Maggotkin of Nurgle – Gutrot Spume
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Gutrot Spume

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Rot-pocked Axe
Rot-pocked Axe1"43+2+-1D3
Flailing Tentacles
Flailing Tentacles1"62+4+-1

Unit Size: 1      Points: 170
Battlefield Role: Leader
Base size: 40mm
Notes: Single, Unique

Gutrot Spume is armed with a Rot-pocked Axe and Flailing Tentacles.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Contagium Overlord

Towering Arrogance: Obsessed with his own glorious legend, Spume will never back down from a worthy challenge. That he has survived so long speaks of his merciless skills.
Add 1 to hit rolls for attacks made by this unit that target a HERO. In addition, if this unit is within 1" of an enemy HERO, all of the attacks this unit makes must target a HERO.

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.
During deployment, instead of setting up this unit on the battlefield, you can place it to one side and say that it is set up aboard the Slime Fleet as a reserve unit. If you do so, when you would set up another friendly MORTAL MAGGOTKIN OF NURGLE unit during deployment, you can say that it is joining this unit aboard the Slime Fleet as a reserve unit. Up to 3 MORTAL MAGGOTKIN OF NURGLE units can join this unit. Units that have been reinforced count as 2 units. At the end of your movement phase, you can set up this unit on the battlefield, more than 9" from all enemy units and wholly within 6" of the edge of the battlefield. If you do so, set up all of the units that joined this unit on the battlefield, wholly within 12" of this unit, more than 9" from all enemy units and wholly within 6" of the edge of the battlefield.

Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.
25.3.2 Reinforced Units
A reinforced unit has twice as many models as its minimum unit size. If you can include reinforced units in your army, you can reinforce units with the Battleline battlefield role twice. A unit that is reinforced twice has 3 times as many models as its minimum unit size and counts as 2 units towards the number of reinforced units you can include in your army. If the description for a unit says that it is a single model, it cannot be reinforced.
© Vyacheslav Maltsev 2013-2022