Ogor Mawtribes
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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.


Books

BookKindEditionLast update
  Ogor Mawtribes
  Ogor MawtribesBattletome3February 2024
  Battlescroll: Impending Vermindoom
  Battlescroll: Impending VermindoomRulebook3April 2024
  Dawnbringers Book III: The Long Hunt
  Dawnbringers Book III: The Long HuntExpansion3April 2024
  Regiments of Renown
  Regiments of RenownWarscroll3February 2024
  Dawnbringers Book I: Harbingers
  Dawnbringers Book I: HarbingersExpansion3June 2023
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021

Designers’ Commentary

Battletome: Ogor Mawtribes

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.

Allies

FACTIONALLIES
Ogor MawtribesGloomspite Gitz (Aleguzzler Gargant units and TROGGOTH units only)

ALLEGIANCE ABILITIES

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.


Battle Traits

Mawtribes

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.

Ravenous Brutes

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.

Gulping Bites

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.

Might Makes Right

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.

Trampling Charge

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.

Grasp of the Everwinter

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 Beasts of Winter

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.

MONSTROUS RAMPAGES
Unstoppable Charge: Only a STONEHORN unit that has made a charge move in the same phase can carry out this monstrous rampage. This unit makes a 3D6" move and can pass across enemy units in the same manner as a unit that can fly. It must finish the move within 3" of any enemy units. At the end of the move, roll a dice for each unit it passed across. On a 2+, that unit suffers D3 mortal wounds.
Chill of the Everwinter: Only a THUNDERTUSK unit that has made a charge move in the same phase can carry out this monstrous rampage. Roll a dice for each enemy unit within 1" of this unit. On a 3+, the strike-last effect applies to that unit until the end of the following combat phase.

Command Traits

Traits of the Gutbusters

GUTBUSTERS HERO only.

Reluctant Rabble-rouser

Much to this warlord’s displeasure, a great horde of Gnoblars have flocked to their banner, proclaiming that it is they who will throw off the greenskins’ shackles of oppression.

Do not take battleshock tests for friendly GNOBLAR units wholly within 18" of this general.

Gastromancer

There is no gory ritual that this Butcher does not know.

BUTCHER only. This general knows all of the spells from the Lore of Gutmagic in addition to the other spells it knows.

Deadly Aim

This warrior’s aim never falters.

BLOODPELT HUNTER only. The To Hit characteristic of this unit’s missile weapons is 2+ instead of 4+.

Killer Reputation

Mighty are the deeds of this Tyrant and feared is their name.

TYRANT only. Before this general is set up for the first time, you can pick an additional big name for them. That big name cannot be the same as their first big name.

Ex-mercenary

Having lived the life of a Maneater, this warlord knows the power of promised meat.

If your general has this command trait, friendly MANEATERS units have the Battleline battlefield role. In addition, at the start of your hero phase, if this general is on the battlefield, roll a dice for each friendly MANEATERS unit that is eating. For each 3+, you receive 1 command point that can only be spent during that turn on a command received by a MANEATERS unit.


Traits of the Beastclaw

BEASTCLAW RAIDERS HERO only.

Voice of the Avalanche

It is said that this warrior’s voice can level mountains and shatter glaciers.

This general can issue commands to any friendly units on the battlefield instead of only those wholly within 18" of them. In addition, once per battle, this general can issue a command without a command point being spent.

Beastmaster

This warlord has spent a lifetime riding to battle atop the gargantuan warbeasts of the Beastclaw and can control their mount with ease.

STONEHORN HERO or THUNDERTUSK HERO only. Once per battle, when this general is picked to fight, you can say that they will dig in their heels. If you do so, until the end of that phase, use the top row on this general’s damage table, regardless of how many wounds they have suffered.

Touched by the Everwinter

This warrior strayed close to the heart of the Everwinter and emerged with strange, mystical powers.

This general has the PRIEST keyword. If this general is already a PRIEST, they know all of the prayers from the Everwinter Prayers prayer scripture in addition to the other prayers they know.

Skal Packmaster

More comfortable amongst beasts than their own kind, this hunter leads the fiercest Frost Sabres into battle.

ICEBROW HUNTER only. When you use this general’s Masters of Ambush ability, up to 3 FROST SABRES units can join this general in ambush instead of 1.

Artefacts of Power

Plunder of the Glutthold

GUTBUSTERS HERO only.

Gruesome Trophy Rack

This collection of skulls, entrails and hides is a potent indication of the warrior’s formidable prowess in battle.

Add 1 to hit rolls for attacks made by friendly GUTBUSTERS units wholly within 12" of the bearer that target a MONSTER or HERO.

Flask of Stonehorn Blood

This icy blue liquid imbues one with the toughness of the Stonehorn.

Once per battle, at the start of a phase, you can say that the bearer will drink this potion. If you do so, the bearer has a ward of 3+ until the end of that phase.

Splatter-cleaver

The serrated edge of this cleaver sprays blood, gore and bone in all directions. An ogor’s resolve is strengthened if they are caught beneath this shower of ichor.

