Ogor Mawtribes – Frostlord on Thundertusk
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WARSCROLL

Frostlord on Thundertusk

A Frostlord who rides to battle on a Thundertusk is a blizzard-cloaked warlord, a true herald of the Everwinter. The permanent aura of cold emanating from their mount has chilled the ogor’s very soul, leaving them a pitiless master of the frozen wastes.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Frost-wreathed Ice
Frost-wreathed Ice18"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Frost Spear
Frost Spear2"43+3+-13
Punches and Kicks
Punches and Kicks1"33+3+-1
Colossal Tusks
Colossal Tusks2"43+-1D3
DAMAGE TABLE
Wounds SufferedMoveFrost-wreathed Ice Colossal Tusks
0-58"122+
6-87"103+
9-116"84+
12+5"65+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 360
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

A Frostlord on Thundertusk is armed with a Frost Spear and Punches and Kicks.

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

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

Bellowing Voice: With their booming voice, the Frostlord signals the hunt.
Add 1 to charge rolls for friendly BEASTCLAW RAIDERS units wholly within 12" of this unit.

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.

Frost Spear: Cooled in the freezing blood of Thunder tusks and blessed by the icy breath of Gorkamorka, the bite of a Frost Spear births a terrible chill that slows down the enemy as they begin to freeze from the inside out.
If the unmodified wound roll for any attacks made with a Frost Spear that target an enemy HERO or MONSTER is 6, subtract 1 from the Attacks characteristic of that unit’s melee weapons (to a minimum of 1) until the end of that phase. The same unit can only be affected by this ability once per phase.

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.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, OGOR, BEASTCLAW RAIDERS, HERO, MONSTER, THUNDERTUSK, FROSTLORD
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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Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
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
Leader
None
Behemoth

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

Leader, Behemoth
Leader
None
Behemoth

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

Leader, Behemoth
Behemoth

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

Leader, Behemoth
© Vyacheslav Maltsev 2013-2024