Ossiarch Bonereapers

The Ossiarch legions are an undead force like no other. Created to be autonomous, they are trusted to enact Nagash’s will on a hundred war fronts at once. Their empire gathers war materiel from the cadavers of each battle, harvesting bone with which to create new warriors, build fortifications and begin the cycle of death over again.

This page contains all of the rules you need to field your Ossiarch Bonereapers miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.


Books

BookKindEditionLast update
  Ossiarch Bonereapers
  Ossiarch BonereapersBattletome3April 2024
  Battlescroll: Impending Vermindoom
  Battlescroll: Impending VermindoomRulebook3April 2024
  Regiments of Renown
  Regiments of RenownWarscroll3February 2024
  Dawnbringers Book I: Harbingers
  Dawnbringers Book I: HarbingersExpansion3June 2023
  Broken Realms: Teclis
  Broken Realms: TeclisExpansion2August 2021

Designers’ Commentary

Battletome: Ossiarch Bonereapers

Q:If a mortal wound caused by the Curse of Years spell is negated, do I roll another dice as described within the rules text?
A:
Yes.
Q:Can I unbind spells that are cast at the end of the hero phase by a Mortisan Soulmason with its Mortek Throne ability?
A:
Yes.
Q:If I use Arkhan the Black’s spell Curse of Years on Gotrek Gurnisson, would his Avatar of Grimnir ability reduce the total damage inflicted by that spell to 1?
A:
Yes.

Allies

DEATHALLIES
Ossiarch BonereapersNone

Battle Traits

Ossiarch Bonereaper Legions

Ossiarch Bonereaper warriors are organised into mighty legions that fight in their own unique ways.

You can pick 1 of the following subfactions for your army (core rules, 27.2.1). All OSSIARCH BONEREAPERS units in your army gain the keyword of the subfaction you picked, and you can use the allegiance abilities for that subfaction. If a unit already has a different subfaction keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its subfaction.

Ranks Unbroken by Dissent

The soul-crafting process grants Ossiarch Bonereapers iron self-control with no room for any fear or doubt.

Do not take battleshock tests for friendly OSSIARCH BONEREAPERS units.

Deathless Warriors

The Ossiarch Bonereapers are Nagash’s foremost military force and the most formidable of all his legions.

Friendly OSSIARCH BONEREAPERS units have a ward of 6+.

Nadirite Weapons

The weapons of the Ossiarch legions can siphon souls with a single cut, stealing the foe’s life force.

If the unmodified hit roll for an attack made with a melee weapon by a friendly OSSIARCH BONEREAPERS unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound roll and save roll for each hit. This ability has no effect on attacks made by mounts, unless noted otherwise.

Relentless Discipline

The Ossiarch Bonereapers are a legion like no other. They are organised and efficient to a supernatural degree, led by generals created by Nagash himself and lent a measure of his necromantic power.

If you command an Ossiarch Bonereapers army, when you receive your starting command points, you receive extra command points as follows. These command points are cumulative.
  • You receive 1 extra command point if there are 3 or more friendly OSSIARCH BONEREAPERS units on the battlefield.
  • You receive 2 extra command points if there are 5 or more friendly OSSIARCH BONEREAPERS units on the battlefield.
  • You receive 3 extra command points if there are 7 or more friendly OSSIARCH BONEREAPERS units on the battlefield.

Ossiarch Commands

The Bonereapers display a formidable mastery of war, and in battle, they act with a relentless precision that no mortal host can match.

If you command an Ossiarch Bonereapers army, you can use Ossiarch commands in addition to any other command abilities that you can use. Ossiarch commands are command abilities that either appear on the warscroll of a unit that has the OSSIARCH BONEREAPERS keyword or are included in the table below. Only OSSIARCH BONEREAPERS units can issue Ossiarch commands.

In addition, the restriction that you cannot use the same command ability more than once in the same phase does not apply to Ossiarch commands.

Designer’s Note: You can use the same Ossiarch command more than once in the same phase as long as that command is issued by a model that has not already issued a command in that phase and it is received by a unit that has not already received a command in that phase.

