Ogor Mawtribes – Warscrolls
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Leader, Behemoth


15
3+
9
WARSCROLL

Frostlord on Stonehorn

A Frostlord and their Stonehorn are an unstoppable force. As the warlord’s booming voice directs the raiders, the bodies of foes are broken and ground to a bloody paste by the horns and hooves of their granite-boned steed.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Frost Spear
Frost Spear2"43+3+-13
Punches and Kicks
Punches and Kicks1"33+3+-1
Rock-hard Horns
Rock-hard Horns2"4+3+-23
Crushing Hooves
Crushing Hooves2"D63+-1D3
DAMAGE TABLE
Wounds SufferedMoveRock-hard HornsCrushing Hooves
0-512"62+
6-810"53+
9-118"43+
12+6"34+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 460
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

A Frostlord on Stonehorn is armed with a Frost Spear and Punches and Kicks.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Eurlbad
 • Jorlbad
 • Torrbad

MOUNT: This unit’s Stonehorn is armed with Rock-hard Horns and Crushing Hooves.

Bellowing Voice: With their booming voice, the Frostlord signals the hunt.
Add 1 to charge rolls for friendly BEASTCLAW RAIDERS units wholly within 12" of this unit.

Stone Skeleton: The thick, rock-like skeletons of these beasts can take substantial punishment.
This unit has a ward of 5+.

Earth-shattering Charge: Enemies are crushed and trampled beneath the unstoppable ferocity of a Stonehorn’s charge.
Add 1 to the damage inflicted by attacks made with this unit’s Rock-hard Horns and Crushing Hooves if this unit made a charge move in the same turn.

Frost Spear: Cooled in the freezing blood of Thundertusks and blessed by the icy breath of Gorkamorka, the bite of a Frost Spear births a terrible chill that slows down the enemy as they begin to freeze from the inside out.
If the unmodified wound roll for any attacks made with a Frost Spear that target an enemy HERO or MONSTER is 6, subtract 1 from the Attacks characteristic of that unit’s melee weapons (to a minimum of 1) until the end of that phase. The same unit can only be affected by this ability once per phase.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, OGOR, BEASTCLAW RAIDERS, HERO, MONSTER, STONEHORN, FROSTLORD


15
3+
9
WARSCROLL

Frostlord on Thundertusk

A Frostlord who rides to battle on a Thundertusk is a blizzard-cloaked warlord, a true herald of the Everwinter. The permanent aura of cold emanating from their mount has chilled the ogor’s very soul, leaving them a pitiless master of the frozen wastes.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Frost-wreathed Ice
Frost-wreathed Ice18"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Frost Spear
Frost Spear2"43+3+-13
Punches and Kicks
Punches and Kicks1"33+3+-1
Colossal Tusks
Colossal Tusks2"43+-1D3
DAMAGE TABLE
Wounds SufferedMoveFrost-wreathed Ice Colossal Tusks
0-58"122+
6-87"103+
9-116"84+
12+5"65+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 360
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

A Frostlord on Thundertusk is armed with a Frost Spear and Punches and Kicks.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Eurlbad
 • Jorlbad
 • Torrbad

MOUNT: This unit’s Thundertusk is armed with Frost-wreathed Ice and Colossal Tusks.

Bellowing Voice: With their booming voice, the Frostlord signals the hunt.
Add 1 to charge rolls for friendly BEASTCLAW RAIDERS units wholly within 12" of this unit.

Blasts of Frost-wreathed Ice: Thundertusks can focus the cold between their tusks into blasts of ice that hit like cannonballs.
Do not use the attack sequence for an attack made with Frost-wreathed Ice. Instead, pick 1 enemy unit within 18" of this unit and visible to it, and roll a number of dice equal to the Frost-wreathed Ice value shown on this unit’s damage table. Add 1 to each roll if the target unit has 10-19 models. Add 2 to each roll instead if the target unit has 20 or more models. For each 6+, that unit suffers 1 mortal wound.

Frost Spear: Cooled in the freezing blood of Thunder tusks and blessed by the icy breath of Gorkamorka, the bite of a Frost Spear births a terrible chill that slows down the enemy as they begin to freeze from the inside out.
If the unmodified wound roll for any attacks made with a Frost Spear that target an enemy HERO or MONSTER is 6, subtract 1 from the Attacks characteristic of that unit’s melee weapons (to a minimum of 1) until the end of that phase. The same unit can only be affected by this ability once per phase.

Numbing Chill: Winter storms gather about these mythical creatures, freezing and slowing any enemy foolish enough to close in.
Subtract 1 from hit rolls for attacks made with melee weapons that target this unit.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, OGOR, BEASTCLAW RAIDERS, HERO, MONSTER, THUNDERTUSK, FROSTLORD


14
4+
8
WARSCROLL

Huskard on Stonehorn

Huskards who ride to war upon the formidable Stonehorns are oft the first to crash into the enemy lines. Hapless warriors are thrown in all directions and then crushed under heavy hooves as the Huskard on top unleashes the wrath of the Everwinter upon them.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Harpoon Launcher
Harpoon Launcher20"14+3+-1D3
Chaintrap
Chaintrap12"14+3+-3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Punches and Kicks
Punches and Kicks1"33+4+-1
Rock-hard Horns
Rock-hard Horns2"4+3+-23
Crushing Hooves
Crushing Hooves2"D63+-1D3
DAMAGE TABLE
Wounds SufferedMoveRock-hard HornsCrushing Hooves
0-512"62+
6-810"53+
9-118"43+
12+6"34+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 400
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

A Huskard on Stonehorn is armed with Punches and Kicks and 1 of the following weapon options: Harpoon Launcher; Chaintrap; or Blood Vulture.

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

MOUNT: This unit’s Stonehorn is armed with Rock-hard Horns and Crushing Hooves.

Earth-shattering Charge: Enemies are crushed and trampled beneath the unstoppable ferocity of a Stonehorn’s charge.
Add 1 to the damage inflicted by attacks made with this unit’s Rock-hard Horns and Crushing Hooves if this unit made a charge move in the same turn.

Blood Vulture: Blood vultures are vicious predators that help lead the alfrostuns to prey.
If this unit is armed with a Blood Vulture, at the start of your shooting phase, pick 1 enemy unit on the battlefield that is visible to this unit and roll a dice. On a 2+, that unit suffers 1 mortal wound.

Stone Skeleton: The thick, rock-like skeletons of these beasts can take substantial punishment.
This unit has a ward of 5+.

Reel ’Em In: Once a chaintrap sinks deep into a beast’s flank, there is little the creature can do to free itself as it is pulled closer to the hungry hunters.
If an attack made with a Chaintrap scores a hit on an enemy MONSTER unit, if that MONSTER unit is not destroyed and not already snagged (see below), after that attack has been resolved, you can roll a dice. On a 4+, that MONSTER unit is snagged until the start of your next shooting phase. While a MONSTER unit is snagged and the unit that snagged it is on the battlefield, each time that MONSTER unit makes a move, it must finish that move at least as close to the unit that snagged it as it was at the start of the move.

Winter’s Endurance: The Huskard beseeches the Everwinter to heal the wounded creatures of the blizzard and allow them to fight on.
Winter’s Endurance is a prayer that has an answer value of 3 and a range of 18". If answered, pick 1 friendly BEASTCLAW RAIDERS unit wholly within range and visible to the chanter. You can heal D3 wounds allocated to that unit.

Winter’s Strength: Rimefrost coats weapon blades and bestial tusks, giving them extra bite when brought down upon the enemies of the Everwinter.
Winter’s Strength is a prayer that has an answer value of 3 and a range of 18". If answered, pick 1 friendly BEASTCLAW RAIDERS unit wholly within range and visible to the chanter. Until the start of your next hero phase, add 1 to wound rolls for attacks made with melee weapons by that unit.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, OGOR, BEASTCLAW RAIDERS, HERO, MONSTER, PRIEST, STONEHORN, HUSKARD


14
4+
9
WARSCROLL

Huskard on Thundertusk

The Huskard Torr leads their Thundertusk to war. At the ogor priest’s command, the creature breathes out gales of frost. The ground on all sides grows thick with ice as enemies are turned into gleaming statues and the very life is leached from their bones.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Harpoon Launcher
Harpoon Launcher20"14+3+-1D3
Chaintrap
Chaintrap12"14+3+-3
Frost-wreathed Ice
Frost-wreathed Ice18"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Punches and Kicks
Punches and Kicks1"33+4+-1
Colossal Tusks
Colossal Tusks2"43+-1D3
DAMAGE TABLE
Wounds SufferedMoveFrost-wreathed IceColossal Tusks
0-58"122+
6-87"103+
9-116"84+
12+5"65+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 330
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

A Huskard on Thundertusk is armed with Punches and Kicks and 1 of the following weapon options: Harpoon Launcher; Chaintrap; or Blood Vulture.

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

MOUNT: This unit’s Thundertusk is armed with Frost-wreathed Ice and Colossal Tusks.

Blasts of Frost-wreathed Ice: Thundertusks can focus the cold between their tusks into blasts of ice that hit like cannonballs.
Do not use the attack sequence for an attack made with Frost-wreathed Ice. Instead, pick 1 enemy unit within 18" of this unit and visible to it, and roll a number of dice equal to the Frost-wreathed Ice value shown on this unit’s damage table. Add 1 to each roll if the target unit has 10-19 models. Add 2 to each roll instead if the target unit has 20 or more models. For each 6+, that unit suffers 1 mortal wound.

Numbing Chill: Winter storms gather about these mythical creatures, freezing and slowing any enemy foolish enough to close in.
Subtract 1 from hit rolls for attacks made with melee weapons that target this unit.

Blood Vulture: Blood vultures are vicious predators that help lead the alfrostuns to prey.
If this unit is armed with a Blood Vulture, at the start of your shooting phase, pick 1 enemy unit on the battlefield that is visible to this unit and roll a dice. On a 2+, that unit suffers 1 mortal wound.

