Ogor Mawtribes – Stonehorn Beastriders

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Stonehorn Beastriders

The ground shakes under a Stonehorn’s headlong charge, each footfall a bell- toll of doom. From its back, a pair of Beastriders bring down foes with snapping chaintraps and harpoons, hauling in their kills to add to the mawtribe’s meat harvest.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Harpoon Launcher
Harpoon Launcher20"14+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Punches and Kicks
Punches and Kicks1"64+4+-1
Rock-hard Horns
Rock-hard Horns2"4+3+-23
Crushing Hooves
Crushing Hooves2"D63+-1D3
Wounds SufferedMoveRock-hard HornsCrushing Hooves

Unit Size: 1      Points: 330
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single. Battleline if general is BEASTCLAW RAIDERS

Stonehorn Beastriders are armed with a Harpoon Launcher, Punches and Kicks and 1 of the following weapon options: Chaintrap; or Blood Vulture.

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

MOUNT: This unit’s Stonehorn is armed with Rock-hard Horns and Crushing Hooves.

Earth-shattering Charge: Enemies are crushed and trampled beneath the unstoppable ferocity of a Stonehorn’s charge.
Add 1 to the damage inflicted by attacks made with this unit’s Rock-hard Horns and Crushing Hooves if this unit made a charge move in the same turn.

Stone Skeleton: The thick, rock-like skeletons of these beasts can take substantial punishment.
This unit has a ward of 5+.

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.

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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1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. 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, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
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.

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

Leader, Behemoth

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

Leader, Behemoth

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

Leader, Behemoth

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

© Vyacheslav Maltsev 2013-2024