Ogor Mawtribes – Ogor Gluttons
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6"
4
5+
6
WARSCROLL

Ogor Gluttons

Ogor Gluttons are hulking, muscle-bound brutes driven entirely by an unending desire for food. They thunder into battle like an avalanche of sweaty flesh, taking great bites out of their foes even as they attack with crude clubs and cleavers.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ogor Club or Bluntblade
Ogor Club or Bluntblade2"33+3+-12
Paired Ogor Clubs or Bluntblades
Paired Ogor Clubs or Bluntblades2"43+3+-12
PITCHED BATTLE PROFILE

Unit Size: 6      Points: 240
Battlefield Role: Battleline
Base size: 40mm

Each model in an Ogor Gluttons unit is armed with 1 of the following weapon options: Ogor Club or Bluntblade and Ironfist; or Paired Ogor Clubs or Bluntblades. All models in the unit must be armed with the same weapon option.

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

CHAMPION: 1 model in this unit can be a Crusher. Add 1 to the Attacks characteristic of that model’s Ogor Club or Bluntblade or Paired Ogor Clubs or Bluntblades.

STANDARD BEARER: 1 in every 6 models in this unit can be either a Beast Skull Bearer; or a Tribal Banner Bearer with Lookout Gnoblar.

Add 1 to the Bravery characteristic of this unit if it includes any Beast Skull Bearers.

Subtract 1 from wound rolls for attacks made with missile weapons that target this unit if it includes any Tribal Banner Bearers with Lookout Gnoblars.

MUSICIAN: 1 in every 6 models in this unit can be a Bellower. Add 1 to charge rolls for this unit if it includes any Bellowers.

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, GUTBUSTERS, OGOR GLUTTONS, ROVING MAW
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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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.

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

Leader
• Butcher
• Tyrant
Battleline
None
Artillery

The ROVING MAW keyword is used in the following Ogor Mawtribes warscrolls:

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