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 Blades2"2D63+3+-11
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

A Slaughtermaster is armed with Stump Blades.

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

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

CREW: This unit has a Gnoblar crew armed with a Motley Assortment of Weapons.

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

D6Effect
1Bad Meat: The ogor suffers from a violent bout of indigestion.
This unit suffers 1 mortal wound
2Troggoth Guts: The ogor gobbles down a troggoth’s slippery innards, transferring its healing powers to themselves and their allies.
You can heal D3 wounds allocated to this unit. In addition, you can heal 1 wound allocated to each other friendly OGOR unit wholly within 12" of this unit. 
3-4Spinemarrow: The ogor sucks out the marrow from a gory spinal column, empowering their allies.
Pick 1 friendly OGOR unit wholly within 12" of this unit. Add 1 to wound rolls for attacks made with melee weapons by that unit until the start of your next hero phase
5-6Bonecrusher: The ogor shovels great handfuls of ribs and skulls into their mouth. As they chew, the enemy’s bones snap and break.
Roll a dice for each enemy unit within 6" of this unit. On a 2+, that unit suffers D3 mortal wounds

Bloodgruel: Bloodied chunks of meat are ritualistically devoured by the Gulping God’s shamans for their healing effect, though they have been known to choke on these pieces from time to time.
Roll a dice each time this unit successfully casts or unbinds a spell after the effect of that spell has been resolved. On a 2+, you can heal 1 wound allocated to this unit. However, on a 1, this unit suffers 1 mortal wound.

Rockchomper: The Slaughtermaster hurls a handful of beast fangs into their cauldron. As the gastromantic magic swells, nearby ogors find their teeth elongated and their jaws swollen to the point that they can chomp straight through the toughest stone.
Rockchomper is a spell that has a casting value of 5 and a range of 18". If successfully cast, pick 1 friendly OGOR GLUTTONS unit wholly within range and visible to the caster. Until the start of your next hero phase, rolls made for enemy units within 3" of that unit for the purposes of the Gulping Bite battle trait cause D6 mortal wounds on a 4+ instead of D3.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, OGOR, GUTBUSTERS, HERO, WIZARD, BUTCHER, SLAUGHTERMASTER
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).
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.
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.

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

Leader
• Butcher
• Tyrant
Battleline
None
Artillery
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.

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 2013-2024