Pick 1 of the bearer’s melee weapons. At the end of the combat phase, if any wounds caused by attacks made with that weapon in that phase were allocated to an enemy unit, you can heal D3 wounds allocated to each friendly OGOR unit wholly within 12" of the bearer (roll separately for each unit).

The Fang of Ghur

This ancient weapon is said to hold the fury of Ghur within it.

TYRANT only. The bearer’s Beastskewer Glaive has a Rend characteristic of -3 instead of -1.


Trophies of the Everwinter

BEASTCLAW RAIDERS HERO only.

Elixir of Frostwyrm

Distilled from the blood of a giant Frostwyrm, this rare elixir ravages the drinker’s insides, turning their blood to liquid ice before they vomit forth a torrent of frost magic.

Once per battle, in your shooting phase, you can pick 1 enemy unit within 6" of the bearer and roll a dice. On a 2+, that unit suffers D6 mortal wounds.

Frost-talon Shardbolts

Blessed with the sting of winter, these missiles turn the victim’s blood to ice.

ICEBROW HUNTER only. If the unmodified hit roll for an attack made with the bearer’s Hunter’s Crossbow is 6, that attack causes D3 mortal wounds to the target in addition to any damage it inflicts.

Carvalox Flank

The meat of these avian creatures is much sought by Frostlords, as Icefall Yhetees crave it above all else.

Friendly ICEFALL YHETEE units wholly within 12" of the bearer at the start of the movement phase can move an extra 2" when they make a normal move during that phase.

The Seat of Alvagr

This beast-saddle is inset with rune-tokens hewn from the heart of Mount Alvagr. When called upon, they imbue a creature of the Everwinter with unstoppable ferocity.

STONEHORN HERO or THUNDERTUSK HERO only. Once per battle, in the charge phase, you can carry out a second monstrous rampage with the bearer. The second monstrous rampage cannot be a monstrous rampage you have already carried out in that phase.

Spell Lores

Lore of Gutmagic

BUTCHER only.

Blood Feast

The liver of a powerful beast is held high over the Butcher’s head. As gore drips and runs down the meatmaster’s face, nearby ogors are overcome by a frenzy of bloodlust.

Blood Feast is a spell that has a casting value of 7 and a range of 18". If successfully cast, pick 1 friendly OGOR unit that is not a MONSTER and that is wholly within range and visible to the caster. Add 1 to the Attacks characteristic of that unit’s melee weapons until the start of your next hero phase.

Blubbergrub Stench

Foul-smelling blubbergrubs are chewed into a thick paste, which the Butcher then smears onto their face. The smell is known to attract whole herds of rhinoxen, who apparently find it irresistible.

Blubbergrub Stench is a spell that has a casting value of 5 and a range of 18". If successfully cast, until the start of your next hero phase, while they are wholly within range of the caster, friendly RHINOX units are treated as MONSTERS for the purposes of the Trampling Charge battle trait; contesting objectives (core rules, 18.1.2); and carrying out monstrous rampages (core rules, 21.1).

Molten Entrails

The red-hot innards of a Magmadroth are held aloft in the wind, the scent reaching the nostrils of nearby beasts and driving them into a hungry rage.

Molten Entrails is a spell that has a casting value of 6 and a range of 18". If successfully cast, pick 1 friendly OGOR MAWTRIBES MONSTER wholly within range and visible to the caster. Until the start of your next hero phase, add 1 to the Damage characteristic of melee weapons used by that MONSTER’s mount.

Greasy Deluge

The Butcher chews up a big mouthful of rancid fat and gall-slime before spitting it onto the ground. Enemy warriors find themselves trapped in a foul-smelling deluge of grease, slipping and sliding as they try to bring their weapons to bear.

Greasy Deluge is a spell that has a casting value of 6 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. Subtract 1 from hit rolls for attacks made by that unit until the start of your next hero phase.


Lore of the Sun-eater

FIREBELLY only.

Fiery Whirlwind

The Firebelly greedily devours a fiery salamander’s heart before spitting out a roaring cyclone of flames.

Fiery Whirlwind is a spell that has a casting value of 6 and a range of 12". If successfully cast, pick 1 enemy unit and roll a dice for each model in that unit within range and visible to the caster. If that unit has only 1 model, roll 3 dice instead of 1. For each 4+, that unit suffers 1 mortal wound.

Billowing Ash

Consuming a shard of Aqshian flint, the Firebelly breathes thick plumes of volcanic ash that mask their allies from the enemy.

Billowing Ash is a spell that has a casting value of 6 and a range of 12". If successfully cast, until the start of your next hero phase, subtract 1 from hit rolls for attacks that target friendly units while they are wholly within range of the caster.

Tongues of Flame

Lashing tongues of living flame wind their way about the enemy; the risk of incineration prevents them from moving.

Tongues of Flame is a spell that has a casting value of 6 and a range of 18". If successfully cast, pick 1 enemy unit that has 5 or more models within range and visible to the caster. Until the start of your next hero phase, each time that unit finishes a move, it suffers D3 mortal wounds.

