Ogor Mawtribes – Warscrolls

None


9"
2
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: 55
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline if general is an ICEBROW HUNTER

BATTALIONS

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

DESCRIPTION

A unit of Frost Sabres has any number of models, each armed with Elongated Fangs.

ABILITIES

Their Master’s Voice: Obeying without hesitation, Frost Sabres race down the enemy on the flanks of every Icebrow Hunter.
Add 3 to charge rolls for this unit if it is wholly within 16" of a friendly ICEBROW HUNTER when the charge roll is made.

In addition, add 2 to the Bravery characteristic of this unit while it is wholly within 16" 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

BATTALIONS

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

DESCRIPTION

A unit of Gnoblars has any number of models, each armed with Sharp Stuff and a Motley Assortment of Weapons.

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

ABILITIES

Screeching Horde: Gnoblars are surprisingly dangerous in large numbers.
Add 1 to the Attacks characteristic of this unit’s melee weapons while it has 10 or more models.

Trappers: These cunning creatures specialise in fighting dirty and laying nasty traps.
Roll 1 dice for each enemy unit that is within 3" of a model from this unit after that enemy unit finishes a charge move. On a 6, that enemy unit suffers D3 mortal wounds.

KEYWORDS
DESTRUCTION, GROT, OGOR MAWTRIBES, GUTBUSTERS, GNOBLARS


6"
5
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 Claws1"43+3+-2
Distensible Jaw
Distensible Jaw1"13+3+-1D3
PITCHED BATTLE PROFILE

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

DESCRIPTION

A unit of Gorgers has any number of models, each armed with Long Claws and a Distensible Jaw.

ABILITIES

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.
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 first movement phase, you must set up this unit on the battlefield more than 9" from any enemy units.

Insatiable Hunger: When the scent of food catches their nostrils, nothing can get between a Gorger and their prey.
You can re-roll charge rolls for this unit.

KEYWORDS
DESTRUCTION, OGOR, OGORMAWTRIBES, GUTBUSTERS, GORGERS


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 Clubs1"34+3+-12
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 120
Battlefield Role: None
Base size: 50mm
Notes: Battleline if general is a THUNDERTUSK

BATTALIONS

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

DESCRIPTION

A unit of Icefall Yhetees has any number of models, each armed with Claws and Ice-encrusted Clubs.

ABILITIES

Aura of Frost: Thick plumes of ice surround these winter creatures.
Subtract 1 from hit rolls for attacks made with melee weapons that target this unit.

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 same turn if it is wholly within 16" of a friendly THUNDERTUSK when the charge roll is made.

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 thick 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+-13
Gulping Bite
Gulping Bite1"13+3+-1
PITCHED BATTLE PROFILE

Unit Size: 4      Points: 245
Battlefield Role: None
Base size: 40mm
Notes: Battleline if general is GUTBUSTERS

BATTALIONS

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

DESCRIPTION

A unit of Ironguts has any number of models, each armed with a Mighty Bashing Weapon and Gulping Bite.

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

BELLOWER: 1 in every 4 models in this unit can be a Bellower. Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of any Bellowers.

RUNE MAW BEARER: 1 in every 4 models in this unit can be a Rune Maw Bearer. If an enemy unit fails a battleshock test within 6" of any Rune Maw Bearers, you can roll a dice. On a 6, add D3 to the number of models that flee.

In addition, each time a unit with any Rune Maw Bearers is affected by a spell or endless spell, you can roll a dice. If you do so, on a 6, ignore the effects of that spell or endless spell on that unit.

ABILITIES

Down to the Ironguts: It is not often that an Ogor Mawtribe’s battle line falters, but when it does so, the Tyrant will call upon their Ironguts to turn the battle back in their favour.
Once per battle, in your hero phase, if at least 1 OGOR model from your army has fled the battle, you can use this ability. If you do so, you can re-roll hit, wound and save rolls of 1 for this unit until your next hero phase.

KEYWORDS
DESTRUCTION, OGOR, OGOR MAWTRIBES, GUTBUSTERS, IRONGUTS


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 Gun12"D34+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bludgeoning Blow
Bludgeoning Blow1"23+3+-12
Gulping Bite
Gulping Bite1"13+3+-1
PITCHED BATTLE PROFILE

Unit Size: 4      Points: 180
Battlefield Role: None
Base size: 40mm
Notes: Battleline if general is GUTBUSTERS

BATTALIONS

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

DESCRIPTION

A unit of Leadbelchers has any number of models, each armed with a Leadbelcher Gun, Bludgeoning Blow and Gulping Bite.

