The Everwinter clings to the Thundertusks and follows them wherever they tread, the air around them thick with glimmering frost. Guided into battle by a pair of savage Beastriders, these mammoth beasts smash and grind their prey to bloody ruin.
Unit Size: 1 Points: 260
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single. Battleline if general is BEASTCLAW RAIDERS
Thundertusk Beastriders are armed with a Harpoon Launcher, Punches and Kicks and 1 of the following weapon options: Chaintrap; or Blood Vulture.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Torrbad
MOUNT: This unit’s Thundertusk is armed with Frost-wreathed Ice and Colossal Tusks.
Blasts of Frost-wreathed Ice: Thundertusks can focus the cold between their tusks into blasts of ice that hit like cannonballs.
Do not use the
attack sequence for an attack made with Frost-wreathed Ice. Instead, pick 1 enemy unit within 18" of this unit and visible to it, and roll a number of dice equal to the Frost-wreathed Ice value shown on this unit’s
damage table. Add 1 to each roll if the target unit has 10-19 models. Add 2 to each roll instead if the target unit has 20 or more models. For each 6+, that unit suffers 1
mortal wound.
Numbing Chill: Winter storms gather about these mythical creatures, freezing and slowing any enemy foolish enough to close in.
Subtract 1 from
hit rolls for attacks made with melee weapons that target this unit.
Blood Vulture: Blood vultures are vicious predators that help lead the alfrostuns to prey.
If this unit is armed with a Blood Vulture, at the start of your
shooting phase, pick 1 enemy unit on the battlefield that is visible to this unit and roll a dice. On a 2+, that unit suffers 1
mortal wound.
Reel ’Em In: Once a chaintrap sinks deep into a beast’s flank, there is little the creature can do to free itself as it is pulled closer to the hungry hunters.
If an attack made with a Chaintrap scores a hit on an enemy
MONSTER unit, if that
MONSTER unit is not destroyed and not already snagged (see below), after that attack has been resolved, you can roll a dice. On a 4+, that
MONSTER unit is snagged until the start of your next
shooting phase. While a
MONSTER unit is snagged and the unit that snagged it is on the battlefield, each time that
MONSTER unit makes a move, it must finish that move at least as close to the unit that snagged it as it was at the start of the move.