Reel ’Em In: Once a chaintrap sinks deep into a beast’s flank, there is little the creature can do to free itself as it is pulled closer to the hungry hunters.
If an attack made with a Chaintrap scores a hit on an enemy MONSTER unit, if that MONSTER unit is not destroyed and not already snagged (see below), after that attack has been resolved, you can roll a dice. On a 4+, that MONSTER unit is snagged until the start of your next shooting phase. While a MONSTER unit is snagged and the unit that snagged it is on the battlefield, each time that MONSTER unit makes a move, it must finish that move at least as close to the unit that snagged it as it was at the start of the move.

Winter’s Endurance: The Huskard beseeches the Everwinter to heal the wounded creatures of the blizzard and allow them to fight on.
Winter’s Endurance is a prayer that has an answer value of 3 and a range of 18". If answered, pick 1 friendly BEASTCLAW RAIDERS unit wholly within range and visible to the chanter. You can heal D3 wounds allocated to that unit.

Winter’s Strength: Rimefrost coats weapon blades and bestial tusks, giving them extra bite when brought down upon the enemies of the Everwinter.
Winter’s Strength is a prayer that has an answer value of 3 and a range of 18". If answered, pick 1 friendly BEASTCLAW RAIDERS unit wholly within range and visible to the chanter. Until the start of your next hero phase, add 1 to wound rolls for attacks made with melee weapons by that unit.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, OGOR, BEASTCLAW RAIDERS, HERO, MONSTER, PRIEST, THUNDERTUSK, HUSKARD


18
2+
10
WARSCROLL

Kragnos, the End of Empires

A roaring, trampling god of earthquakes and wanton destruction, Kragnos is known as the End of Empires. In his gnarled hands, the Dread Mace can shatter the walls of cities even as the shield Tuskbreaker keeps him all but inviolate.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
The Dread Mace
The Dread Mace3"63+2+-34
Tuskbreaker
Tuskbreaker1"33+2+-2D3
Hooves of Wrack and Ruin
Hooves of Wrack and Ruin1"3+2+-12
DAMAGE TABLE
Wounds SufferedMoveHooves of Wrack and RuinBellow of RageMightiest Makes Rightiest
0-910"65+30
10-129"54+25
13-158"43+20
16+7"32+18
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 700
Battlefield Role: Leader, Behemoth
Base size: 130mm
Notes: Single, Unique

Kragnos, the End of Empires, is armed with the Dread Mace, Tuskbreaker and Hooves of Wrack and Ruin.

WARMASTER: This unit can be included in an Orruk Warclans, Gloomspite Gitz, Ogor Mawtribes or Sons of Behemat army. If it is, it is treated as a general even if it is not the model picked to be the army’s general. In addition, you can still use the army’s allegiance abilities even though this unit is not from the army’s faction; however, this unit does not benefit from them.

Bellow of Rage: When wounded, Kragnos bellows at the top of his lungs, the sound waves bursting the eardrums of those nearby and rocking buildings at their foundations.
At the end of any phase, if any wounds were allocated to this unit in that phase, roll a dice for each other unit and each defensible terrain feature within 6" of this unit. If the roll is equal to or greater than the Bellow of Rage value shown on this unit’s damage table, that unit suffers D3 mortal wounds or that defensible terrain feature is demolished.

The End of Empires: Where Kragnos rampages, the hordes of Destruction follow in his wake, bolstered by his presence and eager to share in the violence he metes out.
If a friendly DESTRUCTION unit is wholly within 12" of this unit, you can attempt a charge with that unit if it is within 18" of an enemy unit instead of 12". In addition, when making a charge roll for a friendly DESTRUCTION unit wholly within 12" of this unit, roll 3D6 instead of 2D6.

Avatar of Destruction: Kragnos is the embodiment of Ghur’s ferocious nature and no single strike can lay him low.
If the effect of a spell or ability would slay this model without any wounds or mortal wounds being caused by the spell or ability, this model suffers D6 mortal wounds instead of being slain.

Mightiest Makes Rightiest: Known as the End of Empires, the Living Earthquake and the Lord of Wreck and Ruin, the warlike spirit of Kragnos is matched by none.
For the purposes of contesting objectives, this unit counts as a number of models equal to the Mightiest Makes Rightiest value on its damage table.

Rampaging Destruction: This galloping god pounds through the press of his foes, his hooves flattening armoured warriors left and right.
After this unit makes a charge move, you can either roll a dice for each enemy unit within 1" of this unit or you can pick 1 enemy MONSTER within 1" of this unit and roll 2D6.

If you roll a dice for each enemy unit within 1" of this unit, on a 2+, that enemy unit suffers D6 mortal wounds.

If you pick 1 enemy MONSTER within 1" of this unit and roll 2D6, on a 7, nothing happens. On any other roll, that enemy MONSTER suffers a number of mortal wounds equal to the score of the dice used for the 2D6 roll multiplied together. For example, a 2D6 roll of 2 and 6 would inflict 12 mortal wounds (2 x 6 = 12).

The Shield Inviolate: Tuskbreaker makes Kragnos impervious to even the most potent magical hexes and bolts.
This unit has a ward of 6+. In addition, each time this unit is affected by a spell or the abilities of an endless spell, you can roll 3D6. If the roll is greater than the casting value of that spell or the spell used to summon that endless spell, ignore the effect of that spell or the effects of that endless spell’s abilities on this unit.

KEYWORDS
DESTRUCTION, DROGRUKH, HERO, MONSTER, TOTEM, KRAGNOS

Leader


5"
7
5+
8
WARSCROLL

Blackpowder’s Buccaneers

Gorlok Blackpowder made his reputation roaming the Penumbral Sea and plundering ships wherever he went, ever accompanied by a retinue of hangers-on. While the Maneater seeks out worthy adversaries to add to his boasting-tally, his crew loot everything they can get their hands, claws or beak on.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Grunderbuss
Grunderbuss12"23+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Great Cutlass
Great Cutlass2"43+3+-22
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader
MODELBASE SIZE
Gorlok Blackpowder50mm
Peggz, Kagey, Mange, Shreek25mm
Notes: Single, Unique

Gorlok Blackpowder is armed with a Grunderbuss and Great Cutlass.

COMPANIONS: Gorlok Blackpowder is accompanied by four minions: Peggz, Kagey, Mange and Shreek. The minions must remain within 1" of Gorlok Blackpowder. For rules purposes, Gorlok Blackpowder and his minions are treated as a single model.

Gorlok’s Minions: Gorlok’s minions scurry between his legs or over his broad shoulders, scurrying out to steal pieces of loot or attack a foe. Sadly, this often puts them in danger of being on the receiving end of an enemy's attacks.
Before you allocate a wound or mortal wound to this unit, you can choose to remove 1 minion. If you do so, that wound or mortal wound is negated. In addition, each minion confers an ability on this unit, as shown below. If the minion is removed, that ability can no longer be used.

Peggz: Add 1 to hit rolls for this unit. In addition, if you choose to remove this minion when this unit would suffer a wound or mortal wound (see above), roll a dice. On a 5+, this minion is not removed, but the wound or mortal wound is still negated.

Kagey: See this unit’s Legendary Looter ability.

Mange: After this unit fights, you can pick 1 enemy unit within 3" of this unit and roll a dice. On a 5+, that enemy unit suffers 1 mortal wound.

Shreek: In your shooting phase, you can pick 1 enemy unit within 18" of this unit and roll a dice. On a 5+, that enemy unit suffers 1 mortal wound.

Legendary Looter: Tales of Gorlok’s hunger for wealth are passed from Maneater to Maneater as an example to aspire to.
At the start of the combat phase, you can pick 1 enemy HERO that has an artefact of power within 3" of this unit and roll 2D6. Add 2 to the roll if Kagey has not been removed, and add 1 to the roll for each other minion that has not been removed. On a 12+, that enemy HERO cannot use that artefact of power for the rest of the battle. If the artefact of power modified any of the bearer’s characteristics or weapon characteristics, these revert to their original values.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, OGOR, HERO, MANEATERS, BLACKPOWDER’S BUCCANEERS


6"
8
5+
8
WARSCROLL

Bloodpelt Hunter

Bloodpelt Hunters seek out the largest and most formidable creatures in battle, stalking them unseen with the guile and cunning of an alpha predator. When their quarry is within reach, they close in for the kill, maiming the creature with crude iron crossbow bolts before hacking them apart with their axe and machete.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Skullshatter Crossbow
Skullshatter Crossbow18"24+3+-1D3
Impaling Spear
Impaling Spear12"14+2+-2D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hacker-axe and Meatblade
Hacker-axe and Meatblade2"53+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Base size: 40mm
Notes: Single

A Bloodpelt Hunter is armed with a Skullshatter Crossbow, Impaling Spear, and Hacker-axe and Meatblade.

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

Hidden Predator: Despite their towering size, Bloodpelt Hunters are able to strike unseen as they stalk their prey.
This unit is not visible to enemy units while it is in cover.

Unrelenting Hunter: With brutish cunning, Bloodpell Hunters relentlessly track their quarry, always making sure they stay one step ahead.
At the end of your opponent’s movement phase, if this unit is more than 9" from all enemy units, it can make a normal move.

Beast-breaker: Bloodpelt Hunters will seek out the largest creatures in battle, slaying them and devouring their still-warm flesh.
If the target is a MONSTER, the Damage characteristic of a Skullshatter Crossbow is 3 and the Damage characteristic of an Impaling Spear is 6.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, OGOR, GUTBUSTERS, HERO, BLOODPELT HUNTER, ROVING MAW


6"
7
5+
8
WARSCROLL

Butcher

The Gulping God speaks through the blood-smeared shamans known as Butchers. Channelling the gastromantic magic of their deity, these swollen brutes can cause the very earth to come alive and munch upon their foes.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tenderiser
Tenderiser2"33+3+-13
Cleaver
Cleaver2"33+2+-22
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 130
Battlefield Role: Leader
Base size: 50mm
Notes: Single

A Butcher is armed with 1 of the following weapon options: Tenderiser; or Cleaver.

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

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

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.

