Ossiarch Bonereapers – Immortis Guard
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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

Unit Size: 3      Points: 150
Battlefield Role: None
Base size: 50mm
Notes: Battleline if general is MORTISAN


This warscroll can be used in the following warscroll battalions:
 • Aegis Immortal
 • Harvester Scythe-corps
 • Vokmortian’s Dread Retinue
 • Vokmortian’s Tithe Legion
 • Horrek’s Dreadlance


A unit of Immortis Guard can have any number of models, each armed with a Dread Halberd and Nadirite Battle-shield.

ELITE: Models in this unit can issue commands to their own unit.


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.


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.

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.
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).
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.
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.

The OSSIARCH BONEREAPERS keyword is used in the following Ossiarch Bonereapers warscrolls:

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

14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.

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

Leader, Behemoth

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


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

© Vyacheslav Maltsev 2013-2023