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 MawtribesBattletome4July 2026
  Rules Updates
  Rules UpdatesRulebook4August 2026
  Legends Warscrolls
  Legends WarscrollsWarscroll4July 2026
  Battletome Supplement: Ogor Mawtribes
  Battletome Supplement: Ogor MawtribesSupplement4July 2026
  Armies of Renown
  Armies of RenownWarscroll4July 2026
  Battle Profiles
  Battle ProfilesRulebook4July 2026
  Scourge of Aqshy - Ogor Mawtribes
  Scourge of Aqshy - Ogor MawtribesExpansion4July 2026
  Spearhead: Ogor Mawtribes - Tyrant's Bellow
  Spearhead: Ogor Mawtribes - Tyrant's BellowExpansion4April 2026
  Spearhead: Ogor Mawtribes - Scrapglutt
  Spearhead: Ogor Mawtribes - ScrapgluttExpansion4April 2026
  Scourge of Ghyran - Ogor Mawtribes
  Scourge of Ghyran - Ogor MawtribesExpansion4May 2025

Faction Rules


Battle Traits

Ogor Mawtribes armies can use the following abilities:

End of Any Turn
EAT ’EM ALIVE: For ogors, there is no real distinction between fighting and feasting.

Declare: Pick a friendly OGOR unit that used a FIGHT ability that targeted a unit, excluding FACTION TERRAIN, this turn to use this ability. Then, you can pick an enemy unit in combat with it to be the target. The same enemy unit cannot be picked to be the target of this ability more than once per turn.

Effect: Inflict D3 mortal damage on the target (if any). Then, pick 1 of the following effects to apply to that friendly OGOR unit for the rest of the battle. If any of these effects already apply to it, you can pick a different effect to replace the current effect.
  • Raw and Bloody Flesh: Subtract 1 from the Rend characteristic of weapons used for attacks that target that unit.

  • Exotic Giblets: Subtract 1 from ward rolls for damage points inflicted by that unit’s combat attacks made with non-Companion weapons.

  • Steaming Brains: Add 2 to that unit’s Control characteristic.

  • Crunchy Bones: That unit’s melee weapons have Crit (2 Hits). If that unit’s melee weapons already have Crit (2 Hits), they have Crit (Mortal) instead.

  • Slick Innards: That unit can use CHARGE abilities even if it used a RUN ability in the same turn.

  • Mystery Meat: Subtract 1 from the power level of enemy units while they are in combat with that unit, to a minimum of 0.

Designer’s Note: Only 1 of these effects can apply to the same unit at the same time unless specified otherwise. Also note that Steaming Brains affects the Control characteristic, not the control score.

Once Per Battle (Army), Deployment Phase
JAWS OF THE BEAST: Beastclaw ogors are inevitably skilled hunters and trackers.

Declare: Pick a friendly BEASTCLAW HERO that is leading a regiment and that has not been deployed, then pick a non-HERO unit in that HERO’s regiment that has not been deployed.

Effect: Set up those units in reserve tracking the prey. They have now been deployed.
KEYWORDSDEPLOY

Once Per Turn (Army), Any Charge Phase
BULL CHARGE: The bulk and surprising speed of ogors can see them trample right over enemies.

Declare: Pick a friendly OGOR MAWTRIBES unit that charged this turn and has not used a RAMPAGE ability this turn to use this ability, then pick an enemy unit in combat with it to be the target.

Effect: Your opponent must move the target up to 3". It can move through the combat ranges of your units and can end that move in combat.

After your opponent has done so, roll a dice for each model in the unit using this ability that is within 3" of the target. Add 1 to the roll if the unit using this ability is a GUTBUSTERS unit. For each 3+, inflict 1 mortal damage on the target.

Then, the unit using this ability can make a pile-in move. If the target of this ability is still in combat with the unit using this ability, then the target of this ability must be picked as the target of the pile-in move.

Designer’s Note: Your opponent may not be able to move the models in the target unit (or may choose to leave them where they are) but the target still counts as having moved for rules purposes.

Your Movement Phase
CLOSING THE JAWS: The chieftains of the Beastclaw signal when it is time to strike.

Declare: Pick a friendly BEASTCLAW HERO that is tracking the prey.

Effect: Set up that HERO wholly within 9" of a battlefield edge and more than 9" from all enemy units. Then, set up the other friendly unit that is tracking the prey wholly within 9" of a battlefield edge, wholly within 9" of that HERO and more than 9" from all enemy units.

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.

BATTLE PROFILE
NamePoints
Hunger-Filled Tribe0
Hinterland Hunters0
Vanguard of the Mawpath0
Maw-Cult Fanatics0
Mawpath Menaces10
Greedy Eaters10

Hunger-Filled Tribe

Once Per Turn (Army), End of Any Turn
FEAST OF BLOODSHED: Monstrous by nature, ogors are never more energised than when tearing meat and guzzling down gore.

Declare: For each enemy unit that was destroyed this turn, pick a friendly OGOR MAWTRIBES unit that is not in combat and has not used the ‘Power Through’ command this turn to be the target.

Effect: Each target can move up to 3". It can move through the combat ranges of enemy units and can end that move in combat.
KEYWORDSMOVE


Hinterland Hunters

Passive
PROWLING PREDATORS: Ogors are surprisingly skilful trackers; they surround their prey, carefully avoiding retribution before striking with terrible savagery.

Effect: Subtract 1 from hit rolls for attacks that target friendly OGOR MAWTRIBES units while they are wholly within 9" of a battlefield edge and have not charged this turn.


Vanguard of the Mawpath

Once Per Turn (Army), Any Charge Phase
SMASH AND GRAB: These rampaging ogor raiders crash through the enemy lines without stopping, always seeking more to eat and loot.

Declare: Pick each friendly OGOR MAWTRIBES unit that charged this turn and for which the unmodified charge roll was 8+ to be the targets.

Effect: Each target can move up to 3". It can move through the combat ranges of enemy units but must end that move in combat with the units it was in combat with at the start of the move.


Maw-Cult Fanatics

Once Per Turn (Army), End of Any Turn
GRUB’S UP, MATEYS!: Guts roiling with a divine hunger, these fanatical ogors relish gulping down revitalising blood and offal.

Declare: Pick each friendly OGOR MAWTRIBES unit that has used the ‘Eat ’Em Alive’ ability this battle to be the targets.

Effect: Heal (D3) each target.


Mawpath Menaces

Once Per Turn (Army), Enemy Charge Phase
FIXATED ON FEEDING: Once they have sighted a potential meal, it is nigh impossible to stop these ever-ravenous ogors from consuming their prize.

Declare: Pick a friendly OGOR INFANTRY unit that is not in combat to be the target.

Effect: Roll a dice. On a 3+, the target can move a number of inches equal to the roll. It can move through the combat ranges of enemy units and can end that move in combat. If it ended that move in combat, the target has charged.
KEYWORDSCORE, MOVE, CHARGE


Greedy Eaters

Once Per Turn (Army), End of Any Turn
POSTPRANDIAL WARFARE: Having slurped up their fallen enemies’ innards and picked their bones clean, these ogors rejoin the battle in search of their next repast.

Declare: Pick up to D3 friendly OGOR INFANTRY units that were in combat this turn with an enemy unit that was destroyed this turn to be the targets.

Effect: Return 1 slain model to each target unit.

Heroic Traits

Traits of Endless Hunger

HERO only

BATTLE PROFILE
NamePoints
LEAVE NOT A MORSEL0
DREADED FAR AND WIDE0
THE CRUSHERGUTS0
Passive
LEAVE NOT A MORSEL: If it’s eaten, so says this ogor, then it stays eaten.

Effect: While they are within 6" of and visible to this unit, enemy units cannot be healed or have slain models returned to them.

Passive
DREADED FAR AND WIDE: Terrifying tales cross the frontiers of the atrocities perpetrated by this ogor; their shadow looms large both literally and psychologically.

Effect: Ignore negative modifiers to:
  • This unit’s control score.
  • Hit rolls and wound rolls for this unit’s non-Companion attacks.
  • Charge rolls for this unit.
  • The number of dice rolled when making charge rolls for this unit.

Once Per Turn (Army), Any Combat Phase
THE CRUSHERGUTS: An ogor who has mastered the Crusherguts – an ancient and feared belly flop technique – has weedier enemies at their mercy.

Declare: If this unit charged this turn, pick an enemy unit in combat with it to be the target.

Effect: Roll a dice. If the roll exceeds the target’s Health characteristic, 1 model in the target unit is automatically slain and the target cannot make pile-in moves for the rest of the turn.

Artefacts of Power

Plunder of the Mawtribes

HERO only

BATTLE PROFILE
NamePoints
TROPHY RACK0
CARVALOX HIDE0
MANTLE OF ENTRAILS0
Deployment Phase
TROPHY RACK: These gruesome trophies prove that an ogor has lived up to their many boasts, encouraging their tribemates to follow their lead.

Effect: Pick 1 of the following trophies. For the rest of the battle, melee weapons used by other friendly OGOR MAWTRIBES units have the corresponding weapon ability while they are wholly within 6" of and visible to this unit:
  • Squeezed Head: Anti-MONSTER (+1 Rend)
  • Smashed City Rubble: Anti-WAR MACHINE (+1 Rend)
  • Torn Appendages: Anti-CAVALRY (+1 Rend)

Passive
CARVALOX HIDE: Carvalox are colossal birds of prey found in the arctic regions of Ghur. They are favoured quarry of ogor Hunters, for their meat can be used to barter with the Yhetee clans while their feathered hides offer protection from magic.

Effect: This unit has WARD (6+). It also has WARD (4+) against damage points inflicted by SPELL abilities, PRAYER abilities and abilities used by MANIFESTATIONS.

Once Per Battle (Army), Any Hero Phase
MANTLE OF ENTRAILS: This crown of guts, sinew and burned flesh was ‘woven’ by a vision-wracked Butcher over three restless nights. It is horrific to look upon, instilling a terror that seems to reach right into the beholder’s bowels.

Declare: Pick a visible enemy unit within 12" of this unit to be the target.

