Ogor MawtribesIcebrow Hunter
6"
7
5+
7
WARSCROLL

Icebrow Hunter

An Icebrow Hunter is a cunning stalker who utilises their surroundings to launch ambushes with the aid of their Frost Sabres. Not only do they slay opponents with spear and bolt, they also have the power to breathe a killing blizzard over their foes.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Great Throwing Spear
Great Throwing Spear9"14+3+-1D3
Hunter’s Crossbow
Hunter’s Crossbow12"14+3+-D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hunter’s Culling Club
Hunter’s Culling Club1"43+3+-2
Gulping Bite
Gulping Bite1"13+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader

DESCRIPTION

An Icebrow Hunter is a single model armed with a Great Throwing Spear, Hunter’s Crossbow, Gulping Bite and Hunter’s Culling Club.

ABILITIES

Icy Breath: Flasks of distilled Frost Sabre blood allow these ogors to unleash torrents of deadly ice upon their foes.
In your shooting phase, you can say that this model will attack with its Icy Breath instead of attacking with its missile weapons. If you do so, pick 1 enemy unit within 6" of this model that is visible to it and roll a dice. On a 4+, that enemy unit suffers D3 mortal wounds.

Masters of Ambush: Always on the move, Icebrow Hunters range ahead of their Alfrostun and strike with devastating speed.
Instead of setting up this model on the battlefield, you can place it to one side and say that it is set up in ambush as a reserve unit. If you do so, when you would set up a friendly FROST SABRES unit, instead of setting up that unit on the battlefield, you can say that it is joining this model in ambush as a reserve unit. 1 unit can join this model in this way.

At the end of your movement phase, you can set up this model anywhere on the battlefield that is more than 9" from any enemy units. You can then set up any unit that joined this model in ambush wholly within 12" of this model and more than 9" from any enemy units. Any reserve units in ambush that are not set up on the battlefield before the start of the fourth battle round are destroyed.

Mighty Throw: The beginning of the hunt is signalled by a massive spear that glides through the air before punching deep into the flesh of their quarry.
This model can run and still shoot with its Great Throwing Spear later in the same turn. In addition, this model’s Great Throwing Spear has a Damage characteristic of D6 instead of D3 and a Range characteristic of 18" instead of 9" if it ran in the same turn.

COMMAND ABILITIES

Lead the Skal: With a roar, this hunter beckons the Frost Sabres at their side to chase down the enemy and show no mercy.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly FROST SABRES unit that is wholly within 12" of a friendly model with this command ability. Until the end of that phase, add 1 to the Attacks characteristics of that unit’s melee weapons.

KEYWORDS
DESTRUCTION, OGOR, OGOR MAWTRIBES, BEASTCLAW RAIDERS, HERO, ICEBROW HUNTER
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.

The FROST SABRES keyword is used in following Ogor Mawtribes warscrolls:

None
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

The OGOR keyword is used in following Ogor Mawtribes warscrolls:

The OGOR MAWTRIBES keyword is used in following Ogor Mawtribes warscrolls:

The BEASTCLAW RAIDERS keyword is used in following Ogor Mawtribes warscrolls:

None
Leader
Leader, Behemoth
Behemoth

The HERO keyword is used in following Ogor Mawtribes warscrolls:

Leader
• Butcher
• Tyrant
Leader, Behemoth

The ICEBROW HUNTER keyword is used in following Ogor Mawtribes warscrolls:

Leader
© Vyacheslav Maltsev 2013-2020