Voracious Maw: The Butcher’s great hunger manifests itself, and the ground splits to reveal a tooth-lined, bottomless pit that hungrily snaps and snarls.
Voracious Maw is a spell that has a casting value of 7 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D3 mortal wounds. Then, roll a dice. On a 1-3, the maw is satisfied and the sequence ends. On a 4+, that unit suffers D3 mortal wounds. Keep rolling dice in this way until the maw is satisfied or the target unit is destroyed.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, OGOR, GUTBUSTERS, HERO, WIZARD, BUTCHER, ROVING MAW


6"
7
5+
6
WARSCROLL

Firebelly

Wandering shamans who worship Gorkamorka as the Sun-eater, Firebellies gobble up the spiciest and deadliest ingredients to stoke the flames within their gut. Should a foe stray too close, they will be incinerated by a gout of fiery breath.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fire Breath
Fire Breath8"See below2+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Basalt Hammer
Basalt Hammer2"23+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Base size: 50mm
Notes: Single

A Firebelly is armed with Fire Breath and a Basalt Hammer.

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

Fire Breath: Fiery morsels are consumed by this ogor moments before a torrent of flame is spat back out at the enemy.
The Attacks characteristic of Fire Breath is equal to the number of models in the target unit (to a maximum Attacks characteristic of 10).

Cascading Fire-cloak: The Firebelly creates a shield offire around themselves, scorching nearby foes.
Cascading Fire-cloak is a spell that has a casting value of 5 and a range of 3". If successfully cast, roll a dice for each enemy unit within range. On a 4+, that enemy unit suffers D3 mortal wounds.

In addition, if this spell is successfully cast, this unit has a ward of 5+ until the start of your next hero phase.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, OGOR, HERO, WIZARD, FIREBELLY


6"
7
5+
7
WARSCROLL

Hrothgorn Mantrapper

Hrothgorn is a particularly foul-tempered and cruel Icebrow Hunter with a keen nose for fresh meat. He favours snaring his prey with a crossbow-launched mantrap that shatters bones with its iron jaws.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Trap Launcher
Trap Launcher12"14+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hunting Knife
Hunting Knife2"43+3+-2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 180
Battlefield Role: Leader
MODELBASE SIZE
Hrothgorn Mantrapper40mm
Thrafnir25 × 50mm
Notes: Single, Unique. Hrothgorn Mantrapper and Hrothgorn’s Mantrappers must be taken as a set. Although taken as a set, each is a separate unit.

Hrothgorn Mantrapper is armed with a Trap Launcher and Hunting Knife.

Masters of Ambush: Always on the move, Icebrow Hunters range ahead of their alfrostun and strike with devastating speed.
During deployment, instead of setting up this unit on the battlefield, you can place it to one side and say that it is set up in ambush as a reserve unit. If you do so, when you would set up a friendly HROTHGORN’S MANTRAPPERS unit during deployment, you can say that it will join this unit in ambush as a reserve unit. 1 unit can join this unit in this way.

At the end of your movement phase, you can set up this unit on the battlefield more than 9" from all enemy units. Then, if a friendly HROTHGORN’S MANTRAPPERS unit joined this unit in reserve, set up that unit on the battlefield, wholly within 12" of this unit and more than 9" from all enemy units. Any reserve units in ambush that are not set up on the battlefield before the start of the fourth battle round are destroyed.

Thrafnir: For years, Hrothgorn has waged war with his faithful Frost Sabre companion, Thrafnir, at his side.
The first time this unit is set up on the battlefield, you must summon 1 FROST SABRES unit consisting of 1 model to the battlefield and add it to your army. Set up the FROST SABRES unit wholly within 3" of this unit and more than 9" from all enemy units.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, OGOR, BEASTCLAW RAIDERS, WINTERBITE, HERO, ICEBROW HUNTER, HROTHGORN MANTRAPPER


6"
7
5+
7
WARSCROLL

Icebrow Hunter

An Icebrow Hunter is a cunning stalker who utilises their surroundings to launch ambushes with the aid of their Frost Sabres. Not only do they slay opponents with spear and bolt, they also have the power to breathe a killing blizzard over their foes.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Great Throwing Spear
Great Throwing Spear9"14+3+-1D3
Hunter’s Crossbow
Hunter’s Crossbow12"14+3+-D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Culling Club
Culling Club2"43+3+-2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Base size: 50mm
Notes: Single

An Icebrow Hunter is armed with a Great Throwing Spear, Hunter’s Crossbow and Culling Club.

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

Icy Breath: Flasks of distilled Frost Sabre blood allow these ogors to send blasts of deadly ice towards their foes.
In your shooting phase, you can say that this unit will attack with its icy breath instead of attacking with its missile weapons. If you do so, pick 1 enemy unit within 6" of this unit and visible to it and roll a dice. On a 2+, that unit suffers D3 mortal wounds.

Masters of Ambush: Always on the move, Icebrow Hunters range ahead of their alfrostun and strike with devastating speed.
During deployment, instead of setting up this unit on the battlefield, you can place it to one side and say that it is set up in ambush as a reserve unit. If you do so, when you would set up a friendly FROST SABRES unit during deployment, you can say that it will join this unit in ambush as a reserve unit. 1 unit can join this unit in this way.

At the end of your movement phase, you can set up this unit on the battlefield more than 9" from all enemy units. Then, if a friendly FROST SABRES unit joined this unit in reserve, set up that unit on the battlefield, wholly within 12" of this unit and more than 9" from all enemy units. Any reserve units in ambush that are not set up on the battlefield before the start of the fourth battle round are destroyed.

Lead the Skal: With a roar, this hunter commands the Frost Sabres at their side to chase down the enemy.
You can use this command ability at the start of your charge phase. The command can only be issued by this unit, and the unit that receives the command must be a friendly FROST SABRES unit. Until the end of the phase, when you attempt a charge with that unit, you can change 1 of the dice in the charge roll to a 4.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, OGOR, BEASTCLAW RAIDERS, HERO, ICEBROW HUNTER


6"
7
5+
8
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, ROVING MAW


6"
8
4+
8
WARSCROLL

Tyrant

The ferocious warleaders 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
Thundermace2"33+3+-23
Beastskewer Glaive
Beastskewer Glaive2"23+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 150
Battlefield Role: Leader
Base size: 50mm
Notes: Single

A Tyrant is armed with Ogor Pistols, a Thundermace and a Beastskewer Glaive.

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

Big Name: A Gutbuster Tyrant usually adopts a big name based upon their most renowned traits.
When you pick this unit to be part of your army, you can pick 1 of the following big names to apply to this unit. Record this information on your army roster.

Deathcheater: An ogor that has escaped certain doom is seen as being blessed by Gorkamorka.
This unit has a ward of 5+.

Brawlerguts: Combining brutish strength with devastating bulk, this ogor enters combat like an avalanche.
This unit is treated as a MONSTER for the purposes of the Trampling Charge battle trait.

Fateseeker: This Tyrant has travelled far and wide across the Mortal Realms and survived to tell the tale.
This unit has a Save characteristic of 3+ instead of 4+.

Longstrider: An ogor with this big name is capable of running down a sprinting rhinox.
This unit has a Move characteristic of 8" instead of 6".

Giantbreaker: This Tyrant is adept at slaying especially large and notorious creatures.
Add 1 to the damage inflicted by attacks made with this unit’s weapons if the target is a MONSTER.

Wallcrusher: Some ogors are so strong that they can bludgeon their way through a castle wall.
Improve the Rend characteristic of this unit’s melee weapons by 1 if the target is in cover or in a garrison.

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, that weapon has a Damage characteristic of D6 instead of D3 for that attack.

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 causes 1 mortal wound to the target in addition to any damage it inflicts. If the target unit has more than 3 models, that attack causes D3 mortal wounds instead of 1.

Bully of the First Degree: Tyrants use abrupt violence to help them maintain an iron rule over their warglutt.
If a friendly OGOR MAWTRIBES unit fails a battleshock test within 3" of any friendly units with this ability, only 1 model in that unit will flee.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, OGOR, GUTBUSTERS, HERO, TYRANT, ROVING MAW


5"
7
4+
9
WARSCROLL

Fimirach Noble*

Marked for greatness at birth, a Fimirach Noble is raised to be a deadly killing machine in service to a stronghold’s Matriarch. Possessing a tougher hide and stouter build than its kin, the Noble has a cunning intellect, making it an ideal leader for bands of Fimir Warriors.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Baleglyph Maul
Baleglyph Maul2"53+3+-21
Club Tail
Club Tail1"14+3+-1D3
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 150
Battlefield Role: Leader
Base size: 50mm
Notes: Single

DESCRIPTION

A Fimirach Noble is armed with a Baleglyph Maul and Club Tail.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION keyword.

ABILITIES

Baleglyph Maul: Etched by Balefiends and imbued with vile magic, a weapon bearing these glyphs brings withering atrophy to anything it strikes.
If the unmodified wound roll for an attack made with a Baleglyph Maul is 6, that attack causes 1 mortal wound to the target in addition to any damage it inflicts.

Shrouding Mists: Fimir despise the light, wrapping themselves in sorcerous mists whenever they venture from their dank lairs. Such mist serves to hide them from their enemies’ sight.
This model has a ward of 6+.

Unnatural Flesh: Fimir are wholly unnatural creatures whose flesh twists and writhes, sealing wounds mere moments after they are inflicted.
In your hero phase, you can heal 1 wound allocated to this model.

Born to Lead: Fimirach Nobles are well-versed in the intricacies of warfare, able to direct their warriors to exploit their foes’ smallest weaknesses.
In the combat phase, after this model has fought in that phase for the first time, you can pick 1 friendly FIMIR unit that has not fought in that phase, that is within 3" of an enemy unit and that is wholly within 12" of this unit. That unit fights immediately.

KEYWORDS
DESTRUCTION, FIMIR, HERO, FIMIRACH NOBLE

Battleline


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

None


9"
3
6+
5
WARSCROLL

Frost Sabres

Beasts of winter, Frost Sabres bound across the landscape like shadows ghosting over the snow. Icy blood runs in their veins, and their prey seldom sees them coming until they feel the bite of the great cats’ sword-like fangs.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Elongated Fangs
Elongated Fangs1"34+3+-11
PITCHED BATTLE PROFILE

Unit Size: 2      Points: 70
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline if general is ICEBROW HUNTER

Each model in a Frost Sabres unit is armed with Elongated Fangs.

