Ogor Mawtribes – Frostlord on Stonehorn
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Frostlord on Stonehorn

A Frostlord and their Stonehorn are an unstoppable force. The warlord’s booming voice directs the raiders while the bodies of foes are broken and ground to a bloody paste by the horns and hooves of their granite-boned steed.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Frost Spear
Frost Spear2"43+3+-13
Punches and Kicks
Punches and Kicks1"33+3+-1
Rock-hard Horns
Rock-hard Horns2"4+3+-23
Crushing Hooves
Crushing Hooves2"D63+-1D3
Wounds SufferedMoveRock-hard HornsCrushing Hooves

Unit Size: 1      Points: 400
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm


This warscroll can be used in following warscroll battalions:
 • Alfrostun


A Frostlord on Stonehorn is a single model armed with a Frost Spear and Punches and Kicks.

MOUNT: This model’s Stonehorn attacks with its Rock-hard Horns and Crushing Hooves.


Earth-shattering Charge: Enemies are crushed and trampled beneath the unstoppable ferocity of a Stonehorn’s charge.
Add 1 to the damage inflicted by attacks made with this model’s Rock-hard Horns and Crushing Hooves if this model made a charge move in the same turn.

Stone Skeleton: The thick, rock-like skeletons of these beasts can take substantial punishment.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 5+, that wound or mortal wound is negated.


Bellowing Voice: With his booming voice, the Frostlord signals the hunt.
You can use this command ability at the start of your charge phase. If you do so, pick 1 friendly model with this command ability. Until the end of that phase, you can re-roll charge rolls for friendly BEASTCLAW RAIDERS units that are wholly within 12" of that model when the charge roll is made.

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.
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
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.
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.

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

Leader, Behemoth

The OGOR keyword is used in following Ogor Mawtribes warscrolls:

The STONEHORN keyword is used in following Ogor Mawtribes warscrolls:

Leader, Behemoth

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

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

Leader, Behemoth

The HERO keyword is used in following Ogor Mawtribes warscrolls:

• Butcher
• Tyrant
Leader, Behemoth

The FROSTLORD keyword is used in following Ogor Mawtribes warscrolls:

Leader, Behemoth
© Vyacheslav Maltsev 2013-2021