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.Contents • Meatfist | ||
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At the first opportunity, an ogor will barge into combat, using its immense girth as a weapon.
After an OGOR or RHINOX unit makes a charge move, you can pick 1 enemy unit within 1" of this unit and roll a number of dice equal to the unmodified charge roll for that charge move. Add 2 to each roll if the OGOR unit that made the charge move has 8 or more models or 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 1 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.Ogors and their savage mounts are so immense that it takes many lesser creatures to drive them from the lands they have claimed.
When determining control of an objective, each OGOR counts as 2 models instead of 1, and each OGOR MONSTER counts as 10 models instead of 1.An ogor exists in one of two states: it is either ravenous with hunger or stuffing its mouth with food.
If an OGOR unit is more than 3" from any enemy units, it is hungry. If an 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.It is said the Huskard Torrs can interpret the will of Gorkamorka in the Everwinter and call upon its wrath to smite their foes.
Each BEASTCLAW RAIDERS PRIEST in an Ogor Mawtribes army knows 1 Everwinter prayer from the Manifestations of the Eternal Snowstorm table in addition to any other prayers they know.The most formidable of the Mawtribes are feared throughout the Mortal Realms and leave a path of devastation in their wake.
If your army is a Ogor Mawtribes army, you can give it a Mawtribe keyword from the list below. All OGOR MAWTRIBES units in your army gain that keyword, and you can use the extra abilities listed for that Mawtribe on the page indicated.Traits of the TyrantTYRANT only.
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Traits of the ButcherBUTCHER only.
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Traits of the BeastclawFROSTLORD or HUSKARD only.
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Traits of the HunterICEBROW HUNTER only.
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Butcher’s VittlesBUTCHER only.
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Relics of the EverwinterFROSTLORD or HUSKARD only.
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Trophies of the SkalICEBROW HUNTER only.
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Lore of GutmagicBUTCHER (including Unique units) only.
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Lore of the Sun-eaterFIREBELLY (including Unique units) only.
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Prayer ScripturesManifestations of the Eternal SnowstormBEASTCLAW RAIDERS PRIEST (including Unique units) only.
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Stone-skinned MonstersHERO MOUNTED ON STONEHORN only.
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Beasts of AlvagrHERO MOUNTED ON THUNDERTUSK only.
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These rules can be used by units in a Ogor Mawtribes army that have been given the appropriate keyword (see the Mawtribes Battle Trait).
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 beneath a massed charge of ogor warriors, crushing them into a gory mess before flinging the squashed remains into their cookpots. ABILITIES 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.You can roll 1 additional dice when a MEATFIST unit uses the Trampling Charge battle trait. COMMAND ABILITY The Unstoppable Feast: With a guttural bellow, the warlords of the Meatfist order their warriors to commence feasting and not to cease until all is devoured.You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly MEATFIST HERO. Until the end of that phase, add 1 to the Attacks characteristic of friendly MEATFIST OGOR GLUTTONS units’ Gulping Bite while they are wholly within 18" of that HERO. You cannot pick the same unit to benefit from this command ability more than once per combat phase. COMMAND TRAIT A MEATFIST general must have this command trait instead of one listed in Command Traits section.Food for Thought: It is said that this warlord’s best ideas come to them whilst they are eating. At the start of your hero phase, if this general is eating, you gain 1 additional command point. ARTEFACT OF POWER The first MEATFIST HERO to receive an artefact of power must be given the Gut-plate of Ghur.Gut-plate of Ghur: The strange pattern on this ancient gut-plate is said to be a map of the realm surrounded by the crushing jaws of the Great Maw. You can re-roll save rolls of 1 for attacks that target the bearer. | ||
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. ABILITIES Heralds of the Gulping God: The shamans of the Bloodgullet know many gruesome secrets of gastromantic magic.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. COMMAND ABILITY Bloodbath: Bloodgullet Butchers have an uncanny ability to sniff out the weakest spots in the enemy line and carve them open in a shower of gore.You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly BLOODGULLET BUTCHER. Until the end of that phase, you can re-roll wound rolls for attacks made with melee weapons by friendly BLOODGULLET OGOR GLUTTONS units that are wholly within 12" of that BLOODGULLET BUTCHER. COMMAND TRAIT A BLOODGULLET general must have this command trait instead of one listed in Command Traits section.‘Nice Drop of the Red Stuff!’: This warlord seeks out the most delicious sources of rich blood, and their warriors know to follow closely behind. Friendly units that start a pile-in move wholly within 12" of this general can move an extra 3" when they pile in. ARTEFACT OF POWER The first BLOODGULLET HERO to receive an artefact of power must be given the Splatter-cleaver.Splatter-cleaver: The serrated edge of this cleaver sprays blood, gore and bone in all directions. The resolve of Bloodgullet warriors 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 inflicted by that weapon in that phase were allocated to an enemy model and not negated, you can heal D3 wounds allocated to each friendly BLOODGULLET OGOR unit wholly within 12" of the bearer (roll separately for each unit). | ||