Effect: Until the start of your next turn, each time the target uses a command, roll a dice as a reaction. On a 3+, that command has no effect, it still counts as having been used and the command points spent to use the command are still lost.


Plunder of the Mawtribes

HERO only

BATTLE PROFILE
NamePoints
A CHOICE CUT0
RUSTY GRATER0
KEY TO THE LARDER0
Passive
A CHOICE CUT: The sight of this colossal slab of meat being awkwardly hefted across the battlefield inspires nearby ogors to fight through the pain – the quicker they flatten the foe, the quicker they can get to feasting.

Effect:
  • This unit cannot use RUN abilities.
  • Ignore the first damage point that would be allocated to each friendly OGOR INFANTRY unit each phase while they are wholly within 12" of and visible to this unit.

Passive
RUSTY GRATER: By attaching this crudely perforated metal sheet to their favoured blade, this ogor is gifted a snack of shredded flesh when they wield their weapon with enough ferocity.

Effect: Each time this unit uses the ‘Eruption of Fury’ ability, after that ability has been resolved, Heal (D3) this unit.

Deployment Phase
KEY TO THE LARDER: This ogor has promised their favoured warriors access to one of the legendary larders in the Great Gutfort – if they are suitably impressive in battle.

Declare: Pick a friendly OGOR INFANTRY unit on the battlefield to be the target.

Effect: For the rest of the battle, ignore negative modifiers to hit rolls and wound rolls for the target’s combat attacks while they are wholly within 12" of and visible to this unit.

Big Names

Big Names are enhancements that can only be given to OGOR MAWTRIBES HEROES.

BATTLE PROFILE
NamePoints
GUTSLUGGER0
MAGE-SWALLOWER0
MEGAGOBBLER0
Passive
GUTSLUGGER: This ogor is usually found fighting in the thick of a melee and is renowned for their uncanny ability to come out on top.

Effect: Add 1 to hit rolls for this unit’s combat attacks if it did not charge in the same turn.

Passive
MAGE-SWALLOWER: Ever since they ate an entire party of wizardly scholars, the mere presence of this ogor is enough to disrupt magical defences.

Effect: Subtract 1 from ward rolls for enemy units while they are within 6" of this unit.

Once Per Battle, Deployment Phase
MEGAGOBBLER: Surveying the enemies lined up before them as if considering items on a menu, this ogor chooses today’s main course.

Effect: Pick 1 of the following keywords:
  • INFANTRY
  • CAVALRY
  • MONSTER
  • WAR MACHINE
  • BEAST
For the rest of the battle, each time any damage points are allocated to an enemy unit with that keyword by this unit’s combat attacks and that enemy unit is destroyed in the same turn, add 1 to the Attacks characteristic of this unit’s melee weapons. This effect is cumulative.

Spell Lore

BATTLE PROFILE
NamePoints
Lore of Gut Magic0

Lore of Gut Magic

Your Hero Phase
6
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 MAWTRIBES unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, add 1 to hit rolls for the target’s combat attacks.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
7
SHINCRUNCHER: The shaman strips the meat and splits the bone of a huge beast haunch; as they do so, the limbs of their enemies crack and splinter at the slightest movement.

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

Effect: Until the start of your next turn, each time the target ends a move or is set up on the battlefield, inflict D3 mortal damage on the target after the ability has been resolved.

Designer’s Note: The ‘Bull Charge’ ability in the battle traits forces an enemy unit to move.
KEYWORDSSPELL

Your Hero Phase
7
TALLOWFLAGE: Smearing their flesh with sizzling, heated fat, the Butcher conjures a hazy shroud that conceals a band of nearby ogors from the enemy’s sight.

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

Effect: Until the start of your next turn, the target is not visible to enemy units more than 12" away from it.
KEYWORDSSPELL

Prayer Lore

BATTLE PROFILE
NamePoints
Lore of the Everwinter0

Lore of the Everwinter

Your Hero Phase
3
FREEZING TAILWINDS: At the priest’s urging, the howling winds of the Everwinter blow with greater ferocity, biting at the ogors and speeding the horde onwards.

Declare: Pick a friendly OGOR MAWTRIBES PRIEST to chant this prayer, pick a visible friendly OGOR MAWTRIBES unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, add 1 to run rolls and charge rolls for the target. Add 2 instead if the chanting roll was 6+.
KEYWORDSPRAYER, UNLIMITED

Your Hero Phase
4
PULVERISING HAILSTORM: The harsh bellowing of the priest summons a rain of fist-sized hailstones to pummel the enemy from above.

Declare: Pick a friendly OGOR MAWTRIBES PRIEST to chant this prayer, pick a visible enemy unit within 12" of them to be the target, then make a chanting roll of D6.

Effect: If the chanting roll was 8+, you can pick another eligible unit to be a second target. Then, inflict 3 mortal damage on the target(s).
KEYWORDSPRAYER

Your Hero Phase
4
FORTIFYING HOARFROST: As the priest growls a command to winter itself, a glittering layer of ice starts spreading over the flesh of their followers, a mystical armour capable of turning blades.

Declare: Pick a friendly OGOR MAWTRIBES PRIEST to chant this prayer, pick a visible friendly OGOR MAWTRIBES unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, subtract 1 from wound rolls for attacks that target that friendly unit. In addition, if the chanting roll was 8+, until the start of your next turn, subtract 1 from the Rend characteristic of weapons used for attacks that target that friendly unit.
KEYWORDSPRAYER

Monstrous Traits

Monstrous Traits are unique enhancements that can only be given to MONSTERS.
A unit can only have 1 Monstrous Trait.

Well-Fed Beasts

(OGOR MAWTRIBES MONSTER only)

BATTLE PROFILE
NamePoints
EXTREMELY OBSTINATE10
HORN TOSS10
GRUMPY ALPHA10
Passive
EXTREMELY OBSTINATE: Once this beast has laid claim to something, there is no shifting it.

Effect: This unit has a Control characteristic of 15.

Any Combat Phase
HORN TOSS: Dipping its head against an onrushing foe, with an effortless flick of its horns, this beast sends its attacker flying into the air.

Declare: Pick an enemy unit that has no more than 1 model, that is in combat with this unit and that has charged this turn to be the target.

Effect: Remove the target from the battlefield and set it up again within 1" of this unit. Then, roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
KEYWORDSRAMPAGE

Enemy Charge Phase
GRUMPY ALPHA: Having established its dominance, this irascible beast can bring another member of the herd to its side with a single bellow.

Declare: If this unit is in combat, pick another visible friendly OGOR MONSTER wholly within 12" of this unit that is not in combat to be the target.

Effect: Spend 1 rage dice. If your opponent’s fury level is lower than yours, they must increase their fury level by 1, to a maximum of 7.

Then, roll a dice. The target can move a distance in inches up to the roll. It can end that move in combat. If it does so, the target has charged.
KEYWORDSRAMPAGE

Army of Renown

Beastclaw Alfrostun

When you pick the Ogor Mawtribes faction for your army, you can choose for it to be a Beastclaw Alfrostun 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 ALFROSTUN keyword.

  • Any BEASTCLAW units
  • You cannot include Regiments of Renown

Battle Traits

Passive
MASKED BY THE ENDLESS WHITE: When Beastclaw ogors gather in number, ice storms and hail shards swirl with savage vigour, obscuring the hunters from sight.

Effect: Friendly ALFROSTUN units are not visible to enemy units more than 12" away.

Once Per Battle (Army), Deployment Phase
A CLAN OF HUNTERS: Keepers of the ‘old ways’, the ogors of a Beastclaw clan are expert trackers, relentlessly running their prey to the ground.

Declare: Pick a friendly Hunters with Sabrefangs unit to be the target.

Effect: The target can use the ‘Through the Frosts’ ability even if another friendly Hunters with Sabrefangs unit has used that ability this battle.

Once Per Turn (Army), Your Hero Phase
GRASP OF THE EVERWINTER: To wage war against an alfrostun is to battle the brutality of winter itself.

Declare: Pick each enemy unit in combat with any friendly ALFROSTUN units to be the targets.

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

Passive
RUN ’EM DOWN: Beastclaw ogors relish the thrill of the chase. Enemies can flee, but for not long…

Effect: Each time an enemy unit in combat with a friendly ALFROSTUN unit uses a RETREAT ability, after that ability has been resolved, inflict D3 mortal damage on that enemy unit.

Designer’s Note: This mortal damage is in addition to any mortal damage inflicted on that enemy unit by that RETREAT ability.

Passive
FEARSOME BREED: The monsters of a Beastclaw alfrostun are creatures born of winter; they shake the earth with each step and attract the fiercest ice storms, leaving enemies rattled and disoriented.

Effect: Subtract 1 from charge rolls for enemy units while they are within 12" of a friendly ALFROSTUN MONSTER. Subtract 2 from charge rolls for enemy units while they are within 6" of a friendly ALFROSTUN MONSTER instead.


Heroic Traits

(HERO only)
Passive
HARD-BITTEN CHIEFTAIN: As tough as old frozen meat, with ice running through their veins: such is how this venerable ogor warlord is described, and with good reason.

Effect: Other than the Companion ability, weapon abilities for attacks that target this unit made by enemy units that charged in the same turn have no effect.


Artefacts of Power

(HERO only)
Once Per Battle (Army), Your Hero Phase
ALVAGR RUNE-TOKENS: Said to be fashioned from ice chipped from the flanks of mighty Mount Alvagr, these charms – carved with Svoringar runes – deepen an ogor’s connection to the ancient ice.

Effect: Until the start of your next turn, add 2 to chanting rolls for friendly ALFROSTUN units while they are wholly within 12" of this unit.


Prayer Lore

Your Hero Phase
3
KEENING GALE: Marshalling the might of the Everwinter, the Huskard empowers their fellows to ride the freezing hurricane.

Declare: Pick a friendly ALFROSTUN PRIEST to chant this prayer, pick a visible friendly ALFROSTUN unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, add 2 to run rolls for the target. In addition, if the chanting roll was 6+, until the start of your next turn, add 2 to charge rolls for the target.
KEYWORDSPRAYER, UNLIMITED

Your Hero Phase
4
TERRORS OF THE OLD ICE: At the Huskard’s gesture, the Everwinter swirls around a part of the battlefield. Primeval mirages dance in its embrace, sapping even the sternest courage.

