Ogor Mawtribes – Mawpit

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OGOR MAWTRIBES WARSCROLL
Mawpit
-
12
4+
-
6+
As gastromantic magic floods the battlefield, the ground itself opens hungrily in response. These Mawpits are capable only of consuming, dragging in wayward enemies to crush and digest with their many circular rows of teeth.
OGOR MAWTRIBES WARSCROLL
Mawpit
MELEE WEAPONS
AtkHitWndRndDmg
Ever-hungry Pit [Crit (Mortal)]
Ever-hungry Pit
Crit (Mortal)
2D64+2+11
BATTLE PROFILE

Unit Size: 1      Points: 0
Base size: Use model
Can be reinforced: No

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

Cover, Impassable

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 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 ’Hungry Sinkhole’).

If this terrain feature is demolished, 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 Movement Phase
STEP AWAY FROM THE MAW: The Head Butcher descends from the platform in search of fresh meat.

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.

Once Per Turn (Army), End of Any Turn
HUNGRY SINKHOLE: The appearance of a Mawpit is irrefutable evidence of the Gulping God’s eagerness to feast upon the land itself, a hunger that only becomes more ravenous wherever the ogors roam.

Declare: Pick this Mawpit to be a sinkhole. Then, you can pick another terrain feature within 12" of this Mawpit and that you have not already picked to be a sinkhole this battle to be a sinkhole for the rest of the turn.

Then, pick each enemy unit within 3" of the sinkhole(s) to be the targets.

From the second battle round onwards, increase the range at which another terrain feature can be picked to be a sinkhole by 3" for each previous battle round. If this terrain feature has a Head Butcher, increase the range at which another terrain feature can be picked to be a sinkhole by 6" for each previous battle round instead of 3".

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

KEYWORDS
FACTION TERRAIN, WARD (6+)
DESTRUCTION, OGOR MAWTRIBES
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.
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.

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

• Butcher
• Mawpit

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1.5 Faction Terrain
Some factions have special terrain features called faction terrain features. Faction terrain features have their own warscrolls. They are not considered to be units, with the following exceptions:
  • In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat.
  • They are affected by all enemy abilities as if they were units.
  • They can be damaged in the same manner as units. However, when they are removed from play, they count as being demolished instead of slain or destroyed (this means that they do not count as destroyed units for the purposes of abilities, scoring battle tactics, etc.).
  • Enemy units can finish a charge move within ½" of a terrain feature that is garrisoned (see 1.5.1). Faction terrain features cannot contest objectives even while they are garrisoned.
  • If a terrain feature has any melee or ranged weapons, it can use the 'Fight' and 'Shoot' CORE abilities as if it were a unit.
  • Terrain features that have a Move characteristic of 0" ('-') cannot move (note that pile-in moves are a type of move).
  • Faction terrain features with a Move characteristic greater than '-' are treated as if they were units in all phases for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

Some faction terrain features allow you to place a unit on them (this will be clearly specified in that terrain feature’s rules). When doing so, instead of measuring range or visibility to and from the unit that is on that terrain feature, measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature cannot use FIGHT abilities.

If a unit placed on a terrain feature is removed from it (e.g. if an ability removes them from the battlefield), that unit counts as having left that terrain feature and loses any special role or benefits it had as a result of being placed on it.

The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature.

Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
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
© Vyacheslav Maltsev 2013-2026