Ossiarch Bonereapers – Warscrolls

None


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: 180
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


9"
6
4+
10
WARSCROLL

Morghast Archai

The Morghast Archai were crafted by Nagash himself to act as both personal guard and executioners. They soar into battle like omens of death, ignoring the feeble strikes and missiles that deflect from their soul-forged armour.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spirit Halberd
Spirit Halberd2"33+3+-23
Spirit Swords
Spirit Swords1"53+3+-12
PITCHED BATTLE PROFILE

Unit Size: 2 - 6      Points: 190
Battlefield Role: None

DESCRIPTION

A unit of Morghast Archai has any number of models. The unit is armed with one of the following weapon options: Spirit Halberd; or Spirit Swords.

FLY: This unit can fly.

ABILITIES

Heralds of the Accursed One: The knowledge that the Morghasts are heralds of Nagash fills their foes with fear.
Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of any friendly MORGHASTS.

Ebon-wrought Armour: The magically forged armour worn by Morghast Archai can turn aside arcane attacks.
Each time you allocate a mortal wound to this unit, roll a dice. On a 5+, that mortal wound is negated.

KEYWORDS
DEATH, MORGHAST, DEATHLORDS, OSSIARCH BONEREAPERS, HEKATOS, MORGHAST ARCHAI


9"
6
4+
10
WARSCROLL

Morghast Harbingers

Morghast Harbingers are used as swift-striking shock troops in the Ossiarch legions, darting in with terrifying speed for such monstrous creatures. They descend from the skies like macabre angels, then butcher the foe with their darksome blades.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spirit Halberd
Spirit Halberd2"33+3+-23
Spirit Swords
Spirit Swords1"53+3+-12
PITCHED BATTLE PROFILE

Unit Size: 2 - 6      Points: 190
Battlefield Role: None

DESCRIPTION

A unit of Morghast Harbingers has any number of models. The unit is armed with one of the following weapon options: Spirit Halberd; or Spirit Swords.

FLY: This unit can fly.

ABILITIES

Heralds of the Accursed One: The knowledge that the Morghasts are heralds of Nagash fills their foes with fear.
Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of any friendly MORGHASTS.

Harbingers of Death: Morghast Harbingers hurl themselves at the foe with unbridled ferocity.
You can attempt to charge with this unit if it is within 18" of the enemy instead of 12". Roll 3D6 instead of 2D6 when making a charge roll for this unit.

KEYWORDS
DEATH, MORGHAST, DEATHLORDS, OSSIARCH BONEREAPERS, HEKATOS, MORGHAST HARBINGERS


6"
4
4+
10
WARSCROLL

Necropolis Stalkers

Four-armed horrors that possess the gestalt essence of master duellists, Necropolis Stalkers leap and spin into battle with terrifying speed, switching stance and form in the blink of an eye as they dismember their foes.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Dread Falchions
Dread Falchions1"34+3+-22
Spirit Blades
Spirit Blades1"53+3+-11
PITCHED BATTLE PROFILE

Unit Size: 3 - 6      Points: 180
Battlefield Role: None

DESCRIPTION

A unit of Necropolis Stalkers has any number of models, each armed with Spirit Blades. 1 in every 3 models can replace their Spirit Blades with Dread Falchions.

ABILITIES

Quadrarch Aspects: Stalkers are imbued with a powerful skill by whichever of their four skulls faces the foe.
At the start of each combat phase, you must pick one of the following aspects for this unit. The rule for that aspect applies to this unit until the end of that phase.

Blade-strike Aspect: You can re-roll hit rolls for attacks made by this unit.

Blade-parry Aspect: You can re-roll save rolls for attacks that target this unit.

Destroyer Aspect: You can re-roll wound rolls for attacks made by this unit.

Precision Aspect: Improve the Rend and Damage characteristics of this unit’s melee weapons by 1.

COMMAND ABILITIES

Hunt and Kill: You can use this command ability at the start of your hero phase.
You can use this command ability at the start of your hero phase. If you do so, pick 1 friendly NECROPOLIS STALKERS unit. You can re-roll run and charge rolls for that unit until your next hero phase. In addition, until your next hero phase, when that unit makes a move, it can pass across terrain features in the same manner as a model that can fly.

KEYWORDS
DEATH, OSSIARCH BONEREAPERS, HEKATOS, NECROPOLIS STALKERS


Artillery, Behemoth


4"
12
4+
10
WARSCROLL

Mortek Crawler

An unliving artillery piece that moves with centipedal ripples as it creeps towards the perfect vantage point, the Mortek Crawler is a dread catapult that can fire a variety of unnatural ammunition types. Each brings its own hideous brand of death.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Dread Catapult - Necrotic Skulls
Dread Catapult - Necrotic Skulls6"-36"32+3+-
Dread Catapult - Cauldron of Torment
Dread Catapult - Cauldron of Torment6"-36"1
See below
Dread Catapult - Cursed Stele
Dread Catapult - Cursed Stele6"-36"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Crawler Tools
Crawler Tools1"63+4+-1
DAMAGE
Wounds SufferedNecrotic SkullsCauldron of TormentCursed Stele
0-25--3
3-44--1
5-73-1-
8-92-1+1
10+1-2+3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 200
Battlefield Role: Artillery, Behemoth

DESCRIPTION

A Mortek Crawler is a single model armed with a Dread Catapult.

CREW: This model has a crew of Mortek Engineers that attack with Crawler Tools. For rules purposes, the crew are treated in the same manner as a mount.

ABILITIES

Dread Catapult: The crew of a Mortek Crawler can load the catapult arm with a variety of ammunition types depending upon the nature of the target.
Before shooting with a Dread Catapult, choose either the Necrotic Skulls, Cauldron of Torment or Cursed Stele weapon characteristics for that attack. Each Dread Catapult can only make 1 Cauldron of Torment and 1 Cursed Stele attack per battle.

Cauldron of Torment: Do not use the attack sequence for an attack made with a Cauldron of Torment. Instead, pick 1 enemy unit that is in range of the attack and roll 1 dice for each model in the target unit. Add the modifier for Cauldron of Torment shown on the damage table above to each roll. If the result is equal to or greater than the unmodified Bravery characteristic of the target unit, 1 model from that unit is slain.

Cursed Stele: Do not use the attack sequence for an attack made with a Cursed Stele. Instead, pick 1 enemy model that is in range of the attack and roll 2D6. Add the modifier for Cursed Stele shown on the damage table above to the roll. If the result is equal to or greater than the Wounds characteristic of the target, it is slain.

