Ogor Mawtribes

When the Ogor Mawtribes march to war, the ground shakes beneath a rolling avalanche of unwashed flesh. Living embodiments of gluttony, ogors worship the ever-hungry Gorkamorka, whom they call the Gulping God. By stuffing their gaping mouths with raw meat, bone and whatever else they can get their greedy hands on, they give praise to their ravenous deity.

This page contains all of the rules you need to field your Ogor Mawtribes miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:


Books

BookKindEditionLast update
  Ogor Mawtribes
  Ogor MawtribesFaction Pack4December 2024
  Slaves to Darkness
  Slaves to DarknessBattletome4December 2024
  Sons of Behemat
  Sons of BehematFaction Pack4December 2024
  Gloomspite Gitz
  Gloomspite GitzFaction Pack4December 2024
  Ossiarch Bonereapers
  Ossiarch BonereapersFaction Pack4December 2024
  Kharadron Overlords
  Kharadron OverlordsFaction Pack4December 2024
  Maggotkin of Nurgle
  Maggotkin of NurgleFaction Pack4December 2024
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4December 2024
  Warhammer Underworlds Legends
  Warhammer Underworlds LegendsWarscroll4November 2024
  Orruk Warclans
  Orruk WarclansFaction Pack4September 2024

Faction Rules


Battle Traits

Ogor Mawtribes armies can use the following abilities:

Any Charge Phase
TRAMPLING CHARGE: At the first opportunity, an ogor will barge intocombat, using its immense girth as a weapon.

Declare: Pick a friendly OGOR or RHINOX unit that charged this turn to use this ability, then pick a visible enemy unit within 1" of it to be the target.

Effect: Roll a D3. Add 2 to the roll if this unit is a MONSTER. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

Passive
RAVENOUS BRUTES: Sighting the enemy, the ogors’ hunger intensifies, and they move with alarming speed to close the distance.

Effect: Add 2 to run rolls for friendly OGOR units while you have not used the ‘Feast on Flesh’ ability this battle.

Once Per Battle (Army), End of Any Turn
FEAST ON FLESH: As the battlelines clash and blood is spilled, the ogors’ hunger must be sated, and they are compelled to gorge on the flesh of their enemies.

Declare: Pick each friendly OGOR unit that is in combat or that used a FIGHT ability this turn to be the targets.

Effect: Roll a D3 for each target. On a 2+:
  • Heal (X) the target, where X is an amount equal to the roll.
  • Pick an enemy unit in combat with the target. You cannot pick the same enemy unit more than once. Inflict an amount of mortal damage on that enemy unit equal to the roll.

Battle Formations

You can pick 1 of the following battle formations for a Ogor Mawtribes army. Each battle formation grants a different ability you can use in the battle.

Prophets of the Gulping God

Passive
MASTER BUTCHERS: These ogor shamans know many gruesome secrets of gastromantic magic.

Effect: Add 1 to casting rolls for friendly OGOR MAWTRIBES WIZARDS.


Heralds of the Everwinter

Passive
EYES OF THE STORM: The members of this tribe are masked by frosty squalls and freezing mists as they follow their champions into battle.

Effect: Subtract 1 from hit rolls for shooting attacks that target friendly OGOR MAWTRIBES INFANTRY units while they are wholly within 12" of any friendly BEASTCLAW RAIDERS HEROES.


Beast Handlers

Passive
BRUTAL STOCK: The beasts of this tribe are said to be the most belligerent and tenacious of all their kind.

Effect: Each time a friendly BEASTCLAW RAIDERS MONSTER uses the ‘Trampling Charge’ ability, add 1 to the amount of mortal damage inflicted, if any.


Blackpowder Fanatics

Passive
FEED YER CANNONS!: These artillery-ogors don’t need to be told twice to blast the foe into tiny bits.

Effect: Ranged weapons used by friendly Leadbelchers and Ironblaster units have Shoot in Combat while they are within the combat range of a friendly OGOR MAWTRIBES HERO.

