Ogor MawtribesSlaughtermaster
6"
7
5+
8
WARSCROLL

Slaughtermaster

Slaughtermasters have entirely lost themselves to their cravings, hacking off their limbs and replacing them with rusty hooks and blades. They drag a cookpot into battle behind them so that they may boil up a tasty broth even as they slice up their prey.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Stump Blades
Stump Blades1"2D63+3+-1
Gulping Bite
Gulping Bite1"13+3+-1
Motley Assortment of Weapons
Motley Assortment of Weapons1"35+5+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader

DESCRIPTION

A Slaughtermaster is a single model armed with Stump Blades and a Gulping Bite.

CREW: This model has a Gnoblar crew that attack with their Motley Assortment of Weapons. For rules purposes, the crew are treated in the same manner as a mount.

ABILITIES

Bloodgruel: Bloodied chunks of meat are ritualistically devoured by the Gulping God’s shamans in order to cast their gastromantic powers. They have been known to choke on these pieces from time to time.
Roll a dice each time a this model successfully casts or unbinds a spell, after the effects of the spell have been resolved. On a 2+, you can heal 1 wound allocated to this model. On a 1, this model suffers 1 mortal wound.

Great Cauldron: Lashed to a Slaughtermaster is a great cauldron containing the bloodied remains of former foes, which the ogor gobbles down in order to unleash gastromantic powers.
In your hero phase, you can say that this model will reach into its cauldron and feast on the contents. If you do so, roll a dice and consult the table below.

D6Big Name
1Bad Meat: The Slaughtermaster suffers from a violent bout of indigestion.
This model suffers D3 mortal wounds
2Troggoth Guts: The Slaughtermaster gobbles down the slippery innards of a Troggoth to transfer the beast’s uncanny healing powers to himself and his allies.
You can heal D3 wounds allocated to this model. In addition, you can heal 1 wound allocated to each friendly OGOR unit wholly within 12" of this model. 
3-4Spinemarrow: The Slaughtermaster sucks out the marrow from a gory spinal column, empowering his allies.
Pick a friendly OGOR unit wholly within 12" of this model. Add 1 to hit rolls for attacks made with melee weapons by that unit until the start of your next hero phase
5-6Bonecrusher: The Slaughtermaster shovels great handfuls of ribs and skulls into his mouth. As he chews, the enemy’s bones begin to snap and break.
Roll a dice for each enemy unit within 6" of this model. On a 4+, that unit suffers D3 mortal wounds

MAGIC

This model is a WIZARD. It can attempt to cast one spell in your hero phase and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Rockchomper spells.

Rockchomper: The Slaughtermaster hurls a handful of beast fangs into his cauldron. As the gastromantic magic swells, nearby ogors find their teeth elongated and their jaws swollen with animal power to the point that they can chomp straight through the toughest stone.
Rockchomper has a casting value of 5. If successfully cast, pick 1 friendly unit of OGOR GLUTTONS wholly within 18" of the caster that is visible to them. Until the start of your next hero phase, if the unmodified wound roll for an attack made with that unit’s Gulping Bite is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage and that unit can heal 1 wound allocated to it.

KEYWORDS
DESTRUCTION, OGOR, OGOR MAWTRIBES, GUTBUSTERS, HERO, WIZARD, BUTCHER, SLAUGHTERMASTER
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Mortal Wounds
Some attacks, spells and abilities inflict 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 suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.

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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.

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

Battleline

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

The HERO keyword is used in following Ogor Mawtribes warscrolls:

Leader
• Butcher
• Tyrant
Leader, Behemoth

The WIZARD keyword is used in following Ogor Mawtribes warscrolls:

Leader
• Butcher

The BUTCHER keyword is used in following Ogor Mawtribes warscrolls:

Leader
• Butcher
© Vyacheslav Maltsev 2013-2020