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

ABILITIES

Thunderous Blasts of Hot Metal: The salvoes fired by Leadbelcher guns can blast a target apart.
This unit’s Leadbelcher Guns have an Attacks characteristic of D6 instead of D3 if this unit did not make a move in the same turn.

KEYWORDS
DESTRUCTION, OGOR, OGOR MAWTRIBES, GUTBUSTERS, LEADBELCHERS


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 weaponry robbed from distant lands, they cut an imposing sight as they carve their way across the battlefield.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pistols and Throwing Stars
Pistols and Throwing Stars12"13+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Slicers and Bashers
Slicers and Bashers1"43+3+-12
Gulping Bite
Gulping Bite1"13+3+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 180
Battlefield Role: None
Base size: 50mm

DESCRIPTION

A unit of Maneaters has any number of models, each armed with Pistols and Throwing Stars, Slicers and Bashers, and a Gulping Bite.

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

ABILITIES

Been There, Done That: Having travelled the realms and fought against every conceivable enemy, Maneaters have developed their own unique combat styles.
After armies have been set up but before the first battle round begins, pick 1 ability to apply to this unit from the following list:

Brawlers: You can re-roll hit rolls of 1 for attacks made with melee weapons by this unit.

Crack Shots: You can re-roll hit rolls of 1 for attacks made with missile weapons by this unit.

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

Stubborn: Do not take battleshock tests for this unit.

KEYWORDS
DESTRUCTION, OGOR, OGOR MAWTRIBES, MANEATERS


9"
6
4+
6
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 unfortunate enough to get 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 Hacker1"33+3+-2
Gargant Hacker
Gargant Hacker2"24+3+-13
Tusks
Tusks1"44+3+-11
PITCHED BATTLE PROFILE

Unit Size: 2      Points: 160
Battlefield Role: None
Base size: 90 x 52mm
Notes: Battleline if general is BEASTCLAW RAIDERS

BATTALIONS

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

DESCRIPTION

A Mournfang Pack unit has any number of models. The unit is armed with one of the following weapon options: Culling Club or Prey Hacker and Ironfist; or Gargant Hackers.

MOUNT: This unit’s Mournfangs attack with their Tusks.

SKALG: The leader of this unit is a Skalg. A Skalg can be armed with an Ironlock Pistol in addition to their other weapons.

HORN BLOWER: 1 in every 4 models in this unit can be a Horn Blower. Add 1 to charge rolls for this unit while it includes any Horn Blowers.

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

ABILITIES

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

Mournfang Charge: Heels dig deep into the flanks of the Mournfangs, spurring them forward in rage as they lower their tusks ready for impact.
Add 1 to the damage inflicted by attacks made with this unit’s Tusks if this unit made a charge move in the same turn.

KEYWORDS
DESTRUCTION, OGOR, OGOR MAWTRIBES, BEASTCLAW RAIDERS, MOURNFANG PACK


5"
1
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+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Motley Assortment of Weapons
Motley Assortment of Weapons1"15+5+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 170
Battlefield Role: None
Notes: Single, Unique. Hrothgorn and Hrothgorn’s Mantrappers must be taken as a set. Although taken as a set, each is a separate unit.

DESCRIPTION

Hrothgorn’s Mantrappers is a unit that has 3 models. Bushwakka, Quiv and Luggit & Thwak are each armed with a Motley Assortment of Weapons and Sharp Stuff.

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

ABILITIES

Shivering Gnoblars: Unlike their Beastclaw masters, Gnoblars of the Alfrostuns have never grown accustomed to extreme cold.
This unit is not considered a BEASTCLAW RAIDERS unit for the purposes of the Grasp of the Everwinter battle trait.

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

Hidden Trap: At the command of Hrothgorn, the sneaky Bushwakka has laid 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 marker next to that terrain feature or objective. The first time a unit finishes a move within 1" of the trapped terrain feature or objective, roll a dice. On a 2+, that unit suffers D6 mortal wounds and the Bushwakka’s Trap marker is removed.

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


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
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


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"33+4+-D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gnoblar Scrappers’ Weapons
Gnoblar Scrappers’ Weapons1"75+5+-1
Rhinox’s Sharp Horns
Rhinox’s Sharp Horns1"24+3+-1D3
PITCHED BATTLE PROFILE

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

BATTALIONS

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

DESCRIPTION

A Gnoblar Scraplauncher is a single model armed with Piles of Old Scrap, Gnoblar Scrappers’ Weapons and Rhinox’s Sharp Horns.

