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:
Ogor Mawtribes armies can use the following abilities:
EAT ’EM ALIVE: For ogors, there is no real distinction between fighting and feasting.
Declare: Pick a friendly
OGOR unit that used a
FIGHT ability that targeted a unit, excluding
FACTION TERRAIN, this turn to use this ability. Then, you can pick an enemy unit
in combat with it to be the target. The same enemy unit cannot be picked to be the target of this ability more than once per turn.
Effect: Inflict D3
mortal damage on the target (if any). Then, pick 1 of the following effects to apply to that friendly
OGOR unit for the rest of the battle. If any of these effects already apply to it, you can pick a different effect to replace the current effect.
- Raw and Bloody Flesh: Subtract 1 from the Rend characteristic of weapons used for attacks that target that unit.
- Exotic Giblets: Subtract 1 from ward rolls for damage points inflicted by that unit’s combat attacks made with non-Companion weapons.
- Steaming Brains: Add 2 to that unit’s Control characteristic.
- Crunchy Bones: That unit’s melee weapons have Crit (2 Hits). If that unit’s melee weapons already have Crit (2 Hits), they have Crit (Mortal) instead.
- Slick Innards: That unit can use CHARGE abilities even if it used a RUN ability in the same turn.
- Mystery Meat: Subtract 1 from the power level of enemy units while they are in combat with that unit, to a minimum of 0.
Designer’s Note: Only 1 of these effects can apply to the same unit at the same time unless specified otherwise. Also note that Steaming Brains affects the Control characteristic, not the control score.
JAWS OF THE BEAST: Beastclaw ogors are inevitably skilled hunters and trackers.
Declare: Pick a friendly
BEASTCLAW HERO that is leading a
regiment and that has not been deployed, then pick a non-
HERO unit in that
HERO’s regiment that has not been deployed.
Effect: Set up those units in
reserve tracking the prey. They have now been deployed.
BULL CHARGE: The bulk and surprising speed of ogors can see them trample right over enemies.
Declare: Pick a friendly
OGOR MAWTRIBES unit that
charged this turn and has not used a
RAMPAGE ability this turn to use this ability, then pick an enemy unit
in combat with it to be the target.
Effect: Your opponent must move the target up to 3". It can move through the
combat ranges of your units and can end that move in combat.
After your opponent has done so, roll a dice for each model in the unit using this ability that is within 3" of the target. Add 1 to the roll if the unit using this ability is a
GUTBUSTERS unit. For each 3+, inflict 1
mortal damage on the target.
Then, the unit using this ability can make a
pile-in move. If the target of this ability is still in combat with the unit using this ability, then the target of this ability must be picked as the target of the pile-in move.
Designer’s Note: Your opponent may not be able to move the models in the target unit (or may choose to leave them where they are) but the target still counts as having moved for rules purposes.
CLOSING THE JAWS: The chieftains of the Beastclaw signal when it is time to strike.
Declare: Pick a friendly
BEASTCLAW HERO that is
tracking the prey.
Effect: Set up that
HERO wholly within 9" of a battlefield edge and more than 9" from all enemy units. Then, set up the other friendly unit that is
tracking the prey wholly within 9" of a battlefield edge, wholly within 9" of that
HERO and more than 9" from all enemy units.
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.
Hunger-Filled Tribe
FEAST OF BLOODSHED: Monstrous by nature, ogors are never more energised than when tearing meat and guzzling down gore.
Declare: For each enemy unit that was destroyed this turn, pick a friendly
OGOR MAWTRIBES unit that is not
in combat and has not used the ‘
Power Through’ command this turn to be the target.
Effect: Each target can move up to 3". It can move through the
combat ranges of enemy units and can end that move in combat.
Hinterland Hunters
PROWLING PREDATORS: Ogors are surprisingly skilful trackers; they surround their prey, carefully avoiding retribution before striking with terrible savagery.
Effect: Subtract 1 from
hit rolls for attacks that target friendly
OGOR MAWTRIBES units while they are wholly within 9" of a battlefield edge and have not
charged this turn.
Vanguard of the Mawpath
SMASH AND GRAB: These rampaging ogor raiders crash through the enemy lines without stopping, always seeking more to eat and loot.
Declare: Pick each friendly
OGOR MAWTRIBES unit that
charged this turn and for which the unmodified
charge roll was 8+ to be the targets.
Effect: Each target can move up to 3". It can move through the
combat ranges of enemy units but must end that move
in combat with the units it was in combat with at the start of the move.
Maw-Cult Fanatics
GRUB’S UP, MATEYS!: Guts roiling with a divine hunger, these fanatical ogors relish gulping down revitalising blood and offal.
Declare: Pick each friendly
OGOR MAWTRIBES unit that has used the ‘
Eat ’Em Alive’ ability this battle to be the targets.
Effect: Heal (D3) each target.
Mawpath Menaces
FIXATED ON FEEDING: Once they have sighted a potential meal, it is nigh impossible to stop these ever-ravenous ogors from consuming their prize.
Declare: Pick a friendly
OGOR INFANTRY unit that is not
in combat to be the target.
Effect: Roll a dice. On a 3+, the target can move a number of inches equal to the roll. It can move through the
combat ranges of enemy units and can end that move in combat. If it ended that move
in combat, the target has
charged.
| KEYWORDS | CORE, MOVE, CHARGE |
Greedy Eaters
POSTPRANDIAL WARFARE: Having slurped up their fallen enemies’ innards and picked their bones clean, these ogors rejoin the battle in search of their next repast.
Declare: Pick up to D3 friendly
OGOR INFANTRY units that were
in combat this turn with an enemy unit that was destroyed this turn to be the targets.
Effect: Return 1
slain model to each target unit.
Traits of Endless Hunger
HERO only
|
| LEAVE NOT A MORSEL | 0 |
| DREADED FAR AND WIDE | 0 |
| THE CRUSHERGUTS | 0 |
LEAVE NOT A MORSEL: If it’s eaten, so says this ogor, then it stays eaten.
Effect: While they are within 6" of and
visible to this unit, enemy units cannot be
healed or have
slain models returned to them.
DREADED FAR AND WIDE: Terrifying tales cross the frontiers of the atrocities perpetrated by this ogor; their shadow looms large both literally and psychologically.
Effect: Ignore negative modifiers to:
- This unit’s control score.
- Hit rolls and wound rolls for this unit’s non-Companion attacks.
- Charge rolls for this unit.
- The number of dice rolled when making charge rolls for this unit.
THE CRUSHERGUTS: An ogor who has mastered the Crusherguts – an ancient and feared belly flop technique – has weedier enemies at their mercy.
Declare: If this unit
charged this turn, pick an enemy unit
in combat with it to be the target.
Effect: Roll a dice. If the roll exceeds the target’s Health characteristic, 1 model in the target unit is automatically slain and the target cannot make
pile-in moves for the rest of the turn.
Plunder of the Mawtribes
HERO only
|
| TROPHY RACK | 0 |
| CARVALOX HIDE | 0 |
| MANTLE OF ENTRAILS | 0 |
TROPHY RACK: These gruesome trophies prove that an ogor has lived up to their many boasts, encouraging their tribemates to follow their lead.
Effect: Pick 1 of the following trophies. For the rest of the battle, melee weapons used by other friendly
OGOR MAWTRIBES units have the corresponding weapon ability while they are wholly within 6" of and
visible to this unit:
- Squeezed Head: Anti-MONSTER (+1 Rend)
- Smashed City Rubble: Anti-WAR MACHINE (+1 Rend)
- Torn Appendages: Anti-CAVALRY (+1 Rend)
CARVALOX HIDE: Carvalox are colossal birds of prey found in the arctic regions of Ghur. They are favoured quarry of ogor Hunters, for their meat can be used to barter with the Yhetee clans while their feathered hides offer protection from magic.
