Ogor Mawtribes – Warscrolls


Infantry Hero


OGOR MAWTRIBES WARSCROLL
Bloodpelt Hunter
6"
8
5+
5
The Bloodpelt Hunter is not really that interested in getting food for their tribe, though they do so nonetheless. Truly, all they care about is glory. They are concerned only with the largest and flashiest kills, ranging ahead on the mawpath to slay the best of the beasts and take the choicest cuts of meat before the rest of the tribe can get there. A Bloodpelt Hunter will sometimes keep parts of their kills to wear as trophies or to use as tools. The roughly cut-off heads of drakes and megadons are worn around the waist and stuffed with the barbed bolts fired by their ballista-sized crossbows. The pelt of a cave bear forms a hardy cape to be drawn against the hostile elements. The antlers of great elk are strapped to the head to convince myopic prey, when downwind, that the approaching shape is a herbivore rather than a grisly, ravenous omnivore who stalks them with a killer’s eye. In battle, these glory hogs will go after the choicest targets, bloodily slaying enemy heroes and warbeasts to the disappointed groans of their kin in the main battleline who had hoped to make the big kill for themselves.
OGOR MAWTRIBES WARSCROLL
Bloodpelt Hunter
RANGED WEAPONS
RngAtkHitWndRndDmg
Impaling Spear [Anti-MONSTER (+1 Rend)]
Impaling Spear
Anti-MONSTER (+1 Rend)
12"14+2+1D6
Skullshatter Crossbow
Skullshatter Crossbow18"24+3+1D3
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 GUTBUSTERS
Notes: This HERO can join a Tyrant’s regiment.

Passive
BEAST-BREAKER: Bloodpelt Hunters will seek out the largest creatures in battle, slaying them and devouring their still-warm flesh.

Effect: If the target is a MONSTER, the Damage characteristic of this unit’s Skullshatter Crossbow is 3 and the Damage characteristic of its Impaling Spear is 6.

Once Per Turn (Army), Enemy Movement Phase
UNRELENTING HUNTER: With brutish cunning, Bloodpelt Hunters relentlessly track their quarry, always making sure they stay one step ahead.

Effect: If this unit is more than 9" from all enemy units, it can use the ‘Normal Move’ ability as if it were your movement phase.

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


OGOR MAWTRIBES WARSCROLL
Butcher
6"
7
5+
5
The holy ogors of each warglutt are known as Butchers. These grunting, sweaty monsters act as the tribe’s cooks, but more importantly, their connection to the art of ingestion makes them expert gastromancers, shamans whose spiritual link with the Gulping God allows them to call upon uncanny powers. It will come as no surprise, then, that their powers are summoned through the act of eating things. Each of the Butchers’ recipes hinges around the consumption of something with a potent spiritual component, using a resonant magic to impart the strength of the thing being devoured to themselves or those around them. Such materials range from strings of troggoth intestines filled with vitriolic bile to iron-hard rocks that must be eaten whole. So hastily are these ingredients scoffed down that they can cause internal damage, not only because of the sheer mass or density of the feast but also because of the magical energies unleashed. The gruel of blood and magic that roils in the Butcher’s throat heals more often than it hurts, though, the ever-hungry shaman growing strong on their invocations as their wounds close up with a ruddy sheen of health.
OGOR MAWTRIBES WARSCROLL
Butcher
MELEE WEAPONS
AtkHitWndRndDmg
Butcher’s Tools
Butcher’s Tools34+2+13
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 50mm
Can be reinforced: No
Regiment Options: Any Gorger Mawpack, Any GUTBUSTERS

Passive
SAVAGE HUNGER: The Butcher stokes the hunger of a group of nearby ogors, causing even slight belly-rumbles to erupt into the nigh-uncontrollable desire to feast.

Effect: While they are wholly within 12" of this unit, friendly GUTBUSTERS units can use CHARGE abilities even if they used a RUN ability in the same turn.

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


OGOR MAWTRIBES WARSCROLL
Firebelly
6"
7
5+
5
The flame-obsessed shamans known as Firebellies maintain that the true form of the Gulping God is the Sun-eater. It is said that during the Age of Myth, Gorkamorka reached up into the heavens and grabbed the Hyshian sun that loomed over Aqshy, cramming the glowing orb into his mouth. As he gulped it down, he felt its white-hot flames course through him and unleashed a great belch of molten fire. The Firebellies insist that this event birthed the lava rivers of Aqshy or, indeed, the Realm of Fire itself. Most ogors have brains enough not to argue with them for long, as being turned into a smouldering pile of ashes is bad for one’s health. A Firebelly makes it their business to eat the spiciest and most flammable of foodstuffs to kindle their volatile gut in order to channel the Sun-eater’s fury. They will walk through fire and devour molten slop to such an end, pushing through the resulting pain. In war, Firebellies are able to breathe great plumes of flame and manifest mantles of burning magic that scorch the flesh from foes. To witness a furious Firebelly in all of their splendour is to witness a true child of the inferno – and usually to burn to death soon afterwards.
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: 140
Base size: 50mm
Can be reinforced: No
Regiment Options: Any GUTBUSTERS

Passive
TORRENT OF FLAME: Fiery morsels are consumed by this ogor moments before they spew a torrent of flames at the enemy.

Effect: Add 1 to the Damage characteristic of this unit’s Fire Breath for attacks that target INFANTRY.

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


OGOR MAWTRIBES WARSCROLL
Icebrow Hunter
6"
7
5+
5
There is no ogor more capable in the arts of survival than the Icebrow Hunter. They roam the most hazardous lands across the Mortal Realms, taking on not only hungering beasts of the wild but also frozen lakes, precipitous climbs and blizzards that would flay a lesser explorer to the bone. To them, extreme cold is no more impediment than a light summer rain. Some Hunters even revel in drinking the blood of Yhetees and Frost Sabres in order to exhale bone-chilling clouds of icy mist that leave thinling enemies paralysed and helpless before the blows of their clubs. Icebrow Hunters make excellent trackers, leading their tribe to fertile hunting grounds in the most remote of places. Having such a huntsman as part of the tribe can be the difference between life and death, for ogors are always ravenous, and one who can guide them to a supply of fresh meat is worth their weight in realmstone. Though they are formidable warriors, the Hunters do not fight as part of the greater mawtribe but instead tend to operate alone and at range. They gravely wound their prey with hurled spears and metre-long crossbow bolts before swiftly closing the distance to deliver the killing blow.
OGOR MAWTRIBES WARSCROLL
Icebrow Hunter
RANGED WEAPONS
RngAtkHitWndRndDmg
Hunter’s Crossbow [Anti-MONSTER (+1 Rend)]
Hunter’s Crossbow
Anti-MONSTER (+1 Rend)
12"14+3+-D3
Great Throwing Spear [Anti-MONSTER (+1 Rend)]
Great Throwing Spear
Anti-MONSTER (+1 Rend)
10"14+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Culling Club [Anti-MONSTER (+1 Rend)]
Culling Club
Anti-MONSTER (+1 Rend)
44+2+-2
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 50mm
Can be reinforced: No
Regiment Options: Any BEASTCLAW RAIDERS
Notes: This HERO can join an eligible regiment as a Voice of the Everwinter.

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.

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

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


OGOR MAWTRIBES WARSCROLL
Slaughtermaster
6"
8
5+
5
Those Butchers at the top of their craft are known as Slaughtermasters. These are veteran shamans, gastromantic leaders and even masters of their own warglutts, growing ever more massive over their tenure until they can haul their iron cauldrons to war behind them via thick chains embedded in their backs. Such is their connection to the Gulping God that Slaughtermasters often sacrifice their own hands to the ignoble art of butchery, affixing the hacking tools of their trade to their arm-bones in a demented act of worship. This devotion does not go unnoticed by the Gulping God, who rewards them with powerful spellcasting abilities. Even in the thick of battle, a Slaughtermaster hurls chunks of meat – usually their still-twitching enemies – into their cookpot, there to be stirred into a bubbling morass by their pet Gnoblars. The magical steam and froth that boils out can empower their allies or eat away at the flesh of the foe – but such power can come at a price, for in the wilds of Ghur, sometimes even a freshly cooked meal will eat you right back.
OGOR MAWTRIBES WARSCROLL
Slaughtermaster
MELEE WEAPONS
AtkHitWndRndDmg
Stump Blades
Stump Blades2D64+2+11
Gnoblar’s Implements [Companion]
Gnoblar’s Implements
Companion
35+5+-1
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 105 × 70mm
Can be reinforced: No
Regiment Options: Any GUTBUSTERS

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.