ABILITIES

Deadly Rain of Scrap: Salvaged enemy weapons and lethal shards of metal rain down upon the enemy’s ranks.
Add 1 to hit rolls and increase the Damage characteristic to D6 for attacks made with Piles of Old Scrap if the target unit has 10 or more models.

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

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


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 Ball24"14+2+-2D6
Ironblaster Cannon: Hail Shot
Ironblaster Cannon: Hail Shot12"63+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gunner’s Clubber
Gunner’s Clubber1"33+3+-2
Rhinox’s Sharp Horns
Rhinox’s Sharp Horns1"24+3+-1D3
Scrapper’s Jagged Blade
Scrapper’s Jagged Blade1"25+5+-1
PITCHED BATTLE PROFILE

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

BATTALIONS

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

DESCRIPTION

An Ironblaster is a single model armed with an Ironblaster Cannon, Gunner’s Clubber, Rhinox’s Sharp Horns and Scrapper’s Jagged Blade.

ABILITIES

Lethal Payload: An Ironblaster’s barrel can be filled with a single, massive cannon ball or stuffed with handfuls of deadly hail shot.
Before attacking with an Ironblaster Cannon, choose either the Cannon Ball or Hail Shot missile weapon characteristics for that shooting attack.

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 model’s Rhinox’s Sharp Horns if this model made a charge move in the same turn.

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


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

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

BATTALIONS

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

DESCRIPTION

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

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

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

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

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

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

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

ABILITIES

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

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

KEYWORDS
DESTRUCTION, OGOR, OGOR MAWTRIBES, GUTBUSTERS, OGOR GLUTTONS


Leader


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
Tenderiser1"33+3+-13
Cleaver
Cleaver1"33+3+-22
Gulping Bite
Gulping Bite1"13+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 135
Battlefield Role: Leader
Base size: 50mm
Notes: Single

BATTALIONS

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

DESCRIPTION

A Butcher is a single model armed with a Gulping Bite and one of the following weapon options: Tenderiser; or Cleaver.

ABILITIES

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

MAGIC

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

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 has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. That unit suffers D3 mortal wounds. After resolving any damage, roll a dice. On a 1, 2 or 3, the maw is said to be satisfied and the spell ends. On a 4+, the target unit suffers D3 additional mortal wounds. Keep repeating this process until the maw is satisfied or the target unit is destroyed.

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


6"
7
5+
6
WARSCROLL

Firebelly

Wandering shamans who worship Gorkamorka as the Sun-eater, Firebellies gobble up the spiciest and deadliest ingredients in order to stoke the flames within their gut. Should an enemy stray too close, they will be immolated with a gout of fiery breath.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fire Breath
Fire Breath6"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Basalt Hammer
Basalt Hammer2"23+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 125
Battlefield Role: Leader
Base size: 50mm
Notes: Single

DESCRIPTION

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

ABILITIES

Fire Breath: Fiery morsels are consumed by this ogor moments before a torrent of flame is spat back out at the enemy.
Do not use the attack sequence for an attack made with Fire Breath. Instead, pick 1 enemy unit that is within range of the attack and roll a dice. On a 4+, that enemy unit suffers D3 mortal wounds.

MAGIC

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

Cascading Fire-cloak: The Firebelly creates a shield of fire around himself, scorching nearby foes.
Cascading Fire-cloak has a casting value of 6. If successfully cast, roll 1 dice for each enemy unit within 3" of the caster. On a 4+, that enemy unit suffers D3 mortal wounds. In addition, if this spell is successfully cast, add 1 to save rolls for attacks that target this model until the start of your next hero phase.

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


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
Hunter’s Culling Club
Hunter’s Culling Club1"43+3+-2
Gulping Bite
Gulping Bite1"13+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 125
Battlefield Role: Leader
Base size: 50mm
Notes: Single

BATTALIONS

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

DESCRIPTION

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

ABILITIES

Icy Breath: Flasks of distilled Frost Sabre blood allow these ogors to unleash torrents of deadly ice upon their foes.
In your shooting phase, you can say that this model 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 model that is visible to it and roll a dice. On a 4+, that enemy unit suffers D3 mortal wounds.