Effect: This unit has
WARD (6+). It also has
WARD (4+) against damage points inflicted by
SPELL abilities,
PRAYER abilities and abilities used by
MANIFESTATIONS.
MANTLE OF ENTRAILS: This crown of guts, sinew and burned flesh was ‘woven’ by a vision-wracked Butcher over three restless nights. It is horrific to look upon, instilling a terror that seems to reach right into the beholder’s bowels.
Declare: Pick a
visible enemy unit within 12" of this unit to be the target.
Effect: Until the start of your next turn, each time the target uses a
command, roll a dice as a
reaction. On a 3+, that command has no effect, it still counts as having been used and the command points spent to use the command are still lost.
Plunder of the Mawtribes
HERO only
|
| A CHOICE CUT | 0 |
| RUSTY GRATER | 0 |
| KEY TO THE LARDER | 0 |
A CHOICE CUT: The sight of this colossal slab of meat being awkwardly hefted across the battlefield inspires nearby ogors to fight through the pain – the quicker they flatten the foe, the quicker they can get to feasting.
Effect:- This unit cannot use RUN abilities.
- Ignore the first damage point that would be allocated to each friendly OGOR INFANTRY unit each phase while they are wholly within 12" of and visible to this unit.
RUSTY GRATER: By attaching this crudely perforated metal sheet to their favoured blade, this ogor is gifted a snack of shredded flesh when they wield their weapon with enough ferocity.
Effect: Each time this unit uses the ‘
Eruption of Fury’ ability, after that ability has been resolved,
Heal (D3) this unit.
KEY TO THE LARDER: This ogor has promised their favoured warriors access to one of the legendary larders in the Great Gutfort – if they are suitably impressive in battle.
Declare: Pick a friendly
OGOR INFANTRY unit on the battlefield to be the target.
Effect: For the rest of the battle, ignore negative modifiers to
hit rolls and
wound rolls for the target’s
combat attacks while they are wholly within 12" of and
visible to this unit.
Big Names are
enhancements that can only be given to
OGOR MAWTRIBES HEROES.
|
| GUTSLUGGER | 0 |
| MAGE-SWALLOWER | 0 |
| MEGAGOBBLER | 0 |
GUTSLUGGER: This ogor is usually found fighting in the thick of a melee and is renowned for their uncanny ability to come out on top.
Effect: Add 1 to
hit rolls for this unit’s
combat attacks if it did not
charge in the same turn.
MAGE-SWALLOWER: Ever since they ate an entire party of wizardly scholars, the mere presence of this ogor is enough to disrupt magical defences.
Effect: Subtract 1 from
ward rolls for enemy units while they are within 6" of this unit.
MEGAGOBBLER: Surveying the enemies lined up before them as if considering items on a menu, this ogor chooses today’s main course.
Effect: Pick 1 of the following keywords:
- INFANTRY
- CAVALRY
- MONSTER
- WAR MACHINE
- BEAST
For the rest of the battle, each time any damage points are allocated to an enemy unit with that keyword by this unit’s
combat attacks and that enemy unit is destroyed in the same turn, add 1 to the Attacks characteristic of this unit’s melee weapons. This effect is cumulative.
Lore of Gut Magic
BLOOD FEAST: The liver of a powerful beast is held high over the shaman’s head. Gore drips and runs down their face before they take a great bite from it, filling nearby ogors with a frenzied blood-lust.
Declare: Pick a friendly
OGOR MAWTRIBES WIZARD to cast this spell, pick a
visible friendly
OGOR MAWTRIBES unit wholly within 12" of them to be the target, then make a
casting roll of 2D6.
Effect: Until the start of your next turn, add 1 to
hit rolls for the target’s
combat attacks.
SHINCRUNCHER: The shaman strips the meat and splits the bone of a huge beast haunch; as they do so, the limbs of their enemies crack and splinter at the slightest movement.
Declare: Pick a friendly
OGOR MAWTRIBES WIZARD 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: Until the start of your next turn, each time the target ends a move or is
set up on the battlefield, inflict D3
mortal damage on the target after the ability has been resolved.
Designer’s Note: The ‘Bull Charge’ ability in the battle traits forces an enemy unit to move.
TALLOWFLAGE: Smearing their flesh with sizzling, heated fat, the Butcher conjures a hazy shroud that conceals a band of nearby ogors from the enemy’s sight.
Declare: Pick a friendly
OGOR MAWTRIBES WIZARD to cast this spell, pick a
visible friendly
OGOR MAWTRIBES unit wholly within 12" of them to be the target, then make a
casting roll of 2D6.
Effect: Until the start of your next turn, the target is not visible to enemy units more than 12" away from it.
Lore of the Everwinter
FREEZING TAILWINDS: At the priest’s urging, the howling winds of the Everwinter blow with greater ferocity, biting at the ogors and speeding the horde onwards.
Declare: Pick a friendly
OGOR MAWTRIBES PRIEST to chant this prayer, pick a
visible friendly
OGOR MAWTRIBES unit wholly within 12" of them to be the target, then make a
chanting roll of D6.
Effect: Until the start of your next turn, add 1 to
run rolls and
charge rolls for the target. Add 2 instead if the chanting roll was 6+.
| KEYWORDS | PRAYER, UNLIMITED |
PULVERISING HAILSTORM: The harsh bellowing of the priest summons a rain of fist-sized hailstones to pummel the enemy from above.
Declare: Pick a friendly
OGOR MAWTRIBES PRIEST to chant this prayer, pick a
visible enemy unit within 12" of them to be the target, then make a
chanting roll of D6.
Effect: If the chanting roll was 8+, you can pick another eligible unit to be a second target. Then, inflict 3
mortal damage on the target(s).
FORTIFYING HOARFROST: As the priest growls a command to winter itself, a glittering layer of ice starts spreading over the flesh of their followers, a mystical armour capable of turning blades.
Declare: Pick a friendly
OGOR MAWTRIBES PRIEST to chant this prayer, pick a
visible friendly
OGOR MAWTRIBES unit wholly within 12" of them to be the target, then make a
chanting roll of D6.
Effect: Until the start of your next turn, subtract 1 from
wound rolls for attacks that target that friendly unit. In addition, if the chanting roll was 8+, until the start of your next turn, subtract 1 from the Rend characteristic of weapons used for attacks that target that friendly unit.
Monstrous Traits are unique enhancements that can only be given to MONSTERS.
A unit can only have 1 Monstrous Trait.
Well-Fed Beasts
(
OGOR MAWTRIBES MONSTER only)
|
| EXTREMELY OBSTINATE | 10 |
| HORN TOSS | 10 |
| GRUMPY ALPHA | 10 |
EXTREMELY OBSTINATE: Once this beast has laid claim to something, there is no shifting it.
Effect: This unit has a Control characteristic of 15.
HORN TOSS: Dipping its head against an onrushing foe, with an effortless flick of its horns, this beast sends its attacker flying into the air.
Declare: Pick an enemy unit that has no more than 1 model, that is
in combat with this unit and that has
charged this turn to be the target.
Effect: Remove the target from the battlefield and
set it up again within 1" of this unit. Then, roll a D3. On a 2+, inflict an amount of
mortal damage on the target equal to the roll.
