Ogor Mawtribes – Great Mawpot
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Great Mawpot

Crafted from the melteddown weapons of defeated enemies and blessed with the strange, hungry essence of the Gulping God, the Great Mawpot is a Mawtribe’s most sacred possession. All manner of gruesome ingredients are thrown into this metal cauldron and boiled up into a thick magical broth that reinvigorates any ogors who taste it.

Unit Size: -      Points: 0
Battlefield Role: Faction Terrain Feature
Base size: Use model

FACTION TERRAIN: Only Ogor Mawtribes armies can include this faction terrain feature.

SET-UP: After territories are determined, you can set up this faction terrain feature wholly within your territory and more than 3" from all objectives and other terrain features. If both players can set up faction terrain features at the same time, they must roll off and the winner chooses who sets up their faction terrain features first.

IMPASSABLE: You cannot move models over this terrain feature unless it can fly, and you cannot move a model onto this terrain feature or set up a model on this terrain feature (even if it can fly).

Vessel of the Gulping God: Swirling fumes of powerful gastromancy emanate from the Great Mawpot.
Add 1 to casting, unbinding and dispelling rolls for friendly OGOR WIZARDS that are within 1" of this terrain feature.

Battlebroth: The contents of a Mawpot are suffused with strange magic; a single mouthful can restore an ogor’s vitality and stitch up their wounds.
A Great Mawpot is either full or empty. At the start of the battle, it is full. In your hero phase, 1 friendly OGOR HERO within 6" of a full Great Mawpot in your army can spend all of that Great Mawpot’s magic. If they do so, you can heal D3 wounds allocated to each friendly OGOR unit wholly within 36" of that Great Mawpot (roll separately for each unit). Once all of the Great Mawpot’s magic has been spent, it is empty.

Throw ’Em In: The bludgeoned and hacked remains of dead foes are thrown into the bubbling cauldron to thicken the stew.
If an enemy model is slain within 6" of an empty Great Mawpot in your army, it becomes full.
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.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
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.
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.
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 OGOR and WIZARD keywords are used in the following Ogor Mawtribes warscrolls:

• Butcher

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

• Butcher
• Tyrant
Leader, Behemoth
© Vyacheslav Maltsev 2013-2022