Maggotkin of Nurgle – Feculent Gnarlmaw

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•MAGGOTKIN OF NURGLE WARSCROLL•
Feculent Gnarlmaw
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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
Damage calculator
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, Impassable.

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 MOVE, RUN, RETREAT or CHARGE abilities.

KEYWORDS
FACTION TERRAIN, WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE
Errata
Feculent Gnarlmaw
Change the Designer’s Note to:
‘This terrain feature cannot use MOVE, RUN, RETREAT or CHARGE abilities.'
Feculent Gnarlmaw
Change the terrain abilities paragraph to:
‘The following universal terrain abilities apply to this terrain feature (Terrain, 1.2): Cover, Impassable’
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).
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
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.

FAQ / Errata

FAQ
Q:If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model?
A:
No.
Errata
Addenda: 7.0 Combat Range
Add the following:

‘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.’
Passive
SEED OF REBIRTH: Should the bearer of this seed ever fall, its rejuvenating energies will grant them new life.

Effect: The first time this unit would be destroyed, before removing it from play, roll a dice. On a 3+, this unit is not destroyed and any remaining damage points inflicted on it have no effect. Then, Heal (D3) this unit.
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).

FAQ

Q:If an ability (e.g. ‘Seed of Rebirth’) would allow a unit that would be destroyed to negate all remaining damage points then heal to prevent that unit from being destroyed, and another ability (e.g. ‘Quenching the Flames’) prevents that unit from healing, would that unit still be destroyed?
A:
Yes.
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.

The MAGGOTKIN OF NURGLE and DAEMON keywords are 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.

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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.
Impassable
Models cannot move across, be set up on or end moves on any part of this terrain feature.
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.

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

Cavalry
© Vyacheslav Maltsev 2013-2026