UndergutsThe Underguts are pale-fleshed bogeymen that blast their way up from the deep earth to raid and feast upon surface-dwellers. They are obsessed with firepower and explosives, and they love to explode their prey into chunks of cooked meat with an overwhelming bombardment from their heavy cannons. ABILITIES Gunmasters: Leadbelchers of the Underguts Mawtribe are famed – amongst ogor society at least – for the accuracy of their fire.Leadbelcher Guns used by UNDERGUTS LEADBELCHERS units have a Range characteristic of 18" instead of 12". COMMAND ABILITY Thunderous Salvo: Warlords of the Underguts always carry extra munitions into battle to ensure the enemy is obliterated by a barrage of detonations.You can use this command ability at the start of your shooting phase. If you do so, pick 1 friendly UNDERGUTS HERO. Until the end of that phase, add 1 to the Attacks characteristic of missile weapons used by friendly UNDERGUTS IRONBLASTER units wholly within 12" of that UNDERGUTS HERO. You can only use this command ability once per shooting phase. COMMAND TRAIT An UNDERGUTS general must have this command trait instead of one listed in Command Traits section.Mass of Scars: This warlord is covered in scars, scorch marks and other wounds, relics of a lifetime spent wielding deadly firearms and explosives. Subtract 1 from wound rolls for attacks made with missile weapons that target this general. ARTEFACT OF POWER The first UNDERGUTS HERO to receive an artefact of power must be given the Gnoblar Blast Keg.Gnoblar Blast Keg: Packed with volatile blastpowder, knives, nails and whatever else its Gnoblar crafters could stuff into it, this explosive barrel detonates in a shredding hail of shrapnel. Once per battle, at the start of your shooting phase, you can use the Gnoblar Blast Keg. If you do so, pick 1 enemy unit within 9" of the bearer that is visible to them and roll 6 dice. Add 1 to each roll for every 10 models in the target unit. For each 6+, that enemy unit suffers D3 mortal wounds. | ||
BoulderheadThe Boulderhead are as stubborn as mountain stone and twice as unyielding. Unmatched beastmasters, they charge headlong into every battle upon fearsome creatures of the Everwinter, smashing their foes aside in a storm of swinging horns and stamping hooves. ABILITIES 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 1 to the Wounds characteristic of friendly BOULDERHEAD MONSTERS. In addition, each BOULDERHEAD HERO ON STONEHORN or BOULDERHEAD HERO ON THUNDERTUSK, instead of only 1, can be given a mount trait. Deadly Hail: The supernatural storm that follows the Boulderhead manifests as a bludgeoning downpour of fist-sized hailstones. ‘Add 1 to chanting rolls for Pulverising Hailstorm when a BOULDERHEAD PRIEST is chanting that prayer. COMMAND ABILITY Dig Deep your Heels!: The beast roars as pig-iron spurs dig deep into its flanks, driving it forwards in a maddened rage.You can use this command ability at the start of any phase. If you do so, pick 1 friendly BOULDERHEAD HERO that has a mount. Until the end of that phase, use the top row on that unit’s damage table, regardless of how many wounds it has suffered. COMMAND TRAIT An BOULDERHEAD general must have this command trait instead of one listed in Command Traits section.Lord of Beasts: This general is able to bend even the most belligerent creatures to his will. Friendly BOULDERHEAD MONSTERS that are wholly within 12" of this general at the start of the movement phase can move an extra 1" when they make a normal move during that phase. ARTEFACT OF POWER The first BOULDERHEAD HERO to receive an artefact of power must be given the Brand of the Svard.Brand of the Svard: The ancient glyph of the Boulderhead Alfrostun is burned deep into the flesh of this beast, filling it with Gorkamorka’s fury. If the bearer has a mount, add 1 to hit rolls for attacks made with that mount’s melee weapons. | ||
