Ogor Mawtribes – Mantrapper

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•OGOR MAWTRIBES WARSCROLL•
Mantrapper
6"
8
5+
3
Mantrappers are particularly irascible and cruel ogor hunters who see no issue with using various flesh-mangling traps or snare-launchers to even the odds with enemies. While they are committed loners, they inevitably accrue small gaggles of followers – ornery hunting beasts and bickering gnoblars – who are tolerated so long as they prove useful in setting, and serving as bait for, the ogor’s traps.
•OGOR MAWTRIBES WARSCROLL•
Mantrapper
Damage calculator
RANGED WEAPONS
RngAtkHitWndRndDmg
Mantrap Launcher [Crit (Auto-wound)]
Mantrap Launcher
Crit (Auto-wound)
15"43+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Mantrapper’s Hunting Knife
Mantrapper’s Hunting Knife44+2+12
BATTLE PROFILE

Unit Size: 1      Points: 130
MODELBASE SIZE
Hrothgorn40mm
Sabretusk Thrafnir50 x 25mm
3x Gnoblars25mm
Can be reinforced: No
Regiment Options: Any BEASTCLAW, Any INFANTRY
Notes: This HERO can join an eligible regiment as a Maw Nomad.

Passive
MANTRAPPER’S ACCOMPLICES: Mantrappers are accompanied by motley gaggles of gnoblars and hunting beasts.

Effect: This unit’s Sabrefang, Gnoblars and Trap are Mantrapper accomplice tokens. After setting up this unit on the battlefield for the first time, place all its tokens next to it.

If an enemy unit is destroyed or removed from the battlefield while any of this unit’s Mantrapper accomplices are next to it, remove those Mantrapper accomplices from the battlefield.

Once Per Turn (Army), Start of Battle Round
JUST A LITTLE CLOSER...: It is the job of a Mantrapper’s pets and cronies to lure prey into the ogor’s snares.

Declare: If any of this unit’s Mantrapper accomplices are next to this unit, pick a visible enemy unit to be the target.

Effect: Place 1 of this unit’s Mantrapper accomplices next to the target.

Once Per Turn (Army), Any Shooting Phase
TRAPPED!: The jaws of an ogor trap can hobble even the most belligerent of prey.

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: Make a trapped roll of D6. Subtract 1 from the roll for each friendly Mantrapper accomplice next to the target. If the roll is less than the target’s Save characteristic, until the start of your next turn:
  • Subtract 1 from the number of dice rolled when making charge rolls for the target, to a minimum of 1.
  • The target does not have FLY.

KEYWORDS
HERO, INFANTRY, BEASTCLAW
DESTRUCTION, OGOR MAWTRIBES, OGOR
Errata
Mantrapper
Change the second sentence of the effect of ‘Trapped!’ to: ‘Subtract 1 from the roll for each friendly Mantrapper accomplice next to the target.'
Mantrapper
Change the ‘Just a Little Closer…’ ability to:
Once Per Turn (Army), Start of Battle Round
JUST A LITTLE CLOSER…
Declare: If any of this unit’s Mantrapper accomplices are next to this unit, pick a visible enemy unit to be the target.

Effect: Place 1 of this unit’s Mantrapper accomplices next to the target.

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).
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
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.

FAQ / Errata

FAQ
Q:If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model?
A:
No.
Errata
Addenda: 7.0 Combat Range
Add the following:

‘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.’
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.

FAQ

Q:If a HERO is able to join another HERO's regiment (e.g. The Shadow Queen joining Morathi-Khaine, do they take the place of a non-HERO unit in that regiment?
A:
Yes.
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

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).
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
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.
Obscuring
While every model in a non-MONSTER non‐WAR MACHINE unit that does not have the FLY keyword is within 1" of this terrain feature, the following apply:
  • That unit is only visible to enemy units that are within its combat range.
  • The Range characteristic of that unit’s ranged weapons is halved (rounding down to the nearest inch).
Unstable
Models can move across but cannot be set up on or end any type of move on any part of this terrain feature that is more than 1" tall.
1.4.2 Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.

FAQ / Errata

FAQ
Q:If a non-FLY INFANTRY HERO (e.g. a Scinari Cathallar) is a Shrine Guardian of a Shrine Luminor, and that Shrine Guardian is within 1" of an obscuring terrain feature, is the Shrine Guardian visible to enemy abilities that target the Shrine Guardian?
A:
Yes.
Errata
6.0 Visibility
Add the following:

‘If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.’
14.3 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

FAQ

Q:When using the ‘Charge’ ability, does my unit need to end the charge move within 1⁄2" of an enemy unit that was visible to the charging unit at the start of that charge move?
A:
No. It must end the charge move within 1⁄2" of an enemy unit that is visible to the charging unit when it finishes that charge move.
Q:If an ability adds to or subtracts from the number of dice that make up a charge roll, is that a modifier to the charge roll?
A:
No.
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).
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.

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

23.0 Tokens
Tokens are not considered to be models for rules purposes and can be ignored or moved out of the way for purposes of visibility, coherency or abilities. They cannot be picked as the target of abilities. Their purpose is to indicate persisting effects on units they are placed next to. Each time a unit with a token finishes a move or is set up, place the token next to the unit.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.

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

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

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.
© Vyacheslav Maltsev 2013-2026