Hunter
Countless legendary beasts have fallen prey to the Hunters' deadly traps and cruel spears.Ogre Hunters are solitary wanderers, outsiders from their own tribe or perhaps even exiles. Those that survive become fiercely independent warriors and savvy stalkers of beasts. Bereft of a tribe's protection and beefy companionship, lone Hunters must learn to track and kill, while simultaneously not becoming prey to any ferocious beasts – it is all too common for the Hunter to become the hunted. Although most no longer belong to a tribe, Hunters periodically drag an impressive kill back to an Ogre camp for a special feast day. Some return to the tribe of their origins, while others wander throughout the kingdoms.
Unit Name Hunter |
Main Unit Key wh3_main_ogr_cha_hunter_0 |
Land Unit Key wh3_main_ogr_cha_hunter_0 |
Land Unit Group Parents Heroes |
Land Unit Group Missile Specialist |
Caste Hero |
Category Melee Infantry |
Class Command |
Custom Battle Cost 800 |
Recruitment Cost 1000 |
Upkeep Cost 250 |
Number of Units 1 |
5508 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu13_wh3_ogre_sword_and_harpoon |
├ Man Entity wh3_main_ogr_monster_ogre_hunter_blood |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 5500 |
2300 |
└ Man Mass 2300.0000 |
30 |
├ Armour wh2_main_body_30 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 75 |
57 |
└ Man Speed 57 |
Melee Attack 48 |
46 |
370 |
├ Melee Weapon wh3_main_ogr_hunter_spear |
├ Base Weapon Damage 110 |
├ Armour-Piercing Weapon Damage 260 |
├ Bonus vs. Large 25 |
└ Bonus vs. Infantry 0 |
Charge Bonus 50 |
Ammunition 20 |
Range 120 |
400 |
├ Missile Weapon wh3_main_ogr_hunter_throwing_spear |
├ Projectile wh3_main_ogr_hunter_throwing_spear |
├ Base Missile Damage 70 |
├ Armour-Piercing Missile Damage 250 |
├ Number of Projectiles 1 |
├ Shots per volley 1 |
└ Reload Time 8 |
Accuracy 10 |
Reload Skill 0 |
Abilities
-
Crippling Throw
More than the usual injuries caused by something that's much more than an ordinary spear. -
Loner
Sometimes, going at it full tilt, on your lonesome, pays dividends in skulls for the pile.
Speed x 115%
Leadership +12 -
Wounds
Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Speed x 90%
Armour-Piercing Weapon Damage x 80%
Base Weapon Damage x 80%
Attributes
-
Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack. -
Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses. -
Hide (forest)
This unit can hide in forests until enemy units get too close. -
Ogre Charge
When attacking braced charge defenders, this unit only loses half of its charge bonus. -
Wallbreaker
Allows the unit to attack and destroy walls in melee.
Strengths & Weaknesses
- Ogre Charge
When attacking braced charge defenders, this unit only loses half of its charge bonus. - Decent Melee Combatant
Despite being primarily a missile unit or spellcaster, this unit can also hold its own ground when fighting in melee. - Armour-Piercing
The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets. - Anti-Large
Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
Faction Availability | |
---|---|
The Realm of Chaos |