Masters of Ambush: Always on the move, Icebrow Hunters range ahead of their Alfrostun and strike with devastating speed.
Instead of setting up this model 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, instead of setting up that unit on the battlefield, you can say that it is joining this model in ambush as a reserve unit. 1 unit can join this model in this way.

At the end of your movement phase, you can set up this model anywhere on the battlefield that is more than 9" from any enemy units. You can then set up any unit that joined this model in ambush wholly within 12" of this model and more than 9" from any 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.

Mighty Throw: The beginning of the hunt is signalled by a massive spear that glides through the air before punching deep into the flesh of their quarry.
This model can run and still shoot with its Great Throwing Spear later in the same turn. In addition, this unit’s Great Throwing Spear has a Damage characteristic of D6 instead of D3 and a Range characteristic of 18" instead of 9" if it ran in the same turn.

COMMAND ABILITIES

Lead the Skal: With a roar, this hunter beckons the Frost Sabres at their side to chase down the enemy and show no mercy.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly FROST SABRES unit that is wholly within 12" of a friendly model with this command ability. Until the end of that phase, add 1 to the Attacks characteristics of that unit’s melee weapons.

KEYWORDS
DESTRUCTION, OGOR, OGOR MAWTRIBES, 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 Blades1"2D63+3+-1
Gulping Bite
Gulping Bite1"13+3+-1
Motley Assortment of Weapons
Motley Assortment of Weapons1"35+5+-1
PITCHED BATTLE PROFILE

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

BATTALIONS

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

DESCRIPTION

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

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

ABILITIES

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

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

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

MAGIC

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

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

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


6"
8
4+
8
WARSCROLL

Tyrant

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

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

BATTALIONS

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

DESCRIPTION

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

ABILITIES

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

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

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

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

COMMAND ABILITIES

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

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


6"
7
5+
7
WARSCROLL

Hrothgorn

Hrothgorn is a particularly foul-tempered and cruel Icebrow Hunter with a keen nose for fresh meat, who 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+-D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hunting Knife
Hunting Knife1"43+3+-2
Gulping Bite
Gulping Bite1"13+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 170
Battlefield Role: Leader
Notes: Single, Unique. Hrothgorn and Hrothgorn’s Mantrappers must be taken as a set. Although taken as a set, each is a separate unit.

DESCRIPTION

Hrothgorn is a named character that is a single model. He is armed with a Trap Launcher, Hunting Knife and Gulping Bite.

ABILITIES

Masters of Ambush: Always on the move, Icebrow Hunters range ahead of their Alfrostun and strike with devastating speed.
Instead of setting up this model 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, instead of setting up that unit on the battlefield, you can say that it is joining this model in ambush as a reserve unit. 1 unit can join this model in this way. At the end of your movement phase, you can set up this model anywhere on the battlefield more than 9" from any enemy units; then set up any unit that joined this model wholly within 12" of this model and more than 9" from any 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 model is set up on the battlefield, you can set up a FROST SABRES unit consisting of a single model on the battlefield and add it to your army. Set up the Frost Sabre wholly within 3" of this model and more than 9" from any enemy units.

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


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
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


Leader, Behemoth


13
3+
9
WARSCROLL

Frostlord on Stonehorn

A Frostlord and their Stonehorn are an unstoppable force. The warlord’s booming voice directs the raiders while 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
Wounds SufferedMoveRock-hard HornsCrushing Hooves
0-312"62+
4-510"53+
6-88"43+
9-106"34+
11+4"24+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 430
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

BATTALIONS

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

DESCRIPTION

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

MOUNT: This model’s Stonehorn attacks with its Rock-hard Horns and Crushing Hooves.

ABILITIES

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 model’s Rock-hard Horns and Crushing Hooves if this model made a charge move in the same turn.

Stone Skeleton: The thick, rock-like skeletons of these beasts can take substantial punishment.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 5+, that wound or mortal wound is negated.

COMMAND ABILITIES

Bellowing Voice: With his booming voice, the Frostlord signals the hunt.
You can use this command ability at the start of your charge phase. If you do so, pick 1 friendly model with this command ability. Until the end of that phase, you can re-roll charge rolls for friendly BEASTCLAW RAIDERS units that are wholly within 12" of that model when the charge roll is made.

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


13
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
Wounds SufferedMoveFrost-wreathed Ice Colossal Tusks
0-38"122+
4-57"103+
6-86"83+
9-105"64+
11+4"44+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 385
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

BATTALIONS

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

DESCRIPTION

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

MOUNT: This model’s Thundertusk attacks with its Colossal Tusks and Frost-wreathed Ice.