Designer’s Comment: Note that the chance of slaying the target of a Cursed Stele increases as the attacking model suffers damage.

KEYWORDS
DEATH, OSSIARCH BONEREAPERS, WAR MACHINE, MORTEK CRAWLER


Battleline


12"
3
4+
10
WARSCROLL

Kavalos Deathriders

The heavy cavalry of the Ossiarch Bonereaper legions, the Kavalos Deathriders are expert riders mounted on macabre armoured steeds. They clatter into the foe in a wedge formation, breaking battlelines with every ferocious charge.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Nadirite Blade
Nadirite Blade1"33+4+-11
Nadirite Spear
Nadirite Spear2"33+4+-1
Hooves and Teeth
Hooves and Teeth1"24+3+-1
PITCHED BATTLE PROFILE

Unit Size: 5 - 15      Points: 180/480
Battlefield Role: Battleline

DESCRIPTION

A unit of Kavalos Deathriders can have any number of models. The unit is armed with one of the following weapon options: Nadirite Blade and Shield; or Nadirite Spear and Shield.

MOUNT: This unit’s Kavalos Steeds attack with their Hooves and Teeth.

NECROPHOROS: 1 in every 5 models in this unit can be a Necrophoros. Add 1 to run rolls 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 Nadirite Blade or Nadirite Spear.

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. For attacks made with Nadirite Spears, 2 hits are scored on a 5+ instead of 6 if this unit made a charge move in the same turn.

COMMAND ABILITIES

Deathrider Wedge: Kavalos Deathriders can charge in a deadly arrowhead formation.
You can use this command ability when a friendly KAVALOS DEATHRIDERS unit that includes a Mortek Hekatos finishes a charge move. You can pick 1 enemy unit within 1" of that KAVALOS DEATHRIDERS unit and roll a number of dice equal to the number of models in that KAVALOS DEATHRIDERS unit. For each 5+, the enemy unit suffers 1 mortal wound. In addition, in the following combat phase, that KAVALOS DEATHRIDERS unit can move an extra 3" when it piles in. The same unit cannot benefit from this command ability more than once per turn.

KEYWORDS
DEATH, OSSIARCH BONEREAPERS, KAVALOS DEATHRIDERS


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


Leader


12"
7
3+
10
WARSCROLL

Arch-Kavalos Zandtos

Known and feared as the Dark Lance of Ossia, Zandtos has a burning hatred for the living that Nagash has stoked to the point of obsession. Those with the temerity to invade Shyish bear the full brunt of his undying wrath.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
The Dark Lance
The Dark Lance2"33+3+-12
Nadirite Battle-shield
Nadirite Battle-shield1"13+4+-1
Hooves, Teeth and Barbed Tails
Hooves, Teeth and Barbed Tails1"63+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 220
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Arch-Kavalos Zandtos is a named character that is a single model. He is armed with the Dark Lance and a Nadirite Battle-shield.

MOUNT: Zandtos’ Kavalos steed attacks with its Hooves, Teeth and Barbed Tails.

ABILITIES

The Dark Lance: The spear that Zandtos wields can inflict truly terrible wounds on the charge.
The Dark Lance has a Damage characteristic of 3 instead of 2 if this model made a charge move in the same turn.

Hatred of the Living: Zandtos has a deep loathing of all living creatures, especially those who are followers of the Chaos Gods.
Re-roll wound rolls of 1 for attacks made by this model that target ORDER and DESTRUCTION units. You can re-roll any wound rolls for attacks made by this model that target CHAOS units.

Unstoppable Charge: When a Kavalos steed charges the foe, it can use its size and weight to smash the enemy to the ground and crush them beneath its nadirite-shod hooves.
After this model makes a charge move, you can pick 1 enemy unit within 1" of this model and roll a number of dice equal to the charge roll for that charge move. For each 6, that enemy unit suffers 1 mortal wound. In addition, this model can move an extra 3" when it piles in if it made a charge move in the same turn.

COMMAND ABILITIES

Endless Duty: The service an Ossiarch Boneaper owes their liege never, ever ends; if so ordered, they will continue striking at the foe with relentless regularity until no one is left to oppose them.
You can use this command ability in your shooting phase or any combat phase. If you do so, pick 1 friendly OSSIARCH BONEREAPERS unit that is wholly within 12" of a model with this command ability. Add 1 to the Attacks characteristic of weapons used by that unit in that phase. You cannot pick the same unit to benefit from this command ability more than once per phase.

Still Their Breath!: Zandtos can inspire the hatred he harbours for mortals within those whom he commands.
You can use this command ability in your shooting phase or any combat phase. If you do so, pick 1 friendly MORTIS PRAETORIANS unit that is wholly within 24" of this model. Re-roll wound rolls of 1 for attacks made by that unit that target ORDER and DESTRUCTION units until the end of that phase. You can re-roll any wound rolls for attacks made by that unit that target CHAOS units until the end of that phase.

KEYWORDS
DEATH, OSSIARCH BONEREAPERS, MORTIS PRAETORIANS, LIEGE, HERO, ARCH-KAVALOS ZANDTOS


4"
20
3+
10
WARSCROLL

Katakros, Mortarch of the Necropolis

Orpheon Katakros is an immortal demigod of war. A military genius, he is a consummate commander; in conjunction with his trusted retainers, he bolsters the Ossiarch legions with iron resolve, surging physical power and uncanny insight.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Inda-Khaat
Inda-Khaat1"3+3+-33
The Shield Immortis
The Shield Immortis1"3+3+-22
Nadirite Dagger
Nadirite Dagger1"13+3+-11
Nadirite Duelling Blades
Nadirite Duelling Blades1"63+3+-11
Soulreaver Greatblade
Soulreaver Greatblade1"33+3+-11
Spirit Dagger
Spirit Dagger1"33+3+-11
DAMAGE
Wounds SufferedCompanionsInda-KhaatThe Shield Immortis
0-1All1Cannot be used
2-3Prime Necrophoros, Aviarch Spymaster, Liege-Immort1Cannot be used
4-7Aviarch Spymaster, Liege-Immortis2Cannot be used
8-12Liege-Immortis2Cannot be used
13+None44
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 500
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Katakros is a named character that is a single model. He is armed with Inda-Khaat and the Shield Immortis.

COMPANIONS: Katakros is accompanied by a Gnosis Scrollbearer that attacks with a Nadirite Dagger, a Prime Necrophoros that attacks with a Soulreaver Greatblade, an Aviarch Spymaster that attacks with a Spirit Dagger, and a Liege-Immortis that attacks with Nadirite Duelling Blades.

