Maggotkin of Nurgle – Warscrolls


Cavalry Hero


MAGGOTKIN OF NURGLE WARSCROLL
Harbinger of Decay
8"
7
3+
2
6+
The Harbingers of Decay trot into battle atop vile steeds more dead than alive. These champions draw the gaze of Nurgle himself, and where they ride, the Plague God’s sinister will is soon made manifest.
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: 140
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: 0-1 Rotbringer Lord, Any ROTBRINGERS

Once Per Turn (Army), Enemy Hero Phase
KNELL OF DOOM: The ominous toll of the Harbinger's bell is enough to give pause to even the bravest warriors.

Declare: Pick an enemy unit within 18" of this unit to be the target.

Effect: Roll a D3. If the target is within 6" of a friendly Sloven Knights unit, you can roll a D6 instead. If the roll equals or exceeds the target’s Control characteristic, subtract 1 from wound rolls for the target’s attacks until the start of your next turn.

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 (6+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS


MAGGOTKIN OF NURGLE WARSCROLL
Horticulous Slimux
4"
8
4+
2
5+
As Nurgle’s head horticulturist, Slimux has the power to seed his master’s Garden in reality. Surrounded by packs of Beasts of Nurgle and wielding his lethal lopping shears, he is a being to be rightly feared.
MAGGOTKIN OF NURGLE WARSCROLL
Horticulous Slimux
MELEE WEAPONS
AtkHitWndRndDmg
Lopping Shears
Lopping Shears33+3+12
Mulch’s Slime-encrusted Jaws [Companion]
Mulch’s Slime-encrusted Jaws
Companion
44+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 140
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 is no more than 1 friendly Feculent Gnarlmaw on the battlefield, you can set up a Feculent Gnarlmaw wholly within 12" of this unit and more than 3" from all enemy units, objectives and other terrain features.

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

Declare: Pick a friendly Beast 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.

End of Your Turn
GNARLMAW WHISPERER: With a little gentle coaxing, the daemonic trees of the Garden will uproot themselves and lumber to the Grand Cultivator’s side.

Declare: Pick a friendly Feculent Gnarlmaw to be the target.

Effect: Remove the target from the battlefield and set it up again wholly within 12" of this unit and more than 3" from all enemy units, objectives and other terrain features.

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


MAGGOTKIN OF NURGLE WARSCROLL
Lord of Afflictions
8"
8
3+
2
6+
Mounted atop bloated Rot Flies, the Lords of Affliction lead Nurgle’s vanguards to war. They and their droning brethren strike directly from the curdled skies, skewering the enemy on their filth-encrusted tridents.
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: 170
Base size: 60mm
Can be reinforced: No
Regiment Options: Any ROTBRINGERS

Once Per Turn (Army), 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’ Rot Fly’s Mouthparts and Sting for the rest of the turn.

KEYWORDS
HERO, CAVALRY, FLY, WARD (6+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS

Infantry Hero


MAGGOTKIN OF NURGLE WARSCROLL
Belga the Cystwitch
4"
7
5+
3
6+
Once a servant of a holy order, Belga succumbed to the whispers of Nurgle and devolved into a maggot- bodied horror, her former sisters melded with her flesh. As the Cystwitch, she bestows potent plagues upon her enemies from her cauldron, and she can scry the will of her deity in its noxious slurry.
MAGGOTKIN OF NURGLE WARSCROLL
Belga the Cystwitch
MELEE WEAPONS
AtkHitWndRndDmg
Thrice-tainted Staff
Thrice-tainted Staff34+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Cankerborn, 0-1 Rotbringer Lord, Any ROTBRINGERS

Your Hero Phase
4
RUPTURED CYSTS: Belga intones a chant that triggers a chain reaction of agonising, pus-filled eruptions in the bodies of sickened foes.

Declare: Pick a visible DISEASED enemy unit within 18" of this unit to be the target, then make a chanting roll of D6.

Effect: Inflict D3 mortal damage on the target. Then, inflict 1 mortal damage on each other DISEASED enemy unit within 3" of the target. If the chanting roll was 9+, you can also pick a friendly Plaguebearers unit within 12" of the target. For each enemy INFANTRY model slain by this ability this turn, you can return 1 slain model to that friendly unit.
KEYWORDSPRAYER

Your Hero Phase
SCRY THE FILTH: Globules of bloody mucus in Belga’s cauldron coalesce into misshapen masses that Belga uses to divine Nurgle’s will.

Effect: Pick 1 of the following effects to apply for the rest of the turn:
  • Add 1 to casting rolls for friendly MAGGOTKIN OF NURGLE WIZARDS while they are within 3" of this unit.
  • Add 1 to chanting rolls for friendly MAGGOTKIN OF NURGLE PRIESTS while they are within 3" of this unit.

KEYWORDS
UNIQUE, HERO, PRIEST (1), INFANTRY, WARD (6+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS


MAGGOTKIN OF NURGLE WARSCROLL
Cankerborn
4"
6
5+
2
5+
The Cankerborn are summoned through the desecration of the land itself. Born from corrupted realm-spirits, they blight the earth much like Nurgle’s Rot ravages flesh. This foetid pair of daemons are horrendously resilient, tainting the very soil around them with their contagion.
MAGGOTKIN OF NURGLE WARSCROLL
Cankerborn
MELEE WEAPONS
AtkHitWndRndDmg
Blightblades [Crit (Mortal)]
Blightblades
Crit (Mortal)
43+3+13
BATTLE PROFILE

Unit Size: 2      Points: 200
Base size: 40mm
Can be reinforced: No
Regiment Options: Any DAEMON
Notes: This HERO can join an eligible regiment as a Plague Scion.

End of Any Turn
UTTER DEFILEMENT: The Cankerborn corrupt the land around them until it is so saturated with toxins and pathogens as to be nigh unrecognisable.

Declare: This unit’s Pestilent Pollutants are tokens. This unit has 2 Pestilent Pollutants. Pick an objective or terrain feature within 12" of this unit to be the target.

Effect: Place 1 of this unit’s Pestilent Pollutants next to the target. If both of this unit’s Pestilent Pollutants are already on the battlefield, pick 1 of them, remove it from the battlefield and place it next to the target instead.

Your Movement Phase
FROM THE TAINTED EARTH: Where the lands have been utterly contaminated, there can the Cankerborn manifest at will.

Effect: Remove this unit from the battlefield and set it up again more than 9" from all enemy units and wholly within 3" of:
KEYWORDSCORE, MOVE

Passive
ENTROPY ENDURES: Such is the Cankerborn’s resilience that they are almost impossible to banish back to the Garden.

Effect: If this unit has 2 models and would be automatically destroyed, it is not automatically destroyed. Instead, 1 model in this unit is slain.

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


MAGGOTKIN OF NURGLE WARSCROLL
Gelgus Pust
the Prince of Sores
8"
8
3+
5
5+
The Daemon Prince Gelgus Pust is a grotesque and monstrous creature whose corpulent body is riddled with parasites. Once a pious man, his ambition saw him fall into Nurgle's clutches. He relishes despoiling the land, particularly the pure waters of Ghyran, where he makes his lair.
MAGGOTKIN OF NURGLE WARSCROLL
Gelgus Pust
the Prince of Sores
MELEE WEAPONS
AtkHitWndRndDmg
Malady and Contagion [Crit (Auto-wound)]
Malady and Contagion
Crit (Auto-wound)
73+3+13
BATTLE PROFILE

Unit Size: 1      Points: 220
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 Plague Scion, Any MAGGOTKIN OF NURGLE

Once Per Battle, Your Hero Phase
MASTER CONTAMINATOR: Pust has tainted countless freshwater tarns, ancient forests and fertile arable fields.

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

Effect: The target has the POLLUTED keyword for the rest of the battle.

Passive
POLLUTING AURA: Where Pust corrupts the land, the air is thick with disease – inimical to enemies but life-giving to the Maggotkin.

Effect: While a friendly MAGGOTKIN OF NURGLE unit is wholly within 6" of a POLLUTED terrain feature, each time that unit uses or is the target of an ability that would heal 1 or more damage points, add 1 to the number of damage points healed.

While an enemy unit is within 6" of a POLLUTED terrain feature, each time that unit uses or is the target of an ability that would heal 1 or more damage points, subtract 1 from the number of damage points healed, to a minimum of 0.

Any Combat Phase
GRIN OF THE GRANDFATHER: To look upon Pust’s ever-smiling visage is to glimpse the face of Nurgle – a sight that is hard to stomach.

Declare: Pick each enemy unit in combat with this unit to be the targets.

Effect: Roll a dice for each target. If the roll equals or exceeds the target’s Control characteristic, pick 1 of the following to apply for the rest of the turn:
  • Subtract 1 from hit rolls for the target’s combat attacks.
  • Subtract 1 from wound rolls for the target’s combat attacks.
  • Subtract 1 from the target’s Control characteristic.

