| Totem Hunter |
From across the southern ocean comes a frightening and alien creature. Little is known of its culture, its beliefs, or its civilization, but its motives are clear: it lives to hunt. It values only the kill, reaping grisly trophies from the most formidable adversaries it can track down. This practice is a sacred ceremony to the Hunter, whereby each ritual kill adds to its strength, drawing on the vital energies of the slain.
- 1 Basic Info
- 2 Thoughts on Totem Hunter
- 3 Other
Special Order Model
International distributors can still access the entire catalog of models.
- Jump - After it makes a full advance during its Normal Movement but before it performs its Combat Action, you can place this model anywhere completely within 5" of its current location. Any effects that pervent charging also prevent this model from using Jump.
- Prey - After deployment but before the first player's turn, choose an enemy model/unit to be this model/unit's prey. This model gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey.
- Sprint - At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, this model can immediately make a full advance, then its activation ends.
- Tracker - This model ignores forests when determining LOS when declaring a charge.
- Kelkax - 2" reach, P+S 14 melee weapon
- Spiked Buckler - 0.5" reach, P+S 11 melee weapon
This solo may be used in the following theme forces without using their single minion solo option:
- Disciples of Agony (Skorne)
- Oracles of Annihilation (Legion) - In this theme, this Minion becomes a Blighted model. Also, enemy models that end their activation within 2" of this model suffer continuous corrosion.
- Secret Masters (Circle)
As a minion solo, they can also be taken in a bunch of other Faction's themes as their single allowed minion solo. Refer to #Other Theme Forces.
Thoughts on Totem Hunter
Totem Hunter in a nutshell
The Totem Hunter is a solo that hunts other solos, declaring them its prey and making them hang well back from its 14" threat range.
Combos & Synergies
- It doesn't need much support - just to threaten things.
- It's the joint most expensive thing you can get for free in The Blindwater Congregation (alongside the Thrullg) and is definitely worth taking in Blindwater.
Drawbacks & Downsides
- It's a special order model
- While still an overall fierce solo, he struggles to assassinate casters. He can threaten one who has already sustained a couple hits, but he won't one-shot an unscathed caster and won't last a round of sustained combat against one.
Tricks & Tips
- Between the kelkax and the buckler it can normally kill something then Sprint to a new position, even if it can't get at its Prey target.
- Deploy it on the edges and sprint into the back arc of enemies - or to engage their ranged units. The Hunter can be fairly hard to kill in melee.
- Released way back in Primal Mk1 (2003)
- Prior to mk3 it was a character model. When it became FA:1 in mk3 it made some players hypotheses that Zu was going to be the new Hordes faction (that was before we found out it was Grymkin, obviously).
- 2018 Limited Edition Sculpt
Other Theme Forces
Circle Orboros (Edit)
- Secret Masters. This theme doesn't have a limit on how many Minion solos you can take. Also, you can spend Requistion Points on Minion solos.
- The Bones of Orboros
- The Devourer's Host
- The Wild Hunt
Legion of Everblight (Edit)
- Ravens of War
- Children of the Dragon
- Oracles of Annihilation. In this theme (1) There is no limit on the number of Minion solos you can take, (2) Minions become Blighted models, and (3) enemy models that end their activation within 2" of a Blighted model in this theme suffer continuous corrosion.
- Primal Terrors
- Disciples of Agony. There is no limit to the number of Minion solos you can take in this theme.
- The Exalted
- Masters of War
- Winds of Death
Other Minion models