Maggotkin of Nurgle – Orghotts Daemonspew
This warscroll does not meet the selection criteria (see Settings tab).
12
3+
9
WARSCROLL

Orghotts Daemonspew

A driven and merciless warlord, Orghotts Daemonspew is half human and half daemon in nature. He rides to battle astride the gangling pox maggoth Whippermaw, wielding his twinned Rotaxes to devastating effect while his steed’s envenomed tongue lashes out to throttle and ensnare. Even should the foe injure Orghotts it is they who truly suffer, as corrosive ichor jets from the wound.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Whippermaw’s Grasping Tongue
Whippermaw’s Grasping Tongue6"13+-1D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
The Rotaxes
The Rotaxes2"53+3+-11
Whippermaw’s Monstrous Claws
Whippermaw’s Monstrous Claws3"4+2+-11
DAMAGE
Wounds SufferedMoveGrasping TongueMonstrous Claws
0-210"2+5
3-48"3+4
5-76"4+4
8-96"5+4
10+4"6+3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 220
Battlefield Role: Leader, Behemoth
Base size: 100mm
Notes: Single, Unique

DESCRIPTION

Orghotts Daemonspew is a named character that is a single model armed with his trusty Rotaxes. He rides his maggoth steed, Whippermaw, which seeks out victims with its Grasping Tongue to drag them into its fang-lined maw, or crushes them with its Monstrous Claws.

ABILITIES

Acid Ichor: Roll a dice each time you allocate a wound to this model in the combat phase (and it is not negated). On a 4+ the attacking unit suffers 1 mortal wound after all of its attacks have been made.

Fury of the Halfblood: Add D3 to the Attacks characteristic of Orghotts Daemonspew’s Rotaxes if he made a charge move in the same turn.

The Rotaxes: At the end of the combat phase, roll a dice for each enemy model that was allocated any wounds caused by the Rotaxes in that combat phase and was not slain. On a 4+ that model suffers 1 mortal wound.

COMMAND ABILITIES

Fester and Rot: You can use this command ability in your hero phase. If you do, pick a friendly NURGLE unit within 14" of Orghotts Daemonspew. Re-roll failed wound rolls for that unit until your next hero phase.

KEYWORDS
CHAOS, MORTAL, NURGLE, ROTBRINGER, MONSTER, HERO, ORGHOTTS DAEMONSPEW
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
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).
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

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

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

None
Battleline
Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2021