ABILITIES

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 model that is visible to it and roll the number of dice shown on the damage table above. Add 1 to each roll if the target unit has 10 or more models. Add 2 to each roll instead if the target unit has 20 or more models. For each 6+, that enemy 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 model.

COMMAND ABILITIES

Bellowing Voice: With his booming voice, the Frostlord signals the hunt.
You can use this command ability at the start of your charge phase. If you do so, pick 1 friendly model with this command ability. Until the end of that phase, you can re-roll charge rolls for friendly BEASTCLAW RAIDERS units that are wholly within 12" of that model when the charge roll is made.

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


12
4+
8
WARSCROLL

Huskard on Stonehorn

Many Huskard Jorls and Huskard Eurls lead their warriors from atop the backs of formidable Stonehorns. Together, the beasts and their brutish riders are master linebreakers, using their impressive strength to batter their way through all obstacles.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Harpoon Launcher
Harpoon Launcher20"14+3+-D3
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 Hooves1"D63+-1D3
DAMAGE
Wounds SufferedMoveRock-hard HornsCrushing Hooves
0-212"62+
3-410"53+
5-78"43+
8-96"34+
10+4"24+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 340
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

BATTALIONS

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

DESCRIPTION

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

MOUNT: This model’s Stonehorn attacks with its Rock-hard Horns and Crushing Hooves.

ABILITIES

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 model’s Rock-hard Horns and Crushing Hooves if this model made a charge move in the same turn.

Stone Skeleton: The thick, rock-like skeletons of these beasts can take substantial punishment.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 5+, that wound or mortal wound is negated.

Blood Vulture: Blood vultures are vicious predators that help lead the Alfrostuns to prey.
If this model is armed with a Blood Vulture, at the start of your shooting phase, pick 1 enemy unit within 30" of this model that is visible to it and roll a dice. On a 2+, that unit suffers 1 mortal wound.

COMMAND ABILITIES

Line-breakers: In the wake of a Huskard on Stonehorn come waves of Mournfang riders who decimate enemy lines with precision charges.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly MOURNFANG PACK unit that made a charge move in the same turn and is wholly within 12" of a model with this command ability. If you use that unit’s Mournfang Charge ability in that phase, add 2 to the damage inflicted by attacks made with that unit’s Tusks instead of 1.

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


12
4+
8
WARSCROLL

Huskard on Thundertusk

The Huskard Torr leads the Thundertusks to war. At the ogor elder’s command, the creatures breathe 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 leeched from their bones.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Harpoon Launcher
Harpoon Launcher20"14+3+-D3
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
Wounds SufferedMoveFrost-wreathed IceColossal Tusks
0-28"122+
3-47"103+
5-76"83+
8-95"64+
10+4"44+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 335
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

BATTALIONS

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

DESCRIPTION

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

MOUNT: This model’s Thundertusk attacks with its Colossal Tusks and Frost-wreathed Ice.

ABILITIES

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 model that is visible to it and roll the number of dice shown on the damage table above. Add 1 to each roll if the target unit has 10 or more models. Add 2 to each roll instead if the target unit has 20 or more models. For each 6+, that enemy unit suffers 1 mortal wound.

Numbing Chill: Winter storms gather above 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 model.

Blood Vulture: Blood vultures are vicious predators that help lead the Alfrostuns to prey.
If this model is armed with a Blood Vulture, at the start of your shooting phase, pick 1 enemy unit within 30" of this model that is visible to it and roll a dice. On a 2+, that unit suffers 1 mortal wound.

Blizzard Speaker: The Huskard Torr is said to be the master of the Everwinter and can harness its supernatural cold to unleash upon their foes.
Add 1 to chanting rolls for this unit for each other friendly THUNDERTUSK within 18" of this unit. In addition, this unit knows the following 2 prayers:

Winter’s Endurance: This prayer has an answer value of 4 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: This prayer has an answer value of 4 and a range of 18". If answered, pick 1 friendly BEASTCLAW RAIDERS unit wholly within range and visible to the chanter. Add 1 to wound rolls for attacks made with melee weapons by that unit until the start of your next hero phase.