Any Charge Phase
PARASITIC INFESTATION: Those who approach Pust risk being contaminated with the wriggling parasites that infest his swollen body.

Declare: Pick each enemy unit that charged this turn and is 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.

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


MAGGOTKIN OF NURGLE WARSCROLL
Gutrot Spume
4"
7
4+
2
6+
Gutrot Spume is the feared master of Nurgle’s Slime Fleets. His towering ego is such that he will never back down from a rival’s challenge, while so mighty is he that he has never lost a duel.
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: 120
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 no units from that regiment have 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

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.

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.

KEYWORDS
UNIQUE, HERO, INFANTRY, WARD (6+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS


MAGGOTKIN OF NURGLE WARSCROLL
Lord of Blights
4"
7
3+
2
6+
Masters of the corpse orchards, the Lords of Blights are responsible for creating the blessed death’s heads. These projectiles are doled out to Plague Drones and hurled at the foe to spread the plagues festering within.
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: 140
Base size: 40mm
Can be reinforced: No
Regiment Options: Any ROTBRINGERS
Notes: This HERO can join an eligible regiment as a Rotbringer Lord.

Once Per Turn (Army), 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 or with a friendly Plague Drones unit wholly within 12" of this unit to be the target.

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

Once Per Turn (Army), Any Combat Phase
FESTERING BULWARK: Heavy shield planted in the mud, a Lord of Blights orders their warriors brace for the enemy attack.

Declare: Pick this unit and a friendly Putrid Blightkings unit within 3" of this unit to be the targets.

Effect: Roll a dice. On a 3+, ignore negative modifiers to save rolls for the targets for the rest of the turn.

KEYWORDS
HERO, INFANTRY, WARD (6+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS


MAGGOTKIN OF NURGLE WARSCROLL
Lord of Plagues
4"
7
4+
2
6+
The Lords of Plagues storm forth with rusted axes swinging. These revolting warlords urge their followers on to ever greater acts of carnage, fertilising the realms with the filth-ridden mulch they make of their enemies.
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: 100
Base size: 40mm
Can be reinforced: No
Regiment Options: Any ROTBRINGERS
Notes: This HERO can join an eligible regiment as a Rotbringer Lord.

Passive
LORD OF THE INFECTED LEGIONS: Under the rheumy gaze of a Lord of Plagues, Rotswords will repel those foolish enough to try to break their diseased ranks.

Effect: Add 1 to wound rolls for combat attacks made by friendly Rotswords units that did not charge this turn 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, filth-streaked offal.

Declare: Pick a friendly Rotswords unit that did not charge 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 Ruined Master-crafted Weapons for the rest of the turn.

KEYWORDS
HERO, INFANTRY, WARD (6+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS


MAGGOTKIN OF NURGLE WARSCROLL
Poxbringer
Herald of Nurgle
4"
5
5+
2
5+
Poxbringers are veteran daemons amongst the Plaguebearer ranks who lead the tallybands into war. Doleful and relentless, they command their charges with a grim determination and wield the magics of plague as well as a corrupted balesword of dire virulence.
MAGGOTKIN OF NURGLE WARSCROLL
Poxbringer
Herald of Nurgle
MELEE WEAPONS
AtkHitWndRndDmg
Corrupted Balesword [Crit (Mortal)]
Corrupted Balesword
Crit (Mortal)
34+3+12
BATTLE PROFILE

Unit Size: 1      Points: 90
Base size: 32mm
Can be reinforced: No
Regiment Options: Any DAEMON
Notes: 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 the Attacks characteristic of the target’s melee weapons 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
6+
Rotbringer Sorcerers are masters of unclean magics, capable of afflicting enemies with glistening boils or transforming earth into sucking quagmires. They revel in acts of corruption and are even able to infect the magic cast by their foes.
MAGGOTKIN OF NURGLE WARSCROLL
Rotbringer Sorcerer
MELEE WEAPONS
AtkHitWndRndDmg
Rotwood Staff
Rotwood Staff34+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 32mm
Can be reinforced: No
Regiment Options: Any ROTBRINGERS, 0-1 Rotbringer Lord

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 (6+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS


MAGGOTKIN OF NURGLE WARSCROLL
Shaman Foulhoof
6"
5
5+
2
6+
A shaman of vile renown, Foulhoof shares his curdling blights with the merest gesture towards his foes. Regarded as a prophet by his bestial kind, his braying, phlegmatic pronouncements spur his fellow Pestigors into throws of apoplexy and desecration.
MAGGOTKIN OF NURGLE WARSCROLL
Shaman Foulhoof
MELEE WEAPONS
AtkHitWndRndDmg
Rotstave
Rotstave34+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Rotbringer Lord, Any ROTBRINGERS

Your Hero Phase
7
PURULENT PROFUSION: With a wave of his staff, Shaman Foulhoof causes an enemy’s flesh to blister and curdle, ejecting vast quantities of sticky, foul-smelling pus.

Declare: Pick a visible enemy unit within 18" of this unit to be the target, then make a casting roll of 2D6.

Effect: Subtract 1 from the Rend characteristic of the target’s melee weapons until the start of your next turn.
KEYWORDSSPELL

Any Combat Phase
RAMPANT DEFILEMENT: Shaman Foulhoof’s mere presence sends his bestial flock into a frenzy of despoliation.

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

Effect: Roll a dice. On a 3+, add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the turn.

KEYWORDS
UNIQUE, HERO, WIZARD (1), INFANTRY, WARD (6+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS


MAGGOTKIN OF NURGLE WARSCROLL
Sloppity Bilepiper
Herald of Nurgle
4"
5
5+
2
5+
Sloppity Bilepipers caper through the ranks of Nurgle’s legions as they advance. Infected with a plague of mirth, they prance and quip, entertaining their fellow daemons even as they cause the enemy to literally die laughing.
MAGGOTKIN OF NURGLE WARSCROLL
Sloppity Bilepiper
Herald of Nurgle
MELEE WEAPONS
AtkHitWndRndDmg
Marotter
Marotter34+3+12
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 32mm
Can be reinforced: No
Regiment Options: Any DAEMON
Notes: This HERO can join an eligible regiment as a Plague Scion.

Once Per Turn (Army), Your Hero Phase
JOLLY GUTPIPES: With a parp and a honk from their gutpipes, a Sloppity Bilepiper entertains their fellow daemons while ensuring their foes remain a captive audience.

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

Effect: If you picked a friendly unit to be the target, roll a dice. If the roll equals or exceeds the target’s Control characteristic, add 2 to run rolls and charge rolls for the target until the start of your next turn.

If you picked an enemy unit to be the target, roll a dice. If the roll equals or exceeds the target’s Control characteristic, until the start of your next turn, while this unit is on the battlefield, inflict D3 mortal damage on the target:
  • Each time the target ends a move further from this unit than it was at the start of the move, after the ability used by the target has been resolved.
  • Each time the target is removed from the battlefield and set up again on the battlefield further from this unit than it was before it was removed, after the ability used by the target has been resolved.

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


MAGGOTKIN OF NURGLE WARSCROLL
Spoilpox Scrivener
Herald of Nurgle
4"
5
5+
2
5+
Spoilpox Scriveners keep a strict watch over the tallying of the Plaguebearers. Should an enemy stray too close, they bite off heads and limbs with their trunk-like maws or they blanket the foe in foul mucus with almighty sneezes.
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: 80
Base size: 40mm
Can be reinforced: No
Regiment Options: Any DAEMON
Notes: 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 wound rolls for the target’s combat attacks.
Recorded Stamina: Add 5 to the target’s control score.

Once Per Turn (Army), Any Shooting Phase
STUPEFYING SNEEZES: The thick mucus ejected by a Spoilpox Scrivener is so revolting that those hit by it are overwhelmed by disgust.

Declare: Pick an enemy MONSTER that had any damage points allocated to it this phase by this unit’s shooting attacks to be the target.

Effect: The target cannot use RAMPAGE abilities until the start of your next turn.

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


MAGGOTKIN OF NURGLE WARSCROLL
Epidemius
Tallyman of Nurgle
4"
7
4+
2
5+
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, 0-1 Plague Scion

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

Monster Hero


MAGGOTKIN OF NURGLE WARSCROLL
Bloab Rotspawned
8"
14
4+
5
6+
One of Nurgle’s most favoured sorcerers, Bloab Rotspawned is accompanied at all times by a swarm of daemonic flies that emerge from his bubotic flesh, to the detriment of any who dare draw too close.
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 [Anti-MONSTER (+1 Rend)]
Harvestman’s Scythe
Anti-MONSTER (+1 Rend)
33+3+12
Bilespurter’s Claws [Companion]
Bilespurter’s Claws
Companion
54+2+23
BATTLE PROFILE

Unit Size: 1      Points: 270
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 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.