The companions that currently accompany Katakros vary depending on the number of wounds suffered by this model, as shown on the damage table. You can only use the companion abilities on the right for the companions currently accompanying Katakros, and only those companions can attack. For all other rules purposes, companions are treated in the same manner as a mount.

ABILITIES

Deadly Combination: Katakros can send a foe staggering with a blow from the Shield Immortis and exploit the opening with a follow-up strike from his glaive, Inda-Khaat.
If the unmodified hit roll for an attack made with the Shield Immortis is 6, that attack inflicts 2 mortal wounds on the target in addition to any normal damage.

Mortarch of the Necropolis: Katakros is the most perfect of Nagash’s constructs and ruler of the Ossiarch Empire.
At the start of your hero phase, if this model is on the battlefield you can pick up to 3 different friendly OSSIARCH BONEREAPERS units 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.

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

COMMAND ABILITIES

Endless Duty: The service an Ossiarch Boneaper owes their liege never, ever ends; if so ordered, they will continue striking at the foe with relentless regularity until no one is left to oppose them.
You can use this command ability in your shooting phase or any combat phase. If you do so, pick 1 friendly OSSIARCH BONEREAPERS unit that is wholly within 12" of a model with this command ability. Add 1 to the Attacks characteristic of weapons used by that unit in that phase. You cannot pick the same unit to benefit from this command ability more than once per phase.

Supreme Lord of the Bonereaper Legions: An Ossiarch force personally led by Katakros is said to be worth ten times the number of an identical force led by his generals.
You can use this command ability in your hero phase if KATAKROS is your general. If you do so, until your next hero phase, add 1 to hit rolls for attacks made by friendly OSSIARCH BONEREAPERS units while they are wholly within 18" of this model, and add 1 to save rolls for attacks that target friendly MORTIS PRAETORIAN units while they are wholly within 18" of this model. You can only use this command ability once per hero phase.

Aviarch Spymaster: The Aviarch Spymaster can use their spy network to disrupt the plans of Katakros’ enemies.
Once per turn you can roll a dice when your opponent receives a command point. If you do so, on a 4+ that command point is lost.

COMPANION ABILITIES

Gnosis Scrollbearer: The Gnosis Scrollbearer that accompanies Katakros transcribes his edicts onto binding contracts that cannot be refused.
At the start of your hero phase, you can pick 1 enemy unit that is on the battlefield. Until your next hero phase, subtract 1 from hit rolls for attacks made by that unit that target friendly OSSIARCH BONEREAPERS units.

Prime Necrophoros: This Necrophoros holds aloft Katakros’ personal battle banner.
When you use this model’s Supreme Lord of the Bonereaper Legions command ability, it affects friendly OSSIARCH BONEREAPERS units while they are wholly within 36" of this model instead of wholly within 18" of this model.

KEYWORDS
DEATH, DEATHLORDS, OSSIARCH BONEREAPERS, MORTIS PRAETORIANS, LIEGE, HERO, KATAKROS


10"
7
3+
10
WARSCROLL

Liege-Kavalos

A Liege-Kavalos is a cavalry commander of uncanny skill and resilience. At a harsh order he can drive his Bonereapers to redouble their attack, hacking into the enemy ranks even as he fells dangerous foes with his commander’s blade and battle-shield.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Commander’s Blade
Commander’s Blade1"33+3+-12
Nadirite Battle-shield
Nadirite Battle-shield1"13+4+-1
Hooves, Teeth and Barbed Tails
Hooves, Teeth and Barbed Tails1"63+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 200
Battlefield Role: Leader

DESCRIPTION

A Liege-Kavalos is a single model armed with a Commander’s Blade and Nadirite Battle-shield.

MOUNT: This model’s Kavalos steed attacks with its Hooves, Teeth and Barbed Tails.

ABILITIES

Unstoppable Charge: When a Kavalos steed charges the foe, it can use its size and weight to smash the enemy to the ground and crush them beneath its nadirite-shod hooves.
After this model makes a charge move, you can pick 1 enemy unit within 1" of this model and roll a number of dice equal to the charge roll for that charge move. For each 6, that enemy unit suffers 1 mortal wound. In addition, this model can move an extra 3" when it piles in if it made a charge move in the same turn.

COMMAND ABILITIES

Endless Duty: The service an Ossiarch Boneaper owes their liege never, ever ends; if so ordered, they will continue striking at the foe with relentless regularity until no one is left to oppose them.
You can use this command ability in your shooting phase or any combat phase. If you do so, pick 1 friendly OSSIARCH BONEREAPERS unit that is wholly within 12" of a model with this command ability. Add 1 to the Attacks characteristic of weapons used by that unit in that phase. You cannot pick the same unit to benefit from this command ability more than once per phase.

KEYWORDS
DEATH, OSSIARCH BONEREAPERS, LIEGE, HERO, LIEGE-KAVALOS


5"
5
4+
10
WARSCROLL

Mortisan Boneshaper

The Boneshaper’s art is that of creation, not destruction. Though their ossified talons can rake through flesh, and though they can summon a gale of sharp bone splinters at will, they focus their efforts on regenerating the Ossiarch regiments around them.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ossified Talons
Ossified Talons1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 130
Battlefield Role: Leader

DESCRIPTION

A Mortisan Boneshaper is a single model armed with Ossified Talons.

ABILITIES

Boneshaper: The caster uses their arcane arts to form shattered bones into new Ossiarch Bonereaper constructs.
In your hero phase, you can pick 1 friendly OSSIARCH BONEREAPERS unit within 6" of this model. You can either heal up to 3 wounds that have been allocated to that unit or, if no wounds have been allocated to the unit, you can return a number of slain models to it that have a combined Wounds characteristic of 3 or less.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Shard-storm spells.

Shard-storm: The caster conjures forth a great cloud of bone-shards and hurls them at the foe.
Shard-storm has a casting value of 5. If successfully cast, pick 1 enemy unit and roll 1 dice for each model from that unit that is within 18" of the caster and visible to them. For each 6, that unit suffers 1 mortal wound.

KEYWORDS
DEATH, OSSIARCH BONEREAPERS, MORTISAN, HERO, WIZARD, MORTISAN BONESHAPER


5"
6
5+
10
WARSCROLL

Mortisan Soulmason

Captive souls are fodder for the most gifted of the Mortisan spirit-crafters. Borne to war upon thrones of bodily remains with their own vicious animus, the Soulmasons focus the animating energies of necromancy into their Bonereaper creations.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Soulmason’s Staff
Soulmason’s Staff2"24+3+-1D3
Ossified Claws
Ossified Claws1"24+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader

DESCRIPTION

A Mortisan Soulmason is a single model armed with a Soulmason’s Staff.

