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The Ossiarch legions are an undead force like no other. Created to be autonomous, they are trusted to enact Nagash’s will on a hundred war fronts at once. Their empire gathers war materiel from the cadavers of each battle, harvesting bone with which to create new warriors, build fortifications and begin the cycle of death over again.

This page contains all of the rules you need to field your Ossiarch Bonereapers miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.

Books

BookKindEditionVersionLast update
  Ossiarch BonereapersBattletome21.0November 2019

Designers’ Commentary

Battletome: Ossiarch Bonereapers

 Q: If I take Ossiarch Bonereapers units in a Grand Alliance: Death army, can the Ossiarch Bonereapers units use command points and their unit command abilities (e.g. Shieldwall)?
 A
Yes.
 Q: If my army is an Ossiarch Bonereapers army, do I still receive command points as described in the core rules even though I cannot use them during a battle?
 A
Yes.
 Q: Some events, such as tournaments, will have battlefields with terrain features that have been set up before both players arrive at the table. In cases such as this, how do I set up my Bone-tithe Nexus?
 A
If you are ever unsure about how terrain features are placed during an event, ask the event organiser.
 Q: Can Katakros, Mortarch of the Necropolis, benefit from the ‘Reinforce Battle-shields’ spell?
 A
No, the ‘Shields’ in this rule refer to the weapon option for Mortek Guard and Kavalos Deathriders units.
 Q: If a mortal wound inflicted by the Curse of Years spell is negated, do I roll another dice as described within the rules text?
 A
No.
 Q: Can I use an Umbral Spellportal to measure the range and visibility of the Mortal Touch spell if it is successfully cast?
 A
Yes.
 Q: Can I use the Endless Duty command ability on a Mortek Crawler to give the Dread Catapult’s ‘Cauldron of Torment’ or ‘Cursed Stele’ 2 attacks instead of 1?
 A
No, a Dread Catapult can only make 1 ‘Cauldron of Torment’ and 1 ‘Cursed Stele’ attack per battle.
 Q: Can you clarify how wounds are allocated from an attack made with the Dread Catapult’s ‘Cauldron of Torment’?
 A
Certainly, 1 model from the target unit is slain for each individual dice roll that is equal to or greater than the unmodified Bravery characteristic of the target unit.

Allies


Battle Traits

Lords of the Ossiarch Empire

The supreme ruler of the Ossiarch Bonereapers is Nagash, at whose right hand stands Arkhan the Black and at whose left hand stands Katakros.

You can include NAGASH and/or ARKHAN in an Ossiarch Bonereapers army even though they do not have the OSSIARCH BONEREAPERS keyword on their warscroll. If you do so, they gain the OSSIARCH BONEREAPERS keyword on their warscroll, but you cannot include any mercenary units in your army.

Ossiarch Bonereaper Legions

Ossiarch Bonereaper warriors are organised into mighty legions that fight in their own unique ways.

If your army is an Ossiarch Bonereapers army, you can give it an Ossiarch Bonereaper Legion keyword from the list below. All OSSIARCH BONEREAPERS units in your army gain that keyword, and you can use the extra abilities listed for that Legion on the page indicated.

MORTIS PRAETORIANS
PETRIFEX ELITE
STALLIARCH LORDS
IVORY HOST
NULL MYRIAD
CREMATORIANS

If a model already has an Ossiarch Bonereaper Legion keyword on its warscroll, it cannot gain another one. This does not prevent you from including the unit in your army.

Deathless Warriors

Ossiarch Bonereapers are made more formidable by the presence of their lords and masters.

Roll a dice each time you allocate a wound or mortal wound to a friendly unit that has the HEKATOS keyword, or is wholly within 6" of a friendly Mortek Hekatos, or is wholly within 12" of a friendly OSSIARCH BONEREAPERS HERO. On a 6, that wound or mortal wound is negated.

Ranks Unbroken by Dissent

The soul-crafting process grants Ossiarch Bonereapers iron self-control with no room for any fear or doubt.

Do not take battleshock tests for friendly OSSIARCH BONEREAPERS units.

In addition, if your army is an Ossiarch Bonereapers army, you cannot use command points. Instead, you use relentless discipline points. At the start of each battle round, before determining who has the first turn, you receive 1 relentless discipline point for each friendly OSSIARCH BONEREAPERS HERO that is on the battlefield. You receive 1 additional relentless discipline point for each warscroll battalion in your army and each friendly LIEGE that is on the battlefield, and 3 additional relentless discipline points if KATAKROS is your general and is on the battlefield. Then, roll a dice for each friendly OSSIARCH BONEREAPERS unit on the battlefield (including the HEROES above). For each 6, you receive 1 additional relentless discipline point.

Relentless discipline points are used in the same manner as command points, but can only be used for command abilities that appear on a warscroll that has the OSSIARCH BONEREAPERS keyword, for Ossiarch Bonereaper Legion command abilities and for the Unstoppable Advance command ability below.

When you generate your relentless discipline points at the start of the battle round, any that you had left over from the previous battle round are lost.

Unstoppable Advance

Ossiarch Bonereapers advance upon the foe at a remorseless pace.

