Ogor Mawtribes – Scourge of Aqshy Huskard on Thundertusk

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OGOR MAWTRIBES WARSCROLL
Scourge of Aqshy Huskard
on Thundertusk
10"
14
4+
10
Said to have been chosen by the Everwinter itself, a Huskard Torr always rides a Thundertusk, possessing a natural affinity with the icewreathed beast. As they journey across the Great Parch, the pair channel the magical blizzard to see the realm’s elemental fury quenched.
OGOR MAWTRIBES WARSCROLL
Scourge of Aqshy Huskard
on Thundertusk
RANGED WEAPONS
RngAtkHitWndRndDmg
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
Harpoon Launcher
Harpoon Launcher18"14+3+1D3
Blood Vulture
Blood Vulture24"12+3+-1
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: 260
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any OGOR MAWTRIBES
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2026-27 battlepack.

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), Start of Any Turn
EVERWINTER’S IRE: As the Everwinter rages, the Huskard draws power from its icy embrace.

Effect: For the rest of the turn:
  • While your opponent’s fury level is equal to or up to 2 levels below your fury level, add 1 to chanting rolls for this unit.
  • While your opponent’s fury level is 3 or more levels below your fury level, add 2 to chanting rolls for this unit.

Once Per Turn (Army), End of Your Turn
COOL TEMPERS: So bitterly cold is the aura that surrounds a Thundertusk that it can even extinguish the fires of rage that burn within those who fight in the Bright Realm.

Effect: If this unit is wholly outside friendly territory and not in combat, your opponent must reduce their fury level by 1, to a minimum of 0.
KEYWORDSRAMPAGE

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

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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.
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.
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:

3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

Otherwise, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number to ritual points to the PRIEST equal to the unmodified chanting roll and do not reset the PRIEST’s ritual points to 0.
KEYWORDSPRAYER, UNLIMITED



EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

© Vyacheslav Maltsev 2013-2026