Ogor Mawtribes – Huskard on Stonehorn

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OGOR MAWTRIBES WARSCROLL
Huskard
on Stonehorn
10"
14
4+
10
Many Huskard Jorls and Huskard Eurls lead their warriors from atop the backs of formidable Stonehorns. Together, the beasts and their brutish riders are master linebreakers, using their impressive strength to batter their way through all obstacles.
OGOR MAWTRIBES WARSCROLL
Huskard
on Stonehorn
RANGED WEAPONS
RngAtkHitWndRndDmg
Chaintrap, Harpoon Launcher or Blood Vulture
Chaintrap, Harpoon Launcher or Blood Vulture15"14+3+13
MELEE WEAPONS
AtkHitWndRndDmg
Huskard’s Punches and Kicks
Huskard’s Punches and Kicks44+2+11
Stonehorn’s Rock-hard Horns and Hooves [Charge (+1 Damage), Companion]
Stonehorn’s Rock-hard Horns and Hooves
Charge (+1 Damage), Companion
74+2+23
BATTLE PROFILE

Unit Size: 1      Points: 300
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Maw Nomad, Any OGOR MAWTRIBES

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Stonehorn’s Rock-hard Horns and Hooves is 4.

Passive
STONE SKELETON: The thick, rocklike skeletons of these beasts can take substantial punishment.

Effect: Ignore the first damage point that would be allocated to this unit in each phase.

Once Per Turn (Army), Any Combat Phase
PRIMAL BELLOW: The Huskard drives their Stonehorn to unleash a mighty roar that sends nearby monsters into a frenzy.

Declare: Pick a friendly OGOR MAWTRIBES unit within this unit’s combat range to be the target or pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. Add 2 to the roll if this unit charged this turn. On a 4+:
  • If the target is a friendly unit, its Companion weapons have Crit (2 Hits) for the rest of the turn.
  • If the target is an enemy unit, subtract 1 from hit rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, PRIEST (1), BEASTCLAW
DESTRUCTION, OGOR MAWTRIBES, OGOR
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
Those HEROES can join an eligible regiment as a MAW NOMAD.

Infantry Hero
• Tyrant
Infantry Hero
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.

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Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
18.2 Allocating Damage
After resolving the effect of any ability that inflicts damage points (whether via attacks, mortal damage or both), you must allocate the damage points.

When allocating damage points to a unit, the damage points in its damage pool are allocated to it one at a time. Each time the number of damage points allocated to the unit equals the Health characteristic of that unit, 1 model in that unit is slain (and removed from play) and the number of damage points allocated to that unit is reset to 0. Keep allocating damage points until there are none left in the damage pool.

If the number of damage points allocated to a unit is not enough to slay a model, keep track of the number of damage points currently allocated to the unit (most players place a dice or markers next to the unit). While a unit has any damage points allocated to it, it is damaged.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

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

© Vyacheslav Maltsev 2013-2026