Ogor MawtribesIronguts
6"
4
4+
7
WARSCROLL

Ironguts

Ironguts are the meanest ogors around, the elite warriors of their warglutt. Protected by thick metal armour-plates and carrying immense two-handed weapons, they wade into the thick of the fighting, hacking and bashing their foes to bloody chunks.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Mighty Bashing Weapon
Mighty Bashing Weapon2"33+3+-13
Gulping Bite
Gulping Bite1"13+3+-1
PITCHED BATTLE PROFILE

Unit Size: 4 - 12      Points: 220
Battlefield Role: None
Notes: Battleline in Ogor Mawtribes army if general is a GUTBUSTER

DESCRIPTION

A unit of Ironguts has any number of models, each armed with a Mighty Bashing Weapon and Gulping Bite.

GUTLORD: 1 model in this unit can be a Gutlord. Add 1 to the Attacks characteristic of that model’s Mighty Bashing Weapon.

BELLOWER: 1 in every 4 models in this unit can be a Bellower. Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of any Bellowers.

RUNE MAW BEARER: 1 in every 4 models in this unit can be a Rune Maw Bearer. If an enemy unit fails a battleshock test within 6" of any Rune Maw Bearers, you can roll a dice. On a 6, add D3 to the number of models that flee.

In addition, each time a unit with any Rune Maw Bearers is affected by a spell or endless spell, you can roll a dice. If you do so, on a 6, ignore the effects of that spell or endless spell on that unit.

ABILITIES

Down to the Ironguts: It is not often that an Ogor Mawtribe’s battle line falters, but when it does so, the Tyrant will call upon their Ironguts to turn the battle back in their favour.
Once per battle, in your hero phase, if at least 1 OGOR model from your army has fled the battle, you can use this ability. If you do so, you can re-roll hit, wound and save rolls of 1 for this unit until your next hero phase.

KEYWORDS
DESTRUCTION, OGOR, OGOR MAWTRIBES, GUTBUSTERS, IRONGUTS

The GUTBUSTERS keyword is used in following Ogor Mawtribes warscrolls:

None
Artillery
Battleline
Leader
• Butcher
• Tyrant
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.

The OGOR keyword is used in following Ogor Mawtribes warscrolls:

Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The OGOR 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:

None
Artillery
Battleline
Leader
• Butcher
• Tyrant
© Vyacheslav Maltsev 2013-2020