Maggotkin of Nurgle – Orghotts Daemonspew
This warscroll does not meet the selection criteria (see Settings tab).

Orghotts Daemonspew

Orghotts Daemonspew is a driven warlord determined to earn Nurgle’s ultimate favour. In battle, he lights as a merciless reaper, the Rolaxes striking down foe after foe like wheat before the scythe.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Grasping Tongue
Grasping Tongue7"13+-1D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
The Rotaxes
The Rotaxes1"73+3+-12
Whippermaw’s Monstrous Claws
Whippermaw’s Monstrous Claws1"3+2+-23
Wounds SufferedMoveGrasping TongueMonstrous Claws

Unit Size: 1      Points: 300
Battlefield Role: Leader, Behemoth
Base size: 100mm
Notes: Single, Unique

Orghotts Daemonspew is armed with the Rotaxes.

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

WARMASTER: If this unit is included in a Maggotkin of Nurgle army, it is treated as a general even if it is not the model picked to be the army’s general.

MOUNT: This unit’s Pox Maggoth, Whippermaw, is armed with a Grasping Tongue and Monstrous Claws.

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.
If an unmodified ward roll for this unit is 6, you can pick 1 enemy unit within 3" of this unit. That enemy unit suffers 1 mortal wound.

Lord of Nurgle: Orghotts is a mighty champion of the Grandfather and demands unquestioning obedience from his devoted followers.
Once per turn, this unit can issue a command to a friendly MORTAL MAGGOTKIN OF NURGLE unit without a command point being spent.

14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model.

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

Leader, Behemoth
© Vyacheslav Maltsev 2013-2022