OSSIARCH COMMANDS
Re-form Ranks: Bonereapers swiftly disengage from combat, redress their ranks and charge back into the fray.
You can use this command ability in your movement phase. The unit that receives the command must be a friendly OSSIARCH BONEREAPERS unit. That unit can retreat in that phase and still charge later in the turn.
Unstoppable Advance: Ossiarch Bonereapers advance upon the foe at a remorseless pace.
You can use this command ability in your movement phase when you pick a friendly OSSIARCH BONEREAPERS unit to make a normal move. Add 3" to that unit’s Move characteristic until the end of that phase.
Reknit Construct: Ossiarch cohorts pause to harvest the remains of the fallen and remake their own forms.
You can use this command ability at the end of your movement phase. The unit that receives the command must be a friendly OSSIARCH BONEREAPERS unit that is more than 3" from all enemy units. You can heal up to D3 wounds allocated to that unit or, if no wounds are allocated to it, you can return a number of slain models to that unit that have a combined Wounds characteristic of D3 or less.
Counter-strike: At a prearranged signal, the Ossiarchs ready their weapons to prepare for an enemy assault.
You can use this command ability in the enemy charge phase, after an enemy unit has finished a charge move. The unit that receives the command must be a friendly OSSIARCH BONEREAPERS unit that is within 3" of an enemy unit that made a charge move in the same turn and more than 3" from all other enemy units. Add 1 to wound rolls for attacks made with melee weapons by that unit in the following combat phase.
Impenetrable Ranks: If given the order, Ossiarch warriors will snap into defensive stances that grant them even greater resilience.
You can use this command ability when a friendly OSSIARCH BONEREAPERS unit is picked as the target of an attack. That unit must receive the command. Until the end of the phase, add 1 to ward rolls for that unit for the purposes of the Deathless Warriors battle trait.
Bludgeon: Bonereapers are capable of delivering devastating blows that make a mockery of shields and armour.
You can use this command ability at the start of the combat phase. The unit that receives the command must be a friendly OSSIARCH BONEREAPERS unit. Improve the Rend characteristic of that unit’s melee weapons by 1 until the end of that phase.
Unflinching Coordination: When the commanders of the Ossiarch legions strike alongside their cohorts, it is always to turn the tide of battle.
You can use this command ability in the combat phase, after a friendly OSSIARCH BONEREAPERS HERO has fought for the first time in that phase. The unit that receives the command must be a friendly OSSIARCH BONEREAPERS unit that has not yet fought in that combat phase, that is within 3" of an enemy unit and that is wholly within 12" of that friendly OSSIARCH BONEREAPERS HERO. That unit fights immediately.

Designer’s Note: If the unit you pick to fight immediately is an OSSIARCH BONEREAPERS HERO, after that unit has fought, you cannot then use this command ability to pick another friendly OSSIARCH BONEREAPERS unit to fight immediately.

Command Traits

Teachings of the Tithe-reapers

OSSIARCH BONEREAPERS general only.

Dark Acolyte

This commander has been entrusted with potent secrets of necromantic lore.

WIZARD only. In your hero phase, if the first spell this general attempts to cast from the Lore of Ossian Sorcery in that phase is successfully cast, that spell cannot be unbound.

Show of Superiority

Nothing enthuses this general more than countering the tactics of the foe and bringing their strategies to naught.

While this general is on the battlefield, roll a dice before your opponent spends any command points to use a command ability. On a 5+, your opponent must spend 2 command points to issue the command instead of 1.

Mighty Archaeossian

The fossilised bone from which this general is formed is supernaturally hard.

Ignore negative modifiers to save rolls for attacks that target this general.

Crafted from Beast-bone

Though they may appear cultured and refined at first, as the battle progresses, this general becomes increasingly savage.

After this general has fought for the first time, at the start of each battle round, add 1 to the Attacks characteristic of this general’s weapons for the rest of the battle. This effect is cumulative.

Aura of Sterility

Ending magics shroud this general, sapping the force from arrows and other projectiles.

Subtract 1 from hit rolls and wound rolls for attacks made with missile weapons that target friendly OSSIARCH BONEREAPERS units wholly within 12" of this general.

Diversionary Tactics

Infused with especially cunning souls, this general uses all manner of snares and ruses to hinder a foe’s advance.

Subtract 3 from charge rolls for enemy units that attempt a charge within 12" of this general.

Artefacts of Power

Relics of the Empire

OSSIARCH BONEREAPERS HERO only.

Lode of Saturation

This ingot of nadirite-iron alloy, when pressed against a bone construct, renders its structure nigh invulnerable.

Add 1 to ward rolls for the bearer.

