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

BookKindEditionVersionLast update
  Ogor Mawtribes
  Ogor MawtribesBattletome21.3August 2021
  General’s Handbook ’2021
  General’s Handbook ’2021Expansion31.0September 2021
  Compendium: Monstrous Arcanum
  Compendium: Monstrous ArcanumExpansion3August 2021
  Broken Realms: Kragnos
  Broken Realms: KragnosExpansion21.0August 2021
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021
  Warhammer Underworlds: Beastgrave
  Warhammer Underworlds: BeastgraveWarscroll2September 2019

Allies

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

Battle Traits

Trampling Charge

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.

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 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.

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.

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.

Designer’s Note: If the battleplan being played does not follow the normal rules for controlling objectives, the Might Makes Right battle trait cannot be used. However, if an Ogor Mawtribes model is eligible to count as multiple models during a battle, the Ogor Mawtribes player can pick whether to use this battle trait or to follow the battleplan. For example, when determining control of an objective during ‘The Relocation Orb’ from the General’s Handbook 2019, an OGOR MONSTER HERO that bears an artefact of power could count as either 10 or 20 models instead of 1.

Ravenous Brutes

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.

Everwinter Prayers

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.

In your hero phase, each friendly BEASTCLAW RAIDERS PRIEST that knows any Everwinter prayers can chant 1 Everwinter prayer. If they do so, make a prayer roll by rolling a dice.

Each Everwinter prayer has a chanting value. If the prayer roll is equal to or greater than the chanting value of the Everwinter prayer, the prayer is answered.

Each Everwinter prayer can only be attempted once per turn, regardless of how many BEASTCLAW RAIDERS PRIESTS know that Everwinter prayer.

Mawtribes

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.

MEATFIST
BLOODGULLET
UNDERGUTS
BOULDERHEAD
THUNDERBELLIES
WINTERBITE

If a model already has a Mawtribe keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army.


Command Traits

Traits of the Tyrant

TYRANT only.

D6COMMAND TRAIT
1

Furious Guzzler

Chunks of flesh and bone are torn from the enemy as this Tyrant greedily fills their belly.

At the start of your hero phase, if this general is eating, you can heal up to D3 wounds allocated to them.

2

Prodigious Girth

This Tyrant towers over their lesser kin and scoffs at their measly appetites.

Add 2 to this general’s Wounds characteristic.

3

Killer Reputation

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

Before this general is set up for the first time, you can pick a second big name for them. Their second big name cannot be the same as their first big name.

4

Mighty Bellower

Even the din of battle cannot drown out the roar of this Tyrant.

If an enemy unit fails a battleshock test within 6" of this general, add D3 to the number of models that flee.

5

An Eye for Loot

When this Tyrant spots a treasure amidst the enemy ranks, nothing can stop their plunderlust.

You can re-roll hit and wound rolls for attacks made with melee weapons by this general that target an enemy HERO with an artefact of power.

6

Crushing Bulk

Entire enemy ranks are crushed by this Tyrant as they throw their weight about.

This general is treated as a MONSTER for the purposes of the Trampling Charge battle trait.


Traits of the Butcher

BUTCHER only.

D6COMMAND TRAIT
1

Questionable Hygiene

This Butcher is absolutely caked in rancid meat and grime.

Subtract 1 from hit rolls for attacks made by enemy units while they are within 6" of this general.

2

Herald of the Gulping God

It is said that when this Butcher consumes raw flesh, they commune directly with the Gulping God.

Friendly units do not take battleshock tests while they are wholly within 15" of this general and this general is eating.

3

Growling Stomach

When not eating, this Butcher’s stomach rumbles ominously.

Subtract 2 from the Bravery characteristic of enemy units while they are within 12" of this general and this general is hungry.

4

Gastromancer

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

This general knows all spells from the Lore of Gutmagic.

5

Rolls of Fat

This Butcher is so immensely obese that their blubber can stop a spear thrust.

Add 2 to this general’s Wounds characteristic.

6

Spell-eater

There is nothing that this Butcher cannot eat – even magic provides a tasty meal.

Each time this general dispels an endless spell, you can heal any wounds allocated to them. If this general has no wounds allocated to them, you can instead add 1 to this general’s Wounds characteristic until the end of the battle. In addition, each time this general dispels an endless spell, they can cast 1 additional spell in that phase.


Traits of the Beastclaw

FROSTLORD or HUSKARD only.

D6COMMAND TRAIT
1

Nomadic Raider

This mighty warlord ventures deep into enemy lands in search of food and plunder.

