Age of Sigmar/Tactics/Old/Destruction/Gutbusters
Warscrolls
Common keywords in these warscrolls are DESTRUCTION, OGOR and GUTBUSTERS. Scraplauncher and Grots have the GROT keyword instead of OGOR, of course.
Heroes
- Tyrant: Can choose between the Massive Ogor Club, the Great Gutgouger or a pair di Clubs, Bashers or Slicers. They all hit and wound at 3+, with the difference being that the dual wielding options gives you 6 attacks dealing 2 damages with Rend -1, the Massive Ogor Club deals 4 attacks dealing 3 damages with Rend -2 and the Gutgouger is same as the Club but with one less attack and it also deals double damage if you roll a 6 to wound. Also, there is 1 more inch of range between each option (so the Gutgouger haves a 3" range, Massive Club 2" and the dual wielding only 1"). You can also get Ogor Pistols to give him some shooting attacks. At the beginning of the game you roll a dice to check his Great Name, which means a random bonus on top, of which some are glorious and some are incredibly meh. His command ability deals D3 mortal wounds to a GUTBUSTERS unit within 6", but that unit will not need to take Battleshock tests for the remainder of the game. Use this on Gnoblars, ah, I mean Grots.
- Butcher: He can take a Cleaver or a pair of Stump Blades and a Great Cauldron (because we need a reason to keep the Skragg model in the store after the character died). Cleaver is exactly the same knock every wizard gets but with twice the attacks, while the Stump Blades deal 2D6 attacks dealing just 1 damage with no rend, but the Cauldron is what makes them worth it all: you roll a D6 in each Hero Phase and check the table, if you roll a 1 the Butcher suffers D3 mortal wounds but otherwise you'll heal a wound to every OGOR model within 14" (yes, model, not unit), give +1 to hit rolls to a single OGOR unit within 14" or deal D3 mortal wounds on a 4+ roll to every enemy unit within 7". His exclusive spell is a reskinned Fist of Mork, but the real deal is that he can heal a wound on a 2+ roll after he casts a spell (if he fails he instead suffers a wound and no, you cannot forgo this roll because you're at full health).
Troops:
- Ogors: Can choose between Club/Blade and Iron Fist (Every time you roll a 6 to save the closest enemy model suffers a mortal wound) or two Clubs/Blades (reroll every 1 to hit). They also reroll every 1 to wound in the turn they charged (or just reroll any failed wound roll of the unit haves 10+ models). Bellower give -1 Bravery to every enemy unit within 6", while the Standard Bearer can choose between the Great Beast Skull (roll a dice every time an enemy model from an unit within 6" escapes: on a 6 another one escapes) and the Tribal Banner (reroll every 6 in Battleshock Phase), and the latter can take the Lookout Grot (an extra 6+ save against missile weapons).
- Ironguts: Dudes with big weapons. After at least one OGOR model escaped a unit of Ironguts can reroll every 1 to hit, wound and save for a single turn. Bellower is the same as above, Rune Maw is like the Great Beast Skull but can also cancel spells targeting the unit on a 6 roll.
- Gorgers: They can start the game in the reserves and then are placed on the field within 12" from enemy units in your first movement phase. They also run and charge in the same turn.
- Leadbelchers: Shooty guys. Amusingly they deal more damage in melee than when shooting. They shoot D6 hits if they didn't move and there are no enemies within 3".
- Ironblaster: First chariot/warmachine thing. Rerolls hits when shooting against units with 10+ models, while the Rhinox deals an extra damage in melee in the turn it charged.
- Scraplauncher: Second one. Similar bonuses, except that instead of rerolling it deals more damage against bigger units (goes from D3 to D6 against units with 10+ models to 2D6 against units with 20+ models). Also it's a catapult, so it can shoot against stuff it can't see.
- Grots: So Gnoblars are now a variant of Grots now, deal with it. They deal 2 attacks each in melee if the unit haves 20+ models, and 3 attacks each if they are 30+. Also, when charged you roll a dice and if you get a 6 the charging unit suffers D3 mortal wounds.