Ogor Mawtribes – Ironguts

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6"
4
4+
7
WARSCROLL

Ironguts

Ironguts are the meanest ogors around, the elite warriors of their warglutt. Protected by metal armour plates and carrying immense two-handed weapons, they wade into the thick of the fighting, hacking and bashing their foes to bloody chunks.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Mighty Bashing Weapon
Mighty Bashing Weapon2"33+3+-23
PITCHED BATTLE PROFILE

Unit Size: 4      Points: 240
Battlefield Role: None
Base size: 40mm
Notes: Battleline if general is GUTBUSTERS

Each model in an Ironguts unit is armed with a Mighty Bashing Weapon.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Butcher’s Band
 • Goremand
 • Tyrant’s Gutguard

CHAMPION: 1 model in this unit can be a Gutlord. Add 1 to the Attacks characteristic of that model’s Mighty Bashing Weapon.

STANDARD BEARER: 1 in every 4 models in this unit can be a Rune Maw Bearer. If this unit includes any Rune Maw Bearers, each time this unit is affected by a spell or the abilities of an endless spell, you can roll a dice. On a 6, ignore the effect of that spell or the effects of that endless spell’s abilities on this unit.

MUSICIAN: 1 in every 4 models in this unit can be a Bellower. Add 1 to charge rolls for this unit if it includes any Bellowers.

Down to the Ironguts: It is not often that a mawtribe’s battle line falters, but if it does so, the Tyrant will call upon their Ironguts to turn the battle back in their favour.
Once per battle, in the combat phase, after this unit has fought for the first time in that phase, you can say that they will unleash their ferocity. If you do so, this unit can fight for a second time in that phase. The strike-last effect applies to this unit when they fight for that second time.

Gutguard: A Tyrant may assemble a retinue of their most fearsome Ironguts to serve as their Gutguard. The main role of these warriors is to put their imposing bulk in the path of any of attacks directed at their Tyrant.
Before you allocate a wound or mortal wound to a friendly TYRANT, or instead of making a ward roll for a wound or mortal wound that would be allocated to a friendly TYRANT, if that friendly TYRANT is within 3" of this unit, you can roll a dice. On a 1-2, that wound or mortal wound is allocated to that TYRANT as normal. On a 3+, that wound or mortal wound is allocated to this unit instead of that TYRANT.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, OGOR, GUTBUSTERS, IRONGUTS
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.
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 OGOR keyword is used in the following Ogor Mawtribes warscrolls:

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1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.

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

Leader
• Butcher
• Tyrant
Battleline
None
Artillery
© Vyacheslav Maltsev 2013-2024