Ogor Mawtribes – Warscrolls


Infantry Hero


OGOR MAWTRIBES WARSCROLL
Bloodpelt Hunter
6"
8
5+
3
Bloodpelt Hunters seek out the largest and most formidable creatures in battle, stalking them unseen with the guile and cunning of an alpha predator. When their quarry is within reach, they close in for the kill, maiming the creature with crude iron crossbow bolts before hacking them apart with their axe and machete.
OGOR MAWTRIBES WARSCROLL
Bloodpelt Hunter
RANGED WEAPONS
RngAtkHitWndRndDmg
Skullshatter Crossbow and Impaling Spear [Anti-MONSTER (+1 Rend)]
Skullshatter Crossbow and Impaling Spear
Anti-MONSTER (+1 Rend)
15"44+3+1D3+1
MELEE WEAPONS
AtkHitWndRndDmg
Hacker-axe and Meatblade [Anti-MONSTER (+1 Rend)]
Hacker-axe and Meatblade
Anti-MONSTER (+1 Rend)
54+2+12
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 40mm
Can be reinforced: No
Regiment Options: Any BEASTCLAW, Any INFANTRY
Notes: This HERO can join an eligible regiment as a Maw Nomad.

Passive
BIGGEST-GAME HUNTER: A Bloodpelt Hunter’s arsenal is tailored to the killing of the largest prey.

Effect: The Damage characteristic of this unit’s Skullshatter Crossbow and Impaling Spear is 4 if the target is a MONSTER.

Once Per Turn (Army), Your Shooting Phase
THE FIRST SHOT’S MINE: Glory-seekers all, Bloodpelt Hunters insist on shooting first. Their example and confidence inevitably inspires other ogors to follow suit.

Declare: Pick an enemy unit that had any damage points allocated to it this turn by this unit’s shooting attacks to be the target.

Effect: For the rest of the phase, add 1 to hit rolls for shooting attacks made by friendly BEASTCLAW units that target that enemy unit.

KEYWORDS
HERO, INFANTRY, BEASTCLAW
DESTRUCTION, OGOR MAWTRIBES, OGOR


OGOR MAWTRIBES WARSCROLL
Butcher
6"
8
5+
3
6+
The Gulping God speaks through the blood-smeared shamans known as Butchers. Channelling the gastromantic magic of their deity, these swollen brutes can cause the very earth to come alive and munch upon their foes.
OGOR MAWTRIBES WARSCROLL
Butcher
MELEE WEAPONS
AtkHitWndRndDmg
Butcher’s Tools
Butcher’s Tools44+2+23
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 Scourge of Ghyran Gnoblar Scraplauncher, 0-1 Maw Nomad, Any INFANTRY

Once Per Turn (Army), Any Movement Phase
TROGG-GUTS: By wolfing down the thick guts of a troggoth, a Butcher can mystically imbue fellow ogors with greater resilience. Or, sometimes, they just get indigestion.

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

Effect: Roll a dice. On a 3+, the target has WARD (6+) until the start of your next turn. If you picked a MAWSEEKERS unit, it has WARD (5+) until the start of your next turn instead.

Once Per Battle (Army), End of Any Turn
MORE MEAT FOR THE POT: The more bloody ingredients a Butcher tosses into their sacred cauldron, the more their arcane power seems to grow.

Effect: If any damage points were allocated to an enemy unit this turn by this unit’s combat attacks or by combat attacks made by a MANIFESTATION summoned by this unit, and that enemy unit has been destroyed, add 1 to this unit’s power level for the rest of the battle.

KEYWORDS
HERO, WIZARD (1), INFANTRY, WARD (6+), MAWSEEKERS
DESTRUCTION, OGOR MAWTRIBES, OGOR


OGOR MAWTRIBES WARSCROLL
Grell Firefist
6"
8
4+
3
If there is something someone needs killing, then Grell Firefist has likely killed its kind before - and taken a bite out of it too. This veteran mercenary has travelled all over the Mortal Realms, selling her skills with her beloved cannon Blastbelch to the highest bidder. Grell keeps a fondness for her ogor kin and can usually be convinced to join a passing raid - for the right price.
OGOR MAWTRIBES WARSCROLL
Grell Firefist
RANGED WEAPONS
RngAtkHitWndRndDmg
Blastbelch
Blastbelch12"D3+24+2+22
MELEE WEAPONS
AtkHitWndRndDmg
Maneater Cleaver [Crit (Mortal)]
Maneater Cleaver
Crit (Mortal)
44+2+22
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 50mm
Can be reinforced: No
Regiment Options: Any OGOR MAWTRIBES
Notes: This HERO can join an eligible regiment as a Maw Nomad.

Any Shooting Phase
OGOR-MADE AMMUNITION: Anything that could even slightly be considered as ammunition is shoved into Grell’s pilfered cannon.

Declare: Pick a visible enemy unit within 6" of this unit to be the target.

Effect: For the rest of the phase:
  • All of this unit’s shooting attacks must target that enemy unit.
  • The Attacks characteristic of this unit’s Blastbelch is D6+2 instead of D3+2.

Your Shooting Phase
THUNDEROUS DIVERSION: Ogors who have fought alongside Grell for any length of time learn to take advantage of the distraction caused by the blasting mayhem she wreaks to avoid more troublesome foes, freeing them up to pursue easier meat.

Declare: Pick a friendly OGOR MAWTRIBES unit that is in combat with an enemy unit that had any damage inflicted on it this turn by this unit’s shooting attacks to be the target.

Effect: The target can immediately use a RETREAT ability as if it were your movement phase and can still use CHARGE abilities later in the turn. No mortal damage is inflicted on the target by that RETREAT ability.

Once Per Turn (Army), Reaction: Opponent declared a command for a visible enemy unit within 6" of this unit
OI! PAY ATTENTION, SLOBS!: Grell’s many mercenary adventures have taught her how to counter many tactics – though sometimes, other ogors need heavy-handed ‘encouragement’ to listen…

Effect: You must allocate D3 damage points to another visible friendly OGOR MAWTRIBES unit within 3" of this unit (ward rolls cannot be made for those damage points). Then, that command has no effect and still counts as having been used, but the command points spent to use it are regained by your opponent.

KEYWORDS
UNIQUE, HERO, INFANTRY
DESTRUCTION, OGOR MAWTRIBES, OGOR, GUTBUSTERS


OGOR MAWTRIBES WARSCROLL
Mantrapper
6"
8
5+
3
Mantrappers are particularly irascible and cruel ogor hunters who see no issue with using various flesh-mangling traps or snare-launchers to even the odds with enemies. While they are committed loners, they inevitably accrue small gaggles of followers – ornery hunting beasts and bickering gnoblars – who are tolerated so long as they prove useful in setting, and serving as bait for, the ogor’s traps.
OGOR MAWTRIBES WARSCROLL
Mantrapper
RANGED WEAPONS
RngAtkHitWndRndDmg
Mantrap Launcher [Crit (Auto-wound)]
Mantrap Launcher
Crit (Auto-wound)
15"43+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Mantrapper’s Hunting Knife
Mantrapper’s Hunting Knife44+2+12
BATTLE PROFILE

Unit Size: 1      Points: 130
MODELBASE SIZE
Hrothgorn40mm
Sabretusk Thrafnir50 x 25mm
3x Gnoblars25mm
Can be reinforced: No
Regiment Options: Any BEASTCLAW, Any INFANTRY
Notes: This HERO can join an eligible regiment as a Maw Nomad.

Passive
MANTRAPPER’S ACCOMPLICES: Mantrappers are accompanied by motley gaggles of gnoblars and hunting beasts.

Effect: This unit’s Sabrefang, Gnoblars and Trap are Mantrapper accomplice tokens. After setting up this unit on the battlefield for the first time, place all its tokens next to it.

If an enemy unit is destroyed or removed from the battlefield while any of this unit’s Mantrapper accomplices are next to it, remove those Mantrapper accomplices from the battlefield.

Once Per Turn (Army), Start of Battle Round
JUST A LITTLE CLOSER...: It is the job of a Mantrapper’s pets and cronies to lure prey into the ogor’s snares.

Declare: If any of this unit’s Mantrapper accomplices are next to this unit, pick a visible enemy unit to be the target.

Effect: Place 1 of this unit’s Mantrapper accomplices next to the target.

Once Per Turn (Army), Any Shooting Phase
TRAPPED!: The jaws of an ogor trap can hobble even the most belligerent of prey.

Declare: Pick an enemy unit that had any damage points allocated to it this turn by this unit’s shooting attacks to be the target.

Effect: Make a trapped roll of D6. Subtract 1 from the roll for each friendly Mantrapper accomplice next to the target. If the roll is less than the target’s Save characteristic, until the start of your next turn:
  • Subtract 1 from the number of dice rolled when making charge rolls for the target, to a minimum of 1.
  • The target does not have FLY.

KEYWORDS
HERO, INFANTRY, BEASTCLAW
DESTRUCTION, OGOR MAWTRIBES, OGOR


OGOR MAWTRIBES WARSCROLL
Tyrant
6"
8
4+
3
The ferocious warleaders of the Gutbuster warglutts, Tyrants are living mountains of iron and blubbery flesh. Despite their girth, they move with surprising speed, hacking their prey into bloody chunks for easier consumption.
OGOR MAWTRIBES WARSCROLL
Tyrant
MELEE WEAPONS
AtkHitWndRndDmg
Tyrant’s Meatcleavers [Crit (Mortal)]
Tyrant’s Meatcleavers
Crit (Mortal)
44+2+23
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 50mm
Can be reinforced: No
Regiment Options: Any OGOR MAWTRIBES
Notes: This HERO can join an eligible regiment as a Maw Nomad.