Declare: Pick a friendly ALFROSTUN PRIEST to chant this prayer, pick an objective or terrain feature wholly within 18" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, subtract 10 from the control scores of enemy units while they are contesting the target. If the chanting roll was 8+, until the start of your next turn, enemy units have a maximum control score of 1 while they are contesting the target.
KEYWORDSPRAYER

Your Hero Phase
4
AVALANCHE VOICE: Bashing their weapon against their gutplate, the ogor priest inhales deeply before loosing a deafening bellow like an arctic wind roaring through a mountain pass. Enemies caught in the blast of sound are temporarily deafened and stunned, and it takes a while for them to regather their wits.

Declare: Pick a friendly ALFROSTUN PRIEST to chant this prayer, pick a visible enemy unit within 18" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, each time your opponent declares a command for the target, as a reaction, make a tremor roll of D6 for the target. On a 5+, unless they spend 1 additional command point to use that command, the command has no effect, it still counts as having been used and the command points spent to use it are still lost. In addition, if the chanting roll was 8+, until the start of your next turn, add 2 to tremor rolls for the target.
KEYWORDSPRAYER

Army of Renown

Mawseeker Gollop

When you pick the Ogor Mawtribes faction for your army, you can choose for it to be a Mawseeker Gollop 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 below. All units in your army gain the GOLLOP keyword.

ROSTER OPTIONS
  • Any MAWSEEKERS units
  • You cannot include Regiments of Renown

Battle Traits

Once Per Turn (Army), Start of Any Turn
PREPARE THE FEAST: The role of Feastmaster is a sacred one amongst the gollops, as it is this ogor who oversees the ravenous rites and doles out the latest creations of the maw-shamans.

Effect: If there is no friendly Feastmaster on the battlefield, pick a friendly GOLLOP HERO to be the Feastmaster for the rest of the battle.

Passive
OOH, THAT LOOKS TASTY...: As a gollop slaughters its way through its enemies, the ogors collect up tasty-looking morsels to gorge upon.

Effect: Each time an enemy unit is destroyed, you gain a number of raw ingredients.

The number of raw ingredients yielded by a destroyed unit is the Health characteristic of that unit multiplied by the number of starting models in that unit.

Designer’s Note: If a destroyed enemy unit had a Health characteristic of 2 and its starting size was 10 models, it would yield 20 raw ingredients when it was destroyed.

Once Per Turn (Army), Any Hero Phase
GLAND GOULASH: Though the Butchers swear by the magical properties these glands give their creations, no one truly knows where they come from. For the best, really…

Declare: Spend 10 raw ingredients.

Effect: For the rest of the phase, add 1 to the number of dice rolled, to a maximum of 3, when making casting rolls and unbinding rolls for friendly GOLLOP units while they are wholly within 12" of and visible to a friendly Feastmaster.

Once Per Turn (Army), Any Shooting Phase
BONE-SLURRY SOUP: This revitalising gruel is a favourite of ogor whelps; it brings a pang of nostalgia to any Mawseeker who eats it, numbing the pain of their wounds.

Declare: Spend 5 raw ingredients.

Effect: Heal (D6) each friendly GOLLOP unit that is wholly within 12" of and visible to a friendly Feastmaster.

Once Per Turn (Army), Any Combat Phase
THE ORGAN PLATTER: To properly prepare a heaving platter of organs – some of which still seem to be pulsing with life – is a coup for any Feastmaster, and one that sees their followers struck with a divine mania.

Declare: Spend 20 raw ingredients.

Effect: For the rest of the phase, while they are wholly within 12" of a friendly Feastmaster, melee weapons used by friendly GOLLOP units have Crit (Mortal).

Once Per Turn (Army), End of Any Turn
GORE-OFFAL DUMPLINGS: These small, dripping tangles of gut-meat are difficult to prepare and bless correctly. When eaten, though, they grant faithful ogors a surprise burst of energy.

Declare: Spend 10 raw ingredients.

Effect: Each friendly GOLLOP unit that is wholly within 12" of and visible to a friendly Feastmaster can immediately use a CHARGE ability as if it were your charge phase, but subtract 1 from the number of dice rolled when making the charge roll for that unit.

Once Per Turn (Army), Any Movement Phase
UNWASHED INNARDS: The ‘earthy’ flavour of these raw entrails fills ogors who consume them with vigour.

Declare: Spend 5 raw ingredients.

Effect: For the rest of the phase, add 4 to run rolls for friendly GOLLOP units while they are wholly within 12" of and visible to a friendly Feastmaster.

Once Per Turn (Army), Any Charge Phase
FRIED LIMBS: These crunchy limbs – some still clad in scraps of armour – are the perfect snack to enthuse a marauding band of Mawseekers.

Declare: Spend 10 raw ingredients.

Effect: For the rest of the phase, add 3 to charge rolls for friendly GOLLOP units while they are wholly within 12" of and visible to a friendly Feastmaster.


Heroic Traits

(HERO only)
Passive
INDOMITABLE GUTS: Many, many esoteric (and ill-advised) feasts in worship of their hungry god has granted this ogor a truly prodigious resistance to damage.

Effect: Add 1 to ward rolls for this unit.


Artefacts of Power

(HERO only)
Once Per Battle, Your Hero Phase
OVERFLOWING LARDER: This faithful Mawseeker is never seen without a wide collection of mystical, grotesque ‘offerings’ ready to contribute to the feast.

Effect: Gain D6 raw ingredients. If this unit is a Feastmaster, gain D3+3 raw ingredients instead.


Spell Lore

Your Hero Phase
5
BONECRUNCHER: Chomping down on skulls, femurs and ribs, the Butcher mystically breaks the bodies of their enemies, ripe for harvesting.

Declare: Pick a friendly GOLLOP WIZARD to cast this spell, pick a visible enemy unit within 18" 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: Inflict D3 mortal damage on the target. Gain a number of raw ingredients equal to the number of those damage points that are allocated to the target.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
7
BLOODGRUEL: The Butcher sucks the congealed blood, marrow and other juices from a specially preserved severed limb before belching it up in a magical cloud that invigorates other ogors.

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

Effect: Pick 1 of the following effects:
  • Return 1 slain model to the target.
  • Heal (D6) the target.
KEYWORDSSPELL

Your Hero Phase
6
THE COSMOS WRITHES: The glottal spells of the Butchers tap into something beyond sane knowledge – a divine power that contorts the world like twisting guts, briefly breaking spatial law with its hunger.

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

Effect: Remove the target from the battlefield and set it up again on the battlefield more than 9" from all enemy units.
KEYWORDSSPELL

Army of Renown

Meatfist Mawtribe

When you pick the Ogor Mawtribes faction for your army, you can choose for it to be a Meatfist Mawtribe 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 MEATFIST keyword.

ROSTER OPTIONS
  • Any GUTBUSTER units
  • You cannot include Regiments of Renown

Battle Traits

Passive
BLOODTHIRSTY ARROGANCE: Meatfist warriors take their status as the pre-eminent mawtribe seriously. Any who actually manage to hurt them are marked for grisly vengeance.

Effect: Each time you make an unmodified save roll of 1 for a combat attack that targets a friendly MEATFIST INFANTRY unit that did not charge in the same turn, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

Passive
FLESHY STAMPEDE: The Meatfist do not care much for strategy or tactics; they charge headlong at their foes and trust in raw strength to sort things out.

Effect: Add 2 to run rolls for friendly MEATFIST units.

Any Charge Phase
MEATY CHARGE: The Meatfist win their battles through the most straightforward means. They have learned to harness the sheer bulk of their massed ogor warriors better than any other tribe, trampling their adversaries in a series of crushing charges

Declare: Pick a friendly MEATFIST unit that charged this turn to use this ability, then pick a visible enemy unit within 1" of it and that has not been picked to be the target of this ability this phase to be the target.

Effect: Make a meaty charge roll by rolling a number of dice equal to the unmodified charge roll made this turn for the unit using this ability. Add 1 to the roll if the unit using this ability has more models than the target unit. For each 5+, inflict 1 mortal damage on the target.

Once Per Turn (Army), Your Charge Phase
THE UNSTOPPABLE FEAST: When their blood is up and the promise of imminent butchery is in the air, Meatfist warriors become an all but overwhelming force.

Declare: Pick a friendly MEATFIST unit that has not used a FIGHT ability this battle to be the target.

Effect: For the rest of the turn, the target can use CHARGE abilities even if it used a RUN or RETREAT ability earlier in the same turn.

Passive
GLUTTONOUS CONQUERORS: At the command of their Overtyrant Morga, the Meatfist aim to establish a great ogor empire – and they believe that domination is best proved by bone-crunching violence.

Effect: Add 1 to the Control characteristic of friendly MEATFIST units while they are in combat.

Once Per Turn (Army), End of Your Turn
GREEDY CHOMPERS: A Meatfist ogor won’t miss an opportunity to take a bite from warm flesh.

Declare: Pick up to 3 friendly MEATFIST units that are in combat to be the targets.

Effect: Roll a D3 for each target. On a 2+, Heal (X) the target where X is equal to the roll.

Once Per Turn (Army), End of Any Turn
GRUESOME DEVOURERS: Enemies struggle to escape the grasp of hungry ogors.

Declare: Pick an enemy unit that had any damage points allocated to it this turn by a friendly MEATFIST unit’s combat attacks to be the target.

Effect: Roll a dice. On a 3+, until the start of your next turn, the target cannot use RETREAT abilities.


Heroic Traits

(HERO only)
Passive
THICK BLUBBER: An exemplar of their girthy kind, this ogor has a particularly thick layer of blubber that cushions their vital organs from arrows and bullets.

Effect: Subtract 1 from wound rolls for shooting attacks that target this unit.

Passive
OVERPOWERING MASS: It is said that this absolute goliath of an ogor has some gargant blood in their veins. No one’s stupid enough to argue the point.

Effect: When making meaty charge rolls for this unit, you can re-roll unmodified rolls of 1.