Prayer Scriptures

Everwinter Prayers

BEASTCLAW RAIDERS PRIEST only.

Pulverising Hailstorm

Fist-sized chunks of ice rain from the sky to crush those beneath.

Pulverising Hailstorm is a prayer that has an answer value of 3 and a range of 18". If answered, pick a point on the battlefield within range and visible to the chanter. Roll a dice for each unit within 3" of that point. On a 2+, that unit suffers D3 mortal wounds.

Keening Gale

A bone-chilling wind howls across the battlefield, giving speed to the beasts of winter.

Keening Gale is a prayer that has an answer value of 3 and a range of 18". If answered, pick 1 friendly MONSTER or MOURNFANG PACK unit wholly within range and visible to the chanter. Add 3" to that unit’s Move characteristic until the start of your next hero phase.

Call of the Blizzard

An impenetrable snowfall surrounds the caster and from its depths emerge terrors of the frozen wastes on the hunt for fresh blood.

Call of the Blizzard is a prayer that has an answer value of 3 and a range of 18". If answered, pick 1 friendly ICEFALL YHETEES or FROST SABRES unit wholly within range and visible to the chanter. You can return 1 slain model to that unit.

Mount Traits

You can pick 1 HERO with the STONEHORN or THUNDERTUSK keyword in your army to have 1 of the following mount traits.

Stone-skinned Monsters

STONEHORN HERO only.

Metalcruncher

This Stonehorn has developed a taste for dense metal and chews up ironclad enemy war machines with ease.

At the start of the combat phase, pick 1 enemy WAR MACHINE within 3" of this unit or 1 enemy unit with a Save characteristic of 3+, 2+ or 1+ within 3" of this unit. That unit suffers D6 mortal wounds.

Belligerent Charger

This aggressive beast barrels forward into battle as soon as it sniffs out the foe.

Charge rolls for this unit of less than 7 are treated as 7 for the purposes of the Trampling Charge battle trait.

Rockmane Elder

The skeleton of this truculent old Stonehorn has grown even more robust.

Subtract 1 from wound rolls for attacks that target this unit.


Beasts of Alvagr

THUNDERTUSK HERO only.

Fleshgreed

This Thundertusk has a fearsome appetite for raw meat.

At the start of each hero phase, if this unit is eating, you can heal D3 wounds allocated to it.

Rimefrost Hide

The fur of this beast is toughened and frozen, softening the blows of enemy weapons.

This unit has a ward of 5+.

Matriarch

This elder female strides forward at the front of the herd, leading the Thundertusk charge into the thick of battle.

Add 1 to charge rolls for friendly THUNDERTUSK units wholly within 12" of this unit.

Mawtribes

Meatfist

Bullies 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.

Bloodgullet

The 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.

Underguts

The 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.

Boulderhead

The 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.

Thunderbellies

Bellowing 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.

Winterbite

Most 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.

The Roving Maw

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.

Battle Traits

Mawpits of Ghur

These 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.

MAWPIT TABLE
SCOREEFFECT
2-3Subdued: No effect.
4-5Peckish: Subtract 1 from the Bravery characteristic of units that are vulnerable to Mawpits.
6-8Rumbling: Roll a dice for each unit that is vulnerable to Mawpits. On a 5+, that unit suffers 1 mortal wound.
9-11Famished: Units that are vulnerable to Mawpits and that do not have the HERO keyword cannot issue commands.
12+Ravenous: Roll a dice for each unit that is vulnerable to Mawpits. On a 4+, that unit suffers D3 mortal wounds.

Driven by Starvation

Each 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 Kitchen

Gorgers 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 Brutes

An 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 Right

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, each friendly OGOR counts as 2 models and each friendly HERO that is not a MONSTER counts as 5 models.

Gobbling Bites

The 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.

Command Traits

Master Mawfeeder

ROVING MAW general only.

Prime Gutserver

This general has fed entire armies to the Mawpits.

This general knows all of the spells from the Lore of the Great Maw in addition to any other spells they know.


Artefacts of Power

Morsels from the Mawpit

ROVING MAW HERO only.

Flask of Congealed Maw-juices

This vessel contains the digestive fluids flung from a Mawpit as it gobbles down another victim, which can be used to rejuvenate the maw.

Once per battle, at the start of the hero phase, you can pick 1 Mawpit in your army that is within 9" of the bearer and that has been affected by a rule that says you cannot use the scenery rules on its warscroll (such as Smash To Rubble) and roll a dice. On a 2+, that Mawpit is no longer affected by that rule and you can use the scenery rules on its warscroll once more.


Spell Lore

Lore of the Great Maw

ROVING MAW BUTCHER only.

Mawmeat

Chunks of meat glistening with ichor are flung into overgrown ruins and dense undergrowth to attract more Mawpits.

Mawmeat is a spell that has a casting value of 6 and a range of 18". If successfully cast, pick 1 terrain feature within range and visible to the caster. For the rest of the battle, units on or within 1" of that terrain feature are vulnerable to Mawpits.

