Ogor Mawtribes – Gorgers
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Gorgers

Inflicted with a curse that ensures they can never satiate their terrible hunger, Gorgers lope into battle in a frenzied rage, tearing opponents limb from limb and stuffing the bloody remains into their oversized maws.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Long Claws
Long Claws1"43+3+-2
Distensible Jaw
Distensible Jaw1"13+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1 - 3      Points: 80
Battlefield Role: None

DESCRIPTION

A unit of Gorgers has any number of models, each armed with Long Claws and a Distensible Jaw.

ABILITIES

Ambushing Hunters: Their minds filled with eternal bloodlust, Gorgers race ahead of the main tribe looking to feast first upon the flesh of the enemy.
Instead of setting up this unit on the battlefield, you can place it to one side and say that it is set up in ambush as a reserve unit. If you do so, at the end of your first movement phase, you must set up this unit on the battlefield more than 9" from any enemy units.

Insatiable Hunger: When the scent of food catches their nostrils, nothing can get between a Gorger and their prey.
You can re-roll charge rolls for this unit.
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
© Vyacheslav Maltsev 2013-2021