Passive
FORCE OF SAVAGE PERSONALITY: Such is the fell and bellicose reputation of this ogor that it is said that even the power of magic doesn’t dare draw too close to them.

Effect: Enemy units and enemy MANIFESTATIONS cannot be set up within 12" of this unit.


Artefacts of Power

(HERO only)
Start of Any Turn
SNOTT, GNOBLAR THIEF: Said to be a descendant (don’t ask…) of the legendary Head Honcho of Skrappa Spill, the gnoblar Snott is a skilled pickpocket. His talents for purloining enemy gewgaws even in the press of battle amuses Morga the Mighty, and so her spawn and chieftains have to put up with him hanging around.

Declare: Pick a visible enemy HERO that has any artefacts of power to be the target.

Effect: Roll a dice. If the roll is equal to or lower than the current battle round number, the target no longer has any artefacts of power.

Once Per Battle, Any Combat Phase
TRAPPER’S ARSENAL: Having run with the Beastclaw for a time – perhaps even being sired by one – this ogor maintains a collection of vicious-looking snaptraps to hobble and waylay their enemies.

Declare: Pick an enemy unit in combat with this unit and that charged this turn to be the target.

Effect: Roll a dice. On a 4+, the target has STRIKE-LAST for the rest of the turn.

Once Per Battle, Your Shooting Phase
RUSTY LEADBELCHER GUN: While many of the Meatfist abandoned their blastpowder cannons at the urging of the Mawseekers, this chieftain couldn’t let go of their faithful weapon. Its lethality has not dimmed…

Declare: Pick a visible enemy unit within 12" of this unit to be the target.

Effect: Pick to load the gun with Jagged Shrapnel or Lumpen Metal Scrap, then apply the corresponding effect below:

Jagged Shrapnel: Inflict D3 mortal damage on the target. If any models were slain by that mortal damage, halve the target’s Move characteristic until the start of your next turn.

Lumpen Metal Scrap: Inflict D6 mortal damage on the target.

Army of Renown

The Roving Maw

Where the ground itself groans with hunger and opens in undulating gullets, twisted, feral shapes slaughter errant warriors to feed to the grisly apertures. These are the Gorger Mawpacks, ogors afflicted with a terrible curse that keeps them in a permanent state of starvation. Ogor Butchers will often travel with these creatures in Roving Maws, testing new recipes upon them and opening Mawpits with gastromantic rituals.

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

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 ‘Hungry Sinkhole’ 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 within 1" of a friendly Mawpit, 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 has 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

PATH TO GLORY

Here, you will find additional rules to use with an Ogor Mawtribes army while playing through a Path to Glory campaign. The Path to Glory content in this book is divided into two parts: the Anvil of Apotheosis and Paths for Ogor Mawtribes units.

The Anvil of Apotheosis

You can have 1 Anvil of Apotheosis hero on your Order of Battle and/ - or army roster, unless otherwise specified in the battlepack you are using. They can be your warlord.

There are 7 steps to follow to create your hero:
1. Set a destiny point limit.
2. Fill out the starting warscroll.
3. Pick an Archetype.
4. Pick your hero’s origin and/or flaw.
5. Pick a Battle Mount.
6. Pick any Battle Mount Upgrades.
7. Pick any other upgrades.

Your Hero's Warscroll

You can download a blank warscroll from warhammer-community.com on which to record all of your hero’s details.

The Anvil of Apotheosis is a hero creator. Using the rules in this section, you can create a custom warscroll for a HERO to use in your Path to Glory campaign. This can represent any miniature of your choosing, including one you have lovingly kitbashed or converted.

After the Anvil of Apotheosis, you will find 2 Paths for Ogor Mawtribes units. These follow the rules outlined for Paths in the Path to Glory battlepack you are using (e.g. Path to Glory: Blighted Wilds).

Step 1 - Set a Destiny Point Limit

The Anvil of Apotheosis uses a currency called destiny points. First, you need to set a destiny point limit. This will determine how many destiny points you have to spend on your hero, what type of hero they will be and what their battle profile points cost will be.

Pick 1 of the following:
HERO TYPEDESTINY POINT LIMITBATTLE PROFILE POINTS COST
Gutbully10150
Gutmaster30250
Gutlord50350


Over the next few steps, you will pick options for your hero. Each option has a destiny point cost, abbreviated as DP. Keep a record of the number of destiny points you have spent. You cannot exceed the limit you have set.

Step 2 - Fill Out The Starting Warscroll

To begin with, your hero has the following warscroll:

OGOR MAWTRIBES WARSCROLL
Ogor Mawtribes Hero
6"
8
5+
3
OGOR MAWTRIBES WARSCROLL
Ogor Mawtribes Hero
MELEE WEAPONS
AtkHitWndRndDmg
Ogor Weapon
Ogor Weapon44+2+22

KEYWORDS
HERO, INFANTRY
DESTRUCTION, OGOR MAWTRIBES, OGOR

Step 3 - Pick an Archetype

You must pick 1 of the following Archetypes for your hero:

GUTBUSTER WARLORD
0DP
Your hero gains the GUTBUSTERS keyword and the following regiment options:

Regiment OptionsAny GUTBUSTERS units, 0-1 non-GUTBUSTERS OGOR MAWTRIBES units

APEX HUNTER
0DP
Your hero gains the BEASTCLAW keyword and the following regiment options:

Regiment OptionsAny BEASTCLAW units, 0-1 non-BEASTCLAW OGOR MAWTRIBES units

GASTROMANCER
-4DP
Your hero gains the WIZARD (1), MAWSEEKERS and WARD (6+) keywords and the following regiment options:

Regiment OptionsAny MAWSEEKERS units,0-1 non-MAWSEEKERS OGOR MAWTRIBES units

WINTER-TOUCHED ELDER
-4DP
Your hero gains the PRIEST (1) and BEASTCLAW keywords and the following regiment options:

Regiment OptionsAny BEASTCLAW units, 0-1 non-BEASTCLAW OGOR MAWTRIBES units

OVERTYRANT
-4DP
Your hero gains the GUTBUSTERS keyword and the following regiment options. Replace their melee weapon with the weapon profile below:

MELEE WEAPONSAtkHitWndRndDmg
Innard-ripper
Crit (Mortal)
44+2+23
MELEE WEAPONS
AtkHitWndRndDmg
Innard-ripper
Crit (Mortal)
44+2+23

Regiment OptionsAny OGOR MAWTRIBES units

Step 4 - Pick Your Hero's Origin And/Or Flaw

You can pick up to 1 origin and up to 1 flaw for your hero. Each adds an ability to your hero’s warscroll. However, instead of costing destiny points, flaws give you extra destiny points to spend elsewhere.

Origins

End of Any Turn
-2DP
PIT BRAWLER: Having won several ‘guts- out’ deathmatches, this ogor is a ruthless and canny fighter.

Declare: Pick each enemy unit in combat with this unit to be the targets.

Effect: Roll a dice for each target. On a 2+, inflict 1 mortal damage on the target.

Reaction: You declared a SPELL or PRAYER ability for an OGOR MAWTRIBES unit wholly within 6" of this unit
-2DP
ONCE ATE AN ENDLESS SPELL WHOLE: Ever since 'the incident’ with a magical manifestation, this ogor seems to unconsciously help channel gut magic.

Effect: Re-roll 1 dice in that casting roll or chanting roll.

Passive
-4DP
SAVAGE PRIVILEGE: Hailing from a wealthy tribe, this ogor has enough armour - or simply girth - to shrug off arrows and musket shot.

Effect: Ignore negative modifiers to save rolls for shooting attacks that target this unit.

Any Charge Phase
-4DP
NOMADIC WARRIOR: This ogor’s clan were always on the move, and so they became used to crossing distance at pace.

Effect: If this unit charged in the previous turn, for the rest of the turn, add 1 to the number of dice rolled when making charge rolls for this unit, to a maximum of 3.


Flaws

Passive
+2DP
EMPTY BELLY CURSE: There are mutters that a curse dogs this ogor, that no matter how much they eat, they’ll never be full, even for a moment.

Effect: This unit cannot be healed.

Passive
+2DP
SELF-PRESERVER: This ogor boss is wily and cautious, but this sometimes brings a moment’s hesitation when confronted with something bigger than them.

Effect: This unit has STRIKE-LAST while it is in combat with an enemy MONSTER.

Passive
+4DP
TERRIBLE TABLE MANNERS: When eating in battle, a terrifying change strikes this ogor; their eyes roll back, they holler in strange tongues and carve gruesome symbols on their flesh, disturbing even their fellows.

Effect: While this unit is in combat, friendly units within this unit’s combat range cannot use the ‘All-out Attack’ or ‘All-out Defence’ commands.

Passive
+4DP
LUMBERING TITAN: Well, all that food has to go somewhere...

Effect: This unit cannot use RUN or RETREAT abilities.


Step 5 - Pick a Battle Mount

You can pick up to 1 Battle Mount for your hero.

Battle Mount
-10DP
HINTERLANDS BEAST: Rhinoxen, maulhounds, ill-tempered mournfangs: all these hulking creatures, and more besides, are ridden by ogor champions.

Add the following weapon to your hero’s warscroll:

MELEE WEAPONSAtkHitWndRndDmg
Horns, Teeth and Claws
Charge (+1 Damage), Companion
44+2+12
MELEE WEAPONS
AtkHitWndRndDmg
Horns, Teeth and Claws
Charge (+1 Damage), Companion
44+2+12
In addition, make the following changes to your hero’s warscroll:
  • Change the Move characteristic to 10".
  • Change the Health characteristic to 10.
  • Change the Save characteristic to 4+.
  • Replace the INFANTRY keyword with the CAVALRY keyword.

Battle Mount
-20DP
PRIMEVAL MONSTER: This massive beast is a relic of another age, a primordial monstrosity that survived thanks to travelling far towards the Realm’s Edge, before it was leashed and tamed by an ogor.

Add the following weapon to your hero’s warscroll:

MELEE WEAPONSAtkHitWndRndDmg
Huge Horns
Charge (+1 Damage), Companion
74+2+23
MELEE WEAPONS
AtkHitWndRndDmg
Huge Horns
Charge (+1 Damage), Companion
74+2+23

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Huge Horns is 4.