KEYWORDS
DESTRUCTION, OGOR, THUNDERTUSK, OGOR MAWTRIBES, BEASTCLAW RAIDERS, MONSTER, HERO, PRIEST, 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
Wounds SufferedMoveHooves of Wrack and RuinBellow of Rage
0-910"65+
10-129"54+
13-158"43+
16+7"32+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 760
Battlefield Role: Leader, Behemoth
Base size: 130mm
Notes: Unique

DESCRIPTION

Kragnos, the End of Empires, is a named character that is a single model. He 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, and you can still use the army’s allegiance abilities even if this unit is not from the army’s faction.

ABILITIES

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 model in that phase and not negated, roll a dice for each other unit and each defensible terrain feature within 6" of this model. If the roll is equal to or greater than the Bellow of Rage value shown on this model’s damage table, that unit suffers D3 mortal wounds or that defensible terrain feature is demolished.

Designer’s Note: Any terrain feature that can be garrisoned is considered to be a defensible terrain feature for the purposes of this rule. If a defensible terrain feature is demolished, it is no longer considered to be a defensible terrain feature, all units garrisoning it must leave and it can no longer be garrisoned, but models can move onto and across it.

If a defensible terrain feature is being garrisoned when it is demolished, roll a dice for each model in the garrison. On a 1, that model is slain. The surviving models from the garrison must then be set up within 6" of the terrain feature and more than 3" from all enemy units.

Destroyer of the Draconith Empire: Kragnos hunted down dragonkind across all of the ancient realms and carries an abiding hatred of their kin to this day.
You can re-roll charge rolls and hit rolls for this model while it is within 12" of any enemy STARDRAKES, DRAKES, DRACOTHS or DRACOLINES.

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

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

If you pick 1 enemy MONSTER within 1" of this model and roll 2D6, on a 7, nothing happens. On any other roll, that 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 × 6 = 12).

Icon of Destruction: Kragnos is revered and held in awe by all warriors that belong to the Grand Alliance of Destruction.
Add 1 to the Bravery characteristic of friendly DESTRUCTION units wholly within 12" of this model.

The Shield Inviolate: Tuskbreaker makes Kragnos impervious to even the most potent magical hexes and bolts.
Each time this model is affected by a spell or an endless spell ability, you can roll 3D6. If the roll is greater than the casting value of that spell or endless spell, ignore the effects of that spell or that endless spell ability on this model.

Designer’s Note: Use the casting value on the spell or endless spell’s warscroll, not the casting roll for the spell or endless spell.

KEYWORDS
DESTRUCTION, MONSTER, HERO, KRAGNOS


Behemoth


12
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+-D3
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 Hooves1"D63+-1D3
DAMAGE
Wounds SufferedMoveRock-hard HornsCrushing Hooves
0-212"62+
3-410"53+
5-78"43+
8-96"34+
10+4"24+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 320
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single. Battleline if general is BEASTCLAW RAIDERS

BATTALIONS

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

DESCRIPTION

Stonehorn Beastriders are a single model armed with a Harpoon Launcher and Punches and Kicks. In addition, they are armed with one of the following weapon options: Chaintrap; or Blood Vulture.

MOUNT: This model’s Stonehorn attacks with its Rock-hard Horns and Crushing Hooves.

ABILITIES

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 model’s Rock-hard Horns and Crushing Hooves if this model made a charge move in the same turn.

Stone Skeleton: The thick, rock-like skeletons of these beasts can take substantial punishment.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 5+, that wound or mortal wound is negated.

Blood Vulture: Blood vultures are vicious predators that help lead the Alfrostuns to prey.
If this model is armed with a Blood Vulture, at the start of your shooting phase, pick 1 enemy unit within 30" of this model that is visible to it and roll a dice. On a 2+, that unit suffers 1 mortal wound.

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


12
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+-D3
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
Wounds SufferedMoveFrost-wreathed IceColossal Tusks
0-28"122+
3-47"103+
5-76"83+
8-95"64+
10+4"44+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 285
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single. Battleline if general is BEASTCLAW RAIDERS

BATTALIONS

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

DESCRIPTION

Thundertusk Beastriders are a single model armed with a Harpoon Launcher and Punches and Kicks. In addition, they are armed with one of the following weapon options: Chaintrap; or Blood Vulture.

MOUNT: This model’s Thundertusk attacks with its Colossal Tusks and Frost-wreathed Ice.

ABILITIES

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 model that is visible to it and roll the number of dice shown on the damage table above. Add 1 to each roll if the target unit has 10 or more models. Add 2 to each roll instead if the target unit has 20 or more models. For each 6+, that enemy unit suffers 1 mortal wound.