GRUMPY ALPHA: Having established its dominance, this irascible beast can bring another member of the herd to its side with a single bellow.
Declare: If this unit is
in combat, pick another
visible friendly
OGOR MONSTER wholly within 12" of this unit that is not in combat to be the target.
Effect: Spend 1
rage dice. If your opponent’s
fury level is lower than yours, they must increase their fury level by 1, to a maximum of 7.
Then, roll a dice. The target can move a distance in inches up to the roll. It can end that move in combat. If it does so, the target has
charged.
Army of Renown
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.
| | |
| - Any BEASTCLAW units
- You cannot include Regiments of Renown
| |
| | |
MASKED BY THE ENDLESS WHITE: When Beastclaw ogors gather in number, ice storms and hail shards swirl with savage vigour, obscuring the hunters from sight.
Effect: Friendly
ALFROSTUN units are not
visible to enemy units more than 12" away.
A CLAN OF HUNTERS: Keepers of the ‘old ways’, the ogors of a Beastclaw clan are expert trackers, relentlessly running their prey to the ground.
Declare: Pick a friendly
Hunters with Sabrefangs unit to be the target.
Effect: The target can use the ‘Through the Frosts’ ability even if another friendly
Hunters with Sabrefangs unit has used that ability this battle.
GRASP OF THE EVERWINTER: To wage war against an alfrostun is to battle the brutality of winter itself.
Declare: Pick each enemy unit
in combat with any friendly
ALFROSTUN units to be the targets.
Effect: Roll a D3 for each target. On a 2+, inflict an amount of
mortal damage on the target equal to the roll.
RUN ’EM DOWN: Beastclaw ogors relish the thrill of the chase. Enemies can flee, but for not long…
Effect: Each time an enemy unit
in combat with a friendly
ALFROSTUN unit uses a
RETREAT ability, after that ability has been resolved, inflict D3
mortal damage on that enemy unit.
Designer’s Note: This mortal damage is in addition to any mortal damage inflicted on that enemy unit by that
RETREAT ability.
FEARSOME BREED: The monsters of a Beastclaw alfrostun are creatures born of winter; they shake the earth with each step and attract the fiercest ice storms, leaving enemies rattled and disoriented.
Effect: Subtract 1 from
charge rolls for enemy units while they are within 12" of a friendly
ALFROSTUN MONSTER. Subtract 2 from charge rolls for enemy units while they are within 6" of a friendly
ALFROSTUN MONSTER instead.
(
HERO only)
HARD-BITTEN CHIEFTAIN: As tough as old frozen meat, with ice running through their veins: such is how this venerable ogor warlord is described, and with good reason.
Effect: Other than the
Companion ability, weapon abilities for attacks that target this unit made by enemy units that
charged in the same turn have no effect.
(
HERO only)
ALVAGR RUNE-TOKENS: Said to be fashioned from ice chipped from the flanks of mighty Mount Alvagr, these charms – carved with Svoringar runes – deepen an ogor’s connection to the ancient ice.
Effect: Until the start of your next turn, add 2 to
chanting rolls for friendly
ALFROSTUN units while they are wholly within 12" of this unit.
KEENING GALE: Marshalling the might of the Everwinter, the Huskard empowers their fellows to ride the freezing hurricane.
Declare: Pick a friendly
ALFROSTUN PRIEST to chant this prayer, pick a
visible friendly
ALFROSTUN unit wholly within 12" of them to be the target, then make a
chanting roll of D6.
Effect: Until the start of your next turn, add 2 to
run rolls for the target. In addition, if the chanting roll was 6+, until the start of your next turn, add 2 to
charge rolls for the target.
| KEYWORDS | PRAYER, UNLIMITED |
TERRORS OF THE OLD ICE: At the Huskard’s gesture, the Everwinter swirls around a part of the battlefield. Primeval mirages dance in its embrace, sapping even the sternest courage.
Declare: Pick a friendly
ALFROSTUN PRIEST to chant this prayer, pick an
objective or
terrain feature wholly within 18" of them to be the target, then make a
chanting roll of D6.
Effect: Until the start of your next turn, subtract 10 from the
control scores of enemy units while they are
contesting the target. If the chanting roll was 8+, until the start of your next turn, enemy units have a maximum control score of 1 while they are contesting the target.
AVALANCHE VOICE: Bashing their weapon against their gutplate, the ogor priest inhales deeply before loosing a deafening bellow like an arctic wind roaring through a mountain pass. Enemies caught in the blast of sound are temporarily deafened and stunned, and it takes a while for them to regather their wits.
Declare: Pick a friendly
ALFROSTUN PRIEST to chant this prayer, pick a
visible enemy unit within 18" of them to be the target, then make a
chanting roll of D6.
Effect: Until the start of your next turn, each time your opponent declares a command for the target, as a
reaction, make a tremor roll of D6 for the target. On a 5+, unless they spend 1 additional command point to use that command, the command has no effect, it still counts as having been used and the command points spent to use it are still lost. In addition, if the chanting roll was 8+, until the start of your next turn, add 2 to tremor rolls for the target.
Army of Renown
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 - Any MAWSEEKERS units
- You cannot include Regiments of Renown
| |
| | |
PREPARE THE FEAST: The role of Feastmaster is a sacred one amongst the gollops, as it is this ogor who oversees the ravenous rites and doles out the latest creations of the maw-shamans.
Effect: If there is no friendly
Feastmaster on the battlefield, pick a friendly
GOLLOP HERO to be the
Feastmaster for the rest of the battle.
OOH, THAT LOOKS TASTY...: As a gollop slaughters its way through its enemies, the ogors collect up tasty-looking morsels to gorge upon.
Effect: Each time an enemy unit is destroyed, you gain a number of
raw ingredients.
The number of
raw ingredients yielded by a destroyed unit is the Health characteristic of that unit multiplied by the number of starting models in that unit.
Designer’s Note: If a destroyed enemy unit had a Health characteristic of 2 and its starting size was 10 models, it would yield 20 raw ingredients when it was destroyed.
GLAND GOULASH: Though the Butchers swear by the magical properties these glands give their creations, no one truly knows where they come from. For the best, really…
Declare: Spend 10
raw ingredients.
Effect: For the rest of the phase, add 1 to the number of dice rolled, to a maximum of 3, when making
casting rolls and
unbinding rolls for friendly
GOLLOP units while they are wholly within 12" of and
visible to a friendly
Feastmaster.
BONE-SLURRY SOUP: This revitalising gruel is a favourite of ogor whelps; it brings a pang of nostalgia to any Mawseeker who eats it, numbing the pain of their wounds.
Declare: Spend 5
raw ingredients.
Effect: Heal (D6) each friendly
GOLLOP unit that is wholly within 12" of and
visible to a friendly
Feastmaster.
THE ORGAN PLATTER: To properly prepare a heaving platter of organs – some of which still seem to be pulsing with life – is a coup for any Feastmaster, and one that sees their followers struck with a divine mania.
Declare: Spend 20
raw ingredients.
Effect: For the rest of the phase, while they are wholly within 12" of a friendly
Feastmaster, melee weapons used by friendly
GOLLOP units have
Crit (Mortal).
GORE-OFFAL DUMPLINGS: These small, dripping tangles of gut-meat are difficult to prepare and bless correctly. When eaten, though, they grant faithful ogors a surprise burst of energy.
Declare: Spend 10
raw ingredients.
Effect: Each friendly
GOLLOP unit that is wholly within 12" of and
visible to a friendly
Feastmaster can immediately use a
CHARGE ability as if it were your
charge phase, but subtract 1 from the number of dice rolled when making the
charge roll for that unit.