Deployment Phase
BIG NAME: Tyrants are fond of assuming crudely grandiose titles that speak of their monstrous deeds.

Effect: Pick 1 of the following effects to apply for the rest of the battle. You cannot pick an effect that has already been picked for another friendly Tyrant.
  • Neck-wringer: Enemy INFANTRY units that have a Health characteristic of 1 or 2 cannot contest objectives while they are in combat with this unit.
  • Steed-eater: Enemy CAVALRY units cannot use RETREAT abilities while they are in combat with this unit.
  • Giant-wrestler: Enemy MONSTERS cannot use RAMPAGE abilities while they are in combat with this unit.

Reaction: You delcared a FIGHT ability for this unit
BRAWLERGUTS: Combining brutish strength with devastating bulk, the Tyrant leads other ogors into combat like the crown of an avalanche.

Effect: Pick a visible friendly non-HERO OGOR MAWTRIBES INFANTRY unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, add 1 to hit rolls for the target’s combat attacks for the rest of the turn.

KEYWORDS
HERO, INFANTRY
DESTRUCTION, OGOR MAWTRIBES, OGOR, GUTBUSTERS


OGOR MAWTRIBES WARSCROLL
Firebelly
6"
7
5+
3
Wandering shamans who worship Gorkamorka as the Sun-eater, Firebellies gobble up the spiciest and deadliest ingredients to stoke the flames within their gut. Should a foe stray too close, they will be incinerated by a gout of fiery breath.
OGOR MAWTRIBES WARSCROLL
Firebelly
RANGED WEAPONS
RngAtkHitWndRndDmg
Fire Breath [Shoot in Combat]
Fire Breath
Shoot in Combat
8"62+3+-1
MELEE WEAPONS
AtkHitWndRndDmg
Basalt Hammer
Basalt Hammer34+2+1D3
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 50mm
Can be reinforced: No
Regiment Options: Any Gnoblars, Any GUTBUSTERS, 0-1 Scourge of Ghyran Gnoblar Scraplauncher, 0-1 Gnoblar Scraplauncher
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Passive
TORRENT OF FLAME: The flames spewed by a Firebelly are perfect for incinerating packed formations of infantry.

Effect: Add 1 to the Damage characteristic of this unit’s Fire Breath if the target is INFANTRY.

KEYWORDS
HERO, WIZARD (1), INFANTRY
DESTRUCTION, OGOR MAWTRIBES, OGOR, GUTBUSTERS


OGOR MAWTRIBES WARSCROLL
Icebrow Hunter
6"
7
5+
3
An Icebrow Hunter is a cunning stalker who utilises their surroundings to launch ambushes with the aid of their Frost Sabres. Not only do they slay opponents with spear and bolt, they also have the power to breathe a killing blizzard over their foes.
OGOR MAWTRIBES WARSCROLL
Icebrow Hunter
RANGED WEAPONS
RngAtkHitWndRndDmg
Great Throwing Spear and Crossbow [Anti-MONSTER (+1 Rend)]
Great Throwing Spear and Crossbow
Anti-MONSTER (+1 Rend)
12"24+3+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Culling Club [Anti-MONSTER (+1 Rend)]
Culling Club
Anti-MONSTER (+1 Rend)
44+2+-2
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 50mm
Can be reinforced: No
Regiment Options: Any BEASTCLAW
Notes: This HERO can join an eligible regiment as a Maw Nomad.
This unit will move to Warhammer Legends on 1 June 2027.

Deployment Phase
MASTERS OF AMBUSH: Always on the move, Icebrow Hunters range ahead of the main ogor force alongside packs of trained Frost Sabres.

Declare: Pick this unit and up to 2 friendly Frost Sabres units if those units have not been deployed.

Effect: Set up those units in reserve outflanking the prey. They have now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
THE HUNT IS ON: Sensing the time is right, the Icebrow Hunter and their Frost Sabre companions launch their ambush.

Declare: Pick this unit if it is outflanking the prey.

Effect: Set up this unit wholly within 9" of a battlefield edge and more than 9" from all enemy units. Then, set up each Frost Sabres unit that was set up outflanking the prey with this unit wholly within 12" of it and more than 9" from all enemy units.

KEYWORDS
HERO, INFANTRY, BEASTCLAW
DESTRUCTION, OGOR MAWTRIBES, OGOR


OGOR MAWTRIBES WARSCROLL
Slaughtermaster
6"
8
5+
3
6+
Slaughtermasters have entirely lost themselves to their cravings, hacking off their limbs and replacing them with rusty hooks and blades. They drag a cookpot into battle behind them so that they may boil up a tasty broth even as they slice up their prey.
OGOR MAWTRIBES WARSCROLL
Slaughtermaster
MELEE WEAPONS
AtkHitWndRndDmg
Stump Blades
Stump Blades2D64+2+11
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 105 × 70mm
Can be reinforced: No
Regiment Options: Any MAWSEEKERS
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Passive
FILL THE POT: As enemies are cut down by the ogors, the Slaughtermaster collects their remains to fill his cauldron.

Effect: This unit’s cauldron is either filled with grisly remains or empty. It starts the battle empty. If an enemy unit that was in combat with this unit this turn is destroyed and this unit’s cauldron is empty, it becomes filled with grisly remains.

Once Per Turn (Army), Any Hero Phase
GREAT CAULDRON: Lashed to a Slaughtermaster is a great cauldron containing the remains of foes, which the ogor gobbles down in order to unleash gastromantic powers.

Declare: If this unit’s cauldron is filled with grisly remains, pick a visible friendly MAWSEEKERS unit wholly within 12" of this unit to be the target.

Effect: This unit’s cauldron is now empty. Pick 1 of the following effects:

Bloodgruel: The target has WARD (5+) for the rest of the turn.

Spinemarrow: Add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the turn.

KEYWORDS
HERO, WIZARD (1), INFANTRY, WARD (6+), MAWSEEKERS
DESTRUCTION, OGOR MAWTRIBES, OGOR


OGOR MAWTRIBES WARSCROLL
Gorlok Blackpowder
6"
7
5+
5
The Ogor Maneater Gorlok Blackpowder made his reputation roaming the Penumbral Sea and plundering ships wherever he went, ever accompanied by a retinue of hangers-on. While the Maneater seeks out worthy adversaries to add to his boasting-tally, his crew loot everything they can get their hands, claws or beak on.
OGOR MAWTRIBES WARSCROLL
Gorlok Blackpowder
RANGED WEAPONS
RngAtkHitWndRndDmg
Grunderbuss [Crit (Auto-wound)]
Grunderbuss
Crit (Auto-wound)
12"23+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Great Cutlass [Anti-INFANTRY (+1 Rend)]
Great Cutlass
Anti-INFANTRY (+1 Rend)
54+2+12
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 50mm
Can be reinforced: No

Passive
BLACKPOWDER’S BUCCANEERS: Gorlok’s minions scurry between his legs or over his broad shoulders, scampering out to maim or loot the ogor’s foes.

Effect: This unit’s Peggz, Kagey, Mange and Shreek are tokens. After setting up this unit on the battlefield for the first time, place its tokens next to it.

Any Combat Phase
TINY BRAGGARTS: While the foe is engaged with Gorlok, his minions run rings around his enemies, hindering their every step.

Effect: Pick 1 of this unit’s tokens that is on the battlefield and roll a dice. On a 1, remove that token from the battlefield. On a 2+, apply its effect for the rest of the turn:

Peggz: The abilities of enemy artefacts of power that target this unit have no effect on this unit.

Kagey: This unit has STRIKE-FIRST.

Mange: Each time an unmodified hit roll for a combat attack that targets this unit is 1, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

Shreek: Other than the Companion weapon ability, weapon abilities for attacks that target this unit have no effect.

KEYWORDS
UNIQUE, HERO, INFANTRY
DESTRUCTION, OGOR MAWTRIBES, OGOR


OGOR MAWTRIBES WARSCROLL
Hrothgorn Mantrapper
6"
7
5+
5
Hrothgorn is a particularly foul-tempered and cruel Icebrow Hunter with a keen nose for fresh meat. He favours snaring his prey with a crossbow-launched mantrap that shatters bones with its iron jaws. Hrothgorn tolerates the constant jabbering and bickering of his Gnoblar companions only because they are useful for carrying weapons, setting traps and carrying out whatever tasks the Icebrow Hunter considers beneath him.
OGOR MAWTRIBES WARSCROLL
Hrothgorn Mantrapper
RANGED WEAPONS
RngAtkHitWndRndDmg
Trap Launcher [Anti-INFANTRY (+1 Rend)]
Trap Launcher
Anti-INFANTRY (+1 Rend)
12"24+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Hunting Knife
Hunting Knife54+2+-2
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 1      Points: 120
MODELBASE SIZE
Hrothgorn Mantrapper40mm
Thrafnir25 × 50mm
Can be reinforced: No

Passive
HROTHGORN’S MANTRAPPERS: The Icebrow Hunter is accompanied to battle by a band of Gnoblars and his loyal Frost Sabre, Thrafnir.

Effect: This unit’s Bushwakka, Bushwakka’s Trap, Quiv, Luggit and Thwack, and Thrafnir are tokens. After setting up this unit on the battlefield for the first time, place all of its tokens except for its Bushwakka’s Trap next to it. Then, pick an objective or terrain feature and place its Bushwakka’s Trap next to it.

