Ogor Mawtribes – Icefall Yhetees
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9"
4
6+
6
WARSCROLL

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 Clubs1"34+3+-12
PITCHED BATTLE PROFILE

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

BATTALIONS

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

DESCRIPTION

A unit of Icefall Yhetees has any number of models, each armed with Claws and Ice-encrusted Clubs.

ABILITIES

Aura of Frost: Thick plumes of ice surround these winter creatures.
Subtract 1 from hit rolls for attacks made with melee weapons that target this unit.

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 same turn if it is wholly within 16" of a friendly THUNDERTUSK when the charge roll is made.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, BEASTCLAW RAIDERS, ICEFALL YHETEES

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

Leader, Behemoth
Behemoth
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.
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).
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.

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
© Vyacheslav Maltsev 2013-2021