UNWASHED INNARDS: The ‘earthy’ flavour of these raw entrails fills ogors who consume them with vigour.
Declare: Spend 5
raw ingredients.
Effect: For the rest of the phase, add 4 to
run rolls for friendly
GOLLOP units while they are wholly within 12" of and
visible to a friendly
Feastmaster.
FRIED LIMBS: These crunchy limbs – some still clad in scraps of armour – are the perfect snack to enthuse a marauding band of Mawseekers.
Declare: Spend 10
raw ingredients.
Effect: For the rest of the phase, add 3 to
charge rolls for friendly
GOLLOP units while they are wholly within 12" of and
visible to a friendly
Feastmaster.
(
HERO only)
INDOMITABLE GUTS: Many, many esoteric (and ill-advised) feasts in worship of their hungry god has granted this ogor a truly prodigious resistance to damage.
Effect: Add 1 to
ward rolls for this unit.
(
HERO only)
OVERFLOWING LARDER: This faithful Mawseeker is never seen without a wide collection of mystical, grotesque ‘offerings’ ready to contribute to the feast.
Effect: Gain D6
raw ingredients. If this unit is a
Feastmaster, gain D3+3
raw ingredients instead.
BONECRUNCHER: Chomping down on skulls, femurs and ribs, the Butcher mystically breaks the bodies of their enemies, ripe for harvesting.
Declare: Pick a friendly
GOLLOP WIZARD to cast this spell, pick a
visible enemy unit within 18" of them that has not been picked to be the target of this ability this turn to be the target, then make a
casting roll of 2D6.
Effect: Inflict D3
mortal damage on the target. Gain a number of
raw ingredients equal to the number of those damage points that are
allocated to the target.
BLOODGRUEL: The Butcher sucks the congealed blood, marrow and other juices from a specially preserved severed limb before belching it up in a magical cloud that invigorates other ogors.
Declare: Pick a friendly
GOLLOP WIZARD to cast this spell, pick a
visible friendly
GOLLOP unit wholly within 12" of them to be the target, then make a
casting roll of 2D6.
Effect: Pick 1 of the following effects:
- Return 1 slain model to the target.
- Heal (D6) the target.
THE COSMOS WRITHES: The glottal spells of the Butchers tap into something beyond sane knowledge – a divine power that contorts the world like twisting guts, briefly breaking spatial law with its hunger.
Declare: Pick a friendly
GOLLOP WIZARD to cast this spell, pick a
visible friendly
GOLLOP unit wholly within 12" of them to be the target, then make a
casting roll of 2D6.
Effect: Remove the target from the battlefield and
set it up again on the battlefield more than 9" from all enemy units.
Army of Renown
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 - Any GUTBUSTER units
- You cannot include Regiments of Renown
| |
| | |
BLOODTHIRSTY ARROGANCE: Meatfist warriors take their status as the pre-eminent mawtribe seriously. Any who actually manage to hurt them are marked for grisly vengeance.
Effect: Each time you make an unmodified
save roll of 1 for a combat attack that targets a friendly
MEATFIST INFANTRY unit that did not
charge in the same turn, inflict 1
mortal damage on the attacking unit after the
FIGHT ability has been resolved.
FLESHY STAMPEDE: The Meatfist do not care much for strategy or tactics; they charge headlong at their foes and trust in raw strength to sort things out.
Effect: Add 2 to
run rolls for friendly
MEATFIST units.
MEATY CHARGE: The Meatfist win their battles through the most straightforward means. They have learned to harness the sheer bulk of their massed ogor warriors better than any other tribe, trampling their adversaries in a series of crushing charges
Declare: Pick a friendly
MEATFIST unit that
charged this turn to use this ability, then pick a
visible enemy unit within 1" of it and that has not been picked to be the target of this ability this phase to be the target.
Effect: Make a meaty
charge roll by rolling a number of dice equal to the unmodified charge roll made this turn for the unit using this ability. Add 1 to the roll if the unit using this ability has more models than the target unit. For each 5+, inflict 1
mortal damage on the target.
THE UNSTOPPABLE FEAST: When their blood is up and the promise of imminent butchery is in the air, Meatfist warriors become an all but overwhelming force.
Declare: Pick a friendly
MEATFIST unit that has not used a
FIGHT ability this battle to be the target.
Effect: For the rest of the turn, the target can use
CHARGE abilities even if it used a
RUN or
RETREAT ability earlier in the same turn.
GLUTTONOUS CONQUERORS: At the command of their Overtyrant Morga, the Meatfist aim to establish a great ogor empire – and they believe that domination is best proved by bone-crunching violence.
Effect: Add 1 to the
Control characteristic of friendly
MEATFIST units while they are
in combat.
GREEDY CHOMPERS: A Meatfist ogor won’t miss an opportunity to take a bite from warm flesh.
Declare: Pick up to 3 friendly
MEATFIST units that are
in combat to be the targets.
Effect: Roll a D3 for each target. On a 2+,
Heal (X) the target where
X is equal to the roll.
GRUESOME DEVOURERS: Enemies struggle to escape the grasp of hungry ogors.
Declare: Pick an enemy unit that had any
damage points allocated to it this turn by a friendly
MEATFIST unit’s
combat attacks to be the target.
Effect: Roll a dice. On a 3+, until the start of your next turn, the target cannot use
RETREAT abilities.
(
HERO only)
THICK BLUBBER: An exemplar of their girthy kind, this ogor has a particularly thick layer of blubber that cushions their vital organs from arrows and bullets.
Effect: Subtract 1 from
wound rolls for
shooting attacks that target this unit.
OVERPOWERING MASS: It is said that this absolute goliath of an ogor has some gargant blood in their veins. No one’s stupid enough to argue the point.
Effect: When making meaty
charge rolls for this unit, you can re-roll unmodified rolls of 1.
FORCE OF SAVAGE PERSONALITY: Such is the fell and bellicose reputation of this ogor that it is said that even the power of magic doesn’t dare draw too close to them.
Effect: Enemy units and enemy
MANIFESTATIONS cannot be
set up within 12" of this unit.
(
HERO only)
SNOTT, GNOBLAR THIEF: Said to be a descendant (don’t ask…) of the legendary Head Honcho of Skrappa Spill, the gnoblar Snott is a skilled pickpocket. His talents for purloining enemy gewgaws even in the press of battle amuses Morga the Mighty, and so her spawn and chieftains have to put up with him hanging around.
Declare: Pick a
visible enemy
HERO that has any
artefacts of power to be the target.
Effect: Roll a dice. If the roll is equal to or lower than the current battle round number, the target no longer has any artefacts of power.
TRAPPER’S ARSENAL: Having run with the Beastclaw for a time – perhaps even being sired by one – this ogor maintains a collection of vicious-looking snaptraps to hobble and waylay their enemies.
Declare: Pick an enemy unit
in combat with this unit and that
charged this turn to be the target.
Effect: Roll a dice. On a 4+, the target has
STRIKE-LAST for the rest of the turn.
RUSTY LEADBELCHER GUN: While many of the Meatfist abandoned their blastpowder cannons at the urging of the Mawseekers, this chieftain couldn’t let go of their faithful weapon. Its lethality has not dimmed…
Declare: Pick a
visible enemy unit within 12" of this unit to be the target.
