When the Ogor Mawtribes march to war, the ground shakes beneath a rolling avalanche of unwashed flesh. Living embodiments of gluttony, ogors worship the ever-hungry Gorkamorka, whom they call the Gulping God. By stuffing their gaping mouths with raw meat, bone and whatever else they can get their greedy hands on, they give praise to their ravenous deity.
This page contains all of the rules you need to field your Ogor Mawtribes miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.Book | Kind | Edition | Last update | |
Ogor Mawtribes | ||||
Ogor Mawtribes | Battletome | 3 | February 2024 | |
Battlescroll: Impending Vermindoom | ||||
Battlescroll: Impending Vermindoom | Rulebook | 3 | April 2024 | |
Dawnbringers Book III: The Long Hunt | ||||
Dawnbringers Book III: The Long Hunt | Expansion | 3 | April 2024 | |
Regiments of Renown | ||||
Regiments of Renown | Warscroll | 3 | February 2024 | |
Dawnbringers Book I: Harbingers | ||||
Dawnbringers Book I: Harbingers | Expansion | 3 | June 2023 | |
Warhammer Legends: Monstrous Arcanum | ||||
Warhammer Legends: Monstrous Arcanum | Expansion | 3 | August 2021 |
Q: | If I pick the Ex-mercenary command trait, do Blackpowder’s Buccaneers gain the Battleline battlefield role? |
A: | Yes. |
Q: | If a unit cannot be picked when carrying out a monstrous rampage (for example, a unit in the Stormcast Eternals Astral Templars subfaction), can it still be affected by the Unstoppable Charge monstrous rampage? |
A: | Yes. |
Q: | The Avalanche of Flesh battle tactic requires 10 or more mortal wounds to be caused by the Trampling Charge battle trait in order to be completed. If 10 or more mortal wounds are caused by the battle trait, but some are negated and the total number of wounds allocated as a result is less than 10, is the battle tactic still completed? |
A: | Yes. |
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This section describes the allegiance abilities available to an Ogor Mawtribes army. The rules for using allegiance abilities can be found in section 27.0 of the core rules.
The most formidable of the mawtribes are feared throughout the Mortal Realms and leave a path of devastation in their wake.
You can pick 1 of the following subfactions for your army (core rules, 27.2.1). All OGOR MAWTRIBES units in your army gain the keyword of the subfaction you picked, and you can use the allegiance abilities for that subfaction. If a unit already has a different subfaction keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its subfaction.An ogor exists in one of two states: it is either ravenous with hunger or stuffing its mouth with food.
If a friendly OGOR MAWTRIBES OGOR unit is more than 3" from all enemy units, it is hungry. If a friendly OGOR MAWTRIBES OGOR unit is within 3" of any enemy units, it is eating. Add 2" to the Move characteristic of a unit that is hungry. Add 2 to the Bravery characteristic of a unit that is eating.Gutbusters rip chunks of flesh out of the enemy with powerful bites even as they hack at them with their crude weapons.
At the end of the combat phase, roll a dice for each enemy unit within 3" of any friendly GUTBUSTERS OGOR units. On a 4+, that unit suffers D3 mortal wounds.Ogors and their savage mounts are so immense that it takes many lesser creatures to drive them from the lands they have claimed.
For the purposes of contesting objectives (core rules, 18.1.2), each friendly OGOR MAWTRIBES OGOR counts as 2 models, each friendly OGOR MAWTRIBES HERO that is not a MONSTER counts as 5 models, and each friendly OGOR MAWTRIBES MONSTER counts as 10 models.At the first opportunity, an ogor will barge into combat, using its immense girth as a weapon.
After a friendly OGOR or RHINOX unit makes a charge move, you can pick 1 enemy unit within 1" of that unit and roll a number of dice equal to the unmodified charge roll for that charge move. Add 1 to each roll if the charging unit is an OGOR unit that has 3 or more models. Add 2 to each roll if it is a MONSTER. For each 6+, that enemy unit suffers 1 mortal wound.To wage war against the Beastclaw Raiders is to battle the brutality of winter itself. The magical ice storms that follow the Beastclaw tribes can bring death to those who face them in battle, as flesh and bone splinter in the supernatural cold.