ThunderbelliesBellowing so loudly that they can even be heard above the furious hurricane that races at their heels, the Thunderbellies charge into battle upon fleet-hooved mounts. They strike their foes’ flanks again and again, bludgeoning them into submission with relentless ferocity. ABILITIES 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 wholly within 12" of the edge of the battlefield at the start of your charge phase can charge in that charge phase even if they ran in the same turn. Riders of the Hurricane: The Everwinter sends howling gales after the Thunderbellies. The Mawtribe’s shamans have learnt to ride these winds into battle. Add 1 to chanting rolls for Keening Gale when a THUNDERBELLIES PRIEST is chanting that prayer. COMMAND ABILITY Rip and Tear: The Mournfang riders of the Thunderbellies like to encircle their prey, tearing them apart piece by piece.You can use this command ability at the start of the combat phase. If you do so, pick 1 enemy unit with 1 or more wounds allocated to it that is within 6" of a THUNDERBELLIES HERO. Until the end of the phase, you can re-roll wound rolls for attacks made by friendly THUNDERBELLIES MOURNFANG PACK units that target that enemy unit. COMMAND TRAIT A THUNDERBELLIES general must have this command trait instead of one listed in Command Traits section.Storm Chaser: This warlord has spent a lifetime chasing the fulminating storms of the Sky Roads and drives his warriors into battle at fearsome speed. Add 1 to charge rolls for friendly THUNDERBELLIES units while they are wholly within 18" of this general. ARTEFACT OF POWER The first THUNDERBELLIES HERO to receive an artefact of power must be given the Shatterstone.Shatterstone: Infused with the devastating power of an alchemical storm, this fragment of rock sends cracks and splinters rippling across the earth. Enemy units treat terrain features within 12" of the bearer as having the Deadly scenery rule in addition to any other scenery rules they may have (core rules, 28.1.3). | ||
WinterbiteMost mysterious of all the Mawtribes, the Winterbite stray close to the icy grasp of the Everwinter so that its snowstorms hide them from their quarry until the last moment. They strike from this shroud of blinding white with sudden and terrifying brutality, sending forth packs of winter beasts to tear apart their prey. ABILITIES Ghosts in the Blizzard: The tribes of the Winterbite remain masked by the shroud of the Everwinter’s snowstorm until the moment that they strike.Subtract 1 from hit rolls for attacks made with missile weapons that target friendly WINTERBITE units that are wholly within your territory. Call of the Endless White: Winterbite shamans can call upon the icy mists of the Everwinter, summoning the hideous creatures that dwell within. Add 1 to chanting rolls for Call of the Blizzard when a WINTERBITE PRIEST is chanting that prayer. COMMAND ABILITY Howl of the Wild: Unleashing a blood-chilling cry, the warlord sends their winter beasts forth to kill and to feed.You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly WINTERBITE HERO. Friendly WINTERBITE FROST SABRES units and WINTERBITE ICEFALL YHETEES units wholly within 12" of that WINTERBITE HERO can fight at the start of that combat phase. These units cannot fight again in that combat phase unless an ability or spell allows them to fight more than once. COMMAND TRAIT A WINTERBITE general must have this command trait instead of one listed in Command Traits section.Wintertouched: This warlord bears the frostbitten mark of the Everwinter and supernatural monsters of the great snowstorm flock to their side. Add 1 to wound rolls for attacks made with melee weapons by friendly WINTERBITE FROST SABRES units and WINTERBITE ICEFALL YHETEES units while they are wholly within 12" of this general. ARTEFACT OF POWER The first WINTERBITE HERO to receive an artefact of power must be given the Frostfang.Frostfang: Found deep within the Yholgor Rime Caverns of eastern Ghur, this ancient weapon takes the form of an oversized Yhetee fang. Pick 1 of the bearer’s melee weapons. At the start of each battle round, roll a dice. On a 5+, add 1 to the damage inflicted by attacks made with that weapon for the rest of the battle. This effect is cumulative. | ||
Battleplan Gorkmaw’s GulletTwo rival warlords locked in a long and bitter war each march on Gorkmaw’s Gullet, a vital mountain pass in the Ghurish hinterlands, intent on entering enemy territory and crushing their opponent at last. However, upon arrival, they find a band of notorious ogor mercenaries camped in the pass. Their delegations meet with the sellsword leader, who demands a tribute of flesh and bone if either side is to secure his services. At first, supplies and provisions are readily offered, but the mercenary lord soon turns his greedy eyes upon the camped forces, his stomach growling… TRIUMPH & TREACHERY This is a Triumph & Treachery battle for three players. Use the Triumph & Treachery rules from the Warhammer Age of Sigmar Core Book. Secret Objectives are not used in this battle. Furthermore, players do not pick an opponent to be their enemy at the start of each phase. Instead, the following rules will explain which opponent is considered the enemy of each player.OBJECTIVES This battle is fought to control six objectives. One objective is located in each player’s territory, as shown on the map. The Ogor Mawtribes player cannot control objectives this battle, and units from their army are not counted when checking to see if either Rival player has gained control of any objectives.THE ARMIES Each player picks an army as described in the core rules. One player is the Ogor Mawtribes player. The other two players are the Rival players. The Ogor Mawtribes player must use an Ogor Mawtribes army.SET UP The Rival players roll off and the winner decides which territory each Rival player will use. The territories are shown on the map below. The Rival player who won the roll-off sets up their army first, followed by the other Rival player and then the Ogor Mawtribes player. Players must set up their units wholly within their own territory and more than 6" from enemy territory.THE TRIBUTE A terrible price must be paid to secure the alliance of