Ogor Mawtribes – Redd the Maw, High Slaughtermaster

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OGOR MAWTRIBES WARSCROLL
Redd the Maw
High Slaughtermaster
6"
18
4+
10
5+
To the ogors, Redd the Maw is a prophet – one who has been favoured to glimpse their monstrous god. To outsiders, he is a blood-caked avatar of primeval terror. Following an odyssey into deepest Shyish, Redd’s proficiency with gut magic has grown great indeed, but it is power of a base and bestial sort, for ogors who breathe in the vapours of his cauldron are overcome with a frothing, gluttonous frenzy.
OGOR MAWTRIBES WARSCROLL
Redd the Maw
High Slaughtermaster
MELEE WEAPONS
AtkHitWndRndDmg
Redd’s Ladle
Redd’s Ladle54+2+23
Mawseeker Acolytes’ Blades and Gorger’s Claws
Mawseeker Acolytes’ Blades and Gorger’s Claws84+2+22
BATTLE PROFILE

Unit Size: 1      Points: 400
Base size: 160mm
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 its Mawseeker Acolytes’ Blades and Gorger’s Claws is 5.

Passive
SON OF THE HUNGERING ONE: Redd claims to have seen the Gulping God, and his manic fervour suggests he does not lie – a fact that inspires awe in other ogors.

Effect: While they are wholly within 12" of this unit:
  • Friendly non-MAWSEEKERS OGOR MAWTRIBES INFANTRY units have WARD (6+).
  • Friendly MAWSEEKERS units have WARD (5+).

Your Hero Phase
1
FROM THE DEPTHS OF THE CAULDRON: Redd’s cauldron never seems to run dry, and the bloody broths he prepares invoke primal murder-lust in other ogors.

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

Effect: The target can immediately use the ‘Eat ’Em Alive’ ability as if it were the end of the turn and it were eligible to do so.

Your Hero Phase
7
THE MAW OPENS: As Redd guzzles down his own gory concoctions and babbles ranting invocations, other ogors nearby are overcome by a wave of insane blood-hunger unlike anything they have ever known. None endure it unchanged.

Declare: Pick a visible friendly OGOR MAWTRIBES unit wholly within 12" of this unit to be the target, then make a casting roll of 2D6.

Effect: If the target is not in combat, it can move up to D3+3" but must end that move no further from the nearest enemy unit that is visible to it. It cannot move into combat during any part of that move.

If the target is in combat, inflict D3 mortal damage on each enemy unit in combat with the target, then Heal (D3) the target. If the target is a MAWSEEKERS unit, instead inflict 3 mortal damage on each enemy unit in combat with the target, then Heal (3) the target.
KEYWORDSSPELL

KEYWORDS
WARMASTER, UNIQUE, HERO, WAR MACHINE, WIZARD (2), WARD (5+), MAWSEEKERS
DESTRUCTION, OGOR MAWTRIBES, OGOR
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:

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

• Butcher
• Mawpit

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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 WAR MACHINE 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).

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.

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

• Butcher
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.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

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

• Butcher

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

• Butcher
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.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

The non-MAWSEEKERS OGOR MAWTRIBES and INFANTRY keywords are used in the following Ogor Mawtribes warscrolls:

• Tyrant
The OGOR MAWTRIBES and non-HERO keywords are used in the following Ogor Mawtribes warscrolls:

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