You can re-roll wound rolls for attacks made with melee weapons by this general (including their mount) while this general is wholly within enemy territory.

2

Voice of the Avalanche

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

Once per battle round, this general can use a command ability on their warscroll without spending 1 command point.

3

Frostfell Aura

Such is the aura of icy power swirling around this warlord that nearby foes find their limbs have frozen solid.

Enemy units cannot retreat while they are within 3" of this general.

4

Master of the Mournfangs

Howling packs of Mournfangs bound along in the wake of this warrior.

Friendly MOURNFANG PACK units do not take battleshock tests while they are wholly within 18" of this general.

5

Skilled Rider

Few ogors can match this warlord’s prowess in the saddle.

Halve the number of wounds suffered by this general (rounding up) when determining which row on its damage table to use.

6

Touched by the Everwinter

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

This general is a PRIEST. If this general is already a PRIEST, they know 1 additional Everwinter prayer.


Traits of the Hunter

ICEBROW HUNTER only.

D6COMMAND TRAIT
1

Winter Ranger

It is not unheard of for this warlord to spend weeks hunting alone, waiting for the perfect moment to eviscerate their prey.

At the start of each of your hero phases, if this general is in ambush, you gain D3 additional command points.

2

Eye of the Blizzard

A ferocious snowstorm surrounds this hunter in battle. This seems to be a blessing of the Everwinter, for enemies cannot strike a telling blow through the mists.

Subtract 1 from hit rolls for attacks that target this general.

3

Blood Vulture’s Gaze

As keen-sighted as a hunting raptor, this hunter never misses their quarry.

Add 1 to hit and wound rolls for attacks made with missile weapons by this general.

4

Frost Maw

Bitten by an Ice Drake in infancy, this warrior has been imbued with its power and is now known as a Frost Maw.

When you use this general’s Icy Breath ability, you can pick D3 enemy units within 6" of this general instead of 1.

5

Raised by Yhetees

While the origins of this hunter are unknown, it is said they were raised in the wild among the Yhetees.

Add 1 to the Attacks characteristic of melee weapons used by friendly units of ICEFALL YHETEES while they are wholly within 12" of this general.

6

Skal Packmaster

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

When you use this general’s Masters of Ambush ability, up to 2 units of FROST SABRES can join this general in ambush instead of 1.



Artefacts of Power

Tyrant’s Plunder

TYRANT only.

D6ARTEFACT OF POWER
1

Headmasher

This enormous mace is a relic of the first Great Waaagh!

The bearer’s Thundermace has a Damage characteristic of 4 instead of 3.

2

Grawl’s Gut-plate

It is said that this golden gut-plate was once worn by the first of the Overtyrants and is infused with his insatiable appetite.

Add 4" to the bearer’s Move characteristic while they are hungry instead of 2".

3

Gruesome Trophy Rack

This collection of skulls, entrails and hides is a potent indication of the Tyrant’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.

4

Flask of Stonehorn Blood

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

Once per battle, at the start of any phase, the bearer can use this artefact. If they do so, until the end of that turn, roll a dice each time you allocate a wound or mortal wound to the bearer. On a 4+, that wound or mortal wound is negated.

5

Sky-Titan Scatter Pistols

These handcannons were looted from a Sky-Titan stronghold.

The bearer’s Ogor Pistols have an Attacks characteristic of 6 instead of 2.

6

The Fang of Ghur

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

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


Butcher’s Vittles

BUTCHER only.

D6ARTEFACT OF POWER
1

Dracoline Heart

The blood of this mighty organ is so rich that it can feed an entire tribe.

Once per battle, at the start of your hero phase, the bearer can use this artefact. If they do so, pick 1 GREAT MAWPOT terrain feature that is part of your army, within 6" of the bearer and empty. That GREAT MAWPOT is now full.

2

Shrunken Priest Head

This grisly trophy still holds a sliver of divine power.

Roll a dice each time you allocate a wound or mortal wound to the bearer. On a 5+, that wound or mortal wound is negated.

3

Wizardflesh Apron

This Butcher’s apron was once the skin of a powerful wizard.

The bearer can cast 1 additional spell in each of your hero phases.

4

Bloodrock Talisman

This primitive talisman has a nulling effect upon sorcery.

Add 2 to the roll when the bearer attempts to unbind or dispel an endless spell.

5

Grease-smeared Tusks

The bones of this great beast empower nearby titans of winter.

Add 1 to charge rolls for friendly MONSTERS while they are within 9" of the bearer.