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

Hunters of the Frozen Wilds: The thick coats of Frost Sabres act as a natural camouflage.
This unit is not visible to enemy units while it is in cover.

Their Master’s Voice: Obeying without hesitation, Frost Sabres race down the enemy on the flanks of every Icebrow Hunter.
Do not take battleshock tests for this unit if it is wholly within 12" of a friendly ICEBROW HUNTER.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, BEASTCLAW RAIDERS, FROST SABRES


5"
1
6+
4
WARSCROLL

Gnoblars

Devious little creatures obsessed with scooping up scrap metal and other detritus, Gnoblars perform a variety of tasks for their ogor masters, including charging into battle in a vast screeching mob.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sharp Stuff
Sharp Stuff8"14+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Motley Assortment of Weapons
Motley Assortment of Weapons1"15+5+-1
PITCHED BATTLE PROFILE

Unit Size: 20      Points: 120
Battlefield Role: None
Base size: 25mm

Each model in a Gnoblars unit is armed with Sharp Stuff and a Motley Assortment of Weapons.

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

CHAMPION: 1 model in this unit can be a Groinbiter. Add 1 to the Attacks characteristic of that model’s Motley Assortment of Weapons.

Nasty Traps and Tricks: These cunning creatures specialise infighting dirty and laying all manner of lethal and cunning traps.
Each time an enemy unit finishes a move within 6" of any friendly units with this ability, roll a dice. On a 4+, that unit suffers D3 mortal wounds.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, GROT, GUTBUSTERS, GNOBLARS, ROVING MAW


6"
6
6+
8
WARSCROLL

Gorgers

Inflicted with a curse that ensures they can never satiate their terrible hunger, Gorgers lope into battle in a frenzied rage, tearing opponents limb from limb and stuffing the bloody remains into their oversized maws.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Long Claws
Long Claws2"43+3+-2
Distensible Jaw
Distensible Jaw1"13+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: None
Base size: 50mm
Notes: Single

Each model in a Gorgers unit is armed with Long Claws and a Distensible Jaw.

Ambushing Hunters: Their minds filled with eternal bloodlust, Gorgers race ahead of the main tribe looking to feast first upon the flesh of the enemy.
During deployment, instead of setting up this unit on the battlefield, you can place it to one side and say that it is set up in ambush as a reserve unit. If you do so, at the end of your movement phase, you can set up this unit on the battlefield more than 9" from all enemy units.

Gruesome Devourers: With an insatiable hunger that drives them to madness, Gorgers guzzle down the bloody remains of fallen foes in a horrifying display.
If this unit is part of an Ogor Mawtribes army and it is eating, enemy units within 9" of this unit cannot receive the Inspiring Presence or Rally commands.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, OGOR, GORGERS, ROVING MAW


6"
2
6+
4
WARSCROLL

Hrothgorn’s Mantrappers

Hrothgorn tolerates the constant jabbering and bickering of his Gnoblar companions only because they are useful for carrying weapons, setting trap triggers and carrying out whatever tasks the Icebrow Hunter considers beneath him.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sharp Stuff
Sharp Stuff8"14+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Motley Assortment of Weapons
Motley Assortment of Weapons1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 180
Battlefield Role: None
Base size: 25mm
Notes: Single, Unique. Hrothgorn Mantrapper and Hrothgorn’s Mantrappers must be taken as a set. Although taken as a set, each is a separate unit.

The models in Hrothgorn’s Mantrappers are Bushwakka, Quiv, and Luggit and Thwak. Each is armed with Sharp Stuff and a Motley Assortment of Weapons.

BUSHWAKKA’S TRAP: You receive 1 Bushwakka’s Trap miniature if this unit is in your army.

Hidden Trap: At Hrothgorn’s command, the sneaky Bushwakka lays down a cleverly concealed mantrap.
At the start of the first hero phase, if this unit is in your army, you can pick 1 terrain feature or objective that is not wholly within enemy territory and say that it is trapped. If you do so, place 1 Bushwakka’s Trap miniature next to that terrain feature or objective.

The first time a unit finishes a move within 1" of the trapped terrain feature or objective, remove the Bushwakka’s Trap miniature and roll a dice. On a 2+, that unit suffers a number of mortal wounds equal to the roll.

Here You Go, Boss!: Quiv cunningly avoids being devoured by diligently carrying his master’s arrows into battle.
If this unit includes Quiv and a friendly HROTHGORN MANTRAPPER is within 3" of this unit, add 1 to the Attacks characteristic of that unit’s Trap Launcher.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, GROT, WINTERBITE, GNOBLARS, HROTHGORN’S MANTRAPPERS


9"
4
6+
6
WARSCROLL

Icefall Yhetees

Icefall Yhetees are savage creatures of the frozen wastelands. They appear from the howling blizzard that follows in the Beastclaw Raiders’ wake to hack apart their prey with weapons touched by magical frost.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Claws and Ice-encrusted Clubs
Claws and Ice-encrusted Clubs2"34+3+-12
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 100
Battlefield Role: None
Base size: 50mm
Notes: Battleline if general is THUNDERTUSK

Each model in an Icefall Yhetees unit is armed with Claws and Ice-encrusted Clubs.

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

Aura of Frost: Thick plumes of ice surround these winter creatures.
This unit has a ward of 6+.

Bounding Leaps: Many a foolish general has not anticipated the speed at which these creatures can close in over short distances.
This unit is eligible to fight in the combat phase if it is within 6" of an enemy unit instead of 3", and it can move an extra 3" when it piles in.

Invigorated by the Blizzard: To the primitive Yhetees, Thundertusks are walking gods of the Everwinter, and to fight at their side is to be filled with the power of the supernatural storm.
This unit can run and still charge later in the turn as long as it is wholly within 15" of a friendly THUNDERTUSK when it attempts a charge.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, BEASTCLAW RAIDERS, ICEFALL YHETEES


6"
4
4+
7
WARSCROLL

Ironguts

Ironguts are the meanest ogors around, the elite warriors of their warglutt. Protected by metal armour plates and carrying immense two-handed weapons, they wade into the thick of the fighting, hacking and bashing their foes to bloody chunks.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Mighty Bashing Weapon
Mighty Bashing Weapon2"33+3+-23
PITCHED BATTLE PROFILE

Unit Size: 4      Points: 240
Battlefield Role: None
Base size: 40mm
Notes: Battleline if general is GUTBUSTERS

Each model in an Ironguts unit is armed with a Mighty Bashing Weapon.

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

CHAMPION: 1 model in this unit can be a Gutlord. Add 1 to the Attacks characteristic of that model’s Mighty Bashing Weapon.

STANDARD BEARER: 1 in every 4 models in this unit can be a Rune Maw Bearer. If this unit includes any Rune Maw Bearers, each time this unit is affected by a spell or the abilities of an endless spell, you can roll a dice. On a 6, ignore the effect of that spell or the effects of that endless spell’s abilities on this unit.

MUSICIAN: 1 in every 4 models in this unit can be a Bellower. Add 1 to charge rolls for this unit if it includes any Bellowers.

Down to the Ironguts: It is not often that a mawtribe’s battle line falters, but if it does so, the Tyrant will call upon their Ironguts to turn the battle back in their favour.
Once per battle, in the combat phase, after this unit has fought for the first time in that phase, you can say that they will unleash their ferocity. If you do so, this unit can fight for a second time in that phase. The strike-last effect applies to this unit when they fight for that second time.

Gutguard: A Tyrant may assemble a retinue of their most fearsome Ironguts to serve as their Gutguard. The main role of these warriors is to put their imposing bulk in the path of any of attacks directed at their Tyrant.
Before you allocate a wound or mortal wound to a friendly TYRANT, or instead of making a ward roll for a wound or mortal wound that would be allocated to a friendly TYRANT, if that friendly TYRANT is within 3" of this unit, you can roll a dice. On a 1-2, that wound or mortal wound is allocated to that TYRANT as normal. On a 3+, that wound or mortal wound is allocated to this unit instead of that TYRANT.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, OGOR, GUTBUSTERS, IRONGUTS, ROVING MAW


6"
4
5+
6
WARSCROLL

Leadbelchers

The blackpowder-obsessed gunners known as Leadbelchers lumber into battle, blasting away with their massive guns and utilising them as makeshift bludgeons should the foe be foolish enough to engage them in hand-to-hand combat.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Leadbelcher Gun
Leadbelcher Gun18"D34+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bludgeoning Blow
Bludgeoning Blow2"23+3+-2
PITCHED BATTLE PROFILE

Unit Size: 4      Points: 150
Battlefield Role: None
Base size: 40mm
Notes: Battleline if general is GUTBUSTERS

Each model in a Leadbelchers unit is armed with a Leadbelcher Gun and Bludgeoning Blow.

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

CHAMPION: 1 model in this unit can be a Thunderfist. Add 1 to the Attacks characteristic of that model’s Bludgeoning Blow.

Thunderous Blasts of Hot Metal: The salvoes fired by Leadbelcher guns can blast a target apart.
If this unit remained stationary in your movement phase, when this unit shoots in your following shooting phase, the Attacks characteristic of its Leadbelcher Gun is 2D3 instead of D3.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, OGOR, GUTBUSTERS, LEADBELCHERS, ROVING MAW


6"
4
5+
7
WARSCROLL

Maneaters

Maneaters are swaggering mercenaries who have travelled the realms and killed and eaten all manner of foes. Wielding a variety of esoteric weapons stolen from distant lands, they cut an imposing sight as they carve their way across the battlefield.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pistols and Throwing Weapons
Pistols and Throwing Weapons12"13+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Slicers and Bashers
Slicers and Bashers2"43+3+-12
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 140
Battlefield Role: None
Base size: 50mm

Each model in a Maneaters unit is armed with Pistols and Titrowing Weapons, and Slicers and Bashers.

ELITE: Models in this unit can issue commands to their own unit.

Been There, Done That: Having travelled the realms and fought against every conceivable foe, Maneaters develop their own unique combat styles.
After deployment, pick 1 ability to apply to this unit from the following list until the end of the battle:

Brawlers: Add 1 to wound rolls for attacks made with melee weapons by this unit.

Crack Shots: The Range characteristic of this unit’s Pistols and Throwing Weapons is 18" instead of 12".

