Beasts of Chaos – Dragon Ogors

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8"
5
4+
6
WARSCROLL

Dragon Ogors

Imposing creatures with muscular, humanoid torsos and the lower bodies of draconids. Dragon Ogors are formidable warriors. They overrun their foes with a headlong charge, lashing out with crackling storm weapons and obliterating their enemies in a tempestuous rage.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Storm-forged Weapons
Storm-forged Weapons2"53+3+-12
Raking Foreclaws
Raking Foreclaws1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 210
Battlefield Role: None
Base size: 90 x 52mm
Notes: Battleline if general is a Dragon Ogor Shaggoth

Each model in a Dragon Ogors unit is armed with Storm-forged Weapons and Raking Foreclaws.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Thunderscorn Stormherd

ELITE: Models in this unit can issue commands to their own unit.

Beneath the Tempest: Dark clouds gather above the battlefield, threatening to unleash the fury of the tempest.
At the end of the combat phase, roll a dice for this unit. On a 2+, you can heal up to D3 wounds allocated to this unit. In addition, at the end of the combat phase, roll a dice for each enemy unit within 3" of any friendly units with this ability. On a 2+, that unit suffers D3 mortal wounds.

Storm Rage: Akin to a storm front. Dragon Ogors display unmatched ferocity on the charge.
If this unit made a charge move in the same turn, if the unmodified hit roll for an attack made by this unit is 6, that attack wounds the target automatically (do not make a wound roll).

KEYWORDS
CHAOS, BEASTS OF CHAOS, THUNDERSCORN, DRAGON OGORS
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.

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14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).

The THUNDERSCORN keyword is used in the following Beasts of Chaos warscrolls:

Leader
None
© Vyacheslav Maltsev 2013-2024