Numbing Chill: Winter storms gather above 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 model.

Blood Vulture: Blood vultures are vicious predators that help lead the Alfrostuns to prey.
If this model is armed with a Blood Vulture, at the start of your shooting phase, pick 1 enemy unit within 30" of this model that is visible to it and roll a dice. On a 2+, that unit suffers 1 mortal wound.

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


Behemoth


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
DAMAGE
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


Behemoth


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
DAMAGE
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
DAMAGE
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
DAMAGE
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
DAMAGE
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 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
DAMAGE
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


Warscroll Battalion


Warscroll Battalion

Alfrostun

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 Frostlord on Stonehorn or Frostlord on Thundertusk
 • 1 Jorlbad battalion
 • 1 Eurlbad battalion
 • 1 Torrbad battalion
 • 1 Skal battalion
PITCHED BATTLE PROFILE

Unit Size: -      Points: 80
Battlefield Role: Warscroll Battalion

ABILITIES

Alfrostun Avalanche: When an entire Alfrostun stampedes towards its foes, it is akin to an unstoppable avalanche that sweeps away all before it.
When using the Grasp of the Everwinter battle trait and rolling a dice for each enemy unit within 3" of a unit from this battalion, subtract 1 from the roll.


Warscroll Battalion

Butcher’s Band

ORGANISATION
 • 1 Butcher
 • 1-3 units of Ogor Gluttons
 • 1-3 units of Leadbelchers
 • 1 unit of Ironguts
PITCHED BATTLE PROFILE

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Gutbuster Warglutt

ABILITIES

Well-fed Warriors: Under the command of a Butcher, these warriors anticipate a glorious meal after every battle.
At the start of your hero phase, you can heal 1 wound allocated to each friendly unit from this battalion that is wholly within 12" of the BUTCHER from this battalion.


Warscroll Battalion

Eurlbad

ORGANISATION
 • 1 Huskard on Stonehorn
 • 1-3 Stonehorn Beastriders
 • 2-4 Mournfang Pack units
PITCHED BATTLE PROFILE

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Alfrostun

ABILITIES

Crush, Mangle, Tenderise: Those that face the destructive attentions of the Eurlbad are assured of a brutal deat
If the unmodified hit roll for an attack made with a melee weapon used by a model from this battalion is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.


Warscroll Battalion

Goremand

ORGANISATION
 • 1 Slaughtermaster
 • 1-3 units of Ogor Gluttons
 • 1-3 units of Leadbelchers
 • 1 unit of Ironguts
PITCHED BATTLE PROFILE

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Gutbuster Warglutt

ABILITIES

The Tyrant’s Butcher: The Slaughtermaster acts as the Tyrant’s personal chef. Their meaty concoctions are enough to make nearby ogors all but drown in their own drool.
The SLAUGHTERMASTER from this battalion can use its Great Cauldron ability twice in each of your hero phases instead of once.


Warscroll Battalion

Gutbuster Warglutt

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’s Gutguard battalion
 • 1 Goremand battalion
 • 1 Butcher’s Band battalion
 • 1 Junkmob battalion
PITCHED BATTLE PROFILE

Unit Size: -      Points: 80
Battlefield Role: Warscroll Battalion

ABILITIES

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 friendly unit from this battalion can make a move of D6". Roll separately for each unit.


Warscroll Battalion

Jorlbad

ORGANISATION
 • 1 Huskard on Stonehorn
 • 2-4 Mournfang Pack units
 • 1-3 Stonehorn Beastriders
PITCHED BATTLE PROFILE

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Alfrostun

ABILITIES

Tip of the Hunting Spear: Charging at the forefront of any Alfrostun’s attack, the Jorlbad are the first to hit the enemy lines.
At the start of your hero phase in the first battle round, each friendly unit from this battalion can make a move of D6". Roll separately for each unit.


Warscroll Battalion

Junkmob

ORGANISATION
 • 1-3 units of Gnoblars
 • 1-2 Scraplaunchers
PITCHED BATTLE PROFILE

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Gutbuster Warglutt

ABILITIES

Don’t Eat Me, Boss!: Gnoblars are desperate to avoid being eaten by their ogor overlords and fight with surprising ferocity.
Add 1 to the Attacks characteristic of Piles of Old Scrap used by any GNOBLAR SCRAPLAUNCHERS from this battalion while they are within 3" of any GNOBLAR units from this battalion that have 20 or more models.


