Ogor Mawtribes – Scourge of Aqshy Frostlord on Thundertusk

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OGOR MAWTRIBES WARSCROLL
Scourge of Aqshy Frostlord
on Thundertusk
10"
15
4+
10
The frigid aura that emanates from a Thundertusk cannot be quelled even by the arid climes of the Aqshian deserts, and Frostlord warleaders who ride upon these mammoth-like mounts have a particular connection to the eldritch Everwinter.
OGOR MAWTRIBES WARSCROLL
Scourge of Aqshy Frostlord
on Thundertusk
RANGED WEAPONS
RngAtkHitWndRndDmg
Ice Blast [Companion]
Ice Blast
Companion
12"14+2+1D3+2
MELEE WEAPONS
AtkHitWndRndDmg
Frost Spear [Charge (+1 Damage)]
Frost Spear
Charge (+1 Damage)
44+2+22
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 Voice of the Everwinter, Any OGOR MAWTRIBES
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2026-27 battlepack.

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), Your Charge Phase
SNOW PLOUGH: Thundertusks are massive creatures whose broad frames and long, scooping tusks allow them to crash through snow drifts and enemy formations with equal ease.

Effect: This unit can use CHARGE abilities this turn even if it is in combat. If the charge roll is 2 or less when it does so, it does not count as having charged.
KEYWORDSRAMPAGE

Reaction: You declared the ‘Eruption of Fury’ ability for this unit
COLD FURY: The elemental energies of the Everwinter and the Realm of Fire combine within the Thundertusk to explosive effect.

Effect: When resolving attacks as part of that ability:
  • For each unmodified hit roll of 6, inflict an additional 3 mortal damage on each enemy unit in combat with this unit instead of D3.
  • For each unmodified hit roll of 1, allocate 1 mortal damage to this unit instead of D3 (ward rolls cannot be made for that damage point).

KEYWORDS
HERO, MONSTER
DESTRUCTION, OGOR MAWTRIBES, OGOR, BEASTCLAW RAIDERS
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

17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

14.3 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

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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’).
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.
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).
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.
Those HEROES can join an eligible regiment as a Voice of the Everwinter.

Infantry Hero
Monster Hero
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
ERUPTION OF FURY
Once Per Turn (Army), End of Any Turn
ERUPTION OF FURY: Stoked by the ongoing battle, this warrior’s wrath erupts in a display of bone-splintering violence.

Declare: Pick a friendly unit to use this ability, then pick an enemy unit in combat with that friendly unit to be the target.

Effect: Pick 1 of the melee weapons that the unit using this ability is armed with. Then, spend up to 3 rage dice.

Resolve a number of combat attacks against the target using the melee weapon you picked equal to the number of rage dice you spent.

Those attacks cannot score critical hits. Instead, for each unmodified hit roll of 6 for those attacks:
  • Inflict an additional D3 mortal damage on each enemy unit in combat with the unit using this ability.
  • Your opponent must increase their fury level by 1, to a maximum of 7.

For each unmodified hit roll of 1 for those attacks, allocate D3 mortal damage to this unit after the damage sequence has been resolved (ward rolls cannot be made for those damage points).

Designer’s Note: Rage dice do not add to the Attacks characteristic of the weapon you pick; if you spend 3 rage dice to use this ability, you only make 3 combat attacks.
KEYWORDSATTACK, FIGHT

© Vyacheslav Maltsev 2013-2026