Declare: Pick a visible friendly 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, other than the Companion weapon ability, weapon abilities for attacks that target that friendly unit have no effect.
KEYWORDSSPELL

Once Per Turn (Army), Any Combat Phase
DAEMON FLIES: The whirling fly-storm that surrounds Bloab protects him from harm.

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

Effect: Roll a dice. On a 3+, subtract 1 from the Attacks characteristic of the target’s melee weapons for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
UNIQUE, HERO, MONSTER, WIZARD (1), WARD (6+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS


MAGGOTKIN OF NURGLE WARSCROLL
Festus the Leechlord
5"
14
4+
5
5+
Festus is a heartless maniac,a former plague doctor transformed into a twisted alchemist of disease. His devotion to the Grandfather has seen him swell into a foul Daemon Prince. He leads Nurgle’s armies with infectious exuberance on the back of Gatholyx, relishing the chance to try out new delightful brews on unwilling foes.
MAGGOTKIN OF NURGLE WARSCROLL
Festus the Leechlord
MELEE WEAPONS
AtkHitWndRndDmg
Gnarled Plague Staff [Crit (Auto-wound)]
Gnarled Plague Staff
Crit (Auto-wound)
33+3+1D3
Gathoblyt’s Fanged Maw [Crit (Mortal), Companion]
Gathoblyt’s Fanged Maw
Crit (Mortal), Companion
44+2+23
BATTLE PROFILE

Unit Size: 1      Points: 320
Base size: 150 × 95mm
Can be reinforced: No
Regiment Options: 0-1 Plague Scion, Any MAGGOTKIN OF NURGLE

Passive
Effect: While this unit has 10 or more damage points, the Attacks characteristic of Gathoblyt’s Fanged Maw is 3.

Your Hero Phase
6
THE LEECHLORD'S CURSE: The unfortunate victim finds themselves host to parasitic leeches that drain the vitality from their very soul.

Declare: Pick a visible enemy unit within 18" of this unit to be the target, then make a casting roll of 2D6.

Effect: This unit gains 1 leech point. Until the start of your next turn, each time the target uses a CORE ability or command, after that ability has been resolved, roll a dice. On a 3+, inflict 1 mortal damage on the target. Then, if any damage points were allocated to the target by this ability, Heal (1) this unit.
KEYWORDSSPELL

Once Per Turn (Army), Any Combat Phase
VILE POISONS AND DEBILITATING TOXINS: Festus is a master mixer of deadly potions and virulent concoctions.

Declare: If this unit did not charge this turn, pick an enemy unit in combat with it to be the target. You cannot pick a MANIFESTATION or terrain feature.

Effect: You and your opponent must roll off. Add this unit’s Control characteristic to your roll and the target’s Control characteristic to your opponent’s roll. If your roll is higher, apply the corresponding effect:
  • If the target is a HERO or MONSTER, inflict an amount of mortal damage on the target equal to the difference between your roll and your opponent’s roll.
  • If the target is a non-HERO non-MONSTER unit, 1 model in the target unit is slain.

End of Any Turn
ANNELID ENGORGEMENT: Festus is a master mixer of deadly potions and virulent concoctions.

Effect: For each enemy unit that was in combat with this unit this turn and was destroyed this turn, this unit gains D3 leech points for the rest of the battle. Add 1 to this unit’s Control characteristic for each leech point it has.


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


MAGGOTKIN OF NURGLE WARSCROLL
Great Unclean One
6"
20
4+
5
5+
The Great Unclean Ones are immensely resilient and frighteningly strong. Able to barge down fortress gates and crush monstrous beasts with their sheer bulk, these greater daemons are infernal icons of Nurgle’s malign power.
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
Colossal Blight Weapons
Colossal Blight Weapons43+2+24
BATTLE PROFILE

Unit Size: 1      Points: 430
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.

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. You cannot pick a MANIFESTATION or terrain feature. Then, make a casting roll of 2D6.

Effect: The target has the DISEASED keyword.
KEYWORDSSPELL

Once Per Turn (Army), Your Movement Phase
1
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: Set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 6" of this unit or a friendly Feculent Gnarlmaw 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 will burst 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

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


MAGGOTKIN OF NURGLE WARSCROLL
Morbidex Twiceborn
8"
14
4+
5
6+
Morbidex Twiceborn is the champion of the Nurglings and has gained much of their unnatural resilience. In battle, swarms of the impish daemons trail after their idol, drowning enemies in a filthy living tide.
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 [Companion]
Tripletongue’s Claws
Companion
54+2+23
BATTLE PROFILE

Unit Size: 1      Points: 260
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 is 3.

Passive
LORD OF NURGLINGS: Nurglings follow their mortal champion 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 that Nurglings unit each phase.
  • That Nurglings unit can ignore the effect of the ‘Beast’ ability.

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.

Declare: Pick up to 2 friendly Nurglings units wholly within 12" of this unit to be the targets.

Effect: Roll a dice for each target. On a 2+:
  • If the target is not in combat, it can move a number of inches equal to the roll but cannot end that move in combat.
  • If the target is in combat, it can make a pile-in move.
KEYWORDSRAMPAGE

End of Any Turn
GIGANTIC NURGLING-KIN: Morbidex has come to resemble the Nurglings 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).

KEYWORDS
UNIQUE, HERO, MONSTER, WARD (6+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS


MAGGOTKIN OF NURGLE WARSCROLL
Orghotts Daemonspew
8"
14
3+
5
6+
Orghotts Daemonspew is a driven warlord determined to earn Nurgle’s ultimate favour. In battle, he fights as a merciless reaper, the Rotaxes striking down foe after foe like wheat before the scythe.
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 [Companion]
Whippermaw’s Claws
Companion
54+2+23
BATTLE PROFILE

Unit Size: 1      Points: 270
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 is 3.

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.

Once Per Turn (Army), Any Combat Phase
GRASPING TONGUE: The massive pox maggoth Whippermaw lashes its tongue around its hapless victim, preparing to devour them.

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

KEYWORDS
UNIQUE, HERO, MONSTER, WARD (6+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS


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

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

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

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

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

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

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

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

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

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

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

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

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


MAGGOTKIN OF NURGLE WARSCROLL
The Glottkin
6"
24
4+
10
6+
Plague-cursed triplets of immense age and power, the Glottkin are Nurgle’s greatest mortal champions. When the warrior Otto, sorcerous Ethrac and monstrous Ghurk combine their unnatural power, all who stand against them are soon crushed…
MAGGOTKIN OF NURGLE WARSCROLL
The Glottkin
MELEE WEAPONS
AtkHitWndRndDmg
Ghurk’s Tentacle
Ghurk’s Tentacle43+2+25
Ghurk’s Lamprey Maw
Ghurk’s Lamprey Maw33+2+23
Otto’s Scythe
Otto’s Scythe43+3+13
BATTLE PROFILE

Unit Size: 1      Points: 470
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 3.

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. If any mortal damage was inflicted on the target, and the target was not a MANIFESTATION or terrain feature, it has the DISEASED keyword.
KEYWORDSSPELL

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

Effect: Subtract 5 from the control scores of enemy units while they are in combat with this unit.

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 his 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

Any Combat Phase
TENTACLE TRAP: Ghurk wraps his boil-covered appendage around an unfortunate enemy hero.

Declare: Pick an enemy HERO or MONSTER in combat with this unit to be the target

Effect: Roll a dice. On a 4+, for the rest of the turn:
  • The target cannot move and cannot be removed from the battlefield by an ability that would allow it to be set up elsewhere on the battlefield.
  • Add 1 to hit rolls for combat attacks that target that enemy unit.

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (1), WARD (6+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS


MAGGOTKIN OF NURGLE WARSCROLL
Scourge of Ghyran Rotigus
6"
22
4+
10
5+
The Realm of Life belongs to Nurgle, and the infamous greater daemon Rotigus Rainfather will drive all trespassers from his beloved Grandfather’s lands with feculent floods and cursed rains. Those foolish enough to land a blow on his blubberous mass are seized by tentacles that sprout from his arms and stuffed, screaming, into the seeping maw in his belly.
MAGGOTKIN OF NURGLE WARSCROLL
Scourge of Ghyran Rotigus
MELEE WEAPONS
AtkHitWndRndDmg
Gnarlrod
Gnarlrod53+2+13
Fanged Maw
Fanged Maw23+2+22
Host of Nurglings [Crit (Auto-wound), Companion]
Host of Nurglings
Crit (Auto-wound), Companion
105+5+-1
BATTLE PROFILE

Unit Size: 1      Points: 430
Base size: 130mm
Can be reinforced: No
Regiment Options: 0-1 Plague Scion, Any MAGGOTKIN OF NURGLE
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

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

Passive
BEFOULED RAINFALL: Rotigus is constantly surrounded by a monsoon of disease and foulness.

Effect: Subtract 1 from save rolls for enemy units while they are within 6" of this unit.