6

Rotting Dankhold Spores

Noxious gas clouds are released when these spores are squeezed.

Once per battle, at the start of your hero phase, the bearer can use this artefact. If they do so, pick 1 enemy unit within 6" of the bearer and roll a number of dice equal to the number of models in that unit. For each 4+, that unit suffers 1 mortal wound.


Relics of the Everwinter

FROSTLORD or HUSKARD only.

D6ARTEFACT OF POWER
1

The Rime Shroud

As enemy projectiles whip towards the bearer of this ancient mantle, they freeze and shatter in mid-air.

Subtract 1 from hit rolls for attacks made with missile weapons that target the bearer.

2

Blade of All-Frost

The razor edge of this legendary weapon can freeze its victim’s blood and sap their strength.

Pick 1 of the bearer’s melee weapons. If any wounds inflicted by this weapon are allocated to an enemy HERO or MONSTER model and that model is not slain, subtract 1 from hit and wound rolls for attacks made with melee weapons by that model for the rest of the battle.

3

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 that are 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.

4

Alvagr Rune-tokens

Hewn from the heart of Mount Alvagr, these runestones give a warrior a measure of the Everwinter’s true power.

Once per battle, at the start of your hero phase, the bearer can use this artefact. If they do so, until the start of your next hero phase, you can re-roll hit and wound rolls for attacks made by the bearer and re-roll save rolls for attacks that target the bearer.

5

Skullshards of Dragaar

Strange magic clings to the shattered skull of this once powerful mage.

Once per battle, the bearer can attempt to unbind 1 spell in the enemy hero phase as if they were a WIZARD. If they do so, that spell is automatically unbound (do not roll 2D6).

6

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, at the start of your shooting phase, the bearer can use this artefact. If they do so, pick 1 enemy unit within 9" of the bearer that is visible to them. That unit suffers D6 mortal wounds. The bearer then suffers D3 mortal wounds.


Trophies of the Skal

ICEBROW HUNTER only.

D3ARTEFACT OF POWER
1

The Pelt of Charngar

The flayed pelt of this fell Yhetee Lord still holds a portion of his unnatural healing abilities.

In your hero phase, you can heal up to D3 wounds allocated to the bearer.

2

Kattanak Browplate

The skulls of these hardy creatures are symbols of great status.

Add 1 to save rolls for attacks that target the bearer. In addition, at the start of your first hero phase, you receive 1 additional command point.

3

Frost-talon Shardbolts

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

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



Spell Lores

Lore of Gutmagic

BUTCHER (including Unique units) only.

D6SPELL
1

Fleshcrave Curse

The Butcher locks his piggy eyes upon the enemy as he gulps down raw flesh. Nearby foes are infected with the Gulping God’s insatiable hunger and transformed into feral cannibals.

Fleshcrave Curse has a casting value of 6. If successfully cast, pick 1 enemy unit within 12" of the caster that is visible to them. That unit suffers D6 mortal wounds. In addition, add 1 to the Attacks characteristic of that unit’s melee weapons until the start of your next hero phase.

2

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

3

Ribcracker

The Butcher dances around a skeletal carcass, periodically hacking at it with their cleaver. Finishing the ritual with a guttural bellow, they hurl the split bones at nearby foes, who soon find their own ribs splintering and crumbling to dust.

Ribcracker has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. Subtract 1 from save rolls for attacks that target that unit until the start of your next hero phase.

4

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 has a casting value of 5. If successfully cast, until the start of your next hero phase, friendly RHINOX units are treated as MONSTERS for the purposes of the Trampling Charge battle trait while they are wholly within 18" of the caster.

5

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 has a casting value of 7. If successfully cast, pick 1 friendly OGOR MAWTRIBES MONSTER wholly within 18" of the caster that is visible to them. Until the start of your next hero phase, add 1 to the Damage characteristic of the melee weapons used by that MONSTER’S mount.

6

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 has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. 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 (including Unique units) only.

D3SPELL
1

Fiery Whirlwind

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

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

2

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 has a casting value of 8. If successfully cast, until the start of your next hero phase, subtract 1 from hit rolls for attacks that target friendly units wholly within 12" of the caster.

3

Tongues of Flame

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

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



Prayer Scriptures

Manifestations of the Eternal Snowstorm

BEASTCLAW RAIDERS PRIEST (including Unique units) only.

D3PRAYER
1

Pulverising Hailstorm

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

Pulversing Hailstorm is a prayer that has an answer value of 4 and a range of 18". If answered, pick a point on the battlefield within range and visible to the chanter. Roll 1 dice for each unit within 3" of that point. On a 3+, that unit suffers D3 mortal wounds.

