Maggotkin of Nurgle – Gutrot Spume

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MAGGOTKIN OF NURGLE WARSCROLL
Gutrot Spume
4"
7
4+
2
Gutrot Spume, the Lord of Tentacles, commands the greatest of the Slime Fleets that prowl the seas in Nurgle’s name. He was once a feared piratical lord, until his vessel was smashed by a monstrous rot kraken. Refusing to surrender, Spume leapt from the side of his stricken ship and into the abyssal depths, demanding rather than begging the boons of the gods as he pursued the beast. Nurgle watched the champion’s sheer reluctance to submit, even as his arm was ripped off by the dying kraken, with great amusement. When Gutrot washed ashore, his missing arm had been replaced by a cluster of filthy tentacles – a mark of the beast he had bested – and his mind was filled with visions of foetid glory. Many of Nurgle’s champions are phlegmatic in nature, but not so Gutrot Spume. He is aggressive and brash, obsessed with furthering his own name and legend, and when he leads his crew of blight-stricken reavers onto land, it is in search of worthy rivals to cast down. In battle, Spume uses the nimble flailing of his slick tentacles to disarm enemies of their blades before his monstrous cleaver takes off their heads.
MAGGOTKIN OF NURGLE WARSCROLL
Gutrot Spume
MELEE WEAPONS
AtkHitWndRndDmg
Rot-pocked Axe [Anti-HERO (+1 Rend), Crit (Mortal)]
Rot-pocked Axe
Anti-HERO (+1 Rend), Crit (Mortal)
53+2+12
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Rotbringer Lord, Any ROTBRINGERS

Deployment Phase
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.

Declare: Pick a regiment led by this unit to be the target if it has not been deployed.

Effect: Each unit in the target regiment is set up in reserve aboard the Slime Fleet. Those units have now been deployed.
KEYWORDSDEPLOY

Any Combat Phase
FLAILING TENTACLES: Gutrot grabs his opponents with his melange of slimy tentacles, rendering them helpless as he swings his rusted axe.

Declare: Pick an enemy INFANTRY HERO in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, the target has STRIKE-LAST for the rest of the turn.

Your Movement Phase
PESTILENTIAL BEACHHEAD: To the creak of rotting timbers and the waft of rancid brine, the Slime Fleet makes land.

Declare: Pick this unit if it is aboard the Slime Fleet.

Effect: Set up this unit on the battlefield, wholly within 7" of a battlefield edge and more than 9" from all enemy units. Then set up every other friendly unit that is aboard the Slime Fleet on the battlefield wholly within 7" of a battlefield edge, wholly within 7" of this unit and more than 9" from all enemy units.

KEYWORDS
UNIQUE, HERO, INFANTRY, WARD (5+)
CHAOS, MAGGOTKIN OF NURGLE, ROTBRINGERS
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Rotbringer Lord.

Infantry Hero
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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Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.

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

• Rotigus
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
© Vyacheslav Maltsev 2013-2024