In addition, make the following changes to your hero’s warscroll:
  • Change the Move characteristic to 10".
  • Change the Health characteristic to 16.
  • Change the Save characteristic to 3+.
  • Replace the INFANTRY keyword with the MONSTER keyword.

Step 6 - Battle Any Battle Mount Upgrades

If your hero has a Battle Mount, you can pick any number of Battle Mount Upgrades for them. The same upgrade cannot be picked more than once.

UpgradeEffect
Overbearing Bulk
-2DP
Add the following ability to your hero’s warscroll:

Passive
OVERBEARING BULK: This monster’s sheer size can intimidate almost anyone.

Effect: Subtract 3 from the control scores of enemy units while they are in combat with this unit.

Strider
-3DP
CAVALRY only. Add 2" to your hero’s Move characteristic.
Massive Tusks
-3DP
MONSTER only. Add the following weapon to your hero’s warscroll:

MELEE WEAPONSAtkHitWndRndDmg
Massive Tusks
Companion
34+2+15
MELEE WEAPONS
AtkHitWndRndDmg
Massive Tusks
Companion
34+2+15
Specific Tastes
-3DP
Your hero’s Companion melee weapons have Anti-X (+1 Rend), where X is 1 of the following keywords: INFANTRY, CAVALRY, MONSTER, WAR MACHINE, WIZARD or PRIEST.
Frostblast
-3DP
Add the following weapon to your hero’s warscroll. You cannot pick this upgrade if your hero already has a ranged weapon.

RANGED WEAPONSRngAtkHitWndRndDmg
Frostblast
Companion
12"14+2+1D3+2
RANGED WEAPONS
RngAtkHitWndRndDmg
Frostblast
Companion
12"14+2+1D3+2
Stone-hard Skeleton
-3DP
Add the following ability to your hero’s warscroll:

Passive
STONE-HARD SKELETON: This creature’s skeleton is as solid as rock.

Effect: Ignore the first damage point that would be allocated to this unit in each phase.

Extremely Ornery
-6DP
MONSTER only. Add the following ability to your hero’s warscroll. You cannot pick this upgrade if your hero has another RAMPAGE ability.

Enemy Shooting Phase
EXTREMELY ORNERY: This beast has a short fuse, and is easily spurred into a rampage.

Effect: If any visible friendly units had any damage points allocated to them this turn, roll a dice. Add 1 to the roll if any damage points were allocated to this unit this phase. On a 4+, this unit can move up to 2D6". It can move through the combat ranges of enemy units but cannot end that move in combat.
KEYWORDSRAMPAGE

Force of Nature
-6DP
MONSTER only. Add the following ability to your hero’s warscroll. You cannot pick this upgrade if your hero has another RAMPAGE ability.

Any Charge Phase
FORCE OF NATURE: This monster is so big or wild that enemies are but minute inconveniences to it.

Effect: This unit has FLY for the rest of the phase. Each time this unit ends a move this phase, inflict 1 mortal damage on each enemy non-MONSTER unit it passed over.
KEYWORDSRAMPAGE

Plundered Cannon
-7DP
Add the following weapon to your hero’s warscroll. You cannot pick this upgrade if your hero already has a ranged weapon.

RANGED WEAPONSRngAtkHitWndRndDmg
Plundered Cannon
Companion
18"24+2+25
RANGED WEAPONS
RngAtkHitWndRndDmg
Plundered Cannon
Companion
18"24+2+25

Step 7 - Pick any Other Upgrades

Pick any number of other upgrades for your hero. The same upgrade cannot be picked more than once.

UpgradeEffect
Needs a Bigger Gutplate
-1DP
Add 1 to your hero’s Control characteristic.
Slicer and Dicer
-2DP
Add 1 to the Attacks characteristic of your hero’s melee weapons.
Bigger than Most
-2DP
Add 2 to your hero’s Health characteristic.
Chaintrap, Harpoon Launcher or Blood Vulture
-2DP
Add the following weapon to your hero’s warscroll:

RANGED WEAPONSRngAtkHitWndRndDmg
Chaintrap, Harpoon Launcher or Blood Vulture15"14+3+13
RANGED WEAPONS
RngAtkHitWndRndDmg
Chaintrap, Harpoon Launcher or Blood Vulture
15"14+3+13
Bludgeoner
-3DP
Your hero’s non-Companion melee weapons have Crit (2 Hits).
Unshiftable Mass
-4DP
Add the following ability to your hero's warscroll:

Passive
UNSHIFTABLE MASS: When this hero decides to stay put, nothing can move them.

Effect: Enemy MONSTERS cannot use RAMPAGE abilities while they are in combat with this unit.

Barrels Through
-4DP
INFANTRY only. Your hero has FLY.
Uncanny Fortune
-4DP
Your hero has WARD (6+).
Loves a Good Fight
-4DP
Add the following ability to your hero's warscroll:

Passive
LOVES A GOOD FIGHT: The sight of eager enemies hurtling towards this ogor gets them equally fired up in turn.

Effect: While this unit is in combat with an enemy unit that charged this turn, this unit has charged this turn.

Trampier
-4DP
Your hero’s non-Companion melee weapons have Charge (+1 Damage).
Massive Crossbow
-5DP
Add the following weapon to your hero’s warscroll:

RANGED WEAPONSRngAtkHitWndRndDmg
Massive Crossbow15"34+3+12
RANGED WEAPONS
RngAtkHitWndRndDmg
Massive Crossbow
15"34+3+12
Jocular Disposition
-6DP
Add the following ability to your hero's warscroll:

Once Per Battle, Your Movement Phase
JOCULAR DISPOSITION: This chief’s jolly hollering - or disturbingly light-hearted threats - encourages ogors back into the fight.

Declare: Pick up to D3 visible friendly non-MONSTER OGOR units wholly within 12" of this unit to be the targets.

Effect: Return 1 slain model to each target.

Holy Ogor
-8DP
WIZARD or PRIEST only. Add the following weapon to your hero’s warscroll:

Passive
HOLY OGOR: Whether a master Butcher or a Huskard Torr blessed by the Frostfeyr, this ogor is a feared and respected shaman of their clan.

Effect: Add 1 to casting rolls, chanting rolls and banishment rolls for this unit.


Path of The Mawchief

(OGOR MAWTRIBES HERO only)

ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

End of Any Turn
ALWAYS SNACKING: Being embroiled in the white heat of melee is no reason to stop feasting, so says this ogor - quite the opposite, in fact.

Effect: If this unit is in combat, Heal (1) this unit.

Passive
A STRANGE AND SQUIRMING POWER: For whatever reason, magic itself seems reluctant to come too close to this ogor.

Effect: This unit has WARD (5+) against damage points inflicted by SPELL and PRAYER abilities and abilities used by MANIFESTATIONS.

ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Deployment Phase
HUNGRY FOR TROUBLE: Stay back to lead the mobs, or charge ahead to get stuck in: for this ogor, the choice is clear.

Effect: This hero can move up to 6".

Once Per Battle, Any Shooting Phase
RAVENOUS PHENOMENA: This ogor claims that the Gulping God favours them, opening sinkholes to swallow enemies wherever they go.

Declare: Pick a visible enemy unit within 9" of this unit to be the target.

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

MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Any Hero Phase
REALITY-WARPING BELCHES: As comical as it is to their ogor mates, the gut-rumbles of this chieftain seem to shake the laws of the cosmos.

Declare: Pick either each enemy MANIFESTATION or each enemy faction terrain feature to be the targets.

Effect: Inflict D3 mortal damage on each target.

Passive
SHADOW OF THE HUNGERING ONE: Mystical foes perceive this ogor with dread, seeing within their soul the echo of an insatiable entity...

Effect: While this hero is in combat with an enemy WIZARD, the following effects apply:
  • Subtract 1 from that enemy WIZARD’s power level, to a minimum of 0.
  • Add 1 to this unit’s power level, or, if this unit is not a WIZARD or PRIEST, it has WIZARD (1).

LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Once Per Battle, Any Combat Phase
1
BLOODY-MAWED CHIEFTAIN: Many a violent feasting song speaks to the red-handed acts of destruction committed by this ogor.

Effect: This unit can use 2 FIGHT abilities this phase. After the first is used, however, this unit has STRIKE-LAST for the rest of the turn.

Passive
MONSTROUS MOMENTUM: Like a boulder rolling downhill, this ogor stomps on and on without ever relenting.

Effect: This unit can use CHARGE abilities even if it used a RUN or RETREAT ability in the same turn.


Path of The Plunderer

(NON-HERO OGOR MAWTRIBES unit only)

ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
HULKING HEAVYWEIGHTS: These ogors have already gained noticeable bulk - enough to give even monsters pause.

Effect: Enemy MONSTERS cannot use RAMPAGE abilities while they are in combat with this unit.

Passive
REINFORCED SCRAP: These ogors have incorporated all sorts of eclectic materials into their gear: stolen gromril, stripped ironoak - even bits of Stonehorn skeleton.

Effect: Subtract 1 from the Rend characteristic of weapons used for shooting attacks that target this unit.

ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Any Charge Phase
TERRIFYING TRAMPLERS: Tales are spreading of the... ‘forthright’ tactics used by these warriors on the charge.

Declare: If this unit charged this turn, pick an enemy unit within 1" of this unit to be the target.

Effect: Roll a dice for each model in this unit. For each 3+, inflict 1 mortal damage on the target.

Passive
FIRST TO THE PLUNDER: These warriors are firm believers in the old ogor adage that a bit of vigour in your step gets you the pick of the loot.

Effect: You can re-roll run rolls for this unit.

MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Once Per Turn, Reaction: Opponent declared a command for a unit in combat with this unit
BRUTISH BELLOWERS: In battle these ogors give voice to all sorts of chants, ranging from guttural to threatening to bawdy, to terrify their enemies. None of them are in tune.

Effect: Roll a dice. On a 3+, that command has no effect, it still counts as having been used and the command points spent to use it are still lost.

Enemy Movement Phase
QUICK THINKING (FOR OGORS): Experience has given these ogors an eye for opportunities - even if they are mostly opportunities for more carnage...

