Ogor Mawtribes – Stonehorn Beastriders

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OGOR MAWTRIBES WARSCROLL
Stonehorn Beastriders
10"
14
4+
10
The Stonehorn is a monster with a skeleton of living stone. Its skull-like face has most of the flesh and skin battered from it before full adulthood, and its granite-tough horns are bladed and edged like knapped flint. The Beastclaw ogors make great use of Stonehorns as linebreakers and battering rams. They value them not for the king’s ransom of jewels that can be found in their guts but simply for their raw and undeniable stompiness. It is common for a pair of ogors to tie ropes, timber and animal furs to a Stonehorn’s back so that it can carry them into battle atop a double throne of sorts. Owing to their looming vantage point, the riders usually either hunt with spring-jawed chaintraps, which they use to grab their prey and haul it up to be eaten; harpoon launchers the size of artillery pieces; or trained blood vultures that soar forth to peck at the eyes of the ogors’ foes. All Stonehorns are prized by the ogors – any creature that can barge through a duardin hold or shatter the bones of a Mega‑Gargant with a single charge has to be worthy of serious respect.
OGOR MAWTRIBES WARSCROLL
Stonehorn Beastriders
RANGED WEAPONS
RngAtkHitWndRndDmg
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
Stonehorn’s Rock-hard Horns [Charge (+1 Damage), Companion]
Stonehorn’s Rock-hard Horns
Charge (+1 Damage), Companion
64+2+23
Punches and Kicks
Punches and Kicks64+2+-1
Stonehorn’s Hooves [Companion]
Stonehorn’s Hooves
Companion
D64+2+1D3
BATTLE PROFILE

Unit Size: 1      Points: 270
Base size: 120 × 92mm
Can be reinforced: No

This unit is armed with a Harpoon Launcher, Punches and Kicks, Stonehorn’s Rock-hard Horns, Stonehorn’s Hooves and 1 of the following options:
  • Chaintrap
  • Blood Vulture

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Stonehorn’s Rock-hard Horns is 4.

Once Per Turn (Army), Any Combat Phase
STONEHORN AVALANCHE: With hearty roars, the Beastriders pick their target and send their Stonehorn crashing forward with the force of a mountain’s worth of snow and rock.

Effect: If this unit charged this turn, roll a dice. On a 3+, when this unit makes a pile-in move this phase, add D6" to the distance it can move.
KEYWORDSRAMPAGE

Passive
STONE SKELETON: The thick, rocklike skeletons of these beasts can take substantial punishment.

Effect: Ignore the first damage point that would be allocated to this unit in each phase.

KEYWORDS
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

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.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this 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.
© Vyacheslav Maltsev 2013-2025