Retcher

As they cast this spell, the Kutcher spews their stomach contents over their assorted weaponry, giving their blades a keen edge.

Retcher is a spell that has a casting value of 7. If successfully cast, until your next hero phase, improve the Rend characteristic of melee weapons used by the caster by 2.

Offal Bringer

Tendrils of manifested hunger coalesce around the Butcher that reach out to snatch nearby morsels of food and drag them to nearby Mawpits.

Offal Bringer is a spell that has a casting value of 6 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster. Your opponent must make a move of up to 6" with that unit. All of the models in that unit must finish that move as close as possible to the caster and can finish that move within 3" of the caster. If it is impossible for that unit to make the move, it suffers D3 mortal wounds instead. After that unit has moved, if that unit is within 3" of the caster and the caster is within 6" of a Mawpit in your army, you can immediately use the Mawpit’s Head Butcher ability, but you must pick that enemy unit to be the target.


Grand Strategy

The Empty Stomach

Roving Maw army only.
Still Not Satiated: When the battle ends, you complete this grand strategy if 6 or more enemy models were slain by the Mawpit’s Head Butcher ability.

Battle Tactics

Driven by Starvation

Roving Maw army only.
That Was Just a Morsel: You complete this tactic if any enemy models were slain by the Mawpit’s Head Butcher ability in this turn.
Slavering Ambush: You complete this tactic if a friendly GORGERS unit was set up on the battlefield using the Ambushing Hunters ability this turn and made a charge move this turn.
We Eated ’Em All: Pick 1 objective controlled by your opponent. You complete this tactic if you control that objective at the end of this turn and there are no enemy models contesting it.

PATH TO GLORY

The following section includes rules for your Path to Glory campaign if you are using an Ogor Mawtribes army.

Big Names

When you add a TYRANT to your order of battle, you must record its big name on your order of battle. That unit must always be given that big name when you include it in an army.

Your Warlord’s Big Name

If your warlord is a TYRANT, they can earn additional big names as they gain renown. The number of renown points your warlord has determines how many big names they can have, as shown in the table below.

Warlord’s Renown PointsBig Names
15-191
20-292
30-393
40-494
50-595
60+6

Your warlord does not automatically receive additional big names as they gain renown points; instead, each big name must be earned by meeting certain criteria, as detailed below. In the aftermath sequence of a Path to Glory battle, if your warlord can earn an additional big name, met the criteria for a big name during that battle and does not already have that big name, they earn that big name.

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.

If your warlord met the criteria for multiple big names in the same battle, you must pick 1 for them to earn in the aftermath sequence of that battle. Each big name can only be earned once, and your warlord cannot earn the big name given to them when they were added to your order of battle.

The criteria for earning each big name are as follows:

Deathcheater: When the battle ends, your warlord has not been slain and has 5 or more wounds allocated to them.

Brawlerguts: When the battle ends, your warlord has not been slain, and the enemy general was slain by attacks made by them.

Fateseeker: When making a priority roll while your warlord is on the battlefield, you roll a 6 and your opponent rolls a 1.

Longstrider: When making a charge roll for your warlord, you roll an unmodified 12.

Giantbreaker: When the battle ends, your warlord has not been slain, and an enemy MONSTER was slain by attacks made by them.

Wallcrusher: When the battle ends, your warlord has not been slain, and an enemy unit in cover or in a garrison was destroyed by attacks made by them.

The Mawpath

During your Path to Glory campaign, you can keep a record of your plunder and spoils somewhere on your Path to Glory roster. This score represents the haul of enemy flesh, armour and weapons your army has earned from battle. Your plunder and spoils starts at 0 and increases as follows:
  • +1 each time an enemy unit is destroyed.
  • +1 if the destroyed enemy unit was a MONSTER.
  • +1 if the destroyed enemy unit had been reinforced once.
  • +2 if the destroyed enemy unit had been reinforced twice.
  • +1 if you won a minor victory.
  • +2 if you won a major victory.

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.

Returning to Your Glutthold

In step 7 of the aftermath sequence, you can say that your army will return to its Glutthold and hold a gutbash. If you do so, make a note of its plunder and spoils. Each time your army returns to its Glutthold, it must have more plunder and spoils than the previous time it returned.

When you return to your Glutthold, determine your feasting score by rolling 6D6 and adding your plunder and spoils to the roll. Depending on the result, your feasting score might earn you 1 or more rewards from the Rewards of the Gutbash table below. Note that these rewards are cumulative: a score of 100+ will earn you every reward on the table. Once you have determined your feasting score, your plunder and spoils is then set back to 0.

REWARDS OF THE GUTBASH
0-30Hungry for More!: Your warriors eagerly guzzle down the food set before them, but it seems their hunger is not yet sated. The call to war once more rings out across your Glutthold.
No reward.
31-50Eat Their Fill: Not one of your warriors goes hungry tonight, as together you feast on the spoils until the early hours of the morning.
You earn D3 glory points.
51-70Satisfied Belches: The end of the gutbash is announced by a growing chorus of belches that reverberate around the feasting hall of your Glutthold. Hopefully tonight will be a night your warriors will not soon forget, for at dawn, the war-horns will sound and you will march out once more.

