Ogor Mawtribes – Mournfang Pack

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OGOR MAWTRIBES WARSCROLL
Mournfang Pack
9"
6
4+
2
The main body of a Beastclaw Raiders tribe rides to war on hulking Mournfangs. These monsters have tusks long enough to disembowel a mammoth and are somewhere in form between bear, snow tiger and Andtorian yak. However, Mournfangs have been bred by ogors to have longer and ever more impressive tusks – so much so that they obscure its forward vision. This constant discomfort has instilled a tendency in the creatures to charge first and respond to commands later. Mournfangs are hardy creatures capable of surviving weeks without food, and only the most grievous wounds will put a stop to their rampages. Typically, Mournfangs will only accept a rider after they have been pummelled over the head for long enough to accept dominance. However, to ensure they ride only the fiercest and most capable of these beasts, the ogors favour taking or breeding whelps, putting the litter into a fighting pit and waiting to see which rise to the top of the food chain. This harsh upbringing sees adult Mournfangs fight with a tenacious ferocity, goring chunks out of foes even as their riders hack down rival cavalry or those who seek to pierce the creatures’ thick, shaggy flanks – a significant challenge in itself.
OGOR MAWTRIBES WARSCROLL
Mournfang Pack
RANGED WEAPONS
RngAtkHitWndRndDmg
Ironlock Pistol [Shoot in Combat]
Ironlock Pistol
Shoot in Combat
10"14+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Mournfang’s Tusks [Companion]
Mournfang’s Tusks
Companion
44+2+12
Mournfang Rider Weapon [Anti-Cavalry (+1 Rend)]
Mournfang Rider Weapon
Anti-Cavalry (+1 Rend)
34+2+12
BATTLE PROFILE

Unit Size: 2      Points: 180
Base size: 90 × 52mm
Can be reinforced: Yes

Each model in this unit is armed with a Mournfang Rider Weapon and Mournfang’s Tusks.
  • The champion is armed with an Ironlock Pistol in addition to their other weapons.

Passive
LUMPEN WALL OF FLESH: Mournfangs and their riders provide a living shield for the other ogors, soaking up and foiling incoming ranged fire with their thick, furry hides and broad profiles.

Effect: Subtract 1 from wound rolls for shooting attacks that target friendly BEASTCLAW RAIDERS units while they are within this unit’s combat range.

Passive
ALPHA CAVALRY: Those Mournfangs that have risen to the top of the fighting pits have done so by repeatedly charging equally massive rivals head-on and coming out on top.

Effect: The Charge (+1 Damage) weapon ability has no effect on attacks that target this unit.

KEYWORDS
CAVALRY, CHAMPION, MUSICIAN (1/4), STANDARD BEARER (1/4)
DESTRUCTION, OGOR MAWTRIBES, OGOR, BEASTCLAW RAIDERS
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.

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Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
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.
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:

Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
© Vyacheslav Maltsev 2013-2025