2

Keening Gale

A bonechilling wind howls across the battlefield, giving speed to the beasts of winter.

Keening Gale is a prayer that has an answer value of 4 and a range of 18". If answered, pick 1 friendly MONSTER or MOURNFANG PACK wholly within range and visible to the chanter. Add 3" to that unit’s Move characteristic until the start of your next hero phase.

3

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 4 and a range of 18". If answered, pick 1 friendly ICEFALL YHETEES unit wholly within range and visible to the chanter. You can return 1 slain model to that unit.


Mount Traits

Stone-skinned Monsters

HERO MOUNTED ON STONEHORN only.

D6MOUNT TRAIT
1

Black Clatterhorn

Found on the steppes of northern Ghur, this breed of Stonehorn is infamous for its bloodthirsty nature.

Add 1 to hit rolls for attacks made with this model’s Rock-hard Horns.

2

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, or 1 enemy unit with a Save characteristic of 4+, 3+ or 2+, that is within 3" of this model. That enemy unit immediately suffers D6 mortal wounds.

3

Belligerent Charger

This brash and aggressive beast barrels forward into battle as soon as it sniffs out the enemy.

When determining the number of dice to roll for the Trampling Charge battle trait, treat charge rolls made for this model of less than 7 as 7.

4

Frosthoof Bull

Frosthoof Stonehorns roam very close to the heart of the Everwinter and their hooves are encased in lethal shards of ice.

Improve the Rend characteristic of this model’s Crushing Hooves by 1.

5

Rockmane Elder

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

Add 1 to this model’s Wounds characteristic.

6

Old Granitetooth

This ancient creature is a paragon of its kind; lesser Stonehorns and Mournfangs flock behind it.

Add 1 to charge rolls for friendly STONEHORNS and MOURNFANG PACK units while they are wholly within 12" of this model.


Beasts of Alvagr

HERO MOUNTED ON THUNDERTUSK only.

D6MOUNT TRAIT
1

Fleet of Hoof

This beast is terrifyingly fast over short distances, closing in on the enemy in the blink of an eye.

You can re-roll one or both of the dice when making charge rolls for this model.

2

Fleshgreed

This Thundertusk has a fearsome appetite for raw meat.

At the start of each hero phase, if this model is eating, you can heal 1 wound allocated to this model.

3

Rimefrost Hide

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

Worsen the Rend characteristic of melee weapons that target this model by 1 (to a minimum of ‘-’).

4

Gvarnak

On occasion, a Thundertusk will enter a state of blind rage known as gvarnak, rendering it all but impossible to kill.

Add 1 to this model’s Wounds characteristic.

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 THUNDERTUSKS while they are wholly within 12" of this model.

6

Alvagr Ancient

For generations, this mighty beast has carried the lords of its tribe to war. It is said to bring with it the chill of Mount Alvagr.

If this model has not made a charge move in the same turn, enemy units that are within 3" of this model at the start of the combat phase fight at the end of that combat phase.



Mawtribes

These rules can be used by units in a Ogor Mawtribes army that have been given the appropriate keyword (see the Mawtribes Battle Trait).

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 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.

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.

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).

Underguts

The 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.

Boulderhead

The 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.

Thunderbellies

Bellowing 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).

Winterbite

Most 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.


Battleplans

Battleplan

Gorkmaw’s Gullet

Two 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…

At daybreak, war horns blare as the early morning mist rises from the shadow of the pass. The ogor army feasted the night before and now stands eager to fight, but which of his would-be employers was desperate enough to offer their own soldiers in bloody tribute?

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 Rule

No 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.

This battleplan tells one such tale. A young and brash ogor has bellowed a challenge and now charges headlong towards the Tyrant. The loyalties of the tribe are split in two, and whilst the two warriors battle, ogors will clash on either side against their kin to establish rule over the tribe.

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.

Feast: The butchered remains of your fallen foes taste all the sweeter as you devour them in front of your rival.
Roll a dice. On a 4+, you can heal 1 wound allocated to your general.
Gut Punch: You deliver a mighty blow to your rival’s gut.
Roll a dice. On a 4+, the enemy general suffers 1 mortal wound.
Grapple: Crashing into your rival, you wrestle them to the ground.
Roll 2D6. If the roll is greater than the enemy general’s Wounds characteristic minus the number of wounds allocated to them, they are said to be grappled until the end of the turn. Grappled models fight at the end of the combat phase.
Bellow: You let out a guttural roar in your rival’s face, a display of might that few can withstand.
Roll 2D6. If the roll is greater than the enemy general’s Bravery characteristic, they are said to be shaken until the end of the turn. Subtract 1 from hit rolls for attacks made by models that are shaken.