Every unit on your order of battle gains D3 renown points. If a unit earns a rank, you can immediately choose a veteran ability for that unit.
71-99Roars of Approval: Tonight’s feast is the biggest haul most of these ogors have ever known, and between bulging mouthfuls of dripping flesh, they gleefully roar and bellow your name.
You earn 2D6 glory points.
100+Blessings of the Gulping God: The spoils of war flow freely until every warrior has devoured every morsel they have the strength to. When the din of feasting dies down, a mighty weapon is revealed amidst the plunder, ready for you to claim it as your own.
You gain 1 bonus artefact of power from the Plunder of the Glutthold table or the Trophies of the Everwinter table that is not already on your Path to Glory roster and it is added to your vault.

Quests

When you pick a quest, you can pick from the following quests in addition to those in the Core Book.

QUEST

Break its Spirit

The 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 Destruction

A 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 God

In 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 Everwinter

When 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.

Veteran Abilities

Each time an OGOR MAWTRIBES unit on your Path to Glory roster gains a veteran ability, you can pick from the following veteran abilities in addition to those in the Core Book.

OGOR MAWTRIBES VETERAN ABILITIES
Greedy Chompers: These warriors like to take great bites out of their enemies even in the thick of battle.
OGOR only. This unit can use this veteran ability once per battle at the start of any phase if it is eating. You can heal up to D3 wounds allocated to this unit.
Gnoblar Blast-keg: These warriors press-gang Gnoblar crafters into making explosive barrels packed with blastpowder, knives, nails and all manner of sharp items, resulting in a detonation that expels a shredding hail of shrapnel.
This unit can use this veteran ability once per battle in your shooting phase. Pick 1 enemy unit within 6" of this unit and roll 12 dice. For each 6, that enemy unit suffers 1 mortal wound if it has fewer than 10 models and 2 mortal wounds if it has 10 or more models.
Thick Blubber: A wall of fat allows these warriors to weather volleys of missile fire from the enemy as they close the distance.
OGOR only. This unit can use this veteran ability once per battle when it is picked as the target of an attack in the shooting phase. Subtract 1 from wound rolls for attacks that target this unit until the end of that phase.
Impressive Bulk: Having grown fat on the spoils of war, these warriors are as an avalanche of flesh when they crash into the enemy.
OGOR or RHINOX only. This unit can use this veteran ability once per battle after it makes a charge move. Roll 3 additional dice when this unit uses the Trampling Charge battle trait.
Bringers of the Blizzard: The icy touch of the Everwinter clings to these warriors with extra severity, engulfing enemies who stray too close in a lethal storm of snow and hail.
BEASTCLAW RAIDERS only. This unit can use this veteran ability once per battle at the start of your hero phase. In that phase, subtract 1 from rolls made for enemy units within 3" of this unit for the purposes of the Grasp of the Everwinter battle trait.
Surprisingly Hard to Kill: Led by a Groinbiter who has reached the wizened age of five, these Gnoblars are experts in staying out of trouble and dodging incoming attacks - be they from the enemy or an irritated ogor!
GNOBLARS only. This unit can use this veteran ability once per battle at the start of the combat phase. Until the end of that phase, only unmodified hit rolls of 6 for attacks that target this unit score a hit.

Territories

When making an exploration roll, if the roll is 61-66, that roll will correspond to a territory on the table below. Alternatively, you can pick 1 result from the Territories table in the core rules that corresponds to a roll of 21-42. Some of these territories allow you to send a unit to them. A unit cannot be sent to more than 1 territory in each aftermath sequence, and any such units cannot be picked for the ‘Borderlands’ territory in the core rules.

OGOR MAWTRIBES FACTION TERRITORIES (D66)
61 GNOBLAR SHANTY TOWN
A makeshift town formed from junk and scrap metal has risen around the base of your Glutthold, much to your annoyance. However, it does provide a stream of fresh Gnoblar recruits that you can force to follow you to war.
You can never have more than 1 territory of this type. Each time you recuperate a Gnoblars unit, make the recuperating roll as normal. Then, if that unit still has a casualty score of 1 or more, you can reduce it by a further D6.
[Upgrade 10GP] Gnoblar Work Crews: In addition, reduce the glory points cost of upgrading other territories on this table by 5 (to a minimum of 1).

62 FROSTBITTEN MOUNTAINS
This range of ice-capped mountains serves as the spiritual home for the Beastclaw Raiders of your warglutt. There are tales of Yhetee tribes that live amongst its peaks - seek them out and they may join your cause.
Increase your PRIESTS limit by 1 and your MONSTERS limit by 2.
[Upgrade 10GP] Explored: Increase your MONSTERS limit by 4 instead of 2. In addition, roll a dice in step 7 of the aftermath sequence. On a 6, you can add 1 Icefall Yhetees unit to your order of battle without spending any glory points.