At the start of your hero phase, roll a dice for each enemy unit within 3" of any friendly BEASTCLAW RAIDERS units. If the roll is equal to or less than the number of the current battle round, that unit suffers D3 mortal wounds.The colossal creatures that the Beastclaw Raiders harness for war are no mere monsters. Each is born in the blistering cold of the Everwinter and brings an aspect of that supernatural cold to battle, charging into the fray to crush any who dare stand before them.
When you carry out a monstrous rampage (core rules, 21.1) with a friendly BEASTCLAW RAIDERS MONSTER, you can carry out 1 of the monstrous rampages below instead of any other monstrous rampage you can carry out with that unit.
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Traits of the GutbustersGUTBUSTERS HERO only.
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Traits of the BeastclawBEASTCLAW RAIDERS HERO only.
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Plunder of the GluttholdGUTBUSTERS HERO only.
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Trophies of the EverwinterBEASTCLAW RAIDERS HERO only.
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Lore of GutmagicBUTCHER only.
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Lore of the Sun-eaterFIREBELLY only.
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Everwinter PrayersBEASTCLAW RAIDERS PRIEST only.
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You can pick 1 HERO with the STONEHORN or THUNDERTUSK keyword in your army to have 1 of the following mount traits.
Stone-skinned MonstersSTONEHORN HERO only.
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Beasts of AlvagrTHUNDERTUSK HERO only.
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MeatfistBullies and braggarts of the first order, the Meatfist are the most numerous of all the mawtribes and a great plague upon the realms. They enjoy nothing more than burying their foes under a massed charge of ogor warriors, crushing them into a gory mess before flinging the squashed remains into their cookpots. Fleshy Stampede: The Meatfist have little time for strategy and tactics. They simply charge headlong towards their foes, flattening them with the fearsome force of their momentum.Add 1 to each roll made for the Trampling Charge battle trait by friendly MEATFIST GUTBUSTERS units. | ||
BloodgulletThe ogors of the Bloodgullet like their meat raw and bloody. Their Butchers have a stronger connection to the Gulping God than those of any other mawtribe, and in battle, they channel their deity’s eternal hunger into horrific feats of gory magic. Heralds of the Gulping God: The shamans of the Bloodgullet know many gruesome secrets of gastromantic magic.Friendly BLOODGULLET BUTCHERS know 1 extra spell from the Lore of Gutmagic. In addition, friendly BLOODGULLET BUTCHERS can attempt to cast 1 extra spell in your hero phase. | ||
UndergutsThe Underguts are pale-fleshed bogeymen who blast their way up from the deep earth to raid and feast upon surface-dwellers. They are obsessed with firepower, and they love to explode their prey into chunks of cooked meat with an overwhelming bombardment from their heavy cannons. Shrapnel Powder: Using blackpowder that contains shards and scraps of the armour worn by defeated foes, the thunderous salvoes of the Underguts rain deadly hail upon the enemy.Improve the Rend characteristic of missile weapons used by friendly UNDERGUTS LEADBELCHERS and UNDERGUTS IRONBLASTER units by 1. | ||
BoulderheadThe Boulderhead are as stubborn as mountain stone and twice as unyielding. Unmatched beastmasters, they charge headlong into the fray upon fearsome creatures of the Everwinter, smashing the foe aside in a storm of swinging horns and stamping hooves. Fearsome Breed: The beasts of the Boulderhead are said to be the most ferocious of all their kind, and the riders atop them are adept at nurturing a savage and wicked temperament in every one.Add 2 to the Wounds characteristic of friendly BOULDERHEAD STONEHORN and BOULDERHEAD THUNDERTUSK units. In addition, you can pick up to 3 BOULDERHEAD STONEHORN HEROES or BOULDERHEAD THUNDERTUSK HEROES in your army to have different mount traits instead of 1. | ||
