Ogor Mawtribes – Gnoblar Scraplauncher

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OGOR MAWTRIBES WARSCROLL
Gnoblar Scraplauncher
9"
9
4+
2
The height of gnoblar ingenuity is the Scraplauncher, a catapult that hurls bucketfuls of sharp metal high into the air to rain down upon the enemy. Despite its crude construction, it is a surprisingly lethal war machine.
OGOR MAWTRIBES WARSCROLL
Gnoblar Scraplauncher
RANGED WEAPONS
RngAtkHitWndRndDmg
Piles of Old Scrap [Crit (2 Hits)]
Piles of Old Scrap
Crit (2 Hits)
18"124+2+11
MELEE WEAPONS
AtkHitWndRndDmg
Rhinox’s Sharp Horns and Crew’s Weapons [Companion]
Rhinox’s Sharp Horns and Crew’s Weapons
Companion
34+2+1D3
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 120 × 92mm
Can be reinforced: No

Once Per Turn (Army), Any Shooting Phase
RAIN OF SCRAP: Salvaged weapons, shards of metal and the odd screaming gnoblar rain down upon the enemy, forcing them to take cover or dodge out of the way.

Declare: Pick an enemy unit that had any damage points allocated to it this phase by this unit’s shooting attacks to be the target.

Effect: Until the start of your next turn, subtract X" from the target’s Move characteristic (to a minimum Move characteristic of 1"), where X is the number of damage points allocated to the target this phase by this unit’s shooting attacks.

Then, roll a dice. On a 3+, until the start of your next turn, the target cannot use RUN or RETREAT abilities and cannot use or be picked to be the target of abilities that would allow it to be set up on the battlefield.

KEYWORDS
WAR MACHINE
DESTRUCTION, OGOR MAWTRIBES
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.

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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’).

The WAR MACHINE keyword is used in the following Ogor Mawtribes warscrolls:

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.
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).
© Vyacheslav Maltsev 2013-2026