MOUNT: This model’s Mortek Throne attacks with its Ossified Claws.

ABILITIES

Mortek Throne: The throne upon which a Soulmason sits is saturated with arcane power channelled from Nagashizzar.
At the end of your hero phase, roll a dice for this model. On a 1, nothing happens. On a 2-5, this model can attempt to cast Soul-guide even if a casting attempt has already been made for that spell in the same phase. On a 6, this model can attempt to cast Soul-guide D3 more times even if a casting attempt has already been made for that spell in the same phase.

MAGIC

This model is a WIZARD. It can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Soul-guide spells.

Soul-guide: The caster empowers and focuses the souls that animate a nearby regiment of Ossiarch Bonereaper warriors.
Soul-guide has a casting value of 6. If successfully cast, pick 1 friendly OSSIARCH BONEREAPERS unit wholly within 24" of the caster that is visible to them. You can re-roll hit rolls of 1 for attacks made by that unit until your next hero phase.

KEYWORDS
DEATH, OSSIARCH BONEREAPERS, MORTISAN, HERO, WIZARD, MORTISAN SOULMASON


5"
5
4+
10
WARSCROLL

Mortisan Soulreaper

The Soulreapers are the most destructive members of the Mortisan order. It is their role to cut the souls from the enemy with their magical scythes, though at need they can discharge a blast of captured spirit energy to destroy nearby foes.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Soulreaper Scythe
Soulreaper Scythe2"33+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader

DESCRIPTION

A Mortisan Soulreaper is a single model armed with a Soulreaper Scythe.

ABILITIES

Deathly Touch: Even the smallest cut from a soulreaper scythe can steal the soul from a victim’s body.
If the unmodified hit roll for an attack made with a Soulreaper Scythe is 6, that attack inflicts 2 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

Soulreaper: A soulreaper scythe can be swung in great sweeping arcs that cut down the enemy like grass.
You can re-roll hit rolls for attacks made with a Soulreaper Scythe if the target unit has 5 or more models.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Soul-blast spells.

Soul-blast: The caster draws upon the power of captured souls to unleash a wave of necrotic energy that engulfs nearby foes.
Soul-blast has a casting value of 7. If successfully cast, you can either roll 1 dice for each enemy unit within 3" of the caster or roll 1 dice for 1 enemy unit within 18" of the caster that is visible to them. On a 1, nothing happens. On a 2-3, that unit suffers 1 mortal wound. On a 4+, that unit suffers D3 mortal wounds.

KEYWORDS
DEATH, OSSIARCH BONEREAPERS, MORTISAN, HERO, WIZARD, MORTISAN SOULREAPER


5"
6
5+
10
WARSCROLL

Vokmortian, Master of the Bone-tithe

It is Vokmortian’s task to oversee the harvesting of bones for the Ossiarch legions, a duty he undertakes with ruthless, calculating precision. Those who defy the will of the Great Necromancer are cut down with flesh-withering bolts of necromantic magic.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gaze of Death
Gaze of Death12"13+2+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Staff of Retribution
Staff of Retribution2"23+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 180
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Vokmortian, Master of the Bone-tithe is a named character that is a single model. He is armed with the Staff of Retribution and the Gaze of Death.

ABILITIES

Contract of Nagash: A contract of Nagash binds the signatory to Vokmortian’s command.
At the start of the combat phase, roll a dice. On a 5+, you can pick 1 enemy model within 3" of VOKMORTIAN. That enemy model cannot attack VOKMORTIAN in that combat phase.

Grim Warnings: The heads of those that dared to disobey Vokmortian hang from his staff.
Subtract 1 from the Bravery characteristic of enemy units while they are within 12" of this model, and subtract 1 from unbinding rolls for WIZARDS attempting to unbind a spell cast by this model. If an enemy general is slain within 3" of this model, for the rest of the battle subtract 2 from the Bravery of enemy units within 12" of this model instead of 1, and subtract 2 from unbinding rolls for WIZARDS attempting to unbind a spell cast by this model instead of 1.

MAGIC

Vokmortian is a WIZARD. He can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Mortal Touch spells.

Mortal Touch: Dark light surrounds the caster’s fingers, and one touch means death.
Mortal Touch has a casting value of 8. If successfully cast, pick 1 enemy model within 1" of the caster that is visible to them and roll a dice. On a 5+, that model is slain. The range of this spell cannot be modified.

KEYWORDS
DEATH, OSSIARCH BONEREAPERS, MORTIS PRAETORIANS, HERO, WIZARD, VOKMORTIAN


Leader, Behemoth


11
4+
10
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


9"
16
3+
10
WARSCROLL

Nagash, Supreme Lord of the Undead

Nagash is the God of Death, hateful and ancient beyond mortal reckoning. When the Great Necromancer takes to the battlefield, the earth writhes as scores of undead warriors crawl forth from the grave to serve their eternal master.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gaze of Nagash
Gaze of Nagash12"13+2+-1D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Alakanash
Alakanash3"13+2+-3D6
Zefet-nebtar
Zefet-nebtar2"3+3+-23
Spectral Claws and Daggers
Spectral Claws and Daggers1"65+4+-1
DAMAGE
Wounds SufferedThe Nine Books of NagashZefet-nebtarStaff of Power
0-3Cast and unbind 5 extra spells6+3 cast /+3 unbind or dispel
4-6Cast and unbind 4 extra spells5+3 cast /+2 unbind or dispel
7-10Cast and unbind 3 extra spells4+2 cast /+2 unbind or dispel
11-13Cast and unbind 2 extra spells3+2 cast /+1 unbind or dispel
14+Cast and unbind 1 extra spells2+1 cast /+1 unbind or dispel
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 880
Battlefield Role: Leader, Behemoth
Notes: Unique

DESCRIPTION

Nagash is a named character that is a single model. He is armed with Zefet-nebtar, Alakanash and the Gaze of Nagash.

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

FLY: Nagash can fly.

ABILITIES

Alakanash, the Staff of Power: This staff is capped with gems of purest Shyishan realmstone.
Add the Staff of Power 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.

Invocation of Nagash: With but a thought, Nagash can call forth fresh minions to assail his foes.
At the start of your hero phase, if this model is on the battlefield you can pick up to 5 different friendly SUMMONABLE units or friendly OSSIARCH BONEREAPERS units in any combination. For each of those units, you can either heal up to 3 wounds that have been allocated to that unit or, if no wounds have been allocated to it, you can return a number of slain models to that unit with a combined Wounds characteristic of 3 or less.

