Ogor Mawtribes – Morga The Mighty, Overtyrant

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OGOR MAWTRIBES WARSCROLL
Morga The Mighty
Overtyrant
10"
16
3+
10
Morga the Mighty is the Overtyrant of the Meatfist and the most fearsome ogor warlord alive. Though named the champion of the Gulping God by the Butchers, the truth is she has little interest in spiritual matters. Conquest and consumption alone enthuse this brutish matriarch, and she will use any method – be it inspirational acts of gluttony, canny promises of plunder or good-old fashioned extreme violence – to motivate her hordes to deliver it.
OGOR MAWTRIBES WARSCROLL
Morga The Mighty
Overtyrant
MELEE WEAPONS
AtkHitWndRndDmg
The Meatfist Masher [Crit (Mortal)]
The Meatfist Masher
Crit (Mortal)
43+2+23
Grutta’s Horn and Hooves [Charge (+1 Damage), Companion]
Grutta’s Horn and Hooves
Charge (+1 Damage), Companion
84+2+23
BATTLE PROFILE

Unit Size: 1      Points: 430
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Maw Nomad, Any OGOR MAWTRIBES

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of Grutta’s Horn and Hooves is 5

Passive
AN OGOR’S OGOR: Morga is a firm believer in embracing the wild heart of her race, and she makes no effort to hide her ravenous nature.

Effect: More than 1 effect of the ‘Eat ’Em Alive’ ability can apply to this unit at the same time; however, each effect can only be applied to this unit once.

Once Per Turn (Army), Any Combat Phase
A LIGHT SNACK: Morga and her loyal mount Grutta will happily take a bite out of enemies mid-brawl.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. If the roll exceeds the target’s Health characteristic, 1 model in the target unit is automatically slain.
KEYWORDSRAMPAGE

Any Combat Phase
1
THE RIGHT MOTIVATION: A shrewd judge of character, Morga knows how to get the most from those she commands - even if the occasional threat is needed.

Declare: Pick a visible friendly OGOR MAWTRIBES INFANTRY unit wholly within 12" of this unit to be the target.

Effect: For the rest of the turn, the following effects apply:
  • While the target has not had any damage points allocated to it this phase, each time the unmodified hit roll for a combat attack that targets it is 1, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.
  • If the target has had any damage points allocated to it this phase, add 1 to the Attacks characteristic of the target’s melee weapons.

End of Any Turn
BEEN THERE, ATE THAT: Morga has travelled across the Ghurish Hinterlands, and there is very little she has not dared to gorge herself on.

Effect: Pick 1 of the following effects:
  • If any enemy non-MONSTER models were slain by this unit’s combat attacks this turn, Heal (D3) this unit.
  • If any damage points were allocated to an enemy MONSTER unit by this unit’s combat attacks this turn and that enemy MONSTER has been destroyed, Heal (D3+3) this unit.

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER
DESTRUCTION, OGOR MAWTRIBES, OGOR, GUTBUSTERS
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
Those HEROES can join an eligible regiment as a MAW NOMAD.

Infantry Hero
• Tyrant
Infantry Hero
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 WARMASTER keyword is used in the following Ogor Mawtribes warscrolls:

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

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Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
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.

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

• Tyrant
18.2 Allocating Damage
After resolving the effect of any ability that inflicts damage points (whether via attacks, mortal damage or both), you must allocate the damage points.

When allocating damage points to a unit, the damage points in its damage pool are allocated to it one at a time. Each time the number of damage points allocated to the unit equals the Health characteristic of that unit, 1 model in that unit is slain (and removed from play) and the number of damage points allocated to that unit is reset to 0. Keep allocating damage points until there are none left in the damage pool.

If the number of damage points allocated to a unit is not enough to slay a model, keep track of the number of damage points currently allocated to the unit (most players place a dice or markers next to the unit). While a unit has any damage points allocated to it, it is damaged.

The INFANTRY 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).

Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
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.

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).
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.
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.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
32.2 Objective Control
In the deployment phase after all Deployment Phase abilities have been used 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.
End of Any Turn
EAT ’EM ALIVE: For ogors, there is no real distinction between fighting and feasting.

Declare: Pick a friendly OGOR unit that used a FIGHT ability that targeted a unit, excluding FACTION TERRAIN, this turn to use this ability. Then, you can pick an enemy unit in combat with it to be the target. The same enemy unit cannot be picked to be the target of this ability more than once per turn.

Effect: Inflict D3 mortal damage on the target (if any). Then, pick 1 of the following effects to apply to that friendly OGOR unit for the rest of the battle. If any of these effects already apply to it, you can pick a different effect to replace the current effect.
  • Raw and Bloody Flesh: Subtract 1 from the Rend characteristic of weapons used for attacks that target that unit.

  • Exotic Giblets: Subtract 1 from ward rolls for damage points inflicted by that unit’s combat attacks made with non-Companion weapons.

  • Steaming Brains: Add 2 to that unit’s Control characteristic.

  • Crunchy Bones: That unit’s melee weapons have Crit (2 Hits). If that unit’s melee weapons already have Crit (2 Hits), they have Crit (Mortal) instead.

  • Slick Innards: That unit can use CHARGE abilities even if it used a RUN ability in the same turn.

  • Mystery Meat: Subtract 1 from the power level of enemy units while they are in combat with that unit, to a minimum of 0.

Designer’s Note: Only 1 of these effects can apply to the same unit at the same time unless specified otherwise. Also note that Steaming Brains affects the Control characteristic, not the control score.
© Vyacheslav Maltsev 2013-2026