Passive
BUSHWAKKA’S TRAP: With a satisfying snap, this crude iron trap springs up on the legs of an unwitting enemy.

Effect: The first time an enemy unit finishes a move within 1" of the objective or terrain feature with this unit’s Bushwakka’s Trap next to it, remove that Bushwakka’s Trap from the battlefield, then roll a D3. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.

Your Movement Phase
HUNTING BEAST: Masked in the swirling blizzards of the Everwinter, Thrafnir ruthlessly hunts its prey.

Declare: If this unit’s Thrafnir is on the battlefield, pick an enemy unit within 12" of this unit to be the target.

Effect: Roll a dice. On a 1, remove Thrafnir from the battlefield. On a 2+, place Thrafnir next to the target. Until the start of your next turn, the target is being stalked by Thrafnir. While a unit is being stalked by Thrafnir, add 1 to the Damage characteristic of this unit’s Trap Launcher for attacks that target that unit.

Passive
GNOBLAR MINIONS: Hrothgorn tolerates the constant bickering of his Gnoblar companions only for as long as they remain useful.

Effect: You can re-roll hit rolls for attacks made with this unit’s Trap Launcher while this unit’s Bushwakka, Quiv or Luggit and Thwack are on the battlefield. If you make an unmodified save roll of 1 for this unit, remove 1 of those tokens from the battlefield after the ATTACK ability has been resolved (the damage point is still inflicted).

KEYWORDS
UNIQUE, HERO, INFANTRY
DESTRUCTION, OGOR MAWTRIBES, OGOR, BEASTCLAW RAIDERS

Monster Hero


OGOR MAWTRIBES WARSCROLL
Frostlord
on Stonehorn
10"
15
4+
10
A Frostlord and their Stonehorn are an unstoppable force. The warlord’s booming voice directs the raiders while the bodies of foes are broken and ground to a bloody paste by the horns and hooves of their granite-boned steed.
OGOR MAWTRIBES WARSCROLL
Frostlord
on Stonehorn
MELEE WEAPONS
AtkHitWndRndDmg
Frost Spear [Charge (+1 Damage)]
Frost Spear
Charge (+1 Damage)
44+2+22
Stonehorn’s Rock-hard Horns and Hooves [Charge (+1 Damage), Companion]
Stonehorn’s Rock-hard Horns and Hooves
Charge (+1 Damage), Companion
74+2+23
BATTLE PROFILE

Unit Size: 1      Points: 340
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 Stonehorn’s Rock-hard Horns and Hooves is 4.

Passive
STONE SKELETON: The thick, rocklike skeletons of these beasts can take substantial punishment.

Effect: Ignore the first damage point that would be allocated to this unit in each phase.

Passive
ENRAGED ROAR: The ear-splitting enraged roar of a Stonehorn sends the beasts of the Mawpath into a frenzy.

Effect: While this unit is damaged, add 1 to the Attacks characteristic of Companion weapons used by other friendly OGOR MAWTRIBES units while they are within this unit’s combat range.

Once Per Turn (Army), Any Charge Phase
EARTH-SHATTERING CHARGE: Enemies are crushed and trampled beneath the unstoppable ferocity of a Frostlord upon a charging Stonehorn.

Declare: If this unit charged this turn and has not used the ‘Bull Charge’ ability this turn, pick a visible enemy unit within 1" of it to be the target.

Effect: Inflict D3 mortal damage on the target and then roll 2D6. This unit can move a distance in inches up to the value of the roll. It can pass through models in the target unit but must end that move in combat.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, BEASTCLAW
DESTRUCTION, OGOR MAWTRIBES, OGOR


OGOR MAWTRIBES WARSCROLL
Frostlord
on Thundertusk
10"
15
4+
10
A Frostlord who rides to battle on a Thundertusk is a blizzard-cloaked warlord, a true herald of the Everwinter. The permanent aura of cold emanating from their mount has chilled the ogor’s very soul, leaving them a pitiless master of the frozen wastes.
OGOR MAWTRIBES WARSCROLL
Frostlord
on Thundertusk
RANGED WEAPONS
RngAtkHitWndRndDmg
Ice Blast [Companion]
Ice Blast
Companion
12"14+2+1D3+2
MELEE WEAPONS
AtkHitWndRndDmg
Frost Spear [Charge (+1 Damage)]
Frost Spear
Charge (+1 Damage)
44+2+22
Thundertusk’s Colossal Tusks [Anti-INFANTRY (+1 Rend), Companion]
Thundertusk’s Colossal Tusks
Anti-INFANTRY (+1 Rend), Companion
34+2+15
BATTLE PROFILE

Unit Size: 1      Points: 280
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 Thundertusk’s Colossal Tusks is 2.

Once Per Turn (Army), Your Movement Phase
BLESSED OF THE OLD ICE: The chilling presence of a Frostlord and the freezing breath of their Thundertusk mount invigorates Beastclaw warriors.

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

Effect: Roll a dice. On a 3+, for the rest of the turn, the target can still use SHOOT and/or CHARGE abilities even if it used a RETREAT or RUN ability in the same turn.

Once per Turn (Army), Any Movement Phase
SWEEPING TUSKS: With a deafening bellow, the Thundertusk swings its huge frost-wreathed tusks from side to side, sending enemies flying.

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

Effect: Roll a dice for each model in the target unit. For each 5+, inflict 1 mortal damage on the target.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, BEASTCLAW
DESTRUCTION, OGOR MAWTRIBES, OGOR


OGOR MAWTRIBES WARSCROLL
Huskard
on Stonehorn
10"
14
4+
10
Many Huskard Jorls and Huskard Eurls lead their warriors from atop the backs of formidable Stonehorns. Together, the beasts and their brutish riders are master linebreakers, using their impressive strength to batter their way through all obstacles.
OGOR MAWTRIBES WARSCROLL
Huskard
on Stonehorn
RANGED WEAPONS
RngAtkHitWndRndDmg
Chaintrap, Harpoon Launcher or Blood Vulture
Chaintrap, Harpoon Launcher or Blood Vulture15"14+3+13
MELEE WEAPONS
AtkHitWndRndDmg
Huskard’s Punches and Kicks
Huskard’s Punches and Kicks44+2+11
Stonehorn’s Rock-hard Horns and Hooves [Charge (+1 Damage), Companion]
Stonehorn’s Rock-hard Horns and Hooves
Charge (+1 Damage), Companion
74+2+23
BATTLE PROFILE

Unit Size: 1      Points: 300
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 its Stonehorn’s Rock-hard Horns and Hooves is 4.

Passive
STONE SKELETON: The thick, rocklike skeletons of these beasts can take substantial punishment.

Effect: Ignore the first damage point that would be allocated to this unit in each phase.

Once Per Turn (Army), Any Combat Phase
PRIMAL BELLOW: The Huskard drives their Stonehorn to unleash a mighty roar that sends nearby monsters into a frenzy.

Declare: Pick a friendly OGOR MAWTRIBES unit within this unit’s combat range to be the target or pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. Add 2 to the roll if this unit charged this turn. On a 4+:
  • If the target is a friendly unit, its Companion weapons have Crit (2 Hits) for the rest of the turn.
  • If the target is an enemy unit, subtract 1 from hit rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, PRIEST (1), BEASTCLAW
DESTRUCTION, OGOR MAWTRIBES, OGOR


OGOR MAWTRIBES WARSCROLL
Huskard
on Thundertusk
10"
14
4+
10
The Huskard Torr leads the Thundertusks to war. At the ogor elder’s command, the creatures breathe out gales of frost. The ground on all sides grows thick with ice as enemies are turned into gleaming statues and the very life is leeched from their bones.
OGOR MAWTRIBES WARSCROLL
Huskard
on Thundertusk
RANGED WEAPONS
RngAtkHitWndRndDmg
Chaintrap, Harpoon Launcher or Blood Vulture
Chaintrap, Harpoon Launcher or Blood Vulture15"14+3+13
Ice Blast [Companion]
Ice Blast
Companion
12"14+2+1D3+2
MELEE WEAPONS
AtkHitWndRndDmg
Huskard’s Punches and Kicks
Huskard’s Punches and Kicks44+2+11
Thundertusk’s Colossal Tusks [Anti-INFANTRY (+1 Rend), Companion]
Thundertusk’s Colossal Tusks
Anti-INFANTRY (+1 Rend), Companion
34+2+15
BATTLE PROFILE

Unit Size: 1      Points: 280
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 its Thundertusk’s Colossal Tusks is 2.

Once Per Turn (Army), Any Shooting Phase
WINTER’S CRUELTY: A Huskard Torr can compel the Everwinter to blast cowardly foes with its full, icy disdain.

Declare: Pick a visible enemy unit to be the target.

Effect: Roll a dice. If the roll is equal to or less than the number of damage points allocated to the target by attacks made with this unit’s Ice Blast this phase, subtract 1 from the Damage characteristic of the target’s weapons until the start of your next turn.

Once Per Turn (Army), Any Combat Phase
FREEZING AURA: Winter storms gather about this Huskard, freezing and slowing those foolish enough to remain in their presence for long.

