Ogor Mawtribes – Ogor Gluttons
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6"
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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 hack and tear with crude clubs and cleavers.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Club(s) or Blade(s)
Club(s) or Blade(s)1"33+3+-2
Gulping Bite
Gulping Bite1"13+3+-1
PITCHED BATTLE PROFILE

Unit Size: 6      Points: 260
Battlefield Role: Battleline
Base size: 40mm

BATTALIONS

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

DESCRIPTION

A unit of Ogor Gluttons has any number of models. The unit is armed with a Gulping Bite and one of the following weapon options: Club or Blade and Ironfist; or paired Clubs or Blades.

CRUSHER: 1 model in this unit can be a Crusher. Add 1 to the Attacks characteristic of that model’s Club(s) or Blade(s).

BELLOWER: 1 in every 6 models in this unit can be a Bellower. Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of any Bellowers.

STANDARD BEARERS: 1 in every 6 models in this unit can be a Beast Skull Bearer, and 1 in every 6 models in this unit can be a Tribal Banner Bearer.

Beast Skull Bearer: You can re-roll charge rolls for this unit while it includes any Beast Skull Bearers.

Tribal Banner Bearer: Add 1 to the Bravery characteristic of this unit while it includes any Tribal Banner Bearers.

LOOKOUT GNOBLAR: Any Tribal Banner Bearers in this unit can have a Lookout Gnoblar. Roll a dice each time you allocate a wound inflicted by a missile weapon to a unit that includes any Lookout Gnoblars. On a 6, that wound is negated.

ABILITIES

Paired Clubs or Blades: Most ogors agree that two weapons are better than one.
If the unmodified hit roll for an attack made with paired Clubs or Blades is 6, that attack inflicts 2 hits on the target instead of 1. Make a wound and save roll for each hit.

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

KEYWORDS
DESTRUCTION, OGOR, OGOR MAWTRIBES, GUTBUSTERS, OGOR GLUTTONS
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.
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.
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack. The range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
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).
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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:

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

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

None
• Gorgers
Artillery
Battleline
Leader
• Butcher
• Tyrant
© Vyacheslav Maltsev 2013-2021