Frightful Touch: The malign spirits that surround Nagash 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).

Morikhane: This ensorcelled armour protects Nagash from arcane as well as physical attacks, and can even cause an intense magical backlash on those that dare strike him.
Roll a dice each time you allocate a mortal wound to this model. On a 1-3, nothing happens. On a 4-5, that mortal wound is negated. On a 6, that mortal wound is negated and the attacking unit suffers 1 mortal wound.

The Nine Books of Nagash: Over his impossibly long existence, Nagash has collected a vast library of esoteric lore.
The Nine Books of Nagash allow Nagash to cast extra spells in your hero phase and unbind extra spells in the enemy hero phase. The number of extra spells he can attempt to cast or unbind is shown on this model’s damage table.

MAGIC

Nagash 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 can also attempt to cast and unbind extra spells due to the Nine Books of Nagash ability). He knows the Arcane Bolt, Mystic Shield, Hand of Dust and Soul Stealer spells.

Hand of Dust: It is said that the touch of Nagash can wither and age any mortal, turning them to little more than a pile of dusty bones in mere moments.
Hand of Dust has a casting value of 8. If successfully cast, pick 1 enemy model within 3" the caster. Then, take a dice and hide it in one of your hands. Your opponent must pick one of your hands. If they pick the one holding the dice, the spell has no effect. If they pick the empty hand, the enemy model is slain.

Soul Stealer: Nagash can siphon souls from the living to heal his own wounds.
Soul Stealer has a casting value of 6. If successfully cast, pick 1 enemy unit within 24" of the caster that is visible to them and roll 2D6. If the roll is greater than that unit’s Bravery characteristic, it suffers D3 mortal wounds. If the roll is at least double that unit’s Bravery characteristic, it suffers D6 mortal wounds instead. You can heal up to 1 wound that has been allocated to the caster for each mortal wound inflicted by this spell that is not negated.

COMMAND ABILITIES

Supreme Lord of the Undead: Nagash is the undisputed master of all undead creatures.
You can use this command ability in your hero phase if this model is on the battlefield. If you do so, until your next hero phase, you can re-roll hit rolls of 1 for attacks made by friendly DEATH units, you can re-roll save rolls of 1 for attacks that target friendly DEATH units, and do not take battleshock tests for friendly DEATH units.

KEYWORDS
DEATH, DEATHLORDS, MONSTER, HERO, PRIEST, WIZARD, NAGASH


Behemoth


6"
10
4+
10
WARSCROLL

Gothizzar Harvester

The Gothizzar Harvester collects the remains of the slain, stripping them of flesh and storing them in a gaping cage of bone on its back. They bludgeon and cleave those in reach of their primary arms even as their secondary limbs gather the dead.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Death’s Head Maw
Death’s Head Maw43+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Soulcleaver Sickles
Soulcleaver Sickles1"3+3+-22
Soulcrusher Bludgeons
Soulcrusher Bludgeons1"3+3+-22
Ossified Hooves and Tail
Ossified Hooves and Tail2"43+-12
DAMAGE
Wounds SufferedDeath’s Head MawOssified Hooves and TailSoulcleaver Sickles or Soulcrusher Bludgeons
0-216"2+6
3-414"3+5
5-612"4+4
7-88"5+3
9+4"6+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 200
Battlefield Role: Behemoth

DESCRIPTION

A Gothizzar Harvester is a single model armed with one of the following weapon options: Soulcrusher Bludgeons, Ossified Hooves and Tail, and Death’s Head Maw; or Soulcleaver Sickles, Ossified Hooves and Tail, and Death’s Head Maw.

ABILITIES

Soulcrusher Bludgeons: If a Soulcrusher Bludgeon strikes a target full-on, the impact of the blow can drive the target’s very soul from their body.
If the unmodified hit roll for an attack made with Soulcrusher Bludgeons is 6, that attack inflicts 2 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

Soulcleaver Sickles: Soulcleaver Sickles can cut down whole ranks of warriors with a single scything blow.
Add 1 to hit rolls for attacks made with Soulreaver Sickles if the target unit has 5 or more models.

Bone Harvest: This terrifying construct collects the bones of the slain, using them to heal itself, reconstruct nearby Ossiarch Bonereapers or make new constructs once the battle is over.
Roll a dice each time a model is slain within 3" of any models with this ability. On a 4+, you can pick 1 friendly OSSIARCH BONEREAPERS unit within 6" of this model. If you do so, and the slain model had a Wounds characteristic of 4 or less, you can heal 1 wound allocated to that unit; if the slain model had a Wounds characteristic of 5-9, you can heal up to D3 wounds allocated to that unit; or if the slain model had a Wounds characteristic of 10 or more, you can heal up to D6 wounds allocated to that unit. If there are no wounds allocated to the unit you pick, you can return a number of slain models to that unit with a combined Wounds characteristic that is equal to or less than the number of wounds you could have healed.

KEYWORDS
DEATH, OSSIARCH BONEREAPERS, MONSTER, GOTHIZZAR HARVESTER


Warscroll Battalion


Warscroll Battalion

Aegis Immortal

The Aegis Immortal is the escort of kings, echoing the inner companions and guardians of the former Ossian Empire. It is comprised of monstrous necromantic constructs that defend their liege with uncanny skill.
ORGANISATION
 • 1 Morghast Archai unit
 • 2 Immortis Guard units
PITCHED BATTLE PROFILE

Unit Size: -      Points: 80
Battlefield Role: Warscroll Battalion

ABILITIES

Undying Guardians: The Aegises Immortal have one purpose – to protect the leaders of the Bonereaper legions.
The MORGHAST ARCHAI unit from this battalion has the Soulbound Protectors ability from the IMMORTIS GUARD warscroll. In addition, when you use the Soulbound Protectors ability for a unit from this battalion and the dice roll is 5+, the wound or mortal wound is negated instead of being allocated to a unit from this battalion.


Warscroll Battalion

Katakrosian Deathglaive

The Katakrosian Deathglaive is not a subtle tool, but a terrifyingly swift weapon of war that can drive deep into an enemy army’s side mere moments after the call to engage has rung out across the field.
ORGANISATION
 • 2 Necropolis Stalkers units
 • 1 Morghast Harbingers unit
PITCHED BATTLE PROFILE

Unit Size: -      Points: 80
Battlefield Role: Warscroll Battalion

ABILITIES

Supernatural Strike-force: Katakrosian Deathglaives are despatched to annihilate key enemy formations.
After armies are set up but before the first battle round begins, if all units from this battalion are wholly within 12" of this battalion’s MORGHAST HARBINGERS unit, you can move any units from this battalion up to 6".