Effect: If this unit is not in combat, it can immediately use a CHARGE ability as if it were your charge phase.

LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Once Per Battle, Any Combat Phase
FRENZIED FEASTERS: Other ogors mutter in awe of the murderous hunger-frenzy that seizes these ogors in battle, how the scent of blood alone sends them wild and feral.

Effect: If this unit charged this turn, it has STRIKE-FIRST for the rest of the turn.

Passive
THE SCARS TO PROVE IT: Victors of a hundred raids and battles, these infamous ogors mark their toughness by their many wounds.

Effect: If this unit has not charged this turn, subtract 1 from the Damage characteristic of melee weapons used for combat attacks that target this unit.

SPEARHEAD


Scrapglutt

Scrapglutts trawl the deserted battlefields and rusty junkyards of the lands, driven by an ogor hunter's obsession with fashioning lethal mantraps. Any piece of useful wreckage is quickly gathered by eager gnoblars and repurposed as armour and weapons for the warband. Should a rival happen upon their claim, deliberately or not, then violence always follows ...

The hunter and his minions, known as the Mantrappers, are first into the fray, sizing up the field. Gnoblars harass the flanks, trying not to stray too close should their leader feel peckish. Bringing up the rear is the Scraplauncher. Drawn by a fearsome rhinox, this ramshackle catapult is an unusual but effective war machine as it hurls payloads of waste metal and other detritus at the enemy. Lumbering in its wake come the lronguts. Slow but well armoured - for ogors - these brutes have been sent by their Tyrant to keep a close eye on the hunter to make sure the Scrapglutt doesn't get their grubby mitts on anything too good.

This Spearhead army consists of the following units:
General
  • Mantrappers with 3 Gnoblar tokens, 1 Frost Sabre token and 1 Trap token
Designer’s Note: This unit’s Trap token has no effect unless you give your general the ’Nasty Trap’ enhancement
Units
  • 2 Ironguts
  • 2 Ironguts
  • 4 lronguts
  • 12 Gnoblars
  • 1 Gnoblar Scraplauncher

Battle Traits

BETTER LATE THAN NEVER

The Ironguts are a bit slower to battle, enjoying the opportunity to work up an appetite on the way there

A unit of Ironguts with 4 models is not set up during the deployment phase. Instead, in the third battle round, that unit can use the following ability:

Your Movement Phase
LET'S GET STUCK IN: The Ironguts start to arrive, and woe betide whoever gets in their way.

Effect: Set up this unit wholly within friendly territory, wholly within 6" of the battlefield edge, and not in combat.


Regiment Abilities

Pick 1 of the following regiment abilities.

Any Hero Phase
IT'S A HARD LIFE: It doesn't take much to become lunch when the leader of this Scrapglutt is around. The best the gnoblars can hope for is that someone else is gobbled up first.

Declare: Pick a friendly Gnoblars unit within your general’s combat range to be the target.

Effect: Roll a D3. On a 2+:
  • Heal (X) your general where X is an amount equal to the roll.
  • 1 model in that Gnoblars unit is slain.

Passive
FRENZIED ARTILLERY: The gnoblars of this Scrapglutt's Scraplauncher are known for getting a bit carried away.

Effect: If the unmodified charge roll for a friendly Gnoblar Scraplauncher is 6+, add 3 the Attacks characteristic of the target’s Companion weapons for the rest of the turn.


Enhancements

Give your general 1 of the following enhancements.

Reaction: You declared a FIGHT ability for your general
SAVAGE INSTINCTS: As this ogor lays into the enemy, nearby allies can't help but get enthusiastic about the feast to come.

Effect: Pick a friendly unit that has not used a FIGHT ability this turn and is within your general’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by your general has been resolved.

Passive
MASSIVE BULK: Big, lumbering and nigh-on impossible to kill.

Effect: Add 2 to the Health characteristic of your general.

Reaction: Once Per Battle, Your Movement Phase
NASTY TRAP: Rusted and gnarled, the jaws of this iron trap mangle and snap the thickest bones with ease.

Declare: Pick an enemy unit within 12" of your general to be the target.

Effect: Give the target your general’s Trap token. While the target has a Trap token, each time the target is picked to use a MOVE or CHARGE ability, roll a dice. On a 4+, that MOVE or CHARGE ability has no effect and the target’s Trap token is removed

Once Per Battle, Any Hero Phase.
VETERAN HUNTER: This ogor hunter has a keen eye and even keener hunger, which combine to make him as dangerous as a sudden avalanche.

Declare: Pick an enemy unit within 12" of your general to be the target.

Effect: For the rest of the turn, add 1 to the Rend characteristic of your general’s combat attacks that target that unit.


Warscrolls

SPEARHEAD WARSCROLL
Mantrappers
6"
7
5+
5
Mantrappers are led by an Icebrow Hunter, a particularly foul-tempered and cruel ogor with a keen nose for fresh meat. They favour catching their prey with a crossbow-launched snare that shatters bones with its iron jaws. Despite their constant jabbering and bickering, the ogor's accompanying Gnoblar companions are tolerated only because they are useful for carrying weapons, setting trap triggers and carrying out whatever tasks the Icebrow Hunter considers beneath him.
SPEARHEAD WARSCROLL
Mantrappers
RANGED WEAPONS
RngAtkHitWndRndDmg
Mantrapper Crossbow
Mantrapper Crossbow12"24+2+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Frost Sabre's Fangs [Companion]
Frost Sabre's Fangs
Companion
34+3+11
Culling Knife
Culling Knife44+2+12
Passive
STAYING USEFUL: The Hunter's companions are handy spotters and trackers.

Effect: While any of this unit’s Gnoblar or Frost Sabre tokens are on the battlefield, this unit has WARD (5+).

Each time you make a successful ward roll for this unit, remove 1 of this unit’s tokens from the battlefield.

If this unit’s Frost Sabre token has been removed, it can no longer attack with its Frost Sabre’s Fangs.

Your Hero Phase
NO SLACKING!: The Icebrow Hunter that leads the Mantrappers gets his followers in line with a menacing snort.

Declare: Pick a friendly INFANTRY unit wholly within 12" of this unit.

Effect: Roll a dice On a 3+, add the result to the target’s control score until the start of your next turn.

KEYWORDS
HERO, INFANTRY

SPEARHEAD WARSCROLL
Ironguts
6"
4
5+
2
Ironguts are the meanest ogors around, the elite warriors of their warglutt. Protected by metal armour plates and carrying immense two-handed weapons, they wade into the thick of the fighting, hacking and bashing their foes to bloody chunks.
SPEARHEAD WARSCROLL
Ironguts
MELEE WEAPONS
AtkHitWndRndDmg
Irongut Weapon
Irongut Weapon34+2+23
Passive
DOWN TO THE IRONGUTS: It is not often that a mawtribe’s battleline falters, but if it does, the Tyrant will call upon their Ironguts to turn the battle back in their favour.

Effect: Ignore negative modifiers to this unit’s control score.

KEYWORDS
INFANTRY

SPEARHEAD WARSCROLL
Gnoblar Scraplauncher
9"
9
4+
2
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.
SPEARHEAD WARSCROLL
Gnoblar Scraplauncher
RANGED WEAPONS
RngAtkHitWndRndDmg
Piles of Old Scrap [Crit (Auto-wound)]
Piles of Old Scrap
Crit (Auto-wound)
24"3D64+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Scrappers’ Stabbers
Scrappers’ Stabbers75+5+-1
Rhinox’s Sharp Horns [Companion]
Rhinox’s Sharp Horns
Companion
24+2+1D3
Your Shooting Phase
RAIN OF SCRAP: Salvaged weapons and shards of metal rain down upon the enemy, forcing them to take cover or dodge out of the way.

Declare: Pick an enemy unit that had any models slain this turn by this unit’s shooting attacks to be the target.

Effect: Subtract 1 from hit rolls for the target’s attacks for the rest of the turn.

KEYWORDS
WAR MACHINE

SPEARHEAD WARSCROLL
Gnoblars
5"
1
6+
1
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.
SPEARHEAD WARSCROLL
Gnoblars
RANGED WEAPONS
RngAtkHitWndRndDmg
Sharp Stuff
Sharp Stuff8"14+5+-1
MELEE WEAPONS
AtkHitWndRndDmg
Motley Assortment of Weapons
Motley Assortment of Weapons15+5+-1
End of Any Turn
NO SHORTAGE OF VOLUNTEERS: When your choices are potentially dying at the hands of the enemy or being eaten alive by a hungry ogor, most Gnoblars are willing to take their chances with the enemy.

Effect: You can return D3 models to this unit.

KEYWORDS
INFANTRY, REINFORCEMENTS

Tyrant's Bellow

When an ogor Tyrant wishes to make himself heard, he speaks through his tribe’s most devastating weapon: an ancient great-cannon known as an Ironblaster. Ogors have a special love for blackpowder artillery pieces, for not only do they make a most satisfying roar when fired, but each volley blasts enemies into smoking gobbets of flesh – half-cooked and ready for eating. To own even a single Ironblaster is a mark of great prestige amongst the mawtribes, and Tyrants protect their assets on the battlefield by surrounding them with a retinue of their toughest fighters, known as a Tyrant’s Bellow.

When prey is sighted, Mournfang Riders charge off to engage. They harry their targets with gunshot and hacking blows, driving them out into the open. It is then that the guns of the Tyrant’s Bellow open up en masse – not just the Ironblaster itself but also the cannons wielded by the Leadbelchers, lit tapers dangling from their slavering lips. This storm of metal and fire reduces almost everything in its path to charred carrion, much to the amused delight of the Tyrant. Belly rumbling eagerly, the oversized warlord then advances at the head of his favoured Gluttons, hacking into pieces those foes that still stand and selecting the choicest cuts of scorched meat for himself.

This Spearhead army consists of the following units:
General
  • Tyrant
Units
  • 2 Mournfang Pack
  • 3 Ogor Gluttons
  • 3 Ogor Gluttons
  • 4 Leadbelchers
  • 1 Ironblaster

Battle Traits

ON THE MAWPATH

The ogor tribes are always roaming the wilds beyond their gluttholds leaving great trails of destruction.

