Ogor Mawtribes – Bloodpelt Hunter

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OGOR MAWTRIBES WARSCROLL
Bloodpelt Hunter
6"
8
5+
3
Bloodpelt Hunters seek out the largest and most formidable creatures in battle, stalking them unseen with the guile and cunning of an alpha predator. When their quarry is within reach, they close in for the kill, maiming the creature with crude iron crossbow bolts before hacking them apart with their axe and machete.
OGOR MAWTRIBES WARSCROLL
Bloodpelt Hunter
RANGED WEAPONS
RngAtkHitWndRndDmg
Skullshatter Crossbow and Impaling Spear [Anti-MONSTER (+1 Rend)]
Skullshatter Crossbow and Impaling Spear
Anti-MONSTER (+1 Rend)
15"44+3+1D3+1
MELEE WEAPONS
AtkHitWndRndDmg
Hacker-axe and Meatblade [Anti-MONSTER (+1 Rend)]
Hacker-axe and Meatblade
Anti-MONSTER (+1 Rend)
54+2+12
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 40mm
Can be reinforced: No
Regiment Options: Any BEASTCLAW, Any INFANTRY
Notes: This HERO can join an eligible regiment as a Maw Nomad.

Passive
BIGGEST-GAME HUNTER: A Bloodpelt Hunter’s arsenal is tailored to the killing of the largest prey.

Effect: The Damage characteristic of this unit’s Skullshatter Crossbow and Impaling Spear is 4 if the target is a MONSTER.

Once Per Turn (Army), Your Shooting Phase
THE FIRST SHOT’S MINE: Glory-seekers all, Bloodpelt Hunters insist on shooting first. Their example and confidence inevitably inspires other ogors to follow suit.

Declare: Pick an enemy unit that had any damage points allocated to it this turn by this unit’s shooting attacks to be the target.

Effect: For the rest of the phase, add 1 to hit rolls for shooting attacks made by friendly BEASTCLAW units that target that enemy unit.

KEYWORDS
HERO, INFANTRY, BEASTCLAW
DESTRUCTION, OGOR MAWTRIBES, OGOR
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.

Those HEROES can join an eligible regiment as a MAW NOMAD.

Infantry Hero
• Tyrant
Infantry Hero

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18.2 Allocating Damage
After resolving the effect of any ability that inflicts damage points (whether via attacks, mortal damage or both), you must allocate the damage points.

When allocating damage points to a unit, the damage points in its damage pool are allocated to it one at a time. Each time the number of damage points allocated to the unit equals the Health characteristic of that unit, 1 model in that unit is slain (and removed from play) and the number of damage points allocated to that unit is reset to 0. Keep allocating damage points until there are none left in the damage pool.

If the number of damage points allocated to a unit is not enough to slay a model, keep track of the number of damage points currently allocated to the unit (most players place a dice or markers next to the unit). While a unit has any damage points allocated to it, it is damaged.
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).

The INFANTRY keyword is used in the following Ogor Mawtribes warscrolls:

Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).

The OGOR MAWTRIBES and INFANTRY keywords are used in the following Ogor Mawtribes warscrolls:

© Vyacheslav Maltsev 2013-2026