Legions of Nagash – Mortis Engine
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Mortis Engine

This nightmarish engine bears a reliquary containing the remains of a dead Necromancer. An intense aura of death magic surrounds this profane relic, bolstering the spells and rituals of nearby Deathmages. As this lodestone of necromantic power soars across the battlefield, the banshees and tortured spirits bound to its frame lash out at the living with spectral blades.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wail of the Damned See below
Wail of the Damned See below
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Corpsemaster’s Mortis Staff
Corpsemaster’s Mortis Staff1"14+3+-1D3
Spectral Host’s Ethereal Weapons
Spectral Host’s Ethereal Weapons1"5+4+-1
DAMAGE
Wounds SufferedMoveWail of the DamnedEthereal Weapons
0-214"9"12
3-412"8"10
5-710"7"8
8-98"6"6
10+4"5"4
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 180
Battlefield Role: Behemoth

DESCRIPTION

A Mortis Engine is a single model. At its heart is an ancient reliquary containing an inanimate Necromancer; the dark aura that radiates from it is a boon to nearby practitioners of death magic and a curse to all other spellcasters. The Mortis Engine is watched over by a deathless Corpsemaster, who attacks any who approach too closely with a gnarled Mortis Staff. At great need, he can open the triple-locked reliquary, visiting its devastating energies upon the foe. He is protected by a swirling Spectral Host that fights with shimmering Ethereal Weapons, while above the Mortis Engine a cloud of banshees scream a Wail of the Damned, cursing those who hear it to a maddened demise.

FLY: Mortis Engines can fly.

ABILITIES

Wail of the Damned: When making a Wail of the Damned attack, roll two dice for each enemy unit within the range shown on the damage table. If the total is higher than that unit’s Bravery, it suffers D3 mortal wounds.

Frightful Touch: Each time you make a hit roll of 6+ for the Spectral Host’s Ethereal Weapons, that attack inflicts 1 mortal wound instead of the normal damage (do not make a wound or save roll).

The Reliquary: Once per battle, in your hero phase, you can declare that the Corpsemaster will unleash the energies stored in the reliquary. When you do so, roll four dice and add the scores together to determine the range of this ability. Each unit within range is struck by a wave of necromantic force. DEATH units that are struck heal D3 wounds that have been allocated to them, while any other unit struck suffers D3 mortal wounds.

Bound Necromancer: Add 1 to casting rolls for DEATH WIZARDS within 12" of any Mortis Engines. Subtract 1 from casting rolls for ORDER, DESTRUCTION and CHAOS WIZARDS within 12" of any Mortis Engines.

KEYWORDS
DEATH, MALIGNANT, DEATHMAGES, MORTIS ENGINE
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.

The MALIGNANT keyword is used in following Legions of Nagash warscrolls:

None
Leader
Leader, Behemoth
Behemoth

The DEATHMAGES keyword is used in following Legions of Nagash warscrolls:

Leader
Behemoth
© Vyacheslav Maltsev 2013-2021