63 FEASTING PIT
You construct a colossal feasting pit to be used by your warriors during a gutbash. With a butcher’s slab erected above it, the finest meat cuts can rain down upon them, ensuring not only full stomachs but also unwavering loyalty.
You can never have more than 1 territory of this type. When you determine your feasting score, roll 7D6 instead of 6D6.
[Upgrade 10GP] Butcher’s Slab: When you determine your feasting score, roll 8D6 instead of 6D6.

64 FIGHTING PIT
Being boisterous, unruly and violent by nature, a fighting pit is welcomed by your warriors. Here, they can hone their skills and settle disputes and rivalries.
In step 3 of the aftermath sequence, you can pick 1 unit on your order of battle that was not included in your army in that battle to be sent to this territory. If you do so, roll a dice. On a 3+, that unit gains 1 renown point. However, on a 1, that unit must either make an injury roll or have its casualty score increased by 1 (whichever is applicable).
[Upgrade 10GP] Expanded Arena: You can send 2 units to this territory instead of 1.

65 RUINED SKY-TITAN STRONGHOLD
You have discovered the ruins of a citadel that once belonged to the Sky-Titans and now lies sundered on the ground. Amidst the wreckage can be found large cannons and other destructive weapons, though tales tell of more valuable treasures hidden within...
You can never have more than 1 territory of this type. Reduce the glory points cost of adding Ironblasters and Leadbelchers units to your order of battle by 1.
[Upgrade 15GP] Explored: In addition, in step 6 of the aftermath sequence, you can pick 1 HERO on your order of battle to be sent to this territory. If you do so, roll a dice. On a 1-2, nothing happens. On a 3-5, increase your plunder and spoils by 1. On a 6, you gain 1 bonus artefact of power that your faction has access to and it is added to your vault.

66 GREAT MAW
A gaping chasm has opened before your Glutthold. The Butchers say that it is a manifestation of the Gulping God and that by sating its hunger with a mighty offering, your warglutt will receive a blessing.
You can never have more than 1 territory of this type. In a middle or higher tier battle, when you use the Battlebroth ability for a Great Mawpot in your army and spend all of that Great Mawpot’s magic, you can heal D6 wounds allocated to each friendly OGOR unit wholly within 36" of that Great Mawpot instead of D3 wounds.
[Upgrade 30GP] Mighty Offering: In a higher tier battle, as above, except treat any rolls of 1 or 2 as 3 instead.

Heroic Upgrades

During your Path to Glory campaign, you may be able to pick a heroic upgrades for your HEROES. A heroic upgrade replaces the warscroll of a HERO with another, more powerful one and represents them becoming a mighty champion in your army.

You can pick a heroic upgrade in step 7 of the aftermath sequence. To do so, consult the table below and pick 1 of the eligible options. Each heroic upgrade lists the warscroll the HERO will be upgraded to, which warscroll is required, the amount of renown points that HERO must have, and the amount of glory points you must spend. Once you have picked a heroic upgrade, replace your HERO’s warscroll on your order of battle with the new one chosen. You can only pick 1 heroic upgrade in each aftermath sequence.

If the new warscroll is a type that is limited on your order of battle - for example, if it is a MONSTER - you will need to have increased your order of battle limits to accommodate it before it can be upgraded.

CORE ENHANCEMENTS
When you pick a heroic upgrade for a HERO, they keep their renown points and any core enhancements that they are still eligible for. If your HERO had any core enhancements that they are no longer eligible for, they lose those core enhancements. If this enables you to pick a new core enhancement for your order of battle, you can do so.

Upgraded WarscrollRequired WarscrollRequired Renown PointsGlory Points Cost
Frostlord on StonehornHuskard on Stonehorn3510
Frostlord on ThundertuskHuskard on Thundertusk359
SlaughtermasterButcher204

Battleplan

Raze to Ruin

Eager 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.

Bonus Renown
Each time a terrain feature is razed to ruin, each unit in the attacker’s army within 3" of it gains 1 renown point. In addition, at the end of the battle, each unit wholly within the defender’s territory gains 1 renown point.

MATCHED PLAY

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.

Grand Strategies

After you have picked your army, you can pick 1 of the grand strategies from the list below and record it on your army roster.

RAMPAGING WARGLUTTS
Ogor Mawtribes army only.

Ready for Plunder: When the battle ends, you complete this grand strategy if there are more friendly units wholly within enemy territory than enemy units.
Saga of the Monster Hunter: When the battle ends, you complete this grand strategy if an enemy MONSTER was destroyed by wounds caused by an attack made by the model picked to be your general, and the model picked to be your general has not been slain.
On the Mawpath: When the battle ends, you complete this grand strategy if you completed 4 or more battle tactics and each of those battle tactics was from the Glory to the Gulping God table below.
Enough Grub For All: When the battle ends, you complete this grand strategy if a Great Mawpot in your army is full and you spent all of that Great Mawpot’s magic at least once during the battle.