Declare: If this unit did not charge this turn, pick an enemy unit in combat with it to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from the Attacks characteristic of the target’s melee weapons for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, PRIEST (1), BEASTCLAW
DESTRUCTION, OGOR MAWTRIBES, OGOR


OGOR MAWTRIBES WARSCROLL
Kragnos
the End of Empires
10"
18
4+
15
5+
A roaring, trampling god of earthquakes and wanton destruction, Kragnos is known as the End of Empires. In his gnarled hands, the Dread Mace can shatter the walls of cities even as the shield Tuskbreaker keeps him all but inviolate.
OGOR MAWTRIBES WARSCROLL
Kragnos
the End of Empires
MELEE WEAPONS
AtkHitWndRndDmg
The Dread Mace
The Dread Mace63+2+34
Tuskbreaker [Crit (2 Hits)]
Tuskbreaker
Crit (2 Hits)
34+2+2D3
Hooves of Wrack and Ruin
Hooves of Wrack and Ruin63+2+12
BATTLE PROFILE

Unit Size: 1      Points: 580
Base size: 130mm
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 The Dread Mace is 4 and this unit has a Control characteristic of 10.

Once Per Turn (Army), Any Charge Phase
RAMPAGING DESTRUCTION: Kragnos rampages through the press of his foes, his hooves flattening all in his path.

Effect: If this unit charged this phase, pick 1 of the following effects:
  • Roll a dice for each enemy unit within 1" of this unit. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.
  • Pick an enemy MONSTER in combat with this unit and roll 2D6. On a 7, this ability has no effect. Otherwise, inflict an amount of mortal damage on that unit equal to the results on the dice used for the 2D6 roll multiplied together. For example, a 2D6 roll of 2 and 6 would inflict 12 mortal damage (2 × 6).
KEYWORDSRAMPAGE

Your Charge Phase
THE END OF EMPIRES: Where Kragnos goes, the hordes of Destruction follow.

Effect: For the rest of the turn, add 1 to the number of dice rolled when making charge rolls for friendly DESTRUCTION units while they are wholly within 12" of this unit, to a maximum of 3.

Reaction: Opponent declared a SPELL ability
THE SHIELD INVIOLATE: Tuskbreaker has the power to guard Kragnos against even the most potent magical force.

Effect: If this unit was picked to be the target of that spell, roll a dice. On a 3+, ignore the effect of that spell on this unit. This unit can use this ability more than once per phase but only once per SPELL ability.

Passive
AVATAR OF DESTRUCTION: Kragnos is the embodiment of Ghur’s relentless ferocity. No single strike can lay him low.

Effect: If this unit would be automatically destroyed, it is not automatically destroyed. Instead, allocate 6 damage points to it (ward rolls cannot be made for those damage points).

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WARD (5+)
DESTRUCTION, OGOR MAWTRIBES


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


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

Monster Hero


OGOR MAWTRIBES WARSCROLL
Scourge of Aqshy Frostlord
on Thundertusk
10"
15
4+
10
The frigid aura that emanates from a Thundertusk cannot be quelled even by the arid climes of the Aqshian deserts, and Frostlord warleaders who ride upon these mammoth-like mounts have a particular connection to the eldritch Everwinter.
OGOR MAWTRIBES WARSCROLL
Scourge of Aqshy Frostlord
on Thundertusk
RANGED WEAPONS
RngAtkHitWndRndDmg
Ice Blast [Companion]
Ice Blast
Companion
12"14+2+1D3+2
MELEE WEAPONS
AtkHitWndRndDmg
Frost Spear [Charge (+1 Damage)]
Frost Spear
Charge (+1 Damage)
44+2+22
Thundertusk’s Colossal Tusks [Anti-INFANTRY (+1 Rend), Companion]
Thundertusk’s Colossal Tusks
Anti-INFANTRY (+1 Rend), Companion
34+2+15
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Voice of the Everwinter, Any OGOR MAWTRIBES
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2026-27 battlepack.

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Thundertusk’s Colossal Tusks is 2.

Once Per Turn (Army), Your Charge Phase
SNOW PLOUGH: Thundertusks are massive creatures whose broad frames and long, scooping tusks allow them to crash through snow drifts and enemy formations with equal ease.

Effect: This unit can use CHARGE abilities this turn even if it is in combat. If the charge roll is 2 or less when it does so, it does not count as having charged.
KEYWORDSRAMPAGE

Reaction: You declared the ‘Eruption of Fury’ ability for this unit
COLD FURY: The elemental energies of the Everwinter and the Realm of Fire combine within the Thundertusk to explosive effect.

Effect: When resolving attacks as part of that ability:
  • For each unmodified hit roll of 6, inflict an additional 3 mortal damage on each enemy unit in combat with this unit instead of D3.
  • For each unmodified hit roll of 1, allocate 1 mortal damage to this unit instead of D3 (ward rolls cannot be made for that damage point).

KEYWORDS
HERO, MONSTER
DESTRUCTION, OGOR MAWTRIBES, OGOR, BEASTCLAW RAIDERS


OGOR MAWTRIBES WARSCROLL
Scourge of Aqshy Huskard
on Thundertusk
10"
14
4+
10
Said to have been chosen by the Everwinter itself, a Huskard Torr always rides a Thundertusk, possessing a natural affinity with the icewreathed beast. As they journey across the Great Parch, the pair channel the magical blizzard to see the realm’s elemental fury quenched.
OGOR MAWTRIBES WARSCROLL
Scourge of Aqshy Huskard
on Thundertusk
RANGED WEAPONS
RngAtkHitWndRndDmg
Ice Blast [Companion]
Ice Blast
Companion
12"14+2+1D3+2
Chaintrap [Anti-MONSTER (+1 Rend)]
Chaintrap
Anti-MONSTER (+1 Rend)
12"14+3+13
Harpoon Launcher
Harpoon Launcher18"14+3+1D3
Blood Vulture
Blood Vulture24"12+3+-1
MELEE WEAPONS
AtkHitWndRndDmg
Punches and Kicks
Punches and Kicks34+2+-1
Thundertusk’s Colossal Tusks [Anti-INFANTRY (+1 Rend), Companion]
Thundertusk’s Colossal Tusks
Anti-INFANTRY (+1 Rend), Companion
34+2+15
BATTLE PROFILE

Unit Size: 1      Points: 260
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any OGOR MAWTRIBES
Notes: This HERO can join an eligible regiment as a Voice of the Everwinter. This unit is legal for Matched Play for battles fought using the General’s Handbook 2026-27 battlepack.

This unit is armed with an Ice Blast, Punches and Kicks, Thundertusk’s Colossal Tusks, and 1 of the following options:
  • Chaintrap
  • Harpoon Launcher
  • Blood Vulture

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Thundertusk’s Colossal Tusks is 2.

Once Per Turn (Army), Start of Any Turn
EVERWINTER’S IRE: As the Everwinter rages, the Huskard draws power from its icy embrace.

Effect: For the rest of the turn:
  • While your opponent’s fury level is equal to or up to 2 levels below your fury level, add 1 to chanting rolls for this unit.
  • While your opponent’s fury level is 3 or more levels below your fury level, add 2 to chanting rolls for this unit.

Once Per Turn (Army), End of Your Turn
COOL TEMPERS: So bitterly cold is the aura that surrounds a Thundertusk that it can even extinguish the fires of rage that burn within those who fight in the Bright Realm.

Effect: If this unit is wholly outside friendly territory and not in combat, your opponent must reduce their fury level by 1, to a minimum of 0.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, PRIEST (1)
DESTRUCTION, OGOR MAWTRIBES, OGOR, BEASTCLAW RAIDERS

War Machine Hero


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

Beast


OGOR MAWTRIBES WARSCROLL
Frost Sabres
9"
3
6+
1
Beasts of winter, Frost Sabres bound across the landscape like shadows ghosting over the snow. Icy blood runs in their veins, and their prey seldom sees them coming until they feel the bite of the great cats’ sword-like fangs.
OGOR MAWTRIBES WARSCROLL
Frost Sabres
MELEE WEAPONS
AtkHitWndRndDmg
Tusks and Claws [Companion]
Tusks and Claws
Companion
34+3+11
BATTLE PROFILE

Unit Size: 2      Points: 70
Base size: 60 × 35mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Passive
GUTLESS
Effect: This unit cannot use the ‘Bull Charge’ ability.

Passive
BEAST
Effect: This unit has a maximum control score of 1.

Passive
HUNTERS OF THE FROZEN WILDS: The pale coats of Frost Sabres act as a natural camouflage in the bleak wilderness.

Effect: This unit is not visible to enemy units while it is within 3" of a terrain feature and more than 9" from all enemy units.

KEYWORDS
BEAST, BEASTCLAW
DESTRUCTION, OGOR MAWTRIBES

Cavalry


OGOR MAWTRIBES WARSCROLL
Maulbeast Cavalry
10"
7
3+
3
Maulbeast Cavalry are unleashed when a Gutbuster warlord wants something properly and thoroughly savaged. The brutish beasts these veterans ride upon are far from intelligent, but they are always hungry and up for the hunt. When such mountains of frenzied meat crash into the foe, the mess left behind must be seen to be believed.
OGOR MAWTRIBES WARSCROLL
Maulbeast Cavalry
MELEE WEAPONS
AtkHitWndRndDmg
Gutbiter Weapons
Gutbiter Weapons34+2+23
Maulbeast’s Horns and Fangs [Charge (+1 Damage), Companion]
Maulbeast’s Horns and Fangs
Charge (+1 Damage), Companion
44+2+12
BATTLE PROFILE

Unit Size: 2      Points: 280
Base size: 90 × 52mm
Can be reinforced: Yes

Passive
RAVENOUS COUNTER-ATTACK: Maulbeasts are always hungry; they do not let foes get close without leaping to attack.