You can use this command ability in your movement phase. If you do so, pick 1 friendly unit that has the HEKATOS keyword, or is wholly within 6" of a friendly Mortek Hekatos, or is wholly within 12" of a friendly OSSIARCH BONEREAPERS HERO. Add 3" to that unit’s Move characteristic in that phase (it can still run, or charge if it does not run). You cannot pick the same unit to benefit from this command ability more than once per phase.

Designer’s Note: Many Ossiarch Bonereapers command abilities do not require a HERO to be nearby in order for you to use it. These command abilities represent orders issued by the leader of the unit. In addition, some abilities allow you to return slain models to a unit. When you do so, set up the models one at a time within 1" of a model from the unit they are returning to (this can be a model returned earlier in the phase). Returning models can only be set up within 3" of an enemy unit if any models from the unit they are returning to are already within 3" of that enemy unit.

Command Traits

Kavalos Commander Traits

LIEGE-KAVALOS only.

D6COMMAND TRAIT
1

Ancient Knowledge

This commander has studied the ways of war for millennia.

You receive 1 additional relentless discipline point at the start of the battle round if this general is on the battlefield.

2

Immortal Ruler

It is nigh impossible to extinguish the soul of this commander.

The Deathless Warriors battle trait negates a wound or mortal wound allocated to this general on a roll of a 5+ instead of 6.

3

Dark Acolyte

This commander has learnt how to master the power of magic.

This general is a WIZARD that knows 1 spell from the Lore of the Mortisans. They can attempt to cast that spell in your hero phase, and attempt to unbind 1 spell in the enemy hero phase.

4

Peerless Warrior

Few can match this ancient warrior in the art of combat.

If the unmodified wound roll for an attack made with a melee weapon by this general is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

5

Hatred of the Living

This lord of death loathes all living creatures.

Add 1 to hit rolls for attacks made with melee weapons by this general and their mount unless the target has the DEATH keyword.

6

Life-stealer

This general can leech the vital essence of those they slay.

At the end of the combat phase, if any enemy models were slain by wounds inflicted by this general’s attacks in that combat phase, you can heal up to D3 wounds allocated to this general.


Mortisan Qualities

MORTISAN only.

D6COMMAND TRAIT
1

Ancient Knowledge

This commander has studied the ways of war for millennia.

You receive 1 additional relentless discipline point at the start of the battle round if this general is on the battlefield.

2

Immortal Ruler

It is nigh impossible to extinguish the soul of this commander.

The Deathless Warriors battle trait negates a wound or mortal wound allocated to this general on a roll of a 5+ instead of 6.

3

Dire Ultimatum

This pitiless ruler makes impossible demands of their victims, on pain of death.

Subtract 2 from the Bravery characteristic of enemy units while they are within 12" of this general.

4

Grave-sand Bones

This wizard is constructed from bone that is heavy with the magic of Shyish.

This general knows 1 extra spell from the Lore of the Mortisans.

5

Oathbreaker Curse

Woe betide any who break a contract brokered by this general.

Roll a dice each time your opponent receives a command point while this general is on the battlefield. On a 6, that command point is lost.

6

Soul Energy

This wizard can draw on the power of their own soul when they use the arcane arts.

You can re-roll casting, dispelling and unbinding rolls for this general. If you do so, this general suffers 1 mortal wound after the effects of the spell (if any) are carried out.


Artefacts of Power

Relics of the Kavaloi

LIEGE-KAVALOS only.

D6ARTEFACT OF POWER
1

Mindblade

A shimmering blade that emits a thin scream when it is drawn, the Mindblade can sever the intellect from those whose flesh it cuts.

Pick one of the bearer’s melee weapons. If the unmodified hit roll for an attack made with that weapon that targets a HERO is 6, your opponent loses 1 command point (to a minimum of 0) and that HERO cannot use command abilities for the rest of the battle.

2

Lordly Phylactery

This phylactery harbours a vast amount of soul energy, granting the bearer the authority of ten lesser commanders.

Once per battle, at the start of any phase, the bearer can use this artefact. When they do so, you receive D3 relentless discipline points.

3

Scroll of Command

The sacred parchment carried to war by this liege lends him a part of Nagash’s immortal authority.

Subtract 2 from the Bravery characteristic of enemy units while they are within 6" of the bearer.

4

Grave-sand Boneplate

This armour emanates an aura of morbid energy that can age nearby mortals decades in mere moments.

At the end of the combat phase, roll a dice for each enemy unit within 3" of the bearer. On a 4+, that unit suffers 1 mortal wound.

5

Marrowpact

The glyphs borne to war by this liege bind those who view them in arcane pacts that siphon the energy from their bone marrow.

Once per battle, in your hero phase, pick 1 enemy unit within 6" of the bearer that is visible to them, and roll a dice. On a 3+, that unit suffers D3 mortal wounds and you can heal 1 wound allocated to the bearer for each mortal wound that is inflicted and not negated.

6

Helm of the Ordained

This helmet radiates the wearer’s will into nearby constructs.

Add 1 to hit rolls for attacks made by friendly OSSIARCH BONEREAPERS units and their mounts while they are wholly within 12" of the bearer.


Tools of the Boneshaper

MORTISAN BONESHAPER only.