Effect: You can spend 1 or more of this unit’s grisly remains points. For each point spent, pick a friendly GUTBUSTERS unit wholly within 12" of this unit to be the target, then 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.

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

Effect: Each time an enemy unit is destroyed by a combat attack made by a friendly OGOR MAWTRIBES unit wholly within 18" of this unit, give this unit a grisly remains point, to a maximum of 3.

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


OGOR MAWTRIBES WARSCROLL
Tyrant
6"
8
4+
5
The leaders of the warglutts are known simply as Tyrants. That title is well earned, for they rule with an iron fist – often quite literally. Every one of them relishes the act of beating those who challenge them and eating the remains; no ogor stays on the top of the gigantic, fleshy heap for long without committing egregious amounts of physical harm. Sometimes they just roar, compelling those around them to do their bidding with bellowed threats and blasting them with foul-smelling breath. In battle, a Tyrant holds the line with their meaty, grasping arms as much as with any kind of tactical ability. The weapons used by Tyrants are usually as heavy as their owners. The thundermace is a great example: a giant black-iron tenderiser so imbued with the earthy magic of the ogors that it can send tremors through the ranks of the foe. There is also the long, stout polearm called a beastskewer glaive, often nicknamed a ‘Big Spike’. This giant spear is capable of slashing open the guts of a Ghurish monstrosity; often a Tyrant will rush under a lumbering behemoth and slice it open along its length before feasting on the drizzling innards and offal that falls into their waiting mouth.
OGOR MAWTRIBES WARSCROLL
Tyrant
RANGED WEAPONS
RngAtkHitWndRndDmg
Ogor Pistols [Shoot in Combat]
Ogor Pistols
Shoot in Combat
10"24+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Thundermace [Crit (Mortal)]
Thundermace
Crit (Mortal)
34+2+23
Beastskewer Glaive [Anti-MONSTER (+1 Rend)]
Beastskewer Glaive
Anti-MONSTER (+1 Rend)
24+2+12
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 Bloodpelt Hunter, Any OGOR MAWTRIBES

Passive
BRAWLERGUTS: Combining brutish strength with devastating bulk, this ogor enters combat like an avalanche.

Effect: Add 1 to the D3 roll made when this unit uses the ‘Trampling Charge’ ability.

Your Hero Phase
BULLY OF THE FIRST DEGREE: Tyrants use constant violence to help them maintain an iron rule, and they never let their underlings forget it.

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

Effect: Add 3 to the target’s control score until the start of your next turn.

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


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
BATTLE PROFILE

Unit Size: 1      Points: 150
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
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.

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
BUSHWAKKA’S TRAPS: 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.

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
The ground shakes and turns white as if in fear as the Frostlord’s massive steed lumbers forward. Even over the howling gales, the roaring, bellowing voice of this great-bellied champion booms out, shaking icicles from the overhangs of nearby cliffs. They are the most cold-hearted and stony of all the Beastclaw Raiders, and at their command are cities cast down and former paradises frozen over. Any Frostlord worth their salt will have conquered a massive, hairy beast of the mountains with which to lead the charge. They have a natural affinity with Stonehorns and Thundertusks – both breeds so powerful they can stamp an ogor into the ground. The Stonehorn is a monster with a skeleton of living stone. Its skull-like face has most of the flesh and skin battered from it before full adulthood, and its granite-tough horns are bladed and edged like knapped flint. The Beastclaw ogors make great use of Stonehorns as linebreakers and battering rams. They value them not for the king’s ransom of jewels that can be found in their guts but simply for their raw and undeniable stompiness.
OGOR MAWTRIBES WARSCROLL
Frostlord
on Stonehorn
MELEE WEAPONS
AtkHitWndRndDmg
Stonehorn’s Rock-hard Horns [Charge (+1 Damage), Companion]
Stonehorn’s Rock-hard Horns
Charge (+1 Damage), Companion
64+2+23
Frost Spear [Charge (+1 Damage)]
Frost Spear
Charge (+1 Damage)
44+2+22
Stonehorn’s Hooves [Companion]
Stonehorn’s Hooves
Companion
D64+2+1D3
BATTLE PROFILE

Unit Size: 1      Points: 320
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Voice of the Everwinter, 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 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
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 phase, pick an enemy unit within 1" of it to be the target.

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

Passive
FROST SPEAR: Blessed by the Everwinter, the bite of this ogor’s Frost Spear chills the enemy with crippling cold.

Effect: If any damage points are allocated to an enemy HERO or MONSTER by attacks made with this unit’s Frost Spear, subtract 1 from the Attacks characteristic of that enemy unit’s melee weapons until the start of your next turn.

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


OGOR MAWTRIBES WARSCROLL
Frostlord
on Thundertusk
10"
15
4+
10
The ground shakes and turns white as if in fear as the Frostlord’s massive steed lumbers forward. Even over the howling gales, the roaring, bellowing voice of this great-bellied champion booms out, shaking icicles from the overhangs of nearby cliffs. They are the most cold-hearted and stony of all the Beastclaw Raiders, and at their command are cities cast down and former paradises frozen over. Any Frostlord worth their salt will have conquered a massive, hairy beast of the mountains with which to lead the charge. They have a natural affinity with Stonehorns and Thundertusks – both breeds so powerful they can stamp an ogor into the ground. The Thundertusk is a true force of destruction. Its enormous, jutting tusks, already formidable even before plates of spiked metal are bolted to their edges, are strong enough to batter apart a cogfort. The beast’s signature attack, however, is the spherical blast of ice it spits from its gullet, a boulder-sized projectile that can freeze enemy warriors solid in an instant. This is highly gratifying for the ogors; not only is each blast a decisive blow against the foe, but it also leaves their cadavers frozen and ready to be retrieved at leisure.
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: 300
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Voice of the Everwinter, 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 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. On a 3+, roll a dice for each model in the target unit. For each 5+, inflict 1 mortal damage on the target.
KEYWORDSRAMPAGE

Once Per Battle (Army), Your Charge Phase
BELLOWING VOICE: With their booming voice, the Frostlord signals the hunt.

Declare: Pick any number of friendly BEASTCLAW RAIDERS units wholly within 12" of this unit to be the targets.

Effect: Each target can add 1 to the D3 roll made if that unit uses the ‘Trampling Charge’ ability this turn.

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


OGOR MAWTRIBES WARSCROLL
Huskard
on Stonehorn
10"
14
4+
10
All across the realms, the people of the mountains have learnt to fear the Huskards, for they bring with them a snowstorm so merciless that it can devour the sun and tear flesh from bone. When the Everwinter rages, Huskards pray to its arctic sentience, channelling an aspect of the Gulping God’s power. The roaring of the blizzard then intensifies, surrounding the chanter with a swirling white aura. Creatures of the Everwinter lope to join them, a fell light glowing in their eyes. The wind drives the Huskard’s beasts on and lends them a fierce primal strength. Even the storm joins in the violence, head-sized chunks of ice raining down to hammer and pulverise those who earn the Huskard’s wrath. The Stonehorn is a monster with a skeleton of living stone. Its skull-like face has most of the flesh and skin battered from it before full adulthood, and its granite-tough horns are bladed and edged like knapped flint. The Beastclaw ogors make great use of Stonehorns as linebreakers and battering rams. They value them not for the king’s ransom of jewels that can be found in their guts but simply for their raw and undeniable stompiness.
OGOR MAWTRIBES WARSCROLL
Huskard
on Stonehorn
RANGED WEAPONS
RngAtkHitWndRndDmg
Blood Vulture
Blood Vulture24"12+3+-1
Harpoon Launcher
Harpoon Launcher18"14+3+1D3
Chaintrap [Anti-MONSTER (+1 Rend)]
Chaintrap
Anti-MONSTER (+1 Rend)
12"14+3+13
MELEE WEAPONS
AtkHitWndRndDmg
Stonehorn’s Rock-hard horns [Charge (+1 Damage), Companion]
Stonehorn’s Rock-hard horns
Charge (+1 Damage), Companion
64+2+23
Stonehorn’s Hooves [Companion]
Stonehorn’s Hooves
Companion
D64+2+1D3
Punches and Kicks
Punches and Kicks34+2+-1
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any BEASTCLAW RAIDERS
Notes: This HERO can join an eligible regiment as a Voice of the Everwinter.