Battle Tactics

At the start of your hero phase, you can pick 1 battle tactic from the list below. You must reveal your choice to your opponent, and if your battle tactic instructs you to pick something, you must tell your opponent what you pick. You have until the end of that turn to complete the battle tactic. You cannot pick the same battle tactic more than once per battle.

GLORY TO THE GULPING GOD
Ogor Mawtribes army only.

Eat Your Fill: You complete this tactic at the start of the combat phase if every friendly OGOR unit on the battlefield is eating.
Savour the Taste: You cannot pick this battle tactic in the first battle round. You complete this tactic at the end of your turn if every friendly OGOR unit on the battlefield is hungry.
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.
Winter Take Thee: Pick 1 enemy HERO or enemy MONSTER. You complete this tactic if that enemy unit is destroyed by wounds caused by the Grasp of the Everwinter battle trait this turn.
Let them Loose: You complete this tactic at the end of your turn if you carried out 4 or more monstrous rampages this turn.
Boil their Bones: Pick 1 enemy HERO or enemy MONSTER. You complete this tactic if that enemy unit is destroyed within 6" of an empty Great Mawpot in your army.

Core Battalions

You can include any of the following core battalions in an Ogor Mawtribes army if the battlepack you are using says that you can use core battalions.

JORLBAD
EURLBAD
TORRBAD
JUNKMOB

UNIT ICONS
(Mandatory/Optional)
Frostlord: FROSTLORD
Huskard on Stonehorn: Huskard on Stonehorn
Huskard on Thundertusk: Huskard on Thundertusk
Stonehorn Beastriders: Stonehorn Beastriders unit
Thundertusk Beastriders: Thundertusk Beastriders unit
Mournfang Pack: Mournfang Pack unit
Icefall Yhetees: Icefall Yhetees unit
Gnoblars: Gnoblars unit
Scraplauncher: Gnoblar Scraplauncher unit
BATTALION ABILITY ICONS
Unified: One-drop Deployment (see 26.2.1).
Expert: Once per battle, 1 unit from this battalion can receive the All-out Attack or All-out Defence command without the command being issued and without a command point being spent.
Magnificent: When you pick enhancements for your army (see 27.3), you can pick 1 extra enhancement.
Slayers: Once per battle, 1 unit from this battalion can receive the All-out Attack or Unleash Hell command without the command being issued and without a command point being spent.
Strategists: Once per battle, when you receive command points at the start of your hero phase, you can receive 1 extra command point.
Swift: Once per battle, 1 unit from this battalion can receive the At the Double or Forward to Victory command without the command being issued and without a command point being spent.
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.

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:

Leader, Behemoth
Leader
• Mollog
None

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:

Leader
• Butcher
• Tyrant
Battleline
None
Artillery

The OGOR MAWTRIBES and HERO keywords are used in the following Ogor Mawtribes warscrolls:

Leader, Behemoth
Leader
• Butcher
• Tyrant

The OGOR MAWTRIBES and MONSTER keywords are used in the following Ogor Mawtribes warscrolls:

Leader, Behemoth
Behemoth

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

The RHINOX keyword is used in the following Ogor Mawtribes warscrolls:

Artillery
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.

The BEASTCLAW RAIDERS keyword is used in the following Ogor Mawtribes warscrolls:

Leader, Behemoth
Leader
None
Behemoth

The BEASTCLAW RAIDERS and MONSTER keywords are used in the following Ogor Mawtribes warscrolls:

Leader, Behemoth
Behemoth

The STONEHORN keyword is used in the following Ogor Mawtribes warscrolls:

Leader, Behemoth
Behemoth
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.

The THUNDERTUSK keyword is used in the following Ogor Mawtribes warscrolls:

Leader, Behemoth
Behemoth

The GUTBUSTERS and HERO keywords are used in the following Ogor Mawtribes warscrolls:

Leader
• Butcher
• Tyrant
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

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:

None

The BUTCHER keyword is used in the following Ogor Mawtribes warscrolls:

Leader
• Butcher
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.

The MANEATERS keyword is used in the following Ogor Mawtribes warscrolls:

Leader
None

The BEASTCLAW RAIDERS and HERO keywords are used in the following Ogor Mawtribes warscrolls:

Leader, Behemoth
Leader
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 STONEHORN and HERO keywords are used in the following Ogor Mawtribes warscrolls:

Leader, Behemoth

The THUNDERTUSK and HERO keywords are used in the following Ogor Mawtribes warscrolls:

Leader, Behemoth

The PRIEST keyword is used in the following Ogor Mawtribes warscrolls:

Leader, Behemoth

The ICEBROW HUNTER keyword is used in the following Ogor Mawtribes warscrolls:

Leader
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.

The GUTBUSTERS keyword is used in the following Ogor Mawtribes warscrolls:

Leader
• Butcher
• Tyrant
Battleline
None
Artillery
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
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.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.

The BEASTCLAW RAIDERS and PRIEST keywords are used in the following Ogor Mawtribes warscrolls:

Leader, Behemoth
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.