Striders: This unit can run and still charge later in the turn.

Stubborn: Do not take battleshock tests for this unit.

‘A Barrel of Meat and the Job’s Done’: Mercenaries to the bone. Maneaters are known to cut deals with their paymasters even in the midst of fierce battle.
You can use this command ability at the start of the hero phase. The command can only be issued by your general and must be received by this unit. Until the end of the turn, each model in this unit counts as 3 models for the purposes of contesting objectives.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, OGOR, MANEATERS


9"
6
4+
7
WARSCROLL

Mournfang Pack

Ogors mounted on Mournfangs wield clubs, blades and pistols, firing point-blank into their foes before laying about them with brutal abandon. Their foul-tempered beasts trample and gore anything that gets in their way.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ironlock Pistol
Ironlock Pistol12"14+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Culling Club or Prey Hacker
Culling Club or Prey Hacker2"33+3+-12
Gargant Hacker
Gargant Hacker2"24+3+-23
Tusks
Tusks1"44+3+-12
PITCHED BATTLE PROFILE

Unit Size: 2      Points: 150
Battlefield Role: None
Base size: 90 x 52mm
Notes: Battleline if general is BEASTCLAW RAIDERS

Each model in a Mournfang Pack unit is armed with 1 of the following weapon options: Culling Clubs and Hackers and Ironfist; or Gargant Hackers. All models in the unit must be armed with the same weapon option.

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

MOUNT: This unit’s Mournfangs are each armed with Tusks.

CHAMPION: 1 model in this unit can be a Skalg. That model is armed with an Ironlock Pistol in addition to its other weapons. Add 1 to the Attacks characteristic of that model’s melee weapons, excluding those of its mount.

STANDARD BEARER: 1 in every 4 models in this unit can be a Tribal Banner Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Tribal Banner Bearers.

MUSICIAN: 1 in every 4 models in this unit can be a Hornblower. Add 1 to charge rolls for this unit if it includes any Hornblowers.

Linebreakers: Mournfang riders soak up volleys of missile fire with their thick hides before decimating the enemy line with a precision charge.
Subtract 1 from wound rolls for attacks made with missile weapons that target this unit. In addition, if this unit is targeted by attacks made by an enemy unit that received the Unleash Hell command in that phase, those attacks only wound on an unmodified wound roll of 6.

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, BEASTCLAW RAIDERS, MOURNFANG PACK


6"
5
6+
8
WARSCROLL

Gorger Mawpack

The Gorger Mawpacks are strange gatherings of ogors afflicted with the Empty Belly curse. Wild-eyed and starving, they launch themselves at their prey, using huge clubs or improvised bludgeons to pulverise those unfortunate enough to be their next unsatisfying meal.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bone-shattering Strikes
Bone-shattering Strikes2"33+3+-12
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 220
Battlefield Role: None
Base size: 50mm

Each model in a Gorger Mawpack unit is armed with Bone-shattering Strikes.

CLAWBACK: 1 in every 5 models in this unit must be a Clawback. Add 1 to the Attacks characteristic of that model’s Bone-shattering Strikes. That model can issue commands to their own unit.

CAVE HOWLER: 1 in every 5 models in this unit must be a Cave Howler.

Ambushing Hunters: Their minds filled with eternal bloodlust, Gorgers race ahead of the main tribe looking to feast first upon the flesh of the enemy.
During deployment, instead of setting up this unit on the battlefield, you can place it to one side and say that it is set up in ambush as a reserve unit. If you do so, at the end of your movement phase, you can set up this unit on the battlefield more than 9" from all enemy units.

Agonising Roar: The gut-wrenching bellows of a Cave Howler amplify the inner hunger of all creatures, inflicting a crippling sense of famishment upon those who hear them.
Roll a dice each time an enemy unit receives a command within 12" of a friendly Cave Howler. On a 5+, that command is not received (the command ability still counts as having been used) and the command point that was spent to issue that command is lost.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, OGOR, GUTBUSTERS, GORGERS, GORGER MAWPACK, ROVING MAW


5"
3
4+
7
WARSCROLL

Fimir Warriors*

From unnatural clouds of mist come the hulking reptilian brutes known as Fimir Warriors. Possessed of prodigious strength and tenacity, they charge to wherever the fighting is thickest in order to savage their startled foes.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Baleglyph Maul
Baleglyph Maul2"33+3+-21
Club Tail
Club Tail1"14+3+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 150
Battlefield Role: None
Base size: 50mm
Notes: Battleline if general is a FIMIRACH NOBLE

DESCRIPTION

Each model in a Fimir Warriors unit is armed with a Baleglyph Maul and Club Tail.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION keyword.

ABILITIES

Baleglyph Mauls: Etched by Balefiends and imbued with vile magic, a weapon bearing these glyphs brings withering atrophy to anything it strikes.
If the unmodified wound roll for an attack made with a Baleglyph Maul is 6, that attack causes 1 mortal wound to the target in addition to any damage it inflicts.

Shrouding Mists: Fimir despise the light, wrapping themselves in sorcerous mists whenever they venture from their dank lairs. Such mist serves to hide them from their enemies’ sight.
This unit has a ward of 6+.

Unnatural Flesh: Fimir are wholly unnatural creatures whose flesh twists and writhes, sealing wounds mere moments after they are inflicted.
In your hero phase, you can heal 1 wound allocated to this unit.

KEYWORDS
DESTRUCTION, FIMIR, FIMIR WARRIORS

Behemoth


14
4+
7
WARSCROLL

Stonehorn Beastriders

The ground shakes under a Stonehorn’s headlong charge, each footfall a bell- toll of doom. From its back, a pair of Beastriders bring down foes with snapping chaintraps and harpoons, hauling in their kills to add to the mawtribe’s meat harvest.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Harpoon Launcher
Harpoon Launcher20"14+3+-1D3
Chaintrap
Chaintrap12"14+3+-3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Punches and Kicks
Punches and Kicks1"64+4+-1
Rock-hard Horns
Rock-hard Horns2"4+3+-23
Crushing Hooves
Crushing Hooves2"D63+-1D3
DAMAGE TABLE
Wounds SufferedMoveRock-hard HornsCrushing Hooves
0-512"62+
6-810"53+
9-118"43+
12+6"34+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 330
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single. Battleline if general is BEASTCLAW RAIDERS

Stonehorn Beastriders are armed with a Harpoon Launcher, Punches and Kicks and 1 of the following weapon options: Chaintrap; or Blood Vulture.

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

MOUNT: This unit’s Stonehorn is armed with Rock-hard Horns and Crushing Hooves.

Earth-shattering Charge: Enemies are crushed and trampled beneath the unstoppable ferocity of a Stonehorn’s charge.
Add 1 to the damage inflicted by attacks made with this unit’s Rock-hard Horns and Crushing Hooves if this unit made a charge move in the same turn.

Stone Skeleton: The thick, rock-like skeletons of these beasts can take substantial punishment.
This unit has a ward of 5+.

Blood Vulture: Blood vultures are vicious predators that help lead the alfrostuns to prey.
If this unit is armed with a Blood Vulture, at the start of your shooting phase, pick 1 enemy unit on the battlefield that is visible to this unit and roll a dice. On a 2+, that unit suffers 1 mortal wound.

Reel ’Em In: Once a chaintrap sinks deep into a beast's flank, there is little the creature can do to free itself as it is pulled closer to the hungry hunters.
If an attack made with a Chaintrap scores a hit on an enemy MONSTER unit, if that MONSTER unit is not destroyed and not already snagged (see below), after that attack has been resolved, you can roll a dice. On a 4+, that MONSTER unit is snagged until the start of your next shooting phase. While a MONSTER unit is snagged and the unit that snagged it is on the battlefield, each time that MONSTER unit makes a move, it must finish that move at least as close to the unit that snagged it as it was at the start of the move.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, OGOR, BEASTCLAW RAIDERS, MONSTER, STONEHORN, BEASTRIDERS


14
4+
7
WARSCROLL

Thundertusk Beastriders

The Everwinter clings to the Thundertusks and follows them wherever they tread, the air around them thick with glimmering frost. Guided into battle by a pair of savage Beastriders, these mammoth beasts smash and grind their prey to bloody ruin.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Harpoon Launcher
Harpoon Launcher20"14+3+-1D3
Chaintrap
Chaintrap12"14+3+-3
Frost-wreathed Ice
Frost-wreathed Ice18"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Punches and Kicks
Punches and Kicks1"64+4+-1
Colossal Tusks
Colossal Tusks2"43+-1D3
DAMAGE TABLE
Wounds SufferedMoveFrost-wreathed IceColossal Tusks
0-58"122+
6-87"103+
9-116"84+
12+5"65+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 260
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single. Battleline if general is BEASTCLAW RAIDERS

Thundertusk Beastriders are armed with a Harpoon Launcher, Punches and Kicks and 1 of the following weapon options: Chaintrap; or Blood Vulture.

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

MOUNT: This unit’s Thundertusk is armed with Frost-wreathed Ice and Colossal Tusks.

Blasts of Frost-wreathed Ice: Thundertusks can focus the cold between their tusks into blasts of ice that hit like cannonballs.
Do not use the attack sequence for an attack made with Frost-wreathed Ice. Instead, pick 1 enemy unit within 18" of this unit and visible to it, and roll a number of dice equal to the Frost-wreathed Ice value shown on this unit’s damage table. Add 1 to each roll if the target unit has 10-19 models. Add 2 to each roll instead if the target unit has 20 or more models. For each 6+, that unit suffers 1 mortal wound.

Numbing Chill: Winter storms gather about these mythical creatures, freezing and slowing any enemy foolish enough to close in.
Subtract 1 from hit rolls for attacks made with melee weapons that target this unit.

Blood Vulture: Blood vultures are vicious predators that help lead the alfrostuns to prey.
If this unit is armed with a Blood Vulture, at the start of your shooting phase, pick 1 enemy unit on the battlefield that is visible to this unit and roll a dice. On a 2+, that unit suffers 1 mortal wound.

