Ogor Mawtribes – Mournfang Pack
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9"
6
4+
7
WARSCROLL

Mournfang Pack

Ogors mounted on Mournfangs wield clubs, blades and pistols, firing point-blank into their foes before laying about them with brutal abandon. Their foul-tempered beasts trample and gore anything that gets in their way.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ironlock Pistol
Ironlock Pistol12"14+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Culling Club or Prey Hacker
Culling Club or Prey Hacker2"33+3+-12
Gargant Hacker
Gargant Hacker2"24+3+-23
Tusks
Tusks1"44+3+-12
PITCHED BATTLE PROFILE

Unit Size: 2      Points: 150
Battlefield Role: None
Base size: 90 x 52mm
Notes: Battleline if general is BEASTCLAW RAIDERS

Each model in a Mournfang Pack unit is armed with 1 of the following weapon options: Culling Clubs and Hackers and Ironfist; or Gargant Hackers. All models in the unit must be armed with the same weapon option.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Eurlbad
 • Jorlbad

MOUNT: This unit’s Mournfangs are each armed with Tusks.

CHAMPION: 1 model in this unit can be a Skalg. That model is armed with an Ironlock Pistol in addition to its other weapons. Add 1 to the Attacks characteristic of that model’s melee weapons, excluding those of its mount.

STANDARD BEARER: 1 in every 4 models in this unit can be a Tribal Banner Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Tribal Banner Bearers.

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

Linebreakers: Mournfang riders soak up volleys of missile fire with their thick hides before decimating the enemy line with a precision charge.
Subtract 1 from wound rolls for attacks made with missile weapons that target this unit. In addition, if this unit is targeted by attacks made by an enemy unit that received the Unleash Hell command in that phase, those attacks only wound on an unmodified wound roll of 6.

Ironfist: An ironfist is used to bat aside an opponent’s attacks before punching them in the face.
If this unit is armed with Ironfists and the unmodified save roll for an attack made with a melee weapon that targets this unit is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, OGOR, BEASTCLAW RAIDERS, MOURNFANG PACK
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).
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).
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.
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 BEASTCLAW RAIDERS keyword is used in the following Ogor Mawtribes warscrolls:

Leader, Behemoth
Leader
None
Behemoth

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

Leader, Behemoth
Leader
None
Behemoth
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.
Unleash Hell
These warriors have prepared their missile weapons so they can unleash a devastating volley at the last possible moment.
You can use this command ability after an enemy unit finishes a charge move. The unit that receives the command must be within 6" of that enemy unit and more than 3" from all other enemy units. Models in the unit that receives the command that are within 6" of the target unit can shoot in that phase, but when they do so, you must subtract 1 from hit rolls for their attacks and they can only target the unit that made the charge move.
© Vyacheslav Maltsev 2013-2024