Marrowpact

The glyphs borne to war by this champion bind those who view them in arcane pacts that siphon the energy from their bone marrow.

Each time the bearer fights, after all of their attacks have been resolved, you can heal up to a number of wounds allocated to the bearer equal to the number of wounds and mortal wounds caused by those attacks that were allocated to enemy units.

Mindblade

A shimmering blade that emits a thin scream when it is drawn, the Mindblade can sever the intellect from those whose flesh it cuts.

Pick 1 of the bearer’s melee weapons. At the end of the combat phase, if any wounds or mortal wounds caused by attacks made with that weapon were allocated to an enemy HERO in that phase and that HERO was not slain, that HERO cannot carry out heroic actions for the rest of the battle.

Helm of Tyranny

This helm radiates the oppressive will of the wearer, filling nearby foes with supernatural dread.

Enemy units cannot receive the Inspiring Presence command while they are within 3" of the bearer. In addition, if an enemy unit fails a battleshock test within 3" of the bearer, add D3 to the number of models that flee.


Treasures of the Mortisans

MORTISAN only.

Luminscythe

This legendary artefact was made in the lightless depths of the Shyish Nadir. It cuts away daylight itself, casting palls of purple-black energy around the bearer with each killing swipe.

SOULREAPER only. Subtract 1 from hit rolls and wound rolls for attacks that target the bearer while they are within 3" of any enemy units.

Artisan’s Key

Only the most gifted Boneshapers are entrusted with an Artisan’s Key, an intricately crafted relic that bolsters their ability to shape constructs.

BONESHAPER only. Before you use the bearer’s Boneshaper ability, roll a dice. On a 3+, you can either pick 2 units within 6" of the bearer to be affected by the Boneshaper ability instead of 1, or you can pick 1 unit within 6" of the bearer to be affected by the Boneshaper ability twice.

Bones of the Abyss

This Soulmason’s throne is constructed from bone harvested from underworlds on the Nadir’s edge.

SOULMASON only. Each time the bearer successfully casts a spell that is not unbound, add 1 to the Attacks characteristic of the bearer’s Ossified Claws until the end of that turn.

Gothizzar Cartouche

Inscribed by Nagash himself, this cartouche is made from the bones of a fallen Chaos Lord. It is emblematic of the hatred the dead have for the living and stokes their desire for revenge.

OSSIFECTOR only. Add 1 to wound rolls for attacks made with melee weapons by friendly OSSIARCH BONEREAPERS units wholly within 9" of the bearer.

Spell Lores

Lore of Ossian Sorcery

OSSIARCH BONEREAPERS WIZARD (including Unique units) only.

Empower Nadirite Weapons

The caster imbues nadirite weapons with deadly power.

Empower Nadirite Weapons is a spell that has a casting value of 5 and a range of 24". If successfully cast, pick 1 friendly OSSIARCH BONEREAPERS unit wholly within range and visible to the caster. Until the start of your next hero phase, the Nadirite Weapons battle trait triggers on an unmodified hit roll of 5+ instead of 6 for that unit.

Protection of Nagash

Ever cautious, this caster can call upon the spectral winds to carry them to safety.

Protection of Nagash is a spell that has a casting value of 6. If successfully cast, at the end of any phase, if any wounds or mortal wounds were allocated to the caster in that phase from an attack made with a melee weapon and the caster was not slain, remove them from the battlefield and set them up again on the battlefield more than 9" from all enemy units. After setting up the caster, this spell is unbound.

Reinforce Constructs

The caster imbues the sculpted bone of their warriors with protective arcane energy.

Reinforce Constructs is a spell that has a casting value of 5 and a range of 18". If successfully cast, pick 1 friendly OSSIARCH BONEREAPERS unit wholly within range and visible to the caster. Until your next hero phase, that unit has a ward of 4+ against mortal wounds.

Drain Vitality

This cursed spell saps a foe’s strength, leaving them weak and vulnerable.

Drain Vitality is a spell that has a casting value of 6 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. Until your next hero phase, subtract 1 from hit rolls for attacks made by that unit and subtract 1 from save rolls for attacks that target that unit.

Mortal Contract

The caster subjects their enemies’ souls to a crushing curse; should they take up arms against the Ossiarchs, their very essence will be magically shredded.

Mortal Contract is a spell that has a casting value of 7 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. For the rest of the battle, roll a dice at the end of each phase in which any attacks made by that unit inflicted any damage on a friendly OSSIARCH BONEREAPERS unit. On a 3+, that enemy unit suffers D3 mortal wounds. You cannot pick the same enemy unit to be affected by this spell more than once per battle.

