Ossiarch Bonereapers – Bone-tithe Shrieker
This warscroll does not meet the selection criteria (see Settings tab).
Endless Spell WARSCROLL

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: -      Points: 85
Battlefield Role: Endless Spell
Base size: 90 x 52mm

SUMMONING: This endless spell is summoned with a spell that has a casting value of 5 and a range of 12". If successfully cast, set up this endless spell wholly within range and visible to the caster, and more than 1" from all models, other endless spells and invocations. Only OSSIARCH BONEREAPERS WIZARDS can attempt to summon this endless spell.

BONDED: This endless spell is bonded to the model that summoned it. A bonded endless spell is always controlled by the model to which it is bonded. A model cannot be bonded to more than one endless spell at the same time and cannot attempt to summon other endless spells while it is bonded. If the model that summoned this endless spell is removed from play, then this endless spell is removed from play.

PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 8" and can fly.

Portent of Doom: Learned men know that when a Bone-tithe Shrieker appears, an army of Ossiarch Bonereapers cannot be far behind.
Units cannot receive the Inspiring Presence or Rally command while they are within 12" of this endless spell. This ability has no effect on OSSIARCH BONEREAPERS units.

No Escape: Enemies cannot hide when a Bone-tithe 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 endless 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.

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

Leader
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.
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.
Rally
At a shouted command, injured warriors stagger back to their feet and prepare to fight once more.
You can use this command ability at the start of the hero phase. The unit that receives the command must be more than 3" from all enemy units. Roll 1 dice for each slain model from that unit. For each 6, you can return 1 slain model to that unit.
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.
© Vyacheslav Maltsev 2013-2021