
MELEE WEAPONS
AtkHitWndRndDmg
Plaguesword [Crit (Mortal)]
Plaguesword
Crit (Mortal)
14+3+-1
BATTLE PROFILE

Unit Size: 10      Points: 140
Base size: 32mm
Can be reinforced: Yes

Passive
CLOUD OF FLIES: Plaguebearers are surrounded by a cloud of swarming flies that feast on their rotting bodies.

Effect: Subtract 1 from hit rolls for shooting attacks that target this unit.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10), WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE, DAEMON


MAGGOTKIN OF NURGLE WARSCROLL
Putrid Blightkings
4"
3
3+
1
Putrid Blightkings are the elite of Nurgle’s mortal hosts. Their loathsome appearance speaks to their favour in the Grandfather’s eyes. The diseases they incubate have swollen them with rancid flesh and pustulant gases, and their entrails now hang from their bodies. The Blightkings are oblivious to all this horror, just as they are oblivious to the stench that clogs the air around them. In their view, their beloved god has given them the greatest gift of all, rotting their minds until they are inured to mortal maladies such as pain and fatigue. One would find it easier to inspire a Plaguebearer to mirth than compel a Blightking to give ground. Blightkings hail from all manner of origins, their past lives expunged as they are remade to fit Nurgle’s sickly fancies. Their arsenal – ranging from slime-coated scythes to rusted flails and more besides – is no less eclectic in nature. The sheer difficulty involved in slaying a Blightking has seen them pass through many battles, honing their skills until they are warriors far more dangerous than their bulk suggests. Even a small force of Blightkings can overwhelm more numerous enemies, chortling as they spread ruin and filth with each swing.
MAGGOTKIN OF NURGLE WARSCROLL
Putrid Blightkings
MELEE WEAPONS
AtkHitWndRndDmg
Blighted Weapons
Blighted Weapons43+3+11
BATTLE PROFILE

Unit Size: 5      Points: 190
Base size: 40mm
Can be reinforced: Yes

Passive
BLOATED BULK: The plague-swollen heft of the Blightkings grants them a presence far beyond their limited numbers.

Effect: Add 3 to this unit’s control score while each model in this unit is contesting an objective you control.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/5), STANDARD BEARER (1/5), WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS


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


MAGGOTKIN OF NURGLE WARSCROLL
The Wurmspat
4"
4
4+
1
A bloated and spectacularly foul-smelling sorcerer of formidable power, Fecula Flyblown has sworn to spread the sickening gifts of Grandfather Nurgle as far and wide as possible. The Blightkings Sepsimus and Ghulgoch have sworn themselves to the service of Fecula. They form a shield of flabby putrescence and rusted weapons between the sorcerer and any who may threaten her.
MAGGOTKIN OF NURGLE WARSCROLL
The Wurmspat
MELEE WEAPONS
AtkHitWndRndDmg
Blighted Weapons
Blighted Weapons43+3+11
BATTLE PROFILE

Unit Size: 3      Points: 160
Base size: 40mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Blighted Weapons. The models in this unit are:
  • Fecula Flyblown (champion)
  • Ghulgoch the Butcher
  • Sepsimus, Plaguesworn

Passive
FECULA FLYBLOWN: Through vile sorceries are the unnatural plagues of Nurgle spread.

Effect: While this unit’s Fecula Flyblown is on the battlefield, it has WIZARD (1).

Once Per Battle, Your Hero Phase
RETCHLING: Accompanying Fecula into battle is her loyal Retchling. This plague-ridden familiar is a powerful locus of plague sorcery.

Effect: If this unit’s Fecula Flyblown is on the battlefield, add 1 to its power level for the rest of the turn.

KEYWORDS
UNIQUE, INFANTRY, CHAMPION, WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS

Faction Terrain


MAGGOTKIN OF NURGLE WARSCROLL
Feculent Gnarlmaw
-
7
5+
-
Of all the strains of foliage and fungus that populate the copses of Nurgle’s Garden, the Feculent Gnarlmaws are the most eager to burst into the Mortal Realms and spread their corruption. These daemon-trees are truly repulsive to behold. Crooked branches emerge from them like a patchwork of arthritic limbs, and their suppurating bark splits open into gnashing jaws that can swallow incautious warriors whole. The most sinister aspect of the Gnarlmaws, however, is also the least visible. Their distended roots burrow into the earth to anchor the entity to reality, sucking in natural magics and pumping out filth in turn. The manifestation of a Feculent Gnarlmaw can taint a land for years, turning it into a reflection-in-miniature of Nurgle’s Garden. Feculent Gnarlmaws emerge wherever Nurgle’s Maggotkin march in force, enticed by the vile scent of their souls. The noxious scents they emit and the clangour of the bells that hang from their limbs can cheer even the most despondent of Plaguebearers. Enemies are not so bolstered; inhaling even a single spore from a Gnarlmaw can compel an atrocious death as new forms of infernal foliage bloom inside their bodies and devour them from within.
MAGGOTKIN OF NURGLE WARSCROLL
Feculent Gnarlmaw
MELEE WEAPONS
AtkHitWndRndDmg
Maggot-infested Mouth
Maggot-infested Mouth44+3+1D3
Once Per Turn (Army), End of Any Turn
RIDDLED WITH DISEASE: The vapours emanating from a Feculent Gnarlmaw are laden with plagues and disease.

