Ossiarch BonereapersMortek Guard
4"
1
4+
10
WARSCROLL

Mortek Guard

The Mortek Guard are soul-constructs created to dominate the battlefield. Armed with life-draining nadirite weapons and shaped from impenetrable osseous armour, they grind the enemy to dust beneath their relentless march.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Nadirite Blade
Nadirite Blade1"23+4+-11
Nadirite Spear
Nadirite Spear2"23+4+-1
Soulcleaver Greatblade
Soulcleaver Greatblade1"23+3+-11
PITCHED BATTLE PROFILE

Unit Size: 10 - 40      Points: 130/440
Battlefield Role: Battleline

DESCRIPTION

A unit of Mortek Guard has any number of models. The unit is armed with one of the following weapon options: Nadirite Blade and Shield; or Nadirite Spear and Shield. 1 in every 10 models can replace the unit’s weapon option with a Soulcleaver Greatblade.

NECROPHOROS: 1 in every 10 models in this unit can be a Necrophoros. Add 1 to run and charge rolls for a unit that includes any Necrophoroi.

MORTEK HEKATOS: 1 model in this unit can be a Mortek Hekatos. Add 1 to the Attacks characteristic of that model’s melee weapon.

ABILITIES

Nadirite Weapons: Nadirite weapons can steal an opponent’s life-force.
If the unmodified hit roll for an attack made with this unit’s Nadirite Blades or Nadirite Spears is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

COMMAND ABILITIES

Shieldwall: At their leader’s command, the regiment locks their shields to form an impenetrable barrier.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly MORTEK GUARD unit that includes a Mortek Hekatos. You can re-roll save rolls for attacks that target that unit until the end of that combat phase.

KEYWORDS
DEATH, OSSIARCH BONEREAPERS, MORTEK GUARD
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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.
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 MORTEK GUARD keyword is used in following Ossiarch Bonereapers warscrolls:

Battleline

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

© Vyacheslav Maltsev 2013-2020