Warscroll Battalion

Skal

ORGANISATION
 • 1-6 Icebrow Hunters
 • 2-10 units of Frost Sabres
PITCHED BATTLE PROFILE

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Alfrostun

ABILITIES

Hunting Pack: Icebrow Hunters range out from the Alfrostun’s flanks in search of prey. At their whistled command, Frost Sabres bound forth from the gloom, tearing apart the target with fang and claw.
Add 1 to charge rolls for units from this battalion while they are wholly within 12" of another unit from this battalion.


Warscroll Battalion

Torrbad

ORGANISATION
 • 1 Huskard on Thundertusk
 • 3-9 Thundertusk Beastriders
 • 0-3 units of Icefall Yhetees
PITCHED BATTLE PROFILE

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Alfrostun

ABILITIES

Heat-numbing Chill: Amidst the driving snow rides the Huskard Torr atop his lumbering Thundertusk. His Torrbad is the herald of winter, a cold wind rolling out across the land to freeze the enemies of the Alfrostun, blind them with raging blizzards and make them easy prey for the Beastclaw warriors.
At the start of your hero phase, roll 1 dice for each enemy unit within 3" of any units from this battalion. On a 2+, that unit suffers 1 mortal wound.


Warscroll Battalion

Tyrant’s Gutguard

ORGANISATION
 • 1 Tyrant
 • 0-2 Ironblasters
 • 1-3 units of Ironguts
PITCHED BATTLE PROFILE

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Gutbuster Warglutt

ABILITIES

Wall of Fat: The Gutguard’s main role is to put their imposing bulk in the path of any of attacks directed at their Tyrant.
Roll a dice each time you allocate a wound or mortal wound to a friendly TYRANT from this battalion while it is within 3" of a friendly IRONGUTS unit from this battalion. On a 4+, that wound or mortal wound is negated. That unit of IRONGUTS then suffers 1 mortal wound.


Faction Terrain Feature


FACTION TERRAIN WARSCROLL

Great Mawpot

Crafted from the melteddown weapons of defeated enemies and blessed with the strange, hungry essence of the Gulping God, the Great Mawpot is a Mawtribe’s most sacred possession. All manner of gruesome 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 that are 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.

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

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

The BEASTCLAW RAIDERS keyword is used in the following Ogor Mawtribes warscrolls:

None
Leader
Leader, Behemoth
Behemoth
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

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

None
Artillery

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

None
• Gorgers
Artillery
Battleline
Leader
• Butcher
• Tyrant

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

None
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 OGOR keyword is used in the following Ogor Mawtribes warscrolls:

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

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

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

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.
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 HROTHGORN keyword is used in the following Ogor Mawtribes warscrolls:

Leader
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound. 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. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model.
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 FIMIR keyword is used in the following Ogor Mawtribes warscrolls:

None
Leader

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

Artillery
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.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.

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

Leader
• Butcher
• Tyrant
Leader, Behemoth

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

Leader
• Butcher

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

Leader
• Butcher

The FROST SABRES keyword is used in the following Ogor Mawtribes warscrolls:

None

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

Leader
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.

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

Battleline

The HROTHGORN’S MANTRAPPERS keyword is used in the following Ogor Mawtribes warscrolls:

None

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

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

Leader, Behemoth
Behemoth

The MOURNFANG PACK keyword is used in the following Ogor Mawtribes warscrolls:

None

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

Leader, 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.
Heal
The gods listen to the prayers of their followers, healing the wounds they have suffered.
Heal is a prayer that has an answer value of 3 and a range of 12". If answered, pick 1 friendly model within range and visible to the chanter. You can heal up to D3 wounds allocated to that model.

The STARDRAKE keyword is used in the following Stormcast Eternals warscrolls:

Leader, Behemoth

The DRACOTH keyword is used in the following Stormcast Eternals warscrolls:

None
Leader

The DRACOLINE keyword is used in the following Stormcast Eternals warscrolls:

None
Leader
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 SLAUGHTERMASTER keyword is used in the following Ogor Mawtribes warscrolls:

Leader

The GNOBLAR SCRAPLAUNCHER keyword is used in the following Ogor Mawtribes warscrolls:

Artillery

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

Leader
• Tyrant

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

None
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
• Butcher
• Tyrant
Leader, Behemoth
© Vyacheslav Maltsev 2013-2021