Declare: Pick an enemy unit within 6" of this terrain feature to be the target.

Effect: Roll a dice. On a 4+, the target has the DISEASED keyword.

KEYWORDS
FACTION TERRAIN, WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE

Regiment of Renown


REGIMENT OF RENOWN
One-eyed Grunnock
It does not matter to the Warstompers who is fighting or why; all they care about is finding a vicious scrap to lose themselves in. The charge of a Warstomper is akin to being hit by a roaring Chamonic steam-engine, and then the titan begins swinging their huge club, ploughing through enemy ranks with howls of battle‑joy. One-eyed Grunnock is truly infamous. Gargants far and wide tell of how he terrorised Ghurish Necrosia, battling the Ossiarch Bonereapers. To the Warstomper, the undead are perfect enemies that constantly attract new foes. He has violently thwarted the Bonereapers’ negotiations with other races on several occasions, most notably interrupting the signing of a treaty with a duardin fleet. Being pitched off the side of a mountain and forever burdened with a splitting headache was, admittedly, not part of Grunnock’s plan, but the chance to ensure that the fighting between the two forces would never end was worth it. For a time, Grunnock relentlessly hunted Kragnos, fearing that the Drogrukh deity would drive his undead prey from Ghur. Yet now Kragnos rampages in Ghyran, leaving Grunnock free to crush his favoured enemies once more.
REGIMENT OF RENOWN
One-eyed Grunnock

BATTLE PROFILE

Points: 440

Once Per Turn (Army), Any Combat Phase
SHAKE THE EARTH: Grunnock has learnt that the best way to break an enemy army is to send its soldiers flying. His signature move – leaping high before stomping down to cause a small earthquake – is feared for good reason.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a D3. On a 2+:
  • Inflict an amount of mortal damage on the target equal to the roll. If the target is INFANTRY, double the amount of mortal damage inflicted.
  • Subtract 1 from hit rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.


REGIMENT OF RENOWN
The Coven of Thryx
None know where Magister Thryx learned to bind the essence of Tzeentchian daemons into living spells. He weaves an unpredictable path across the realms, offering his expertise to any who will shelter him from Tzeentch’s vengeful servants and facilitate his experiments.
REGIMENT OF RENOWN
The Coven of Thryx
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 280

Once Per Battle (Army), Deployment Phase
SPARKS OF PROFANE POTENTIAL: Thryx’s spells are powered by the stolen daemonic essences of the daemons bound to him.

Effect: If the Magister in the Regiment of Renown has been deployed, set up one of the following MANIFESTATIONS within 1" of them:

Your Hero Phase
6
SKILLED SUMMONER: Thryx is a master at manipulating the arcane manifestations of the Change God.

Declare: Pick the Magister in this Regiment of Renown to cast this spell, pick 1 of the MANIFESTATIONS from the list below that is not on the battlefield, then make a casting roll of 2D6:
Effect: If there is already a friendly MANIFESTATION from the list above on the battlefield, it is immediately banished. Then, set up the MANIFESTATION you picked within 1" of the caster and visible to them. If that MANIFESTATION is a Daemonic Simulacrum, it must also be set up more than 9" away from all enemy units.
KEYWORDSSUMMON, SPELL

Once Per Turn (Army), End of Any Turn
FLICKERING WYRDFLAME: These unnatural flames warp and mutate even as they burn and devour.

Declare: Pick an enemy unit that had any damage points inflicted on it this turn by WYRDFLAME SPELL abilities or attacks made with weapons that have the WYRDFLAME weapon ability to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

Your Hero Phase
6
BOLT OF TZEENTCH: This spell manifests as a prismatic beam of raw magic that tears its victims apart in a display of multispectral colour.

Declare: Pick the Magister in this Regiment of Renown to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Inflict D3 mortal damage on the target.
KEYWORDSWYRDFLAME, SPELL, UNLIMITED
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).
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Rotbringer Lord.

Infantry Hero
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).
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.
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

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

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

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

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

14.3 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

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.
3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

On an unmodified chanting roll of 2 or more, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

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.
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 CAVALRY keyword is used in the following Maggotkin of Nurgle warscrolls:

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.

32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.

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

• Rotigus
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
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

15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

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

Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.

The ROTBRINGERS and INFANTRY keywords are used in the following Maggotkin of Nurgle warscrolls:

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

Infantry Hero
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.

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

• Rotigus

The MAGGOTKIN OF NURGLE and DAEMON keywords are used in the following Maggotkin of Nurgle warscrolls:

• Rotigus
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
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).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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.
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).
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

1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.

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

• Rotigus
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.

The WARMASTER 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.
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:

Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

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

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

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

3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

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

32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
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 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.
3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.
7.2 Banishing Manifestations
All WIZARDS and PRIESTS can use the ‘Banish Manifestation’ ability:

Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a manifestation within 30" of them to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy manifestation on the battlefield after the first.

Effect: If the banishment roll equals or exceeds the banishment value listed on the manifestation’s warscroll, it is banished and removed from play. You cannot pick the same manifestation as the target of this ability more than once per turn.
KEYWORDSBANISH

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