Ogor Mawtribes – Huskard on Stonehorn

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OGOR MAWTRIBES WARSCROLL
Huskard
on Stonehorn
10"
14
4+
10
All across the realms, the people of the mountains have learnt to fear the Huskards, for they bring with them a snowstorm so merciless that it can devour the sun and tear flesh from bone. When the Everwinter rages, Huskards pray to its arctic sentience, channelling an aspect of the Gulping God’s power. The roaring of the blizzard then intensifies, surrounding the chanter with a swirling white aura. Creatures of the Everwinter lope to join them, a fell light glowing in their eyes. The wind drives the Huskard’s beasts on and lends them a fierce primal strength. Even the storm joins in the violence, head-sized chunks of ice raining down to hammer and pulverise those who earn the Huskard’s wrath. The Stonehorn is a monster with a skeleton of living stone. Its skull-like face has most of the flesh and skin battered from it before full adulthood, and its granite-tough horns are bladed and edged like knapped flint. The Beastclaw ogors make great use of Stonehorns as linebreakers and battering rams. They value them not for the king’s ransom of jewels that can be found in their guts but simply for their raw and undeniable stompiness.
OGOR MAWTRIBES WARSCROLL
Huskard
on Stonehorn
RANGED WEAPONS
RngAtkHitWndRndDmg
Blood Vulture
Blood Vulture24"12+3+-1
Harpoon Launcher
Harpoon Launcher18"14+3+1D3
Chaintrap [Anti-MONSTER (+1 Rend)]
Chaintrap
Anti-MONSTER (+1 Rend)
12"14+3+13
MELEE WEAPONS
AtkHitWndRndDmg
Stonehorn’s Rock-hard horns [Charge (+1 Damage), Companion]
Stonehorn’s Rock-hard horns
Charge (+1 Damage), Companion
64+2+23
Stonehorn’s Hooves [Companion]
Stonehorn’s Hooves
Companion
D64+2+1D3
Punches and Kicks
Punches and Kicks34+2+-1
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any BEASTCLAW RAIDERS
Notes: This HERO can join an eligible regiment as a Voice of the Everwinter.

This unit is armed with Punches and Kicks, Stonehorn’s Rock-hard Horns, Stonehorn’s Hooves and 1 of the following options:
  • Chaintrap
  • Harpoon Launcher
  • Blood Vulture

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Stonehorn’s Rock-hard Horns 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
EVERWINTER’S GOAD: This ogor’s Stonehorn unleashes a mighty roar that drives nearby monsters into a frenzy.

Declare: Pick each friendly and enemy MONSTER within this unit’s combat range to be the targets.

Effect: Roll a dice for each target. On a 3+:
  • If the target is a friendly OGOR MAWTRIBES 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 attacks made with its Companion weapons for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, PRIEST (1)
DESTRUCTION, OGOR MAWTRIBES, OGOR, BEASTCLAW RAIDERS
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).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
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.

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

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Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
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.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
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.
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Voice of the Everwinter.

Infantry Hero
Monster Hero

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

© Vyacheslav Maltsev 2013-2025