Soul Release

The caster surrounds themselves with the wailing spirits of the damned, disrupting foes who travel through the aether and terrifying those who approach through stealth.

Soul Release is a spell that has a casting value of 5 and a range of 12". If successfully cast, until your next hero phase, enemy reserve units and enemy summoned units (core rules, 3.1) cannot be set up within range of the caster. The range of this spell cannot be modified and must be measured from the caster, even if an ability would allow you to measure it from elsewhere.

Bonereaper Legions

Mortis Praetorians

The first amongst all their kind, the Mortis Praetorians are the legion of Orpheon Katakros himself. They are the most pitilessly effective of all the Ossiarch legions, driven by the cumulative military insight of the finest war leaders in Shyish.

The Dread Legion: The tactical proficiency of the Mortis Praetorians makes them almost impossible to catch off guard. For every move a foe might make, a brutal counter-stratagem is already prepared.
Once per turn, during the enemy charge phase, after an enemy unit finishes a charge move, you can pick 1 friendly MORTIS PRAETORIANS unit within 12" of that enemy unit and more than 3" from all enemy units. That unit can attempt a charge.

Petrifex Elite

Fashioned from ancient skeletons excavated from the bedrock of the realms, the Petrifex Elite are war constructs made of fossilised bone.

Unstoppable Juggernauts: These grim warriors, made from petrified bone, are never more fearsome than when marching onwards to claim new fossil deposits.
Subtract 1 from wound rolls for combat attacks that target friendly PETRIFEX ELITE HEKATOS or PETRIFEX ELITE GOTHIZZAR HARVESTER units.

Stalliarch Lords

Where the Stalliarch Lords ride, they leave gory trails behind them. With a far greater proportion of cavalry in their ranks than any other Ossiarch legion, they are known for their devastating mounted assaults.

Equumortoi: The steeds ridden by the Stalliarch Lords are carefully crafted to be the fastest of their kind.
You can re-roll charge rolls for friendly STALLIARCH LORDS units that have a mount.

Ivory Host

The Ivory Host are outwardly the most magnificent of all the Ossiarchs, yet their macabre glory hides a howling, snarling need to kill.

Simmering Rage: The Ivory Host harbour a deep-seated rage that can explode into berserk violence.
Add 1 to the number of hits scored by the Nadirite Weapons battle trait by friendly IVORY HOST units if the unmodified hit roll was 6 and any wounds or mortal wounds were allocated to that unit earlier in the turn.

Designer’s Note: If a unit is affected by this ability and the Empower Nadirite Weapons spell, the effect of this ability is only applied on an unmodified hit roll of 6.

Null Myriad

The Null Myriad are magical creatures fashioned in such a way that they are extremely resistant to baleful forces. Fireballs hurled into their ranks detonate with no more effect than a summer breeze, death hexes merely cause them to glow a little brighter, and magical storms slow their progress not at all.

Eldritch Nulls: Forged to fight in the parts of the realms most saturated with magic, the Null Myriad have an innate resistance to arcane forces.
You can roll a dice each time a friendly NULL MYRIAD unit is affected by a spell cast by an enemy unit or the abilities of an endless spell summoned by an enemy unit. On a 4+, ignore the effect of that spell or the effects of that endless spell’s abilities on that unit.

Crematorians

A legion of walking furnaces, the Crematorians burn with dark magic. Sent against those cities and strongholds that Nagash would see destroyed, their existence is brief but spectacular; those who strike them down are consumed in an explosion of balefire.

Immolation: Crematorian warriors will detonate if they are cut down by an opponent.
Each time a friendly CREMATORIANS model is slain, before removing that model from play, you can pick 1 enemy unit within 3" of it and roll a number of dice equal to the Wounds characteristic of that model. For each 5+, that enemy unit suffers 1 mortal wound.

PATH TO GLORY

The following section includes rules for your Path to Glory campaign if you are using an Ossiarch Bonereapers army.

Reapers of the Tithe

The Ossiarch Bonereapers exist to harvest the remains of their enemies, using them to construct Nagash’s dread necrotopia. Though they prefer to take their tithe from oppressed cities, they have no objection to plundering battlefields.

