Ogor Mawtribes – Icefall Yhetees
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Icefall Yhetees

Icefall Yhetees are savage creatures of the frozen wastelands. They appear from the howling blizzard that follows in the Beastclaw Raiders’ wake to hack apart their prey with weapons touched by magical frost.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Claws and Ice-encrusted Clubs
Claws and Ice-encrusted Clubs2"34+3+-12

Unit Size: 3      Points: 120
Battlefield Role: None
Base size: 50mm
Notes: Battleline if general is THUNDERTUSK

Each model in an Icefall Yhetees unit is armed with Claws and Ice-encrusted Clubs.

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

Aura of Frost: Thick plumes of ice surround these winter creatures.
This unit has a ward of 6+.

Bounding Leaps: Many a foolish general has not anticipated the speed at which these creatures can close in over short distances.
This unit is eligible to fight in the combat phase if it is within 6" of an enemy unit instead of 3", and it can move an extra 3" when it piles in.

Invigorated by the Blizzard: To the primitive Yhetees, Thundertusks are walking gods of the Everwinter, and to fight at their side is to be filled with the power of the supernatural storm.
This unit can run and still charge later in the turn as long as it is wholly within 15" of a friendly THUNDERTUSK when it attempts a charge.


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14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model.

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

Leader, Behemoth

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

Leader, Behemoth
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
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. Units cannot run if they are within 3" of an enemy unit.
© Vyacheslav Maltsev 2013-2023