Your Hero Phase
7
VIRULENT DOWNPOUR: With a guttural chant, Rotigus magnifies the storm, spreading Nurgle’s corruption across greater swathes of the battlefield.

Declare: Make a casting roll of 2D6.

Effect: Add 3" to the range of this unit’s ‘Befouled Rainfall’ ability for the rest of the battle. This unit can be affected by this ability multiple times and the effects are cumulative.

Then, inflict 1 mortal damage on each enemy unit within range of that ability.
KEYWORDSSPELL

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.

Once Per Turn (Army), Any Combat Phase
TENTACULAR GRIP: Rotigus’s arm tentacles are slow but incredibly powerful; should they take hold of an enemy, the victim will endure a crushing, slimy fate.

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

Effect: Roll a dice. If the roll exceeds the target’s Save characteristic, inflict an amount of mortal damage on the target equal to the roll.
KEYWORDSRAMPAGE

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

Beast


MAGGOTKIN OF NURGLE WARSCROLL
Beast of Nurgle
7"
8
5+
1
5+
As stupid as they are enthusiastic, Beasts of Nurgle bound forth with burbles of joy. Huge, slug-like abominations, they gleefully assail their luckless playmates until their joy proves lethal and then bounce off after new victims.
MAGGOTKIN OF NURGLE WARSCROLL
Beast 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: 120
Base size: 60mm
Can be reinforced: No

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

Once Per Turn (Army), 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. It can move through the combat ranges of enemy units and must end that move within 1/2" of the target. Then, inflict D3 mortal damage on the target. This unit has charged.
KEYWORDSCORE, MOVE, CHARGE

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


MAGGOTKIN OF NURGLE WARSCROLL
Nurglings
4"
4
6+
1
5+
Nurglings are daemonic mites that tumble from the innards of larger daemons or spill up from sewers and fissures in reality. They pour across the battlefield in a stinking tide, burying the foe beneath waves of infectious foulness.
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

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

Once Per Turn (Army), 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.

Declare: This unit can only use this ability if it has been destroyed.

Effect: Set up a replacement unit wholly within 6" of a friendly Feculent Gnarlmaw and more than 9" from all enemy units.

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

Cavalry


MAGGOTKIN OF NURGLE WARSCROLL
Plague Drones
8"
5
5+
2
5+
Plague Drones are high-ranking Plaguebearers who travel atop Rot Flies. These daemonic mounts attack with their toxic stingers and foul mouthparts, eager to exact vengeance on those who spurned them in their previous incarnations.
MAGGOTKIN OF NURGLE WARSCROLL
Plague Drones
MELEE WEAPONS
AtkHitWndRndDmg
Noxious Plaguesword [Crit (Mortal)]
Noxious Plaguesword
Crit (Mortal)
24+3+-1
Rot Fly’s Mouthparts and Sting [Companion]
Rot Fly’s Mouthparts and Sting
Companion
64+3+-1
BATTLE PROFILE

Unit Size: 3      Points: 150
Base size: 60mm
Can be reinforced: Yes

Passive
DISPERSED FORMATION: These warriors maintain a wide formation, enabling more precise strikes and greater battlefield control.

Effect: This unit has a coherency range of 2".

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
6+
Elite Rotbringers mounted atop Rot Flies, Pusgoyle Blightlords thrum ahead of their kindred to sow panic and death. Their crushing tocsins and whistling scythes make short work of any who would slow the spread of decay.
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: 200
Base size: 60mm
Can be reinforced: Yes

Passive
DISPERSED FORMATION: These warriors maintain a wide formation, enabling more precise strikes and greater battlefield control.

Effect: This unit has a coherency range of 2".

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.

KEYWORDS
CAVALRY, FLY, WARD (6+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS


MAGGOTKIN OF NURGLE WARSCROLL
Pusgoyle Blightlords
(1 model)
8"
8
4+
2
6+
Elite Rotbringers mounted atop Rot Flies, Pusgoyle Blightlords thrum ahead of their kindred to sow panic and death. Their crushing tocsins and whistling scythes make short work of any who would slow the spread of decay.
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: 110
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
DISPERSED FORMATION: These warriors maintain a wide formation, enabling more precise strikes and greater battlefield control.

Effect: This unit has a coherency range of 2".

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.

KEYWORDS
CAVALRY, FLY, WARD (6+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS


MAGGOTKIN OF NURGLE WARSCROLL
Sloven Knights
8"
4
3+
1
6+
Clad in rotting panoply, the Sloven Knights have turned their backs on whatever honour they might once have possessed. Now diseased cavaliers sworn to the Grandfather, they are imposing figures atop their plague-ridden steeds, their very presence exuding a palpable and debilitating aura of despair.
MAGGOTKIN OF NURGLE WARSCROLL
Sloven Knights
MELEE WEAPONS
AtkHitWndRndDmg
Entropic Bludgeons [Charge (+1 Damage)]
Entropic Bludgeons
Charge (+1 Damage)
24+3+22
Foetid Nag’s Hooves [Companion]
Foetid Nag’s Hooves
Companion
25+3+-1
BATTLE PROFILE

Unit Size: 3      Points: 180
Base size: 75 × 42mm
Can be reinforced: Yes

Once Per Turn (Army), Any Combat Phase
PALL OF EXHAUSTION: A cloud of gloom rests heavily on any who approach the Sloven Knights.

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

Effect: Roll a dice. Add 1 to the roll if the target is in combat with any other friendly ROTBRINGERS units. On a 3+, the target has STRIKE-LAST for the rest of the turn.

KEYWORDS
CAVALRY, CHAMPION, WARD (6+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS

Infantry


MAGGOTKIN OF NURGLE WARSCROLL
Pestigors
6"
2
5+
1
6+
Bestial Pestigors have a deep, abiding hatred of civilisation, and their only desire is to see it utterly destroyed. They spread filth and disease wherever they go, seeding corruption until the lands are saturated before moving on to find the next place to contaminate.
MAGGOTKIN OF NURGLE WARSCROLL
Pestigors
MELEE WEAPONS
AtkHitWndRndDmg
Corroded Weapons
Corroded Weapons24+3+-1
BATTLE PROFILE

Unit Size: 10      Points: 130
Base size: 32mm
Can be reinforced: Yes

Passive
BESTIAL DESECRATION: As Pestigor herds use their own bodily waste to pollute the land in tribute to Father Blight, their filthy blades brim with all manner of fluid-borne pathogens.

Effect: Add 1 to the Rend characteristic of this unit’s melee weapons while it is not within enemy territory.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10), WARD (6+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS


MAGGOTKIN OF NURGLE WARSCROLL
Plaguebearers
4"
2
6+
1
5+
Plaguebearers trudge to battle amidst the drone of flies' wings and endless counting. These daemons tally the diseases unleashed upon the realms, all the while stabbing and hacking at their enemies with filthy plagueswords.
MAGGOTKIN OF NURGLE WARSCROLL
Plaguebearers
MELEE WEAPONS
AtkHitWndRndDmg
Plaguesword [Crit (Mortal)]
Plaguesword
Crit (Mortal)
14+3+-1
BATTLE PROFILE

Unit Size: 10      Points: 130
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 attacks that target this unit while it is contesting an objective you control.

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


MAGGOTKIN OF NURGLE WARSCROLL
Pox-Wretches
5"
1
6+
1
6+
Mutants and outcasts from society, Pox-Wretches are among the lowliest of Nurgle's followers. Desperate for their patron's regard, they embrace filth and disease wholly and utterly. So thoroughly vile are they that they attract the presence of Mire Kelpies, phlegm-like creatures who shuffle in their wake, enhancing the virulence of the Pox-Wretches' infections.
MAGGOTKIN OF NURGLE WARSCROLL
Pox-Wretches
MELEE WEAPONS
AtkHitWndRndDmg
Decaying Weapons [Crit (Auto-wound)]
Decaying Weapons
Crit (Auto-wound)
24+4+-1
BATTLE PROFILE

Unit Size: 14      Points: 100
Base size: 25mm
Can be reinforced: Yes

Passive
MIRE KELPIES: Drawn to the Nurglites’ abhorrent nature, Mire Kelpies wetly follow Pox-Wretches wherever they roam.

Effect: This unit’s Mire Kelpies are tokens. There are 6 Mire Kelpies for every 14 models in this unit.

Once Per Turn (Army), End of Any Turn
CONTAGIOUS CATARRH: Disease-laden, phlegmy beasts squelch alongside the Pox-Wretches, happily infecting all those who come into contact with them.

Declare: If this unit has any Mire Kelpies, pick an enemy unit in combat with this unit to be the target. You cannot pick a MANIFESTATION or terrain feature.

Effect: Pick any number of this unit’s Mire Kelpies and remove them from the battlefield. Then, roll a dice, adding 1 to the roll for each Mire Kelpie you removed this phase. On an unmodified roll of 1, this ability has no effect. On a 6+, the target has the DISEASED keyword.

