Ogor Mawtribes – Thundertusk Beastriders
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WARSCROLL

Thundertusk Beastriders

The Everwinter clings to the Thundertusks and follows them wherever they tread, the air around them thick with glimmering frost. Guided into battle by a pair of savage Beastriders, these mammoth beasts smash and grind their prey to bloody ruin.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Harpoon Launcher
Harpoon Launcher20"14+3+-D3
Chaintrap
Chaintrap12"14+3+-3
Frost-wreathed Ice
Frost-wreathed Ice18"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Punches and Kicks
Punches and Kicks1"64+4+-1
Colossal Tusks
Colossal Tusks2"43+-1D3
DAMAGE
Wounds SufferedMoveFrost-wreathed IceColossal Tusks
0-28"122+
3-47"103+
5-76"83+
8-95"64+
10+4"44+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 285
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single. Battleline if general is BEASTCLAW RAIDERS

BATTALIONS

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

DESCRIPTION

Thundertusk Beastriders are a single model armed with a Harpoon Launcher and Punches and Kicks. In addition, they are armed with one of the following weapon options: Chaintrap; or Blood Vulture.

MOUNT: This model’s Thundertusk attacks with its Colossal Tusks and Frost-wreathed Ice.

ABILITIES

Blasts of Frost-wreathed Ice: Thundertusks can focus the cold between their tusks into blasts of ice that hit like cannonballs.
Do not use the attack sequence for an attack made with Frost-wreathed Ice. Instead, pick 1 enemy unit within 18" of this model that is visible to it and roll the number of dice shown on the damage table above. Add 1 to each roll if the target unit has 10 or more models. Add 2 to each roll instead if the target unit has 20 or more models. For each 6+, that enemy unit suffers 1 mortal wound.

Numbing Chill: Winter storms gather above these mythical creatures, freezing and slowing any enemy foolish enough to close in.
Subtract 1 from hit rolls for attacks made with melee weapons that target this model.

Blood Vulture: Blood vultures are vicious predators that help lead the Alfrostuns to prey.
If this model is armed with a Blood Vulture, at the start of your shooting phase, pick 1 enemy unit within 30" of this model that is visible to it and roll a dice. On a 2+, that unit suffers 1 mortal wound.

KEYWORDS
DESTRUCTION, OGOR, THUNDERTUSK, OGOR MAWTRIBES, BEASTCLAW RAIDERS, MONSTER, THUNDERTUSK BEASTRIDERS

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

None
Leader
Leader, Behemoth
Behemoth
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.
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).
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:

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

Leader, Behemoth
Behemoth

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