Ogor Mawtribes – Great Mawpot

This warscroll does not meet the selection criteria (see Settings tab).
OGOR MAWTRIBES WARSCROLL
Great Mawpot
-
6
5+
-
Blessed with the strange, hungry essence of the Gulping God, the Great Mawpot is a mawtribe’s most sacred possession. All manner of ingredients are thrown into this metal cauldron and boiled up into a thick magical broth that reinvigorates any ogors who taste it.
OGOR MAWTRIBES WARSCROLL
Great Mawpot
BATTLE PROFILE

Unit Size: 1      Points: 20
Base size: Use model
Can be reinforced: No
Notes: This unit will move to Warhammer Legends on 1 June 2027.

The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Impassable

Passive
THROW ’EM IN: The bludgeoned and hacked remains of dead foes are thrown into the bubbling cauldron to thicken the stew.

Effect: This Great Mawpot is either full or empty. It starts the battle full.

If an enemy model is slain within 12" of this Great Mawpot while it is empty, it becomes full.

Your Hero Phase
BATTLEBROTH: The contents of the Mawpot are suffused with strange magic; a single mouthful can restore an ogor’s vitality and stitch up their wounds.

Effect: If the Great Mawpot is full, Heal (D3) each visible friendly unit wholly within 18" of it. After you have done so, the Great Mawpot is empty.

Your Hero Phase
VESSEL OF THE GULPING GOD: Swirling gastromantic fumes emanate from the Great Mawpot when it is full to the brim.

Declare: If the Great Mawpot is full, pick a visible friendly OGOR MAWTRIBES WIZARD within 3" of it to be the target.

Effect: Add 1 to casting rolls for the target for the rest of the turn.

KEYWORDS
FACTION TERRAIN
DESTRUCTION, OGOR MAWTRIBES
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.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
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.
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).

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
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Impassable
Models cannot move across, be set up on or end moves on any part of this terrain feature.
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

The FACTION TERRAIN keyword is used in the following Ogor Mawtribes warscrolls:

• Mawpit
© Vyacheslav Maltsev 2013-2026