Path to Glory

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.

Ogor Mawtribes Warband Tables

Use the following tables to determine the champion that leads your warband, the followers that make up the units which fight at their side, and the rewards they can receive after battle.
RETINUE FOLLOWERS TABLE
D6Beastclaw RaidersGutbusters
1-22 Mournfang Packs3 Ogor Gluttons
3-42 Mournfang Packs2 Leadbelchers
54 Frost SabresGorger
63 Icefall YheteesIronblaster
ELITE RETINUE FOLLOWERS TABLE (uses 2 rolls, or 1 roll and 1 Glory Point)
D6Beastclaw RaidersGutbusters
1-34 Mournfang Packs6 Ogor Gluttons
4-54 Mournfang Packs3 Maneaters
64 Mournfang Packs4 Ironguts
HERO FOLLOWERS TABLE
D6Followers
1-2Icebrow Hunter
3-4Firebelly
5-6Butcher
BEASTS OF EVERWINTER FOLLOWERS TABLE (uses 3 rolls, or 1 roll and 2 Glory Points)
D6Followers
1-3Stonehorn Beastriders
4-6Thundertusk Beastriders
GNOBLAR FOLLOWERS TABLE
D6Followers
1-320 Gnoblars
4-6Gnoblar Scraplauncher
Cannot be given Follower’s Rewards

Retinue, Elite Retinue and Hero Followers Rewards Table

D6REWARD
1

Brutal Bodyguards

These warriors fight to earn the favour of your champion and show no mercy to enemies who stray too close to their charge.

Add 1 to the Attacks characteristic of melee weapons used by this unit while they are wholly within 6" of your champion.

2

Greedy Chompers

These warriors like to take great bites out of their enemies even in the thick of battle.

At the start of your hero phase, if this unit is eating, you can heal 1 wound allocated to them.

3

Well Fed

These warriors have grown fat on the spoils of war.

Add 1 to this unit’s Wounds characteristic .

4

Thick Blubber

These warriors are protected by an impenetrable layer of fat.

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

5

Makeshift Plate

These warriors have taken to looting scraps of armour from fallen foes.

Add 1 to save rolls for attacks that target this unit.

6

Boisterous Rampagers

These warriors are always first into the fray.

This unit can run and still charge later in the same turn.


Champion Rewards Table

2D6REWARD
2

Empty Stomachs

Your champion and their tribe has fallen upon hard times. Food is scarce and all feel the strain of hunger.

You lose 1 Glory Point. In addition, subtract 1 from your champion’s Wounds characteristic for the remainder of the campaign.

3

Notorious Bully

Your champion enjoys throwing their not-inconsiderable weight around.

At the start of the battleshock phase, you can pick 1 friendly unit within 3" of your champion to be bullied. If you do so, that unit suffers 1 mortal wound, but it does not need to take a battleshock test that phase.

4

Bulging Biceps

Your champion wields oversized weapons with ease.

Add 1 to wound rolls for attacks made by your champion.

5

Maw Tattoos

These enchanted markings devour incoming blasts of magic.

Each time this model is affected by a spell or endless spell, you can roll a dice. If you do so, on a 4+, ignore the effects of that spell or endless spell on this model.

6

Prodigious Girth

Your champion has now secured numerous victories, and the feasting that followed has only added to their impressive bulk.

Add 1 to your champion’s Wounds characteristic.

7

Blood Hungry

Your champion leads from the front, eager for a taste of fresh meat.

Add 1" to your champion’s Move characteristic.

8

Relentless Marauder

Your champion is always hunting for food and leaves a blazing trail of destruction in their wake.

Add 1 to hit rolls for attacks made with melee weapons by your champion while your champion is wholly within enemy territory.

9

Rare Plunder

In the aftermath of battle, an exotic treasure is found that your champion takes as their own.

Choose 1 artefact of power from the Ogor Mawtribes allegiance abilities for your champion to carry. Your champion can have more than one artefact of power as long as none are duplicates.

10

Beastmuncher

Your champion’s appetite knows no bounds. It is said that they once devoured an entire lavaconda before it had even cooled.

At the end of the combat phase, if any attacks made by your champion in that combat phase destroyed any enemy MONSTERS, you can heal up to D6 wounds allocated to your champion.

