WARSCROLLS
COMPENDIUM
Warhammer Age of Sigmar Games Workshop Ltd. 2015
Introduction
In ancient days, the great horde of
Tamurkhan the Maggot Lord swept out
of the Northern Wastes despoiling all
before it.
Warscroll Key
1. Title: The name of the model that the
warscrolldescribes.
1
2
U N DS
WO
7"
7
4+
MELEE WEAPONS
Range
Noxious Blade
Slavering Fangs
DESCRIPTION
Attacks
2"
1"
AV ERy
To Hit
KEYWORDS
Damage
D3
4+
-1
COMMA ND ABILITY
12
10
MELEE WEAPONS
5+
Freakish Mutations
Slavering Maws
bR AV ERy
2"
2D6
1"
D6
DESCRIPTION
Rend
3+
-1
-1
2D6"
1D6"
1D6"
ABILITIES
-2
2D6"
5-7
8-9
10+
hero
Plaything of the gods: During your
phase you may roll for fresh mutations
to afflict your gigantic Chaos Spawn,
the
although this is not without risk, as
gods of Chaos are fickle!
Roll
1
2
3
4
KEYWORDS
1
D3
-2
3D6"
3-4
Damage
Crushing Jaws
Move
0-2
3+
4+
DAMAgE TAbLE
Wounds Suffered
To Wound
4+
Rend
3+
4+
To Wound
3+
D6
ABILITIES
SAV E
bR
U N DS
WO
SAV E
MOV E
Eff ect
The Gigantic Chaos Spawn suffers a
single mortal wound.
Shunned! No effect this turn.
The Gigantic Chaos Spawn heals
1D3 wounds.
The Gigantic Chaos Spawn may re
roll hits rolls of 1 this turn.
The Gigantic Chaos Spawn my
unbind a single spell this turn as if
it were a wizard.
The Gigantic Chaos immediately
restores all wounds it has previously
lost in the game and may re-roll all
wound rolls this turn.
IC ChAOS SPAWN
18
10
b
4+
sav e
u n ds
wo
MOV E
r av ery
MISSILE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Lashing Tongue
14"
4+
4+
D3
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
2"
3+
3+
-2
Crushing Jaws
3"
Befouled Bulk
2"
4+
See below
3+
-1
DAMAGE TABLE
DESCRIPTION
Wounds Suffered
Move
Crushing Jaws
Befouled Bulk
0-3
10"
3+
3D6
4-7
8"
4+
2D6
8-10
6"
4+
2D6
11-14
6"
5+
D6
15+
4"
6+
D6
KEYWORDS
ABILITIES
COMMAND ABILITY
Chaos, Mortal, Nurgle, Tamurkhans Horde, Hero, Monster, Tamurkhan the Maggot Lord
7"
7
4+
sav e
u n ds
wo
MOV E
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Noxious Blades
2"
3+
3+
D3
Slavering Fangs
1"
D6
4+
4+
-1
br a ery
v
DESCRIPTION
Kayzk the Befouled and his Rot Beast
mount are a single model. Kayzk wields
a variety of noxiously encrusted weapons
and carries a Rustbound Shield, while the
Rot Beasts slavering fangs drip with all
manner of fetid poisons and infections.
ABILITIES
KEYWORDS
COMMAND ABILITY
Plague Ogres
5
5"
7
5+
sav e
u n ds
wo
MOV E
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Corroded Weapons
1"
4+
3+
br a ery
v
DESCRIPTION
ABILITIES
KEYWORDS
Bile Trolls
5
5"
5
MISSILE WEAPONS
5+
sav e
u n ds
wo
MOV E
br a ery
v
DESCRIPTION
Range
Attacks
To Hit
To Wound
Damage
Infected Vomit
7"
3+
3+
-2
D3
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
1"
4+
3+
-1
ABILITIES
KEYWORDS
Rend
12
10
5+
sav e
u n ds
wo
MOV E
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Freakish Mutations
2"
2D6
4+
3+
Slavering Maws
1"
D6
4+
3+
D3
br a ery
v
DAMAGE TABLE
Wounds Suffered
DESCRIPTION
Move
Crushing Jaws
0-2
3D6"
-2
3-4
2D6"
-2
5-7
8-9
10+
2D6"
D6"
D6"
-1
-1
-
ABILITIES
KEYWORDS
Effect
The Gigantic Chaos Spawn suffers a
single mortal wound.
Shunned! No effect this turn.