D3ARTEFACT OF POWER
1

Artisan’s Key

This Boneshaper is gifted indeed, so much so he has been given the Artisan’s Key – a relic that bolsters his ability to shape and heal constructs.

Before you use the bearer’s Boneshaper ability, roll a dice. On a 4+, you can either pick 2 units within 6" of the bearer to be affected by the Boneshaper ability instead of 1, or you can pick 1 unit within 6" of the bearer to be affected by the Boneshaper ability twice.

2

Lode of Saturation

This ingot of nadirite-iron alloy, when pressed against a bone construct, renders its structure nigh invulnerable.

At the start of your hero phase, pick 1 friendly OSSIARCH BONEREAPERS unit other than the bearer that is within 1" of them. Until your next hero phase, the Deathless Warriors battle trait negates a wound or mortal wound allocated to that unit on a roll of a 5+ instead of 6.

3

The Crafter-gems

This triad of cut black gems allows the bearer to siphon the energies of resurrection from each stone at the same time, healing his physical incarnation with incredible rapidity.

In your hero phase, you can heal up to 3 wounds allocated to the bearer. Once the total number of wounds this artefact has been used to heal during the battle equals 3, it cannot be used again for the rest of the battle.


Treasures of the Soulmason

MORTISAN SOULMASON only.

D3ARTEFACT OF POWER
1

Gothizzar Cartouche

Inscribed by Nagash himself, this cartouche is made from the bones of a fallen Chaos lord. It is emblematic of the hatred the dead have for the living, and stokes their desire for revenge against those who still remain vital.

Add 1 to wound rolls for attacks made with melee weapons by friendly DEATH units wholly within 9" of the bearer if the target does not have the DEATH keyword.

2

Soul Reservoir

This viallike artefact is honeycombed with dozens of tiny compartments, each a prison in which a captive soul can be stored, granting the owner a tremendous supply of energy with which to empower his spells.

Add 2 to casting rolls for the bearer. However, if the casting roll for the bearer is an unmodified 10+, this artefact cannot be used again for the rest of the battle.

3

Throne of Dzendt

Crafted by Dzendt, one of the first Soulmasons, this throne has a fierce animus that has seen it stained by the gore of countless battles.

Add 2 to the bearer’s Wounds characteristic, and add 2 to the Attacks characteristic of the Ossified Claws of the bearer’s mount.


Weapons of the Soulreaper

MORTISAN SOULREAPER only.

D3ARTEFACT OF POWER
1

Luminscythe

This legendary artefact was made in the lightless depths of the Shyish Nadir. It cuts away daylight itself, casting palls of purple-black energy across the battlefield with each killing swipe.

Subtract 1 from hit rolls for attacks that target the bearer. In addition, add 1 to casting rolls for the bearer when they attempt to cast Soul-blast, Pall of Doom or any spell from the Lore of the Mortisans.

2

Vial of Binding

This elongated vial is able to pluck the soul from an enemy at range, slaying them with a single sucking draught of negative energy.

Once per battle, in your hero phase, pick 1 enemy model within 12" of the bearer that is visible to them and roll a dice. If the roll is equal to or greater than that model’s Wounds characteristic that enemy model is slain.

3

Guardian Reavesoul

This artefact contains a spirit that is kept in a state of permanent anguish, forcing it to intercede with its own tormented spiritual energy whenever the bearer is threatened.

The Deathless Warriors battle trait negates a wound or mortal wound allocated to the bearer on a roll of a 5+ instead of 6. Instead of rolling the dice, you can say that the bearer will shatter this artefact. If you do so, the wound or mortal wound is negated without a dice being rolled, but this artefact cannot be used again for the rest of the battle.


Spell Lores

You can choose or roll for one of the following spells for VOKMORTIAN and each MORTISAN in an Ossiarch Bonereapers army. NAGASH and ARKHAN know all of the spells from the Lore of Mortisans.

Lore of the Mortisans

D6SPELL
1

Arcane Command

The wizard sends a simulacrum to issue a command to one of their subordinates.

Arcane Command has a casting value of 5. If successfully cast, you receive D3 relentless discipline points.

2

Empower Nadirite Weapons

The caster imbues the nadirite weapons with deadly power.

Empower Nadirite Weapons has a casting value of 5. If successfully cast, pick 1 friendly OSSIARCH BONEREAPERS unit with the Nadirite Weapons ability that is wholly within 24" of the caster and visible to them. Until the start of your next hero phase, that unit’s Nadirite Weapons ability causes 2 hits to be scored on an unmodified hit roll of 5+ instead of 6, or 4+ instead of 6 for a charging KAVALOS DEATHRIDERS unit attacking with Nadirite Spears.

3

Protection of Nagash

A barrier of nullifying energy shields the wizard from harm, and transports them to safety if it is breached.

Protection of Nagash has a casting value of 6. If successfully cast, roll a dice each time a wound or mortal wound is allocated to the caster. On a 5+, that wound or mortal wound is negated. If any wounds or mortal wounds are allocated to the caster and not negated, and the caster is not slain, remove them from the battlefield after all of the wounds or mortal wounds have been allocated. Then, set them up anywhere on the battlefield more than 9" from any enemy units. After setting up the model, this spell is unbound.