The HERO and STONEHORN keywords are used in the following Ogor Mawtribes warscrolls:

Leader, Behemoth

The HERO and THUNDERTUSK keywords are used in the following Ogor Mawtribes warscrolls:

Leader, Behemoth
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).

The MEATFIST and GUTBUSTERS keywords are used in the following Ogor Mawtribes warscrolls:

Leader
• Butcher
• Tyrant
Battleline
None
Artillery

The BLOODGULLET and BUTCHER keywords are used in the following Ogor Mawtribes warscrolls:

Leader
• Butcher

The BOULDERHEAD and STONEHORN keywords are used in the following Ogor Mawtribes warscrolls:

Leader, Behemoth
Behemoth

The BOULDERHEAD and THUNDERTUSK keywords are used in the following Ogor Mawtribes warscrolls:

Leader, Behemoth
Behemoth

The BOULDERHEAD, STONEHORN and HERO keywords are used in the following Ogor Mawtribes warscrolls:

Leader, Behemoth

The BOULDERHEAD, THUNDERTUSK and HERO keywords are used in the following Ogor Mawtribes warscrolls:

Leader, Behemoth
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.

The WINTERBITE and ICEBROW HUNTER keywords are used in the following Ogor Mawtribes warscrolls:

Leader
Armies of Renown
These rules allow you to use an alternative set of allegiance abilities for your army. Armies that use these rules are called armies of renown. Armies of renown use the following rules:

The allegiance abilities of an army of renown replace the allegiance abilities of the faction it belongs to. For example, if your Gloomspite Gitz army is a Trugg’s Troggherd army of renown, you must use its allegiance abilities instead of those inside Battletome: Gloonispite Gitz.

In addition, the following rules from the faction’s battletome are not used:
You can still include faction terrain if the faction has any (for example, a Bad Moon Loonshrine can be included in a Gloomspite Gitz army that is a Trugg’s Troggherd army).

Each army of renown will list which units can be included in it. No other units can be included in the army, including allies.

The GORGERS keyword is used in the following Ogor Mawtribes warscrolls:

None
• Gorgers

The ROVING MAW keyword is used in the following Ogor Mawtribes warscrolls:

Leader
• Butcher
• Tyrant
Battleline
None
• Gorgers
Artillery
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).

The ROVING MAW and HERO keywords are used in the following Ogor Mawtribes warscrolls:

Leader
• Butcher
• Tyrant

The ROVING MAW and BUTCHER keywords are used in the following Ogor Mawtribes warscrolls:

Leader
• Butcher
17.1.1 Cover
A target unit is in cover if all of the models in the unit are wholly on a terrain feature or behind a terrain feature. Add 1 to save rolls for attacks that target a unit that is in cover. A unit that has a Wounds characteristic of 10 or more or that has made a charge move in the same turn does not receive the benefit of being in cover.
25.3.2 Reinforced Units
A reinforced unit has twice as many models as its minimum unit size. If you can include reinforced units in your army, you can reinforce units with the Battleline battlefield role twice. A unit that is reinforced twice has 3 times as many models as its minimum unit size and counts as 2 units towards the number of reinforced units you can include in your army. If the description for a unit says that it is a single model, it cannot be reinforced.
27.3.3 Artefacts of Power
Each time you take an artefact of power enhancement, you can pick 1 artefact of power and give it to a HERO in your army. A HERO cannot have more than 1 artefact of power. An army cannot include duplicates of the same artefact of power.

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:

Leader, Behemoth

The FROSTLORD keyword is used in the following Ogor Mawtribes warscrolls:

Leader, Behemoth
All-out Attack
With a singular purpose, these warriors attack with all of their might.
You can use this command ability when you pick a friendly unit to shoot in your shooting phase or fight in the combat phase. That unit must receive the command. Add 1 to hit rolls for attacks made by that unit until the end of that phase.
All-out Defence
With consummate skill, these cunning warriors protect themselves from attack.
You can use this command ability when a friendly unit is picked as the target of an attack in the shooting or combat phase. That unit must receive the command. Add 1 to save rolls for attacks that target that unit until the end of that phase.
Unleash Hell
These warriors have prepared their missile weapons so they can unleash a devastating volley at the last possible moment.
You can use this command ability after an enemy unit finishes a charge move. The unit that receives the command must be within 6" of that enemy unit and more than 3" from all other enemy units. Models in the unit that receives the command that are within 6" of the target unit can shoot in that phase, but when they do so, you must subtract 1 from hit rolls for their attacks and they can only target the unit that made the charge move.
At the Double
Eager for battle, the warriors pick up their pace and surge towards the enemy.
You can use this command ability after you declare that a friendly unit will run. That unit must receive the command. The run roll is not made for that unit. Instead, 6" is added to that unit’s Move characteristic in that phase. The unit is still considered to have run.
Forward to Victory
Nothing will stop these ferocious warriors from reaching combat.
You can use this command ability after you make a charge roll for a friendly unit. That unit must receive the command. You can re-roll the charge roll for that unit.

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