This unit is armed with Punches and Kicks, Stonehorn’s Rock-hard Horns, Stonehorn’s Hooves 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 Stonehorn’s Rock-hard Horns 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
EVERWINTER’S GOAD: This ogor’s Stonehorn unleashes a mighty roar that drives nearby monsters into a frenzy.

Declare: Pick each friendly and enemy MONSTER within this unit’s combat range to be the targets.

Effect: Roll a dice for each target. On a 3+:
  • If the target is a friendly OGOR MAWTRIBES 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 attacks made with its Companion weapons for the rest of the turn.
KEYWORDSRAMPAGE

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


OGOR MAWTRIBES WARSCROLL
Huskard
on Thundertusk
10"
14
4+
10
All across the realms, the people of the mountains have learnt to fear the Huskards, for they bring with them a snowstorm so merciless that it can devour the sun and tear flesh from bone. When the Everwinter rages, Huskards pray to its arctic sentience, channelling an aspect of the Gulping God’s power. The roaring of the blizzard then intensifies, surrounding the chanter with a swirling white aura. Creatures of the Everwinter lope to join them, a fell light glowing in their eyes. The wind drives the Huskard’s beasts on and lends them a fierce primal strength. Even the storm joins in the violence, head-sized chunks of ice raining down to hammer and pulverise those who earn the Huskard’s wrath. The Thundertusk is a true force of destruction. Its enormous, jutting tusks, already formidable even before plates of spiked metal are bolted to their edges, are strong enough to batter apart a cogfort. The beast’s signature attack, however, is the spherical blast of ice it spits from its gullet, a boulder-sized projectile that can freeze enemy warriors solid in an instant. This is highly gratifying for the ogors; not only is each blast a decisive blow against the foe, but it also leaves their cadavers frozen and ready to be retrieved at leisure.
OGOR MAWTRIBES WARSCROLL
Huskard
on Thundertusk
RANGED WEAPONS
RngAtkHitWndRndDmg
Blood Vulture
Blood Vulture24"12+3+-1
Harpoon Launcher
Harpoon Launcher18"14+3+1D3
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
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: 270
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any BEASTCLAW RAIDERS
Notes: This HERO can join an eligible regiment as a Voice of the Everwinter.

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), Any Combat Phase
FREEZING AURA: Winter storms gather about this Huskard, freezing and slowing those foolish enough to close in on them on foot.

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

Effect: Roll a dice. Add 1 to the roll if the target had STRIKE-LAST as a result of this ability in the previous turn. On a 4+, the target has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

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


OGOR MAWTRIBES WARSCROLL
Kragnos
the End of Empires
10"
18
4+
15
One of the most destructive races to have ever lived, the Drogrukh were centauroid warriors who built a great nation in the Realm of Beasts. From their number rose a champion so powerful that he ascended to godhood: Kragnos, the End of Empires. Having led his people in warfare against a draconic empire that left the Drogrukh all but extinct, Kragnos was sealed away for the protection of the realms – only to be freed centuries later. Though he currently wages a protracted war in the Realm of Life, Kragnos can still be drawn to battle by the most ferocious fighting, his arrival announced by the smashing of enemy lines and the crushing of foes under his thunderous hooves. Already a natural disaster made manifest, Kragnos’s rampages are further augmented by his legendary armaments. The shield Tuskbreaker is said to have been cast aside by Gorkamorka himself, deity of the orruks and other brutish beings. The spells of enemy mages break instantly upon its surface, supposedly due to the residual divine essence that suffuses it. The Dread Mace, Kragnos’s massive studded club, is powerful enough to shatter walls of solid rock. Legends say that Kragnos retrieved the weapon’s head from an ancient geomantic nexus, and that it is infused with Ghur’s own destructive animus.
OGOR MAWTRIBES WARSCROLL
Kragnos
the End of Empires
MELEE WEAPONS
AtkHitWndRndDmg
The Dread Mace
The Dread Mace63+2+34
Hooves of Wrack and Ruin
Hooves of Wrack and Ruin63+2+12
Tuskbreaker [Crit (2 Hits)]
Tuskbreaker
Crit (2 Hits)
34+2+2D3
BATTLE PROFILE

Unit Size: 1      Points: 580
Base size: 130mm
Can be reinforced: No
Regiment Options: Any OGOR MAWTRIBES

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

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).

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.

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.

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

Beast


OGOR MAWTRIBES WARSCROLL
Frost Sabres
9"
3
6+
1
A Frost Sabre is far more than a big cat, for it is blessed by the Everwinter and has ice magic in its blood. These great felines do not exude heat, and they can pursue prey for hours without exhaling so much as a single telltale puff of condensation. This, combined with their natural stealth and cunning, makes them excellent hunting companions for the ogors. They are capable of outpacing even an Ymetrican stallion over short distances, and they are strong enough to drag down a juvenile rhinox. Once they have sunk their claws in a meal-to-be, their distinctive, curving tusks finish the job, sinking into the prey’s jugular or other vulnerable spot. Icebrow Hunters often train one or more Frost Sabres, usually from birth, to aid them in their more challenging hunts. Some of the most ambitious ogors make use of entire prides of such creatures, using them to shepherd prey into the path of their tribe. Of course, training these animals to give up their kills is often the biggest challenge of handling them – more than one incautious ogor seeking a greater share of the meat has been ripped apart by these beasts once their hunger has been stoked.
OGOR MAWTRIBES WARSCROLL
Frost Sabres
MELEE WEAPONS
AtkHitWndRndDmg
Tusks and Claws
Tusks and Claws34+3+11
BATTLE PROFILE

Unit Size: 2      Points: 70
Base size: 60 × 35mm
Can be reinforced: Yes

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

Passive
HUNTERS OF THE FROZEN WILDS: The 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
DESTRUCTION, OGOR MAWTRIBES, BEASTCLAW RAIDERS

Cavalry


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

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

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

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

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

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

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

KEYWORDS
CAVALRY, CHAMPION, MUSICIAN (1/4), STANDARD BEARER (1/4)
DESTRUCTION, OGOR MAWTRIBES, OGOR, BEASTCLAW RAIDERS

Infantry


OGOR MAWTRIBES WARSCROLL
Gnoblars
5"
1
6+
1
A Gnoblar is a type of grot – small, weedy and green with an outsized nose, wide ears and an overdeveloped sense of spite. Unlike their sneaky cousins, these creatures rely on their ingenuity on the battlefield, as well as their talent for jury-rigging the ogors’ blackpowder weapons. On their own merit, a Gnoblar is unlikely to survive for long. By entering a loose symbiotic relationship with an ogor, they at least have a fearsome creature to hide behind. Moreover, an ogor tribe generates a colossal amount of waste: weapons too small to use, pieces of torn armour, and sometimes even treasure. There’s nothing a Gnoblar likes more than a bit of looting, as all too often the ogors pass over something of genuine worth in their haste to eat the flesh of the fallen. Long ago, after an era of war at the hands of the orruk warclans, the Gnoblars allied with the ogor race – as long as the Gnoblars did all their dirty work for them, the ogors promised not to eat them unless they were really hungry. It was a one-sided bargain, for the Gnoblars work tirelessly yet still get thrown around and stuffed in the cookpot. However, it has seen these little horrors thrive – they are now present in nearly every ogor mawtribe across the realms.
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: 110
Base size: 25mm
Can be reinforced: Yes

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 within 6" of this unit and that used a MOVE ability this turn to be the target. You cannot pick the same unit to be the target of this ability more than once per turn.

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
Gorger Mawpack
6"
5
6+
2
It takes a great deal to scare the brutish ogors, who can carve through thinling foes as easily as an axe through flesh. Yet as they sit around their cookfires, they trade hushed warnings of what happens to those who dare anger the Gulping God. Should an ogor fail to pay gory tribute, they will find their body fat wasting away and all feelings of satiation evaporating into bottomless hunger. This affliction is known as the Empty Belly curse, and those who suffer from it are known as Gorgers, so desperate is their unending desire to feed. Gorger Mawpacks trail behind their ogor brethren on the hunt, ripping apart and slurping up discarded offal like rabid hounds. Their curse has devolved them into slavering creatures that communicate in grunts and howls. Many exhibit fingernails that have long since distended into claws, allowing them to attack with quick, wide swipes that cut straight to the bone. They often struggle to tell friend from foe; to them, anyone who competes for their prey is an enemy – leading them even to consume other Gorgers. The only beings these creatures seem to listen to are the ogor Butchers, for these gastromantic shamans enjoy feeding the Gorgers everything from leftovers to bold new recipes.
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.