4

Reinforce Battle-shields

The caster imbues the battle-shields carried by Ossiarch Bonereaper warriors with arcane protective energy.

Reinforce Battle-shields has a casting value of 6. If successfully cast, pick 1 friendly OSSIARCH BONEREAPERS unit armed with Shields or Nadirite Battle-shields that is wholly within 24" of the caster and visible to them. Until the start of your next hero phase, roll a dice each time you allocate a mortal wound to that unit. On a 5+, that mortal wound is negated.

5

Drain Vitality

This cursed spell saps a foe’s strength, leaving them weak and vulnerable.

Drain Vitality has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. Until your next hero phase, re-roll unmodified hit rolls of 6 for attacks made by that unit, and re-roll unmodified save rolls of 6 for attacks that target that unit.

6

Mortal Contract

The caster binds an enemy to a deadly mystical contract.

Mortal Contract has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. For the rest of the battle, roll a dice at the end of each phase during which any attacks made by that unit inflicted any damage on a friendly OSSIARCH BONEREAPERS unit. On a 3+, that enemy unit suffers D3 mortal wounds. You cannot pick the same unit to be the target of this spell more than once per battle.


Ossiarch Bonereaper Legions

These rules can be used by units in a Ossiarch Bonereapers army that have been given the appropriate keyword (see the Ossiarch Bonereaper Legions Battle Trait).

Mortis Praetorians

The first amongst all their kind, the Mortis Praetorians are the legion of Orpheon Katakros himself. They are the most pitilessly effective of all the Ossiarch legions, driven by the cumulative military insight of the finest war leaders in Shyish. In the wake of each successful invasion are raised monuments to the immortal glory of Nagash.

ABILITIES
The Dread Legion: Enemies know that any attempt to resist the Mortis Praetorians is doomed to fail.
Subtract 1 from the Bravery characteristic of enemy units while they are within 12" of any friendly MORTIS PRAETORIANS units.

COMMAND ABILITY
Counter-strike: At a prearranged signal, the Mortis Praetorians ready their weapons in preparation for an enemy assault.
You can use this command ability at the end of the enemy charge phase. If you do so, pick 1 friendly MORTIS PRAETORIANS unit that either has the HEKATOS keyword, or is wholly within 6" of a friendly Mortek Hekatos, or is wholly within 12" of a friendly MORTIS PRAETORIANS HERO. Until the end of the turn, you can re-roll hit rolls for attacks made by that unit that target an enemy unit that made a charge move in the same turn.

COMMAND TRAIT
A MORTIS PRAETORIANS general must have this command trait instead of one listed in Command Traits section.

Katakros’ Chosen: The commanders of the Mortis Praetorians are hand-picked by Katakros, and chosen for their supreme mastery of the battlefield arts.
Once per battle, at the start of your hero phase, if this general is on the battlefield you can receive D3 additional relentless discipline points.

ARTEFACT OF POWER
The first MORTIS PRAETORIANS HERO to receive an artefact of power must be given an Artificer’s Blade.

Artificer’s Blade: This master-crafted weapon can slice through any armour with ease.
Pick 1 of the bearer’s melee weapons. Change the Rend characteristic of that weapon to -3.

Petrifex Elite

Fashioned from ancient skeletons excavated from the bedrock of the realms, the Petrifex Elite are war constructs made of fossilised bone. The vast majority of them are massive in construction, going to war as towering statues brought to life. The dark, dense bone of these giants is proof against any but the most finely crafted blade.

ABILITIES
Unstoppable Juggernauts: These grim warriors are made from petrified bone, granting them exceptional resilience to physical attacks.
Add 1 to save rolls for attacks that target PETRIFEX ELITE units.

COMMAND ABILITY
Bludgeon: Petrifex Elite warriors are capable of delivering devastating blows that make a mockery of shields and armour.
You can use this command ability in a combat phase. If you do so, pick 1 friendly PETRIFEX ELITE unit that either has the HEKATOS keyword, or is wholly within 6" of a friendly Mortek Hekatos, or is wholly within 12" of a friendly PETRIFEX ELITE HERO. In that combat phase, improve the Rend characteristic of melee weapons used by that unit by 1. You cannot pick the same unit to benefit from this command ability more than once per phase.

COMMAND TRAIT
A PETRIFEX ELITE general must have this command trait instead of one listed in Command Traits section.

Mighty Archaeossian: The fossilised bone from which this general is formed is supernaturally hard.
Add 2 to this general’s Wounds characteristic.

ARTEFACT OF POWER
The first PETRIFEX ELITE HERO to receive an artefact of power must be given Godbone Armour.

Godbone Armour: This prized armour was made by master Petrifex Elite Boneshapers from the remnants of a mythical godbeast.
The first wound allocated to the bearer in each phase is negated.

Stalliarch Lords

Where the Stalliarch Lords ride, they leave gory trails behind them. With a far greater proportion of cavalry in their ranks than any other Ossiarch legion, they are known for their devastating mounted assaults. Those they slay are swiftly repurposed to reinforce their numbers, for in fresh bone can be found a desperate and bloody vigour.

