Ossiarch BonereapersArkhan the Black, Mortarch of Sacrament
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WARSCROLL

Arkhan the Black, Mortarch of Sacrament

Arkhan is a master of necromantic magic and the most trusted servant of Nagash. Roiling clouds of deathly magic swirl about the skeletal form of the Mortarch of Sacrament as he rides to war upon his dread abyssal Razarak.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Zefet-kar
Zefet-kar1"13+3+-1D3
Khenash-an
Khenash-an2"14+3+-1D3
Ebon Claws
Ebon Claws1"4+3+-22
Spectral Claws and Daggers
Spectral Claws and Daggers1"65+4+-1
DAMAGE
Wounds SufferedMoveEbon ClawsStaff of Spirits
0-216"6+2 cast /+2 unbind or dispel
3-413"5+2 cast /+1 unbind or dispel
5-610"4+1 cast /+1 unbind or dispel
7-87"3+1 cast
9+4"2-
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 360
Battlefield Role: Leader, Behemoth
Notes: Unique

DESCRIPTION

Arkhan the Black is a named character that is a single model. He is armed with Zefet-kar and Khenash-an.

MOUNT: Arkhan the Black’s dread abyssal, Razarak, attacks with its Ebon Claws.

COMPANION: Arkhan the Black is accompanied by a host of spirits that attack with their Spectral Claws and Daggers. For rules purposes, they are treated in the same manner as a mount.

FLY: Arkhan the Black can fly.

ABILITIES

Feaster of Souls: Arkhan feeds upon the soul-stuff of the slain, restoring any damage done to his physical form.
At the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can heal up to 2 wounds allocated to this model.

Frightful Touch: The malign spirits that surround Arkhan can freeze an opponent’s blood with a single touch.
If the unmodified hit roll for an attack made with this model’s Spectral Claws and Daggers is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

Staff of Spirits: Khenash-an, the Staff of Spirits, is used by Arkhan to empower the spells he casts.
Add the Staff of Spirits value shown on this model’s damage table to casting, dispelling and unbinding rolls for this model. In addition, this model can attempt to cast Arcane Bolt and Mystic Shield any number of times in the same hero phase, even if another WIZARD has already attempted to cast the spell in that phase.

Mortarch of Sacrament: Arkhan is the most trusted of Nagash’s followers, and as such knows the secrets of his unholy necromantic rites.
At the start of your hero phase, if this model is on the battlefield you can pick up to 4 different friendly SUMMONABLE units or friendly OSSIARCH BONEREAPERS units, in any combination, that are wholly within 24" of this model. For each of those units, you can either heal up to 3 wounds allocated to that unit or, if no wounds are allocated to it, you can return a number of slain models to that unit with a combined Wounds characteristic of 3 or less.

MAGIC

Arkhan the Black is a WIZARD. He can attempt to cast 3 spells in your hero phase and attempt to unbind 3 spells in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Curse of Years spells.

Curse of Years: Tracing a spiteful gesture in the air, Arkhan curses the enemy to age at an incredible rate.
Curse of Years has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them and roll 10 dice. For each 6, that unit suffers 1 mortal wound and you can roll an extra dice. For each 5+ on these extra dice, the target suffers 1 mortal wound and you can roll another dice. Now, for each 4+, the target suffers 1 mortal wound and you can roll another dice. Keep rolling dice in this way, inflicting mortal wounds and reducing the roll needed to cause them by 1 each time, until either no wounds are inflicted or the target unit is destroyed. A roll of 1 always fails to inflict a mortal wound.

COMMAND ABILITIES

First of the Mortarchs: Arkhan’s mastery of the dread art of necromancy is superior to even that of his fellow Mortarchs. He is so steeped in deathly sorcery that his presence bolsters the skill of those wizards around him.
You can use this command ability at the start of your hero phase if this model is on the battlefield. If you do so, until the end of that phase you can add 6" to the range of spells cast by friendly DEATH WIZARDS while they are within 18" of this model. You cannot pick the same unit to benefit from this command ability more than once per hero phase.

KEYWORDS
DEATH, SKELETON, DEATHLORDS, MONSTER, HERO, WIZARD, MORTARCH, ARKHAN
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
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.
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.
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.
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.
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.
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.
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.
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.

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

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.

The DEATH and WIZARD keywords are used in following Ossiarch Bonereapers warscrolls:

Leader
Leader, Behemoth

The DEATHLORDS keyword is used in following Ossiarch Bonereapers warscrolls:

None
Leader
Leader, Behemoth

The MONSTER keyword is used in following Ossiarch Bonereapers warscrolls:

Leader, Behemoth
Behemoth

The WIZARD keyword is used in following Ossiarch Bonereapers warscrolls:

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2020