KEYWORDS
INFANTRY, CHAMPION, WARD (6+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS


MAGGOTKIN OF NURGLE WARSCROLL
Putrid Blightkings
4"
3
5+
1
6+
Putrid Blightkings carve their way forwards with slime-encrusted blades, hammers and axes. Their rotting bodies emanate an unnaturally noisome odour that impedes the concentration of nearby priests and wizards.
MAGGOTKIN OF NURGLE WARSCROLL
Putrid Blightkings
MELEE WEAPONS
AtkHitWndRndDmg
Pox-blighted Weapons [Anti-PRIEST (+1 Rend), Anti-WIZARD (+1 Rend)]
Pox-blighted Weapons
Anti-PRIEST (+1 Rend), Anti-WIZARD (+1 Rend)
43+3+11
BATTLE PROFILE

Unit Size: 5      Points: 130
Base size: 40mm
Can be reinforced: Yes

Once Per Turn (Army), End of Any Turn
DISCOMFITING STENCH: So disturbing is the Blightkings’ odour that it can cause those with arcane or divine might to lose their focus.

Declare: Pick a visible enemy WIZARD or PRIEST within 12" of this unit to be the target.

Effect: Roll a dice.
  • If the target is a WIZARD and the roll exceeds the target’s power level, until the start of your next turn, each time a casting roll for the target includes 2 or more rolls of 1, 2 or more rolls of 2 or 2 or more rolls of 3, the spell is miscast.
  • If the target is a PRIEST and the roll exceeds the target’s power level, until the start of your next turn, each time your opponent makes an unmodified chanting roll of 1 or 2 for the target, the prayer fails, its effect is not resolved and your opponent must remove D3 ritual points from the target.

KEYWORDS
INFANTRY, CHAMPION, STANDARD BEARER (1/5), WARD (6+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS


MAGGOTKIN OF NURGLE WARSCROLL
Rotmire Creed
5"
1
6+
1
6+
The Rotmire Creed are mortal swamp-dwellers who fanatically spread their deity’s vile gifts. Brewers of disease-ridden toxins, they wield blowpipes armed with poisoned darts that can inflict crippling agony on their foes. Lurching into battle on bilewood stilts, they are surprisingly swift, retreating from the melee to find a fresh vantage point from which to launch another volley of tainted missiles.
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: 120
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 picking an enemy unit to be the target of the 'Infect' effect of the 'Blessed by the Plaguefather' ability, 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 within 7" of any friendly MAGGOTKIN OF NURGLE units. You cannot pick a MANIFESTATION or terrain feature.

KEYWORDS
INFANTRY, CHAMPION (1/10), WARD (6+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS


MAGGOTKIN OF NURGLE WARSCROLL
Rotswords
4"
2
3+
1
6+
Wracked with fever are the deadly Rotswords. These Nurglite footsoldiers exude an acrid stink that causes even the most stalwart of foes to baulk in disgust. Febrile and eager, they wield their ruined but lethal blades with terrifying vigour and abandon.
MAGGOTKIN OF NURGLE WARSCROLL
Rotswords
MELEE WEAPONS
AtkHitWndRndDmg
Ruined Master-crafted Weapons [Crit (2 Hits)]
Ruined Master-crafted Weapons
Crit (2 Hits)
23+3+11
BATTLE PROFILE

Unit Size: 10      Points: 200
Base size: 32mm
Can be reinforced: Yes

Any Combat Phase
SWEAT-SOAKED AND REEKING: The Rotswords’ clammy stench is a weapon in its own right, seeing foes recoil in horror the moment it reaches their nostrils.

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

Effect: Roll a dice. On a 3+, the target cannot use commands for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10), WARD (6+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS


MAGGOTKIN OF NURGLE WARSCROLL
Grandfather’s Gardeners
4"
3
6+
1
5+
Phleghmus Potbelly sees his duty as a satisfying if simple one: to spread the maggots and seepages of Nurgle across the realms, allowing his festering Garden to sprout. Helping him cultivate these gruesome cycles are not only fellow Plaguebearers but daemon-flies and ticks who inject their vileness directly into living bodies. Embergard’s sweltering innards are, to Phleghmus’s mind, ripe for transformation into a seething cauldron of plagues – especially with emberstone drawing in so many living, virile hosts...
MAGGOTKIN OF NURGLE WARSCROLL
Grandfather’s Gardeners
MELEE WEAPONS
AtkHitWndRndDmg
Gardening Tools [Crit (Mortal)]
Gardening Tools
Crit (Mortal)
14+3+-1
BATTLE PROFILE

Unit Size: 5      Points: 110
MODELBASE SIZE
Phleghmus Potbelly40mm
Bug-Eyed Dripterus, Slunge, Maggoty Strewg32mm
Squort25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Gardening Tools. The models in this unit are:
  • Phleghmus Potbelly (champion)
  • Bug-Eyed Dripterus (standard bearer)
  • Slunge
  • Maggoty Strewg
  • Squort

Passive
SEEDS OF ROT: Those that draw close to the Gardeners’ horticultural horrors are bound to be infected by rotsome blooms.

Effect: When using the ‘Blessed by the Plaguefather’ ability, if you choose to infect an enemy unit, you can pick an enemy unit that is contesting an objective that is seeded with rot.

End of Any Turn
BLOOMING PLAGUE: The Gardeners sow foulsome seeds throughout the battlefield, infecting the very land itself.

Declare: Pick an objective that is contested by this unit to be the target.

Effect: The target is seeded with rot for the rest of the battle.

KEYWORDS
UNIQUE, INFANTRY, CHAMPION, STANDARD BEARER, WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE, DAEMON


MAGGOTKIN OF NURGLE WARSCROLL
The Wurmspat
4"
4
4+
1
5+
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

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.

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).

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

Faction Terrain


MAGGOTKIN OF NURGLE WARSCROLL
Feculent Gnarlmaw
-
7
5+
0
5+
Wherever Nurgle’s armies gather, Feculent Gnarlmaws take root. These disgusting trees ring with the tolling of entropic chimes and shed rot- wet blossom to carpet the befouled earth beneath their boughs.
MAGGOTKIN OF NURGLE WARSCROLL
Feculent Gnarlmaw
MELEE WEAPONS
AtkHitWndRndDmg
Maggot-infested Mouth
Maggot-infested Mouth44+3+1D3
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Unstable

Passive
RIDDLED WITH DISEASE: The vapours emanating from a Feculent Gnarlmaw are laden with plagues and disease that further empower the Garden’s denizens.

Effect: Each time a friendly MAGGOTKIN OF NURGLE DAEMON unit wholly within 12" of this terrain feature uses the ‘Rally’ command, you can make 1 additional rally roll of D6. If that unit is a non-HERO unit, you can make 3 additional rally rolls of D6 instead.

Passive
ROT-BLOSSOM: Nurgle’s mortal warriors revel in the decaying blossoms that fall from a Feculent Gnarlmaw.

Effect: Friendly ROTBRINGERS units have WARD (5+) while they are wholly within 12" of this terrain feature

Any Movement Phase
TENDRILS OF CORRUPTION: Blighted roots worm their way underground as the Feculent Gnarlmaw slowly drags itself across the land.

Effect: For the rest of the phase, this terrain feature has a Move characteristic of 3" and can immediately move 3". It cannot move through or end that move within the combat ranges of enemy units and it cannot end that move on an objective or another terrain feature.

Designer’s Note: This terrain feature cannot use RUN, RETREAT or CHARGE abilities.

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

Regiment of Renown


REGIMENT OF RENOWN
Godmarked Ascendant
Those rare few that achieve apotheosis stand upon the apex of the Path to Glory as Daemon Princes, each seeking to engrave their names upon the annals of history. Alongside worshippers and daemons of their chosen patron, they will wreak paths of catastrophic violence across the realms to further their legend. Those accompanying these Daemon Princes are branded with a mark of favour from their god.
REGIMENT OF RENOWN
Godmarked Ascendant
INCLUSION

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

BATTLE PROFILE

Points: 260

Passive
GODMARKED LEGION: The mightiest of warriors in the godmarked legions of Chaos can be elevated to daemonhood should their patron deem them worthy.

Effect: The unit in this Regiment of Renown gains the ‘Gifts of Chaos’ ability and one of the following faction keywords that matches your army’s faction:

Passive
GIFTS OF CHAOS: This daemon takes to the field redolent with god-given gifts.

Effect:
  • If this unit has the BLADES OF KHORNE keyword, add 1 to the Attacks characteristic of its Hellforged Weapons and its Hellforged Weapons have the Blood-Hungry weapon ability.
  • If this unit has the DISCIPLES OF TZEENTCH keyword, it has WIZARD (1).
  • If this unit has the MAGGOTKIN OF NURGLE keyword, it has WARD (5+).
  • If this unit has the HEDONITES OF SLAANESH keyword, add 1 run rolls and charge rolls for it.