Each time an enemy unit is destroyed by an attack made with a melee weapon by a friendly OSSIARCH BONEREAPERS unit, you can say that their bones will be claimed for the tithe. If you do so, roll a number of dice equal to the Wounds characteristic of the destroyed unit. Add 2 to each roll if that enemy unit was destroyed within 6" of any friendly GOTHIZZAR HARVESTERS. For each 4+, the bones of that unit have been claimed and you receive 1 tithe point.

The Bricks and Mortar of the Ossiarch Empire

Upon returning to their necropolises or staging posts, the Mortisans begin putting their precious osseous harvest to use. This grim haul is processed, reshaped and refined into new warriors and structures, thereby tightening the undead’s grip on their territory.

In the aftermath sequence, you can use bones from your tithe instead of spending glory points to meet the cost of the following:
In such cases, 1 tithe point is equivalent to 1 glory point, and you can spend any combination of tithe points and glory points to meet the cost. Each time you spend a tithe point in this way, subtract 1 from your tithe points total. At the end of the aftermath sequence, the Mortisan order distributes the remaining bones among the other necropolises and your tithe points are reduced to 0.

Quests

When you pick a quest, you can pick from the following quests in addition to those in the Core Book.

QUEST

Blood for Bone

While those mortals that kneel before you provide a sustainable supply of bone, there is something to be said for claiming fresh remains.
At the end of a Path to Glory battle, you complete this quest if you won a major victory and your tithe points total is 10 or more.

When you complete this quest, in the next Path to Glory battle you fight against an opponent who is using a Path to Glory army, at the start of your hero phase, you can return 1 slain model to each friendly OSSIARCH BONEREAPERS unit on the battlefield with a Wounds characteristic of 3 or less.

QUEST

Quash the Rebels

Mortal defiance is a difficult thing to break, pernicious as it is. Still, it never hurts to remind the living of their place every now and then.
At the end of each Path to Glory battle, add 1 quest point to the progress section of your quest log if you won a minor victory and add 3 quest points if you won a major victory.

Once you have gained 6 or more quest points, you can fight Path to Glory battles using the ‘Defend the Nexus’ battleplan. If you win a major victory when using that battleplan, you complete this quest. The rewards of completing this quest are listed in the battleplan.

QUEST

Refined Doctrine

Though the Ossiarchs seek to create a world of stasis, a commander must always be on the lookout for opportunities to rigorously test long-honed stratagems.
At the end of a Path to Glory battle, you complete this quest if you won a major victory and your tithe points total is 10 or more.

When you complete this quest, in the next Path to Glory battle you fight against an opponent who is using a Path to Glory army, at the start of your first hero phase, you can pick 1 Ossiarch command. If you do so, during that Path to Glory battle, any friendly OSSIARCH BONEREAPERS units on the battlefield can receive that command without the command being issued and without a command point being spent.

QUEST

Bountiful Tithe

Overwhelming force and pitiless coordination are the hallmarks of the Ossiarch military machine. Demonstrate this truth upon the field.
At the end of a Path to Glory battle, you complete this quest if you won a major victory and there were at least 3 friendly OSSIARCH BONEREAPERS units on the battlefield at the end of the battle.

When you complete this quest, increase your tithe points by 1 for each friendly OSSIARCH BONEREAPERS unit on the battlefield at the end of the battle.

Veteran Abilities

Each time an OSSIARCH BONEREAPERS unit on your Path to Glory roster gains a veteran ability, you can pick from the following veteran abilities in addition to those in the Core Book.