Your Ironblaster, Mournfang Pack and 1 unit of Ogor Gluttons are not set up during the deployment phase. Instead, from the third battle round onwards, they can use the following ability:

Your Movement Phase
BELLOWING ARRIVAL: A mighty roar echoes across the battlefield as more hungry ogors join the fray.

Effect: Set up this unit anywhere on the battlefield, within 1" of a battlefield edge and more than 6" from all enemy units.
KEYWORDSCORE


Regiment Abilities

Pick 1 of the following regiment abilities.

Once Per Phase, Any Charge Phase
PULVERISING GIRTH: There are few armies in the Mortal Realms that can withstand the charge of ravenous ogors.

Declare: Pick any number of friendly units that charged this phase.

Effect: For each of those units, pick an enemy unit in combat with it and roll a dice. On a 4+, inflict 1 mortal damage on that enemy unit.

Passive
BRED FOR TOUGHNESS: Ogors choose only the toughest and most thick-skinned beasts to carry them into battle.

Effect: Add 1 to the Health characteristic of your Ironblaster and your Mournfang Pack unit.


Enhancements

Give your general 1 of the following enhancements.

Passive
LONGSTRIDER: This warrior is said to be capable of running down a sprinting rhinox.

Effect: Your general has a Move characteristic of 8" instead of 6".

Any Combat Phase
BOOMING ROAR: Relishing the fight, your general roars a challenge to the enemy that makes the very earth beneath their feet tremble.

Effect: Roll a dice. On a 4+, subtract 1 from hit rolls for attacks made by enemy units this phase while they are within 9" of your general.

Once Per Battle, Reaction: Opponent declared an ATTACK ability and targeted your general
FLASK OF STONEHORN BLOOD: This icy-blue liquid imbues the one who drinks it with the toughness of a Stonehorn.

Effect: Your general has WARD (3+) this phase.

Once Per Battle, Any Movement Phase
BLUBBERGRUB: These filthy and disturbingly large maggots are a favourite of the big beasties of the mawtribes.

Declare: Pick either your Ironblaster or your Mournfang Pack unit if it is within your general’s combat range.

Effect: Heal (D6) that unit.


Warscrolls

SPEARHEAD WARSCROLL
Tyrant
6"
8
4+
5
The ferocious warleaders of the Gutbuster warglutts, Tyrants are living mountains of iron and blubbery flesh. Each has risen to the heights of power by eating their rivals and bullying their tribe-mates into doing as they’re told, and their bottomless appetite can only be satisfied by a lifestyle of constant plunder and war. Despite their girth, they move with surprising speed, hacking their prey into bloody chunks for easier consumption and relying upon a heavy gutplate – and several thick layers of fat – to keep them from harm.
SPEARHEAD WARSCROLL
Tyrant
RANGED WEAPONS
RngAtkHitWndRndDmg
Ogor Pistols [Shoot in Combat]
Ogor Pistols
Shoot in Combat
10"24+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Thundermace
Thundermace34+2+23
Beastskewer Glaive [Anti-MONSTER (+1 Rend)]
Beastskewer Glaive
Anti-MONSTER (+1 Rend)
24+2+12
Your Hero Phase
BULLY OF THE FIRST DEGREE: Tyrants use abrupt violence to help them maintain an iron rule over their warglutt.

Declare: Pick a friendly unit wholly within 12" of this unit to be the target. You cannot pick this unit.

Effect: Add 3 to the control score of the target until the start of your next turn.

KEYWORDS
HERO, INFANTRY

SPEARHEAD WARSCROLL
Ironblaster
9"
9
4+
2
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. Said to be relics of the long-dead Sky-Titans, these weapons are seen as status symbols amongst the mawtribes, and their deafening roar has announced the commencement of countless gory feasts. Each is mounted on a crude carriage and pulled into battle by a rhinox, a bad-tempered beast of the frozen plains that has all the aggression of its ogor master and a battering charge to back it up.
SPEARHEAD WARSCROLL
Ironblaster
RANGED WEAPONS
RngAtkHitWndRndDmg
Ironblaster Cannon
Ironblaster Cannon18"24+2+2D3+3
MELEE WEAPONS
AtkHitWndRndDmg
Clubber
Clubber24+2+-2
Rhinox's Sharp Horns [Companion]
Rhinox's Sharp Horns
Companion
24+2+1D3
Passive
RHINOX CHARGE: A rhinox’s double-horned skull can inflict considerable damage when the beast charges into the foe.

Effect: The Damage characteristic of this unit’s Rhinox’s Sharp Horns is 3 if it charged in the same turn.

KEYWORDS
WAR MACHINE

SPEARHEAD WARSCROLL
Ogor Gluttons
6"
4
5+
2
Ogor Gluttons are hulking, muscle-bound brutes driven entirely by an unending desire for food. They thunder into battle like an avalanche of sweaty flesh, taking great bites out of their foes even as they attack with crude clubs and cleavers.
SPEARHEAD WARSCROLL
Ogor Gluttons
MELEE WEAPONS
AtkHitWndRndDmg
Ogor Weapons
Ogor Weapons44+2+12
Passive
DRIVEN BY HUNGER: Gutbusters cannot wait to meet and eat the enemy.

Effect: Add 1 to charge rolls for this unit.

KEYWORDS
INFANTRY

SPEARHEAD WARSCROLL
Leadbelchers
6"
4
5+
2
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.
SPEARHEAD WARSCROLL
Leadbelchers
RANGED WEAPONS
RngAtkHitWndRndDmg
Leadbelcher Gun
Leadbelcher Gun15"D34+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Bludgeoning Blow
Bludgeoning Blow24+2+-2
Passive
FIRING FROM THE BELLY: An ogor’s sturdy frame easily absorbs the recoil of even cannon-sized weapons.

Effect: Add 1 to hit rolls for this unit’s shooting attacks if it has not used a MOVE ability this turn.

KEYWORDS
INFANTRY

SPEARHEAD WARSCROLL
Mournfang Pack
9"
6
4+
2
One might as well try to stop a boulder rolling down a mountain as halt the charge of an ogor mounted atop a Mournfang. These beasts make perfect linebreakers – they are ornery in the extreme, feel little in the way of pain, and possess an appetite to rival that of their riders.
SPEARHEAD WARSCROLL
Mournfang Pack
MELEE WEAPONS
AtkHitWndRndDmg
Culling Clubs and Hackers
Culling Clubs and Hackers34+2+12
Mounrfang's Tusks [Companion]
Mounrfang's Tusks
Companion
44+2+12
Passive
LINEBREAKERS: The thick hides of Mournfangs protect them from incoming missile fire as they charge headlong into the enemy’s battleline.

Effect: Subtract 1 from wound rolls for shooting attacks that target this unit.

KEYWORDS
CAVALRY
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
1.5 Faction Terrain
Some factions have special terrain features called faction terrain features. Faction terrain features have their own warscrolls. They are not considered to be units, with the following exceptions:
  • In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat.
  • They are affected by all enemy abilities as if they were units.
  • They can be damaged in the same manner as units. However, when they are removed from play, they count as being demolished instead of slain or destroyed (this means that they do not count as destroyed units for the purposes of abilities, scoring battle tactics, etc.).
  • Enemy units can finish a charge move within ½" of a terrain feature that is garrisoned (see 1.5.1). Faction terrain features cannot contest objectives even while they are garrisoned.
  • If a terrain feature has any melee or ranged weapons, it can use the 'Fight' and 'Shoot' CORE abilities as if it were a unit.
  • Terrain features that have a Move characteristic of 0" ('-') cannot move (note that pile-in moves are a type of move).
  • Faction terrain features with a Move characteristic greater than '-' are treated as if they were units in all phases for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

Some faction terrain features allow you to place a unit on them (this will be clearly specified in that terrain feature’s rules). When doing so, instead of measuring range or visibility to and from the unit that is on that terrain feature, measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature cannot use FIGHT abilities.

If a unit placed on a terrain feature is removed from it (e.g. if an ability removes them from the battlefield), that unit counts as having left that terrain feature and loses any special role or benefits it had as a result of being placed on it.

The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature.

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.
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).
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.

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.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.
32.2 Objective Control
In the deployment phase after all Deployment Phase abilities have been used 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.

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

3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.

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

24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.
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

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

• Tyrant
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
End of Any Turn
1
POWER THROUGH: The warriors use their sheer mass or resilience to drive through a group of weaker foes, leaving broken bodies in their wake.

Declare: Pick a friendly unit that charged this turn to use this ability, then you must pick an enemy unit in combat with it to be the target. The target must have a lower Health characteristic than the unit using this ability.

Effect: Inflict D3 mortal damage on the target. Then, the unit using this ability can move a distance up to its Move characteristic. It can pass through and end that move within the combat ranges of enemy units that were in combat with it at the start of the move, but not those of other enemy units. It does not have to end the move in combat.
KEYWORDSMOVE
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).
14.3 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

End of Any Turn
EAT ’EM ALIVE: For ogors, there is no real distinction between fighting and feasting.

Declare: Pick a friendly OGOR unit that used a FIGHT ability that targeted a unit, excluding FACTION TERRAIN, this turn to use this ability. Then, you can pick an enemy unit in combat with it to be the target. The same enemy unit cannot be picked to be the target of this ability more than once per turn.

Effect: Inflict D3 mortal damage on the target (if any). Then, pick 1 of the following effects to apply to that friendly OGOR unit for the rest of the battle. If any of these effects already apply to it, you can pick a different effect to replace the current effect.
  • Raw and Bloody Flesh: Subtract 1 from the Rend characteristic of weapons used for attacks that target that unit.

  • Exotic Giblets: Subtract 1 from ward rolls for damage points inflicted by that unit’s combat attacks made with non-Companion weapons.

  • Steaming Brains: Add 2 to that unit’s Control characteristic.

  • Crunchy Bones: That unit’s melee weapons have Crit (2 Hits). If that unit’s melee weapons already have Crit (2 Hits), they have Crit (Mortal) instead.