REGIMENT OF RENOWN
Krittok’s Clawpack
Krittok Foulblade has achieved what few other Skaven can boast: a warlike reputation even amongst fellow forces of Chaos, who are typically eager to scorn the craven ratmen. Alongside his most vicious, claw-picked warriors and flesh-mangling war engines, he has fought across the realms to cement his legend. Of course, Krittok remains one of the Horned Rat's brood, and his stunning list of successes is in part due to his discerning eye for when a battle is turning against him...
REGIMENT OF RENOWN
Krittok’s Clawpack
INCLUSION

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

Each unit in this Regiment of Renown has the KRITTOK’S CLAWPACK keyword.


BATTLE PROFILE

Points: 380

Passive
FICKLE MOTIVES: Krittok has built his reputation on an impressive stack of victories, in part down to the ferocity of his Stormvermin elite and in part because of his willingness to cut his losses.

Effect: Add 1 to the Attacks characteristic of melee weapons used by friendly KRITTOK’S CLAWPACK units while you have more victory points than your opponent.

Subtract 3 from the control scores of friendly KRITTOK’S CLAWPACK units while you have fewer victory points than your opponent.

Once Per Turn (Army), Enemy Hero Phase
ALWAYS THREE CLAWSTEPS AHEAD: The best laid plans of the Skaven never go awry (or so they claim).

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

Effect: That unit can use the ’Normal Move’ ability as if it were your movement phase.

Passive
SKRYRE PAYLOADS: Krittok has made great effort to secure an arsenal of deadly Doom-Flayers, and he expects his minions to protect his investment with their lives.

Effect: Friendly KRITTOK’S CLAWPACK Doom-Flayers units have WARD (5+) while they are within the combat range of a friendly KRITTOK’S CLAWPACK Stormvermin unit.


REGIMENT OF RENOWN
Lord Skaldior’s Chosen
Legends hold that Chaos Lord Skaldior rose to serve Archaon centuries ago. His host travels the realms in complete silence, their arrival to battle heralded only by the warping and bending of the lands around them. Lord Skaldior carries out the Everchosen’s bidding wherever he is sent, appearing amongst the Dark Pantheon’s faithful and fighting alongside them to further Archaon’s unknowable designs.
REGIMENT OF RENOWN
Lord Skaldior’s Chosen
INCLUSION

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

BATTLE PROFILE

Points: 530

Passive
IRONCLAD DESPOILERS: Punching into the enemy lines like a mailed fist, once these warriors have taken a vital position on the battlefield, little can be done to wrest control from them.

Effect: Add 1 to save rolls for units in this Regiment of Renown while they are contesting an objective you control.

Add 1 to wound rolls for units in this Regiment of Renown while they are contesting an objective you do not control.


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: 410

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
Seeker of the Dread Dirge
None are more dedicated to recovering Hashut’s relics than Thorzbuul the Seeker. This fanatical priest has travelled far, hunting scraps of a Zharralid dirge said to be able to break the realms in twain. Accompanied by a hulking daemon-engine guardian – a gift from Sharnok of Ur-Zorn, following some mysterious service – Thorzbuul pursues his prize by ripping open ley lines and listening for fractious notes of dissonance in their echo. More than once has his quest seen him fight alongside other marauding hosts of Chaos.
REGIMENT OF RENOWN
Seeker of the Dread Dirge
INCLUSION

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

BATTLE PROFILE

Points: 260

Your Hero Phase
6
DIRGE OF DESOLATION: Thorzbuul has recovered only fragments of the script he searches for, but even these can cause the land to buckle and break.

Declare: Pick the Ashen Elder in this Regiment of Renown to chant this prayer, pick a terrain feature on the battlefield to be the target, then make a chanting roll of D6.

Effect: Roll a D3 for each enemy unit contesting the target. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll. If the chanting roll was 12+, you can pick another terrain feature to be a second target.
KEYWORDSPRAYER

End of Any Turn
ALL-CONSUMING SEARCH: Thorzbuul will leave entire ley lines drained dry should it lead him to his goals.

Declare: Pick the Ashen Elder in this Regiment of Renown to use this ability. Then, pick an objective or Place of Power that they are contesting and that has not been picked to be the target of this ability this battle to be the target.

Effect: Roll 6 dice. For each 5+, give this unit 1 ritual point.


REGIMENT OF RENOWN
The Curse-Steel Battery
Many Daemonsmiths detest walking the muck of the realms, leaving underlings to handle direct trade. Yet Gurok the Leveller prefers the personal touch, as he believes only his magics can coax out the full devastating potential of his glorious engines. Even the dreaded Korghos Khul once sought the service of Gurok’s artillery, for it can break an enemy army’s spine in moments. Of course, Gurok is no fool. Once his weapons’ power has been aptly demonstrated, negotiations can begin in earnest…
REGIMENT OF RENOWN
The Curse-Steel Battery
INCLUSION

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

BATTLE PROFILE

Points: 380

Your Hero Phase
7
REINFORCE DAEMONSTEEL: The black runes Gurok has carved into his armour and war machines allow him to bolster their resilience through sorcerous means.

Declare: Pick the Daemonsmith in this Regiment of Renown to cast this spell, then make a casting roll of 2D6.

Effect: Until the start of your next turn, ignore the first damage point allocated to each friendly HELSMITHS OF HASHUT unit in each phase while they are wholly within 12" of the caster.
KEYWORDSSPELL

Once Per Turn (Army), Your Shooting Phase
1
DISPLAY OF TOTAL POWER: The first salvo from Gurok’s engines comes free of charge. Should clients show a taste for such power, subsequent bombardments demand a price…

Declare: If neither WAR MACHINE unit in this Regiment of Renown used any SHOOT abilities this turn, pick an enemy unit to be the target.

Effect: For the rest of the turn:
  • While that enemy unit is on the battlefield, the WAR MACHINE units in this Regiment of Renown can only pick that enemy unit to be the target of their shooting attacks.
  • Each of those WAR MACHINE units counts as if it had 3 daemonic power points.

The first time you use this ability, you can use it without any command points being spent.


REGIMENT OF RENOWN
The Exiled One
Where Skarbrand walks, death follows. When a massacre beckons, he arrives bellowing his hatred, crashing into the fray to butcher anything before him. He will do so even when it is the hosts of Khorne's brother-gods who take the field, for his sole purpose is to ensure that the Lord of Battles receives his due.
REGIMENT OF RENOWN
The Exiled One
INCLUSION

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

BATTLE PROFILE

Points: 390

Any Combat Phase
HATRED FOR ALL: Skarbrand acknowledges no friend or ally - for in time, as sure as the cosmos wheels, all friendships fail, all love and trust dies, and all returns to blood and violence.

Declare: You must use this ability if this unit is not in combat and there are any other visible friendly units within this unit’s combat range. You must pick 1 of those friendly units to be the target.

Effect: Resolve combat attacks for this unit against the target.


REGIMENT OF RENOWN
The Red Revelation
A lifetime of carnage has left Zarxor Hell-Eye with only one goal: to experience battle in every form and glimpse the true face of the Red God. He is followed by those who share his apocalyptic desires, mortal devotees thrown into fits of heedless battle-madness by the force of the preacher's oratory and drive.
REGIMENT OF RENOWN
The Red Revelation
INCLUSION

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

BATTLE PROFILE

Points: 380

Your Hero Phase
4
FRENZIED VIOLENCE: Zarxor's chanting inspires an insensate frenzy in his followers.

Declare: Pick the Slaughterpriest in this Regiment of Renown to chant this prayer, pick a visible unit in this Regiment of Renown wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, the target unit has WARD (5+) while every model in that unit is wholly within the combat range of an enemy unit. If the chanting roll was 10+, you can pick another eligible unit to be a second target.
KEYWORDSPRAYER

Once Per Turn (Army), End of Any Turn
GLIMPSE THE GOD: Those who spy a shard of Zarxor's truths fight without human restraint.

Declare: Pick each unit in this Regiment of Renown that used a FIGHT ability this turn to be a target.

Effect: If any damage points were allocated to an enemy unit by the target’s combat attacks this turn, that enemy unit was destroyed this turn, and no damage points were allocated to that enemy unit this turn by combat attacks made by a friendly unit that is not in this Regiment of Renown, for the rest of the battle, add 2 to the Attacks characteristic of the target’s Blood-hungry weapons.


REGIMENT OF RENOWN
Volt-Klaw’s Enginecoven
Not all Warlocks stay with their clan. Some chafe under authority; others flee after some contraption goes awry. It is not clear which category Grisk Volt-Klaw falls under, but the Galvaneer avoids wider Skavendom, hiring out his arsenal in exchange for exorbitant warpstone tithes - in part because of greed and in part because he has modified his creations to such extremes that they consume arcane fuel at an astonishing rate. With warpstone deposits forming across the realms in the Hour of Ruin, business is booming.
REGIMENT OF RENOWN
Volt-Klaw’s Enginecoven
INCLUSION

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

Each unit in this Regiment of Renown has the VOLT-KLAW’S ENGINECOVEN keyword.