ThunderbelliesBellowing so loudly that they can even be heard above the furious hurricane that races at their heels, the Thunderbellies storm into battle upon fleet-hooved mounts. They strike their foes’ flanks again and again, bludgeoning them into submission with relentless ferocity. Swift Outflank: Before the enemy can even muster a cohesive defence, they find rampaging packs of Mournfangs crashing into their flanks.Friendly THUNDERBELLIES MOURNFANG PACK units can run and still charge later in the turn. | ||
WinterbiteMost mysterious of all the mawtribes, the Winterbite stay close to the icy grasp of the Everwinter so that its snowstorms hide them from their quarry. They attack from this shroud of blinding white with sudden brutality, sending forth packs of winter beasts to tear apart their prey. Ghosts in the Blizzard: The tribes of the Winterbite remain masked by the Everwinter’s storms until the moment that they strike.Subtract 1 from hit rolls for attacks made with missile weapons that target friendly WINTERBITE units wholly within your territory. In addition, friendly WINTERBITE FROST SABRES, WINTERBITE ICEBROW HUNTER and WINTERBITE ICEFALL YHETEES units are not visible to enemy models more than 12" away. | ||
When you pick the Ogor Mawtribes faction for your army, you can say that it will be a Roving Maw army of renown. If you do so, use the rules in this section. Every unit in your army must have the OGOR MAWTRIBES keyword and either the GUTBUSTERS or GORGERS keyword. HEROES can only be included if they are not Unique. All of the units in your army gain the ROVING MAW keyword.
Mawpits of GhurThese highly aggressive, teeth-filled rents in the ground are drawn to the wider realms by the Butchers’gastromantic magic. At the start of each battle round, after determining which player will take the first turn, you must determine the hunger status of the Mawpits on the battlefield by rolling 2D6. If you included a Mawpit in your army, add the number of models slain by its Head Butcher ability during the battle to the roll. If the Mawpit is garrisoned by a Head Butcher, add 1 to the roll. Then, pick 1 result from the Mawpit Table that has a score equal to or less than your modified dice roll to apply for that battle round.A unit is vulnerable to Mawpits if it is on the battlefield unless it is wholly within 1" of a terrain feature that is not a Mawpit or it can fly. This ability has no effect on ROVING MAW units.
Driven by StarvationEach offering the Head Butcher submits to the Mawpit is one fewer scrap for a ravening Gorger. Friendly GORGERS units that are not wholly within 1" of a terrain feature at the start of your charge phase can attempt a charge even if they ran in the same turn.The Butcher’s KitchenGorgers are drawn to the Ghurish magics cooked up by ogor Butchers. For each BUTCHER included in your army, you can include 1 GORGERS unit as a Battleline unit.Ravenous BrutesAn ogor exists in one of two states: it is either ravenous with hunger or stuffing its mouth with food. If a friendly OGOR unit is more than 3" from all enemy units, it is hungry. If a friendly OGOR unit is within 3" of any enemy units, it is eating. Add 2" to the Move characteristic of a unit that is hungry. Add 2 to the Bravery characteristic of a unit that is eating.Might Makes RightOgors and their savage mounts are so immense that it takes many lesser creatures to drive them from the lands they have claimed. For the purposes of contesting objectives, each friendly OGOR counts as 2 models and each friendly HERO that is not a MONSTER counts as 5 models.Gobbling BitesThe Gutbusters take huge bites out of their enemies until there is nothing left to consume. At the end of the combat phase, roll a dice for each enemy unit within 3" of any friendly GUTBUSTERS units. On a 2+, that enemy unit suffers D3+1 mortal wounds. | |||||||||||||||||
Master MawfeederROVING MAW general only.
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Morsels from the MawpitROVING MAW HERO only.
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Lore of the Great MawROVING MAW BUTCHER only.
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The Empty StomachRoving Maw army only.