ABILITIES
Equumortoi: The steeds ridden by the Stalliarch Lords are carefully crafted to be the fastest of their kind.
STALLIARCH LORDS units can run and still charge later in the same turn.

COMMAND ABILITY
Rally Back: Mounted Stalliarch warriors are trained to swiftly disengage from combat, redress their ranks and then charge back into the fray.
You can use this command ability in your movement phase. If you do so, pick 1 friendly STALLIARCH LORDS unit that has a mount and either is wholly within 6" of a friendly Mortek Hekatos or is wholly within 12" of a friendly STALLIARCH LORDS HERO. That unit can retreat in that phase and still charge later in the same turn, as long as it did not run.

COMMAND TRAIT
A STALLIARCH LORDS general must have this command trait instead of one listed in Command Traits section.

Twisted Challenge: This warlord will often challenge an opponent to a duel they cannot hope to win.
At the start of the combat phase, you can pick 1 enemy HERO within 3" of this general. Until the end of that phase, add 1 to hit rolls for attacks made by this general that target that enemy HERO, but subtract 1 from hit rolls for attacks made by this general that target any other unit.

ARTEFACT OF POWER
The first STALLIARCH LORDS LIEGE to receive an artefact of power must be given a Nadir-bound Mount.

Nadir-bound Mount: The steed ridden by this liege is imbued with the terrible power of the Nadir.
You can roll D3 additional dice when this LIEGE uses their Unstoppable Charge ability.

Ivory Host

The Ivory Host are outwardly the most magnificent of all the Ossiarchs, their polished cream bone a startling counterpoint to their golden armour and lustrous amber soul-trap gems. Yet their macabre glory hides a howling, snarling need to kill. When wounded, they fight like rabid animals to swiftly overcome even the largest foes.

ABILITIES
Simmering Rage: The Ivory Host harbour a deepseated rage that can explode into berserk violence.
At the start of the combat phase, each friendly IVORY HOST unit that is within 6" of a friendly IVORY HOST model that currently has any wounds allocated to it becomes subject to rage until the end of that phase. Add 1 to hit rolls for attacks made by a unit that is subject to rage, but subtract 1 from save rolls for attacks that target a unit that is subject to rage.

COMMAND ABILITY
Temper Fury: The commanders of the Ivory Host can order their minions to control their rage.
You can use this command ability in the combat phase. If you do so, pick 1 friendly IVORY HOST unit that is subject to rage and either has the HEKATOS keyword, or includes a Mortek Hekatos, or is wholly within 12" of a friendly IVORY HOST HERO. In that phase, do not subtract 1 from save rolls for attacks that target that unit because of its rage, but still add 1 to hit rolls for attacks made by that unit.

COMMAND TRAIT
An IVORY HOST general must have this command trait instead of one listed in Command Traits section.

Scrimshawed Savage: At first cultured and refined, as the battle progresses this general becomes increasingly savage.
In each of your hero phases, roll a dice for this general. On a 5+, add 1 to the Attacks characteristic of melee weapons used by this general for the rest of the battle.

ARTEFACT OF POWER
The first IVORY HOST HERO to receive an artefact of power must be given a Beastbone Blade.

Beastbone Blade: This bone-forged weapon thrums with the bestial energy of Ghur.
Pick 1 of the bearer’s melee weapons. Add 1 to the Attacks characteristic of that weapon.

Null Myriad

The Null Myriad are magical creatures, but they have been fashioned in such a way that they are extremely resistant to baleful forces. Fireballs hurled into their ranks detonate with no more effect than a summer breeze, death hexes merely cause them to glow a little brighter, and magical storms slow their progress not at all.

ABILITIES
Eldritch Nulls: Forged to fight in the parts of the realms most saturated with magic, the Null Myriad have an innate resistance to arcane forces.
Each time a friendly NULL MYRIAD unit is affected by a spell or endless spell, you can roll a dice. If you do so, on a 5+, ignore the effects of that spell or endless spell on that unit.

COMMAND ABILITY
Holdfast: The Null Myriad can stand firm even when lashed by a howling gale of arcane power.
You can use this command ability before you use the Eldritch Nulls ability for a unit that either has the HEKATOS keyword, or is wholly within 6" of a friendly Mortek Hekatos, or is wholly within 12" of a friendly NULL MYRIAD HERO; that unit is not affected by the spell or endless spell on a roll of 2+ instead of 5+.

COMMAND TRAIT
A NULL MYRIAD general must have this command trait instead of one listed in Command Traits section.

Unsettling and Sinister: This general is anathema to living creatures, making them recoil in horror.
Subtract 1 from hit rolls for attacks made with melee weapons that target this general. In addition, subtract 1 from the Bravery characteristic of enemy units while they are within 3" of this general.

ARTEFACT OF POWER
The first NULL MYRIAD HERO to receive an artefact of power must be given a Baleful Blade.

Baleful Blade: Blows struck by this inimical weapon cannot be stopped by armour or magical wards.
Pick 1 of the bearer’s melee weapons. Do not make save rolls for attacks made with that weapon, and wounds inflicted by that weapon cannot be negated when they are allocated to a model (the wounds can be healed later in the battle).

