Ossiarch Bonereapers – Jerrion’s Delegation

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Regiment of Renown

Jerrion’s Delegation

ORGANISATION
 • 1 Marrowscroll Herald
 • 1 Crypt Ghouls unit with 20 models
 • 1 Crypt Horrors unit with 3 models
 • 1 Crypt Flayers unit with 3 models
If your army has a DEATH general but is not a Flesh-eater Courts army, you can include this regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army even if its points value exceeds the amount allowed for allied units.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 460
Battlefield Role: Warscroll Battalion
Notes: Unique, Single. These units must be taken as a set referred to as Jerrion’s Delegation. Although taken as a set, each is a separate unit.

ABILITIES

Urgent Missive: Sir Jerrion and his retainers have a frenzied devotion to their holy duty, which sees them lope and scrabble across the battlefield with terrifying haste.
Units in this regiment of renown can run and still charge later in the turn.

Deathless Courtiers: When Flesh-eaters linger in the shadow of their stronger kin, their sundered flesh heals in an instant.
Units in this regiment of renown have a ward of 6+.
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).
14.3 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.

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8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
© Vyacheslav Maltsev 2013-2024