Ossiarch Bonereapers – Vokmortian’s Dread Retinue
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Warscroll Battalion

Vokmortian’s Dread Retinue

Vokmortian is accompanied by a host of veteran Mortis Praetorians. These constructs guard the High Emissarian as he forges his contracts, and they have been destroyed and remade many times over in defence of their master.
ORGANISATION
 • 1 Vokmortian, Master of the Bone-tithe
 • 1-3 Mortek Guard units
 • 1 Necropolis Stalkers unit
 • 1-2 Morghast Archai or Morghast Harbingers units in any combination
This battalion can only be taken as part of an Ossiarch Bonereapers army that is from the MORTIS PRAETORIANS legion.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 130
Battlefield Role: Warscroll Battalion

ABILITIES

Seal of Demise: Many a foe has been dismayed to find that one of their ancient ancestors signed a binding arcane contract with Vokmortian that protects him from harm.
After armies are set up, but before the first battle round begins, you can pick 1 enemy HERO and roll a dice. On a 2+, subtract 1 from hit rolls for attacks mae by that HERO that target Vokmortian.

Eternal Duty: Those Ossiarch warriors in direct service to the Master of the Bone-tithe are not permitted to avoid their duty for long.
At the start of your hero phase, you can pick 1 unit from this battalion within 8" of the Vokmortian from the same battalion. Return 1 slain model to that 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.
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.
© Vyacheslav Maltsev 2013-2021