Reel ’Em In: Once a chaintrap sinks deep into a beast’s flank, there is little the creature can do to free itself as it is pulled closer to the hungry hunters.
If an attack made with a Chaintrap scores a hit on an enemy MONSTER unit, if that MONSTER unit is not destroyed and not already snagged (see below), after that attack has been resolved, you can roll a dice. On a 4+, that MONSTER unit is snagged until the start of your next shooting phase. While a MONSTER unit is snagged and the unit that snagged it is on the battlefield, each time that MONSTER unit makes a move, it must finish that move at least as close to the unit that snagged it as it was at the start of the move.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, OGOR, BEASTCLAW RAIDERS, MONSTER, THUNDERTUSK, BEASTRIDERS


10
5+
5
WARSCROLL

Basilisk*

Basilisks are creatures so inimical to life that they poison the very ground they walk on. They are a living blight that can swiftly reduce an area to ruinous wasteland, destroying crops and slaughtering livestock with venom that suffuses both body and spirit.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Acidic Spittle
Acidic Spittle10"15+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Venomous Bite
Venomous Bite2"13+3+3
Clutching Claws
Clutching Claws1"64+4+-11
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveVenomous BiteAcidic Spittle
0-310"-22+
4-59"-23+
6-78"-14+
8+7"-15+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 175
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

A Basilisk is armed with Acidic Spittle, a Venomous Bite and Clutching Claws.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION keyword.

ABILITIES

Corrosive Miasma: The poisons that emanate from the Basilisk’s skin are so toxic that they leave anyone nearby choking on their own blood as they fall victim to their corrosive effects.
At the start of the combat phase, roll a dice for each enemy unit within 3" of this model. On a 2+, that unit suffers 1 mortal wound.

Malignant Gaze: The Basilisk focuses its malice upon its intended victim, its eyes radiating with evil as the enemy slowly melts into a pile of steaming flesh and blistering metal.
In your hero phase, you can pick 1 enemy unit within 12" of this model and visible to it, and roll a dice. On a 1, nothing happens. On a 2-3, that unit suffers D3 mortal wounds. On a 4+, that unit suffers D3+1 mortal wounds.

KEYWORDS
DESTRUCTION, MONSTER, BASILISK


14
3+
6
WARSCROLL

Dread Maw*

Dread Maws are massive reptilian worms that spend most of their lives below ground, only surfacing to hunt. They use their hard rock-like coils to bind and crush their prey, and are able to tunnel through rock and soil as a fish swims through water.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Slime Spray
Slime Spray12"14+3+-2D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cavernous Maw
Cavernous Maw3"33+2+D6
Writhing Coils
Writhing Coils2"4+4+-11
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveCavernous MawWrithing Coils
0-614"-33D6
7-812"-22D6
9-1010"-2D6
11+8"-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 495
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

A Dread Maw is armed with a Cavernous Maw, Writhing Coils and Slime Spray.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Devourer From Below: The Dread Maw’s ability to burrow through the ground means that it can emerge from any part of a battlefield without hindrance, taking its prey by surprise.
During deployment, instead of setting up this model on the battlefield, you can place it to one side and say that it is tunnelling through the earth in reserve. If you do so, at the end of your second movement phase, you must set up this model anywhere on the battlefield more than 9" from all enemy units.

Impenetrable Hide: Long exposure to the taint left behind from the Age of Chaos has made the armoured scales of Dread Maws all but impervious to harm.
This model has a ward of 5+.

Tunnel Worm: The Dread Maw grinds through rock and soil without resistance.
When this model makes a move, it can pass across terrain features and other models in the same manner as a model that can fly.

Yawning Maw: Their circular mouths studded with rows of sickle-shaped teeth, Dread Maws can swallow a fully armoured man whole.
Add 1 wound rolls for attacks made a Cavernous Maw if the target unit has a Wounds characteristic of 2 or less.

KEYWORDS
MONSTER, DREAD MAW


14
10
WARSCROLL

Incarnate Elemental of Beasts*

Elementals of Beasts are gruesome fusions of meat and bone, bound together and given will by the raw magic of Ghur. Savage beyond imagining, they slash and gore their way through whole armies, reducing their enemies to mutilated heaps of flesh.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Amber Breath
Amber Breath12"D65+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Savage Talons
Savage Talons2"3+4+-21
Impaling Horns
Impaling Horns2"44+3+-1D3
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveSaveSavage Talons
0-510"3+12
6-88"4+10
9-117"4+8
12+6"5+6
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

An Incarnate Elemental of Beasts is armed with Savage Talons, Impaling Horns and Amber Breath.

MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Savage Frenzy: These creatures are at their most dangerous in their final moments, lashing out at their enemies in vengeful hatred.
If this model is slain, before removing it from play, it can fight. This model is then removed from play.

Howl of the Great Beast: The howl of an Incarnate Elemental of Beasts can freeze the blood of all who hear it.
Subtract 1 from the Bravery characteristic of enemy units while they are within 8" of this model.

Incarnate of Ghur: Incarnate Elementals are able to draw upon the energies from their realm to increase their strength.
Add 1 to wound rolls for attacks made by this model if it is within 1" of any terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (core rules, 28.1.3).

The Lure of Spilt Blood: The potent aroma of freshly spilt blood sends these creatures into a frenzy.
You can re-roll charge rolls for this model if it is within 12" of any enemy models that have any wounds allocated to them.

KEYWORDS
GHUR, MONSTER, INCARNATE ELEMENTAL OF BEASTS


14
10
WARSCROLL

Incarnate Elemental of Fire*

An Incarnate Elemental of Fire is a magical creature formed from the wantonly destructive forces of Aqshy, the Realm of Fire. It appears as a great burning figure of cindered flesh engulfed in robes of furnace-hot flames.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fiery Bolts
Fiery Bolts18"4+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tendrils of Fire
Tendrils of Fire2"63+4+-1
Burning Lance
Burning Lance3"33+2+-22
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveSaveFiery Bolts
0-38"3+10
4-67"4+8
7-96"4+6
10-125"5+4
13+4"6+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

An Incarnate Elemental of Fire is armed with Tendrils of Fire, a Burning Lance and Fiery Bolts.

MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Ashes to Ashes: The burning power of an Incarnate Elemental of Fire is no natural flame, but an insidious and almost wilfully destructive arcane force that eats into anything it touches, destroying them from within.
If the unmodified hit roll for an attack made by this model is 6, double the weapon’s Damage characteristic for that attack.

Gift of Elemental Fire: The very presence of an Incarnate Elemental of Fire brings destruction, as the heat that radiates off its form is enough to scorch metal and kindle flesh into bright flame.
At the end of the combat phase, roll a dice for each enemy unit within 3" of this model. On a 2+, that unit suffers D3 mortal wounds.

Incarnate of Aqshy: Incarnate Elementals are able to draw upon the energies from their realm to heal their bodies and increase their strength.
Add 1 to wound rolls for attacks made by this model if it is within 1" of any terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (core rules, 28.1.3).

KEYWORDS
AQSHY, MONSTER, INCARNATE ELEMENTAL OF FIRE


20
4+
6
WARSCROLL

Magma Dragon*

These primordial beasts are among the most malevolent of dragon kind. Their gullet burns with the intensity of a raging volcano, and when roused to wrath they incinerate their foes with jets of flame, or else tear them to shreds with their enormous claws and fangs.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Brimstone Dragonfire
Brimstone Dragonfire18"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Furnace-hot Jaws
Furnace-hot Jaws3"43+2+D6
Crushing Claws
Crushing Claws2"4+3+-12
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveFurnace-hot JawsCrushing Claws
0-1016"-38
11-1314"-37
14-1612"-26
17+10"-25
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 585
Battlefield Role: Behemoth
Base size: 160mm
Notes: Single

DESCRIPTION

A Magma Dragon is armed with Furnace-hot Jaws, Crushing Claws and Brimstone Dragonfire.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

FLY: This model can fly.

ABILITIES

Brimstone Dragonfire: Unleashing the heat within, the Magma Dragon spews gouts of whitehot fire upon its prey.
Do not use the attack sequence for an attack made with this model’s Brimstone Dragonfire. Instead, roll a dice. On a 2+, the target unit suffers D6 mortal wounds. If the target unit has 10 or more models, it suffers 2D6 mortal wounds instead of D6.

Burning Blood: The lifeblood that flows through Magma Dragons is molten rock. To spill it is akin to standing beside a volcanic eruption.
Roll a dice each time a wound or mortal wound that was caused by a melee weapon is allocated to this model. On a 4+, the attacking unit suffers 1 mortal wound. On a 6, the attacking unit suffers D3 mortal wounds instead.

KEYWORDS
DRAGON, MONSTER, MAGMA DRAGON


12
4+
5
WARSCROLL

Merwyrm*

Merwyrms are nightmarish creatures able to traverse both land and sea. Harbouring a malice cultivated in their endless struggle for survival upon the ocean floor, they loose this hatred upon any foolish enough to go into battle against them.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chill Breath
Chill Breath8"64+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hideous Jaws
Hideous Jaws1"33+3+D3
Powerful Tail
Powerful Tail2"14+3+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveHideous JawsPowerful Tail
0-58"-36
6-77"-2D6
8-96"-2D3
10+5"-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 280
Battlefield Role: Behemoth
Notes: Single

DESCRIPTION

A Merwyrm is armed with Chill Breath, Hideous Jaws and a Powerful Tail.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Abyssal Predator: The Merwyrm’s usual prey are the leviathans of the deep, and they have a talent for latching onto their quarry and tearing away great chunks of flesh.
If the unmodified wound roll for an attack made with this model’s Hideous Jaws is 6, the Damage characteristic of that weapon for that attack is D6 instead of D3.

Stench of the Deep: The air around this beast is filled with an unholy stench of rotting flesh and brackish filth. This putrid smell upturns stomachs and stings eyes, weakening and blinding its enemies before they can attack.
Subtract 1 from hit rolls for attacks made with melee weapons that target this model.

Unnatural Metabolism: The Merwyrm’s cavernous jaws are so huge that stories abound of its ability to swallow a person whole, its wounds sealing each time it devours an unfortunate victim.
At the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can heal up to D3 wounds allocated to this model.