these ogors, for they demand raw flesh. It is said your rival will even offer their own warriors as tribute to secure their services. Will you do the same?Before the first battle round begins, each Rival player secretly writes down a number and shows it to the Ogor Mawtribes player. This number represents their tribute. The Ogor Mawtribes player picks one tribute to accept and one to reject. The player who has their tribute accepted then removes a number of models from their army whose combined Wounds characteristic equals the number offered as tribute. These models are counted as being slain. BLOODY CONTRACT An ogor’s appetite can never be quelled for long. As the battle rages, the mercenary chief demands a share of the spoils and will side with whoever offers more.For the first two battle rounds, the Rival player whose tribute was accepted and the Ogor Mawtribes player are said to be in contract. When two armies are in contract, units from those armies treat units from the other army as neutral models. Armies that are not in contract treat units from other armies as enemy models. Starting from the second battle round, the contract ends at the end of each battle round. When the contract ends, each Rival player secretly notes down the number of victory points they are willing to give the Ogor Mawtribes player, which cannot exceed the number of victory points the player currently has. This number represents their offering. The Ogor Mawtribes player picks one offering to accept and one to reject. The Rival player whose offering was accepted and the Ogor Mawtribes player are now in contract until the end of the next battle round, and the players’ victory points balances shift (see Victory Points). GLORIOUS VICTORY In this battle, the Rival players and the Ogor Mawtribes player have different criteria for victory.The battle ends at the end of the fifth battle round (or when the amount of time allocated for the battle runs out). When the battle ends, if the Ogor Mawtribes player has more victory points than either of the Rival players, they win a major victory. In addition, if one Rival player has more victory points than the other Rival player, they win a major victory. It is possible for the Ogor Mawtribes player and one of the Rival players to both win a major victory. If all players have an equal number of victory points, the battle is a draw. Victory Points At the end of each of their turns, each Rival player scores 3 victory points for each objective in their territory that they control and 1 victory point for each objective not in their territory that they control.When the Ogor Mawtribes player accepts an offering, the Ogor Mawtribes player gains the number of victory points offered and the Rival player whose offering was accepted loses the same number of victory points. ![]() | ||
Battleplan Challenge of RuleNo Tyrant’s rule lasts forever. Ogor society is brutal and unforgiving; for a Tyrant to hold on to power, they must be ever willing to crush any and all of their rivals. Still, if a tribe falls on hard times, or if a Tyrant begins to make unpopular decisions, dissonance will stir, a usurper will rise and bloodshed will inevitably follow. THE ARMIES Each player picks an army as described in the core rules. One player is the Tyrant player and their opponent is the Usurper player. Both players must use an Ogor Mawtribes army. Each player’s general can only be a MONSTER if the other player also picks a MONSTER to be their general.SET UP The territories for both armies are shown on the map below. The Usurper player sets up their army first, followed by the Tyrant player. Players must set up their units wholly within their own territory.RISE TO THE CHALLENGE The Tyrant and the usurper charge at each other, eager to begin the fight.After armies have been set up but before the first battle round begins, the players roll off. Starting with the player who won the roll-off, each player’s general can make a normal move (you can declare that it will run). FIRST TURN The player whose general is closest to the centre of the battlefield decides who will take the first turn. If both players’ generals are equally close to the centre, the players roll off and the winner decides who will take the first turn.GRUDGE MATCH Battle rages on all sides, but every ogor knows better than to interfere with the fight between the Tyrant and the usurper.During the battle, players cannot pick the opposing player’s general to be the target of any attack or spell unless that attack or spell is made or cast by their own general. In addition, players cannot set up or move an endless spell within 3" of the enemy general. ACTS OF DOMINANCE The Tyrant and the usurper are empowered by the slaughter of their enemies. They draw on this power to beat their rival into submission.Each time an enemy unit is destroyed, players gain 1 dominance point. At the start of each player’s hero phase, if their general is within 3" of the enemy general, they can choose to spend any number of their dominance points on abilities from the table below (including the same ability several times), as long as they have enough dominance points to do so. Each ability costs 1 dominance point. GLORIOUS VICTORY The battle ends when either player’s general is slain. If the Tyrant player’s general is slain, the Usurper player wins a major victory. If the Usurper player’s general is slain, the Tyrant player wins a major victory.
