Ossiarch Bonereapers – Arkhan the Black, Mortarch of Sacrament

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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"14+3+-12
Khenash-an
Khenash-an2"14+3+-12
Ebon Claws
Ebon Claws1"4+3+-22
Spectral Claws and Daggers
Spectral Claws and Daggers1"64+4+-1
DAMAGE TABLE
Wounds SufferedMoveStaff of SpiritsEbon Claws
0-716"+26
8-913"+25
10-1110"+14
12+7"+13
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 380
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single, Unique

Arkhan the Black, Mortarch of Sacrament, is armed with Zefet-kar and Khenash-an.

WIZARD: This unit can attempt to cast 3 spells in your hero phase and attempt to unbind 3 spells in the enemy hero phase.

If this unit is part of an Ossiarch Bonereapers army, it knows all of the spells from the Lore of Ossian Sorcery in addition to the other spells it knows.

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

FLY: This unit can fly.

MOUNT: This unit’s dread abyssal, Razarak, is armed with Ebon Claws.

COMPANION: This unit is accompanied by a host of spirits armed with Spectral Claws and Daggers.

Feaster of Souls: Arkhan feeds upon the soulstuff of his foes, restoring any damage done to his physical form.
Each time this unit fights, after all of its attacks have been resolved, you can heal up to a number of wounds allocated to this unit equal to the number of wounds and mortal wounds caused by those attacks that were allocated to enemy units (to a maximum of 6).

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 unit’s damage table to casting, dispelling and unbinding rolls for this unit.

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.
Add 6" to the range of spells cast by friendly DEATH WIZARDS while they are wholly within 18" of this unit.

Mortarch of Sacrament: Arkhan is the most trusted of Nagash’s followers and, as such, knows the secrets of his unholy necromantic rites.
In your hero phase, you can pick up to 3 different friendly OSSIARCH BONEREAPERS units wholly within 24" of this unit. If that unit is not an IMMORTIS GUARD or NECROPOLIS STALKERS unit, you can either heal up to 3 wounds allocated to that unit or, if no wounds have been allocated to that unit, you can return a number of slain models to it that have a combined Wounds characteristic of 3 or less.

If that unit is an IMMORTIS GUARD or NECROPOLIS STALKERS unit, you can heal up to 3 wounds allocated to that unit, or if no wounds have been allocated to that unit, roll a dice. On a 3+, you can return 1 slain model to that unit with 4 wounds allocated to it.

Curse of Years: Tracing a spiteful gesture in the air, Arkhan curses the enemy to age at an incredible rate.
Curse of Years 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 and roll 10 dice. For each 6, that unit suffers 1 mortal wound and you can roll another 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, causing mortal wounds and reducing the roll needed to cause them by 1 each time, until either no mortal wounds are caused or the target unit is destroyed. A roll of 1 always fails to cause a mortal wound.

KEYWORDS
DEATH, OSSIARCH BONEREAPERS, HERO, MONSTER, WIZARD, MORTARCH, ARKHAN
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.
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.
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).
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
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.
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.

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

Leader, Behemoth
Behemoth

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

Leader, Behemoth
Leader
© Vyacheslav Maltsev 2013-2024