Ogor Mawtribes – Mawpit

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OGOR MAWTRIBES WARSCROLL
Mawpit
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10
5+
0
When the mawtribes march out to battle, looking to sate their bloodlust as well as their hunger, the theatres of war are suffused with gastromantic magic. When the desire to consume reaches a fever pitch, the ground itself opens ravenously in response. The resultant Mawpits are living mouths that many Butchers believe to be a sign of the Gulping God’s favour. All are ringed by yellow-brown fangs and rancid flesh that constantly seeps a thick, gooey drool. Long, leathery tongues flick back and forth, tasting the air or whipping out to ensnare a passing morsel. Mawpits are omnivorous in the extreme and can grind up any material, be it flesh, bone, wood or metal. Yet such is their appetite that they soon devour everything within reach, at which point they begin to screech and howl like starving dogs – an unnatural sound unlikely to ever be forgotten by those who hear it. Mawpits require a never-ending tribute of fresh meat, and if they do not receive it, they will eventually return to the stone and mud from which they emerged. It is for this reason that ogors strive to ensure that the Mawpits are hurled lavish amounts of newly slain victims on a regular basis.
OGOR MAWTRIBES WARSCROLL
Mawpit
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Impassable, Unstable

Passive
ALTAR OF THE GULPING GOD: A Mawpit is a tooth-lined sinkhole in which the aggressive nature of Ghur has become manifest. They are used a places of worship by the ogors, who constantly hurl gory sacrifices into their chomping orifices.

Effect: While this terrain feature has a Head Butcher:

  • The Head Butcher cannot use MOVE abilities.
  • Instead of measuring range or visibility to the Head Butcher, measure to this terrain feature instead.
  • All attacks that would target the Head Butcher target this terrain feature instead.
  • If this terrain feature is destroyed, before removing it from the battlefield, inflict D3 mortal damage on the Head Butcher. Then, set up the Head Butcher on the battlefield wholly within 3" of this terrain feature and not in combat. That unit is no longer a Head Butcher. If it is not possible to set up the Head Butcher, it is slain.

Your Hero Phase
FEED THE MAW: The new Head Butcher ascends the platform above the Mawpit.

Declare: If this terrain feature does not have a Head Butcher, pick a friendly Butcher or Slaughtermaster within 3" of it and not in combat to be the target.

Effect: Place the target on this terrain feature. The target is now a Head Butcher (see ‘Altar of the Gulping God’).

Your Movement Phase
STEP AWAY FROM THE MAW: The Head Butcher descends from the platform.

Effect: If this terrain feature has a Head Butcher that was not placed on it this turn, set up the Head Butcher on the battlefield wholly within 3" of this terrain feature and not in combat. That unit is no longer a Head Butcher.

Any Hero Phase
THROAT OF GHUR: With a rumble, smaller Mawpits suddenly manifest beneath the feet of distant foes.

Declare: Pick up to 3 enemy units within 12" of this terrain feature, or within 18" if it has a Head Butcher, to be the targets.

Effect: Roll a D3 for each target. Add 1 to the roll if the target is more than 3" from all other enemy units. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.

KEYWORDS
FACTION TERRAIN
DESTRUCTION, OGOR MAWTRIBES
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).

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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 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.
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.

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

• Mawpit
Unstable
Models can move across but cannot be set up on or end any type of move on any part of this terrain feature that is more than 1" tall.
© Vyacheslav Maltsev 2013-2025