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Driven by StarvationRoving Maw army only.
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The following section includes rules for your Path to Glory campaign if you are using an Ogor Mawtribes army.
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If you choose the Killer Reputation command trait for your warlord, the additional big name you pick for them is on top of the number listed in the table above. For example, your warlord would begin with 2 big names and will be able to earn their third when they have 20 or more renown points. Note that, as there are only 6 big names to choose from, your warlord will not be able to earn a seventh when they have 60+ renown points. | ||
The Path to Glory battles fought by an Ogor Mawtribes army represent its Mawpath, the ever-expanding concentric rings of destruction it carves across the land around its Glutthold. | ||
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QUEST Break its SpiritThe beasts of the Everwinter are as stubborn as they are ferocious, but if a rider can dominate the will of one of these formidable creatures, together they will be nigh unstoppable in battle. Pick 1 STONEHORN HERO or THUNDERTUSK HERO from your order of battle that does not have a mount trait enhancement, and pick 1 eligible mount trait from the Stone-skinned Monsters table or the Beasts of Alvagr table. Note these down in your quest log.At the end of a Path to Glory battle, you complete this quest if that unit destroyed any enemy units during the battle. When you complete this quest, you can add the mount trait you picked to your vault but it can only be given to the unit you picked when you embarked on this quest (note down the name of the unit next to the mount trait). If that unit is removed from your order of battle, then remove the mount trait from your vault too. | ||
QUEST Appetite for DestructionA mighty victory can be enough to cement your position as warlord and silence any grumbles of discontent from your kin. There are few victories as grand as bringing ruin to an enemy’s settlement, and doing so will also provide an impressive haul of plunder and loot for your warriors to take back to your Glutthold. At the end of a Path to Glory battle, roll a dice for each unit in your army wholly within enemy territory. For each 6, you discover 1 clue as to the whereabouts of an enemy settlement. Keep a tally of how many clues you discover.Once you have discovered 3 or more clues, you can fight Path to Glory battles using the ‘Raze to Ruin’ battleplan. Once you have fought a Path to Glory battle using that battleplan, you complete this quest. The rewards for completing this quest are listed in the battleplan. | ||
QUEST Appease the Gulping GodIn the wake of defeat, the Butchers and Slaughtermasters of your warglutt urge you to exact brutal revenge upon your enemies and reap a devastating harvest of flesh to sate the hunger of your warriors. You can only pick this quest after a battle in which your opponent won a major victory.At the end of a Path to Glory battle, you complete this quest if you won a major victory. When you complete this quest, you can double the plunder and spoils earned from that battle. | ||
QUEST Chosen by the EverwinterWhen a Huskard Torr perishes, it is the Everwinter itself that chooses their successor. You can only embark on this quest if you do not have a HUSKARD on your order of battle. In addition, while you are undertaking this quest, you cannot add a HUSKARD to your order of battle.While undertaking this quest, keep a tally of how many enemy models are slain by mortal wounds caused by the Grasp of the Everwinter battle trait. In step 7 of the aftermath sequence, roll a number of dice equal to your current tally. If any of the dice are a 6, the Everwinter has chosen and you complete this quest. When you complete this quest, you can add 1 HUSKARD to your order of battle without spending any glory points. | ||
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Battleplan Raze to RuinEager to bring in a haul of plunder so large and impressive that it dwarfs any brought by the Tyrants before you, you send out your scouts in search of a settlement to ransack. Upon their return, it seems they have found quite the tasty morsel. Your army marches upon a fledgling settlement out in the hinterlands. Isolated from wider civilisation, it is the perfect place upon which to unleash the full wrath of the Gulping God. Leave not a single wall standing as you raze all to ruin! QUEST BATTLEPLAN You can use this battleplan if one player is using an Ogor Mawtribes army, has embarked on the ‘Appetite for Destruction’ quest and has discovered 3 or more clues. Use the Path to Glory battlepack.SIEGE WARFARE This battle uses the Siege Warfare