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.

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

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


OGOR MAWTRIBES WARSCROLL
Icefall Yhetees
6"
4
6+
1
In the depths of the blizzard, long-limbed creatures howl. These are the Icefall Yhetees, monstrous, shaggy-furred humanoids whose affinity with arctic climes runs so deep that their blood is icy and their breath freezing cold. For time immemorial, these strange beasts have loped alongside the ogor tribes, especially those of the Beastclaw Raiders. After all, both breeds prize the act of glutting themselves on meat as often as possible. It is rumoured that Yhetees are ogors who long ago adapted to the conditions of the harshest regions of the Mortal Realms to become a new species entirely. Some ogors maintain that they clamber from the hearts of the greatest glaciers, born from the icy bones of the realms themselves. Whatever the truth, the Yhetees will not speak of it, preferring to hunt in silence. When the enemy seeks to escape or outflank the ogor battleline, it is the Yhetees who suddenly leap from the swirling white mist to fall upon them. Whether slashing and gouging with icy claws or swinging their ice-encrusted weapons wildly, the creatures wreak havoc among the foe.
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: 100
Base size: 50mm
Can be reinforced: Yes

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 into combat.

KEYWORDS
INFANTRY, WARD (6+)
DESTRUCTION, OGOR MAWTRIBES, BEASTCLAW RAIDERS


OGOR MAWTRIBES WARSCROLL
Ironguts
6"
4
5+
2
Should an ogor survive long enough, they will eventually amass enough status and equipment to rise through the tribe’s ranks. Provided they earn the favour of their Tyrant, these chosen few become Ironguts, their leader’s dedicated bodyguards. These are the biggest, hardest and gnarliest of all the warglutt’s ogors save the chieftain himself, and each is a veteran of more battles than they can count. While ogors are not much good at counting, those who insist that an Irongut prove their right to the title soon find that one good wallop is all it takes to straighten the matter out. The weapons of choice for these battle-scarred veterans are usually at least as long as they are tall: twelve-foot clubs of stone and iron, battered and blunted scimitars that can fell a gnarloak with a few swipes, and billhooks perfect for slicing open the bellies of mammoths. The gut-plates they wear tend to be more ornate than those of the Gluttons, and it is common practice for Ironguts to strap shields and bucklers taken from their downed foes to their torsos. These trophies are a welcome sign to their allies should a battle be going badly – for when the Ironguts smash into the press of battle, they can turn the tide of a fight all by themselves.
OGOR MAWTRIBES WARSCROLL
Ironguts
MELEE WEAPONS
AtkHitWndRndDmg
Irongut Weapon
Irongut Weapon34+2+23
BATTLE PROFILE

Unit Size: 4      Points: 240
Base size: 40mm
Can be reinforced: Yes

Once Per Battle, Any Combat Phase
DOWN TO THE IRONGUTS: It is not often that a mawtribe’s battleline falters, but if it does, the Tyrant will call upon their Ironguts to turn the battle back in their favour.

Effect: This unit can use 2 FIGHT abilities this phase. After the first is used, however, this unit has STRIKE-LAST for the rest of the turn.

Passive
PROTECT THE TYRANT: Ironguts have risen through the tribe’s ranks not only by amassing status and equipment but also by earning the favour of their Tyrant.

Effect: While this unit is within the combat ranges of any friendly Tyrants, both this unit and those Tyrants have WARD (6+).

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/4), STANDARD BEARER (1/4)
DESTRUCTION, OGOR MAWTRIBES, OGOR, GUTBUSTERS


OGOR MAWTRIBES WARSCROLL
Leadbelchers
6"
4
5+
2
The cannon is a weapon that speaks deeply to the ogor soul – it is heavy, blunt and fully capable of splattering someone’s guts across the ground with a single shot. No one really knows when ogors first picked up the cannons of their enemies, let alone how they learned how to fire them. Gnoblars were likely involved in teaching the finer points, or perhaps a leap of destructive genius was gifted to them by the Gulping God. Whatever the reason, a certain breed of ogor soon became besotted with the sheer carnage they could cause with their new toys, and they came to be known as Leadbelchers. Whenever a town or settlement is sacked, Leadbelchers hog as much blackpowder as they can. Finding actual cannonballs proves a lot harder, for handguns are a lot more common than artillery in the armies of men and even duardin. To make up for this, Leadbelchers stuff discarded weapons into the barrels of their cannons – when the blackpowder detonates, these are fired with terrific force into the ranks of the foe, often causing even more damage than a cannonball by shredding a wide spread of victims. Better yet, once the powder has run dry and the ogors have closed in, those cast-iron cannons make for excellent clubs…
OGOR MAWTRIBES WARSCROLL
Leadbelchers
RANGED WEAPONS
RngAtkHitWndRndDmg
Leadbelcher Gun
Leadbelcher Gun15"D34+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Bludgeoning Blows
Bludgeoning Blows24+2+-2
BATTLE PROFILE

Unit Size: 4      Points: 150
Base size: 40mm
Can be reinforced: Yes

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.

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

Effect: This unit has up to 2 Powder Gnoblar tokens. 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 random characteristic roll for this unit’s Attacks characteristic. If a random characteristic roll re-rolled in this manner is 1, remove 1 of this unit’s Powder Gnoblars from the battlefield.

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


OGOR MAWTRIBES WARSCROLL
Maneaters
6"
4
5+
2
There is, in the heart of all ogors, a desire to travel the realms and scoff down as many interesting types of grub as they can find. Those who succumb to this urge are known as Maneaters. They are the explorers of their kind, those who left the Mawpath of their kin and went their own way – sometimes with a couple of likeminded ogors in tow – to make a pilgrimage across the lands. As they let their gut lead them hither and yon, they will usually offer their services as mercenaries to those forces they encounter upon the way, fighting alongside a wide variety of nations and tribes and often adopting the fighting styles of their new-found paymasters in primitive cultural mimicry. Eventually, they will return home as their realm-spanning wanderlust leads them full circle – though they never stop trying to kill as many different types of enemy as they can. Many of the oldest Maneaters are considered to be all talk, their boasts of ravaging the lands and seas of every realm highly unlikely – but lay such an accusation at their door and you might just find a pistol barrel the size of a chair leg ensuring you lose your head a hair trigger after they lose their temper.
OGOR MAWTRIBES WARSCROLL
Maneaters
RANGED WEAPONS
RngAtkHitWndRndDmg
Pistols or Throwing Weapons [Shoot in Combat]
Pistols or Throwing Weapons
Shoot in Combat
10"13+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Maneater Weapons
Maneater Weapons44+2+12
BATTLE PROFILE

Unit Size: 3      Points: 160
Base size: 50mm
Can be reinforced: Yes

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


OGOR MAWTRIBES WARSCROLL
Ogor Gluttons
6"
4
5+
2
The blubbery mass of each ogor warglutt is composed of Gluttons. These ravenous warriors have a very straightforward approach to warfare, in that they usually just barrel straight forward and meet whatever is in front of them head-on. By banding together into one vast, stinking scrum of flesh, their mass is roughly that of a herd of rhinoxen. They ensure the enemy is knocked reeling even before they bring their clubs, fists and heads to bear. The ever-useful gut-plate plays a big part in this, for with the weight of the ogor concentrated behind a stout metal disc, the effect of a charging Glutton is much like that of a rampaging bull. Even if they are charging a spear-wall, they will still barge forward without hesitation; an ogor’s skin, fat, muscle and bone is so dense that most polearms will break in two rather than impale them. When Gluttons hit home, their foes are crushed bodily into the ranks of their fellows. The ogors capitalise on their crashing charge, staving in ribcages with their clubs and hacking clean through limbs with their oversized, rust-pitted blades. Should any be left standing, the Gluttons will lunge forward to crush enemy skulls with one almighty head-shattering bite.
OGOR MAWTRIBES WARSCROLL
Ogor Gluttons
MELEE WEAPONS
AtkHitWndRndDmg
Glutton Weapons
Glutton Weapons44+2+12
BATTLE PROFILE

Unit Size: 6      Points: 240
Base size: 40mm
Can be reinforced: Yes

Passive
INSATIABLE GLUTTONY: Once Gluttons have started eating, it is nearly impossible to shift them.