Crematorians

A legion of walking furnaces, the Crematorians burn with dark magic. They are sent against those cities and strongholds that Nagash would see removed from existence. They are far from eternal, their existence brief but spectacular – those that strike them down soon find this out as they are consumed in an explosion of balefire.

ABILITIES
Immolation: Crematorian warriors are likely to detonate if they are cut down by an opponent.
Roll a dice each time a friendly CREMATORIANS model is slain by an attack made with a melee weapon, before the slain model is removed from play. Add 1 to the roll if the slain model is a HERO or MONSTER. On a 5+, pick 1 enemy unit within 3" of the slain model. That unit suffers 1 mortal wound.

COMMAND ABILITY
Levellers of Cities: Fortifications are of little use against this fiery legion.
You can use this command ability in the combat phase. If you do so, pick 1 friendly CREMATORIANS unit that either has the HEKATOS keyword, or is wholly within 6" of a friendly Mortek Hekatos, or is wholly within 12" of a friendly CREMATORIANS HERO. Do not apply the cover modifier to save rolls for attacks made with melee weapons by that CREMATORIANS unit in that phase.

COMMAND TRAIT
A CREMATORIANS general must have this command trait instead of one listed in Command Traits section.

Wrathful Avenger: This general is a blazing avatar of Nagash’s wrath.
If this general is slain, add 2 to the Immolation dice roll instead of 1, and if the roll is successful inflict D3 mortal wounds on the enemy unit instead of 1.

ARTEFACT OF POWER
The first CREMATORIANS HERO to receive an artefact of power must be given a Searing Blade.

Searing Blade: The surface of this ebon blade is laced with an arcane filigree that burns red-hot.
Pick 1 of the bearer’s melee weapons. Add 1 to the Damage characteristic of that weapon.

Battleplans

Battleplan

Destroy the Nexus

A Bone-tithe Nexus is a stark reminder to the Ossiarchs’ vassals of the tribute that they owe and which must be paid. Sometimes this burden will become too much to bear, and a vassal kingdom will rebel. Its people will refuse any longer to pay the dues demanded of them, and march forth to tear down the hated tithe-point monument that was built by their oppressors. However, these plans will only rarely escape the attention of their Bonereaper overlords, and the dissidents will find their way towards the Bone-tithe Nexus blocked by a defending army.

This battleplan recreates a battle that takes place between the Ossiarch Bonereapers and an army of rebel vassals for control of a Bone-tithe Nexus.

THE ARMIES
Each player picks an army as described in the core rules. One player is the Ossiarch Bonereapers player. Their opponent is the Rebel. The Ossiarch Bonereapers player must use an Ossiarch Bonereapers army. The Rebel cannot include in their army any units with the DEATH keyword.

THE BATTLEFIELD
Before terrain is set up, the players roll off. The winner decides which territory each player will use. The territories are shown on the map.

The Ossiarch Bonereapers player must then set up 1 BONE-TITHE NEXUS wholly within their territory and more than 6" from the edge of the battlefield. Set up the rest of the terrain as described in the core rules. Only 1 BONE-TITHE NEXUS can be used in this battle.

SET UP
The players alternate setting up units one at a time, starting with the Ossiarch Bonereapers player.

Units must be set up wholly within their territory, more than 12" from enemy territory. The territories are shown on the map. Continue to set up units until both players have set up their armies. If one player finishes first, their opponent must set up the rest of the units in their army, one after another.

FIRST TURN
In this battle, the Rebel must take the first turn in the first battle round.

REBEL HATRED
The rebels are filled with hatred brought about by years of Ossiarch oppression; a rancour which knows no bounds when they are close to their oppressors’ Bone-tithe Nexus.
Add 1 to the Bravery characteristic of units in the Rebel army. In addition, do not take battleshock tests for units from the Rebel army while they are wholly within 12" of the BONE-TITHE NEXUS.

TEARING DOWN THE NEXUS
The rebellious army has but one aim: to pull down their oppressors’ Bone-tithe Nexus and grind it to dust beneath their feet.
The BONE-TITHE NEXUS can be chosen as the target of attacks made with melee weapons by units from the Rebel army.

A Rebel unit cannot target the BONE-TITHE NEXUS if that unit is within 3" of any units from the Ossiarch Bonereapers army.

When the BONE-TITHE NEXUS is attacked, it is treated as having a Save characteristic of 4+ and a Wounds characteristic of 12. Once the number of wounds allocated to it equals its Wounds characteristic, it is destroyed and removed from play.

Subtract 1 from the dice roll that determines if an enemy unit is affected by one of the BONE-TITHE NEXUS punishments if 6 or more wounds are currently allocated to the BONE-TITHE NEXUS. Subtract 2 instead of 1 if 9 or more wounds are currently allocated to the BONETITHE NEXUS.

GLORIOUS VICTORY
If the BONE-TITHE NEXUS is destroyed, the Rebel wins a major victory.

Starting from the third battle round, at the end of each battle round, roll a dice and add the number of the current battle round to the roll. On a 9+, the battle ends. On any other roll, the battle continues.

If the BONE-TITHE NEXUS has not been destroyed and there are no Rebel units within 3" of it at the end of the battle, the Ossiarch Bonereapers player wins a major victory.

