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
Hunter’s Culling Club
Hunter’s Culling Club1"43+3+-2
Gulping Bite
Gulping Bite1"13+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 125
Battlefield Role: Leader
Base size: 50mm
Notes: Single

BATTALIONS

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

DESCRIPTION

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

ABILITIES

Icy Breath: Flasks of distilled Frost Sabre blood allow these ogors to unleash torrents of deadly ice upon their foes.
In your shooting phase, you can say that this model 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 model that is visible to it and roll a dice. On a 4+, that enemy unit suffers D3 mortal wounds.

Masters of Ambush: Always on the move, Icebrow Hunters range ahead of their Alfrostun and strike with devastating speed.
Instead of setting up this model 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, instead of setting up that unit on the battlefield, you can say that it is joining this model in ambush as a reserve unit. 1 unit can join this model in this way.

At the end of your movement phase, you can set up this model anywhere on the battlefield that is more than 9" from any enemy units. You can then set up any unit that joined this model in ambush wholly within 12" of this model and more than 9" from any 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.

Mighty Throw: The beginning of the hunt is signalled by a massive spear that glides through the air before punching deep into the flesh of their quarry.
This model can run and still shoot with its Great Throwing Spear later in the same turn. In addition, this unit’s Great Throwing Spear has a Damage characteristic of D6 instead of D3 and a Range characteristic of 18" instead of 9" if it ran in the same turn.

COMMAND ABILITIES

Lead the Skal: With a roar, this hunter beckons the Frost Sabres at their side to chase down the enemy and show no mercy.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly FROST SABRES unit that is wholly within 12" of a friendly model with this command ability. Until the end of that phase, add 1 to the Attacks characteristics of that unit’s melee weapons.

KEYWORDS
DESTRUCTION, OGOR, OGOR MAWTRIBES, BEASTCLAW RAIDERS, HERO, ICEBROW HUNTER
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack. The range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.
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.
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 FROST SABRES keyword is used in the following Ogor Mawtribes warscrolls:

None
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
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).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

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

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

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

None
Leader
Leader, Behemoth
Behemoth

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

Leader
• Butcher
• Tyrant
Leader, Behemoth

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

Leader
© Vyacheslav Maltsev 2013-2021