Ogor Mawtribes – Tyrant on Glutthorn

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OGOR MAWTRIBES WARSCROLL
Tyrant
on Glutthorn
10"
16
3+
10
Tyrants who really want to impress with size and status require a suitable mount, and few are seen as more suitable than the glutthorns. Bulky and bad-tempered, these beasts shake the earth with every step, snorting in simple annoyance at suffering apparently grievous wounds, while the Tyrant crushes skulls and bellows for tardy underlings to start pulling their weight.
OGOR MAWTRIBES WARSCROLL
Tyrant
on Glutthorn
MELEE WEAPONS
AtkHitWndRndDmg
Tyrant’s Meatcleavers [Crit (Mortal)]
Tyrant’s Meatcleavers
Crit (Mortal)
44+2+23
Glutthorn’s Horn and Hooves [Charge (+1 Damage), Companion]
Glutthorn’s Horn and Hooves
Charge (+1 Damage), Companion
74+2+23
BATTLE PROFILE

Unit Size: 1      Points: 400
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any OGOR MAWTRIBES, 0-1 Maw Nomad

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

Once Per Turn (Army), Reaction: You declared a CHARGE ability for an OGOR MAWTRIBES unit wholly within 12" of this unit
PITILESS WARLORD: Anyone caught slacking under the gaze of a Tyrant is sure to regret it; better to put the effort in before they notice.

Effect: Re-roll 1 dice in that charge roll.

Once Per Turn (Army), Any Combat Phase
GLUTTHORN STAMPEDE: Glutthorns are heavy and ponderous beasts, and when they pick up momentum on the charge, the very earth shakes at their onset. Any foes who avoid being gored or trampled in the initial impact are sent sprawling, and it takes crucial moments for them to regather themselves.

Declare: If this unit charged this turn, pick an enemy unit in combat with it to be the target.

Effect: Roll a dice. Add 1 to the roll if the target is INFANTRY. On a 4+, the target has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER
DESTRUCTION, OGOR MAWTRIBES, OGOR, GUTBUSTERS
Those HEROES can join an eligible regiment as a MAW NOMAD.

Infantry Hero
• Tyrant
Infantry Hero
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

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.
14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

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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’).

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

• Tyrant
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
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.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat after any non-FIGHT combat phase abilities have been used, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.

© Vyacheslav Maltsev 2013-2026