Effect: If you have used the ‘Feast on Flesh’ ability this battle, add 1 to the control score of this unit for each model in this unit.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/6), STANDARD BEARER (1/6)
DESTRUCTION, OGOR MAWTRIBES, OGOR, GUTBUSTERS

Monster


OGOR MAWTRIBES WARSCROLL
Stonehorn Beastriders
10"
14
4+
10
The Stonehorn is a monster with a skeleton of living stone. Its skull-like face has most of the flesh and skin battered from it before full adulthood, and its granite-tough horns are bladed and edged like knapped flint. The Beastclaw ogors make great use of Stonehorns as linebreakers and battering rams. They value them not for the king’s ransom of jewels that can be found in their guts but simply for their raw and undeniable stompiness. It is common for a pair of ogors to tie ropes, timber and animal furs to a Stonehorn’s back so that it can carry them into battle atop a double throne of sorts. Owing to their looming vantage point, the riders usually either hunt with spring-jawed chaintraps, which they use to grab their prey and haul it up to be eaten; harpoon launchers the size of artillery pieces; or trained blood vultures that soar forth to peck at the eyes of the ogors’ foes. All Stonehorns are prized by the ogors – any creature that can barge through a duardin hold or shatter the bones of a Mega‑Gargant with a single charge has to be worthy of serious respect.
OGOR MAWTRIBES WARSCROLL
Stonehorn Beastriders
RANGED WEAPONS
RngAtkHitWndRndDmg
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
Stonehorn’s Rock-hard Horns [Charge (+1 Damage), Companion]
Stonehorn’s Rock-hard Horns
Charge (+1 Damage), Companion
64+2+23
Punches and Kicks
Punches and Kicks64+2+-1
Stonehorn’s Hooves [Companion]
Stonehorn’s Hooves
Companion
D64+2+1D3
BATTLE PROFILE

Unit Size: 1      Points: 270
Base size: 120 × 92mm
Can be reinforced: No

This unit is armed with a Harpoon Launcher, Punches and Kicks, Stonehorn’s Rock-hard Horns, Stonehorn’s Hooves and 1 of the following options:
  • Chaintrap
  • Blood Vulture

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

Once Per Turn (Army), Any Combat Phase
STONEHORN AVALANCHE: With hearty roars, the Beastriders pick their target and send their Stonehorn crashing forward with the force of a mountain’s worth of snow and rock.

Effect: If this unit charged this turn, roll a dice. On a 3+, when this unit makes a pile-in move this phase, add D6" to the distance it can move.
KEYWORDSRAMPAGE

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.

KEYWORDS
MONSTER
DESTRUCTION, OGOR MAWTRIBES, OGOR, BEASTCLAW RAIDERS


OGOR MAWTRIBES WARSCROLL
Thundertusk Beastriders
10"
14
4+
10
The Thundertusk is a true force of destruction. Its enormous, jutting tusks, already formidable even before plates of spiked metal are bolted to their edges, are strong enough to batter apart a cogfort. The beast’s signature attack, however, is the spherical blast of ice it spits from its gullet, a boulder-sized projectile that can freeze enemy warriors solid in an instant. This is highly gratifying for the ogors; not only is each blast a decisive blow against the foe, but it also leaves their cadavers frozen and ready to be retrieved at leisure. The ice magic that runs in a Thundertusk’s veins gives it an aura of cold that will numb anything without a robust constitution merely through proximity – enemies fumble their swords from frostbitten fingers even as their breath catches ice-cold in their lungs. Sitting astride one is well worth the cold-deadened buttocks that follow, for the creature gives its rider – or riders, if more than one dares the climb – a great vantage point from which to pick their next kill. Better yet, with its flanks so cold, the creature can be strapped with stowage to keep raw meat and choice cuts frozen for as long as needed.
OGOR MAWTRIBES WARSCROLL
Thundertusk Beastriders
RANGED WEAPONS
RngAtkHitWndRndDmg
Harpoon Launcher
Harpoon Launcher18"14+3+1D3
Blood Vulture
Blood Vulture24"12+3+-1
Chaintrap [Anti-MONSTER (+1 Rend)]
Chaintrap
Anti-MONSTER (+1 Rend)
12"14+3+13
Ice Blast [Companion]
Ice Blast
Companion
12"14+2+1D3+2
MELEE WEAPONS
AtkHitWndRndDmg
Thundertusk’s Colossal Tusks [Anti-INFANTRY (+1 Rend), Companion]
Thundertusk’s Colossal Tusks
Anti-INFANTRY (+1 Rend), Companion
34+2+15
Punches and Kicks
Punches and Kicks64+2+-1
BATTLE PROFILE

Unit Size: 1      Points: 220
Base size: 120 × 92mm
Can be reinforced: No

This unit is armed with an Ice Blast, Harpoon Launcher, Punches and Kicks, Thundertusk’s Colossal Tusks, and 1 of the following options:
  • Chaintrap
  • 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), End of Any Turn
EVERWINTER’S ASSAULT: The enemy are left scattered and reeling before the combination of the Thundertusk’s charge and the great missiles loosed by its riders, forced to give ground until they can regather their wits.

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:
  • If the target is a MONSTER, subtract 3 from its control score.
  • If the target is a non-MONSTER unit, subtract 5 from its control score.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER
DESTRUCTION, OGOR MAWTRIBES, OGOR, BEASTCLAW RAIDERS

War Machine


OGOR MAWTRIBES WARSCROLL
Gnoblar Scraplauncher
9"
9
4+
2
The Scraplaunchers favoured by groups of Gnoblars are haphazard constructions of wood, horn and metal hauled by angry rhinoxen. The concept behind these peculiar catapults is to sling a barrelful of loot and weaponry taken from previous conquests – after all, the weapons of humans, aelves and duardin are too large for Gnoblars to wield and too small for ogors to do anything more than use them as backscratchers. Thus, the Gnoblars ‘give ’em back’ in the most violent way they can by launching them at high speed towards the enemy. It is not only weapons that are fired from a Scraplauncher but also shields, horseshoes, cutlery, jars of poison, bits of armour and even the odd captive. The entire mass is flung high into the air before dropping down amongst the enemy to impale, sever and score the odd kill. At first glance, the horde of Gnoblars that ride these Scraplaunchers are a rowdy mob of pint-sized idiots wielding broken bottles, blunted hatchets and the odd sharpened implement. Yet one should not underestimate their good aim when it comes to the business of pelting the enemy with scrap metal, or their ramshackle, underdog ingenuity.
OGOR MAWTRIBES WARSCROLL
Gnoblar Scraplauncher
RANGED WEAPONS
RngAtkHitWndRndDmg
Piles of Old Scrap [Anti-INFANTRY (+1 Rend), Crit (Auto-wound)]
Piles of Old Scrap
Anti-INFANTRY (+1 Rend), Crit (Auto-wound)
24"3D64+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Rhinox’s Sharp Horns [Companion]
Rhinox’s Sharp Horns
Companion
24+2+1D3
Scrappers’ Stabbers
Scrappers’ Stabbers75+5+-1
BATTLE PROFILE

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

Your Shooting Phase
RAIN OF SCRAP: Salvaged weapons and shards of metal rain down upon the enemy, forcing them to take cover or dodge out of the way.

Declare: Pick an enemy unit that had any models slain this turn by this unit’s shooting attacks to be the target.

Effect: Subtract 1 from hit rolls for the target’s attacks for the rest of the turn.

Your Shooting Phase
LOAD IT UP!: Gnoblars close to a Scraplauncher will diligently scavenge any nearby scrap to pile upon the catapult. After all, looking busy is a good way to avoid getting stepped on by an angry ogor!

Effect: If this unit is within the combat range of a friendly Gnoblars unit, this unit’s shooting attacks score critical hits on unmodified hit rolls of 5+ until the start of your next turn.