Heroic Traits

Traits of Endless Hunger

HERO only

Passive
GREAT GUTLORD: There are few opponents in the Mortal Realms that can withstand the ravenous power of this ogor.

Effect: Ignore negative modifiers to this unit’s control score and to hit rolls and wound rolls for this unit’s attacks.

Passive
BOOMING ROAR: Relishing the fight, this champion roars a challenge to the enemy that makes the very earth beneath their feet tremble.

Effect: Subtract 5 from the control scores of enemy INFANTRY units while they are in combat with this unit.

Passive
TOUCHED BY THE EVERWINTER: This warrior strayed close to the heart of the Everwinter and emerged with the power to commune with it.

Effect: If this unit is not a PRIEST, it has PRIEST (1). If this unit is already a PRIEST, you can re-roll chanting rolls of 1 for it instead. If this unit is a WIZARD, it cannot use SPELL abilities and PRAYER abilities in the same phase.

Artefacts of Power

Plunder of the Mawtribes

HERO only

Passive
GRUESOME TROPHIES: This collection of skulls, entrails and hides is an inspiring sight to this ogor’s kin, encouraging them to claim trophies of their own.

Effect: Add 1 to hit rolls for combat attacks that target HEROES or MONSTERS made by friendly OGOR MAWTRIBES units while they are wholly within 12" of this unit.

Once Per Battle, Any Combat Phase
THE FANG OF GHUR: The amber magic that permeates this weapon grants it the power to bite through arcane wards.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Ward rolls cannot be made for the target for the rest of the turn.

Once Per Battle, Any Shooting Phase
ELIXIR OF THE FROSTWYRM: Distilled from the blood of a giant Frostwyrm, this rare elixir temporarily gives the drinker the power of those beasts to vomit forth a torrent of frost magic.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. Inflict an amount of mortal damage on the target equal to the roll. Then, Heal (X) this unit, where X is an amount equal to the roll.

Spell Lore

Lore of Maw-magic

Your Hero Phase
5
TROGGOTH GUTS: The shaman gobbles down the slippery innards of a troggoth to transfer the beast’s uncanny healing powers to their allies and restore their vigour.

Declare: Pick a friendly OGOR MAWTRIBES WIZARD to cast this spell, pick a visible friendly OGOR MAWTRIBES unit within 12" of them that has not been picked to be the target of this ability this turn to be the target, then make a casting roll of 2D6.

Effect: Heal (D3) the target and add 3 to the target’s control score for the rest of the turn.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
6
GREASY DELUGE: The caster chews up a big mouthful of rancid fat and gall‑slime before spitting it onto the ground. In moments, enemy warriors are caught in a deluge of foul-smelling grease, slipping and sliding as they try to bring their weapons to bear.

Declare: Pick a friendly OGOR MAWTRIBES WIZARD to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Subtract 1 from hit rolls for the target’s attacks until the start of your next turn.
KEYWORDSSPELL

Your Hero Phase
7
BLOOD FEAST: The liver of a powerful beast is held high over the shaman’s head. Gore drips and runs down their face before they take a great bite from it, filling nearby ogors with a frenzied blood-lust.

Declare: Pick a friendly OGOR MAWTRIBES WIZARD to cast this spell, pick a visible friendly OGOR INFANTRY unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Add 1 to the Attacks characteristic of the target’s melee weapons until the start of your next turn.
KEYWORDSSPELL

Army of Renown

The Roving Maw

When you pick the Ogor Mawtribes faction for your army, you can choose for it to be a The Roving Maw Army of Renown. If you do so, use the faction rules on these pages instead of the Ogor Mawtribes faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the ROVING MAW keyword.