OSSIARCH BONEREAPERS VETERAN ABILITIES
Immortal Legionaries: It is nigh impossible to extinguish the souls of these warriors.
This unit can use this veteran ability once per battle at the start of the combat phase. Until the end of that phase, this unit has a ward of 5+ instead of 6+ for the purposes of the Deathless Warriors battle trait.
Peerless Warriors: This cohort has studied many forms of combat and seeks to master them all.
This unit can use this veteran ability once per battle at the start of the combat phase. Until the end of that phase, add 1 to the Attacks characteristic of this unit’s melee weapons.
Hatred of the Living: These warriors have a deep loathing of all living creatures.
This unit can use this veteran ability once per battle at the start of the combat phase. Until the end of that phase, add 1 to hit rolls and wound rolls for attacks made with this unit’s melee weapons unless the target has the DEATH keyword.
Grim Efficiency: This Gothizzar Harvester has been subjected to many arcane alterations by the Ossifectors, and it is all the more effective for it.
GOTHIZZAR HARVESTER only. This unit can use this veteran ability once per battle at the start of any phase. Until the end of that phase, add 2 to rolls made for this unit’s Bone Harvest ability (see Gothizzar Harvester warscroll).
Bludgeoning Goliaths: Crafted from the bones of titanic primeval predators, these shock troops can smash aside even the most hardy defence.
IMMORTIS GUARD unit or NECROPOLIS STALKERS unit only. This unit can use this veteran ability once per battle at the start of the combat phase. Until the end of that phase, improve the Rend characteristic of this unit’s melee weapons by 1.
Bloodthirsty Ballistari: The souls powering this Mortek Crawler seem particularly eager for combat, occasionally unleashing their payloads with redoubled force.
MORTEK CRAWLER only. This unit can use this veteran ability once per battle at the start of your shooting phase. Until the end of that phase, if the unmodified hit roll for an attack made by this unit’s Dread Catapult is 6, that attack scores D3+1 hits on the target instead of 1. Make a wound roll and save roll for each hit.

Territories

When making an exploration roll, if the roll is 61-66, that roll will correspond to a territory on the table below. Alternatively, you can pick 1 result from the Territories table in the Core Book that corresponds to a roll of 21-42.

OSSIARCH BONEREAPERS TERRITORIES (D66)
61-62 ANCIENT BATTLE SITE
The bones scattered across these lands will be repurposed to create new and powerful engines of war by the Mortisans.
Increase your MONSTERS limit and your WAR MACHINES limit by 1.
[Upgrade 10GP] Reaped for the Tithe: Increase your MONSTERS limit and your WAR MACHINES limit by 2 instead of 1.

63-64 SHYISHAN REALMGATE
Standing at the heart of an abandoned ruin, this portal bleeds morbid energies into its surroundings. It will now serve as a link to the Nadir at Shyish’s heart, bolstering the necromantic arts of your Mortisans and furthering their mastery of the arcane.
You can never have more than 1 territory of this type. Pick 1 endless spell that can only be summoned by OSSIARCH BONEREAPERS WIZARDS. Add the endless spell you picked to your vault.
[Upgrade 10GP] Surge of Amethyst Energy: Once per battle, a friendly OSSIARCH BONEREAPERS WIZARD can automatically cast the spell that summons the endless spell you picked (do not roll 2D6) and it cannot be unbound.

65-66 NECROPOLIS FOUNDATIONS
Your Aviarch Spymasters have found an ideal site upon which the core of a new necropolis could be erected. A foothold in this region will see the Ossiarch Empire grow at an accelerated rate.
You can never have more than 1 territory of this type. This territory has no effect until it is upgraded.
[Upgrade 15GP] Ossified Fortress: Each time you win a major victory in a Path to Glory battle, you receive 1 extra glory point in step 1 of the aftermath sequence for each friendly OSSIARCH BONEREAPERS unit that survived the battle.

Battleplan

Defend the Nexus

A Bone-tithe Nexus is a stark reminder to the Ossiarchs’ vassals of the tribute that they owe. Dark magic crackles across these multi-headed idols, unleashing spells of oppression and castigation that can wear down even the most determined soul. Sometimes a dominated people will refuse to pay the dues demanded of them, marshalling their forces to tear down the undead’s symbol of conquest. But the Spymasters of the Ossiarch Empire are proficient, and rarely can armies march through imperial territory in secret. So it is that such rebel forces will often find their path to the hated nexus barred by a wall of bone-crafted shields...

QUEST BATTLEPLAN
This battleplan is used with the Path to Glory battlepack in the Core Book. You can use this battleplan if one player is using an Ossiarch Bonereapers army, has embarked on the ‘Quash the Rebels’ quest and has earned 6 or more quest points.

THE ARMIES
The player on the ‘Quash the Rebels’ quest is the Ossiarch Bonereapers player and their opponent is the rebel. The Ossiarch Bonereapers player must use an Ossiarch Bonereapers army.

THE BATTLEFIELD
This battle is fought in a settlement under the rule of the Ossiarch Empire, and appropriate terrain features should be used to represent this. The Ossiarch Bonereapers player sets up the battlefield’s terrain features and must set up a Bone-tithe Nexus faction terrain feature as shown on the map.

FACTION TERRAIN
Only the Ossiarch Bonereapers player sets up a faction terrain feature.

