Ogor Mawtribes – Thundertusk Beastriders

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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+-1D3
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
Wounds SufferedMoveFrost-wreathed IceColossal Tusks

Unit Size: 1      Points: 260
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single. Battleline if general is BEASTCLAW RAIDERS

Thundertusk 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:
 • Torrbad

MOUNT: This unit’s Thundertusk is armed with Frost-wreathed Ice and Colossal Tusks.

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 unit and visible to it, and roll a number of dice equal to the Frost-wreathed Ice value shown on this unit’s damage table. Add 1 to each roll if the target unit has 10-19 models. Add 2 to each roll instead if the target unit has 20 or more models. For each 6+, that unit suffers 1 mortal wound.

Numbing Chill: Winter storms gather about 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 unit.

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.
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.

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).

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 BEASTRIDERS keyword is used in the following Ogor Mawtribes warscrolls:


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

Leader, Behemoth
© Vyacheslav Maltsev 2013-2024