Ogor MawtribesIronblaster


The most destructive blackpowder weapon deployed by the Gutbuster warglutts, the Ironblaster is an immense cannon that hurls solid shot into the heart of the enemy’s ranks, blasting foes into scraps of charred meat.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ironblaster Cannon: Cannon Ball
Ironblaster Cannon: Cannon Ball24"14+2+-2D6
Ironblaster Cannon: Hail Shot
Ironblaster Cannon: Hail Shot12"63+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gunner’s Clubber
Gunner’s Clubber1"33+3+-2
Rhinox’s Sharp Horns
Rhinox’s Sharp Horns1"24+3+-1D3
Scrapper’s Jagged Blade
Scrapper’s Jagged Blade1"25+5+-1

Unit Size: 1      Points: 120
Battlefield Role: Artillery


An Ironblaster is a single model armed with an Ironblaster Cannon, Gunner’s Clubber, Rhinox’s Sharp Horns and Scrapper’s Jagged Blade.


Lethal Payload: An Ironblaster’s barrel can be filled with a single, massive cannon ball or stuffed with handfuls of deadly hail shot.
Before attacking with an Ironblaster Cannon, choose either the Cannon Ball or Hail Shot missile weapon characteristics for that shooting attack.

Rhinox Charge: A Rhinox’s double-horned skull can inflict considerable damage when it charges into the foe.
Add 1 to the damage inflicted by attacks made with this model’s Rhinox’s Sharp Horns if this model made a charge move in the same turn.

Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.
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.

The OGOR keyword is used in following Ogor Mawtribes warscrolls:

The RHINOX keyword is used in following Ogor Mawtribes warscrolls:


The OGOR MAWTRIBES keyword is used in following Ogor Mawtribes warscrolls:

The GUTBUSTERS keyword is used in following Ogor Mawtribes warscrolls:

• Butcher
• Tyrant
© Vyacheslav Maltsev 2013-2020