  • Slick Innards: That unit can use CHARGE abilities even if it used a RUN ability in the same turn.

  • Mystery Meat: Subtract 1 from the power level of enemy units while they are in combat with that unit, to a minimum of 0.

Designer’s Note: Only 1 of these effects can apply to the same unit at the same time unless specified otherwise. Also note that Steaming Brains affects the Control characteristic, not the control score.
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).

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

• Butcher
• Tyrant
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.

The non-UNIQUE OGOR MAWTRIBES HERO keyword is used in the following OGOR MAWTRIBES warscrolls:

Monster Hero
Infantry Hero
• Butcher
• Tyrant
Monster Hero
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 a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • 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.
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.
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
18.4 Destroyed Units
When the last model in a unit is slain, the unit is destroyed and all remaining damage points inflicted on that unit have no effect. Similarly, if something causes a unit to be destroyed, all models in the unit are slain and removed from play.
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • 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.

  • 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).

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).
Your Shooting Phase
SHOOT: The warriors take aim and unleash a deadly volley.

Declare: Pick a friendly unit that has not used a RUN or RETREAT ability this turn to use this ability. Then, pick one or more enemy units as the target(s) of that unit’s attacks (see 16.0).

Effect: Resolve shooting attacks against the target unit(s).
KEYWORDSCORE, ATTACK, SHOOT
Any Combat Phase
FIGHT: Locked in a deadly melee, the fighters strike out at their foes.

Declare: Pick a friendly unit that is in combat or that charged this turn to use this ability. That unit can make a pile-in move. Then, if that unit is in combat, you must pick one or more enemy units as the target(s) of that unit’s attacks.

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn.

Manifestations are not units but can be interacted with in similar ways, as explained next:
ALL MANIFESTATIONS
Models can move through them but cannot end a move on them.
Units can finish a charge move within ½" of an enemy manifestation instead of within ½" of an enemy unit.
They can be damaged and destroyed as if they were units but do not count as destroyed units for the purposes of battle tactics and abilities.
They are affected by all enemy abilities as if they were units.
They can use CORE abilities as if they were units, and they can use abilities on their warscroll. Unless specified otherwise, they cannot use and are not affected by any other friendly abilities, and they do not count as units for the purposes of battle tactics or friendly abilities.
They can only use the ‘Shoot’ or ‘Fight’ abilities if they have weapons of the appropriate type.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC OF ‘-’
They cannot move.
They only count as being in combat in the combat phase, and enemy units only count as being in combat with them in the combat phase.
They cannot make shooting attacks with ranged weapons that do not have Shoot in Combat while there is a visible enemy unit within 3" of them.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC GREATER THAN ‘-’
They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

5.2 Using Abilities
The timing of an ability tells you when it can be used. When using an ability, follow these steps:

1. Declare the Ability: Tell your opponent which ability is being used. If the ability has Declare instructions, resolve them at this step.

2. Use Reactions: Starting with the player using the ability, the players alternate using any abilities with an appropriate Reaction timing. Players can choose to pass instead of using a reaction, but once both players consecutively pass, no further reactions to that ability can be used.

3. Resolve the Effect: Follow the instructions in the Effect part of the ability.

ERUPTION OF FURY
Once Per Turn (Army), End of Any Turn
ERUPTION OF FURY: Stoked by the ongoing battle, this warrior’s wrath erupts in a display of bone-splintering violence.

Declare: Pick a friendly unit to use this ability, then pick an enemy unit in combat with that friendly unit to be the target.

Effect: Pick 1 of the melee weapons that the unit using this ability is armed with. Then, spend up to 3 rage dice.

Resolve a number of combat attacks against the target using the melee weapon you picked equal to the number of rage dice you spent.

Those attacks cannot score critical hits. Instead, for each unmodified hit roll of 6 for those attacks:
  • Inflict an additional D3 mortal damage on each enemy unit in combat with the unit using this ability.
  • Your opponent must increase their fury level by 1, to a maximum of 7.

For each unmodified hit roll of 1 for those attacks, allocate D3 mortal damage to this unit after the damage sequence has been resolved (ward rolls cannot be made for those damage points).

Designer’s Note: Rage dice do not add to the Attacks characteristic of the weapon you pick; if you spend 3 rage dice to use this ability, you only make 3 combat attacks.
KEYWORDSATTACK, FIGHT

4.1 Enhancements
Each set of faction rules include a number of enhancements that can be given to units, e.g. heroic traits and artefacts of power. You can take 1 enhancement from each enhancement table in your faction rules. Each enhancement table lists which units are eligible to be given that enhancement. UNIQUE units cannot be given enhancements.

While some abilities allow you to take extra enhancements, the same unit can never have more than 1 enhancement of the same type, and you can never include the same enhancement in your army more than once. Enhancements cannot be given to Regiment of Renown units, unless they have a keyword that matches that faction’s name.

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
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

Once Per Turn (Army), Any Charge Phase
BULL CHARGE: The bulk and surprising speed of ogors can see them trample right over enemies.

Declare: Pick a friendly OGOR MAWTRIBES unit that charged this turn and has not used a RAMPAGE ability this turn to use this ability, then pick an enemy unit in combat with it to be the target.

Effect: Your opponent must move the target up to 3". It can move through the combat ranges of your units and can end that move in combat.

After your opponent has done so, roll a dice for each model in the unit using this ability that is within 3" of the target. Add 1 to the roll if the unit using this ability is a GUTBUSTERS unit. For each 3+, inflict 1 mortal damage on the target.

Then, the unit using this ability can make a pile-in move. If the target of this ability is still in combat with the unit using this ability, then the target of this ability must be picked as the target of the pile-in move.

Designer’s Note: Your opponent may not be able to move the models in the target unit (or may choose to leave them where they are) but the target still counts as having moved for rules purposes.

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.

Otherwise, 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.

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number to ritual points to the PRIEST equal to the unmodified chanting roll and do not reset the PRIEST’s ritual points to 0.
KEYWORDSPRAYER, UNLIMITED



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

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

The ALFROSTUN keyword is used in the following OGOR MAWTRIBES warscrolls:

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 one 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.
  • 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.

The ALFROSTUN MONSTER keyword is used in the following OGOR MAWTRIBES warscrolls:

Monster
Monster Hero
The non-UNIQUE ALFOSTUN HERO keyword is used in the following OGOR MAWTRIBES warscrolls:

Infantry Hero
Monster Hero
The ALFROSTUN PRIEST keyword is used in the following OGOR MAWTRIBES warscrolls:

Monster Hero
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
The GOLLOP keyword is used in the following OGOR MAWTRIBES warscrolls:

Infantry Hero
• Butcher
Faction Terrain
• Mawpit
Infantry
War Machine Hero

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

• Butcher
The GOLLOP HERO keyword is used in the following OGOR MAWTRIBES warscrolls:

Infantry Hero
• Butcher
War Machine Hero
Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

The non-UNIQUE GOLLOP HERO keyword is used in the following OGOR MAWTRIBES warscrolls:

Infantry Hero
• Butcher
The GOLLOP WIZARD keyword is used in the following OGOR MAWTRIBES warscrolls:

Infantry Hero
• Butcher
War Machine Hero
18.2 Allocating Damage
After resolving the effect of any ability that inflicts damage points (whether via attacks, mortal damage or both), you must allocate the damage points.

When allocating damage points to a unit, the damage points in its damage pool are allocated to it one at a time. Each time the number of damage points allocated to the unit equals the Health characteristic of that unit, 1 model in that unit is slain (and removed from play) and the number of damage points allocated to that unit is reset to 0. Keep allocating damage points until there are none left in the damage pool.

If the number of damage points allocated to a unit is not enough to slay a model, keep track of the number of damage points currently allocated to the unit (most players place a dice or markers next to the unit). While a unit has any damage points allocated to it, it is damaged.
The MEATFIST keyword is used in the following OGOR MAWTRIBES warscrolls:

Infantry Hero
• Tyrant
Faction Terrain
• Mawpit
Infantry
Cavalry
War Machine
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
The MEATFIST INFANTRY keyword is used in the following OGOR MAWTRIBES warscrolls:

Infantry Hero
• Tyrant
Infantry
The non-UNIQUE MEATFIST HERO keyword is used in the following OGOR MAWTRIBES warscrolls:

Infantry Hero
• Tyrant
Monster Hero
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat after any non-FIGHT combat phase abilities have been used, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.

The ROVING MAW keyword is used in the following OGOR MAWTRIBES warscrolls:

Infantry Hero
• Butcher
• Tyrant
Faction Terrain
• Mawpit
Cavalry
Monster Hero
War Machine

The non-UNIQUE MAWSEEKERS keyword is used in the following Ogor Mawtribes warscrolls:

• Butcher

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

• Tyrant
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.
The non-UNIQUE HERO ROVING MAW keyword is used in the following OGOR MAWTRIBES warscrolls:

Infantry Hero
• Butcher
• Tyrant
Monster Hero
The ROVING MAW WIZARD keyword is used in the following OGOR MAWTRIBES warscrolls:

Infantry Hero
• Butcher

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

Reaction: You declared an ATTACK ability
1
ALL-OUT ATTACK: The warriors fight with a frenzied vigour.

Used By: The unit using that ATTACK ability.

Effect: Add 1 to hit rolls for attacks made as part of that ATTACK ability. This also affects weapons that have the Companion weapon ability. For the rest of the turn, subtract 1 from save rolls for the unit using this ability.

Reaction: Opponent declared an ATTACK ability
1
ALL-OUT DEFENCE: The soldiers close ranks to hold off an incoming attack.

Used By: A unit targeted by that ATTACK ability.

Effect: Add 1 to save rolls for that unit until that ATTACK ability has been resolved.

Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
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.
Banish Manifestation
Your Hero Phase
BANISH MANIFESTATION: The arcane forces sustaining a manifestation are disrupted.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

23.0 Tokens
Tokens are not considered to be models for rules purposes and can be ignored or moved out of the way for purposes of visibility, coherency or abilities. They cannot be picked as the target of abilities. Their purpose is to indicate persisting effects on units they are placed next to. Each time a unit with a token finishes a move or is set up, place the token next to the unit.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.

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