rules. When the attacker makes their batter rolls, on a 5+, treat the terrain feature as being razed to ruin (see below).THE ARMIES The player on the ‘Appetite for Destruction’ quest is the attacker. Their opponent is the defender. The attacker must use an Ogor Mawtribes army.CONTINGENTS The defender must split their army into a garrison contingent and a relief force contingent. Each contingent must have as close to the same number of units as possible. In addition, the garrison contingent must have at least 1 Battleline unit.THE BATTLEFIELD First, the defender sets up their fortress. The fortress must be set up wholly within ‘The Settlement Wall’ territory instead of their territory and must consist of 5-8 terrain features. There must be at least 1 terrain feature set up in each quarter of that territory.Then, the defender sets up D3 additional terrain features that are not part of their fortress. Each of these terrain features must be wholly within the attacker’s territory or neutral territory and more than 9" from all other terrain features (including those that are part of their fortress). FACTION TERRAIN The defender can set up a faction terrain feature. It is not considered part of their fortress.DEPLOYMENT The defender sets up their garrison contingent first, wholly within their territory. The defender can set up any Battleline units in their army within ‘The Settlement Wall’ territory, but those units must be closer to any part of the fortress than to enemy territory.Then, the attacker sets up their army, wholly within their territory and more than 9" from the defender’s territory. BATTLE LENGTH The battle lasts for 5 battle rounds.FIRST TURN The attacker chooses which player takes the first turn in the first battle round.REINFORCEMENTS At the end of each of their movement phases, the defender rolls 2D6 and adds the number of the battle round to the score. On an 11+, their relief force contingent arrives. The defender must roll a dice to see from which direction it arrives. On a 1-2, it arrives from the eastern battlefield edge. On a 3-4, it arrives from the southern battlefield edge. On a 5-6, it arrives from the western battlefield edge.All units in the relief force contingent must be set up wholly within 7" of the battlefield edge from which they arrived and more than 9" from all enemy units. RAZED TO RUIN At the end of each of their turns, the attacker can attempt to raze each of the terrain features that are part of the defender’s fortress.To do so, the attacker rolls a number of dice equal to the number of friendly units within 6" of that terrain feature and adds them together. For each friendly MONSTER or reinforced unit, roll 2 dice instead of 1. This score is that terrain feature’s destruction score. Keep a record of each terrain feature’s destruction score for the duration of the battle. If a terrain feature’s destruction score is greater than 20, that terrain feature is razed to ruin. When a terrain feature is razed to ruin, the defender first rolls a dice for each model on or in that terrain feature. On a 1, that model is slain. The surviving models must then be set up within 6" of the terrain feature and more than 3" from all enemy units. Then, that terrain feature is removed from play. VICTORY POINTS The attacker scores 2D6 victory points each time a terrain feature is razed to ruin. In addition, they score 1 victory point at the end of each of their turns for each friendly unit wholly within enemy territory.At the end of the battle, the defender scores 5 victory points for each terrain feature that is part of their fortress and has not been razed to ruin. In addition, they score 1 victory point at the end of the battle for each friendly unit wholly within their territory. GLORIOUS VICTORY When the battle ends, the player with the most victory points wins a major victory. If the score is tied the attacker wins a minor victory.PATH TO GLORY REWARDS The winner receives 2D6 glory points. If they won a major victory, they can re-roll the dice.In addition, the attacker can increase their plunder and spoils by the number of victory points they scored during the battle, regardless of whether or not they won the battle.
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If the battlepack you are using says that you must pick grand strategies and battle tactics for your army, you can pick from the following lists as well as those found in the battlepack you are using.
RAMPAGING WARGLUTTS Ogor Mawtribes army only.
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GLORY TO THE GULPING GOD Ogor Mawtribes army only.
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Avalanche of Flesh
You complete this tactic at the end of the turn if 10 or more mortal wounds were caused by the Trampling Charge battle trait this turn.
