Ogor Mawtribes – Gnoblars

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OGOR MAWTRIBES 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.
OGOR MAWTRIBES 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
BATTLE PROFILE

Unit Size: 20      Points: 130
Base size: 25mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Passive
GUTLESS
Effect: This unit cannot use the ‘Bull Charge’ ability.

Once Per Turn (Army), Any Charge Phase
NASTY TRAPS AND TRICKS: These cunning creatures specialise in fighting dirty and laying all manner of lethal and cunning traps.

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

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

KEYWORDS
INFANTRY, CHAMPION
DESTRUCTION, OGOR MAWTRIBES
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

17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.

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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 GUTBUSTERS keyword is used in the following Ogor Mawtribes warscrolls:

• Tyrant

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

1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit. If this unit is a BEAST, this ability affects this unit’s Companion weapons.

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

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.
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.
© Vyacheslav Maltsev 2013-2026