If neither player has won a major victory at the end of the battle, each player scores a number of victory points equal to the combined Wounds characteristics of all friendly models within 6" of the BONE-TITHE NEXUS. The player with the most victory points wins a minor victory. If neither player has more victory points, the battle is a draw.


Path to Glory

Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.

In order to play Path to Glory campaigns you have to follow rules described here.

Ossiarch Bonereapers Warband Tables

Use the following tables to determine the champion that leads your warband, the followers that make up the units which fight at their side, and the rewards they can receive after battle.
CHAMPION TABLE
ChampionFollower Rolls
Liege-Kavalos3 rolls
Mortisan Boneshaper4 rolls
Mortisan Soulreaper4 rolls
Mortisan Soulmason4 rolls
ELITE RETINUE FOLLOWERS TABLE (uses 2 rolls, or 1 roll and 1 Glory Point)
D6Followers
1-23 Immortis Guard
3-43 Necropolis Stalkers
52 Morghast Archai
62 Morghast Harbingers
MORTISAN FOLLOWERS TABLE (uses 1 roll)
D6Followers
1-2Mortisan Boneshaper
3-4Mortisan Soulreaper
5-6Mortisan Soulmason
RETINUE FOLLOWERS TABLE (uses 2 rolls, or 1 roll and 1 Glory Point)
D6Followers
1-410 Mortek Guard
5-65 Kavalos Deathriders
CONSTRUCT FOLLOWERS TABLE (uses 3 rolls, or 1 roll and 2 Glory Points)
D6Followers
1-3Mortek Crawler
4-6Gothizzar Harvester

Followers Rewards Table

D6REWARD
1

Immolation

These warriors are likely to detonate if they are cut down by an opponent.

Roll a dice each time a model from this unit is slain by an attack made with a melee weapon, before the slain model is removed from play. If the roll is less than or equal to the slain model’s Wounds characteristic, pick 1 enemy unit within 3" of the slain model. That unit suffers 1 mortal wound.

2

Unstoppable Juggernauts

These warriors are exceptionally resilient to physical attacks.

Add 1 to save rolls for attacks that target this unit.

3

Dread Legion

Enemies know that any attempt to resist these warriors is doomed to fail.

Subtract 1 from the Bravery characteristic of enemy units while they are within 12" of this unit.

4

Eldritch Nulls

These arcane constructs have an innate resistance to magical forces.

Each time this unit is affected by a spell or endless spell, you can roll a dice. If you do so, on a 5+ ignore the effects of that spell or endless spell on this unit.

5

Simmering Rage

These warriors can explode into berserk violence without warning.

At the start of a combat phase, if any model from this unit have been slain it becomes subject to rage until the end of that phase. Add 1 to hit rolls for attacks made by a unit that is subject to rage, but subtract 1 from save rolls for attacks that target a unit that is subject to rage.

6

Carefully Trained


You can pick the result you wish to apply to the unit.


Liege-Kavalos Champion Rewards Table

D6REWARD
1

Immortal Ruler

It is nigh impossible to extinguish the soul of this commander.

The Deathless Warriors battle trait negates a wound or mortal wound allocated to this champion on a roll of a 5+ instead of 6.

2

Dark Acolyte

This commander has learnt how to master the power of magic.

This champion is a WIZARD that knows the Arcane Bolt and Mystic Shield spells. They can attempt to cast 1 spell or dispel 1 endless spell in your hero phase, and attempt to unbind 1 spell in the enemy hero phase.

3

Peerless Warrior

Few can match this ancient warrior in the art of combat.

If the unmodified wound roll for an attack made with a melee weapon by this champion is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

4

Hatred of the Living

This lord of death loathes all living creatures.

Add 1 to hit rolls for attacks made with melee weapons by this champion unless the target has the DEATH keyword.

5

Life-stealer

This champion can leech the vital essence of those they slay.

At the end of the combat phase, if any enemy models were slain by wounds inflicted by this champion’s attacks in that combat phase, you can heal up to D3 wounds allocated to this champion.

6

Artefact of Power

An ancient artefact of power has come into this champion’s possession.

Randomly generate one artefact of power for this champion from the Relics of the Kavaloi table.


Mortisan Champion Rewards Table

D6REWARD
1

Immortal Ruler

It is nigh impossible to extinguish the soul of this commander.

The Deathless Warriors battle trait negates a wound or mortal wound allocated to this champion on a roll of a 5+ instead of 6.

2

Dire Ultimatum

This pitiless ruler makes impossible demands of their victims, on pain of death.

Subtract 2 from the Bravery characteristic of enemy units while they are within 12" of this champion.

3

Grave-sand Bones

This wizard is constructed from bone that is heavy with the magic of Shyish.

This champion knows 1 spell from the Lore of the Mortisans.

4

Oathbreaker Curse

Woe betide any who break a contract brokered by this champion.

Roll a dice each time your opponent receives a command point while this champion is on the battlefield. On a 6, that command point is lost.

5

Soul Energy

This wizard can draw on the power of their own soul when they use the arcane arts.

You can re-roll casting, dispelling and unbinding rolls for this champion. If you do so, this champion suffers 1 mortal wound after the effects of the spell (if any) are carried out.

