Ogor Mawtribes – Huskard on Stonehorn
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Huskard on Stonehorn

Huskards who ride to war upon the formidable Stonehorns are oft the first to crash into the enemy lines. Hapless warriors are thrown in all directions and then crushed under heavy hooves as the Huskard on top unleashes the wrath of the Everwinter upon them.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Harpoon Launcher
Harpoon Launcher20"14+3+-1D3
Chaintrap
Chaintrap12"14+3+-3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Punches and Kicks
Punches and Kicks1"33+4+-1
Rock-hard Horns
Rock-hard Horns2"4+3+-23
Crushing Hooves
Crushing Hooves2"D63+-1D3
DAMAGE TABLE
Wounds SufferedMoveRock-hard HornsCrushing Hooves
0-512"62+
6-810"53+
9-118"43+
12+6"34+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 400
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

A Huskard on Stonehorn is armed with Punches and Kicks and 1 of the following weapon options: Harpoon Launcher; Chaintrap; or Blood Vulture.

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

MOUNT: This unit’s Stonehorn is armed with Rock-hard Horns and Crushing Hooves.

Earth-shattering Charge: Enemies are crushed and trampled beneath the unstoppable ferocity of a Stonehorn’s charge.
Add 1 to the damage inflicted by attacks made with this unit’s Rock-hard Horns and Crushing Hooves if this unit made a charge move in the same turn.

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.

Stone Skeleton: The thick, rock-like skeletons of these beasts can take substantial punishment.
This unit has a ward of 5+.

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.

Winter’s Endurance: The Huskard beseeches the Everwinter to heal the wounded creatures of the blizzard and allow them to fight on.
Winter’s Endurance is a prayer that has an answer value of 3 and a range of 18". If answered, pick 1 friendly BEASTCLAW RAIDERS unit wholly within range and visible to the chanter. You can heal D3 wounds allocated to that unit.

Winter’s Strength: Rimefrost coats weapon blades and bestial tusks, giving them extra bite when brought down upon the enemies of the Everwinter.
Winter’s Strength is a prayer that has an answer value of 3 and a range of 18". If answered, pick 1 friendly BEASTCLAW RAIDERS unit wholly within range and visible to the chanter. Until the start of your next hero phase, add 1 to wound rolls for attacks made with melee weapons by that unit.

KEYWORDS
DESTRUCTION, OGOR MAWTRIBES, OGOR, BEASTCLAW RAIDERS, HERO, MONSTER, PRIEST, STONEHORN, HUSKARD
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:

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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).
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
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 STONEHORN keyword is used in the following Ogor Mawtribes warscrolls:

Leader, Behemoth
Behemoth
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.

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

Leader, Behemoth

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

Leader, Behemoth
© Vyacheslav Maltsev 2013-2024