Ossiarch BonereapersImmortis Guard
5"
4
3+
10
WARSCROLL

Immortis Guard

Towering over the rank and file Bonereapers, the Immortis Guard form a tough physical bulwark around the leaders of the Ossiarch cohorts. Those who come too close are hurled back by shields, then swiftly impaled on spiked halberds.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Dread Halberd
Dread Halberd2"23+3+-22
Nadirite Battle-shield
Nadirite Battle-shield1"24+3+-1
PITCHED BATTLE PROFILE

Unit Size: 3 - 12      Points: 200
Battlefield Role: None

DESCRIPTION

A unit of Immortis Guard can have any number of models, each armed with a Dread Halberd and Nadirite Battle-shield.

ABILITIES

Deadly Combination: An Immortis Guard can send a foe staggering with a blow from their shield and exploit the opening with a follow-up strike from their halberd.
If the unmodified hit roll for an attack made with a Nadirite Battle-shield is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Soulbound Protectors: Immortis Guard will use their own bodies to shield their rulers from harm if necessary.
Roll a dice before you allocate a wound or mortal wound to a friendly OSSIARCH BONEREAPERS HERO while it is within 3" of any friendly units with this ability. On a 2+, you must allocate that wound or mortal wound to a friendly unit with this ability that is within 3" of that OSSIARCH BONEREAPERS HERO instead of allocating it to that OSSIARCH BONEREAPERS HERO.

COMMAND ABILITIES

Crushing Assault: At an unspoken command, the Immortis Guard attack as one, striking down whole ranks of the foe before advancing in lockstep and then using their shields to crush their prone and reeling opponents.
You can use this command ability in your combat phase after a friendly IMMORTIS GUARD unit has fought in that phase for the first time. If you do so, if that unit is within 3" of an enemy unit, it can make a pile-in move and then attack with its Nadirite Battle-shields for a second time.

KEYWORDS
DEATH, OSSIARCH BONEREAPERS, HEKATOS, IMMORTIS GUARD
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.
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 OSSIARCH BONEREAPERS and HERO keywords are used in following Ossiarch Bonereapers warscrolls:

Leader
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 IMMORTIS GUARD keyword is used in following Ossiarch Bonereapers warscrolls:

None
Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.

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

The HEKATOS keyword is used in following Ossiarch Bonereapers warscrolls:

None
© Vyacheslav Maltsev 2013-2020