6

Artefact of Power

An ancient artefact of power has come into this champion’s possession.

Randomly generate one artefact of power for this champion from the Tools of the Boneshaper table if this champion is a MORTISAN BONESHAPER, from the Treasures of the Soulmason table if this champion is a MORTISAN SOULMASON, or from the Weapons of the Soulreaper table if this champion is a MORTISAN SOULREAPER.

Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.
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.

The NAGASH keyword is used in following Ossiarch Bonereapers warscrolls:

Leader, Behemoth

The ARKHAN keyword is used in following Ossiarch Bonereapers warscrolls:

Leader, Behemoth

The OSSIARCH BONEREAPERS keyword is used in following Ossiarch Bonereapers warscrolls:

Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.

The HEKATOS keyword is used in following Ossiarch Bonereapers warscrolls:

None

The OSSIARCH BONEREAPERS and HERO keywords are used in following Ossiarch Bonereapers warscrolls:

Leader
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.

The LIEGE keyword is used in following Ossiarch Bonereapers warscrolls:

Leader

The KATAKROS keyword is used in following Ossiarch Bonereapers warscrolls:

Leader
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.

The LIEGE-KAVALOS keyword is used in following Ossiarch Bonereapers warscrolls:

Leader
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.
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
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.

The MORTISAN keyword is used in following Ossiarch Bonereapers warscrolls:

Leader
Unbinding and Dispelling
A WIZARD can attempt to unbind an endless spell when it is initially cast as normal. In addition, a WIZARD can attempt to dispel one endless spell at the start of each of their hero phases. If a wizard attempts to dispel an endless spell, they can attempt to cast one less spell than normal that phase.

In order to dispel an endless spell, first pick an endless spell model within 30" of the wizard and visible to them, and then roll 2D6. If the roll is greater than the casting value of the spell, the endless spell is dispelled. An endless spell model cannot be subjected to more than one dispel attempt per hero phase.

When an endless spell is dispelled its model is removed from play; the model can then be used again if the same endless spell is successfully cast later in the battle.

The MORTISAN BONESHAPER keyword is used in following Ossiarch Bonereapers warscrolls:

Leader

The MORTISAN SOULMASON keyword is used in following Ossiarch Bonereapers warscrolls:

Leader

The MORTISAN SOULREAPER keyword is used in following Ossiarch Bonereapers warscrolls:

Leader

The VOKMORTIAN keyword is used in following Ossiarch Bonereapers warscrolls:

Leader

The KAVALOS DEATHRIDERS keyword is used in following Ossiarch Bonereapers warscrolls:

Battleline

The PETRIFEX ELITE keyword is used in following Ossiarch Bonereapers warscrolls:

None
Artillery, Behemoth
Battleline
Leader
Behemoth
Scenery

The PETRIFEX ELITE and HERO keywords are used in following Ossiarch Bonereapers warscrolls:

Leader

The STALLIARCH LORDS keyword is used in following Ossiarch Bonereapers warscrolls:

None
Artillery, Behemoth
Battleline
Leader
Behemoth
Scenery

The STALLIARCH LORDS and HERO keywords are used in following Ossiarch Bonereapers warscrolls:

Leader

The STALLIARCH LORDS and LIEGE keywords are used in following Ossiarch Bonereapers warscrolls:

Leader

The IVORY HOST keyword is used in following Ossiarch Bonereapers warscrolls:

None
Artillery, Behemoth
Battleline
Leader
Behemoth
Scenery

The IVORY HOST and HERO keywords are used in following Ossiarch Bonereapers warscrolls:

Leader

The NULL MYRIAD keyword is used in following Ossiarch Bonereapers warscrolls:

None
Artillery, Behemoth
Battleline
Leader
Behemoth
Scenery

The NULL MYRIAD and HERO keywords are used in following Ossiarch Bonereapers warscrolls:

Leader

The CREMATORIANS keyword is used in following Ossiarch Bonereapers warscrolls:

None
Artillery, Behemoth
Battleline
Leader
Behemoth
Scenery

The CREMATORIANS and HERO keywords are used in following Ossiarch Bonereapers warscrolls:

Leader
Cover
Add 1 to save rolls for a unit if all of its models are wholly on or within a terrain feature when the rolls are made. This modifier does not apply in the combat phase if the unit you are making save rolls for made a charge move in the same turn, and never applies to units containing models with the MONSTER or WAR MACHINE keyword that have a Wounds characteristic of 8 or more.
Roll-offs
Sometimes a rule may require the players to make a roll-off. When this is the case, each of the players rolls a dice, and whoever rolls highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the dice when making a roll-off.

The BONE-TITHE NEXUS keyword is used in following Ossiarch Bonereapers warscrolls:

Scenery
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
Artefacts of Power
These treasures are borne to war by mighty heroes. If the allegiance abilities for your army include any artefacts of power, you can choose or roll for one to be carried by a HERO from your army. You may choose one additional HERO to have an artefact for each warscroll battalion you include in your army. A HERO cannot have more than one artefact of power, and an army may not include duplicates of the same artefact of power. Artefacts of power have no effect on attacks made by a hero’s mount unless noted otherwise.
© Vyacheslav Maltsev 2013-2020