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 eshmangling 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
RANGED WEAPONS
RngAtkHitWndRndDmg
Mantrap Launcher [Crit (Auto-wound)]
Mantrap Launcher
Crit (Auto-wound)
1543+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Mantrapper’s Hunting Knife
Mantrapper’s Hunting Knife44+2+12
BATTLE PROFILE

Unit Size: 1      Points: 130
Can be reinforced: No
Regiment Options: Any BEASTCLAW RAIDERS
Notes: This HERO can join eligible regiment as a Voice of the Everwinter

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

Effect: is unit’s Sabrefang, Gnoblars and Trap are Mantrapper accomplice tokens. Aer setting up this unit on the battleeld for the rst time, place all its tokens next to it.

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

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
DESTRUCTION, OGOR MAWTRIBES, OGOR, BEASTCLAW RAIDERS
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).
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

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Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
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.
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).
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 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 Voice of the Everwinter.

Infantry Hero
Monster Hero
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.
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 2013-2025