Ogor Mawtribes – Huskard on Thundertusk

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OGOR MAWTRIBES WARSCROLL
Huskard
on Thundertusk
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 Thundertusk is a true force of destruction. Its enormous, jutting tusks, already formidable even before plates of spiked metal are bolted to their edges, are strong enough to batter apart a cogfort. The beast’s signature attack, however, is the spherical blast of ice it spits from its gullet, a boulder-sized projectile that can freeze enemy warriors solid in an instant. This is highly gratifying for the ogors; not only is each blast a decisive blow against the foe, but it also leaves their cadavers frozen and ready to be retrieved at leisure.
OGOR MAWTRIBES WARSCROLL
Huskard
on Thundertusk
RANGED WEAPONS
RngAtkHitWndRndDmg
Blood Vulture
Blood Vulture24"12+3+-1
Harpoon Launcher
Harpoon Launcher18"14+3+1D3
Ice Blast [Companion]
Ice Blast
Companion
12"14+2+1D3+2
Chaintrap [Anti-MONSTER (+1 Rend)]
Chaintrap
Anti-MONSTER (+1 Rend)
12"14+3+13
MELEE WEAPONS
AtkHitWndRndDmg
Punches and Kicks
Punches and Kicks34+2+-1
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: 270
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 an Ice Blast, Punches and Kicks, Thundertusk’s Colossal Tusks, 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 Thundertusk’s Colossal Tusks is 2.

Once Per Turn (Army), Any Combat Phase
FREEZING AURA: Winter storms gather about this Huskard, freezing and slowing those foolish enough to close in on them on foot.

Declare: Pick an enemy INFANTRY unit in combat with this unit to be the target.

Effect: Roll a dice. Add 1 to the roll if the target had STRIKE-LAST as a result of this ability in the previous turn. On a 4+, the target has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, PRIEST (1)
DESTRUCTION, OGOR MAWTRIBES, OGOR, BEASTCLAW RAIDERS

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.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
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:

19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
© Vyacheslav Maltsev 2013-2025