DEPLOYMENT
The players alternate setting up units one at a time, starting with the Ossiarch Bonereapers player. Players must set up units wholly within their territory and more than 12" from enemy territory. The players continue to set up units until all units have been set up. If one player finishes setting up their units first, their opponent must set up the rest of the units in their army, one after another.

FIRST TURN
The rebel takes the first turn in the first battle round.

HATEFUL DESPERATION
Do not take battleshock tests for units in the rebel’s army.

TEARING DOWN THE NEXUS
Units in the rebel’s army treat the Bone-tithe Nexus as an enemy model and can attack it with melee weapons (it is not affected by spells or abilities except for those that affect terrain features). The Bone-tithe Nexus is considered to have a Wounds characteristic of 20 and a Save characteristic of 3+.

A unit in the rebel’s army cannot target the Bone-tithe Nexus if that unit is within 3" of any units in the Ossiarch Bonereapers player’s army. Once the number of wounds allocated to the Bone-tithe Nexus equals its Wounds characteristic, it is destroyed and removed from play.

BATTLE LENGTH
The battle lasts for 5 battle rounds or until the Bone-tithe Nexus is destroyed.

GLORIOUS VICTORY
If the Bone-tithe Nexus is destroyed, the rebel wins a major victory.

If the Bone-tithe Nexus has not been destroyed and there are no units in the rebel’s army within 3" of it at the end of the battle, the Ossiarch Bonereapers player wins a major victory.

If neither player has won a major victory, each player scores a number of victory points equal to the combined Wounds characteristics of all friendly models within 6" of the Bone-tithe Nexus. The player with the most victory points wins a minor victory. If neither player has the most victory points, the battle is a draw.

PATH TO GLORY REWARDS
If the Ossiarch Bonereapers player wins a major victory, they complete the ‘Quash the Rebels’ quest, gain 10 glory points and can make 2 exploration rolls in step 6 of the aftermath sequence of that battle instead of 1.

MATCHED PLAY

If the battlepack you are using says that you must pick grand strategies and battle tactics for your army, you can pick from the following lists instead of those found in the battlepack you are using.

Grand Strategies

After you have picked your army, you can pick 1 of the grand strategies below and record it on your army roster.

DEMANDS OF THE TITHE
Ossiarch Bonereapers army only.

The Scales Balanced: When the battle ends, you complete this grand strategy if any friendly MORTEK GUARD or KAVALOS DEATHRIDERS units from your starting army have the same number of models as they had at the start of the battle.
A Textbook Conquest: When the battle ends, you complete this grand strategy if you control all of the objectives on the battlefield.
Creation and Termination: When the battle ends, you complete this grand strategy if there are more friendly MORTISANS than enemy HEROES on the battlefield.
The Pride of Ossia: When the battle ends, you complete this grand strategy if you completed at least 4 battle tactics and every battle tactic you completed this battle was from the ‘Flawless Executions’ list below.

Battle Tactics

At the start of your hero phase, you can pick 1 battle tactic from the list below. You must reveal your choice to your opponent, and, if your battle tactic instructs you to pick something, you must tell your opponent what you pick. You have until the end of that turn to complete the battle tactic. You cannot pick the same battle tactic more than once per battle.

FLAWLESS EXECUTIONS
Ossiarch Bonereapers army only.

Trample the Defiant: Pick 1 friendly KAVALOS DEATHRIDERS unit that is more than 3" from all enemy units. You complete this tactic if that unit made a charge move in this turn and is within 3" of any enemy units at the end of this turn.
The Sculptor’s Entourage: You complete this tactic at the end of this turn if a friendly IMMORTIS GUARD unit and a friendly MORTISAN are contesting the same objective wholly outside of your territory.
Remorseless Bombardment: Pick 1 enemy unit on the battlefield. You complete this tactic if that enemy unit is destroyed during this turn by attacks made by friendly MORTEK CRAWLER units.
The Tithe Demands: Pick 1 enemy HERO or MONSTER on the battlefield. You complete this tactic if that unit is destroyed during this turn by an attack made by a friendly GOTHIZZAR HARVESTER.
The Edge of Obliteration: You complete this tactic if 2 or more friendly NECROPOLIS STALKERS units are wholly within enemy territory and more than 9" from all enemy units at the end of this turn.
Unfeeling Recursion: You complete this tactic if there are 3 or more friendly OSSIARCH BONEREAPERS units on the battlefield that had models returned to them in this turn using the Reknit Construct command ability and did not have any models slain in this turn.

