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==Allegiance Abilities== ===Battle Traits=== *'''Trampling Charge''': After an {{AOSKeyword|OGOR}} or {{AOSKeyword|Rhinox}} unit makes a charge move, you can pick 1 enemy unit within 1" of the unit and roll a number of dice equal to the unmodified charge move. Add 2 to each dice if the unit is a monster or 1 if it has 3 or more models. For each 6+, deal 1 mortal wound. *'''Grasp of the Everwinter''': At the start of your hero phase, roll 1 die for each enemy unit within 3" of any {{AOSKeyword|BEASTCLAW RAIDERS}} units. If the roll is equal to or less than the battle round, the unit takes D3 mortal wounds. **Makes being around even the cats dangerous. Worth throwing in a Raider for the AoE Damage. *'''Might Makes Right''': When determining who controls an objective, {{AOSKeyword|OGOR}} models count as 2, {{AOSKeyword|OGOR MAWTRIBES HERO}} models count as 5 and {{AOSKeyword|OGOR MONSTER}} models count as 10. Unless you’re bringing in hordes, good luck getting these guys to budge, even lone heroes like Bloodpelt and Icebrow Hunters can contest objectives from smaller units. *'''Ravenous Brutes''': Based on the distance between them and enemy models, {{AOSKeyword|OGOR}} units gain certain buffs, divided into two states called “Hungry” and “Eating”. “Hungry” is being more than 3 inches away from the enemy, which grants them +2 to Movement, and while at 3 inches or fewer they are “Eating” and get +2 to Bravery. This makes them an adaptable and surprisingly fast faction. **the +2" makes ogors fast, foot troops will move 8", mounts move 11" and Stonehorns move 14". Not Cavalry or Slaanesh speeds, but it's widespread and consistent. *'''Gulping Bites''': At the end of each combat phase each enemy unit within 3" of an {{AOSKeyword|GUTBUSTER OGOR}} unit gets d3 mortals on a 4+ die roll. **used to be an extra attack on your units, now it has smaller potential damage but better chance to crunch the better armored units in your enemy's army. *'''The Beasts of Winter''': Your special Montrous Rampages, one for Stonehorns and another for Thundertusks, both only usable on a turn in which the unit charged, the Stonehorn can make a 3d6" move passing over stuf as if it was flying, it must end within 3" of something and rolls for every unit it moved over with a 2+ dealing d3 mortals. The Thundertusk gets to apply Strikes-Last on a roll of 3+ to whatevers within 1", until the end of the following combat phase. Your Stonehorns can suddenly burst through the enemy battleline and engage a juicier target (a lone support hero perhaps, or a ranged unit) and your Thundertusks get to swing first against dangerous stuff for two combat phases, needless to say these are both really good. *'''Everwinter Prayers''': Each {{AOSKeyword|BEASTCLAW RAIDERS PRIEST}} can know 1 prayer in addition to any other prayers they know. In your hero phase, each of them can chant 1 prayer. Each prayer can only be attempted once per phase. ===Command Traits=== <big>'''{{color|DarkGoldenRod|Traits of the Gutbusters}}'''</big> Gutbuster Heroes''' #'''Reluctant Rabble-rouser:''' Battleshock Immunity for Gnoblars wholly within 18". You want lotsa gnoblars? this is how you do it now. #'''Gastromancer:''' Butcher exclusive, they know all spells from the Lore of Gutmagic. #'''Deadly Aim:''' Bloodpelt exclusive, their ranged attacks hit on 2+ rather than 4+. #'''Killer Reputation:''' Tyrant exclusive, you pick an additional Big Name, no duplicates #'''Ex-Mercenary:''' Maneaters become Battleline, at the start of each hero phase every Maneaters unit that is Eating generates a command point on a 3+, these command points can only be used to command Maneaters units. <big>'''{{color|SteelBlue|Traits of the Beastclaw}}</big> - Beastclaw Heroes''' #'''Voice of the Avalanche:''' This hero can now issue commands to any unit on the battlefield, not just those wholly within 18", in addition, once per battle they can use a command ability without spending a command point. #'''Beastmaster:''' Stonehorn or Thundertusk Hero exclusive, once per battle this hero can fight at top wounds bracket. #'''Touched by the Everwinter:''' The general is a Priest. If the general is already a priest they know all prayers from Everwinter prayers. #*Doesn't let you invoke multiple prayers, but lets your Stonehorns buff themselves. #'''Skal Packmaster:''' Icebrow Hunter exclusive, when using Masters of Ambush you can have up to 3 Frost Sabres units join intead of just 1. ===Mount Trait=== If your army includes any '''Heroes''' on '''Stonehorns''' or '''Thundertusks''' one of those '''Heroes''' can have a mount trait (warscrolls grant extra). - ''bypassed by one of the Mawtribes'' <big>'''Hero''' ''mounted on'' '''Stonehorn'''</big><br> #'''Metalcruncher''': At the start of the combat phase, pick 1 enemy '''WAR MACHINE''', or 1 enemy unit with a Save characteristic of 4+, 3+, 2+, that is within 3" of this model. That enemy unit immediately suffers D6 Mortal wounds. Pairs well with Frostfell Aura so enemies can't retreat. #'''Belligerent Charger''': When determining the number of Dice to roll for the Trampling Charge battle trait, treat charge rolls made for this model of less than 7 as 7. #'''Rockmane Elder''': Enemies get -1 to wound when attacking this unit. <big>'''Hero''' ''mounted on'' '''Thundertusk'''</big><br> #'''Fleshgreed''': At the start of each hero phase, if this model is ''eating'', you can heal d3 wound allocated to this model. #'''Rimefrost Hide''': Beasty gets a 5+ ward. #'''Matriarch''': Add 1 to charge rolls for friendly '''Thundertusks''' while they are wholly within 12" of this model. ===Artefacts=== <big>'''{{color|DarkGoldenRod|Plunder of hte Guthold}}'''</big> - Gutbuster Heroes only. #'''Gruesome Trophy Rack:''' Add 1 to hit rolls for attacks made by friendly '''Gutbusters''' units wholly within 12" of the bearer that target a '''Monster''' or '''Hero''' #*Hideously strong. Monsters will vanish and heroes will mysteriously find other places to be on the battlefield when a tyrant sporting this is around. Keep in mind this affectd both melee AND shooting. #'''Flask of Stonehorn Blood:''' Once per battle, at the start of any phase, the bearer can use this artefact. If they do so, until the end of that turn they get a 3+ ward save. #*Keep your tyrant alive through a scary shooting or combat phase. Fine for defense but you might be better off just having a block of Ironguts near you instead. #'''Splatter-cleaver:''' Pick a melee weapon, if that weapon dealt any wounds you can restore d3 wounds to each Ogor unit wholly within 12". #*Disgusting, decadent, delightful, give your lards more staying power whenever their boss is on the front line (which, if he's a tyrant, he should be, all the time). #'''The Fang of Ghur:''' Tyrant exclusive, the bearer's Glaive has a Rend characteristic of -3 instead of -1. #*A weird choice. The Glaive on it's own doesn't have enough swings to usually justify this, but if you absolutely hate armor this is an option. <big>'''{{color|SteelBlue|Trophies of the Everwinter}}'''</big> - BCR Heroes only. #'''Elixir of Frostwyrm:'''Once per battle, during your shooting phase, the bearer can use this artefact. If they do so, pick 1 enemy unit within 6" of the bearer. Roll a die, on a 2+ that unit suffers D6 mortal wounds. #'''Frost-talon Shardbolts:''' Icebrow Hunter exclusive, If the unmodified hit roll for an attack made with the bearer's Hunter Crossbow is 6, that attack inflicts D3 mortal wounds on the target in addition to any normal damage #'''Carvalox Flank:''' Friendly '''Icefall Yehtees''' units that are wholly within 12" of the bearer at the start of the movement phase can move an extra 2" when they make a normal move during that phase. Pair great on a Thundertusk. #'''The Seat of Alvagr:''' Stonehorn or Thundertusk Hero exclusive, once per battle in charge hase, the hero may carry out a second monstrous rampage, following usual restrictions of no repeats. #*Saddling a dangerous enemy monster with fights last and getting +1 to hit on them? or maybe punching through the enemy battleline to reach a lynchpin support hero and preventing them from issuing commands before splattering them? yes please. ===Spell Lore=== <big>'''{{color|DarkGoldenRod|Lore of Gutmagic}}'''</big> - {{AOSKeyword|Butchers}} only #'''Blood Feast:''' CV 7. Pick 1 friendly {{AOSKeyword|OGOR}} unit that is not a {{AOSKeyword|MONSTER}} and that is wholly within 18" of the caster and is visible to them. Add 1 to the Attacks characteristic of that unit's melee weapons until your next hero phase. #*A hearty, flavorful spell that pairs with almost any unit. Make sure to keep your butcher near his Mawpot to make it easier to brew up the spell, as the cooking requirements on this one can be a bit high for chefs-in-training. # '''Blubbergrub Stench:''' CV 5. Until the start of your next hero phase, friendly {{AOSKeyword|RHINOX}} units are treated as {{AOSKeyword|MONSTERS}} for the purposes of Trampling Charge (mortals for each 4+), contesting objectives (each model counts as 5) and Montrous Rampages (they can do em, sweet) while they are wholly within 18" of the caster. #*A strong spell for only the most discerning chefs. Requires rather obscure ingredients, mostly having enough Rhinox around to benefit from the spell's spices. However, if you've got a Rhinox steak or three nearby, this makes them pack quite a satisfying punch against a wide variety of scurrying morsels. #'''Molten Entrails:''' CV 6. Pick 1 friendly {{AOSKeyword|OGOR MAWTRIBES MONSTER}} wholly within 18" of the caster that is visible to them. Until the start of your next hero phase, add 1 to the Damage characteristic of the melee weapons used by that MONSTER'S mount. #*A spell that enhances the already intense flavor of your monsters. Throw this on a Frostlord on Stonehorn and watch the delectable carnage. #*If you’re building a BCR list, definitely considering bringing a Slaughtermaster with this spell for mobile buffs to your beasts. #'''Greasy Deluge:''' CV 6. Pick 1 enemy unit within 18" of the caster that is visible to them. Subtract 1 from hit rolls for attacks by that unit until the start of your next hero phase. #*A scrumptious debuff that helps stop a meal's rough kick on your softest diners, use this to turn tough Ghoulburgers into mush, or unpalatable Dryad Salad into Applesauce. <big>'''{{color|Red|Lore of the Sun-Eater}}'''</big> - {{AOSKeyword|Firebelly}} only #'''Fiery Whirlwind:''' CV 6. Pick 1 enemy unit. Roll 1 dice for each model in that unit that is within 12" of the cast and is visible to them. For each 4+ that unit suffers 1 mortal wound. If the unit only has 1 model, roll 3 dice instead of 1. A very spicy horde killer with very lackluster range, so make sure you keep your Firebelly safe after he casts this spell. #'''Billowing Ash:''' CV 6. Until the start of your next hero phase, subtract 1 from the hit rolls for attacks that target friendly units wholly within 12" of the caster. One of the better spells in the book. Though if you get this spell off in addition to Greasy Deluge, you could all but nullify a units attacks. #'''Tongues of Flame:''' CV 6. Pick 1 enemy until that has 5 or more models that are within 18" of the caster and visible to them. Until the start of your next hero phase, each time that unit finishes any type of move it suffers D3 mortal wounds. Situationally decent. Worth noting it says 'a move', which includes pile-in moves, so feel free to make your opponent mad by reminding him of this ''after'' he's done moving his models in combat. ==={{color|SteelBlue|Manifestations of the Eternal Snowstorm}}=== Prayers for your Huskard Torr. #'''Pulverising Hailstorm:''' 3+, pick a point on the battlefield within 18" of the model chanting this prayer. Roll 1 dice for each unit within 3" of this point. On a 2+ that unit suffers D3 mortal wounds. #'''Keening Gale:''' 3+, pick 1 friendly {{AOSKeyword|MONSTER}} or {{AOSKeyword|MOURNFANG PACK}} that is wholly within 18" of the model chanting this prayer. Until the start of your next hero phase, add 3" to that unit's Move characteristic. #'''Call of the Blizzard:''' 3+, pick 1 friendly unit of Icefall Yhetees or Frost Sabres wholly within 18" of the model chanting this prayer that is visible to them. Return 1 slain model to that unit. ==={{color|DarkGoldenRod|Rampaging Warglutts}}=== Grand Strategies *'''Ready for Plunder''': Have most of your units in enemy territory by the end of the game, pretty simple really. *'''Saga of the Monster Hunter''': Hvae your general kill a Monster and survive to the end of the game. Easier if you chose a Monster Hero yourself. *'''On the Mawpath''': Complete 4 or more Battletactics from your exclusive list. Not too terrible but a few of them are finicky to say the least. *'''Enough Grub for All''': Empty, and then refill your Great Mawpot at least once. If your enemy is dumb enough to give it to you then good for you, otherwise requires some good setup first. ==={{color|DarkGoldenRod|Glory to the Gulping God}}=== Battle Tactics *'''Eat Your Fill''': Have all units Eating, you'll know when you can get this,, not too hard considering the size of your army too. *'''Savour the Taste''': Have all units Hungry, cannot be picked for the first round. As with the previous one, you'll know when you can score this one, though this one plays less favourably with your general batteplan, its more of a bandaid for turns when you can't do your favorite thing. *'''Avalanche of Flesh''': Deal 10 or more wounds from the Trampling Charge trait by the end of the turn, actually not terribly hard to accomplish with the right comp or setup. *'''Winter Take Thee''': Kill a hero or monster with wounds from the Grasp of the Everwinter trait. Cold Garbage, the only time you'll pick this is if its turn 5-6 and you start the round engaged to an enemy with 1-2 wounds left, in any other situation its too hard to pull off. *'''Let them Loose''': Carry out 4 or more Montrous Rampages, BCR centric lists love this, and now that Mournfang units can contribute too it might be worth building around. *'''Boil Their Bones''': Kill a designated Hero or Monter within 6" of your Great Mawpot. As with he first two, you'll know when you can get this one.
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