Ogor Mawtribes – Slaughtermaster
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WARSCROLL

Slaughtermaster

Slaughtermasters have entirely lost themselves to their cravings, hacking off their limbs and replacing them with rusty hooks and blades. They drag a cookpot into battle behind them so that they may boil up a tasty broth even as they slice up their prey.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Stump Blades
Stump Blades1"2D63+3+-1
Gulping Bite
Gulping Bite1"13+3+-1
Motley Assortment of Weapons
Motley Assortment of Weapons1"35+5+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader
Base size: 105 x 70mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Goremand

DESCRIPTION

A Slaughtermaster is a single model armed with Stump Blades and a Gulping Bite.

CREW: This model has a Gnoblar crew that attack with their Motley Assortment of Weapons. For rules purposes, the crew are treated in the same manner as a mount.

ABILITIES

Bloodgruel: Bloodied chunks of meat are ritualistically devoured by the Gulping God’s shamans in order to cast their gastromantic powers. They have been known to choke on these pieces from time to time.
Roll a dice each time a this model successfully casts or unbinds a spell, after the effects of the spell have been resolved. On a 2+, you can heal 1 wound allocated to this model. On a 1, this model suffers 1 mortal wound.

Great Cauldron: Lashed to a Slaughtermaster is a great cauldron containing the bloodied remains of former foes, which the ogor gobbles down in order to unleash gastromantic powers.
In your hero phase, you can say that this model will reach into its cauldron and feast on the contents. If you do so, roll a dice and consult the table below.

D6Big Name
1Bad Meat: The Slaughtermaster suffers from a violent bout of indigestion.
This model suffers D3 mortal wounds
2Troggoth Guts: The Slaughtermaster gobbles down the slippery innards of a Troggoth to transfer the beast’s uncanny healing powers to himself and his allies.
You can heal D3 wounds allocated to this model. In addition, you can heal 1 wound allocated to each friendly OGOR unit wholly within 12" of this model. 
3-4Spinemarrow: The Slaughtermaster sucks out the marrow from a gory spinal column, empowering his allies.
Pick a friendly OGOR unit wholly within 12" of this model. Add 1 to hit rolls for attacks made with melee weapons by that unit until the start of your next hero phase
5-6Bonecrusher: The Slaughtermaster shovels great handfuls of ribs and skulls into his mouth. As he chews, the enemy’s bones begin to snap and break.
Roll a dice for each enemy unit within 6" of this model. On a 4+, that unit suffers D3 mortal wounds

MAGIC

This model is a WIZARD. It can attempt to cast one spell in your hero phase and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Rockchomper spells.

Rockchomper: The Slaughtermaster hurls a handful of beast fangs into his cauldron. As the gastromantic magic swells, nearby ogors find their teeth elongated and their jaws swollen with animal power to the point that they can chomp straight through the toughest stone.
Rockchomper has a casting value of 5. If successfully cast, pick 1 friendly unit of OGOR GLUTTONS wholly within 18" of the caster that is visible to them. Until the start of your next hero phase, if the unmodified wound roll for an attack made with that unit’s Gulping Bite is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage and that unit can heal 1 wound allocated to it.

KEYWORDS
DESTRUCTION, OGOR, OGOR MAWTRIBES, GUTBUSTERS, HERO, WIZARD, BUTCHER, SLAUGHTERMASTER
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.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
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:

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.
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).
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.

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

Battleline
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).

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

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

Leader
• Butcher
• Tyrant
Leader, Behemoth

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

Leader
• Butcher

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

Leader
• Butcher
© Vyacheslav Maltsev 2013-2021