KEYWORDS
WAR MACHINE
DESTRUCTION, OGOR MAWTRIBES, RHINOX


OGOR MAWTRIBES WARSCROLL
Ironblaster
9"
9
4+
2
The titanic artillery pieces known as Ironblasters dwarf conventional cannons. The earliest examples were scavenged from the remains of a Ghyranite empire that hovered over the Scabrous Sprawl – these were the creations of the Sky- Titans, a race of gargants who made their home upon the metalith known as the Great Green Torc. Ogor legend has it that an ancient mawtribe climbed up to the Torc from the swampy lands below and declared war on the gargants they found there. The cannons of the Sky-Titans roared their wrath, their owners wading in with blade and fist, but in the end, it was not enough. One by one, they were toppled and devoured by those ancient ogors in a war above the clouds. The ogors have found that loading Ironblasters with conventional cannonballs – by the dozen, if possible – yields impressive results, with pillars of flame shooting from each discharge as heavy metal shot thunders in a devastating column of destruction. The gunners who crew these outrageous weapons are usually deaf, and so they watch like a hawk for their moment to discharge their prized artillery. Any who decide to attack the cannon before it can be reloaded are charged in turn by a badtempered rhinox and a roaring, indignant ogor.
OGOR MAWTRIBES WARSCROLL
Ironblaster
RANGED WEAPONS
RngAtkHitWndRndDmg
Ironblaster Cannon: Hail Shot
Ironblaster Cannon: Hail Shot12"84+3+12
Ironblaster Cannon: Big Shot
Ironblaster Cannon: Big Shot18"24+2+2D3+3
MELEE WEAPONS
AtkHitWndRndDmg
Rhinox’s Sharp Horns [Companion]
Rhinox’s Sharp Horns
Companion
24+2+1D3
Clubber
Clubber24+2+-2
BATTLE PROFILE

Unit Size: 1      Points: 200
Base size: 120 × 92mm
Can be reinforced: No

Passive
LETHAL PAYLOAD: An Ironblaster’s rifled barrel can be loaded with projectiles that fill its copious width or with several smaller cannonballs to cover a wider area.

Effect: Each time this unit uses a SHOOT ability, pick either the Big Shot or Hail Shot weapon characteristics for all the attacks it makes with its Ironblaster Cannon.

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

Faction Terrain


OGOR MAWTRIBES WARSCROLL
Great Mawpot
-
6
5+
0
To the ogors, the act of cooking is sacred. It makes the flesh of their victims into a true feast for the body and soul. Because of this, the most prized of all the tribe’s possessions is its Great Mawpot, a vast iron cauldron that is lugged around after the tribe and set up upon the battlefield so the Butcher can do their work. Shrine and cooking tool both, the Great Mawpot emanates waves of gastromantic magic when it is bubbling full of the meaty slop the Butchers call battlebroth. Enemy corpses swill amongst gallons of hot blood, the gizzards of Corpse-rippa Vulchas, spicy hearts of Seraphon spitter-beasts and much more. Thrumming with the power of Gorkamorka, the cauldron can even trap supernatural creatures made of ectoplasm. In times of battle, the Great Mawpot is set up behind the battleline and anchored in place. From here, the Butcher will send bowls of battlebroth via attendant Gnoblars to their mawtribe. The healing and invigorating effect of such a treat is undeniable: wounds reknit, torn blood vessels writhe back into place and even broken teeth sprout anew, ready once more to sink into the flesh of the foe.
OGOR MAWTRIBES WARSCROLL
Great Mawpot
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Impassable

Passive
GREAT MAWPOT: 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.

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

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

Effect: If an enemy model is slain within 6" of the Great Mawpot when it is empty, it becomes full.

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 friendly OGOR WIZARD within 3" of it to be the target.

Effect: Add 1 to the power level of the target for the rest of the turn.

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 friendly unit wholly within 18" of it. After you have done so, the Great Mawpot is empty.

KEYWORDS
FACTION TERRAIN
DESTRUCTION, OGOR MAWTRIBES


OGOR MAWTRIBES WARSCROLL
Mawpit
-
10
5+
0
When the mawtribes march out to battle, looking to sate their bloodlust as well as their hunger, the theatres of war are suffused with gastromantic magic. When the desire to consume reaches a fever pitch, the ground itself opens ravenously in response. The resultant Mawpits are living mouths that many Butchers believe to be a sign of the Gulping God’s favour. All are ringed by yellow-brown fangs and rancid flesh that constantly seeps a thick, gooey drool. Long, leathery tongues flick back and forth, tasting the air or whipping out to ensnare a passing morsel. Mawpits are omnivorous in the extreme and can grind up any material, be it flesh, bone, wood or metal. Yet such is their appetite that they soon devour everything within reach, at which point they begin to screech and howl like starving dogs – an unnatural sound unlikely to ever be forgotten by those who hear it. Mawpits require a never-ending tribute of fresh meat, and if they do not receive it, they will eventually return to the stone and mud from which they emerged. It is for this reason that ogors strive to ensure that the Mawpits are hurled lavish amounts of newly slain victims on a regular basis.
OGOR MAWTRIBES WARSCROLL
Mawpit
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Impassable, Unstable

Passive
ALTAR OF THE GULPING GOD: A Mawpit is a tooth-lined sinkhole in which the aggressive nature of Ghur has become manifest. They are used a places of worship by the ogors, who constantly hurl gory sacrifices into their chomping orifices.

Effect: While this terrain feature has a Head Butcher:

  • The Head Butcher cannot use MOVE abilities.
  • Instead of measuring range or visibility to the Head Butcher, measure to this terrain feature instead.
  • All attacks that would target the Head Butcher target this terrain feature instead.
  • If this terrain feature is destroyed, 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 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 or Slaughtermaster 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 ‘Altar of the Gulping God’).

Your Movement Phase
STEP AWAY FROM THE MAW: The Head Butcher descends from the platform.

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.

Any Hero Phase
THROAT OF GHUR: With a rumble, smaller Mawpits suddenly manifest beneath the feet of distant foes.

Declare: Pick up to 3 enemy units within 12" of this terrain feature, or within 18" if it has a Head Butcher, to be the targets.

Effect: Roll a D3 for each target. Add 1 to the roll if the target is more than 3" from all other enemy units. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.

KEYWORDS
FACTION TERRAIN
DESTRUCTION, OGOR MAWTRIBES

Regiment of Renown


REGIMENT OF RENOWN
Big Drogg Fort-Kicka
Of all of Behemat’s spawn, Gatebreakers are the most sinister, filled with the need to destroy. More specifically, these gargants harbour considerable ill will towards the metropolises raised by Sigmar’s folk. The sight of a glorious city, with its proud spires and resolute walls, awakens a bitter fury within these creatures. With a bellow of hate, a Gatebreaker advances on an enemy settlement without fear, shrugging off panicked arrows and cannon fire with little more than a malicious chuckle. Across the Prime Innerlands of Shyish, the name Big Drogg Fort-kicka is dreaded. Admittedly, this is as much for the Gatebreaker’s grievous halitosis – a side effect of eating decomposing corpses – as his skill at destroying cities. Drogg is known to many undead tyrants, who willingly offer him a portion of their servants to consume in return for his aid. Yet Drogg’s true goal has always been to get close enough to Nagash to clobber him in a show of strength. The Great Necromancer’s shattering at the hands of the Lumineth has set this plan back. Taking this as a personal insult, Drogg has vowed revenge. He eagerly hires his services out to any undead wishing to fight the aelves – and he has no shortage of clients.
REGIMENT OF RENOWN
Big Drogg Fort-Kicka

BATTLE PROFILE

Points: 450

Once Per Turn (Army), Any Combat Phase
GRIEVOUS HAILTOSIS: Drogg has dined well on the spoils of war, having smashed and eaten the contents of many a fortified town – yet he has never picked his teeth clean. His breath is so foul that it can stun an ox at ten paces.

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 6, inflict 1 mortal damage on the target.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.


REGIMENT OF RENOWN
Big Grikk’s Kruleshots
Grikk swears that the massive, jagged bolt that buried itself in the back of his boss’s Vulcha steed had nothing to do with him. Few believed the treacherous Big Shot, so Grikk quickly took leave of his clan, accompanied by a handful of crossbow-toting lackeys and some grots to drag his beloved killbow across the realms.
REGIMENT OF RENOWN
Big Grikk’s Kruleshots
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

The Beast-skewer Killbow in this Regiment of Renown has the HERO keyword.


BATTLE PROFILE

Points: 340

Once Per Turn (Army), Your Shooting Phase
SKEWER IT AGAIN!: Rather than gesture in the traditional way, Grikk uses his bolts to indicate which beastie he wants his ladz to bring down.

Declare: Pick an enemy MONSTER that had any damage points allocated to it this phase by a shooting attack made by the Beast-skewer Killbow in this Regiment of Renown. Then, pick any number of Man-skewer Boltboyz units in this Regiment of Renown to focus fire.

Effect: For the rest of the turn, add 1 to the Attacks characteristic of the ranged weapons used by the units you picked to focus fire but all of their attacks must target the enemy MONSTER you picked.


REGIMENT OF RENOWN
Braggit’s Bottle-Snatchaz
Braggit Big-Talka is a grot with many tales to tell. Some of them even contain a grain of truth. The Rabble-Rowza and his mates (not to mention their squiggly companions) are an unpredictable menace, arriving without warning in search of shiny bottles to snatch and pour their fungal potions into.
REGIMENT OF RENOWN
Braggit’s Bottle-Snatchaz
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 490

Your Hero Phase
7
SNEAKY DISTRACTION: The shaman’s unnaturally shrill cries and magical light-show hypnotically draw the attention of their foes.

Declare: Pick the Gobbapalooza in this Regiment of Renown to cast this spell, then make a casting roll of 2D6.

Effect: Until the start of your next turn, subtract 1 from hit rolls for attacks made by enemy units while they are wholly within 12" of the caster.
KEYWORDSSPELL, UNLIMITED

Deployment Phase
SUPER-SECRET TUNNELS: Rabble-Rowzas have a knack for locating hidden passages beneath the earth.

Declare: Pick a unit in this Regiment of Renown that has not been deployed.

Effect: Set up that unit in reserve in a super-secret tunnel. It has now been deployed.
KEYWORDSDEPLOY

Once Per Turn (Army), Any Movement Phase
SUDDEN EMERGENCE: Braggit and his ladz tend to turn up wherever they are least expected (and least desired).

Declare: If the Rabble-Rowza in this Regiment of Renown is in a super-secret tunnel, pick it to be the target.

Effect: Set up the target anywhere on the battlefield more than 9" from all enemy units. Then, set up all other friendly units that are in a super-secret tunnel within 3" of the target and more than 9" from all enemy units.


REGIMENT OF RENOWN
Bundo Whalebiter
Kraken-eater Mega-Gargants are irascible old souls who have seen it all. They find just as much satisfaction in watching the sun rise while seated atop their favourite rock as they do in destroying a village, and they crave the relief that only the sea can provide – as well as the bounty that washes up on its shores. Bundo Whalebiter is a legend along Ghur’s Coast of Tusks. He is that rarest of things, a gargant known for both brain and brawn, and has been ever since an encounter with ocean-dwelling aelves near the Icefangs. While pursuing the aelves – for the sight of their sea creatures flying about out of the water irritated him to no end – Bundo was distracted by a Fangmora Eel to which a glowing lantern had been attached. The gargant throttled the creature and took the trinket, hanging it from his ear as a fetching accoutrement. The aetherquartz in the lantern worked its magics upon Bundo, heightening his intellect such that he can now converse with shocking clarity for a gargant. As a result, Bundo has won many mercenary contracts by arguing the value in having colossal aid to call upon.
REGIMENT OF RENOWN
Bundo Whalebiter

BATTLE PROFILE

Points: 420

Once Per Turn (Army), Any Combat Phase
DEAD CUNNING, FOR A GARGANT: The aelven artefact hanging from Bundo’s ear has increased his intellect, giving him brains as well as brawn. He can be uncannily patient, knowing just where and when to strike to cause maximum havoc. Some say his hoard even contains strange papery things called ‘books’…

Effect: For the rest of the turn, add 1 to the Attacks characteristic of this unit’s weapons.

Then, roll a dice. On a 4+, this unit has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.


REGIMENT OF RENOWN
Enforcers of the Tithe
Unlike most undead, the Ossiarchs are willing to compromise – provided their tithe is not waylaid. Though they bear little trust for the forces of Chaos, a desperate or cunning general may be able to direct them towards a mutual foe. After all, the Bonereapers will happily harvest the corpses of both sides…
REGIMENT OF RENOWN
Enforcers of the Tithe

BATTLE PROFILE

Points: 510

Once Per Turn (Army), Any Combat Phase
COLLECT THE TITHE: Such is Arkhan’s command of necromancy that even magic withers in his presence.

Declare: Pick the Gothizzar Harvester in this Regiment of Renown to use this ability, then pick a NON-HERO INFANTRY unit (friendly or enemy) within its combat range to be the target.

Effect: Roll a dice. If the roll equals or exceeds the target’s Health characteristic, 1 model in the target unit is slain, then give the unit using this ability 1 bone-tithe point.

Your Hero Phase
7
SOUL TAX: Part of the Ossiarchs’ tithe is inevitably a portion of their allies’ souls.

Declare: Pick the Mortisan Ossifector in this Regiment of Renown to cast this spell, then:
  • Pick a friendly unit, excluding units in this Regiment of Renown, to be the target.
  • Pick a unit in this Regiment of Renown to be the recipient.

The target and the recipient must be wholly within 12" of and visible to the caster. Then, make a casting roll of 2D6.

Effect: Until the start of your next turn:
  • The target has a maximum control score of 1.
  • Add 1 to hit rolls and wound rolls for the recipient’s combat attacks.
KEYWORDSSPELL

Your Movement Phase
REBUILD ON THE MARCH: Ossiarch warconstructs can fashion new warriors at a fearsome rate if bone is in ample supply.

Declare: Pick the Gothizzar Harvester in this Regiment of Renown to use this ability if it has 6 bone-tithe points. Then, pick another unit in this Regiment of Renown that has been destroyed to be the target.

Effect: Reset the Gothizzar Harvester’s bone-tithe points to 0. Then, set up a replacement of the target unit with half the number of models (rounding up) wholly within 9" of the Gothizzar Harvester and more than 9" from all enemy units.


REGIMENT OF RENOWN
Exile Scavengers
His Endrineering commission revoked after repeated accusations of ‘unsanctioned resource sharing’, Gronn Ymorsson took matters into his own hands by bribing some Skywardens and stealing a Gunhauler, then fleeing the sky-port authorities before they noticed. He follows armies who can open the way to worthy treasure, swooping down to claim the loot when the coast is clear.
REGIMENT OF RENOWN
Exile Scavengers

BATTLE PROFILE

Points: 460

Deployment Phase
AN EYE FOR LOOT: The Exile Scavengers observe from above to locate the best spot to swoop in and ‘claim their fee’.

Declare: This ability must be used to deploy this Regiment of Renown.

Effect: Set up the units in this Regiment of Renown in reserve studying the battlefield. They have now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
SWOOP IN: Once the moment is right, Gronn and his crew strike hard and fast.

Declare: Pick the Grundstok Gunhauler in this Regiment of Renown to use this ability if it is studying the battlefield.

Effect: Set up the Grundstok Gunhauler on the battlefield more than 6" from all enemy units that have an artefact of power and more than 9" from all other enemy units. Then, set up all other units in this Regiment of Renown wholly within 3" of the Grundstok Gunhauler and more than 6" from all enemy units.

Once Per Turn (Army), Your Combat Phase
WHAT’S YOURS IS MINE: Gronn has always had a cavalier attitude when it comes to ownership.

Declare: Pick an enemy unit in combat with a unit in this Regiment of Renown to be the target. Then, pick an artefact of power the target has.

Effect: Roll a dice. Add 1 to the roll for each unit in this Regiment of Renown that is in combat with the target. On a 6+, the target no longer has that artefact of power.


REGIMENT OF RENOWN
Goroan Scions
The beasts known as ogroids were once the Goroans, a race of Destruction that fell to Chaos after orruks sacked their capital. But not every Goroan clan spat upon Gorkamorka; some stayed faithful, and they occasionally emerge to fight alongside their old kin. Their gifts of ‘flashy choppas’ is usually enough to banish any suspicion.
REGIMENT OF RENOWN
Goroan Scions
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 470

Once Per Turn (Army), Your Hero Phase
GOROAN FORGECRAFT: The Goroans were renowned for their skill at smithery, and even orruks will acknowledge their general killiness.

Declare: Pick a friendly DESTRUCTION HERO that is wholly within the combat range of a HERO in this Regiment of Renown to be the target.

Effect: On a 3+, add 1 to the Rend characteristic of the target’s melee weapons until the start of your next turn.

Your Hero Phase
7
BELLOW OF GORKAMORKA: Goroan shamans who maintain the old ways channel the sense-blasting roars of Gorkamorka through their magic.

Declare: Pick the Ogroid Thaumaturge in this Regiment of Renown to cast this spell, pick a visible enemy unit within 12" of them to be the target, then make a casting roll of 2D6.

Effect: The target has STRIKE-LAST until the start of your next turn. In addition, while the target has the BURNING keyword, subtract 1 from hit rolls for the target until the start of your next turn.
KEYWORDSSPELL


REGIMENT OF RENOWN
Nurgle’s Gift
Nurgle is a generous god, granting gifts even to those who deny their genius. It takes only one infected well, watering hole or imported keg for corruption to bite. At first, a warrior feels little but mild discomfort – but as the day of battle draws near, their suffering deepens, and an eager giggling echoes through the aether…
REGIMENT OF RENOWN
Nurgle’s Gift
ORGANISATION

Each unit in this Regiment of Renown has the NURGLE’S GIFT keyword.


BATTLE PROFILE

Points: 180
Notes: Each unit in this Regiment of Renown has the NURGLE’S GIFT keyword.

Deployment Phase
INCUBATION PERIOD: Nurgle’s gifts can incubate slowly within the afflicted, gaining a malign sentience.

Declare: This ability must be used to deploy this Regiment of Renown.

Effect: Set up the units in this Regiment of Renown in reserve festering within. They have now been deployed.
KEYWORDSDEPLOY

Passive
BURSTING WITH LIFE: Guts roil and buboes weep before cheering Nurglings burst forth from the slain.

Effect: If a friendly non-NURGLE’S GIFT unit would be destroyed, before the last model is removed from play, roll a dice. Add 1 to the roll for each other friendly non-NURGLE’S GIFT unit that has been destroyed this battle. On a 5+, pick a friendly unit that is festering within and set it up wholly within 6" of that model. It can be set up in combat.


REGIMENT OF RENOWN
Odo Godswallow
Beast-smashers are considered, even by other gargants, to be a touch mad. In truth, they are more susceptible to the energy of the Waaagh! than most of their kin. It stains their vision green and opens their souls to a rough elemental power, leading them to believe that they can hear Gorkamorka talking to them – or even that they are the god himself. Either way, their goal is the same: to slaughter great beasts, just as Gorkamorka once did. Odo Godswallow truly believes that he is Gorkamorka reborn. The energy of Kragnos’s return stirred him to a rampage, seeing him slaughter almost every monstrous beast along the Godswallow Delta. The shamanistic orruks that called the delta their home detected the touch of their god upon Odo and commanded their followers to mark his flesh with whirling green tattoos, the paint made from a mixture of beast blood, squig innards and crushed realmstone. The sacred warpaint seems to protect him just as it does the orruks. His legend has spread across Gallet; warclans travel for leagues to witness Da Living God in action, and Odo rarely fails to meet their barbarous expectations.
REGIMENT OF RENOWN
Odo Godswallow
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 420

Once Per Turn (Army), Any Combat Phase
MIGHTY WALLOPER: The great beasts of the Godswallow Delta are practically endangered species, for the crazed Odo spends almost every waking second relentlessly hunting them before grinding their bones and caving their skulls in brutal displays of violence.

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

Effect: Roll a dice. On a 3+, inflict an amount of mortal damage on the target equal to the roll.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.


REGIMENT OF RENOWN
One-eyed Grunnock
It does not matter to the Warstompers who is fighting or why; all they care about is finding a vicious scrap to lose themselves in. The charge of a Warstomper is akin to being hit by a roaring Chamonic steam-engine, and then the titan begins swinging their huge club, ploughing through enemy ranks with howls of battle‑joy. One-eyed Grunnock is truly infamous. Gargants far and wide tell of how he terrorised Ghurish Necrosia, battling the Ossiarch Bonereapers. To the Warstomper, the undead are perfect enemies that constantly attract new foes. He has violently thwarted the Bonereapers’ negotiations with other races on several occasions, most notably interrupting the signing of a treaty with a duardin fleet. Being pitched off the side of a mountain and forever burdened with a splitting headache was, admittedly, not part of Grunnock’s plan, but the chance to ensure that the fighting between the two forces would never end was worth it. For a time, Grunnock relentlessly hunted Kragnos, fearing that the Drogrukh deity would drive his undead prey from Ghur. Yet now Kragnos rampages in Ghyran, leaving Grunnock free to crush his favoured enemies once more.
REGIMENT OF RENOWN
One-eyed Grunnock

BATTLE PROFILE

Points: 410

Once Per Turn (Army), Any Combat Phase
SHAKE THE EARTH: Grunnock has learnt that the best way to break an enemy army is to send its soldiers flying. His signature move – leaping high before stomping down to cause a small earthquake – is feared for good reason.

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

Effect: Roll a D3. On a 2+:
  • Inflict an amount of mortal damage on the target equal to the roll. If the target is INFANTRY, double the amount of mortal damage inflicted.
  • Subtract 1 from hit rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.


REGIMENT OF RENOWN
Snerk’s Trogg-Fer-Hire
Having learned the Great Secret of mercenary work from a local Mega-Gargant, Snerk Mooneata decided to give it a go. Finding little success, the bossgrot took the next best option: periodically waking a surly troggoth and acting as the go-between for the beast. Snerk, of course, holds onto the troggoth’s half of the pay. For safekeeping.
REGIMENT OF RENOWN
Snerk’s Trogg-Fer-Hire

BATTLE PROFILE

Points: 250

Your Charge Phase
GO DAT WAY!: Snerk makes sure to give his troggoth mate a jab if they get distracted. Which they do. Often.

Declare: Pick the Dankhold Troggoth in this Regiment of Renown to be the target if it is within 12" of the Loonboss in this Regiment of Renown.

Effect: For the rest of the turn, the target can still use CHARGE abilities even if it used a RETREAT ability in the same turn.

Passive
TAKTIKAL COWERING: Snerk can usually be found hurling insults from behind his mate’s solid, regenerating body.

Effect: While the Loonboss in this Regiment of Renown is within the combat range of the Dankhold Troggoth in this Regiment of Renown:
  • That Loonboss has WARD (4+).
  • Each time you make a successful ward roll for that Loonboss, allocate 1 damage point to that Dankhold Troggoth after the damage sequence for that Loonboss has been resolved (ward rolls cannot be made for those damage points).


REGIMENT OF RENOWN
Stumblefoot Gargant
The rise of the Mega-Gargants has focused many of their smaller mates, but there are always some who loot great kegs of ale and get a bit carried away. Staggering across the land in a drunken stupor, these gargants just turn up on one side of the battlefield and canny commanders simply move their troops out of the way…
REGIMENT OF RENOWN
Stumblefoot Gargant

BATTLE PROFILE

Points: 180

Once Per Turn (Army), Any Shooting Phase
PROJECTILE VOMIT: Better out than in, as they say…

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn. Then, pick a point on the battlefield within 6" of this unit and pick all other units (friendly and enemy) within 3" of that point to be the targets.

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

Once Per Turn (Army), Any Combat Phase
BELLOWING MOCKERY: Drunken gargants often holler incoherent insults to aggravate and taunt.

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn, then pick an enemy unit within this unit’s combat range to be the target.

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

Once Per Turn (Army), Any Charge Phase
WHAT’RE YOU LOOKIN’ AT?: Bleary eyes narrowed, the gargant picks a fight with a cocky-looking target.

Declare: Pick this unit to use this ability if it charged this turn and has not used a RAMPAGE ability this turn. Then, pick an enemy unit within 9" of this unit to be the target.

Effect: Roll 2D6. This unit can move a number of inches equal to the roll. It can pass through enemy models and must end that move in combat with the target.
KEYWORDSRAMPAGE
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 GUTBUSTERS keyword is used in the following Ogor Mawtribes warscrolls:

• Butcher
• Tyrant
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 (such as named characters) may say that they can be added to the regiment of another HERO.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

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

• Butcher
• Tyrant

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

• Butcher
• Tyrant
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
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).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
Those HEROES can join an eligible regiment as a Voice of the Everwinter.

Infantry Hero
Monster Hero
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
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.

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).
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.
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
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.
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.
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 at the start of the phase, 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.

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

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

The MONSTER 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.
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:

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

The WARD 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 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.
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

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

21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

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

3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

The STANDARD BEARER keyword is used in the following Ogor Mawtribes warscrolls:

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.

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

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.
1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.

The FACTION TERRAIN keyword is used in the following Ogor Mawtribes warscrolls:

• Mawpit
Unstable
Models can move across but cannot be set up on or end any type of move on any part of this terrain feature that is more than 1" tall.
3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.

The MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:

Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.
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

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.

The warscrolls using DESTRUCTION and HERO keywords can be found in the following Factions:

Destruction: Bonesplitterz, Gloomspite Gitz, Ironjawz, Kruleboyz, Ogor Mawtribes, Sons of Behemat.

The DESTRUCTION and HERO keywords are used in the following warscrolls:

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