The TROGGOTH keyword is used in the following Gloomspite Gitz warscrolls:
The OGOR MAWTRIBES keyword is used in the following Ogor Mawtribes warscrolls:
The OGOR MAWTRIBES and OGOR keywords are used in the following Ogor Mawtribes warscrolls:
The GUTBUSTERS and OGOR keywords are used in the following Ogor Mawtribes warscrolls:
The OGOR MAWTRIBES and HERO keywords are used in the following Ogor Mawtribes warscrolls:
The OGOR MAWTRIBES and MONSTER keywords are used in the following Ogor Mawtribes warscrolls:
The OGOR keyword is used in the following Ogor Mawtribes warscrolls:
The RHINOX keyword is used in the following Ogor Mawtribes warscrolls:
You do not have to pick a target for a charge attempt before making the charge roll. | ||
The BEASTCLAW RAIDERS keyword is used in the following Ogor Mawtribes warscrolls:
The BEASTCLAW RAIDERS and MONSTER keywords are used in the following Ogor Mawtribes warscrolls:
The STONEHORN keyword is used in the following Ogor Mawtribes warscrolls:
The THUNDERTUSK keyword is used in the following Ogor Mawtribes warscrolls:
The GUTBUSTERS and HERO keywords are used in the following Ogor Mawtribes warscrolls:
If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests. | ||
The GNOBLARS keyword is used in the following Ogor Mawtribes warscrolls:
The BUTCHER keyword is used in the following Ogor Mawtribes warscrolls:
The MANEATERS keyword is used in the following Ogor Mawtribes warscrolls:
The BEASTCLAW RAIDERS and HERO keywords are used in the following Ogor Mawtribes warscrolls:
The STONEHORN and HERO keywords are used in the following Ogor Mawtribes warscrolls:
The THUNDERTUSK and HERO keywords are used in the following Ogor Mawtribes warscrolls:
The PRIEST keyword is used in the following Ogor Mawtribes warscrolls:
The ICEBROW HUNTER keyword is used in the following Ogor Mawtribes warscrolls:
The GUTBUSTERS keyword is used in the following Ogor Mawtribes warscrolls:
The BEASTCLAW RAIDERS and PRIEST keywords are used in the following Ogor Mawtribes warscrolls:
The MONSTER keyword is used in the following Ogor Mawtribes warscrolls:
The HERO and STONEHORN keywords are used in the following Ogor Mawtribes warscrolls:
The HERO and THUNDERTUSK keywords are used in the following Ogor Mawtribes warscrolls:
The MEATFIST and GUTBUSTERS keywords are used in the following Ogor Mawtribes warscrolls:
The BLOODGULLET and BUTCHER keywords are used in the following Ogor Mawtribes warscrolls:
The BOULDERHEAD and STONEHORN keywords are used in the following Ogor Mawtribes warscrolls:
The BOULDERHEAD and THUNDERTUSK keywords are used in the following Ogor Mawtribes warscrolls:
The BOULDERHEAD, STONEHORN and HERO keywords are used in the following Ogor Mawtribes warscrolls:
The BOULDERHEAD, THUNDERTUSK and HERO keywords are used in the following Ogor Mawtribes warscrolls:
The WINTERBITE keyword is used in the following Ogor Mawtribes warscrolls:
The WINTERBITE and ICEBROW HUNTER keywords are used in the following Ogor Mawtribes warscrolls:
The GORGERS keyword is used in the following Ogor Mawtribes warscrolls:
The HERO keyword is used in the following Ogor Mawtribes warscrolls:
The ROVING MAW keyword is used in the following Ogor Mawtribes warscrolls:
The ROVING MAW and HERO keywords are used in the following Ogor Mawtribes warscrolls:
The ROVING MAW and BUTCHER keywords are used in the following Ogor Mawtribes warscrolls:
Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples). | ||
The HUSKARD keyword is used in the following Ogor Mawtribes warscrolls:
The FROSTLORD keyword is used in the following Ogor Mawtribes warscrolls: