When the Ogor Mawtribes march to war, the ground shakes beneath a rolling avalanche of unwashed flesh. Living embodiments of gluttony, ogors worship the ever-hungry Gorkamorka, whom they call the Gulping God. By stuffing their gaping mouths with raw meat, bone and whatever else they can get their greedy hands on, they give praise to their ravenous deity.
This page contains all of the rules you need to field your Ogor Mawtribes miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:|
Show History | ||||
| Book | Kind | Edition | Last update | |
Ogor Mawtribes | ||||
Ogor Mawtribes | Battletome | 4 | July 2026 | |
Legends Warscrolls | ||||
Legends Warscrolls | Warscroll | 4 | October 2026 | |
Armies of Renown | ||||
Armies of Renown | Warscroll | 4 | October 2026 | |
Scourge of Aqshy - Ogor Mawtribes | ||||
Scourge of Aqshy - Ogor Mawtribes | Expansion | 4 | October 2026 | |
Battle Profiles | ||||
Battle Profiles | Rulebook | 4 | October 2026 | |
Rules Updates | ||||
Rules Updates | Rulebook | 4 | October 2026 | |
Regiments of Renown | ||||
Regiments of Renown | Warscroll | 4 | October 2026 | |
Sons of Behemat | ||||
Sons of Behemat | Battletome | 4 | September 2026 | |
Spearhead: Mawseeker Mob | ||||
Spearhead: Mawseeker Mob | Battletome | 4 | August 2026 | |
Battletome Supplement: Ogor Mawtribes | ||||
Battletome Supplement: Ogor Mawtribes | Supplement | 4 | July 2026 | |
Spearhead: Warglutt Marauders | ||||
Spearhead: Warglutt Marauders | Expansion | 4 | July 2026 | |
Spearhead: Ogor Mawtribes - Tyrant's Bellow | ||||
Spearhead: Ogor Mawtribes - Tyrant's Bellow | Expansion | 4 | April 2026 | |
Spearhead: Ogor Mawtribes - Scrapglutt | ||||
Spearhead: Ogor Mawtribes - Scrapglutt | Expansion | 4 | April 2026 | |
Disciples of Tzeentch | ||||
Disciples of Tzeentch | Battletome | 4 | February 2026 | |
Ossiarch Bonereapers | ||||
Ossiarch Bonereapers | Battletome | 4 | February 2026 | |
Grotmas Advent: Regiments of Renown | ||||
Grotmas Advent: Regiments of Renown | Warscroll | 4 | September 2025 | |
Flesh-eater Courts | ||||
Flesh-eater Courts | Battletome | 4 | August 2025 | |
Kharadron Overlords | ||||
Kharadron Overlords | Battletome | 4 | July 2025 | |
Cities of Sigmar | ||||
Cities of Sigmar | Battletome | 4 | July 2025 | |
Scourge of Ghyran - Ogor Mawtribes | ||||
Scourge of Ghyran - Ogor Mawtribes | Expansion | 4 | May 2025 | |
Gloomspite Gitz | ||||
Gloomspite Gitz | Battletome | 4 | March 2025 | |
Orruk Warclans | ||||
Orruk Warclans | Battletome | 4 | December 2024 | |
Ogor Mawtribes armies can use the following abilities:
End of Any Turn |
Once Per Battle (Army), Deployment Phase |
| KEYWORDS | DEPLOY |
Once Per Turn (Army), Any Charge Phase |
Your Movement Phase |
You can pick 1 of the following battle formations for a Ogor Mawtribes army. Each battle formation grants a different ability you can use in the battle.
| Name | Points |
| Hunger-Filled Tribe | 0 |
| Hinterland Hunters | 0 |
| Vanguard of the Mawpath | 0 |
| Maw-Cult Fanatics | 0 |
| Mawpath Menaces | 10 |
| Greedy Eaters | 10 |
Once Per Turn (Army), End of Any Turn |
| KEYWORDS | MOVE |
Passive |
Once Per Turn (Army), Any Charge Phase |
Once Per Turn (Army), End of Any Turn |
Mawpath Menaces Once Per Turn (Army), Enemy Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
Greedy Eaters Once Per Turn (Army), End of Any Turn |
Passive |
Passive |
Once Per Turn (Army), Any Combat Phase |
Deployment Phase |
Passive |
Once Per Battle (Army), Any Hero Phase |
Plunder of the Mawtribes Passive |
Passive |
Deployment Phase |
Big Names Passive |
Passive |
Once Per Battle, Deployment Phase |
Your Hero Phase | 6 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Your Hero Phase | 3 |
| KEYWORDS | PRAYER, UNLIMITED |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER |
Monstrous Traits are unique enhancements that can only be given to MONSTERS.
A unit can only have 1 Monstrous Trait.
Well-Fed Beasts Passive |
Any Combat Phase |
| KEYWORDS | RAMPAGE |
Enemy Charge Phase |
| KEYWORDS | RAMPAGE |
The Beastclaw Raiders are ogors who follow the old ways with thuggish devotion. In their eyes, everything ‘modern’ ogors value – prestige and infamy amongst the thinlings, strongholds stacked high with plunder, the ‘Great Secret’ of mercenary work – is a corruption. Theirs was the way long before other ogors began willingly embracing atavism.
When you pick the Ogor Mawtribes faction for your army, you can choose for it to be a Beastclaw Alfrostun Army of Renown. If you do so, use the faction rules on these pages instead of the Ogor Mawtribes faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the ALFROSTUN keyword.
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Passive |
Once Per Battle (Army), Deployment Phase |
Once Per Turn (Army), Your Hero Phase |
Passive |
Passive |
Passive |
Once Per Battle (Army), Your Hero Phase |
Your Hero Phase | 3 |
| KEYWORDS | PRAYER, UNLIMITED |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER |
Coated with gore and the heady stink of fanaticism, the Mawseekers most completely embody the ogor god’s brute creed: that existence itself is meat to be feasted upon. Yet if there is something apocalyptic in their beliefs, the ogors do not seem to notice. They exude what can only be described as a monstrous bonhomie as they go about their gluttonous atrocities, for they see the current era of woe as a time of plenty: a gift from their god and a challenge that they – and by extension the ogor race in its entirety – must rise to meet.
When you pick the Ogor Mawtribes faction for your army, you can choose for it to be a Mawseeker Gollop Army of Renown. If you do so, use the faction rules on these pages instead of the Ogor Mawtribes faction rules. Every unit in your army must be drawn from the units listed in the roster options below. All units in your army gain the GOLLOP keyword.ROSTER OPTIONS
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Once Per Turn (Army), Start of Any Turn |
Passive |
Once Per Turn (Army), Any Hero Phase |
Once Per Turn (Army), Any Shooting Phase |
Once Per Turn (Army), Any Combat Phase |
Once Per Turn (Army), End of Any Turn |
Once Per Turn (Army), Any Movement Phase |
Once Per Turn (Army), Any Charge Phase |
Passive |
Once Per Battle, Your Hero Phase |
Your Hero Phase | 5 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
The Meatfist mawtribe take their position at the apex of the ogors’ crude hierarchy very seriously; any who question it can come and say it to their face, if they dare. Conquerors and crushers, they are a landslide of unwashed flesh that rolls over anything in their path and relishes feasting on what remains.
When you pick the Ogor Mawtribes faction for your army, you can choose for it to be a Meatfist Mawtribe Army of Renown. If you do so, use the faction rules on these pages instead of the Ogor Mawtribes faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the MEATFIST keyword.ROSTER OPTIONS
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Passive |
Passive |
Any Charge Phase |
Once Per Turn (Army), Your Charge Phase |
Passive |
Once Per Turn (Army), End of Your Turn |
Once Per Turn (Army), End of Any Turn |
Passive |
Passive |
Passive |
Start of Any Turn |
Once Per Battle, Any Combat Phase |
Once Per Battle, Your Shooting Phase |
The Roving MawROSTER OPTIONS
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Passive |
Passive |
Any Charge Phase |
Passive |
Once Per Battle Round (Army), Start of Battle Round |
Once Per Battle Round (Army), Start of Battle Round |
Passive |
Your Hero Phase | 6 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Here, you will find additional rules to use with an Ogor Mawtribes army while playing through a Path to Glory campaign. The Path to Glory content in this book is divided into two parts: the Anvil of Apotheosis and Paths for Ogor Mawtribes units.
Your Hero's WarscrollYou can download a blank warscroll from warhammer-community.com on which to record all of your hero’s details. | ||
| The Anvil of Apotheosis is a hero creator. Using the rules in this section, you can create a custom warscroll for a HERO to use in your Path to Glory campaign. This can represent any miniature of your choosing, including one you have lovingly kitbashed or converted. After the Anvil of Apotheosis, you will find 2 Paths for Ogor Mawtribes units. These follow the rules outlined for Paths in the Path to Glory battlepack you are using (e.g. Path to Glory: Blighted Wilds). | ||
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GUTBUSTER WARLORD 0DP
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APEX HUNTER 0DP
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GASTROMANCER -4DP
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WINTER-TOUCHED ELDER -4DP
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OVERTYRANT -4DP
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Flaws
EMPTY BELLY CURSE: There are mutters that a curse dogs this ogor, that no matter how much they eat, they’ll never be full, even for a moment.
SELF-PRESERVER: This ogor boss is wily and cautious, but this sometimes brings a moment’s hesitation when confronted with something bigger than them.
TERRIBLE TABLE MANNERS: When eating in battle, a terrifying change strikes this ogor; their eyes roll back, they holler in strange tongues and carve gruesome symbols on their flesh, disturbing even their fellows.
LUMBERING TITAN: Well, all that food has to go somewhere... | ||||||||||||||||||
Battle Mount -10DP HINTERLANDS BEAST: Rhinoxen, maulhounds, ill-tempered mournfangs: all these hulking creatures, and more besides, are ridden by ogor champions. In addition, make the following changes to your hero’s warscroll:Add the following weapon to your hero’s warscroll:
Battle Mount -20DP PRIMEVAL MONSTER: This massive beast is a relic of another age, a primordial monstrosity that survived thanks to travelling far towards the Realm’s Edge, before it was leashed and tamed by an ogor. In addition, make the following changes to your hero’s warscroll:Add the following weapon to your hero’s warscroll:
BATTLE DAMAGEDEffect: While this unit has 10 or more damage points, the Attacks characteristic of its Huge Horns is 4.
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Path of The Mawchief(OGOR MAWTRIBES HERO only)ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
ALWAYS SNACKING: Being embroiled in the white heat of melee is no reason to stop feasting, so says this ogor - quite the opposite, in fact.
A STRANGE AND SQUIRMING POWER: For whatever reason, magic itself seems reluctant to come too close to this ogor.
HUNGRY FOR TROUBLE: Stay back to lead the mobs, or charge ahead to get stuck in: for this ogor, the choice is clear.
RAVENOUS PHENOMENA: This ogor claims that the Gulping God favours them, opening sinkholes to swallow enemies wherever they go. Effect: Roll a dice. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
REALITY-WARPING BELCHES: As comical as it is to their ogor mates, the gut-rumbles of this chieftain seem to shake the laws of the cosmos. Effect: Inflict D3 mortal damage on each target.
SHADOW OF THE HUNGERING ONE: Mystical foes perceive this ogor with dread, seeing within their soul the echo of an insatiable entity...
BLOODY-MAWED CHIEFTAIN: Many a violent feasting song speaks to the red-handed acts of destruction committed by this ogor.
MONSTROUS MOMENTUM: Like a boulder rolling downhill, this ogor stomps on and on without ever relenting. | ||||||||||||||||||||||||||||||||||
Path of The Plunderer(NON-HERO OGOR MAWTRIBES unit only)ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
HULKING HEAVYWEIGHTS: These ogors have already gained noticeable bulk - enough to give even monsters pause.
REINFORCED SCRAP: These ogors have incorporated all sorts of eclectic materials into their gear: stolen gromril, stripped ironoak - even bits of Stonehorn skeleton.
TERRIFYING TRAMPLERS: Tales are spreading of the... ‘forthright’ tactics used by these warriors on the charge. Effect: Roll a dice for each model in this unit. For each 3+, inflict 1 mortal damage on the target.
FIRST TO THE PLUNDER: These warriors are firm believers in the old ogor adage that a bit of vigour in your step gets you the pick of the loot.
BRUTISH BELLOWERS: In battle these ogors give voice to all sorts of chants, ranging from guttural to threatening to bawdy, to terrify their enemies. None of them are in tune.
QUICK THINKING (FOR OGORS): Experience has given these ogors an eye for opportunities - even if they are mostly opportunities for more carnage...
FRENZIED FEASTERS: Other ogors mutter in awe of the murderous hunger-frenzy that seizes these ogors in battle, how the scent of blood alone sends them wild and feral.
THE SCARS TO PROVE IT: Victors of a hundred raids and battles, these infamous ogors mark their toughness by their many wounds. | ||||||||||||||||||||||||||||||||||
Scrapglutt| This Spearhead army consists of the following units: General
Units
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The Ironguts are a bit slower to battle, enjoying the opportunity to work up an appetite on the way there
A unit of Ironguts with 4 models is not set up during the deployment phase. Instead, in the third battle round, that unit can use the following ability: Your Movement Phase |
Any Hero Phase |
Passive |
Reaction: You declared a FIGHT ability for your general |
Passive |
Once Per Battle, Your Movement Phase |
Once Per Battle, Any Hero Phase. |
6" 7 5+ 5 Mantrappers are led by an Icebrow Hunter, a particularly foul-tempered and cruel ogor with a keen nose for fresh meat. They favour catching their prey with a crossbow-launched snare that shatters bones with its iron jaws. Despite their constant jabbering and bickering, the ogor's accompanying Gnoblar companions are tolerated only because they are useful for carrying weapons, setting trap triggers and carrying out whatever tasks the Icebrow Hunter considers beneath him. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Mantrapper Crossbow | ||||||||
| Mantrapper Crossbow | 12" | 2 | 4+ | 2+ | 1 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Frost Sabre's Fangs [Companion] | ||||||||
| Frost Sabre's Fangs Companion | 3 | 4+ | 3+ | 1 | 1 | |||
| Culling Knife | ||||||||
| Culling Knife | 4 | 4+ | 2+ | 1 | 2 | |||
Passive |
Your Hero Phase |
KEYWORDS | HERO, INFANTRY |
6" 4 5+ 2 Ironguts are the meanest ogors around, the elite warriors of their warglutt. Protected by metal armour plates and carrying immense two-handed weapons, they wade into the thick of the fighting, hacking and bashing their foes to bloody chunks. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Irongut Weapon | |||||||
| Irongut Weapon | 3 | 4+ | 2+ | 2 | 3 | ||
Passive |
KEYWORDS | INFANTRY |
9" 9 4+ 2 The height of Gnoblar ingenuity is the Scraplauncher, a catapult that hurls bucketfuls of razor-sharp metal high into the air to rain down upon the enemy. Despite its crude construction, it is a surprisingly lethal war machine. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Piles of Old Scrap [Crit (Auto-wound)] | ||||||||
| Piles of Old Scrap Crit (Auto-wound) | 24" | 3D6 | 4+ | 4+ | - | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Scrappers’ Stabbers | ||||||||
| Scrappers’ Stabbers | 7 | 5+ | 5+ | - | 1 | |||
| Rhinox’s Sharp Horns [Companion] | ||||||||
| Rhinox’s Sharp Horns Companion | 2 | 4+ | 2+ | 1 | D3 | |||
Your Shooting Phase |
KEYWORDS | WAR MACHINE |
5" 1 6+ 1 Devious little creatures obsessed with scooping up scrap metal and other detritus, Gnoblars perform a variety of tasks for their ogor masters, including charging into battle in a vast screeching mob. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Sharp Stuff | ||||||||
| Sharp Stuff | 8" | 1 | 4+ | 5+ | - | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Motley Assortment of Weapons | ||||||||
| Motley Assortment of Weapons | 1 | 5+ | 5+ | - | 1 | |||
End of Any Turn |
KEYWORDS | INFANTRY, REINFORCEMENTS |
Tyrant's Bellow| This Spearhead army consists of the following units: General
Units
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The ogor tribes are always roaming the wilds beyond their gluttholds leaving great trails of destruction.
Your Ironblaster, Mournfang Pack and 1 unit of Ogor Gluttons are not set up during the deployment phase. Instead, from the third battle round onwards, they can use the following ability: Your Movement Phase |
| KEYWORDS | CORE |
Once Per Phase, Any Charge Phase |
Passive |
Passive |
Any Combat Phase |
Once Per Battle, Reaction: Opponent declared an ATTACK ability and targeted your general |
Once Per Battle, Any Movement Phase |
6" 8 4+ 5 The ferocious warleaders of the Gutbuster warglutts, Tyrants are living mountains of iron and blubbery flesh. Each has risen to the heights of power by eating their rivals and bullying their tribe-mates into doing as they’re told, and their bottomless appetite can only be satisfied by a lifestyle of constant plunder and war. Despite their girth, they move with surprising speed, hacking their prey into bloody chunks for easier consumption and relying upon a heavy gutplate – and several thick layers of fat – to keep them from harm. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Ogor Pistols [Shoot in Combat] | ||||||||
| Ogor Pistols Shoot in Combat | 10" | 2 | 4+ | 3+ | 1 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Thundermace | ||||||||
| Thundermace | 3 | 4+ | 2+ | 2 | 3 | |||
| Beastskewer Glaive [Anti-MONSTER (+1 Rend)] | ||||||||
| Beastskewer Glaive Anti-MONSTER (+1 Rend) | 2 | 4+ | 2+ | 1 | 2 | |||
Your Hero Phase |
KEYWORDS | HERO, INFANTRY |
9" 9 4+ 2 The most destructive blackpowder weapon deployed by the Gutbuster warglutts, the Ironblaster is an immense cannon that hurls solid shot into the heart of the enemy’s ranks, blasting foes into scraps of charred meat. Said to be relics of the long-dead Sky-Titans, these weapons are seen as status symbols amongst the mawtribes, and their deafening roar has announced the commencement of countless gory feasts. Each is mounted on a crude carriage and pulled into battle by a rhinox, a bad-tempered beast of the frozen plains that has all the aggression of its ogor master and a battering charge to back it up. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Ironblaster Cannon | ||||||||
| Ironblaster Cannon | 18" | 2 | 4+ | 2+ | 2 | D3+3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Clubber | ||||||||
| Clubber | 2 | 4+ | 2+ | - | 2 | |||
| Rhinox's Sharp Horns [Companion] | ||||||||
| Rhinox's Sharp Horns Companion | 2 | 4+ | 2+ | 1 | D3 | |||
Passive |
KEYWORDS | WAR MACHINE |
6" 4 5+ 2 Ogor Gluttons are hulking, muscle-bound brutes driven entirely by an unending desire for food. They thunder into battle like an avalanche of sweaty flesh, taking great bites out of their foes even as they attack with crude clubs and cleavers. | ||
6" 4 5+ 2 The blackpowder-obsessed gunners known as Leadbelchers lumber into battle, blasting away with their massive guns and utilising them as makeshift bludgeons should the foe be foolish enough to engage them in hand-to-hand combat. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Leadbelcher Gun | ||||||||
| Leadbelcher Gun | 15" | D3 | 4+ | 3+ | 1 | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Bludgeoning Blow | ||||||||
| Bludgeoning Blow | 2 | 4+ | 2+ | - | 2 | |||
Passive |
KEYWORDS | INFANTRY |
9" 6 4+ 2 One might as well try to stop a boulder rolling down a mountain as halt the charge of an ogor mounted atop a Mournfang. These beasts make perfect linebreakers – they are ornery in the extreme, feel little in the way of pain, and possess an appetite to rival that of their riders. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Culling Clubs and Hackers | |||||||
| Culling Clubs and Hackers | 3 | 4+ | 2+ | 1 | 2 | ||
| Mounrfang's Tusks [Companion] | |||||||
| Mounrfang's Tusks Companion | 4 | 4+ | 2+ | 1 | 2 | ||
Passive |
KEYWORDS | CAVALRY |
Warglutt Marauders| This Spearhead army consists of the following units: General Units | ||
Ogors are always on the move and can arrive at a battle with fearsome swiftness.
Your unit of Gluttons with 3 models and 1 of your Maulbeast Cavalry units are not set up during the deployment phase. Instead, from the third battle round onwards, they can use the following ability: Your Movement Phase |
End of Any Turn |
Once Per Battle, End of Your Turn |
Passive |
Passive |
Passive |
Passive |
Once Per Battle, End of Any Turn |
6" 8 4+ 3 The ferocious war-leaders of the Gutbuster warglutts, Tyrants are living mountains of iron and blubbery flesh. Despite their girth, they move with surprising speed, hacking their prey into bloody chunks for easier consumption. Tyrants are inveterate show‑offs, and maintaining their reputation is always forefront in their mind. They are inevitably extremely loud and crude, and they all want to prove their might by adopting ‘Big Names’ that speak to their deeds. Many Gutbusters borderline hero-worship their Tyrants and their feats, though only until a stronger rival comes along. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Tyrant's Meatcleavers | |||||||
| Tyrant's Meatcleavers | 4 | 4+ | 2+ | 2 | 3 | ||
Your Hero Phase |
KEYWORDS | INFANTRY, HERO |
6" 4 5+ 2 Ogor Gluttons are hulking, muscle-bound brutes driven entirely by an unending desire for food. They thunder into battle like a landslide of sweaty flesh, taking great bites out of their foes even as they hack and tear with crude clubs and cleavers.
Gluttons are the most common ogor warriors encountered on the battlefields of the realms, forming the greater mass of almost every clan and mawtribe. They are, however, true Gutbusters at heart: selfish and short-sighted monsters who are nevertheless extremely good at doling out violence and taking whatever they want. | ||
6" 4 4+ 2 Ironguts are the meanest ogors around, the elite warriors of their warglutt. Protected by thick metal armour plates and carrying immense two-handed weapons, they wade into the thick of the fighting, hacking and bashing their foes to bloody chunks. Ironguts are hand-picked by their Tyrant, usually from their own extended families or their personal enforcers. They are granted all sorts of privileges, including first pick of the plunder (after the warlord, of course). That said, leadership challenges usually come from the Irongut mobs; loyalty is a loose concept amongst ogorkind. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Irongut Weapon | |||||||
| Irongut Weapon | 3 | 4+ | 2+ | 2 | 3 | ||
Passive |
KEYWORDS | INFANTRY |
10" 7 3+ 3 Maulbeast Cavalry are unleashed when a Gutbuster warlord wants something properly and thoroughly savaged. The brutish beasts these veterans ride upon are far from intelligent, but they are always hungry and up for the hunt. When such mountains of frenzied meat crash into the foe, the mess left behind must be seen to be believed. It is not much of a surprise that Maulbeast riders have something of a superior attitude, sneering down at other ogors forced to trudge about on foot. This doesn’t make them popular, but few dare speak their mind before these tribal elite. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Gutbiter Weapons | |||||||
| Gutbiter Weapons | 3 | 4+ | 2+ | 2 | 3 | ||
| Maulbeast's Horns and Fangs [Companion] | |||||||
| Maulbeast's Horns and Fangs Companion | 4 | 4+ | 2+ | 1 | 2 | ||
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | CAVALRY |
Mawseeker Mob| This Spearhead army consists of the following units: General Units | ||
Gorgers are hideous, cursed troglodytes who are invariably drawn to the rampages of the Mawseekers.
Your Gorger Mawpack is not set up during the deployment phase. Instead, from the second battle round onwards, they can use the following ability: Once Per Battle, Start of Battle Round |
Passive |
End of Any Turn |
Any Combat Phase |
Passive |
Start of First Battle Round |
Once Per Battle, Reaction: Opponent declared a CHARGE ability for a visible enemy unit within 12" of this unit. |
End of Any Turn |
Once Per Battle, Enemy Movement Phase |
6" 8 5+ 3 6+ The Gulping God speaks through the blood-smeared shamans known as Butchers. Channelling the gastromantic magic of their deity, these swollen brutes can cause the very earth to come alive and munch upon their foes. The name of the Butchers is well chosen, for their shamanistic sorceries require ‘ingredients’ to properly function. The fresher these are, and the more pain caused by their ‘harvesting’, the better. As a result, these laughing monsters often go to battle carrying heavy cauldrons to collect blood and hacked-off limbs, a task they undertake with grisly relish. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Butcher's Tools | |||||||
| Butcher's Tools | 4 | 4+ | 2+ | 2 | 3 | ||
Your Hero Phase |
Reaction: You declared the 'Rust-maw' ability |
KEYWORDS | WIZARD, INFANTRY, WARD (6+), HERO |
6" 4 5+ 2 6+ The most numerous of the Mawseekers, Cleavers are ogor zealots who have entirely given themselves to the Gulping God and his demand for mindless, cosmic consumption. They serve the Butchers by collecting bloody ‘ingredients’ for the meat-masters’ pots, empowering their primitive magics while seeking enemy mages and invokers to feast on.
The Cleavers believe that by consuming this arcane meat, they will receive a divine blessing. Some sort of ‘blessing’ does indeed seem to touch them, though it serves to make them more hideously ferocious. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Cleaver's Tools | |||||||
| Cleaver's Tools | 4 | 4+ | 2+ | 2 | 3 | ||
Passive |
KEYWORDS | INFANTRY, WARD (6+) |
6" 4 5+ 2 6+ Gutseers are amongst the most unnerving acolytes of the Mawseeker cult. The ritualistic diets and gory haruspices of these fanatics have opened a spiritual door best left closed – or maybe a cosmic shadow always touched them, simply waiting to writhe into life. In their fractured and wandering mind’s eye, Gutseers think they have perceived the infinite ravenous truth of the great god of ogorkind. They are conduits for grisly magics; their belching chants disrupt the aether, while their bodies – bloated by the strange and vile ingredients they digest – can channel the gastromantic power of ogor shamans. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Gutseer's Tools | |||||||
| Gutseer's Tools | 3 | 4+ | 2+ | 2 | 3 | ||
Once Per Turn (Army), Any Hero Phase |
KEYWORDS | INFANTRY, WARD (6+) |
6" 5 6+ 2 6+ The Gorger Mawpacks are strange gatherings of ogors afflicted with the Empty Belly curse. Wild-eyed and starving, they launch themselves at their prey, using huge clubs or their bare hands to pulverise those unfortunate enough to be their next unsatisfying meal. Though they often appear to be little more than animals, Gorgers have been observed to practise a strange and primitive culture, a form of worship more innate and savage than even other ogors indulge. Part of this is slavish devotion to the Butchers, who use the Gorgers like loyal hounds to run down their enemies. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Clubs, Claws and Jaws | |||||||
| Clubs, Claws and Jaws | 5 | 4+ | 2+ | 1 | 2 | ||
Passive |
KEYWORDS | INFANTRY, WARD (6+) |
The OGOR keyword is used in the following Ogor Mawtribes warscrolls:
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| The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature. | ||
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
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| Q: | If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model? |
| A: | No. |
Passive |
| 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. | ||
The BEASTCLAW and HERO keywords are used in the following Ogor Mawtribes warscrolls:
| Q: | If a HERO is able to join another HERO's regiment (e.g. The Shadow Queen joining Morathi-Khaine, do they take the place of a non-HERO unit in that regiment? |
| A: | Yes. |
The OGOR MAWTRIBES keyword is used in the following Ogor Mawtribes warscrolls:
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
The GUTBUSTERS keyword is used in the following Ogor Mawtribes warscrolls:
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End of Any Turn | 1 |
| KEYWORDS | MOVE |
| Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
Passive |
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| 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. | ||
| Q: | If a non-FLY INFANTRY HERO (e.g. a Scinari Cathallar) is a Shrine Guardian of a Shrine Luminor, and that Shrine Guardian is within 1" of an obscuring terrain feature, is the Shrine Guardian visible to enemy abilities that target the Shrine Guardian? |
| A: | Yes. |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
| Q: | When using the ‘Charge’ ability, does my unit need to end the charge move within 1⁄2" of an enemy unit that was visible to the charging unit at the start of that charge move? |
| A: | No. It must end the charge move within 1⁄2" of an enemy unit that is visible to the charging unit when it finishes that charge move. |
| Q: | If an ability adds to or subtracts from the number of dice that make up a charge roll, is that a modifier to the charge roll? |
| A: | No. |
End of Any Turn |
Passive |
| Q: | If an ability (e.g. ‘Seed of Rebirth’) would allow a unit that would be destroyed to negate all remaining damage points then heal to prevent that unit from being destroyed, and another ability (e.g. ‘Quenching the Flames’) prevents that unit from healing, would that unit still be destroyed? |
| A: | Yes. |
The INFANTRY and OGOR keywords are used in the following Ogor Mawtribes warscrolls:
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| Q: | Do models removed as a result of a unit being out of coherency count as having been slain? |
| A: | Yes. |
| Q: | When making shooting attacks, can all models in the attacking unit shoot even if the target unit is not visible to some of those models? |
| A: | No, the only models in the attacking unit that can make shooting attacks are those that the target unit is visible to. |
| Q: | When a unit uses a SHOOT ability, does it have to shoot with all of the ranged weapons that it is armed with? |
| A: | Yes. |
Your Shooting Phase |
| KEYWORDS | CORE, ATTACK, SHOOT |
Any Combat Phase |
| KEYWORDS | CORE, ATTACK, FIGHT |
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The MAGGOTKIN OF NURGLE and WIZARD keywords are used in the following Maggotkin of Nurgle warscrolls:
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
| Q: | Is mortal damage inflicted by a miscast considered to be ‘mortal damage inflicted by a SPELL ability’ for the purposes of abilities like a Morghast Archai unit’s ‘Ebon-wrought Armour’ ability? |
| A: | No. |
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| Q: | If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model? |
| A: | No. |
Your Movement Phase |
| KEYWORDS | CORE, MOVE |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RUN |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
| Q: | When resolving the effect of an ability that refers to a Save characteristic of 3+ or better (e.g. the ‘Cloying Quagmire’ spell), what does ‘or better’ mean? |
| A: | It means any Save characteristic with a lower value than 3+, such as 2+, that better protects against incoming damage. |
| Q: | If an ability allows another friendly unit to be picked to use a FIGHT ability immediately after a friendly unit has used a FIGHT ability (for example, the Crypt Haunter Courtier’s ‘Knightly Exemplar’ ability), does the second unit being activated have to meet the requirements of the Declare step of the FIGHT ability it is using? |
| A: | Yes. So, for example, if the second unit being activated was using the ‘Fight’ ability, it would need to be in combat or have charged in the same turn. |
| Q: | If an ability references a qualifier that multiple objects are tied for (e.g. two terrain features are equally close to an Awakened Wyldwood that is using the ‘Ever Growing’ ability), what happens? |
| A: | The player who used the ability chooses which object to affect. |
The HERO keyword is used in the following Ogor Mawtribes warscrolls:
Once Per Turn (Army), End of Any Turn |
| KEYWORDS | ATTACK, FIGHT |
| Q: | When using ‘Eruption of Fury’, can I use a reaction to pick another unit to use a FIGHT ability immediately after? |
| A: | No – while you can use reactions to ‘Eruption of Fury’, abilities that let you pick a unit to immediately use a FIGHT ability do not override the restrictions of the FIGHT ability. As a result, you cannot use them to have a unit fight outside the combat phase. |
| Q: | Do STRIKE-FIRST or STRIKE-LAST have any effect when using ‘Eruption of Fury’? |
| A: | No. |
| Q: | If an ability allows a unit to gain an enhancement during a battle (for example, the Kharadron Overlords ‘Special Procurement’ ability) and I pick an enhancement that costs points, do I need to have sufficient spare points in my army roster in order to pay for that enhancement? |
| A: | No. Enhancements added to your army during a battle do not cost any points. |
The OGOR MAWTRIBES and HERO keywords are used in the following Ogor Mawtribes warscrolls:
The WIZARD keyword is used in the following Ogor Mawtribes warscrolls:
Once Per Turn (Army), Any Charge Phase |
The PRIEST keyword is used in the following Ogor Mawtribes warscrolls:
Your Hero Phase |
| KEYWORDS | PRAYER, UNLIMITED |
Once Per Battle, Your Hero Phase | 7 |
| KEYWORDS | PRAYER |
The MONSTER keyword is used in the following Ogor Mawtribes warscrolls:
The OGOR MAWTRIBES and MONSTER keywords are used in the following Ogor Mawtribes warscrolls:
The OGOR and MONSTER keywords are used in the following Ogor Mawtribes warscrolls:
The BEASTCLAW and OGOR MAWTRIBES keywords are used in the following Ogor Mawtribes warscrolls:
The MAWSEEKERS keyword is used in the following Ogor Mawtribes warscrolls:
Reaction: Opponent declared a SPELL ability |
| KEYWORDS | UNBIND |
| 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. | ||
| Q: | Can I use an ability that allows a friendly unit that does not have STRIKE-FIRST to fight immediately after a friendly unit that has STRIKE-FIRST if there are one or more enemy units with STRIKE-FIRST that have not yet been picked to fight? |
| A: | No. As mentioned in the sidebar next to 19.0, abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST constraints, so you cannot pick a unit that does not have STRIKE-FIRST to fight until all other units that have STRIKE-FIRST have fought. |
| Q: | If a friendly unit is the only unit that has STRIKE-FIRST on the battlefield and it has an ability that allows a friendly unit to fight immediately after it, in what order would units be picked to fight? |
| A: | If you are the active player, the unit that has STRIKE-FIRST would fight first, then you could use the ability to allow another friendly unit to fight immediately after it, and then you would pick the next unit to fight (i.e. three friendly units would fight back to back). If your opponent is the active player, the unit that has STRIKE-FIRST would fight first, you could still use the ability to allow another friendly unit to fight, and then your opponent would pick the next unit to fight. |
| Q: | In the combat phase, if all eligible non-STRIKE‑LAST units have used a FIGHT ability, which player gets to pick the first STRIKE-LAST unit to fight? |
| A: | The alternating sequence of picking units to use a FIGHT ability would continue and so the player who did not pick the last non-STRIKE-LAST unit would get to pick the first eligible STRIKE-LAST unit in their army to use a FIGHT ability. |
The non-UNIQUE MAWSEEKERS keyword is used in the following Ogor Mawtribes warscrolls:
The non-UNIQUE GUTBUSTERS keyword is used in the following Ogor Mawtribes warscrolls:
The HERO keyword is used in the following Ogor Mawtribes warscrolls:
The INFANTRY keyword is used in the following Ogor Mawtribes warscrolls:
The DESTRUCTION keyword is used in the following Ogor Mawtribes warscrolls:
The OGOR MAWTRIBES keyword is used in the following Ogor Mawtribes warscrolls:
The OGOR keyword is used in the following Ogor Mawtribes warscrolls:
The non-GUTBUSTERS OGOR MAWTRIBES keyword is used in the following Ogor Mawtribes warscrolls:
The non-BEASTCLAW OGOR MAWTRIBES keyword is used in the following Ogor Mawtribes warscrolls:
The non-MAWSEEKERS OGOR MAWTRIBES keyword is used in the following Ogor Mawtribes warscrolls:
Reaction: You declared an ATTACK ability | 1 |
Reaction: Opponent declared an ATTACK ability | 1 |
The non-MONSTER OGOR keyword is used in the following Ogor Mawtribes warscrolls:
Your Hero Phase |
| KEYWORDS | BANISH |