ROSTER OPTIONS
  • GUTBUSTERS units
  • You cannot include Regiments of Renown or a Great Mawpot
  • Gorger Mawpacks

Battle Traits

Passive
TASTY MORSELS: Ogors hate wasting even a scrap of meat. Any foes they do not gobble down on the spot are hacked to pieces and saved for the Butcher’s pot.

Effect: Each time a model is slain by a friendly Mawpit’s ‘Throat of Ghur’ ability, you gain 1 tasty morsel.

Passive
DRIVEN BY STARVATION: Each offering the Head Butcher submits to the Mawpit is one fewer scrap for a ravening Gorger.

Effect: Friendly Gorger Mawpack units can use CHARGE abilities even if they used a RUN ability in the same turn unless they are wholly within 3" of a terrain feature.

Any Charge Phase
TRAMPLING CHARGE: The charge of bellowing ogors resembles a living avalanche of blubber and metal. Anything in their path is quickly squished into an edible paste.

Declare: Pick a friendly Roving Maw unit that charged this turn to use this ability, then pick a visible enemy unit within 1" of it to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

Passive
THE REALM HUNGERS: None can tell where hungry, chomping Mawpits will next manifest in the ground.

Effect: Units and MANIFESTATIONS are vulnerable to Mawpits while they are on the battlefield unless they are wholly within 1" of a terrain feature that is not a Mawpit. This ability has no effect on ROVING MAW units or units that have Fly.

Once Per Battle Round (Army), Start of Battle Round
MAWPITS OF GHUR: These highly aggressive, teeth-filled rents in the ground are drawn to the wider realms by the Butchers’ gastromantic magic.

Effect: Roll 2D6 and add the number of tasty morsels you have to the roll. Apply the corresponding effect below for the rest of the battle round. Then, reset your tasty morsels to 0.

2-3 – Subdued: No effect.

4-5 – Peckish: Subtract 3 from the control scores of units that are vulnerable to Mawpits.

6-8 – Rumbling: Roll a dice for each unit that is vulnerable to Mawpits. On a 3+, inflict 1 mortal damage on that unit.

9-11 – Famished: Units that are vulnerable to Mawpits cannot use commands.

12+ – Ravenous: Roll a D3 for each unit that is vulnerable to Mawpits. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.


Heroic Traits

HERO only
Once Per Battle Round (Army), Start of Battle Round
PRIME GUTSERVER: This general has fed entire armies to the Mawpits.

Effect: If this unit is a Head Butcher, gain 1 tasty morsel.


Artefacts of Power

HERO only
Passive
FLASKS OF CONGEALED MAW-JUICES: These vessels contains greasy, pungent fluids that squirted from a Mawpit as it gobbled down a victim. They have fortifying effects on those chomping sinkholes into which they are poured.

Effect: Friendly Mawpits within this unit’s combat range have WARD (5+).


Spell Lore

Your Hero Phase
6
MAWMEAT: Chunks of meat glistening with ichor are flung into overgrown ruins and undergrowth to attract more Mawpits to the battlefield.

Declare: Pick a friendly ROVING MAW WIZARD to cast this spell, pick a visible terrain feature within 18" of them to be the target, then make a casting roll of 2D6.

Effect: For the rest of the battle, units on or within 1" of the target are vulnerable to Mawpits. This ability had no effect on ROVING MAW units or units that have Fly.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
7
RETCHER: As they cast this spell, the Butcher spews their stomach contents over their weaponry, giving their blades ‘extra bite’.

Declare: Pick a friendly ROVING MAW WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Add 2 to the Rend characteristic of the caster’s melee weapons until the start of your next turn.
KEYWORDSSPELL

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

Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

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

• Butcher
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).

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

• Butcher
• Tyrant

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

The BEASTCLAW RAIDERS and MONSTER keywords are used in the following Ogor Mawtribes warscrolls:

Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.

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

• Butcher
• Tyrant
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.

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

3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

On an unmodified chanting roll of 2 or more, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

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

• Butcher
• Tyrant

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

• Butcher
• Tyrant
3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.

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