KEYWORDS
MONSTER, MERWYRM

Artillery


7"
9
4+
5
WARSCROLL

Gnoblar Scraplauncher

The height of Gnoblar ingenuity is the Scraplauncher, a catapult that hurls bucketfuls of razor-sharp metal high into the air to rain down upon the enemy. Despite its crude construction, it is a surprisingly lethal war machine.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Piles of Old Scrap
Piles of Old Scrap6"-36"See below4+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Scrappers’ Stabbers
Scrappers’ Stabbers1"75+5+-1
Sharp Horns
Sharp Horns2"24+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 130
Battlefield Role: Artillery
Base size: 120 x 92mm
Notes: Single

A Gnoblar Scraplauncher is armed with Piles of Old Scrap, manned by a crew of Gnoblar scrappers armed with Scrappers’ Stabbers, and pulled by a rhinox armed with Sharp Horns.

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

Load It Up!: Gnoblars near a Scraplauncher will diligently scavenge any nearby scrap to pile upon their catapult. After all, looking busy is a good way to avoid getting stepped on by an angry ogor!
At the start of your shooting phase, you can pick 1 friendly GNOBLARS unit wholly within 9" of this unit and roll 2D6. If the roll is less than the number of models in that GNOBLARS unit, add 1 to hit rolls for attacks made with this unit’s Piles of Old Scrap until the end of that phase.

Deadly Rain of Scrap: Salvaged enemy weapons and lethal shards of metal rain down upon the enemy’s ranks.
The Attacks characteristic of Piles of Old Scrap is equal to the number of models in the target unit (to a maximum Attacks characteristic of 20).

Rhinox Charge: A rhinox’s double-horned skull can inflict considerable damage when it charges into the foe.
Add 1 to the damage inflicted by attacks made with this unit’s Sharp Horns if this unit made a charge move in the same turn.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, GROT, GUTBUSTERS, RHINOX, GNOBLAR SCRAPLAUNCHER, ROVING MAW


7"
9
4+
6
WARSCROLL

Ironblaster

The most destructive blackpowder weapon deployed by the Gutbuster warglutts, the Ironblaster is an immense cannon that hurls solid shot into the heart of the enemy’s ranks, blasting foes into scraps of charred meat.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ironblaster Cannon: Cannon Ball
Ironblaster Cannon: Cannon Ball30"24+2+-2D3+3
Ironblaster Cannon: Hail Shot
Ironblaster Cannon: Hail Shot12"103+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Clubber
Clubber2"33+3+-2
Sharp Horns
Sharp Horns2"24+3+-1D3
Jagged Blade
Jagged Blade1"25+5+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 200
Battlefield Role: Artillery
Base size: 120 x 92mm
Notes: Single

An Ironblaster is manned by an ogor gunner armed with an Ironblaster Cannon and Clubber, accompanied by a Gnoblar scrapper armed with a Jagged Blade, and pulled by a rhinox armed with Sharp Horns.

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

Lethal Payload: An Ironmaster’s barrel can be filled with a single, massive cannonball or stuffed with handfuls of deadly hail shot.
Each time this unit shoots, choose either the Cannonball or Hail Shot weapon characteristics for all the attacks it makes with its Ironblaster Cannon.

Rhinox Charge: A rhinox’s double-horned skull can inflict considerable damage when it charges into the foe.
Add 1 to the damage inflicted by attacks made with this unit’s Sharp Horns if this unit made a charge move in the same turn.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, OGOR, GUTBUSTERS, RHINOX, IRONBLASTER, ROVING MAW

Faction Terrain Feature


FACTION TERRAIN WARSCROLL

Great Mawpot

Blessed with the strange, hungry essence of the Gulping God, the Great Mawpot is a mawtribe’s most sacred possession. All manner of ingredients are thrown into this metal cauldron and boiled up into a thick magical broth that reinvigorates any ogors who taste it.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 0
Battlefield Role: Faction Terrain Feature
Base size: Use model

FACTION TERRAIN: Only Ogor Mawtribes armies can include this faction terrain feature.

SET-UP: After territories are determined, you can set up this faction terrain feature wholly within your territory and more than 3" from all objectives and other terrain features. If both players can set up faction terrain features at the same time, they must roll off and the winner chooses who sets up their faction terrain features first.

IMPASSABLE: You cannot move models over this terrain feature unless it can fly, and you cannot move a model onto this terrain feature or set up a model on this terrain feature (even if it can fly).

Vessel of the Gulping God: Swirling fumes of powerful gastromancy emanate from the Great Mawpot.
Add 1 to casting, unbinding and dispelling rolls for friendly OGOR WIZARDS within 1" of this terrain feature.

Battlebroth: The contents of a Mawpot are suffused with strange magic; a single mouthful can restore an ogor’s vitality and stitch up their wounds.
A Great Mawpot is either full or empty. At the start of the battle, it is full. In your hero phase, 1 friendly OGOR HERO within 6" of a full Great Mawpot in your army can spend all of that Great Mawpot’s magic. If they do so, you can heal D3 wounds allocated to each friendly OGOR unit wholly within 36" of that Great Mawpot (roll separately for each unit). Once all of the Great Mawpot’s magic has been spent, it is empty.

Throw ’Em In: The bludgeoned and hacked remains of dead foes are thrown into the bubbling cauldron to thicken the stew.
If an enemy model is slain within 6" of an empty Great Mawpot in your army, it becomes full.


FACTION TERRAIN WARSCROLL

Mawpit

As gastromantic magic floods the battlefield, the ground itself opens hungrily in response. These Mawpits are capable only of consuming, dragging in wayward enemies to crush and digest with their many circular rows of teeth.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 0
Battlefield Role: Faction Terrain Feature
Base size: Use model

FACTION TERRAIN: Only Ogor Mawtribes armies can include this faction terrain feature. Ogor Mawtribes armies that include a Mawpit cannot also include a Great Mawpot.

SET UP: After territories are determined, you can set up this faction terrain feature wholly outside enemy territory and more than 3" from all objectives and other terrain features. If both players can set up faction terrain features at the same time, they must roll off and the winner chooses who sets up their faction terrain feature first.

DEFENSIBLE: This terrain feature is a defensible terrain feature that can be garrisoned by 1 BUTCHER. The garrison is referred to as the terrain feature’s ‘Head Butcher’ in the rules on this warscroll.

The Throat of Ghur: The Realm of Beasts aggressively attacks the other Mortal Realms, trying to overwhelm and reshape them in its image.
At the end of the charge phase, the player whose turn is taking place must roll a dice for each unit in their army that is within 12" of this terrain feature and within 12" of any units in their opponent’s army and more than 3" from all units in their opponent’s army. On a 3+, that unit suffers D3 mortal wounds.

If this terrain feature has a Head Butcher, this ability affects units within 18" of this terrain feature instead of 12". This ability has no effect on GUTBUSTERS units.

Head Butcher: The meat-priest tosses chunks of meat into the ever-hungry Mawpit to appease the Gulping God.
If this terrain feature has a Head Butcher, in your hero phase, you can say that an offering will be made to the Mawpit. If you do so, pick 1 enemy unit within 18" of this terrain feature and roll D6. If the roll is more than twice that enemy unit’s Wounds characteristic, 1 model in that unit is slain. If the roll is more than three times that enemy unit’s Wounds characteristic, 3 models in that unit are slain.

It Fights Back: Those who approach a slavering Mawpit risk being swallowed alive.
If this terrain feature is picked as the target of the Smash To Rubble monstrous rampage, and that monstrous rampage is unsuccessful, the MONSTER that carried out that monstrous rampage suffers 3D6 mortal wounds.

Designer’s Note: A Smash To Rubble monstrous rampage is unsuccessful if the roll was not a 3+.

Warscroll Battalion


Warscroll Battalion

Tyrant’s Gutguard

Led by the hulking warlords known as Tyrants, Gutbuster warglutts are relentless forces of destruction that chew their way across the realms. Consisting of packs of fat-bellied ogors, smoke-belching cannons and blood-smeared shamans, they fight not for glory or ambition but simply to stuff their greedy mouths with fresh meat.
ORGANISATION
 • 1 Tyrant
 • 1-3 Ironguts units
 • 0-1 Bloodpelt Hunters
 • 0-2 Ironblasters
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

The Mawpath: Armies scatter and kingdoms tremble as the ogors’ nomadic feast grinds relentlessly on.
At the start of your hero phase in the first battle round, each unit in this battalion can make a normal move of D6". Roll separately for each unit.


Warscroll Battalion

Goremand

Led by the hulking warlords known as Tyrants, Gutbuster warglutts are relentless forces of destruction that chew their way across the realms. Consisting of packs of fat-bellied ogors, smoke-belching cannons and blood-smeared shamans, they fight not for glory or ambition but simply to stuff their greedy mouths with fresh meat.
ORGANISATION
 • 1 Slaughtermaster
 • 1-3 Ogor Gluttons units
 • 1-3 Leadbelchers units
 • 0-1 Ironguts units
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

The Mawpath: Armies scatter and kingdoms tremble as the ogors’ nomadic feast grinds relentlessly on.
At the start of your hero phase in the first battle round, each unit in this battalion can make a normal move of D6". Roll separately for each unit.


Warscroll Battalion

Butcher’s Band

Led by the hulking warlords known as Tyrants, Gutbuster warglutts are relentless forces of destruction that chew their way across the realms. Consisting of packs of fat-bellied ogors, smoke-belching cannons and blood-smeared shamans, they fight not for glory or ambition but simply to stuff their greedy mouths with fresh meat.
ORGANISATION
 • 1 Butcher
 • 1-3 Ogor Gluttons units
 • 1-3 Leadbelchers units
 • 0-1 Ironguts units
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

The Mawpath: Armies scatter and kingdoms tremble as the ogors’ nomadic feast grinds relentlessly on.
At the start of your hero phase in the first battle round, each unit in this battalion can make a normal move of D6". Roll separately for each unit.


