Ogor MawtribesIcefall Yhetees
9"
4
6+
6
WARSCROLL

Icefall Yhetees

Icefall Yhetees are savage creatures of the frozen wastelands. They appear from the howling blizzard that follows in the Beastclaw Raiders’ wake to hack apart their prey with weapons touched by magical frost.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Claws and Ice-encrusted Clubs
Claws and Ice-encrusted Clubs1"34+3+-12
PITCHED BATTLE PROFILE

Unit Size: 3 - 12      Points: 110
Battlefield Role: None
Notes: Battleline in Ogor Mawtribes army if general is mounted on a THUNDERTUSK

DESCRIPTION

A unit of Icefall Yhetees has any number of models, each armed with Claws and Ice-encrusted Clubs.

ABILITIES

Aura of Frost: Thick plumes of ice surround these winter creatures.
Subtract 1 from hit rolls for attacks made with melee weapons that target this unit.

Bounding Leaps: Many a foolish general has not anticipated the speed at which these creatures can close in over short distances.
This unit is eligible to fight in the combat phase if it is within 6" of an enemy unit instead of 3", and it can move an extra 3" when it piles in.

Invigorated by the Blizzard: To the primitive Yhetees, Thundertusks are walking gods of the Everwinter and to fight at their side is to be filled with the power of the supernatural storm.
This unit can run and still charge later in the same turn if it is wholly within 16" of a friendly THUNDERTUSK when the charge roll is made.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, BEASTCLAW RAIDERS, ICEFALL YHETEES

The THUNDERTUSK keyword is used in following Ogor Mawtribes warscrolls:

Leader, Behemoth
Behemoth
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.
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.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.

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
© Vyacheslav Maltsev 2013-2020