BATTLE PROFILE

Points: 410

Once Per Battle (Army), Your Shooting Phase
BEHOLD MY GENIUS!: While setting Volt-Klaw's machines to maximum power quickly burns through their fuel, it also enhances their lethality to appalling levels.

Declare: Pick all friendly VOLT-KLAW’S ENGINECOVEN units to be the targets.

Effect: Until the start of your next turn:
  • Add 1 to hit rolls for the targets’ shooting attacks.
  • Add 3" to the Range characteristic of the targets’ ranged weapons.

Passive
HIDE-SHELTER!: Volt-Klaw is insanely protective of his arsenal - afact that his long- suffering underlings use as an excuse to shelter behind sturdier weapons when needed.

Effect: While a friendly VOLT-KLAW’S ENGINECOVEN INFANTRY unit is within the combat range of a friendly VOLT-KLAW’S ENGINECOVEN Ratling Warpblaster, it is not visible to enemy units more than 13" away.


REGIMENT OF RENOWN
Brand’s Oathbound
Gunnar Brand is a legend amongst the Darkoath tribes of the Great Parch in Aqshy. He is a champion of the gods, however unwillingly, and though often found leading his tribe to war, there are times when he must roam far from his homeland. With him come his keen-eyed daughter Singri, the muscular huscarl Dendrel, the twisted shaman Nadja, and Tanari of the Takblood, both a rival and a staunch ally.
REGIMENT OF RENOWN
Brand’s Oathbound
INCLUSION

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

BATTLE PROFILE

Points: 200

Once Per Turn (Army), End of Any Turn
FAVOUR OF THE GODS: Whether it pleases him or not, Gunnar Brand has attracted the notice of the Chaos Gods. With each worthy kill he makes, he draws down their blessings.

Effect: If any enemy HEROES were slain this turn by the Gunnar Brand in this Regiment of Renown:
  • Heal (5) each unit in this Regiment of Renown.
  • Add 1 to the Attacks characteristic of melee weapons used by units in this Regiment of Renown for the rest of the battle.


REGIMENT OF RENOWN
Hargax’s Pit-Beasts
Hargax once ruled the gladiatorial Pit of Shattered Spines with a fist of iron. Eventually overthrown by a younger rival, the ogroid was not slain. Determined to reclaim his position, Hargax roams the lands searching for fearsome monsters to break into submission and add to his growing war menagerie.
REGIMENT OF RENOWN
Hargax’s Pit-Beasts

BATTLE PROFILE

Points: 390

Reaction: You declared a FIGHT ability for a unit in this Regiment of Renown
BESTIAL DOMINATION: Their self-preserving instincts crushed by their master’s brute will, Hargax’s beasts attack without relent.

Used By: The unit using that FIGHT ability.

Effect: Pick a unit in this Regiment of Renown that has not used a FIGHT ability this turn 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.


REGIMENT OF RENOWN
Snerk’s Trogg-Fer-Hire
Having learned the Great Secret of mercenary work from a local Mega-Gargant, Snerk Mooneata decided to give it a go. Finding little success, the bossgrot took the next best option: periodically waking a surly troggoth and acting as the go-between for the beast. Snerk, of course, holds onto the troggoth’s half of the pay. For safekeeping.
REGIMENT OF RENOWN
Snerk’s Trogg-Fer-Hire

BATTLE PROFILE

Points: 220

Your Charge Phase
GO DAT WAY!: Snerk makes sure to give his troggoth mate a jab if they get distracted. Which they do. Often.

Declare: Pick the Dankhold Troggoth in this Regiment of Renown to be the target if it is within 12" of the Loonboss in this Regiment of Renown.

Effect: For the rest of the turn, the target can still use CHARGE abilities even if it used a RETREAT ability in the same turn.

Passive
TAKTIKAL COWERING: Snerk can usually be found hurling insults from behind his mate’s solid, regenerating body.

Effect: While the Loonboss in this Regiment of Renown is within the combat range of the Dankhold Troggoth in this Regiment of Renown:
  • That Loonboss has WARD (4+).
  • Each time you make a successful ward roll for that Loonboss, allocate 1 damage point to that Dankhold Troggoth after the damage sequence for that Loonboss has been resolved (ward rolls cannot be made for those damage points).


REGIMENT OF RENOWN
Squires of the Everchosen
Utgar Harrowhand was once a Varanguard, one of the Everchosen’s executioners, until he had a run-in with a nest of Flesh-eaters. Though he has since transformed into a monstrous Varghulf, flashes of loyalty to his old master occasionally surface – so potent that they also seize the ghoulish ‘knights’ who still serve him.
REGIMENT OF RENOWN
Squires of the Everchosen
INCLUSION

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

BATTLE PROFILE

Points: 280

Once Per Battle, Deployment Phase
A DELUDED QUEST: The deluded Squires of the Everchosen think they have been sent on a personal mission by Archaon.

Declare: Pick an enemy unit to be the target.

Effect: The target has the ENEMY OF THE EVERCHOSEN keyword.

Once Per Battle (Army), End of Any Turn
A QUEST WELL DONE: To excel in the Everchosen’s eyes brings Utgar and his followers a fleeting glee.

Effect: If the enemy ENEMY OF THE EVERCHOSEN unit is destroyed by a unit in this Regiment of Renown, add 10 to the control score of each unit in this Regiment of Renown for the rest of the battle.


REGIMENT OF RENOWN
Stumblefoot Gargant
The rise of the Mega-Gargants has focused many of their smaller mates, but there are always some who loot great kegs of ale and get a bit carried away. Staggering across the land in a drunken stupor, these gargants just turn up on one side of the battlefield and canny commanders simply move their troops out of the way…
REGIMENT OF RENOWN
Stumblefoot Gargant

BATTLE PROFILE

Points: 140

Once Per Turn (Army), Your Shooting Phase
PROJECTILE VOMIT: Better out than in, as they say…

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn. Then, pick a point on the battlefield within 6" of this unit and pick all other units (friendly and enemy) within 3" of that point to be the targets.

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

Once Per Turn (Army), Any Combat Phase
BELLOWING MOCKERY: Drunken gargants often holler incoherent insults to aggravate and taunt.

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn, then pick an enemy unit within this unit’s combat range to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from hit rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

Once Per Turn (Army), Any Charge Phase
WHAT’RE YOU LOOKIN’ AT?: Bleary eyes narrowed, the gargant picks a fight with a cocky-looking target.

Declare: Pick this unit to use this ability if it charged this turn and has not used a RAMPAGE ability this turn. Then, pick an enemy unit within 9" of this unit to be the target.

Effect: Roll 2D6. This unit can move a number of inches equal to the roll. It can pass through enemy models and must end that move in combat with the target.
KEYWORDSRAMPAGE


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.
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.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
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 may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
Those HEROES can join an eligible regiment as a Rotbringer Lord.

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

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
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.

Otherwise, 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.

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number to ritual points to the PRIEST equal to the unmodified chanting roll and do not reset the PRIEST’s ritual points to 0.
KEYWORDSPRAYER, UNLIMITED



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
In the deployment phase after all Deployment Phase abilities have been used 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 PRIEST keyword is used in the following Maggotkin of Nurgle warscrolls:

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.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
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:

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

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

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

Infantry Hero
23.0 Tokens
Tokens are not considered to be models for rules purposes and can be ignored or moved out of the way for purposes of visibility, coherency or abilities. They cannot be picked as the target of abilities. Their purpose is to indicate persisting effects on units they are placed next to. Each time a unit with a token finishes a move or is set up, place the token next to the unit.
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.
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.
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.
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.
24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.
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 after any non-FIGHT combat phase abilities have been used, 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.
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
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

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.

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

• Rotigus
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).
18.4 Destroyed Units
When the last model in a unit is slain, the unit is destroyed and all remaining damage points inflicted on that unit have no effect. Similarly, if something causes a unit to be destroyed, all models in the unit are slain and removed from play.
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • 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 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).
Your Shooting Phase
SHOOT: The warriors take aim and unleash a deadly volley.

Declare: Pick a friendly unit that has not used a RUN or RETREAT ability this turn to use this ability. Then, pick one or more enemy units as the target(s) of that unit’s attacks (see 16.0).

Effect: Resolve shooting attacks against the target unit(s).
KEYWORDSCORE, ATTACK, SHOOT
Any Combat Phase
FIGHT: Locked in a deadly melee, the fighters strike out at their foes.

Declare: Pick a friendly unit that is in combat or that charged this turn to use this ability. That unit can make a pile-in move. Then, if that unit is in combat, you must pick one or more enemy units as the target(s) of that unit’s attacks.