Effect: Enemy units do not count as having charged while they are in combat with this unit.

Once Per Turn (Army), Any Combat Phase
SHOCK AND GORE: The impact and ferocity of a Maulbeast Cavalry charge inevitably leave any survivors staggered and shaken.

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

Effect: Roll a dice. On a 3+, for the rest of the turn, subtract 1 from wound rolls for the target’s attacks.

KEYWORDS
CAVALRY, CHAMPION
DESTRUCTION, OGOR MAWTRIBES, OGOR, GUTBUSTERS


OGOR MAWTRIBES WARSCROLL
Maulbeast Raiders
10"
7
4+
3
Where icy winds howl, packs of Maulbeast Raiders can often be found on the hunt. These Beastclaw cavalry ride brutish quadrupeds, but they choose their specific mounts for signs of low cunning as much as ferocity. The most important trait, though, is tenacity – a quality that Maulbeasts possess in abundance, allowing their riders to keep pace with their quarry and impair them with cruel, maiming crossbow shots.
OGOR MAWTRIBES WARSCROLL
Maulbeast Raiders
RANGED WEAPONS
RngAtkHitWndRndDmg
Hunter Crossbow and Blood Vulture [Shoot in Combat]
Hunter Crossbow and Blood Vulture
Shoot in Combat
15"34+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Punches and Kicks
Punches and Kicks44+2+11
Maulbeast’s Horns and Fangs [Charge (+1 Damage), Companion]
Maulbeast’s Horns and Fangs
Charge (+1 Damage), Companion
44+2+12
BATTLE PROFILE

Unit Size: 2      Points: 230
Base size: 90 × 52mm
Can be reinforced: Yes

Once Per Turn (Army), Enemy Movement Phase
RELENTLESS PREDATORS: Maulbeast Raiders are ever on the move, pursuing their quarry with impressive stamina and determination in even the harshest conditions.

Effect: If this unit is more than 9" from all enemy units, it can move up to D6". It cannot move into combat during any part of that move.

KEYWORDS
CAVALRY, CHAMPION, BEASTCLAW
DESTRUCTION, OGOR MAWTRIBES, OGOR


OGOR MAWTRIBES WARSCROLL
Mournfang Pack
9"
6
4+
2
Ogors mounted on Mournfangs wield clubs, blades and pistols, firing point-blank into their foes before laying about them with brutal abandon. Their foultempered beasts trample and gore anything that gets in their way.
OGOR MAWTRIBES WARSCROLL
Mournfang Pack
MELEE WEAPONS
AtkHitWndRndDmg
Mournfang Rider Weapon [Anti-CAVALRY (+1 Rend)]
Mournfang Rider Weapon
Anti-CAVALRY (+1 Rend)
34+2+12
Mournfang’s Tusks [Charge (+1 Damage), Companion]
Mournfang’s Tusks
Charge (+1 Damage), Companion
44+2+11
BATTLE PROFILE

Unit Size: 2      Points: 200
Base size: 90 × 52mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2027.

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), BEASTCLAW
DESTRUCTION, OGOR MAWTRIBES, OGOR

Infantry


OGOR MAWTRIBES WARSCROLL
Cleavers
6"
4
5+
2
6+
The most numerous of the Mawseekers, Cleavers are ogor zealots who have entirely given themselves to the Gulping God and his demand for mindless, cosmic consumption. They serve the Butchers by collecting bloody ‘ingredients’ for the meat-masters’ pots, empowering their primitive magics while seeking enemy mages and invokers to feast on.
OGOR MAWTRIBES WARSCROLL
Cleavers
MELEE WEAPONS
AtkHitWndRndDmg
Cleaver’s Tools
Cleaver’s Tools44+2+23
BATTLE PROFILE

Unit Size: 3      Points: 220
Base size: 40mm
Can be reinforced: Yes

Any Combat Phase
A TASTE FOR THE ARCANE: The flesh of shamans and other cunning folk is a prized delicacy to the Cleavers. Simply being in the presence of those who are mystically attuned, be they friend or foe, whets their palate for carnage, seeing them lay into the enemy with terrifying vigour.

Effect: If a friendly or enemy WIZARD or PRIEST is within 6" of this unit, roll a dice. On a 3+, pick 1 of the following effects to apply for the rest of the turn:
  • This unit’s melee weapons have Crit (2 Hits).
  • If this unit’s melee weapons already have Crit (2 Hits), they have Crit (Mortal).

KEYWORDS
INFANTRY, CHAMPION, WARD (6+), MAWSEEKERS
DESTRUCTION, OGOR MAWTRIBES, OGOR


OGOR MAWTRIBES WARSCROLL
Gluttons
6"
4
5+
2
Ogor Gluttons are hulking, muscle-bound brutes driven entirely by an unending desire for food. They thunder into battle like a landslide of sweaty flesh, taking great bites out of their foes even as they bash and hack with crude clubs and cleavers.
OGOR MAWTRIBES WARSCROLL
Gluttons
MELEE WEAPONS
AtkHitWndRndDmg
Glutton Weapons
Glutton Weapons44+2+12
BATTLE PROFILE

Unit Size: 5      Points: 200
Base size: 40mm
Can be reinforced: Yes

Passive
WALL OF MEAT: Bulky and stubborn, Gluttons are remarkably hard to shift.

Effect: Add 1 to save rolls for this unit if it has not charged this turn.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/5)
DESTRUCTION, OGOR MAWTRIBES, OGOR, GUTBUSTERS


OGOR MAWTRIBES WARSCROLL
Gorger Mawpack
6"
5
6+
2
6+
The Gorger Mawpacks are strange gatherings of ogors afflicted with the Empty Belly curse. Wild-eyed and starving, they launch themselves at their prey, using huge clubs or their bare hands to pulverise those unfortunate enough to be their next unsatisfying meal.
OGOR MAWTRIBES WARSCROLL
Gorger Mawpack
MELEE WEAPONS
AtkHitWndRndDmg
Clubs, Claws and Jaws [Anti-INFANTRY (+1 Rend)]
Clubs, Claws and Jaws
Anti-INFANTRY (+1 Rend)
54+2+12
BATTLE PROFILE

Unit Size: 5      Points: 240
Base size: 50mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Deployment Phase
TROGLODYTIC LURKERS: Gorgers are shunned and reviled creatures. When a mawtribe goes to war, they often lurk on the edge of the battlefield, waiting to strike.

Declare: Pick this unit if it has not been deployed.

Effect: Set up this unit in reserve lurking on the fringes. It has now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
FRENZIED HUNTERS: Overwhelmed with bloodlust, the Gorger Mawpack launch themselves from their hiding place in a futile frenzy to end their eternal hunger.

Declare: Pick this unit if it is lurking on the fringes.

Effect: Set up this unit on the battlefield wholly within 9" of a battlefield edge and more than 9" from all enemy units.

KEYWORDS
INFANTRY, CHAMPION (1/5), MUSICIAN (1/5), WARD (6+), MAWSEEKERS
DESTRUCTION, OGOR MAWTRIBES, OGOR


OGOR MAWTRIBES WARSCROLL
Gutseers
6"
4
5+
2
6+
Gutseers are amongst the most unnerving acolytes of the Mawseeker cult, for they think they have perceived the infinite ravenous truth of the great god of ogorkind. Their belching chants disrupt the aether, while their bodies - bloated by the strange and vile ingredients they digest - can channel the gastromantic power of ogor shamans.
OGOR MAWTRIBES WARSCROLL
Gutseers
MELEE WEAPONS
AtkHitWndRndDmg
Gutseer’s Tools
Gutseer’s Tools34+2+23
BATTLE PROFILE

Unit Size: 3      Points: 200
Base size: 40mm
Can be reinforced: Yes

Passive
ARCANE CONTORTIONS: While not shamans themselves, the gastromantic practices of the Gutseers twist the flow of magic around them.

Effect: Subtract 1 from casting rolls and chanting rolls for visible enemy units while they are within 12" of this unit.

Add 1 to casting rolls for visible friendly MAWSEEKERS WIZARDS while they are wholly within 12" of this unit.

Once Per Turn (Army), Any Hero Phase
CONDUITS OF GUT MAGIC: The Gutseers’ faith and grisly acts of divination make them conduits of the gastromantic magic of the Butchers, who can channel their power through these disciples of the Maw.

Effect: Measure the range and visibility of the next SPELL ability used by a friendly OGOR MAWTRIBES WIZARD that is wholly within 12" of and visible to this unit from this unit instead of that WIZARD. This unit is treated as the caster for the purpose of other abilities or spell effects, such as ‘Unbind’.

KEYWORDS
INFANTRY, CHAMPION, WARD (6+), MAWSEEKERS
DESTRUCTION, OGOR MAWTRIBES, OGOR


OGOR MAWTRIBES WARSCROLL
Hunters
with Sabrefangs
6"
4
5+
2
Hunters form the bulk of the Beastclaw alfrostuns. Each of these hardy ogors is well versed in facing down the elemental wilds and the monsters that lurk therein. They are skilled tamers and trackers, and thanks to the perpetual frosty mists that dog their steps, they can often move into position to take a satisfying crossbow shot long before the prey ever notices their presence.
OGOR MAWTRIBES WARSCROLL
Hunters
with Sabrefangs
RANGED WEAPONS
RngAtkHitWndRndDmg
Hunter’s Crossbow [Anti-MONSTER (+1 Rend)]
Hunter’s Crossbow
Anti-MONSTER (+1 Rend)
15"34+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Skinning Blades [Anti-CAVALRY (+1 Rend), Anti-MONSTER (+1 Rend)]
Skinning Blades
Anti-CAVALRY (+1 Rend), Anti-MONSTER (+1 Rend)
24+2+11
Sabrefang’s Tusks and Claws [Companion]
Sabrefang’s Tusks and Claws
Companion
44+3+11
BATTLE PROFILE

Unit Size: 5      Points: 160
Can be reinforced: Yes

3/5 models in this unit are Hunters and are armed with a Hunter’s Crossbow and Skinning Blades.
2/5 models in this unit are Sabrefangs and are armed with Sabrefang’s Tusks and Claws.
A Sabrefang cannot be the unit champion.

