Ogor Mawtribes – Gorlok Blackpowder

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OGOR MAWTRIBES WARSCROLL
Gorlok Blackpowder
6"
7
5+
5
The Ogor Maneater Gorlok Blackpowder made his reputation roaming the Penumbral Sea and plundering ships wherever he went, ever accompanied by a retinue of hangers-on. While the Maneater seeks out worthy adversaries to add to his boasting-tally, his crew loot everything they can get their hands, claws or beak on.
OGOR MAWTRIBES WARSCROLL
Gorlok Blackpowder
RANGED WEAPONS
RngAtkHitWndRndDmg
Grunderbuss [Crit (Auto-wound)]
Grunderbuss
Crit (Auto-wound)
12"23+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Great Cutlass [Anti-INFANTRY (+1 Rend)]
Great Cutlass
Anti-INFANTRY (+1 Rend)
54+2+12
BATTLE PROFILE

Unit Size: 1      Points: 150
Can be reinforced: No

Passive
BLACKPOWDER’S BUCCANEERS: Gorlok’s minions scurry between his legs or over his broad shoulders, scampering out to maim or loot the ogor’s foes.

Effect: This unit’s Peggz, Kagey, Mange and Shreek are tokens. After setting up this unit on the battlefield for the first time, place its tokens next to it.

Any Combat Phase
TINY BRAGGARTS: While the foe is engaged with Gorlok, his minions run rings around his enemies, hindering their every step.

Effect: Pick 1 of this unit’s tokens that is on the battlefield and roll a dice. On a 1, remove that token from the battlefield. On a 2+, apply its effect for the rest of the turn:

Peggz: The abilities of enemy artefacts of power that target this unit have no effect on this unit.

Kagey: This unit has STRIKE-FIRST.

Mange: Each time an unmodified hit roll for a combat attack that targets this unit is 1, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

Shreek: Other than the Companion weapon ability, weapon abilities for attacks that target this unit have no effect.

KEYWORDS
UNIQUE, HERO, INFANTRY
DESTRUCTION, OGOR MAWTRIBES, OGOR
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).
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).

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

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Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
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.
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.
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.

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

• Butcher
• 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.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, 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.
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.
© Vyacheslav Maltsev 2013-2025