11

Cunning Brute

Your champion is surprisingly adept at sniffing out the enemy’s weaknesses.

At the start of your first hero phase, you gain 1 additional command point.

12

Pulverising Strike

Your champion holds their weapon high and lets loose a mighty roar before bringing it down with devastating force.

Once per battle, at the start of the combat phase, you can say your champion will attempt a killing blow instead of fighting. If you do so, pick 1 enemy model within 1" of your champion and roll a dice. On a 4 or 5, the target model suffers D3 mortal wounds. On a 6, the target model is slain. If your champion has a mount, they can still be picked to fight later in that phase, but only their mount can attack with any melee weapons it has.


Beasts of Everwinter Followers Rewards Table

D6REWARD
1

Iceblooded

Grievous wounds wrought upon this creature’s flesh quickly freeze up and close, allowing it to swiftly recover from any injury.

At the start of each of your hero phases, roll a dice. On a 4+, you can heal 1 wound allocated to this model.

2

Terror of the Tundra

Enemies flee in terror as this monstrous creature slams into their lines.

Subtract 2 from the Bravery characteristic of enemy units within 6" of this model if this model made a charge move in the same turn.

3

Gargantuan Monster

This mighty creature towers over others of its kind.

Add 1 to this model’s Wounds characteristic.

4

Sacred Fang

Your champion’s warriors see this creature’s presence on the battlefield as an omen from Gorkamorka.

Add 1 to the Bravery characteristic of friendly units wholly within 12" of this model.

5

Fury of Winter

On the verge of death, this creature can enter a terrible killing rage.

Once at the start of any phase, you can say that this model will use its reserve of strength. If you do so, until the end of that phase, use the top row on that model’s damage table, regardless of how many wounds it has suffered.

6

Mountain-shaking Charge

When this beast puts its head down and charges, it moves with terrifying speed.

Add 1 to charge rolls made by this model.


The TROGGOTH keyword is used in the following Gloomspite Gitz warscrolls:

None
Leader
• Mollog
Leader, 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.
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.

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

None
Leader
Leader, Behemoth
Behemoth

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

Leader, Behemoth
Behemoth

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

Leader, Behemoth

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

Leader, Behemoth

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

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

Leader
• Tyrant
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.
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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 BUTCHER keyword is used in the following Ogor Mawtribes warscrolls:

Leader
• Butcher
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.

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

Leader, Behemoth

The HUSKARD keyword is 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).
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.
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).
8.2 Retreat
When you pick a unit to retreat, 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. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.

The MOURNFANG PACK keyword is used in the following Ogor Mawtribes warscrolls:

None

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
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack. The range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.

The ICEFALL YHETEES keyword is used in the following Ogor Mawtribes warscrolls:

None

The FROST SABRES keyword is used in the following Ogor Mawtribes warscrolls:

None

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

None
• Gorgers
Artillery
Battleline
Leader
• Butcher
• Tyrant
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
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.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

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

Leader, Behemoth
Behemoth

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

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

Leader, Behemoth
Behemoth

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

Leader, Behemoth

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

Leader, Behemoth
Behemoth

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

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

Leader
• Butcher
• Tyrant
Leader, Behemoth

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

Battleline

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

Leader
• Butcher

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

Battleline
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.

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

Leader
• Butcher
• Tyrant
Leader, Behemoth

The UNDERGUTS and LEADBELCHERS keywords are used in the following Ogor Mawtribes warscrolls:

None

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

Leader
• Butcher
• Tyrant
Leader, Behemoth

The UNDERGUTS and IRONBLASTER keywords are used in the following Ogor Mawtribes warscrolls:

Artillery

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

Leader, Behemoth
Behemoth

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

Leader, Behemoth

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

Leader, Behemoth

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

Leader, Behemoth

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

Leader
• Butcher
• Tyrant
Leader, Behemoth

The THUNDERBELLIES and MOURNFANG PACK keywords are used in the following Ogor Mawtribes warscrolls:

None

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

Leader, Behemoth

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

Leader
• Butcher
• Tyrant
Leader, Behemoth

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

Leader, Behemoth

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

Leader
• Butcher
• Tyrant
Leader, Behemoth

The WINTERBITE and FROST SABRES keywords are used in the following Ogor Mawtribes warscrolls:

None

The WINTERBITE and ICEFALL YHETEES keywords are used in the following Ogor Mawtribes warscrolls:

None
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.
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.
© Vyacheslav Maltsev 2013-2021