Ogor Mawtribes – Ironguts

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OGOR MAWTRIBES WARSCROLL
Ironguts
6"
4
5+
2
Should an ogor survive long enough, they will eventually amass enough status and equipment to rise through the tribe’s ranks. Provided they earn the favour of their Tyrant, these chosen few become Ironguts, their leader’s dedicated bodyguards. These are the biggest, hardest and gnarliest of all the warglutt’s ogors save the chieftain himself, and each is a veteran of more battles than they can count. While ogors are not much good at counting, those who insist that an Irongut prove their right to the title soon find that one good wallop is all it takes to straighten the matter out. The weapons of choice for these battle-scarred veterans are usually at least as long as they are tall: twelve-foot clubs of stone and iron, battered and blunted scimitars that can fell a gnarloak with a few swipes, and billhooks perfect for slicing open the bellies of mammoths. The gut-plates they wear tend to be more ornate than those of the Gluttons, and it is common practice for Ironguts to strap shields and bucklers taken from their downed foes to their torsos. These trophies are a welcome sign to their allies should a battle be going badly – for when the Ironguts smash into the press of battle, they can turn the tide of a fight all by themselves.
OGOR MAWTRIBES WARSCROLL
Ironguts
MELEE WEAPONS
AtkHitWndRndDmg
Irongut Weapon
Irongut Weapon34+2+23
BATTLE PROFILE

Unit Size: 4      Points: 240
Base size: 40mm
Can be reinforced: Yes

Once Per Battle, Any Combat Phase
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: 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
PROTECT THE TYRANT: Ironguts have risen through the tribe’s ranks not only by amassing status and equipment but also by earning the favour of their Tyrant.

Effect: While this unit is within the combat ranges of any friendly Tyrants, both this unit and those Tyrants have WARD (6+).

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/4), STANDARD BEARER (1/4)
DESTRUCTION, OGOR MAWTRIBES, OGOR, GUTBUSTERS
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.

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

• Butcher
• Tyrant
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.
32.2 Objective Control
At the start of the first battle round 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 INFANTRY keyword is used in the following Ogor Mawtribes warscrolls:

• Butcher
• Tyrant
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.

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

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).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

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

3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

The STANDARD BEARER 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.
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.
© Vyacheslav Maltsev 2013-2025