We’ve seen loads of ogors over the past few weeks, from a pack of hunters to the mightiest warlord of them all. Now, it’s time to find out what they do on the battlefield.

Tyrant
Tyrants are the big bosses of your Mawtribes, and many accrue ostentatious names that are little more than thinly veiled boasts about their achievements. These Big Names aren’t just for showing off, though – they speak to specialised abilities earned over a long life of bloodshed.

TYRANT
Deployment Phase
BIG NAME
Tyrants are fond of assuming crudely grandiose titles that speak of their monstrous deeds.
Effect: Pick 1 of the following effects to apply for the rest of the battle. You cannot pick an effect that has already been picked for another friendly Tyrant.
Neck-wringer: Enemy INFANTRY units that have a Health characteristic of 1 or 2 cannot contest objectives while they are in combat with this unit.
Steed-eater: Enemy CAVALRY units cannot use RETREAT abilities while they are in combat with this unit.
Giant-wrestler: Enemy MONSTERS cannot use RAMPAGE abilities while they are in combat with this unit.
The ability you pick is chosen in the deployment phase, so you get to see everything your opponent is bringing before deciding which Big Name will be the biggest hassle for them.
Hunters with Sabrefangs
We recently saw that the new ogor Hunters can hunt Through the Frosts to get extra close to their chosen quarry, and wouldn’t you know it, their sneaky spot of razzle-dazzle puts their target right in range of their enormous crossbows.

HUNTERS
WITH SABREFANGS
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg |
Hunter’s Crossbow Anti-MONSTER (+1 Rend) | 15" | 3 | 4+ | 3+ | 1 | 2 |
A pack of three Hunters can put some serious hurt on enemies big and small, and if they’re facing enemy Monsters, all the better! A lot of their chosen quarries have thick hides or steel-hard scales, so every bit of extra Rend is worth its weight in meat.
Butcher
Speaking of meat, Butchers gather all the choicest morsels for their bubbling cauldrons and brew some quite extraordinary effects. Some use freshly obtained body parts to channel arcane aptitude, increasing their own magical power through the sacrifice of others.

BUTCHER
Once Per Battle (Army), End of Any Turn
MORE MEAT FOR THE POT…
The more bloody ingredients a Butcher tosses into their sacred cauldron, the more their arcane power seems to grow.
Effect: If any damage points were allocated to an enemy unit this turn by this unit’s combat attacks or by combat attacks made by a MANIFESTATION summoned by this unit, and that enemy unit has been destroyed, add 1 to this unit’s power level for the rest of the battle.
You even get charged up when a Manifestation you summoned tears chunks out of the enemy, so get those endless spells out and start throwing them around the battlefield.
Cleavers
While ogors will eat most things that walk or crawl, some develop special tastes for rare and exotic flesh – like the Cleavers and their love of magical body parts. They’re so obsessed, in fact, that they fly into a frenzy whenever wizards and priests crop up nearby, eager to tear their sorcerous skin and feast on the latent power of what’s inside.

CLEAVERS
Any Combat Phase
ARCANE APPETITE
The flesh of shamans and other cunning folk is a prized delicacy to the Cleavers. Simply being in the presence of those who are mystically attuned, be they friend or foe, whets their palate for carnage, seeing them lay into the enemy with terrifying vigour.
Effect: If a friendly or enemy WIZARD or PRIEST is within 6" of this unit, roll a dice. On a 3+, pick 1 of the following effects to apply for the rest of the turn:
This unit’s melee weapons have Crit (2 Hits).
If this unit’s melee weapons already have Crit (2 Hits), they have Crit (Mortal).
Unlike many similar mage-killing abilities, you don’t even have to target the wizard or priest! Having an arcane source nearby is enough to ensure the ogor’s opponents have been pounded into dust.

Gutseers
Oracles across the Mortal Realms read portents from animal entrails, and it might come as a shock, but the Ogor Mawtribes have ready access to such grisly reagents.

GUTSEERS
Once Per Turn (Army), Any Hero Phase
CONDUITS OF GUT MAGIC
The Gutseers’ faith and grisly acts of divination make them conduits of the gastromantic magic of the Butchers, who can channel their power through these disciples of the Maw.
Effect: Measure the range and visibility of the next SPELL ability used by a friendly OGOR MAWTRIBES WIZARD that is wholly within 12" of and visible to this unit from this unit instead of that WIZARD. This unit is treated as the caster for the purpose of other abilities or spell effects, such as ‘Unbind’.
Given his ponderous speed,* Redd the Maw is especially fond of Gutseers who’ll project his magic through their eyes, so he can focus on making whatever rank brew is in his cauldron this time.
Gluttons
Despite being the ‘rank and file’ of the Ogor Mawtribes, Gluttons are anything but average, and their tremendous bulk compared to other ‘line’ infantry allows them to absorb punishment like great beasts of war.

GLUTTONS
Passive
WALL OF MEAT
Bulky and stubborn, Gluttons are remarkably hard to shift.
Effect: Add 1 to save rolls for this unit if it has not charged this turn.
Being able to effectively ignore the first point of Rend is an immensely powerful ability, and your Overtyrants can rest soundly knowing that the young(ish) upstarts can simply be thrown onto the front lines to soak up damage.
Ironguts
As more veteran ogors, Ironguts know exactly when to turn on the violence regardless of what their allies are doing. Their Displays of Might ability lets them use the powerful Bull Charge for a second time in a turn, bulldozing lesser species aside as they thunder into the fray with allies close by.

IRONGUTS
Once Per Turn (Army), Any Charge Phase
DISPLAYS OF MIGHT
Ironguts love any opportunity to remind everyone watching of just how violent they can be.
Effect: This unit can use the ‘Bull Charge’ ability even if another friendly unit has used it this turn.

Once Per Turn (Army), Any Charge Phase
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.
The damage you get from Bull Charge is nice, but the main attraction is its ability to shove enemy units around the battlefield at will. Push them off objectives, shove them closer to your charging units, the possibilities are endless. Those pits and ravines won’t flood themselves.
The Ogor Mawtribes are up for pre-order this weekend, on Saturday to be precise! Pre-order your Army Set, and get ready to make Ghur shake beneath your feet.
* On account of bringing the mother of all cauldrons into battle.





















