Ogor Mawtribes – Huskard on Thundertusk

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Huskard on Thundertusk

The Huskard Torr leads their Thundertusk to war. At the ogor priest’s command, the creature breathes out gales of frost. The ground on all sides grows thick with ice as enemies are turned into gleaming statues and the very life is leached from their bones.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Harpoon Launcher
Harpoon Launcher20"14+3+-1D3
Chaintrap
Chaintrap12"14+3+-3
Frost-wreathed Ice
Frost-wreathed Ice18"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Punches and Kicks
Punches and Kicks1"33+4+-1
Colossal Tusks
Colossal Tusks2"43+-1D3
DAMAGE TABLE
Wounds SufferedMoveFrost-wreathed IceColossal Tusks
0-58"122+
6-87"103+
9-116"84+
12+5"65+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 330
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

A Huskard on Thundertusk is armed with Punches and Kicks and 1 of the following weapon options: Harpoon Launcher; Chaintrap; or Blood Vulture.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Torrbad

MOUNT: This unit’s Thundertusk is armed with Frost-wreathed Ice and Colossal Tusks.

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 unit and visible to it, and roll a number of dice equal to the Frost-wreathed Ice value shown on this unit’s damage table. Add 1 to each roll if the target unit has 10-19 models. Add 2 to each roll instead if the target unit has 20 or more models. For each 6+, that unit suffers 1 mortal wound.

Numbing Chill: Winter storms gather about 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 unit.

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

Reel ’Em In: Once a chaintrap sinks deep into a beast’s flank, there is little the creature can do to free itself as it is pulled closer to the hungry hunters.
If an attack made with a Chaintrap scores a hit on an enemy MONSTER unit, if that MONSTER unit is not destroyed and not already snagged (see below), after that attack has been resolved, you can roll a dice. On a 4+, that MONSTER unit is snagged until the start of your next shooting phase. While a MONSTER unit is snagged and the unit that snagged it is on the battlefield, each time that MONSTER unit makes a move, it must finish that move at least as close to the unit that snagged it as it was at the start of the move.

Winter’s Endurance: The Huskard beseeches the Everwinter to heal the wounded creatures of the blizzard and allow them to fight on.
Winter’s Endurance is a prayer that has an answer value of 3 and a range of 18". If answered, pick 1 friendly BEASTCLAW RAIDERS unit wholly within range and visible to the chanter. You can heal D3 wounds allocated to that unit.

Winter’s Strength: Rimefrost coats weapon blades and bestial tusks, giving them extra bite when brought down upon the enemies of the Everwinter.
Winter’s Strength is a prayer that has an answer value of 3 and a range of 18". If answered, pick 1 friendly BEASTCLAW RAIDERS unit wholly within range and visible to the chanter. Until the start of your next hero phase, add 1 to wound rolls for attacks made with melee weapons by that unit.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, OGOR, BEASTCLAW RAIDERS, HERO, MONSTER, PRIEST, THUNDERTUSK, HUSKARD
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

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

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Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.

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

Leader, Behemoth
Leader
None
Behemoth

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

Leader, Behemoth
Leader
None
Behemoth

The THUNDERTUSK keyword is used in the following Ogor Mawtribes warscrolls:

Leader, Behemoth
Behemoth
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.

The PRIEST keyword is used in the following Ogor Mawtribes warscrolls:

Leader, Behemoth

The HUSKARD keyword is used in the following Ogor Mawtribes warscrolls:

Leader, Behemoth
© Vyacheslav Maltsev 2013-2024