Warscroll Battalion

Kavalos Lance

The Kavalos Lance is much beloved of those Ossiarch leaders who favour mounted warfare. Its wedge-formation charge can take a flank in moments, or even break right through the foe to wheel around and attack again.
ORGANISATION
 • 1 Arch-Kavalos Zandtos or Liege-Kavalos
 • 2 Kavalos Deathriders units
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

ABILITIES

Liege Companions: This elite cavalry cohort strikes repeatedly at the weakest point in the enemy line.
Units from this battalion can charge even if they retreated earlier in the same turn if they are wholly within 12" of the LIEGE from the same battalion when the charge roll is made. In addition, once per turn, you can use the Deathrider Wedge command ability for a unit from this battalion without spending a relentless discipline point to do so.


Warscroll Battalion

Mortek Ballistari

The Mortek Ballistari is more than an artillery battery, for though it specialises in raining death from afar, its Mortek Guard and Boneshaper leader mean it can blunt or turn aside enemy counterstrikes with frightening ease.
ORGANISATION
 • 1 Mortisan Boneshaper
 • 1 Mortek Guard unit
 • 2 Mortek Crawlers
PITCHED BATTLE PROFILE

Unit Size: -      Points: 100
Battlefield Role: Warscroll Battalion

ABILITIES

Vital Assets: Batteries of Mortek Crawlers are often assigned escorts of Mortek Guard to protect them from close assault, and a Mortek Boneshaper to repair any damage the artillery pieces sustain in battle.
Roll a dice before you allocate a wound or mortal wound to a MORTEK CRAWLER from this battalion while it is within 3" of the MORTEK GUARD from the same battalion. Add 2 to the roll if the MORTEK CRAWLER is within 3" of the MORTISAN BONESHAPER from the same battalion. On a 4+, that wound or mortal wound is allocated to the MORTEK GUARD instead of the MORTEK CRAWLER.


Warscroll Battalion

Mortek Shield-corps

The Shield-corps is a defensive formation that Katakros uses to anchor his main battleline. Whilst the enemy batter themselves on what they thought was the legion’s weakest point, the rest of the army closes in for the kill.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

ABILITIES

Unbreakable Bulwark: A Mortek Shield-corps can be used to create a formidable defensive bulwark, which brings any enemy attack to a grinding halt.
Once per turn, you can use the Shieldwall command ability for a unit from this battalion without spending a relentless discipline point to do so.


Warscroll Battalion

Mortisan Trident

The Mortisan Trident is a formation used to bolster an outnumbered part of the Ossiarch battleline. Selfsustaining due to its triad of necromantic Mortisans, it can turn the tide through its mastery of the arcane.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 110
Battlefield Role: Warscroll Battalion

ABILITIES

Deadly Combination: The Mortisans and their hulking pet feed off each other’s magic.
Each MORTISAN from this battalion can attempt to cast 1 extra spell in your hero phase if it is within 18" of the GOTHIZZAR HARVESTER from the same battalion and the GOTHIZZAR HARVESTER is within 3" of any enemy units.


Warscroll Battalion

Ossiarch Cohort

The Ossiarch Cohort is the Bonereapers host fully realised. Each regiment is a cog in a pitiless machine that grinds down the enemy, dispassionately cutting them apart in an overlapping storm of attacks. Each regiment and battalion has its role to play, and under Katakros’ rule all do so with uncanny synchronicity and skill.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 100
Battlefield Role: Warscroll Battalion

ABILITIES

Unstoppable Battleforce: An Ossiarch Cohort is a well-led, powerful and flexible army capable of adapting to any situation and overcoming any foe.
At the start of your hero phase, if your general is from this battalion and on the battlefield, you receive D3 relentless discipline points.


Warscroll Battalion

Harvester Scythe-corps

Harvester Scythe-corps are pitiless instruments of the bone-tithe. As Kavalos Deathriders corral their prey, Gothizzar Harvesters advance with terrible inevitability, their soul-draining weapons reaping a hideous toll.
ORGANISATION
 • 2 Kavalos Deathriders units
 • 1 Gothizzar Harvester units
This battalion can only be taken as part of an Ossiarch Bonereapers army that is from the MORTIS PRAETORIANS legion and has Vokmortian as its general.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 100
Battlefield Role: Warscroll Battalion

ABILITIES

Hunters and Hounds: While the Gothizzar Harvesters of a Scythe-corps attack the enemy directly, the supporting Deathriders encircle the foe, distracting their attention and leaving them vulnerable to the huge warconstructs’ attacks.
Add 1 to wound rolls for attacks made by Gothizzar Harvesters from this battalion if the target unit is within 12" of a friendly Kavalos Deathriders unit from the same battalion.


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.


Warscroll Battalion

Vokmortian’s Tithe Legion

When the Master of the Bone-tithe deems it necessary to personally ensure the demands of the Ossiarch Empire are met, he summons to his side a truly vast army of conquest. The will of Vokmortian infuses each of these construct warriors with a relentless fervour. Accompanied by those spirits of Hallost cruelly bound to the High Emissarian’s service, they mercilessly crush any who dare oppose them.
ORGANISATION
 • 1 Vokmortian’s Dread Retinue warscroll battalion
 • 1-3 Mortek Shield-corps
 • 1 Mortisan Trident
 • 1-2 Katakrosian Deathglaives
 • 1 Aegis Immortal
 • 1-3 Kavalos Lances or Harvester Scythe-corps in any combination
 • 1 Mortek Ballistari
 • 1 Harvester Scythe-corps
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: 110
Battlefield Role: Warscroll Battalion

ABILITIES

Unstoppable Reapers: In pursuit of ensuring the bone-tithe is met, Vokmortian has moulded his personal army into a powerful and flexible force capable of adapting to any situation and overcoming any foe.
At the start of your hero phase, if your general is from this battalion and on the battlefield, you receive D3 relentless discipline points.

Bound Nordyrie Warriors: Vokmortian has bound the spirits of the Nordyrie to his service, forming a truly vast undead host.
Any number of Nighthaunt allies can be taken for an army that includes this warscroll battalion (they do not count against the limit on 1 in 4 allied units in the army, and their points cost is not counted against the number of points spent on allied units in the army).


