Ogor MawtribesThundertusk Beastriders
12
4+
7
WARSCROLL

Thundertusk Beastriders

The Everwinter clings to the Thundertusks and follows them wherever they tread, the air around them thick with glimmering frost. Guided into battle by a pair of savage Beastriders, these mammoth beasts smash and grind their prey to bloody ruin.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Harpoon Launcher
Harpoon Launcher20"14+3+-D3
Chaintrap
Chaintrap12"14+3+-3
Frost-wreathed Ice
Frost-wreathed Ice18"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Punches and Kicks
Punches and Kicks1"64+4+-1
Colossal Tusks
Colossal Tusks2"43+-1D3
DAMAGE
Wounds SufferedMoveFrost-wreathed IceColossal Tusks
0-28"122+
3-47"103+
5-76"83+
8-95"64+
10+4"44+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 300
Battlefield Role: Behemoth
Notes: Battleline in Ogor Mawtribes army if general is a BEASTCLAW RAIDER

DESCRIPTION

Thundertusk Beastriders are a single model armed with a Harpoon Launcher and Punches and Kicks. In addition, they are armed with one of the following weapon options: Chaintrap; or Blood Vulture.

MOUNT: This model’s Thundertusk attacks with its Colossal Tusks and Frost-wreathed Ice.

ABILITIES

Blasts of Frost-wreathed Ice: Thundertusks can focus the cold between their tusks into blasts of ice that hit like cannonballs.
Do not use the attack sequence for an attack made with Frost-wreathed Ice. Instead, pick 1 enemy unit within 18" of this model that is visible to it and roll the number of dice shown on the damage table above. Add 1 to each roll if the target unit has 10 or more models. Add 2 to each roll instead if the target unit has 20 or more models. For each 6+, that enemy unit suffers 1 mortal wound.

Numbing Chill: Winter storms gather above these mythical creatures, freezing and slowing any enemy foolish enough to close in.
Subtract 1 from hit rolls for attacks made with melee weapons that target this model.

Blood Vulture: Blood vultures are vicious predators that help lead the Alfrostuns to prey.
If this model is armed with a Blood Vulture, at the start of your shooting phase, pick 1 enemy unit within 30" of this model that is visible to it and roll a dice. On a 2+, that unit suffers 1 mortal wound.

KEYWORDS
DESTRUCTION, OGOR, THUNDERTUSK, OGOR MAWTRIBES, BEASTCLAW RAIDERS, MONSTER, THUNDERTUSK BEASTRIDERS

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

None
Leader
Leader, Behemoth
Behemoth
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.
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.

The OGOR keyword is used in following Ogor Mawtribes warscrolls:

The THUNDERTUSK keyword is used in following Ogor Mawtribes warscrolls:

Leader, Behemoth
Behemoth

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 MONSTER keyword is used in following Ogor Mawtribes warscrolls:

Leader, Behemoth
Behemoth
• Merwyrm
© Vyacheslav Maltsev 2013-2020