Ossiarch Bonereapers – Arch-Kavalos Zandtos

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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
Dark Lance
Dark Lance2"53+3+-22
Hooves, Teeth and Barbed Tails
Hooves, Teeth and Barbed Tails1"63+3+-11

Unit Size: 1      Points: 170
Battlefield Role: Leader
Base size: 80mm
Notes: Single, Unique

Arch-Kavalos Zandtos is armed with the Dark Lance.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Kavalos Lance

WARMASTER: If this unit is included in a Mortis Praetorians army, it is treated as a general even if it is not the model picked to be the army’s general.

MOUNT: This unit’s Kavalos steed is armed with Hooves, Teeth and Barbed Tails.

The Will of the Legions: The command a Liege-Kavalos has over their cohorts is unparalleled.
Once per turn, this unit can issue a command to a friendly OSSIARCH BONEREAPERS unit without a command point being spent.

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 unit makes a charge move, you can pick 1 enemy unit within 1" of this unit and roll a number of dice equal to the unmodified charge roll for that charge move. For each 5+, that enemy unit suffers 1 mortal wound. In addition, this unit can move an extra 3" when it piles in if it made a charge move in the same turn.

The Dark Lance: The spear that Zandtos wields can inflict truly terrible wounds on the charge.
Add 1 to the Damage characteristic of this unit’s Dark Lance if this unit made a charge move in the same turn.

Still Their Breath!: Such is Zandtos’ disdain for those who trespass in Shyish that those who fight beside him come to share it.
You can use this command ability in the combat phase. This unit must receive the command. Until your next hero phase, add 1 to wound rolls for attacks made with melee weapons by friendly MORTIS PRAETORIANS units while they are wholly within 12" of this unit.

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).
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.

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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.
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
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).
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).

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

© Vyacheslav Maltsev 2013-2024