Ogor Mawtribes – Thundertusk Beastriders

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OGOR MAWTRIBES WARSCROLL
Thundertusk Beastriders
10"
14
4+
10
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. The ice magic that runs in a Thundertusk’s veins gives it an aura of cold that will numb anything without a robust constitution merely through proximity – enemies fumble their swords from frostbitten fingers even as their breath catches ice-cold in their lungs. Sitting astride one is well worth the cold-deadened buttocks that follow, for the creature gives its rider – or riders, if more than one dares the climb – a great vantage point from which to pick their next kill. Better yet, with its flanks so cold, the creature can be strapped with stowage to keep raw meat and choice cuts frozen for as long as needed.
OGOR MAWTRIBES WARSCROLL
Thundertusk Beastriders
RANGED WEAPONS
RngAtkHitWndRndDmg
Harpoon Launcher
Harpoon Launcher18"14+3+1D3
Blood Vulture
Blood Vulture24"12+3+-1
Chaintrap [Anti-MONSTER (+1 Rend)]
Chaintrap
Anti-MONSTER (+1 Rend)
12"14+3+13
Ice Blast [Companion]
Ice Blast
Companion
12"14+2+1D3+2
MELEE WEAPONS
AtkHitWndRndDmg
Thundertusk’s Colossal Tusks [Anti-INFANTRY (+1 Rend), Companion]
Thundertusk’s Colossal Tusks
Anti-INFANTRY (+1 Rend), Companion
34+2+15
Punches and Kicks
Punches and Kicks64+2+-1
BATTLE PROFILE

Unit Size: 1      Points: 220
Base size: 120 × 92mm
Can be reinforced: No

This unit is armed with an Ice Blast, Harpoon Launcher, Punches and Kicks, Thundertusk’s Colossal Tusks, 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 Thundertusk’s Colossal Tusks is 2.

Once Per Turn (Army), End of Any Turn
EVERWINTER’S ASSAULT: The enemy are left scattered and reeling before the combination of the Thundertusk’s charge and the great missiles loosed by its riders, forced to give ground until they can regather their wits.

Declare: If this unit charged this turn, pick an enemy unit in combat with it to be the target.

Effect: Roll a dice. On a 3+, for the rest of the turn:
  • If the target is a MONSTER, subtract 3 from its control score.
  • If the target is a non-MONSTER unit, subtract 5 from its control score.
KEYWORDSRAMPAGE

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.
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
© Vyacheslav Maltsev 2013-2025