Ogor Mawtribes – Tyrant
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6"
8
4+
8
WARSCROLL

Tyrant

The ferocious war-leaders of the Gutbuster warglutts, Tyrants are living mountains of iron and blubbery flesh. Despite their girth, they move with surprising speed, hacking their prey into bloody chunks for easier consumption.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ogor Pistols
Ogor Pistols12"24+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Thundermace
Thundermace1"33+3+-23
Beastskewer Glaive
Beastskewer Glaive3"23+3+-1D3
Gulping Bite
Gulping Bite1"13+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: Leader
Base size: 50mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Tyrant’s Gutguard

DESCRIPTION

A Tyrant is a single model armed with a Thundermace, Beastskewer Glaive, Gulping Bite and Ogor Pistols.

ABILITIES

Beastskewer Glaive: A Tyrant uses their beastskewer glaive to disembowel their foes.
If the unmodified hit roll for an attack made with a Beastskewer Glaive that targets a HERO or MONSTER is 6, the Beastskewer Glaive has a Damage characteristic of D6 instead of D3 for that attack.

Big Name: A Gutbuster Tyrant usually adopts a big name based upon their most renowned traits.
When you select this unit to be part of your army, you can choose or roll one of the following big names to apply to this model. Record this information on a piece of paper.

D6Big Name
1Deathcheater: An ogor that has escaped certain doom is seen as being blessed by Gorkamorka.
This model has a Wounds characteristic of 9 instead of 8. 
2Brawlerguts: Combining brutish strength with devastating bulk, this ogor enters combat like an avalanche.
You can add 1 to wound rolls for attacks made by this model if it made a charge move in the same turn. 
3Fateseeker: This Tyrant has travelled far and wide across the Mortal Realms and survived to tell the tale.
This model has a Save characteristic of 3+ instead of 4+. 
4Longstrider: An ogor with the big name Longstrider is capable of running down a sprinting rhinox.
This model has a Move characteristic of 8" instead of 6". 
5Giantbreaker: A Giantbreaker is adept at slaying especially large and notorious creatures.
Add 1 to the damage inflicted by this model’s weapons when they are used for an attack that targets a MONSTER. 
6Wallcrusher: Some ogors are so strong that they can bludgeon their way through a castle wall.
You can re-roll 1 wound roll for 1 attack made with 1 melee weapon each time this model attacks. In addition, you can re-roll wound rolls for attacks made with melee weapons by this model that target a unit that is part of a garrison

Thundermace: When brought down in an overhead smash, the resulting shock wave explodes outwards from the point of impact.
If the unmodified hit roll for an attack made with a Thundermace is 6, that attack inflicts 1 mortal wound in addition to any normal damage. If the target unit has more than 3 models, on an unmodified 6, that attack inflicts D3 mortal wounds instead of 1.

COMMAND ABILITIES

Bully of the First Degree: Tyrants use abrupt violence to help them maintain an iron rule over their warglutt.
You can use this command ability in your hero phase. If you do so, pick 1 friendly GUTBUSTERS unit within 3" of a friendly model with this command ability. That unit suffers D3 mortal wounds, but you do not have to take battleshock tests for that unit for the rest of the battle.

KEYWORDS
DESTRUCTION, OGOR, OGOR MAWTRIBES, GUTBUSTERS, HERO, TYRANT
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).
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.
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).
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).
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.
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.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).

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

None
• Gorgers
Artillery
Battleline
Leader
• Butcher
• Tyrant
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.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.

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
© Vyacheslav Maltsev 2013-2021