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===={{color|DarkGoldenRod|Leaders}}==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-mawtribes-warscroll-Tyrant-en.pdf Tyrant]''': (150pts) The ogor foot lord. Armed to the teeth with dual pistols that act like hand cannons, a glaive for slaying, and a mace for smashing. They can take a Big Name to better fit their function. They now limit damage from battleshock for Ogor units within 3" to just one. The Glaive ups its damage to D6 when facing a Monster or Hero and rolling a 6 to hit, and the mace does 1 MW (d3 if the unit has 3 or more models) on any unmodified hit roll of 6. **'''Big Names:''' Each Tyrant you bring can have a big name. These are essentially mini-warlord traits, but are not limited and they stack with other traits. Each Tyrant gets one, and multiple Tyrants can share the same Big Name. #'''Deathcheater''': 5+ ward for your Tyrant. #'''Brawlerguts''': Treat the model as a Monster for the Trampling Charge battle trait. #'''Fateseeker''': The Tyrant's save goes from 4+ to a 3+. #'''Longstrider''': Tyrant's base move becomes 8", meaning a hungry Tyrant moves 10". #'''Giantbreaker''': +1 to the damage of weapons when fighting monsters. Yes, plural, and not limited to melee weapons. Including the Ogor Pistols, that's 7 potential damage extra. #'''Wallcrusher''' Improve the Rend of melee weapons when attacking enemies in cover or ina garrison.. **While he is easIly comparable to a small monster, he doesn’t have that many synergies with other units. The most you’ll get will come from the Mawtribe you pick, if you choose one at all. He’s a decent beatstick if you don’t wanna fork over the points for a Frostlord but that’s about it. At least his new model is sick. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-mawtribes-warscroll-Butcher-en.pdf Butcher]''': (140pts) Your big fat wizard who's actually decent in a fight. He’s got two weapon choices, one that has better rend and another with better damage. His unique spell, however, is very useful against horde armies like Skaven. The more successful spells he casts, the more he heals, though he does have a 1/6 chance of doing the opposite and inflicting a mortal wound on himself. Don't feel weird about taking more than one of these guys; they're one of the better wizards in the game when you consider the spells they can take. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-mawtribes-warscroll-Slaughtermaster-en.pdf Slaughtermaster]''': (140pts) The old Skrag the Slaughterer model is a +1 Butcher who uses his cauldron to provide a variety of boosts for your Ogors and debuffs/damage to enemies. While he doesn't do as much melee damage as the other guy (this can be offset making his stumps inflict more damage), it helps solidify his role as a support piece than a raw damage dealer. Also, despite lugging around that giant cooking pot, he still has the same 6’’ movement as most Ogors. So you could have him running alongside friendly units, though that will definitely make him an easy target. Generally considered the Ogor best suited to sit at the Mawpot. *'''Blackpowder's Buccaneers''': (110pts) A Maneater from Underworlds and his merry band of diminutive minions. Comparable to a butcher in stats, he can crack ribs like any other hero and gets a few tricks. Each minion gives him a benefit, he can choose to sacrifice them to negate a wound or mortal but he loses the abilities associated with that minion. The monkey deals out an single mortal to an enemy within 3" on a 5+ after the unit fights, the parrot does the same on the shooting phase to an enemy within 18", the peg-leg gnoblar gives you +1 to hit (ranged and melee) and can survive being sacrificed on a 5+, and finally the hook gnoblar gives you a +2 on the selling point of the unit, the Lengendary Looter ability. At the start of combat, pick a hero with an artefact, roll 2d6 and add 2 for the hook gnoblar and 1 for every other minion not yet sacrificed, on a 12 (aka a 7 if you have all your minions around) you nick the artefact and the enemy cannot use it for the rest fo the battle, reverting weapons stats to theiir original versions and so ona nd so forth. *'''Bloodpelt Hunter''': A sneaky ogor? whodda thunk it! not visible to enemies while in cover and able to move at the end of your enemy's movement phase if he's 9" away from his units. He solidifies his role as a Monster Hunter by making his ranged weapons deal max damage against Monsters, have him zoom up the boarrd ahead of your main force and either harass enemy monsters or wreck their backline since he's no slouch in melee either. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-mawtribes-warscroll-Firebelly-en.pdf Firebelly]''': (130pts) A fire wizard with breath attack and his spell wreathes himself in a protective fire. Exists outside the subfactions with lack of {{AOSKeyword|Gutbuster}} and/or {{AOSKeyword|Beastclaw Raiders}} keyword. All three of the Sun-Eater spells are very good, so he's far worth adding to your army if you have the points spare.
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