Ogor Mawtribes – Maneaters
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Maneaters are swaggering mercenaries who have travelled the realms and killed and eaten all manner of foes. Wielding a variety of esoteric weapons stolen from distant lands, they cut an imposing sight as they carve their way across the battlefield.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pistols and Throwing Weapons
Pistols and Throwing Weapons12"13+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Slicers and Bashers
Slicers and Bashers2"43+3+-12

Unit Size: 3      Points: 170
Battlefield Role: None
Base size: 50mm

Each model in a Maneaters unit is armed with Pistols and Titrowing Weapons, and Slicers and Bashers.

ELITE: Models in this unit can issue commands to their own unit.

Been There, Done That: Having travelled the realms and fought against every conceivable foe, Maneaters develop their own unique combat styles.
After deployment, pick 1 ability to apply to this unit from the following list until the end of the battle:

Brawlers: Add 1 to wound rolls for attacks made with melee weapons by this unit.

Crack Shots: The Range characteristic of this unit’s Pistols and Throwing Weapons is 18" instead of 12".

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

Stubborn: Do not take battleshock tests for this unit.

‘A Barrel of Meat and the Job’s Done’: Mercenaries to the bone. Maneaters are known to cut deals with their paymasters even in the midst of fierce battle.
You can use this command ability at the start of the hero phase. The command can only be issued by your general and must be received by this unit. Until the end of the turn, each model in this unit counts as 3 models for the purposes of contesting objectives.


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

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


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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).
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).
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.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
© Vyacheslav Maltsev 2013-2023