The Gigantic Chaos Spawn heals
D3 wounds.
The Gigantic Chaos Spawn may
re-roll hit rolls of 1 this turn.
The Gigantic Chaos Spawn may
unbind a single spell this turn as if
it were a Wizard.
The Gigantic Chaos Spawn
immediately restores all wounds
it has previously lost in the game
and may re-roll all wound rolls this
turn.
7"
10
Missile Weapons
5+
sav e
u n ds
wo
MOV E
br a ery
v
DESCRIPTION
Range
Attacks
To Wound
Rend
Damage
Grasping Tongue
7"
4+
4+
Melee Weapons
Range
Attacks
To Hit
To Wound
Rend
Damage
Yawning Maw
1"
4+
3+
D3
ABILITIES
Magic
KEYWORDS
To Hit
7"
10
5+
sav e
u n ds
wo
MOV E
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Plaguesword
1"
4+
3+
Yawning Maw
1"
4+
4+
D3
br a ery
v
DESCRIPTION
ABILITIES
Magic
KEYWORDS
Chaos, Kdaai,
Chaos,
Daemon,
Legion of Azgorh,
Nurgle, Tamurkhans Horde,
Kdaai Fireborn
Daemon Pox Riders
22
5+
sav e
u n ds
wo
MOV E
br a ery
v
MISSILE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
10"
5+
5+
Damage
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Goring Tusks
3"
Thunderous Advance
1"
4+
See below
3+
-2
D3
DAMAGE TABLE
DESCRIPTION
Wounds Suffered
Move
Goring Tusks
Thunderous Advance
0-5
12"
2D6
6-10
10"
2D6
11-15
8"
D6
16-20
6"
D6
21+
4"
D3
ABILITIES
KEYWORDS
Chaos, Kdaai,
Monster,
Tamurkhans Horde,
Chaos War Mammoth
Legion of Azgorh,
Kdaai Fireborn
5"
6
5+
sav e
u n ds
wo
MOV E
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
2"
3+
3+
-1
D3
br a ery
v
DESCRIPTION
ABILITIES
KEYWORDS
MAGIC
Chaos, Kdaai,
Mortal,
Tamurkhans Horde, Hero,
Wizard, Sayl the Faithless
Legion of Azgorh,
Kdaai Fireborn
Nightmaw
2D6"
6
4+
10
b
sav e
u n ds
wo
MOV E
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
1"
2D6
4+
4+
r av ery
DESCRIPTION
KEYWORDS
ABILITIES
Chaos, Kdaai,
Mortal,
Tamurkhans Horde,
Nightmaw
Legion of Azgorh,
Kdaai Fireborn
Tamurkhans Horde
ABILITIES
Winds of Corruption: The favour of Nurgle brought foul winds to drive alongside
Tamurkhan and his chosen sons, darkening the air with foul vapours and the wails
of the dying to dispirit and bedevil those who stood in the hordes path. All enemy
models within 16" of units from any Sons of the Maggot Lord battalion suffer a -1
penalty to their hit rolls when making shooting attacks.
Tamurkhan
2 units of Plague Ogres
1 unit of Bile Trolls
1 Gigantic Chaos Spawn
The Tide of Conquest: The earth itself blistered and trembled at the thunderous
footfalls of Tamurkhans monstrous horde, which crashed down upon its enemies
like a destroying tide, pounding them into oblivion. The charge rolls for all units in
the Sons of the Maggot Lord battalion may be re-rolled.
Tamurkhans Horde
ABILITIES
Bounding Horrors: Spawned from the corruption of the dead and the dying,
the Daemons of the Leaping Pox seemingly appeared from nowhere, bounding
from rank swamps and the charnel pits of the battlefield to reap their own tally
for Nurgle. Instead of setting up a unit from this battalion at the start of the game,
you can set it to one side to appear without warning from some of the dank places
of the battlefield. In the movement phase of your second turn, pick an edge of the
battlefield and roll a dice for each unit you set aside. If the result is 3 or more, set up
the unit so that all its models are within 5" of that edge. This counts as their move
for that movement phase. If the result is 1 or 2, the unit does not arrive roll again
in the movement phase of your next turn.
Infectious!: Where the Leaping Pox goes, so do plagues and contagions follow. In
each hero phase, roll a dice for every unit that is within 1" of any units from this
battalion. On a 6, that unit suffers a mortal wound as it is taken with some hideous
illness. Do not roll for Nurgle units, as they enjoy this sort of thing!