Ogor Mawtribes – Bloodpelt Hunter

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OGOR MAWTRIBES WARSCROLL
Bloodpelt Hunter
6"
8
5+
5
The Bloodpelt Hunter is not really that interested in getting food for their tribe, though they do so nonetheless. Truly, all they care about is glory. They are concerned only with the largest and flashiest kills, ranging ahead on the mawpath to slay the best of the beasts and take the choicest cuts of meat before the rest of the tribe can get there. A Bloodpelt Hunter will sometimes keep parts of their kills to wear as trophies or to use as tools. The roughly cut-off heads of drakes and megadons are worn around the waist and stuffed with the barbed bolts fired by their ballista-sized crossbows. The pelt of a cave bear forms a hardy cape to be drawn against the hostile elements. The antlers of great elk are strapped to the head to convince myopic prey, when downwind, that the approaching shape is a herbivore rather than a grisly, ravenous omnivore who stalks them with a killer’s eye. In battle, these glory hogs will go after the choicest targets, bloodily slaying enemy heroes and warbeasts to the disappointed groans of their kin in the main battleline who had hoped to make the big kill for themselves.
OGOR MAWTRIBES WARSCROLL
Bloodpelt Hunter
RANGED WEAPONS
RngAtkHitWndRndDmg
Impaling Spear [Anti-MONSTER (+1 Rend)]
Impaling Spear
Anti-MONSTER (+1 Rend)
12"14+2+1D6
Skullshatter Crossbow
Skullshatter Crossbow18"24+3+1D3
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 GUTBUSTERS
Notes: This HERO can join a Tyrant’s regiment.

Passive
BEAST-BREAKER: Bloodpelt Hunters will seek out the largest creatures in battle, slaying them and devouring their still-warm flesh.

Effect: If the target is a MONSTER, the Damage characteristic of this unit’s Skullshatter Crossbow is 3 and the Damage characteristic of its Impaling Spear is 6.

Once Per Turn (Army), Enemy Movement Phase
UNRELENTING HUNTER: With brutish cunning, Bloodpelt Hunters relentlessly track their quarry, always making sure they stay one step ahead.

Effect: If this unit is more than 9" from all enemy units, it can use the ‘Normal Move’ ability as if it were your movement phase.

KEYWORDS
HERO, INFANTRY
DESTRUCTION, OGOR MAWTRIBES, OGOR, GUTBUSTERS
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).

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

• Butcher
• Tyrant
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.
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.

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

• Butcher
• Tyrant
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 (such as named characters) may say that they can be added to the regiment of another HERO.
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

© Vyacheslav Maltsev 2013-2025