Endless Spell Warscroll


Endless Spell

Bone-tithe Shrieker

The Bone-tithe Shrieker is a four-headed, all-seeing monstrosity conjured to hunt down those who would escape the Ossiarch tithe. When it locates its quarry it will give vent to an awful, mind-chilling scream that dulls the wits and shivers the bones of those living creatures nearby, making them easy prey for the Ossiarchs themselves.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 30
Battlefield Role: Endless Spell

DESCRIPTION

A Bone-tithe Shrieker is a single model.

PREDATORY: A Bone-tithe Shrieker is a predatory endless spell. It can move up to 8" and can fly.

MAGIC

Summon Bone-tithe Shrieker: The caster calls forth an apparition that will guide them to their next feast of bones.
Summon Bone-tithe Shrieker has a casting value of 5. Only OSSIARCH BONEREAPERS WIZARDS can attempt to cast this spell. If successfully cast, set up a Bone-tithe Shrieker model wholly within 12" of the caster and visible to them.

Soul-linked: A soul-linked spell is directly connected to the consciousness of its caster.
This spell is soul-linked to the caster. When predatory endless spells are moved at the start of the battle round, any that are soul-linked to a caster are moved first, followed by any endless spells that are not. Soul-linked spells are always moved by the player whose army includes the caster the spell is soul-linked to. The player that won the roll-off to determine who moves an endless spell first must move all their soul-linked spells first, followed by their opponent.

You must subtract 1 from casting rolls for a WIZARD that is soul-linked to an endless spell. A caster cannot be soul-linked to more than one endless spell at the same time. If the caster is slain, then any endless spell they are soul-linked to is dispelled.

ABILITIES

Portent of Doom: Learned men know that when a Bone-tithe Shrieker appears, an army of Ossiarch Bonereapers cannot be far behind.
Subtract 1 from the Bravery of units while they are within 12" of this model. OSSIARCH BONEREAPERS units are not affected by this ability.

No Escape: Enemies cannot hide when a Bonetithe Shrieker is nearby.
Add 1 to hit rolls for attacks made by OSSIARCH BONEREAPERS units that target a unit that is within 12" of this model.

KEYWORDS
ENDLESS SPELL, BONE-TITHE SHRIEKER


Endless Spell

Nightmare Predator

The Nightmare Predator is a looming conjuration of Shyishan magic that takes the form of a disturbing terror. Bonded to its caster, it floats eerily through the air towards its master’s chosen prey, lacerating the flesh of its screaming victims with claws the size of sickles before stripping them to the bone.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 40
Battlefield Role: Endless Spell

DESCRIPTION

A Nightmare Predator is a single model.

PREDATORY: A Nightmare Predator is a predatory endless spell. It can move up to 2D6" and can fly.

MAGIC

Summon Nightmare Predator: The caster manifests a terrifying nightmare to punish their foes.
Summon Nightmare Predator has a casting value of 7. Only OSSIARCH BONEREAPERS WIZARDS can attempt to cast this spell. If successfully cast, set up a Nightmare Predator model wholly within 6" of the caster and visible to them.

Soul-linked: A soul-linked spell is directly connected to the consciousness of its caster.
This spell is soul-linked to the caster. When predatory endless spells are moved at the start of the battle round, any that are soul-linked to a caster are moved first, followed by any endless spells that are not. Soul-linked spells are always moved by the player whose army includes the caster the spell is soul-linked to. The player that won the roll-off to determine who moves an endless spell first must move all their soul-linked spells first, followed by their opponent.

You must subtract 1 from casting rolls for a WIZARD that is soul-linked to an endless spell. A caster cannot be soul-linked to more than one endless spell at the same time. If the caster is slain, then any endless spell they are soul-linked to is dispelled.

ABILITIES

Perpetual Hunter: The only way to stop a Nightmare Predator is to slay its caster before it kills you.
When this model is set up, the player who set it up can pick 1 enemy HERO as its prey and then immediately make a move with this model. If this model’s prey is destroyed, this model is dispelled.

Death Incarnate: A Nightmare Predator is certain doom to any who get in its way.
After this model moves, roll a dice for each unit within 3" of it. On a 2+, that unit suffers D3 mortal wounds. If that unit was this model’s prey, on a 2+ it suffers D6 mortal wounds instead of D3 mortal wounds. OSSIARCH BONEREAPERS units are not affected by this ability.

KEYWORDS
ENDLESS SPELL, NIGHTMARE PREDATOR


Endless Spell

Soulstealer Carrion

The Soulstealer Carrion is a soul-linked construct that soars from its caster’s spread fingertips to take wing above the battlefield. Its caster can see through the avian conjuration’s eyes; when it perceives spiritual energy unclaimed, it will swoop down to capture it and either channel it back to its caster or blast it outwards to harm those enemies nearby.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 20
Battlefield Role: Endless Spell

DESCRIPTION

A Soulstealer Carrion is a single model.

PREDATORY: A Soulstealer Carrion is a predatory endless spell. It can move up to 16" and can fly.

MAGIC

Summon Soulstealer Carrion: The caster gestures to the heavens and conjures up a ghostly winged creature.
Summon Soulstealer Carrion has a casting value of 6. Only OSSIARCH BONEREAPERS WIZARDS can attempt to cast this spell. If successfully cast, set up a Soulstealer Carrion model anywhere on the battlefield that is visible to the caster.

Soul-linked: A soul-linked spell is directly connected to the consciousness of its caster.
This spell is soul-linked to the caster. When predatory endless spells are moved at the start of the battle round, any that are soul-linked to a caster are moved first, followed by any endless spells that are not. Soul-linked spells are always moved by the player whose army includes the caster the spell is soul-linked to. The player that won the roll-off to determine who moves an endless spell first must move all their soul-linked spells first, followed by their opponent.

You must subtract 1 from casting rolls for a WIZARD that is soul-linked to an endless spell. A caster cannot be soul-linked to more than one endless spell at the same time. If the caster is slain, then any endless spell they are soul-linked to is dispelled.

ABILITIES

Soul Thief: This ethereal monstrosity can capture the departing souls of those slain nearby, using the energy to heal its master or blast its foes.
At the end of each phase, roll a dice if any CHAOS, DESTRUCTION or ORDER models were slain within 6" of this model during that phase. On a 1-2, heal 1 wound allocated to the caster soul-linked to this model. On a 3-4, inflict 1 mortal wound on each CHAOS, DESTRUCTION or ORDER unit within 6" of this model. On a 5-6, do both of these things.

Second Sight: A wizard that is soul-linked to a Soulstealer Carrion can see through its eyes.
Anything visible to this model is also visible to the caster that is soul-linked to this model.

