Yesterday, we got a look at new rules and battle traits for the Ogor Mawtribes, and today you’ll see how those powerful abilities can work for your mightiest heroes.

Morga the Mighty
Fresh from yesterday’s tasty reveal, Morga the Mighty is making her presence known and laying about with her massive weapon, the Meatfist Masher. Touted as a legendary relic of the Meatfist, she’s only concerned with its ability to crush skulls – and boy, does it crush skulls.

MORGA THE MIGHTY
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg |
The Meatfist Masher | 4 | 3+ | 2+ | 2 | 3 |
Grutta’s Horn and Hooves Charge (+1 Damage), Companion | 8 | 4+ | 2+ | 2 | 3 |
Passive
AN OGOR’S OGOR
Morga is a firm believer in embracing the wild heart of her race, and she makes no effort to hide her ravenous nature.
Effect: More than 1 effect of the ‘Eat ’Em Alive’ ability can apply to this unit at the same time; however, each effect can only be applied to this unit once.
Coupled with her glutthorn Grutta’s own attacks, Morga can annihilate entire units of elite warriors without a second thought. Laying into everything around her is doubly useful, too, as she can gain multiple powerful boons from the Eat ’Em Alive ability – the Ogor Mawtribes’ battle trait we showed off yesterday – instead of just one, making her extra durable, surprisingly speedy, or whatever else works in the moment.
That’s only one of the four abilities on her warscroll. You’ll have to wait for the battletome for the others, but rest assured, they involve plenty of eating.
Tyrant on Glutthorn
The alternative build for that kit, the Tyrant on Glutthorn, is also an impressive beast of a leader, whose fearsome presence compels even the tardiest of ogors into… if not a run, then at least a spirited jog towards enemy lines.

TYRANT
ON GLUTTHORN
Once Per Turn (Army), Reaction: You declared a Charge ability for an Ogor Mawtribes unit wholly within 12" of this unit
PITILESS WARLORD
Anyone caught slacking under the gaze of a Tyrant is sure to regret it; better to put the effort in before they notice.
Effect: Re-roll 1 dice in that charge roll.
Grell Firefist
We saw the immense power Grell Firefist is packing in her beloved cannon when we showed off the miniature last week, though perhaps even more dangerous is the wealth of experience she’s amassed fighting in every corner of the Mortal Realms. She’s seen every trick in the book and knows how to counter most of them, though getting her fellow ogors to pay attention is another matter entirely…

GRELL FIREFIST
Once Per Turn (Army), Reaction: Opponent declared a command for a visible enemy unit within 6" of this unit
OI! PAY ATTENTION, SLOBS!
Grell’s many mercenary adventures have taught her how to counter many tactics – though sometimes, other ogors need heavy-handed ‘encouragement’ to listen…
Effect: You must allocate D3 damage points to another visible friendly OGOR MAWTRIBES unit within 3" of this unit (ward rolls cannot be made for those damage points). Then, that command has no effect and still counts as having been used, but the command points spent to use it are regained by your opponent.
Redd the Maw
If there’s any drawback to the Eat ’Em Alive ability, it’s that you only activate it at the end of your turn, and only if your units have been in a scrap. This can make it tricky to launch a sudden explosive turn out of nowhere, but Redd the Maw doesn’t need to worry about that. His enormous cauldron is always ready to feed the masses, and they won’t need to wait to sup on his gruesome gruel.

REDD THE MAW
HIGH SLAUGHTERMASTER
Your Hero Phase
FROM THE DEPTHS OF THE CAULDRON (1)
Redd’s cauldron never seems to run dry, and the bloody broths he prepares invoke primal murder-lust in other ogors.
Declare: Pick a visible friendly non-HERO OGOR MAWTRIBES unit wholly within 12" of this unit to be the target.
Effect: The target can immediately use the ‘Eat ’Em Alive’ ability as if it were the end of the turn and it were eligible to do so.
He can also take a draught of his own concoctions, though the effects are quite different. Combined with mad invocations of his own design, the dubiously salubrious stew plunges nearby ogors into a magical blood frenzy, either surging them forwards towards the nearest delicious meatbag or making them lash out at anyone nearby.

REDD THE MAW
HIGH SLAUGHTERMASTER
Your Hero Phase
THE MAW OPENS (7)
As Redd guzzles down his own gory concoctions and babbles ranting invocations, other ogors nearby are overcome by a wave of insane blood-hunger unlike anything they have ever known. None endure it unchanged.
Declare: Pick a visible friendly OGOR MAWTRIBES unit wholly within 12" of this unit to be the target, then make a casting roll of 2D6.
Effect: If the target is not in combat, it can move up to D3+3" but must end that move no further from the nearest enemy unit that is visible to it. It cannot move into combat during any part of that move.
If the target is in combat, inflict D3 mortal damage on each enemy unit in combat with the target, then Heal (D3) the target. If the target is a MAWSEEKERS unit, instead inflict 3 mortal damage on each enemy unit in combat with the target, then Heal (3) the target.
Maulbeast Cavalry
Cavalry units riding massive maulbeasts are like lesser heroes by themselves, and excel at blunting the enemy charge with their prodigious girth and slavering steeds. It’s all-but impossible to get the jump on their ornery mounts, and many a triumphant knight has found their glorious charge at the receiving end of a Ravenous Counter-attack.

MAULBEAST CAVALRY
Passive
RAVENOUS COUNTER-ATTACK
Maulbeasts are always hungry; they do not let foes get close without leaping to attack.
Effect: Enemy units do not count as having charged while they are in combat with this unit.
Maulbeast Raiders
That feral can-do attitude can also be put to use hunting down chosen prey, which Maulbeast Raiders specialise in. Their long-range crossbows and powerful mounts mean staying 9” away from your quarry isn’t hard at all, and the extra mobility can be used to chase your preferred targets or set up for a devastating charge.

MAULBEAST RAIDERS
Once Per Turn (Army), Enemy Movement Phase
RELENTLESS PREDATORS
Maulbeast Raiders are ever on the move, pursuing their quarry with impressive stamina and determination in even the harshest conditions.
Effect: If this unit is more than 9" from all enemy units, it can move up to D6". It cannot move into combat during any part of that move.
Better yet, you can combine this with the Beastclaw ability Closing the Jaws to set up a dangerous unit right next to a vulnerable unit, then chase them down if they try to move away.
We’ve got even more coming from the Ogor Mawtribes this week, so make sure you come back tomorrow when we’ll be looking at Armies and Regiments of Renown.











