Ogor Mawtribes – Icebrow Hunter

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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
Culling Club
Culling Club2"43+3+-2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Base size: 50mm
Notes: Single

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

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

Icy Breath: Flasks of distilled Frost Sabre blood allow these ogors to send blasts of deadly ice towards their foes.
In your shooting phase, you can say that this unit 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 unit and visible to it and roll a dice. On a 2+, that unit suffers D3 mortal wounds.

Masters of Ambush: Always on the move, Icebrow Hunters range ahead of their alfrostun and strike with devastating speed.
During deployment, instead of setting up this unit 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 during deployment, you can say that it will join this unit in ambush as a reserve unit. 1 unit can join this unit in this way.

At the end of your movement phase, you can set up this unit on the battlefield more than 9" from all enemy units. Then, if a friendly FROST SABRES unit joined this unit in reserve, set up that unit on the battlefield, wholly within 12" of this unit and more than 9" from all 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.

Lead the Skal: With a roar, this hunter commands the Frost Sabres at their side to chase down the enemy.
You can use this command ability at the start of your charge phase. The command can only be issued by this unit, and the unit that receives the command must be a friendly FROST SABRES unit. Until the end of the phase, when you attempt a charge with that unit, you can change 1 of the dice in the charge roll to a 4.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, OGOR, BEASTCLAW RAIDERS, HERO, ICEBROW HUNTER
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.

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

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11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.

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

Leader, Behemoth
Leader
None
Behemoth
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).

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

Leader
© Vyacheslav Maltsev 2013-2024