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
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.
ALL MANIFESTATIONS
Models can move through them but cannot end a move on them.
Units can finish a charge move within ½" of an enemy manifestation instead of within ½" of an enemy unit.
They can be damaged and destroyed as if they were units but do not count as destroyed units for the purposes of battle tactics and abilities.
They are affected by all enemy abilities as if they were units.
They can use CORE abilities as if they were units, and they can use abilities on their warscroll. Unless specified otherwise, they cannot use and are not affected by any other friendly abilities, and they do not count as units for the purposes of battle tactics or friendly abilities.
They can only use the ‘Shoot’ or ‘Fight’ abilities if they have weapons of the appropriate type.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC OF ‘-’
They cannot move.
They only count as being in combat in the combat phase, and enemy units only count as being in combat with them in the combat phase.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC GREATER THAN ‘-’
They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.
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.

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.

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

15.1 Coherency
Any time a unit is set up or ends a move, it must be in a single group. A unit is considered to be in a coherent group if each model in that unit is within coherency range, measured horizontally, of at least 1 other model in that unit (ignore differences in height between the two models).

For the majority of units, coherency range is 1/2", though some units (particularly those with large models with overhanging parts) have a longer coherency range noted on their warscroll for ease of play. While there are 7 or more models in a unit, that unit is considered to be in a coherent group if each model in that unit is within coherency range of at least 2 other models in that unit.

If it is not possible for a unit to end a move in a single coherent group, that move cannot be made.

  • After finishing a move, a unit must be in a single group.
  • Coherency range is 1/2" horizontally.
  • Each model must be within coherency range of a different model from the same unit.
  • While a unit has 7+ models, each model must be in coherency with 2 other models in the unit.
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.
1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.

MULTIPLE POWER LEVELS
  • If an ability references a unit’s power level and that unit has more than one power level, use whichever power level is higher.
  • If an ability modifies a unit’s power level and that unit has more than one power level, it modifies both.
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. In addition, some units with a unit size of more than 1 can not be reinforced. This will be noted on their battle profile.
Once Per Turn (Army), End of Any Turn
BLESSED BY THE PLAGUEFATHER: Every Maggotkin is a walking vector of disease, a willing incubator for maladies that ravage the body and spirit with horrific virulence.

Effect: Pick 1 of the following effects:

Infect: Pick an enemy unit within 7" of any friendly MAGGOTKIN OF NURGLE units to be the target. You cannot pick a MANIFESTATION or terrain feature.
  • If the target is in combat with any friendly MAGGOTKIN OF NURGLE units, it has the DISEASED keyword.
  • If the target is not in combat with any friendly MAGGOTKIN OF NURGLE units, roll a dice. On a 4+, 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, excluding MANIFESTATIONS and terrain features, has the DISEASED keyword.

Mutate: If all enemy units on the battlefield, excluding MANIFESTATIONS and terrain features, have the DISEASED keyword, inflict 1 mortal damage on each of them.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Unstable
Models can move across but cannot be set up on or end any type of move on any part of this terrain feature that is more than 1" tall.

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

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 one 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.
  • 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.
Once Per Turn (Army), Start of Any Turn
SKULLS FOR THE SKULL THRONE: ...only that it flows.

Effect: Pick a BLOOD TITHE ability that you have not unlocked and spend the number of blood tithe points required to unlock that ability (shown in the top-right corner of the ability). That BLOOD TITHE ability is now unlocked for the rest of the battle.
Banish Manifestation
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 that was not summoned this turn 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. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

7.2 Banishing Manifestations
Instead of using a SPELL or PRAYER ability (including when using the ‘Magical Intervention’ ability), each WIZARD and PRIEST 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 that was not summoned this turn 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. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

Blood Tithe Abilities
Once Per Turn (Army), Reaction: You declared a CHARGE ability
0
MURDERLUST: When worthy opponents are near, the impulse to kill becomes all-consuming.

You do not need to unlock this ability to use it. It is already unlocked.

Effect: Roll a dice. You can replace one of the dice in the charge roll with that value. If you do so, inflict D3 mortal damage on the unit using that CHARGE ability after that ability is resolved.
KEYWORDSBLOOD TITHE

Once per Turn, Start of Any Turn
1
DIVINE SCORN: The battlefield is Khorne's temple, and Khorne's alone.

Declare: Pick up to 3 enemy WIZARDS or PRIESTS within 6" of any friendly BLADES OF KHORNE units to be the target(s).

Effect: Roll a dice for each target. On a 3+, subtract 1 from the target’s power level, to a minimum of 0, until the start of the next turn.
KEYWORDSBLOOD TITHE

Once Per Turn (Army), Your Combat Phase
1
PUNISH THE PACIFIST: To shirk from combat is to sin against the War God.

Declare: Each unit (friendly and enemy) and enemy MANIFESTATION that is not in combat is a target.

Effect: Roll a dice. On a 1-2, inflict 1 mortal damage on each target. On a 3+, inflict 1 mortal damage on each enemy target.
KEYWORDSBLOOD TITHE

Once Per Turn (Army), Your Hero Phase
2
MURDER THE MYSTIC: Those who cower behind conjured spellcraft will be punished severely.

You can only unlock this ability if you have unlock this ability if you have unlocked ‘Divine Scorn’.

Declare: Pick up to 4 enemy MANIFESTATIONS to be the target(s).

Effect: Make a banishment roll of 2D6 for each target. If the banishment roll equals or exceeds the banishment value listed on that MANIFESTATION’s warscroll, inflict D3 mortal damage on each enemy unit within 3" of it and then it is banished and removed from play.
KEYWORDSBLOOD TITHE

Passive
2
GLORIOUS COMBAT OR NAUGHT: The air boils, charring arrows and melting musket shot.

You can only unlock this ability if you have unlock this ability if you have unlocked ‘Divine Scorn’ or ‘Punish the Pacifist’.

Effect: Subtract 1 from hit rolls for shooting attacks that target friendly BLADES OF KHORNE units.
KEYWORDSBLOOD TITHE

Passive
3
REVEL IN BATTLE: No tricks - no deceptions.

You can only unlock this ability if you have unlock this ability if you have unlocked ‘Punish the Pacifist’.

Effect: Other than the Companion weapon ability, weapon abilities for combat attacks made by enemy units that charged this turn and that target a friendly BLADES OF KHORNE unit have no effect.
KEYWORDSBLOOD TITHE

Passive
4
SLAUGHTER TRIUMPHANT: Khorne's fury floods the field, burning out all thought but to slay.

You can only unlock this ability if you have unlock this ability if you have unlocked ‘Murder the Mystic’ or ‘Glorious Combat or Naught’.

Effect: Add 1 to the Attacks characteristic of weapons used by friendly BLADES OF KHORNE units that charged in the same turn.
KEYWORDSBLOOD TITHE

Passive
4
CLEAVE WIDE THE GRIN OF KHORNE: Gore begets gore, and death begets death.

You can only unlock this ability if you have unlock this ability if you have unlocked already ‘Revel in Battle’ or ‘Glorious Combat or Naught’.

Effect: Add 1 to hit rolls for combat attacks made by friendly BLADES OF KHORNE units.
KEYWORDSBLOOD TITHE

The non-MONSTER DAEMON keyword is used in the following Blades of Khorne warscrolls:

• Karanak

The MONSTER keyword is used in the following Blades of Khorne warscrolls:

Battle Traits
Reaction: You declared the ‘Skulls for the Skull Throne’ ability
BLOOD-DRENCHED: As blood gushes down blades, armour and teeth, the fervent warriors of the Blood God are driven into a divine frenzy.

Effect: After that ability has been resolved, if you unlocked a BLOOD TITHE ability this turn, pick a friendly BLADES OF KHORNE unit to be the target. The following effects apply to the target for the rest of the battle:

Wild-eyed Brutality: Ignore positive modifiers to save rolls for the target.

Blood Haze: If the target is BLOODBOUND, its Blood-hungry weapons have Crit (Mortal).

Weapons of Murder: If the target is a non-MONSTER DAEMON unit, add 1 to the Rend characteristic of its Blood-hungry weapons, including Blood-hungry Companion weapons.

Bloodlords Supreme: If the target is a MONSTER, add 1 to the Damage characteristic of its Blood-hungry weapons.

The MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:

Place of Power
HEROES within 3" of this terrain feature can use the ‘Activate Place of Power’ ability.
Obscuring
While every model in a non-MONSTER non‐WAR MACHINE unit that does not have the FLY keyword is within 1" of this terrain feature, the following apply:
  • That unit is only visible to enemy units that are within its combat range.
  • The Range characteristic of that unit’s ranged weapons is halved (rounding down to the nearest inch).
1.4.4 Places of Power
Examples: Realmgate, Cleansing Aqualith, Nexus Syphon
Terrain Abilities: Cover, Place of Power, Unstable, Obscuring

The WAR MACHINE and HELSMITHS OF HASHUT keywords are used in the following Helsmiths of Hashut warscrolls:

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

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