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Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.
In order to play Path to Glory campaigns you have to follow rules described here.These Path to Glory campaign rules are not compatible with the latest version of the Path to Glory rules from the Core Book. You can still use them to run a ‘classic’ Path to Glory campaign, or you can use the rules from the Core Book to run a ‘modern’ Path to Glory campaign. | ||
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Retinue, Elite Retinue and Hero Followers Rewards Table
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Champion Rewards Table
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Beasts of Everwinter Followers Rewards Table
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The TROGGOTH keyword is used in the following Gloomspite Gitz 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 OGOR and MONSTER keywords are used in the following Ogor Mawtribes warscrolls:
The OGOR, MONSTER and HERO keywords are used in the following Ogor Mawtribes warscrolls:
The BEASTCLAW RAIDERS and PRIEST keywords are used in the following Ogor Mawtribes warscrolls:
The OGOR MAWTRIBES keyword is used in the following Ogor Mawtribes warscrolls:
The TYRANT keyword is 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. | ||
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 BUTCHER keyword is used in the following Ogor Mawtribes warscrolls:
The FROSTLORD keyword is used in the following Ogor Mawtribes warscrolls:
The HUSKARD keyword is used in the following Ogor Mawtribes warscrolls:
The MOURNFANG PACK keyword is 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 ICEFALL YHETEES keyword is used in the following Ogor Mawtribes warscrolls:
The FROST SABRES keyword is used in the following Ogor Mawtribes warscrolls:
The GUTBUSTERS keyword is used in the following Ogor Mawtribes warscrolls:
The OGOR MAWTRIBES and MONSTER keywords are used in the following Ogor Mawtribes warscrolls:
The FIREBELLY keyword is 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 STONEHORN keyword is used in the following Ogor Mawtribes warscrolls:
The HERO and THUNDERTUSK keywords are used in the following Ogor Mawtribes warscrolls:
The THUNDERTUSK keyword is used in the following Ogor Mawtribes warscrolls:
The MEATFIST keyword is used in the following Ogor Mawtribes warscrolls:
The MEATFIST and HERO keywords are used in the following Ogor Mawtribes warscrolls:
The MEATFIST and OGOR GLUTTONS keywords are used in the following Ogor Mawtribes warscrolls:
The BLOODGULLET and BUTCHER keywords are used in the following Ogor Mawtribes warscrolls:
The BLOODGULLET and OGOR GLUTTONS keywords are used in the following Ogor Mawtribes warscrolls:
The BLOODGULLET and HERO keywords are used in the following Ogor Mawtribes warscrolls:
The UNDERGUTS and LEADBELCHERS keywords are used in the following Ogor Mawtribes warscrolls:
The UNDERGUTS and HERO keywords are used in the following Ogor Mawtribes warscrolls:
The UNDERGUTS and IRONBLASTER keywords are used in the following Ogor Mawtribes warscrolls:
The BOULDERHEAD and MONSTER keywords are used in the following Ogor Mawtribes warscrolls:
The BOULDERHEAD, HERO and STONEHORN keywords are used in the following Ogor Mawtribes warscrolls:
The BOULDERHEAD, HERO and THUNDERTUSK keywords are used in the following Ogor Mawtribes warscrolls:
The BOULDERHEAD and PRIEST keywords are used in the following Ogor Mawtribes warscrolls:
The BOULDERHEAD and HERO keywords are used in the following Ogor Mawtribes warscrolls:
The THUNDERBELLIES and MOURNFANG PACK keywords are used in the following Ogor Mawtribes warscrolls:
The THUNDERBELLIES and PRIEST keywords are used in the following Ogor Mawtribes warscrolls:
The THUNDERBELLIES 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 PRIEST keywords are used in the following Ogor Mawtribes warscrolls:
The WINTERBITE and HERO keywords are used in the following Ogor Mawtribes warscrolls:
The WINTERBITE and FROST SABRES keywords are used in the following Ogor Mawtribes warscrolls:
The WINTERBITE and ICEFALL YHETEES keywords are used in the following Ogor Mawtribes warscrolls: