Ogor Mawtribes – Hunters with Sabrefangs

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OGOR MAWTRIBES WARSCROLL
Hunters
with Sabrefangs
6"
4
5+
2
Hunters form the bulk of the Beastclaw alfrostuns. Each of these hardy ogors is well versed in facing down the elemental wilds and the monsters that lurk therein. They are skilled tamers and trackers, and thanks to the perpetual frosty mists that dog their steps, they can often move into position to take a satisfying crossbow shot long before the prey ever notices their presence.
OGOR MAWTRIBES WARSCROLL
Hunters
with Sabrefangs
RANGED WEAPONS
RngAtkHitWndRndDmg
Hunter’s Crossbow [Anti-MONSTER (+1 Rend)]
Hunter’s Crossbow
Anti-MONSTER (+1 Rend)
15"34+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Skinning Blades [Anti-CAVALRY (+1 Rend), Anti-MONSTER (+1 Rend)]
Skinning Blades
Anti-CAVALRY (+1 Rend), Anti-MONSTER (+1 Rend)
24+2+11
Sabrefang’s Tusks and Claws [Companion]
Sabrefang’s Tusks and Claws
Companion
44+3+11
BATTLE PROFILE

Unit Size: 5      Points: 160
Can be reinforced: Yes

3/5 models in this unit are Hunters and are armed with a Hunter’s Crossbow and Skinning Blades.
2/5 models in this unit are Sabrefangs and are armed with Sabrefang’s Tusks and Claws.
A Sabrefang cannot be the unit champion.

Once Per Battle (Army), Deployment Phase
THROUGH THE FROSTS: Despite their size, Hunters are skilled in the art of the ambush, advancing under the cover of lingering icy mists.

Effect: Remove this unit from the battlefield and set it up again wholly within 3" of a terrain feature and more than 9" from all enemy units. This unit cannot use MOVE abilities in the first turn of the first battle round.

Once Per Turn (Army), Any Combat Phase
FEROCIOUS SABREFANGS: Sabrefangs are apex predators in their natural environment. Suffering no competitors, they will meet any aggression towards them with terrifying savagery.

Declare: Pick an enemy unit in combat with this unit and that charged this turn to be the target.

Effect: Roll 2 dice for each Sabrefang in this unit. For each 3+, inflict 1 mortal damage on the target.

KEYWORDS
INFANTRY, CHAMPION, BEASTCLAW
DESTRUCTION, OGOR MAWTRIBES, OGOR
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

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).
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.

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Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).

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

1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit. If this unit is a BEAST, this ability affects this unit’s Companion weapons.

The CHAMPION 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.
© Vyacheslav Maltsev 2013-2026