Once Per Battle (Army), Deployment Phase
THROUGH THE FROSTS: Despite their size, Hunters are skilled in the art of the ambush, advancing under the cover of lingering icy mists.

Effect: Remove this unit from the battlefield and set it up again wholly within 3" of a terrain feature and more than 9" from all enemy units. This unit cannot use MOVE abilities in the first turn of the first battle round.

Once Per Turn (Army), Any Combat Phase
FEROCIOUS SABREFANGS: Sabrefangs are apex predators in their natural environment. Suffering no competitors, they will meet any aggression towards them with terrifying savagery.

Declare: Pick an enemy unit in combat with this unit and that charged this turn to be the target.

Effect: Roll 2 dice for each Sabrefang in this unit. For each 3+, inflict 1 mortal damage on the target.

KEYWORDS
INFANTRY, CHAMPION, BEASTCLAW
DESTRUCTION, OGOR MAWTRIBES, OGOR


OGOR MAWTRIBES WARSCROLL
Ironguts
6"
4
4+
2
Ironguts are the meanest ogors around, the elite warriors of their warglutt. Protected by thick metal armour plates and carrying immense two-handed weapons, they wade into the thick of the fighting, hacking and bashing their foes to bloody chunks.
OGOR MAWTRIBES WARSCROLL
Ironguts
MELEE WEAPONS
AtkHitWndRndDmg
Irongut Weapon
Irongut Weapon34+2+23
BATTLE PROFILE

Unit Size: 3      Points: 200
Base size: 40mm
Can be reinforced: Yes

Passive
PERSONAL ENFORCERS: Ironguts are the bodyguards and cronies of the tribe’s toughest leaders.

Effect: While this unit is within the combat ranges of any friendly OGOR MAWTRIBES INFANTRY HEROES, both this unit and those HEROES have WARD (5+).

Once Per Turn (Army), Any Charge Phase
DISPLAYS OF MIGHT: Ironguts love any opportunity to remind everyone watching of just how violent they can be.

Effect: This unit can use the ‘Bull Charge’ ability even if another friendly unit has used it this turn.

KEYWORDS
INFANTRY, CHAMPION
DESTRUCTION, OGOR MAWTRIBES, OGOR, GUTBUSTERS


OGOR MAWTRIBES WARSCROLL
Gnoblars
5"
1
6+
1
Devious little creatures obsessed with scooping up scrap metal and other detritus, gnoblars perform a variety of tasks for their ogor masters, including charging into battle in a vast screeching mob.
OGOR MAWTRIBES WARSCROLL
Gnoblars
RANGED WEAPONS
RngAtkHitWndRndDmg
Sharp Stuff
Sharp Stuff8"14+5+-1
MELEE WEAPONS
AtkHitWndRndDmg
Motley Assortment of Weapons
Motley Assortment of Weapons15+5+-1
BATTLE PROFILE

Unit Size: 20      Points: 130
Base size: 25mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Passive
GUTLESS
Effect: This unit cannot use the ‘Bull Charge’ ability.

Once Per Turn (Army), Any Charge Phase
NASTY TRAPS AND TRICKS: These cunning creatures specialise in fighting dirty and laying all manner of lethal and cunning traps.

Declare: Pick an enemy unit in combat with this unit and that charged this turn to be the target.

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

KEYWORDS
INFANTRY, CHAMPION
DESTRUCTION, OGOR MAWTRIBES


OGOR MAWTRIBES WARSCROLL
Icefall Yhetees
6"
4
6+
1
Icefall Yhetees are savage creatures of the frozen wastelands. They appear from the howling blizzard that follows in the Beastclaw Raiders’ wake to hack apart their prey with weapons touched by magical frost.
OGOR MAWTRIBES WARSCROLL
Icefall Yhetees
MELEE WEAPONS
AtkHitWndRndDmg
Claws and Ice‑encrusted Weapons
Claws and Ice‑encrusted Weapons34+3+12
BATTLE PROFILE

Unit Size: 3      Points: 120
Base size: 50mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Once Per Turn (Army), Enemy Combat Phase
BOUNDING LEAPS: Adapted to an environment of plunging chasms and sheer cliffs, Icefall Yhetees possess long limbs with corded strength that see them close the distance to their prey in a single mighty bound.

Effect: This unit can move up to 3". It can move through the combat ranges of enemy units and end that move in combat.

KEYWORDS
INFANTRY, BEASTCLAW
DESTRUCTION, OGOR MAWTRIBES


OGOR MAWTRIBES WARSCROLL
Leadbelchers
6"
4
5+
2
The blackpowder-obsessed gunners known as Leadbelchers lumber into battle, blasting away with their massive guns and utilising them as makeshift bludgeons should the foe be foolish enough to engage them in hand-to-hand combat.
OGOR MAWTRIBES WARSCROLL
Leadbelchers
RANGED WEAPONS
RngAtkHitWndRndDmg
Leadbelcher Gun
Leadbelcher Gun15"24+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Bludgeoning Blows
Bludgeoning Blows24+2+-2
BATTLE PROFILE

Unit Size: 4      Points: 140
Base size: 40mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Passive
POWDER GNOBLARS: When assisted by a Gnoblar minion, Leadbelchers can cause even more carnage.

Effect: This unit’s Powder Gnoblars are tokens. There are 2 Powder Gnoblars for every 4 models in this unit.

Each time this unit uses a SHOOT ability, for each of this unit’s Powder Gnoblars that are on the battlefield, you can re-roll 1 hit roll of 1 but if that attack misses, remove 1 of this unit’s Powder Gnoblars from the battlefield after that SHOOT ability has been resolved.

Once Per Turn (Army), Your Shooting Phase
FIRING FROM THE BELLY: An ogor’s sturdy frame easily absorbs the recoil of even cannon-sized weapons.

Effect: If this unit has not used a MOVE ability this turn and was not set up this turn, add 1 to hit rolls for this unit’s shooting attacks for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION
DESTRUCTION, OGOR MAWTRIBES, OGOR, GUTBUSTERS


OGOR MAWTRIBES WARSCROLL
Maneaters
6"
4
5+
2
Maneaters are swaggering mercenaries who have travelled the realms and killed and eaten all manner of foes. Wielding a variety of esoteric weapons stolen from distant lands, they cut an imposing sight as they carve their way across the battlefield.
OGOR MAWTRIBES WARSCROLL
Maneaters
RANGED WEAPONS
RngAtkHitWndRndDmg
Pistols or Throwing Weapons [Shoot in Combat]
Pistols or Throwing Weapons
Shoot in Combat
10"13+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Maneater Weapons
Maneater Weapons44+2+12
BATTLE PROFILE

Unit Size: 3      Points: 180
Base size: 50mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2027.

Once Per Turn (Army), Reaction: This unit was picked as the target of a non-CORE ability
BEEN THERE, DONE THAT: Having travelled the realms and eaten every conceivable foe, Maneaters just laugh off the puny tricks and magics of their enemies.

Effect: Roll a dice. On a 4+, that ability has no effect on this unit.

KEYWORDS
INFANTRY
DESTRUCTION, OGOR MAWTRIBES, OGOR, GUTBUSTERS

Monster


OGOR MAWTRIBES WARSCROLL
Stonehorn Beastriders
10"
14
4+
10
The ground shakes under a Stonehorn’s headlong charge, each footfall a toll of doom. From its back, a pair of Beastriders bring down foes with snapping chaintraps and harpoons, hauling in their kills to add to the mawtribe’s meat harvest.
OGOR MAWTRIBES WARSCROLL
Stonehorn Beastriders
RANGED WEAPONS
RngAtkHitWndRndDmg
Chaintrap, Harpoon Launcher or Blood Vulture
Chaintrap, Harpoon Launcher or Blood Vulture15"14+3+13
MELEE WEAPONS
AtkHitWndRndDmg
Punches and Kicks
Punches and Kicks44+2+11
Stonehorn’s Rock-hard Horns and Hooves [Charge (+1 Damage), Companion]
Stonehorn’s Rock-hard Horns and Hooves
Charge (+1 Damage), Companion
74+2+23
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 120 × 92mm
Can be reinforced: No

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Stonehorn’s Rock-hard Horns and Hooves is 4.

Passive
STONE SKELETON: The thick, rocklike skeletons of these beasts can take substantial punishment.

Effect: Ignore the first damage point that would be allocated to this unit in each phase.

Once Per Turn (Army), Any Charge Phase
STONEHORN AVALANCHE: Stonehorns will headbutt mountains without flinching. Needless to say, lesser edifices and foes in the path of their charge are crushed with practical impunity.

Declare: If this unit charged this turn and has not used the ‘Bull Charge’ ability this turn, pick an enemy unit in combat with this unit or an enemy faction terrain feature within this unit’s combat range to be the target.