Core Battalions

You can include any of the following core battalions in an Ossiarch Bonereapers army if the battlepack you are using says that you can use core battalions.


OSSIARCH COHORT
At the end of deployment, each unit in this battalion must be set up within 6" of 2 or more units in the same battalion.

UNIT ICONS
(Mandatory/Optional)
Commander: Leader
Sub-commander: Leader with a Wounds characteristic of less than 10
Troops: Unit that is not Leader, Artillery or Behemoth
Artillery: Artillery
Monster: Behemoth that is not a Leader
BATTALION ABILITY ICONS
Unified: One-drop Deployment (see 26.2.1).
Expert: Once per battle, 1 unit from this battalion can receive the All-out Attack or All-out Defence command without the command being issued and without a command point being spent.
Magnificent: When you pick enhancements for your army (see 27.3), you can pick 1 extra enhancement.
Slayers: Once per battle, 1 unit from this battalion can receive the All-out Attack or Unleash Hell command without the command being issued and without a command point being spent.
Strategists: Once per battle, when you receive command points at the start of your hero phase, you can receive 1 extra command point.
Swift: Once per battle, 1 unit from this battalion can receive the At the Double or Forward to Victory command without the command being issued and without a command point being spent.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.

The OSSIARCH BONEREAPERS and HERO keywords are used in the following Ossiarch Bonereapers warscrolls:

Leader, Behemoth
Leader
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.
Inspiring Presence
The stoic leaders of these mighty warriors never falter, inspiring their comrades to fight no matter the odds.
You can use this command ability at the start of the battleshock phase. The unit that receives the command does not have to take battleshock tests in that phase.

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

Leader

The OSSIARCH BONEREAPERS and WIZARD keywords are used in the following Ossiarch Bonereapers warscrolls:

Leader, Behemoth
Leader
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.

The PETRIFEX ELITE and HEKATOS keywords are used in the following Ossiarch Bonereapers warscrolls:

None

The STALLIARCH LORDS keyword is used in the following Ossiarch Bonereapers warscrolls:

The IVORY HOST keyword is used in the following Ossiarch Bonereapers warscrolls:

Empower Nadirite Weapons

The caster imbues nadirite weapons with deadly power.

Empower Nadirite Weapons is a spell that has a casting value of 5 and a range of 24". If successfully cast, pick 1 friendly OSSIARCH BONEREAPERS unit wholly within range and visible to the caster. Until the start of your next hero phase, the Nadirite Weapons battle trait triggers on an unmodified hit roll of 5+ instead of 6 for that unit.

The NULL MYRIAD keyword is used in the following Ossiarch Bonereapers warscrolls:

The CREMATORIANS keyword is used in the following Ossiarch Bonereapers warscrolls:

The MONSTER keyword is used in the following Ossiarch Bonereapers warscrolls:

Leader, Behemoth
Behemoth

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

Battleline
None
All-out Attack
With a singular purpose, these warriors attack with all of their might.
You can use this command ability when you pick a friendly unit to shoot in your shooting phase or fight in the combat phase. That unit must receive the command. Add 1 to hit rolls for attacks made by that unit until the end of that phase.
All-out Defence
With consummate skill, these cunning warriors protect themselves from attack.
You can use this command ability when a friendly unit is picked as the target of an attack in the shooting or combat phase. That unit must receive the command. Add 1 to save rolls for attacks that target that unit until the end of that phase.
Unleash Hell
These warriors have prepared their missile weapons so they can unleash a devastating volley at the last possible moment.
You can use this command ability after an enemy unit finishes a charge move. The unit that receives the command must be within 6" of that enemy unit and more than 3" from all other enemy units. Models in the unit that receives the command that are within 6" of the target unit can shoot in that phase, but when they do so, you must subtract 1 from hit rolls for their attacks and they can only target the unit that made the charge move.
At the Double
Eager for battle, the warriors pick up their pace and surge towards the enemy.
You can use this command ability after you declare that a friendly unit will run. That unit must receive the command. The run roll is not made for that unit. Instead, 6" is added to that unit’s Move characteristic in that phase. The unit is still considered to have run.
Forward to Victory
Nothing will stop these ferocious warriors from reaching combat.
You can use this command ability after you make a charge roll for a friendly unit. That unit must receive the command. You can re-roll the charge roll for that unit.

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