Effect: Pick to load the gun with
Jagged Shrapnel or
Lumpen Metal Scrap, then apply the corresponding effect below:
Jagged Shrapnel: Inflict D3
mortal damage on the target. If any models were slain by that mortal damage, halve the target’s Move characteristic until the start of your next turn.
Lumpen Metal Scrap: Inflict D6 mortal damage on the target.
Army of Renown
Where the ground itself groans with hunger and opens in undulating gullets, twisted, feral shapes slaughter errant warriors to feed to the grisly apertures. These are the Gorger Mawpacks, ogors afflicted with a terrible curse that keeps them in a permanent state of starvation. Ogor Butchers will often travel with these creatures in Roving Maws, testing new recipes upon them and opening Mawpits with gastromantic rituals.
When you pick the Ogor Mawtribes faction for your army, you can choose for it to be a The Roving Maw
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
ROVING MAW keyword.
TASTY MORSELS: Ogors hate wasting even a scrap of meat. Any foes they do not gobble down on the spot are hacked to pieces and saved for the Butcher’s pot.
Effect: Each time a model is slain by a friendly
Mawpit’s ‘Hungry Sinkhole’ ability, you gain 1
tasty morsel.
DRIVEN BY STARVATION: Each offering the Head Butcher submits to the Mawpit is one fewer scrap for a ravening Gorger.
Effect: Friendly
Gorger Mawpack units can use
CHARGE abilities even if they used a
RUN ability in the same turn unless they are wholly within 3" of a
terrain feature.
TRAMPLING CHARGE: The charge of bellowing ogors resembles a living avalanche of blubber and metal. Anything in their path is quickly squished into an edible paste.
Declare: Pick a friendly
ROVING MAW unit that
charged this turn to use this ability, then pick a
visible enemy unit within 1" of it to be the target.
Effect: Roll a D3. On a 2+, inflict an amount of
mortal damage on the target equal to the roll.
THE REALM HUNGERS: None can tell where hungry, chomping Mawpits will next manifest in the ground.
Effect: Units and
MANIFESTATIONS are
vulnerable to Mawpits while they are on the battlefield unless they are wholly within 1" of a
terrain feature that is not a
Mawpit. This ability has no effect on
ROVING MAW units or units that have
<KY>FLY</KY>.
MAWPITS OF GHUR: These highly aggressive, teeth-filled rents in the ground are drawn to the wider realms by the Butchers’ gastromantic magic.
Effect: Roll 2D6 and add the number of
tasty morsels you have to the roll. Apply the corresponding effect below for the rest of the battle round. Then, reset your
tasty morsels to 0.
2-3 – Subdued: No effect.
4-5 – Peckish: Subtract 3 from the
control scores of units that are vulnerable to
Mawpits.
6-8 – Rumbling: Roll a dice for each unit that is vulnerable to Mawpits. On a 3+, inflict 1
mortal damage on that unit.
9-11 – Famished: Units that are
vulnerable to Mawpits cannot use
commands.
12+ – Ravenous: Roll a D3 for each unit that is
vulnerable to Mawpits. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.
HERO only
PRIME GUTSERVER: This general has fed entire armies to the Mawpits.
Effect: If this unit is within 1" of a friendly
Mawpit, gain 1
tasty morsel.
HERO only
FLASKS OF CONGEALED MAW-JUICES: These vessels contains greasy, pungent fluids that squirted from a Mawpit as it gobbled down a victim. They have fortifying effects on those chomping sinkholes into which they are poured.
Effect: Friendly
Mawpits within this unit’s
combat range have
WARD (5+).
MAWMEAT: Chunks of meat glistening with ichor are flung into overgrown ruins and undergrowth to attract more Mawpits to the battlefield.
Declare: Pick a friendly
ROVING MAW WIZARD to cast this spell, pick a
visible terrain feature within 18" of them to be the target, then make a
casting roll of 2D6.
Effect: For the rest of the battle, units on or within 1" of the target are
vulnerable to Mawpits. This ability has no effect on
ROVING MAW units or units that have
<KY>FLY</KY>.
RETCHER: As they cast this spell, the Butcher spews their stomach contents over their weaponry, giving their blades ‘extra bite’.
Declare: Pick a friendly
ROVING MAW WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Add 2 to the Rend characteristic of the caster’s melee weapons until the start of your next turn.
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.
The Anvil of Apotheosis
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| Your Hero's WarscrollYou can download a blank warscroll from warhammer-community.com on which to record all of your hero’s details. | |
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| 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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Step 1 - Set a Destiny Point Limit
The Anvil of Apotheosis uses a currency called
destiny points. First, you need to set a destiny point limit. This will determine how many destiny points you have to spend on your hero, what type of hero they will be and what their battle profile points cost will be.
Pick 1 of the following:
| HERO TYPE | DESTINY POINT LIMIT | BATTLE PROFILE POINTS COST | | Gutbully | 10 | 150 | | Gutmaster | 30 | 250 | | Gutlord | 50 | 350 |
|
Over the next few steps, you will pick options for your hero. Each option has a destiny point cost, abbreviated as DP. Keep a record of the number of destiny points you have spent. You cannot exceed the limit you have set.
To begin with, your hero has the following warscroll:
| Ogor Weapon |
| | Ogor Weapon | 4 | 4+ | 2+ | 2 | 2 |
| HERO, INFANTRY |
| DESTRUCTION, OGOR MAWTRIBES, OGOR |
Step 3 - Pick an Archetype
You must pick 1 of the following Archetypes for your hero:
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| Your hero gains the GUTBUSTERS keyword and the following regiment options:
| Regiment Options | Any GUTBUSTERS units, 0-1 non-GUTBUSTERS OGOR MAWTRIBES units |
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| Your hero gains the BEASTCLAW keyword and the following regiment options:
| Regiment Options | Any BEASTCLAW units, 0-1 non-BEASTCLAW OGOR MAWTRIBES units |
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| Your hero gains the WIZARD (1), MAWSEEKERS and WARD (6+) keywords and the following regiment options:
| Regiment Options | Any MAWSEEKERS units,0-1 non-MAWSEEKERS OGOR MAWTRIBES units |
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| WINTER-TOUCHED ELDER -4DP Your hero gains the PRIEST (1) and BEASTCLAW keywords and the following regiment options:
| Regiment Options | Any BEASTCLAW units, 0-1 non-BEASTCLAW OGOR MAWTRIBES units |
|
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| Your hero gains the GUTBUSTERS keyword and the following regiment options. Replace their melee weapon with the weapon profile below:
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Innard-ripper Crit (Mortal) | 4 | 4+ | 2+ | 2 | 3 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Innard-ripper Crit (Mortal) | | 4 | 4+ | 2+ | 2 | 3 |
|
| Regiment Options | Any OGOR MAWTRIBES units |
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Step 4 - Pick Your Hero's Origin And/Or Flaw
You can pick up to 1
origin and up to 1
flaw for your hero. Each adds an ability to your hero’s warscroll. However, instead of costing
destiny points, flaws give you extra destiny points to spend elsewhere.
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| OriginsPIT BRAWLER: Having won several ‘guts- out’ deathmatches, this ogor is a ruthless and canny fighter.
Declare: Pick each enemy unit in combat with this unit to be the targets. Effect: Roll a dice for each target. On a 2+, inflict 1 mortal damage on the target.
ONCE ATE AN ENDLESS SPELL WHOLE: Ever since 'the incident’ with a magical manifestation, this ogor seems to unconsciously help channel gut magic.
Effect: Re-roll 1 dice in that casting roll or chanting roll.
SAVAGE PRIVILEGE: Hailing from a wealthy tribe, this ogor has enough armour - or simply girth - to shrug off arrows and musket shot.
Effect: Ignore negative modifiers to save rolls for shooting attacks that target this unit.
NOMADIC WARRIOR: This ogor’s clan were always on the move, and so they became used to crossing distance at pace.
Effect: If this unit charged in the previous turn, for the rest of the turn, add 1 to the number of dice rolled when making charge rolls for this unit, to a maximum of 3.
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| FlawsEMPTY 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.
Effect: This unit cannot be healed.
SELF-PRESERVER: This ogor boss is wily and cautious, but this sometimes brings a moment’s hesitation when confronted with something bigger than them.
Effect: This unit has STRIKE-LAST while it is in combat with an enemy MONSTER.
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.
Effect: While this unit is in combat, friendly units within this unit’s combat range cannot use the ‘ All-out Attack’ or ‘ All-out Defence’ commands.
LUMBERING TITAN: Well, all that food has to go somewhere...
Effect: This unit cannot use RUN or RETREAT abilities.
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Step 5 - Pick a Battle Mount
You can pick up to 1
Battle Mount for your hero.
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| HINTERLANDS BEAST: Rhinoxen, maulhounds, ill-tempered mournfangs: all these hulking creatures, and more besides, are ridden by ogor champions.Add the following weapon to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Horns, Teeth and Claws Charge (+1 Damage), Companion | 4 | 4+ | 2+ | 1 | 2 |
|
| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Horns, Teeth and Claws Charge (+1 Damage), Companion | | 4 | 4+ | 2+ | 1 | 2 |
|
In addition, make the following changes to your hero’s warscroll: - Change the Move characteristic to 10".
- Change the Health characteristic to 10.
- Change the Save characteristic to 4+.
- Replace the INFANTRY keyword with the CAVALRY keyword.
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.Add the following weapon to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Huge Horns Charge (+1 Damage), Companion | 7 | 4+ | 2+ | 2 | 3 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Huge Horns Charge (+1 Damage), Companion | | 7 | 4+ | 2+ | 2 | 3 |
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BATTLE DAMAGEDEffect: While this unit has 10 or more damage points, the Attacks characteristic of its Huge Horns is 4.
In addition, make the following changes to your hero’s warscroll: - Change the Move characteristic to 10".
- Change the Health characteristic to 16.
- Change the Save characteristic to 3+.
- Replace the INFANTRY keyword with the MONSTER keyword.
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Step 6 - Battle Any Battle Mount Upgrades
If your hero has a Battle Mount, you can pick any number of
Battle Mount Upgrades for them. The same upgrade cannot be picked more than once.
| Upgrade | Effect | | Overbearing Bulk -2DP | Add the following ability to your hero’s warscroll:
OVERBEARING BULK: This monster’s sheer size can intimidate almost anyone.
Effect: Subtract 3 from the control scores of enemy units while they are in combat with this unit.
| | Strider -3DP | CAVALRY only. Add 2" to your hero’s Move characteristic. | | Massive Tusks -3DP | MONSTER only. Add the following weapon to your hero’s warscroll:
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Massive Tusks Companion | 3 | 4+ | 2+ | 1 | 5 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Massive Tusks Companion | | 3 | 4+ | 2+ | 1 | 5 |
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| | Specific Tastes -3DP | Your hero’s Companion melee weapons have Anti-X (+1 Rend), where X is 1 of the following keywords: INFANTRY, CAVALRY, MONSTER, WAR MACHINE, WIZARD or PRIEST. | | Frostblast -3DP | Add the following weapon to your hero’s warscroll. You cannot pick this upgrade if your hero already has a ranged weapon.
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Frostblast Companion | 12" | 1 | 4+ | 2+ | 1 | D3+2 |
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| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | Frostblast Companion | | 12" | 1 | 4+ | 2+ | 1 | D3+2 |
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| | Stone-hard Skeleton -3DP | Add the following ability to your hero’s warscroll:
STONE-HARD SKELETON: This creature’s skeleton is as solid as rock.
Effect: Ignore the first damage point that would be allocated to this unit in each phase.
| | Extremely Ornery -6DP | MONSTER only. Add the following ability to your hero’s warscroll. You cannot pick this upgrade if your hero has another RAMPAGE ability.
EXTREMELY ORNERY: This beast has a short fuse, and is easily spurred into a rampage.
Effect: If any visible friendly units had any damage points allocated to them this turn, roll a dice. Add 1 to the roll if any damage points were allocated to this unit this phase. On a 4+, this unit can move up to 2D6". It can move through the combat ranges of enemy units but cannot end that move in combat.
| | Force of Nature -6DP | MONSTER only. Add the following ability to your hero’s warscroll. You cannot pick this upgrade if your hero has another RAMPAGE ability.
FORCE OF NATURE: This monster is so big or wild that enemies are but minute inconveniences to it.
Effect: This unit has <KY>FLY</KY> for the rest of the phase. Each time this unit ends a move this phase, inflict 1 mortal damage on each enemy non- MONSTER unit it passed over.
| | Plundered Cannon -7DP | Add the following weapon to your hero’s warscroll. You cannot pick this upgrade if your hero already has a ranged weapon.
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Plundered Cannon Companion | 18" | 2 | 4+ | 2+ | 2 | 5 |
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| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | Plundered Cannon Companion | | 18" | 2 | 4+ | 2+ | 2 | 5 |
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Step 7 - Pick any Other Upgrades
Pick any number of other upgrades for your hero. The same upgrade cannot be picked more than once.
| Upgrade | Effect | Needs a Bigger Gutplate
-1DP | Add 1 to your hero’s Control characteristic. | Slicer and Dicer
-2DP | Add 1 to the Attacks characteristic of your hero’s melee weapons. | Bigger than Most
-2DP | Add 2 to your hero’s Health characteristic. | Chaintrap, Harpoon Launcher or Blood Vulture
-2DP | Add the following weapon to your hero’s warscroll:
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Chaintrap, Harpoon Launcher or Blood Vulture | 15" | 1 | 4+ | 3+ | 1 | 3 |
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| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Chaintrap, Harpoon Launcher or Blood Vulture | | 15" | 1 | 4+ | 3+ | 1 | 3 |
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| Bludgeoner
-3DP | Your hero’s non-Companion melee weapons have Crit (2 Hits). | Unshiftable Mass
-4DP | Add the following ability to your hero's warscroll:
UNSHIFTABLE MASS: When this hero decides to stay put, nothing can move them.
Effect: Enemy MONSTERS cannot use RAMPAGE abilities while they are in combat with this unit.
| Barrels Through
-4DP | INFANTRY only. Your hero has <KY>FLY</KY>. | Uncanny Fortune
-4DP | Your hero has WARD (6+). | Loves a Good Fight
-4DP | Add the following ability to your hero's warscroll:
LOVES A GOOD FIGHT: The sight of eager enemies hurtling towards this ogor gets them equally fired up in turn.
Effect: While this unit is in combat with an enemy unit that charged this turn, this unit has charged this turn.
| Trampier
-4DP | Your hero’s non-Companion melee weapons have Charge (+1 Damage). | Massive Crossbow
-5DP | Add the following weapon to your hero’s warscroll:
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Massive Crossbow | 15" | 3 | 4+ | 3+ | 1 | 2 |
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| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Massive Crossbow | | 15" | 3 | 4+ | 3+ | 1 | 2 |
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| Jocular Disposition
-6DP | Add the following ability to your hero's warscroll:
JOCULAR DISPOSITION: This chief’s jolly hollering - or disturbingly light-hearted threats - encourages ogors back into the fight.
Declare: Pick up to D3 visible friendly non-MONSTER OGOR units wholly within 12" of this unit to be the targets. Effect: Return 1 slain model to each target.
| Holy Ogor
-8DP | WIZARD or PRIEST only. Add the following weapon to your hero’s warscroll:
HOLY OGOR: Whether a master Butcher or a Huskard Torr blessed by the Frostfeyr, this ogor is a feared and respected shaman of their clan.
Effect: Add 1 to casting rolls, chanting rolls and banishment rolls for this unit.
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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.
Effect: If this unit is in combat, Heal (1) this unit.
A STRANGE AND SQUIRMING POWER: For whatever reason, magic itself seems reluctant to come too close to this ogor.
Effect: This unit has WARD (5+) against damage points inflicted by SPELL and PRAYER abilities and abilities used by MANIFESTATIONS.
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
HUNGRY FOR TROUBLE: Stay back to lead the mobs, or charge ahead to get stuck in: for this ogor, the choice is clear.
Effect: This hero can move up to 6".
RAVENOUS PHENOMENA: This ogor claims that the Gulping God favours them, opening sinkholes to swallow enemies wherever they go.
Declare: Pick a visible enemy unit within 9" of this unit to be the target. Effect: Roll a dice. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
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.
Declare: Pick either each enemy MANIFESTATION or each enemy faction terrain feature to be the targets. 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...
Effect: While this hero is in combat with an enemy WIZARD, the following effects apply: - Subtract 1 from that enemy WIZARD’s power level, to a minimum of 0.
- Add 1 to this unit’s power level, or, if this unit is not a WIZARD or PRIEST, it has WIZARD (1).
LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
BLOODY-MAWED CHIEFTAIN: Many a violent feasting song speaks to the red-handed acts of destruction committed by this ogor.
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.
MONSTROUS MOMENTUM: Like a boulder rolling downhill, this ogor stomps on and on without ever relenting.
Effect: This unit can use CHARGE abilities even if it used a RUN or RETREAT ability in the same turn.
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| 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.
Effect: Enemy MONSTERS cannot use RAMPAGE abilities while they are in combat with this unit.
REINFORCED SCRAP: These ogors have incorporated all sorts of eclectic materials into their gear: stolen gromril, stripped ironoak - even bits of Stonehorn skeleton.
Effect: Subtract 1 from the Rend characteristic of weapons used for shooting attacks that target this unit.
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
TERRIFYING TRAMPLERS: Tales are spreading of the... ‘forthright’ tactics used by these warriors on the charge.
Declare: If this unit charged this turn, pick an enemy unit within 1" of this unit to be the target. 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.
Effect: You can re-roll run rolls for this unit.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
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.
Effect: Roll a dice. On a 3+, that command has no effect, it still counts as having been used and the command points spent to use it are still lost.
QUICK THINKING (FOR OGORS): Experience has given these ogors an eye for opportunities - even if they are mostly opportunities for more carnage...
Effect: If this unit is not in combat, it can immediately use a CHARGE ability as if it were your charge phase.
LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
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.
Effect: If this unit charged this turn, it has STRIKE-FIRST for the rest of the turn.
THE SCARS TO PROVE IT: Victors of a hundred raids and battles, these infamous ogors mark their toughness by their many wounds.
Effect: If this unit has not charged this turn, subtract 1 from the Damage characteristic of melee weapons used for combat attacks that target this unit.
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Scrapglutts trawl the deserted battlefields and rusty junkyards of the lands, driven by an ogor hunter's obsession with fashioning lethal mantraps. Any piece of useful wreckage is quickly gathered by eager gnoblars and repurposed as armour and weapons for the warband. Should a rival happen upon their claim, deliberately or not, then violence always follows ...
The hunter and his minions, known as the Mantrappers, are first into the fray, sizing up the field. Gnoblars harass the flanks, trying not to stray too close should their leader feel peckish. Bringing up the rear is the Scraplauncher. Drawn by a fearsome rhinox, this ramshackle catapult is an unusual but effective war machine as it hurls payloads of waste metal and other detritus at the enemy. Lumbering in its wake come the lronguts. Slow but well armoured - for ogors - these brutes have been sent by their Tyrant to keep a close eye on the hunter to make sure the Scrapglutt doesn't get their grubby mitts on anything too good.
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| This Spearhead army consists of the following units:
General - Mantrappers with 3 Gnoblar tokens, 1 Frost Sabre token and 1 Trap token
Designer’s Note: This unit’s Trap token has no effect unless you give your general the ’Nasty Trap’ enhancement
Units - 2 Ironguts
- 2 Ironguts
- 4 lronguts
- 12 Gnoblars
- 1 Gnoblar Scraplauncher
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BETTER LATE THAN NEVER
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:
LET'S GET STUCK IN: The Ironguts start to arrive, and woe betide whoever gets in their way.
Effect: Set up this unit wholly within friendly territory, wholly within 6" of the battlefield edge, and not
in combat.
Pick 1 of the following regiment abilities.
IT'S A HARD LIFE: It doesn't take much to become lunch when the leader of this Scrapglutt is around. The best the gnoblars can hope for is that someone else is gobbled up first.
Declare: Pick a friendly
Gnoblars unit within your general’s
combat range to be the target.
Effect: Roll a D3. On a 2+:
- Heal (X) your general where X is an amount equal to the roll.
- 1 model in that Gnoblars unit is slain.
FRENZIED ARTILLERY: The gnoblars of this Scrapglutt's Scraplauncher are known for getting a bit carried away.
Effect: If the unmodified
charge roll for a friendly
Gnoblar Scraplauncher is 6+, add 3 the Attacks characteristic of the target’s
Companion weapons for the rest of the turn.
Give your general 1 of the following enhancements.
SAVAGE INSTINCTS: As this ogor lays into the enemy, nearby allies can't help but get enthusiastic about the feast to come.
Effect: Pick a friendly unit that has not used a
FIGHT ability this turn and is within your general’s
combat range to be the target. The target can be picked to use a
FIGHT ability immediately after the
FIGHT ability used by your general has been resolved.
MASSIVE BULK: Big, lumbering and nigh-on impossible to kill.
Effect: Add 2 to the Health characteristic of your general.
NASTY TRAP: Rusted and gnarled, the jaws of this iron trap mangle and snap the thickest bones with ease.
Declare: Pick an enemy unit within 12" of your general to be the target.
Effect: Give the target your general’s
Trap token. While the target has a
Trap token, each time the target is picked to use a
MOVE or
CHARGE ability, roll a dice. On a 4+, that
MOVE or
CHARGE ability has no effect and the target’s
Trap token is removed
VETERAN HUNTER: This ogor hunter has a keen eye and even keener hunger, which combine to make him as dangerous as a sudden avalanche.
Declare: Pick an enemy unit within 12" of your general to be the target.
Effect: For the rest of the turn, add 1 to the Rend characteristic of your general’s
combat attacks that target that unit.
| | |
| 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. | |
| | |
| Mantrapper Crossbow |
| | Mantrapper Crossbow | 12" | 2 | 4+ | 2+ | 1 | D3 |
| Frost Sabre's Fangs [Companion] |
| | Frost Sabre's Fangs Companion | | 3 | 4+ | 3+ | 1 | 1 |
| Culling Knife |
| | Culling Knife | | 4 | 4+ | 2+ | 1 | 2 |
STAYING USEFUL: The Hunter's companions are handy spotters and trackers.
Effect: While any of this unit’s
Gnoblar or
Frost Sabre tokens are on the battlefield, this unit has
WARD (5+).
Each time you make a successful ward roll for this unit, remove 1 of this unit’s tokens from the battlefield.
If this unit’s
Frost Sabre token has been removed, it can no longer attack with its
Frost Sabre’s Fangs.
NO SLACKING!: The Icebrow Hunter that leads the Mantrappers gets his followers in line with a menacing snort.
Declare: Pick a friendly
INFANTRY unit wholly within 12" of this unit.
Effect: Roll a dice On a 3+, add the result to the target’s
control score until the start of your next turn.
| | |
| 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. | |
| | |
| Irongut Weapon |
| | Irongut Weapon | 3 | 4+ | 2+ | 2 | 3 |
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: Ignore negative modifiers to this unit’s
control score.
| | |
| 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. | |
| | |
| Piles of Old Scrap [Crit (Auto-wound)] |
| | Piles of Old Scrap Crit (Auto-wound) | 24" | 3D6 | 4+ | 4+ | - | 1 |
| Scrappers’ Stabbers |
| | Scrappers’ Stabbers | | 7 | 5+ | 5+ | - | 1 |
| Rhinox’s Sharp Horns [Companion] |
| | Rhinox’s Sharp Horns Companion | | 2 | 4+ | 2+ | 1 | D3 |
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.
| | |
| 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. | |
| | |
| Sharp Stuff |
| | Sharp Stuff | 8" | 1 | 4+ | 5+ | - | 1 |
| Motley Assortment of Weapons |
| | Motley Assortment of Weapons | | 1 | 5+ | 5+ | - | 1 |
NO SHORTAGE OF VOLUNTEERS: When your choices are potentially dying at the hands of the enemy or being eaten alive by a hungry ogor, most Gnoblars are willing to take their chances with the enemy.
Effect: You can return D3 models to this unit.
When an ogor Tyrant wishes to make himself heard, he speaks through his tribe’s most devastating weapon: an ancient great-cannon known as an Ironblaster. Ogors have a special love for blackpowder artillery pieces, for not only do they make a most satisfying roar when fired, but each volley blasts enemies into smoking gobbets of flesh – half-cooked and ready for eating. To own even a single Ironblaster is a mark of great prestige amongst the mawtribes, and Tyrants protect their assets on the battlefield by surrounding them with a retinue of their toughest fighters, known as a Tyrant’s Bellow.
When prey is sighted, Mournfang Riders charge off to engage. They harry their targets with gunshot and hacking blows, driving them out into the open. It is then that the guns of the Tyrant’s Bellow open up en masse – not just the Ironblaster itself but also the cannons wielded by the Leadbelchers, lit tapers dangling from their slavering lips. This storm of metal and fire reduces almost everything in its path to charred carrion, much to the amused delight of the Tyrant. Belly rumbling eagerly, the oversized warlord then advances at the head of his favoured Gluttons, hacking into pieces those foes that still stand and selecting the choicest cuts of scorched meat for himself.
| | |
| This Spearhead army consists of the following units:
General Units - 2 Mournfang Pack
- 3 Ogor Gluttons
- 3 Ogor Gluttons
- 4 Leadbelchers
- 1 Ironblaster
| |
| | |
ON THE MAWPATH
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:
BELLOWING ARRIVAL: A mighty roar echoes across the battlefield as more hungry ogors join the fray.
Effect: Set up this unit anywhere on the battlefield, within 1" of a battlefield edge and more than 6" from all enemy units.
Pick 1 of the following regiment abilities.
PULVERISING GIRTH: There are few armies in the Mortal Realms that can withstand the charge of ravenous ogors.
Declare: Pick any number of friendly units that
charged this phase.
Effect: For each of those units, pick an enemy unit
in combat with it and roll a dice. On a 4+, inflict 1
mortal damage on that enemy unit.
BRED FOR TOUGHNESS: Ogors choose only the toughest and most thick-skinned beasts to carry them into battle.
Effect: Add 1 to the Health characteristic of your
Ironblaster and your
Mournfang Pack unit.
Give your general 1 of the following enhancements.
LONGSTRIDER: This warrior is said to be capable of running down a sprinting rhinox.
Effect: Your general has a Move characteristic of 8" instead of 6".
BOOMING ROAR: Relishing the fight, your general roars a challenge to the enemy that makes the very earth beneath their feet tremble.
Effect: Roll a dice. On a 4+, subtract 1 from
hit rolls for attacks made by enemy units this phase while they are within 9" of your general.
FLASK OF STONEHORN BLOOD: This icy-blue liquid imbues the one who drinks it with the toughness of a Stonehorn.
Effect: Your general has
WARD (3+) this phase.
BLUBBERGRUB: These filthy and disturbingly large maggots are a favourite of the big beasties of the mawtribes.
Declare: Pick either your
Ironblaster or your
Mournfang Pack unit if it is within your general’s
combat range.
Effect: Heal (D6) that unit.
| | |
| 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. | |
| | |
| Ogor Pistols [Shoot in Combat] |
| | Ogor Pistols Shoot in Combat | 10" | 2 | 4+ | 3+ | 1 | D3 |
| Thundermace |
| | Thundermace | | 3 | 4+ | 2+ | 2 | 3 |
| Beastskewer Glaive [Anti-MONSTER (+1 Rend)] |
| | Beastskewer Glaive Anti-MONSTER (+1 Rend) | | 2 | 4+ | 2+ | 1 | 2 |
BULLY OF THE FIRST DEGREE: Tyrants use abrupt violence to help them maintain an iron rule over their warglutt.
Declare: Pick a friendly unit wholly within 12" of this unit to be the target. You cannot pick this unit.
Effect: Add 3 to the
control score of the target until the start of your next turn.
| | |
| 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. | |
| | |
| Ironblaster Cannon |
| | Ironblaster Cannon | 18" | 2 | 4+ | 2+ | 2 | D3+3 |
| Clubber |
| | Clubber | | 2 | 4+ | 2+ | - | 2 |
| Rhinox's Sharp Horns [Companion] |
| | Rhinox's Sharp Horns Companion | | 2 | 4+ | 2+ | 1 | D3 |
RHINOX CHARGE: A rhinox’s double-horned skull can inflict considerable damage when the beast charges into the foe.
Effect: The Damage characteristic of this unit’s
Rhinox’s Sharp Horns is 3 if it
charged in the same turn.
| | |
| 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. | |
| | |
| Ogor Weapons |
| | Ogor Weapons | 4 | 4+ | 2+ | 1 | 2 |
DRIVEN BY HUNGER: Gutbusters cannot wait to meet and eat the enemy.
Effect: Add 1 to
charge rolls for this unit.
| | |
| 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. | |
| | |
| Leadbelcher Gun |
| | Leadbelcher Gun | 15" | D3 | 4+ | 3+ | 1 | 1 |
| Bludgeoning Blow |
| | Bludgeoning Blow | | 2 | 4+ | 2+ | - | 2 |
FIRING FROM THE BELLY: An ogor’s sturdy frame easily absorbs the recoil of even cannon-sized weapons.
Effect: Add 1 to
hit rolls for this unit’s
shooting attacks if it has not used a
MOVE ability this turn.
| | |
| 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. | |
| | |
| 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 |
LINEBREAKERS: The thick hides of Mournfangs protect them from incoming missile fire as they charge headlong into the enemy’s battleline.
Effect: Subtract 1 from
wound rolls for
shooting attacks that target this unit.