Effect: Roll a dice. On a 3+:
  • If the target is a unit, inflict 3 mortal damage on it.
  • If the target is a faction terrain feature, inflict 6 mortal damage on it.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER, BEASTCLAW
DESTRUCTION, OGOR MAWTRIBES, OGOR


OGOR MAWTRIBES WARSCROLL
Thundertusk Beastriders
10"
14
4+
10
The Everwinter clings to the Thundertusks and follows them wherever they tread, the air around them thick with glimmering frost. Guided into battle by a pair of savage Beastriders, these mammoth beasts smash and grind their prey to bloody ruin.
OGOR MAWTRIBES WARSCROLL
Thundertusk Beastriders
RANGED WEAPONS
RngAtkHitWndRndDmg
Chaintrap, Harpoon Launcher or Blood Vulture
Chaintrap, Harpoon Launcher or Blood Vulture15"14+3+13
Ice Blast [Companion]
Ice Blast
Companion
12"14+2+1D3+2
MELEE WEAPONS
AtkHitWndRndDmg
Punches and Kicks
Punches and Kicks44+2+11
Thundertusk’s Colossal Tusks [Anti-INFANTRY (+1 Rend), Companion]
Thundertusk’s Colossal Tusks
Anti-INFANTRY (+1 Rend), Companion
34+2+15
BATTLE PROFILE

Unit Size: 1      Points: 240
Base size: 120 × 92mm
Can be reinforced: No

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Thundertusk’s Colossal Tusks is 2.

Once Per Turn (Army), Reaction: You declared a non-CHARGE MOVE ability for this unit in your movement phase
PLOUGH THE ICEPATH: Thundertusks are hardy creatures capable of shovelling through huge snowdrifts, and it is not uncommon for nearby ogors to hitch a ride by grabbing on to their shaggy hides.

Effect: Pick a friendly OGOR MAWTRIBES INFANTRY unit that has not been reinforced, is wholly within 6" of this unit and has not been set up this turn to be the target. Remove the target from the battlefield. After this unit ends its move, you must set up the target unit wholly within 6" of this unit and not in combat. The target cannot use CHARGE abilities for the rest of the turn.

Once Per Turn (Army), Any Combat Phase
CHILLING ONSLAUGHT: Gales of punishing cold drive before an oncoming Thundertusk, numbing or entirely freezing enemies’ limbs.

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

Effect: Roll a dice. On a 4+, for the rest of the turn, subtract 1 from hit rolls for the target’s attacks.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER, BEASTCLAW
DESTRUCTION, OGOR MAWTRIBES, OGOR

War Machine


OGOR MAWTRIBES WARSCROLL
Gnoblar Scraplauncher
9"
9
4+
2
The height of gnoblar ingenuity is the Scraplauncher, a catapult that hurls bucketfuls of sharp metal high into the air to rain down upon the enemy. Despite its crude construction, it is a surprisingly lethal war machine.
OGOR MAWTRIBES WARSCROLL
Gnoblar Scraplauncher
RANGED WEAPONS
RngAtkHitWndRndDmg
Piles of Old Scrap [Crit (2 Hits)]
Piles of Old Scrap
Crit (2 Hits)
18"124+2+11
MELEE WEAPONS
AtkHitWndRndDmg
Rhinox’s Sharp Horns and Crew’s Weapons [Companion]
Rhinox’s Sharp Horns and Crew’s Weapons
Companion
34+2+1D3
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 120 × 92mm
Can be reinforced: No

Once Per Turn (Army), Any Shooting Phase
RAIN OF SCRAP: Salvaged weapons, shards of metal and the odd screaming gnoblar rain down upon the enemy, forcing them to take cover or dodge out of the way.

Declare: Pick an enemy unit that had any damage points allocated to it this phase by this unit’s shooting attacks to be the target.

Effect: Until the start of your next turn, subtract X" from the target’s Move characteristic (to a minimum Move characteristic of 1"), where X is the number of damage points allocated to the target this phase by this unit’s shooting attacks.

Then, roll a dice. On a 3+, until the start of your next turn, the target cannot use RUN or RETREAT abilities and cannot use or be picked to be the target of abilities that would allow it to be set up on the battlefield.

KEYWORDS
WAR MACHINE
DESTRUCTION, OGOR MAWTRIBES


OGOR MAWTRIBES WARSCROLL
Ironblaster
9"
9
4+
2
The most destructive blackpowder weapon deployed by the Gutbuster warglutts, the Ironblaster is an immense cannon that hurls solid shot into the heart of the enemy’s ranks, blasting foes into scraps of charred meat.
OGOR MAWTRIBES WARSCROLL
Ironblaster
RANGED WEAPONS
RngAtkHitWndRndDmg
Ironblaster Cannon Shot
Ironblaster Cannon Shot18"24+2+25
MELEE WEAPONS
AtkHitWndRndDmg
Clubbers
Clubbers24+2+12
Rhinox’s Sharp Horns [Companion]
Rhinox’s Sharp Horns
Companion
44+2+1D3
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 120 × 92mm
Can be reinforced: No

Once Per Turn (Army), Your Shooting Phase
OBLITERATING BLAST: The sheer size of an Ironblaster means that collateral damage is effectively guaranteed – not that the ogors care.

Declare: If this unit has not used a RUN or RETREAT ability this turn, pick a visible enemy unit within 18" of it to be the target. Then, draw a straight line between the closest points on the bases of this unit and the target. Each other unit (friendly and enemy) that the line passes across is a collateral damage target.

Effect: Roll a dice. On a 3+:
  • Inflict an amount of mortal damage on the target equal to the roll.
  • Inflict D3 mortal damage on each collateral damage target.
KEYWORDSCORE, ATTACK, SHOOT

KEYWORDS
WAR MACHINE
DESTRUCTION, OGOR MAWTRIBES, OGOR, GUTBUSTERS


OGOR MAWTRIBES WARSCROLL
Scourge of Ghyran Gnoblar Scraplauncher
9"
9
4+
2
Gnoblars prefer stuffing their ramshackle Scraplauncher catapults with scraps of iron and broken blades, but in Ghyran, they have learnt that shards of splintered wood, poisonous fungi and bloodwasp nests are just as lethal. They blindly lob this ammunition towards the enemy, chortling evilly when they hear the telltale screams of a barrage hitting home.
OGOR MAWTRIBES WARSCROLL
Scourge of Ghyran Gnoblar Scraplauncher
RANGED WEAPONS
RngAtkHitWndRndDmg
Scrap Lobber [Crit (2 Hits)]
Scrap Lobber
Crit (2 Hits)
18"124+2+11
MELEE WEAPONS
AtkHitWndRndDmg
Rhinox’s Sharp Horns and Crew’s Weapons [Anti-charge (+1 Rend), Companion]
Rhinox’s Sharp Horns and Crew’s Weapons
Anti-charge (+1 Rend), Companion
44+2+1D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 120 × 92mm
Can be reinforced: No
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Once Per Turn (Army), Any Shooting Phase
SCRAP AWAY!: The enemy’s manoeuvres are disrupted as a hail of scrap pummels them from above.

Declare: Pick an enemy unit that had any damage points allocated to it this phase by this unit’s shooting attacks to be the target.

Effect: Roll a dice. If the roll equals or exceeds the target’s Save characteristic, halve the target’s Move characteristic until the start of your next turn. In addition, on a 5+, until the start of your next turn, subtract 1 from the number of dice rolled when making charge rolls for the target, to a minimum of 1.

KEYWORDS
WAR MACHINE
DESTRUCTION, OGOR MAWTRIBES, RHINOX

War Machine


OGOR MAWTRIBES WARSCROLL
Scourge of Ghyran Ironblaster
9"
9
4+
2
The massive cannons known as Ironblasters must be hauled into battle by snorting rhinoxen and are unsurprisingly ill-suited to the close confines of the Ghyranite forests. Ogor gunners have instead resorted to stuffing the weapons’ gaping barrels with fistfuls of iron, ironwood splinters and whatever else they can grab, firing this lethal payload point-blank into the faces of ambushing foes.
OGOR MAWTRIBES WARSCROLL
Scourge of Ghyran Ironblaster
RANGED WEAPONS
RngAtkHitWndRndDmg
Ironblaster Cannon
Ironblaster Cannon18"24+2+25
MELEE WEAPONS
AtkHitWndRndDmg
Clubber
Clubber24+2+12
Rhinox’s Sharp Horns [Anti-charge (+1 Rend), Companion]
Rhinox’s Sharp Horns
Anti-charge (+1 Rend), Companion
34+2+1D3
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 120 × 92mm
Can be reinforced: No
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Once Per Turn (Army), Your Shooting Phase
SHRAPNEL BLAST: The gunner thrusts a few handfuls of rusty iron shards into the barrel of the cannon.

Effect: For the rest of the phase:
  • Add 1 to the Attacks characteristic of this unit’s ranged weapons.
  • This unit’s ranged weapons have Crit (2 Hits).

KEYWORDS
WAR MACHINE
DESTRUCTION, OGOR MAWTRIBES, OGOR, RHINOX, GUTBUSTERS

Faction Terrain


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


OGOR MAWTRIBES WARSCROLL
Great Mawpot
-
6
5+
-
Blessed with the strange, hungry essence of the Gulping God, the Great Mawpot is a mawtribe’s most sacred possession. All manner of ingredients are thrown into this metal cauldron and boiled up into a thick magical broth that reinvigorates any ogors who taste it.
OGOR MAWTRIBES WARSCROLL
Great Mawpot
BATTLE PROFILE

Unit Size: 1      Points: 20
Base size: Use model
Can be reinforced: No
Notes: This unit will move to Warhammer Legends on 1 June 2027.