KEYWORDS
ENDLESS SPELL, SOULSTEALER CARRION


Scenery


Scenery

Bone-tithe Nexus

The Ossiarch tithemasters often demand their grisly bounty be left at designated nexuses of power. The soul energy and raw bone of these sites can be drawn upon to heal nearby Ossiarch constructs. If the vassals and mortals nearby refuse the tithe or break contract, the statue at the nexus’ heart lets loose its deadly gaze.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 0
Battlefield Role: Scenery

SET UP

When you choose an Ossiarch Bonereapers army, you can include 1 BONE-TITHE NEXUS. When terrain is set up for a battle, any BONE-TITHE NEXUSES must be set up by the player whose army they are a part of, before any other terrain features are set up, more than 3" from any objectives and more than 6" from the edge of the battlefield. Set up the rest of the terrain as described in the core rules. If both players can set up terrain features before any other terrain features are set up, the players must roll off, and the winner chooses who sets up their terrain features first.

DESCRIPTION

A Bone-tithe Nexus is a single terrain feature. It is an obstacle.

Scenery Rules

Deadly Gaze: The statue that towers above a Bone-tithe Nexus can unleash punishing beams of energy upon those who break an Ossiarch contract. Each of the statue’s four faces can deliver a different punishment.
In your hero phase, you can choose for this terrain feature to unleash one of the following punishments:

Punishment of Agony: Pick 1 enemy unit wholly within 18" of this terrain feature and visible to it, and roll a dice. On a 4+, subtract 1 from hit rolls for attacks made by that unit until your next hero phase.

Punishment of Death: Pick 1 enemy unit within 36" of this terrain feature and visible to it, and roll a dice. On a 2+, that unit suffers 1 mortal wound.

Punishment of Ignorance: Pick 1 enemy WIZARD within 36" of this terrain feature and visible to it, and roll a dice. On a 2+, subtract 1 from casting, dispelling and unbinding rolls for that unit until your next hero phase.

Punishment of Lethargy: Pick 1 enemy unit wholly within 18" of this terrain feature and visible to it, and roll a dice. On a 4+, that unit cannot run until your next hero phase, and a D6 is used to make charge rolls for that unit instead of 2D6 until your next hero phase.

KEYWORDS
SCENERY, OSSIARCH BONEREAPERS, BONE-TITHE NEXUS
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.
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
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.

The MORGHAST keyword is used in following Ossiarch Bonereapers warscrolls:

None

The MORGHAST keyword is used in following Ossiarch Bonereapers warscrolls:

None

The DEATHLORDS keyword is used in following Ossiarch Bonereapers warscrolls:

None
Leader
Leader, Behemoth
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.

The MORGHAST keyword is used in following Ossiarch Bonereapers warscrolls:

None
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.
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.
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.
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

The NECROPOLIS STALKERS keyword is used in following Ossiarch Bonereapers warscrolls:

None
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.
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.
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.
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.
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.
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.

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

Battleline
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.
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.
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.
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.
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.

The MORTEK GUARD keyword is used in following Ossiarch Bonereapers warscrolls:

Battleline
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.
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.
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.
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.
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.

The LIEGE keyword is used in following Ossiarch Bonereapers warscrolls:

Leader
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.
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.
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.
Slain Models
Once the number of wounds allocated to a model during the battle equals its Wounds characteristic, the model is slain. Place a slain model to one side – it is removed from play.
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.
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.

The KATAKROS keyword is used in following Ossiarch Bonereapers warscrolls:

Leader
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.
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.
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.
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.
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.
Slain Models
Once the number of wounds allocated to a model during the battle equals its Wounds characteristic, the model is slain. Place a slain model to one side – it is removed from play.
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.
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.
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.
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.

The MORTISAN keyword is used in following Ossiarch Bonereapers warscrolls:

Leader

The WIZARD keyword is used in following Ossiarch Bonereapers warscrolls:

Leader
Leader, Behemoth
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.

The VOKMORTIAN 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Slain Models
Once the number of wounds allocated to a model during the battle equals its Wounds characteristic, the model is slain. Place a slain model to one side – it is removed from play.
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.
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.
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.
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.
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.

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

Leader
Leader, Behemoth

The MONSTER keyword is used in following Ossiarch Bonereapers warscrolls:

Leader, Behemoth
Behemoth
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.
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.
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.
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.
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.
Slain Models
Once the number of wounds allocated to a model during the battle equals its Wounds characteristic, the model is slain. Place a slain model to one side – it is removed from play.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Slain Models
Once the number of wounds allocated to a model during the battle equals its Wounds characteristic, the model is slain. Place a slain model to one side – it is removed from play.

The MORGHAST ARCHAI keyword is used in following Ossiarch Bonereapers warscrolls:

None

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

None

The MORGHAST HARBINGERS keyword is used in following Ossiarch Bonereapers warscrolls:

None

The LIEGE keyword is used in following Ossiarch Bonereapers warscrolls:

Leader

The MORTEK CRAWLER keyword is used in following Ossiarch Bonereapers warscrolls:

Artillery, Behemoth

The MORTEK GUARD keyword is used in following Ossiarch Bonereapers warscrolls:

Battleline

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

Leader

The MORTISAN 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.

The GOTHIZZAR HARVESTER keyword is used in following Ossiarch Bonereapers warscrolls:

Behemoth
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.
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.
Allied Units
In a Pitched Battle, the number of points that can be spent on allies from the player’s total points allowance is shown on the Pitched Battle chart above. For example, a player playing a Battlehost game can spend up to 400 of their 2,000 points on allied units. This is in addition to the restrictions that normally apply to taking allied units.

Allied units are not included when working out the number of Battleline units in the army. They do count towards the maximum number of Leader, Behemoth and Artillery units that can be included in the army.
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.
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.

The OSSIARCH BONEREAPERS and WIZARD keywords are 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.
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.

The ENDLESS SPELL keyword is used in following Ossiarch Bonereapers warscrolls:

Endless Spell
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.
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.
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.
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.
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.
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.
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 BONE-TITHE NEXUS keyword is used in following Ossiarch Bonereapers warscrolls:

Scenery
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.
Obstacles
Some terrain features are obstacles that block attacks to targets that lie beyond them. When this is the case, it will be noted on the warscroll for the terrain feature.

When a missile weapon targets an enemy unit that has all of its models within 1" of an obstacle, then the target unit receives the benefit of cover if the attacking model is closer to the obstacle than it is to 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.
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.
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.
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.
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.
© Vyacheslav Maltsev 2013-2021