Warscroll Battalion

Junkmob

Led by the hulking warlords known as Tyrants, Gutbuster warglutts are relentless forces of destruction that chew their way across the realms. Consisting of packs of fat-bellied ogors, smoke-belching cannons and blood-smeared shamans, they fight not for glory or ambition but simply to stuff their greedy mouths with fresh meat.
ORGANISATION
 • 1-3 Gnoblars units
 • 1-2 Gnoblar Scraplaunchers
PITCHED BATTLE PROFILE

Unit Size: -      Points: 100
Battlefield Role: Warscroll Battalion

The Mawpath: Armies scatter and kingdoms tremble as the ogors’ nomadic feast grinds relentlessly on.
At the start of your hero phase in the first battle round, each unit in this battalion can make a normal move of D6". Roll separately for each unit.


Warscroll Battalion

Jorlbad

An alfrostun is a savage raiding army forged by the wintery will of its Frostlord. Moving swiftly over battlefields of ice and snow, it precedes the Everwinter, a wall of cold that scours the land. Naught is left in its wake but ruined cities and empires picked clean of every last shred of meat.
ORGANISATION
 • 0-1 FROSTLORDS
 • 1-3 Stonehorn Beastriders units
 • 1 Huskard on Stonehorn
 • 2-4 Mournfang Pack units
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

Alfrostun Avalanche: When an entire alfrostun stampedes towards its foes, it is akin to an unstoppable avalanche that sweeps away all before it.
Subtract 1 from rolls made for enemy units within 3" of any units in this battalion for the purposes of the Grasp of the Everwinter battle trait.


Warscroll Battalion

Eurlbad

An alfrostun is a savage raiding army forged by the wintery will of its Frostlord. Moving swiftly over battlefields of ice and snow, it precedes the Everwinter, a wall of cold that scours the land. Naught is left in its wake but ruined cities and empires picked clean of every last shred of meat.
ORGANISATION
 • 0-1 FROSTLORDS
 • 1-3 Stonehorn Beastriders units
 • 1 Huskard on Stonehorn
 • 2-4 Mournfang Pack units
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

Alfrostun Avalanche: When an entire alfrostun stampedes towards its foes, it is akin to an unstoppable avalanche that sweeps away all before it.
Subtract 1 from rolls made for enemy units within 3" of any units in this battalion for the purposes of the Grasp of the Everwinter battle trait.


Warscroll Battalion

Torrbad

An alfrostun is a savage raiding army forged by the wintery will of its Frostlord. Moving swiftly over battlefields of ice and snow, it precedes the Everwinter, a wall of cold that scours the land. Naught is left in its wake but ruined cities and empires picked clean of every last shred of meat.
ORGANISATION
 • 0-1 FROSTLORDS
 • 1-3 Thundertusk Beastriders units
 • 1 Huskard on Thundertusk
 • 0-3 Icefall Yhetees units
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

Alfrostun Avalanche: When an entire alfrostun stampedes towards its foes, it is akin to an unstoppable avalanche that sweeps away all before it.
Subtract 1 from rolls made for enemy units within 3" of any units in this battalion for the purposes of the Grasp of the Everwinter battle trait.


Warscroll Battalion

Skal

An alfrostun is a savage raiding army forged by the wintery will of its Frostlord. Moving swiftly over battlefields of ice and snow, it precedes the Everwinter, a wall of cold that scours the land. Naught is left in its wake but ruined cities and empires picked clean of every last shred of meat.
ORGANISATION
 • 1-6 Icebrow Hunters
 • 2-10 units of Frost Sabres
PITCHED BATTLE PROFILE

Unit Size: -      Points: 100
Battlefield Role: Warscroll Battalion

Alfrostun Avalanche: When an entire alfrostun stampedes towards its foes, it is akin to an unstoppable avalanche that sweeps away all before it.
Subtract 1 from rolls made for enemy units within 3" of any units in this battalion for the purposes of the Grasp of the Everwinter battle trait.

Regiment of Renown


Regiment of Renown

Big Grikk’s Kruleshots

Grikk swears that the massive, jagged bolt that buried itself in the back of his boss’s Corpse-rippa Vulcha had nothing to do with him. Few believed the treacherous Big Shot, so Grikk quickly took leave of his clan, taking with him a handful of crossbow-toting lackeys and some grots to drag his beloved killbow across the realms.
ORGANISATION
 • 1 Beast-skewer Killbow (Leader)
 • 3 Man-skewer Boltboyz
 • 3 Man-skewer Boltboyz
If your army has a DESTRUCTION general but is not a Kruleboyz army, you can include this regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army even though its number of units and points value exceeds the amount allowed for allied units.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 290
Battlefield Role: Warscroll Battalion
Notes: Unique, Single. These units must be taken as a set referred to as Big Grikk’s Kruleshots. Although taken as a set, each is a separate unit.

ABILITIES

Back-stabbin’ Big Shot: Big Grikk has a reputation among his lads as ‘a right sneaky ’un’ – a high accolade in Kruleboyz society.
The BEAST-SKEWER KILLBOW in this regiment of renown has the HERO keyword.

Toxin-laden Skewers: Big Grikk’s Kruleshots habitually smear highly toxic secretions over the tips of their jagged bolts.
If the unmodified hit roll for an attack made by a model in this regiment of renown is 6, that attack causes a number of mortal wounds to the target equal to the weapon’s Damage characteristic and the attack sequence ends (do not make a wound roll or save roll).

Skewer It Again!: There’s no need for him to point; Grikk simply uses his bolts to indicate which beastie he wants his boyz to bring down.
If any wounds and/or mortal wounds caused by a shooting attack made by this regiment of renown’s BEAST-SKEWER KILLBOW are allocated to an enemy MONSTER and not negated, you can pick any number of other models in this regiment of renown and say that they are focusing fire. If you do so, until the end of the phase, add 1 to the Attacks characteristic of missile weapons used by those models but all of their attacks must target that enemy MONSTER.


Regiment of Renown

Braggit’s Bottle-snatchaz

ORGANISATION
 • 1 Rabble-Rowza (Braggit)
 • 1 Gobbapalooza
 • 1 Squig Herd with 12 models
 • 1 Squig Hoppers unit with 10 models
If your army has a DESTRUCTION general but is not a Gloomspite Gitz army, you can include this regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army even if its points value exceeds the amount allowed for allied units.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 500
Battlefield Role: Warscroll Battalion
Notes: Unique, Single. These units must be taken as a set referred to as Braggit’s Bottle-snatchaz. Although taken as a set, each is a separate unit.

ABILITIES

Major Irritant: Braggit is a dab hand at riling up the beasts of the Deep and Dark - from a safe distance.
If a unit in this regiment of renown receives the Redeploy command, any other friendly units in this regiment of renown within 6" of that unit can immediately make a D6" move but they must finish that move more than 3" from all enemy units and cannot shoot later in the turn.

Secret Tunnels: Rabble-Rowzas have a knack for locating hidden passages through the depths.
Instead of setting up the units in this regiment of renown on the battlefield, you can place them to one side and say that they are navigating secret tunnels. If you do so, at the start of your first hero phase, you can set up all of these units wholly within 6" of the edge of the battlefield and more than 9" from all enemy units. The units you set up cannot move in the following movement phase.
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 BEASTCLAW RAIDERS keyword is used in the following Ogor Mawtribes warscrolls:

Leader, Behemoth
Leader
None
Behemoth
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
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 BEASTCLAW RAIDERS keyword is used in the following Ogor Mawtribes warscrolls:

Leader, Behemoth
Leader
None
Behemoth

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

Leader, Behemoth
Behemoth

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

Leader, Behemoth
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.
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.

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

Leader, Behemoth
Behemoth
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.
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.

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

Leader, Behemoth

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

Leader, Behemoth
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
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.
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.
27.3.3 Artefacts of Power
Each time you take an artefact of power enhancement, you can pick 1 artefact of power and give it to a HERO in your army. A HERO cannot have more than 1 artefact of power. An army cannot include duplicates of the same artefact of power.

Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples).

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

Leader
None
17.1.1 Cover
A target unit is in cover if all of the models in the unit are wholly on a terrain feature or behind a terrain feature. Add 1 to save rolls for attacks that target a unit that is in cover. A unit that has a Wounds characteristic of 10 or more or that has made a charge move in the same turn does not receive the benefit of being in cover.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.

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
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
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.

The ICEBROW HUNTER keyword is used in the following Ogor Mawtribes warscrolls:

Leader
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).
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 FIMIR keyword is used in the following Ogor Mawtribes warscrolls:

Leader
None
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.

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

None
Artillery

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

None
Inspiring Presence
The stoic leaders of these mighty warriors never falter, inspiring their comrades to fight no matter the odds.
You can use this command ability at the start of the battleshock phase. The unit that receives the command does not have to take battleshock tests in that phase.
Rally
At a shouted command, injured warriors stagger back to their feet and prepare to fight once more.
You can use this command ability at the start of the hero phase. The unit that receives the command must be more than 3" from all enemy units. Roll 1 dice for each slain model from that unit. For each 6, you can return 1 slain model to that unit.

You can only return models to that unit that have a combined Wounds characteristic of 10 or less. For example, if the unit that received the command has a Wounds characteristic of 2, you can return a maximum of 5 models to that unit.

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

None
• Gorgers
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
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.
Unleash Hell
These warriors have prepared their missile weapons so they can unleash a devastating volley at the last possible moment.
You can use this command ability after an enemy unit finishes a charge move. The unit that receives the command must be within 6" of that enemy unit and more than 3" from all other enemy units. Models in the unit that receives the command that are within 6" of the target unit can shoot in that phase, but when they do so, you must subtract 1 from hit rolls for their attacks and they can only target the unit that made the charge move.

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

Behemoth
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.

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

Artillery
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.

The OGOR and WIZARD keywords are used in the following Ogor Mawtribes warscrolls:

Leader
• Butcher

The OGOR and HERO keywords are used in the following Ogor Mawtribes warscrolls:

Leader, Behemoth
Leader
• Butcher
• Tyrant
Redeploy
As the enemy draw close, battle-hardened warriors adjust their position to leave their foe at a disadvantage.
You can use this command ability in the enemy movement phase after an enemy unit finishes a normal move, run or retreat. The unit that receives the command must be within 9" of that enemy unit and more than 3" from all enemy units. You can make a D6" move with the unit that receives the command, but it must finish the move more than 3" from all enemy units and cannot shoot later in the turn.

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