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

Cover, Impassable

Passive
THROW ’EM IN: The bludgeoned and hacked remains of dead foes are thrown into the bubbling cauldron to thicken the stew.

Effect: This Great Mawpot is either full or empty. It starts the battle full.

If an enemy model is slain within 12" of this Great Mawpot while it is empty, it becomes full.

Your Hero Phase
BATTLEBROTH: The contents of the Mawpot are suffused with strange magic; a single mouthful can restore an ogor’s vitality and stitch up their wounds.

Effect: If the Great Mawpot is full, Heal (D3) each visible friendly unit wholly within 18" of it. After you have done so, the Great Mawpot is empty.

Your Hero Phase
VESSEL OF THE GULPING GOD: Swirling gastromantic fumes emanate from the Great Mawpot when it is full to the brim.

Declare: If the Great Mawpot is full, pick a visible friendly OGOR MAWTRIBES WIZARD within 3" of it to be the target.

Effect: Add 1 to casting rolls for the target for the rest of the turn.

KEYWORDS
FACTION TERRAIN
DESTRUCTION, OGOR MAWTRIBES
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.

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

3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.

Those HEROES can join an eligible regiment as a MAW NOMAD.

Infantry Hero
• Tyrant
Infantry Hero
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.
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).
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).

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

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.
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 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.
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

18.4 Destroyed Units
When the last model in a unit is slain, the unit is destroyed and all remaining damage points inflicted on that unit have no effect. Similarly, if something causes a unit to be destroyed, all models in the unit are slain and removed from play.
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.
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • 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.

  • 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).

Your Shooting Phase
SHOOT: The warriors take aim and unleash a deadly volley.

Declare: Pick a friendly unit that has not used a RUN or RETREAT ability this turn to use this ability. Then, pick one or more enemy units as the target(s) of that unit’s attacks (see 16.0).

Effect: Resolve shooting attacks against the target unit(s).
KEYWORDSCORE, ATTACK, SHOOT
Any Combat Phase
FIGHT: Locked in a deadly melee, the fighters strike out at their foes.

Declare: Pick a friendly unit that is in combat or that charged this turn to use this ability. That unit can make a pile-in move. Then, if that unit is in combat, you must pick one or more enemy units as the target(s) of that unit’s attacks.

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn.

Manifestations are not units but can be interacted with in similar ways, as explained next:
ALL MANIFESTATIONS
Models can move through them but cannot end a move on them.
Units can finish a charge move within ½" of an enemy manifestation instead of within ½" of an enemy unit.
They can be damaged and destroyed as if they were units but do not count as destroyed units for the purposes of battle tactics and abilities.
They are affected by all enemy abilities as if they were units.
They can use CORE abilities as if they were units, and they can use abilities on their warscroll. Unless specified otherwise, they cannot use and are not affected by any other friendly abilities, and they do not count as units for the purposes of battle tactics or friendly abilities.
They can only use the ‘Shoot’ or ‘Fight’ abilities if they have weapons of the appropriate type.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC OF ‘-’
They cannot move.
They only count as being in combat in the combat phase, and enemy units only count as being in combat with them in the combat phase.
They cannot make shooting attacks with ranged weapons that do not have Shoot in Combat while there is a visible enemy unit within 3" of them.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC GREATER THAN ‘-’
They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

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 WARD keyword is used in the following Ogor Mawtribes warscrolls:

• Butcher
• Mawpit

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.
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).

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

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

• Tyrant
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
23.0 Tokens
Tokens are not considered to be models for rules purposes and can be ignored or moved out of the way for purposes of visibility, coherency or abilities. They cannot be picked as the target of abilities. Their purpose is to indicate persisting effects on units they are placed next to. Each time a unit with a token finishes a move or is set up, place the token next to the unit.
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

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
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.

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

24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.
4.1 Enhancements
Each set of faction rules include a number of enhancements that can be given to units, e.g. heroic traits and artefacts of power. You can take 1 enhancement from each enhancement table in your faction rules. Each enhancement table lists which units are eligible to be given that enhancement. UNIQUE units cannot be given enhancements.

While some abilities allow you to take extra enhancements, the same unit can never have more than 1 enhancement of the same type, and you can never include the same enhancement in your army more than once. Enhancements cannot be given to Regiment of Renown units, unless they have a keyword that matches that faction’s name.

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.
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.

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’).
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.

The BEASTCLAW RAIDERS 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.
Once Per Turn (Army), Any Charge Phase
BULL CHARGE: The bulk and surprising speed of ogors can see them trample right over enemies.

Declare: Pick a friendly OGOR MAWTRIBES unit that charged this turn and has not used a RAMPAGE ability this turn to use this ability, then pick an enemy unit in combat with it to be the target.

Effect: Your opponent must move the target up to 3". It can move through the combat ranges of your units and can end that move in combat.

After your opponent has done so, roll a dice for each model in the unit using this ability that is within 3" of the target. Add 1 to the roll if the unit using this ability is a GUTBUSTERS unit. For each 3+, inflict 1 mortal damage on the target.

Then, the unit using this ability can make a pile-in move. If the target of this ability is still in combat with the unit using this ability, then the target of this ability must be picked as the target of the pile-in move.

Designer’s Note: Your opponent may not be able to move the models in the target unit (or may choose to leave them where they are) but the target still counts as having moved for rules purposes.
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.

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

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

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.

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.
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).

Those HEROES can join an eligible regiment as a Voice of the Everwinter.

Monster Hero
Infantry Hero
Monster Hero
ERUPTION OF FURY
Once Per Turn (Army), End of Any Turn
ERUPTION OF FURY: Stoked by the ongoing battle, this warrior’s wrath erupts in a display of bone-splintering violence.

Declare: Pick a friendly unit to use this ability, then pick an enemy unit in combat with that friendly unit to be the target.

Effect: Pick 1 of the melee weapons that the unit using this ability is armed with. Then, spend up to 3 rage dice.

Resolve a number of combat attacks against the target using the melee weapon you picked equal to the number of rage dice you spent.

Those attacks cannot score critical hits. Instead, for each unmodified hit roll of 6 for those attacks:
  • Inflict an additional D3 mortal damage on each enemy unit in combat with the unit using this ability.
  • Your opponent must increase their fury level by 1, to a maximum of 7.

For each unmodified hit roll of 1 for those attacks, allocate D3 mortal damage to this unit after the damage sequence has been resolved (ward rolls cannot be made for those damage points).

Designer’s Note: Rage dice do not add to the Attacks characteristic of the weapon you pick; if you spend 3 rage dice to use this ability, you only make 3 combat attacks.
KEYWORDSATTACK, FIGHT

3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

Otherwise, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number to ritual points to the PRIEST equal to the unmodified chanting roll and do not reset the PRIEST’s ritual points to 0.
KEYWORDSPRAYER, UNLIMITED



EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

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:

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 WAR MACHINE keyword is used in the following Ogor Mawtribes warscrolls:

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.

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

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. If this unit is a BEAST, this ability affects this unit’s Companion weapons.

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

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.

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.
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced. In addition, some units with a unit size of more than 1 can not be reinforced. This will be noted on their battle profile.

The MAWSEEKERS and WIZARD keywords are used in the following Ogor Mawtribes warscrolls:

• Butcher
Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

The OGOR MAWTRIBES, INFANTRY and HERO keywords are used in the following Ogor Mawtribes warscrolls:

• Butcher
• Tyrant
15.1 Coherency
Any time a unit is set up or ends a move, it must be in a single group. A unit is considered to be in a coherent group if each model in that unit is within coherency range, measured horizontally, of at least 1 other model in that unit (ignore differences in height between the two models).

For the majority of units, coherency range is 1/2", though some units (particularly those with large models with overhanging parts) have a longer coherency range noted on their warscroll for ease of play. While there are 7 or more models in a unit, that unit is considered to be in a coherent group if each model in that unit is within coherency range of at least 2 other models in that unit.

If it is not possible for a unit to end a move in a single coherent group, that move cannot be made.

  • After finishing a move, a unit must be in a single group.
  • Coherency range is 1/2" horizontally.
  • Each model must be within coherency range of a different model from the same unit.
  • While a unit has 7+ models, each model must be in coherency with 2 other models in the unit.
15.0 Movement
Some abilities allow a unit to move. When a unit moves, each model in that unit can move, one at a time, in the order chosen by that unit’s commander.

When a model moves, it can pivot and change direction as often as you like, but no part of that model’s base can move a greater total distance than the maximum allowed by the ability used. Models cannot move beyond the edge of the battlefield or through other models, and they can never end a move standing on top of another model (the base counts as part of the model).

A model’s base is assumed to remain parallel with the battlefield as it moves. If a model ends its move on an uneven surface, it must be able to stand up by itself with its base as close to parallel with the battlefield as possible (in other words, models cannot lie flat on the battlefield or lean against terrain to stop them from falling over).

This Grey Seer is using the ‘Normal Move’ ability to change its position on the battlefield. No part of that move can be within the combat range of the Liberators, so the Grey Seer has to stay outside the area marked in blue.

  • When moving a unit, move any number of models in that unit.
  • Each model can turn and pivot, but no part of its base can move farther than the maximum distance.
  • Units can move any distance up to the maximum specified in the ability.
  • Units must end their move in coherency.

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

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

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