Ogor Mawtribes – Huskard on Thundertusk

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OGOR MAWTRIBES WARSCROLL
Huskard
on Thundertusk
10"
14
4+
10
The Huskard Torr leads the Thundertusks to war. At the ogor elder’s command, the creatures breathe out gales of frost. The ground on all sides grows thick with ice as enemies are turned into gleaming statues and the very life is leeched from their bones.
OGOR MAWTRIBES WARSCROLL
Huskard
on Thundertusk
RANGED WEAPONS
RngAtkHitWndRndDmg
Chaintrap, Harpoon Launcher or Blood Vulture
Chaintrap, Harpoon Launcher or Blood Vulture15"14+3+13
Ice Blast [Companion]
Ice Blast
Companion
12"14+2+1D3+2
MELEE WEAPONS
AtkHitWndRndDmg
Huskard’s Punches and Kicks
Huskard’s Punches and Kicks44+2+11
Thundertusk’s Colossal Tusks [Anti-INFANTRY (+1 Rend), Companion]
Thundertusk’s Colossal Tusks
Anti-INFANTRY (+1 Rend), Companion
34+2+15
BATTLE PROFILE

Unit Size: 1      Points: 280
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 Thundertusk’s Colossal Tusks is 2.

Once Per Turn (Army), Any Shooting Phase
WINTER’S CRUELTY: A Huskard Torr can compel the Everwinter to blast cowardly foes with its full, icy disdain.

Declare: Pick a visible enemy unit to be the target.

Effect: Roll a dice. If the roll is equal to or less than the number of damage points allocated to the target by attacks made with this unit’s Ice Blast this phase, subtract 1 from the Damage characteristic of the target’s weapons until the start of your next turn.

Once Per Turn (Army), Any Combat Phase
FREEZING AURA: Winter storms gather about this Huskard, freezing and slowing those foolish enough to remain in their presence for long.

Declare: If this unit did not charge this turn, pick an enemy unit in combat with it to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from the Attacks characteristic of the target’s melee weapons for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, PRIEST (1), BEASTCLAW
DESTRUCTION, OGOR MAWTRIBES, OGOR
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’).
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
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.
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.
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