Ossiarch Bonereapers – Kavalos Deathriders
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12"
3
4+
10
WARSCROLL

Kavalos Deathriders

The heavy cavalry of the Ossiarch Bonereaper legions, the Kavalos Deathriders are expert riders mounted on macabre armoured steeds. They clatter into the foe in a wedge formation, breaking battlelines with every ferocious charge.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Nadirite Blade
Nadirite Blade1"33+4+-11
Nadirite Spear
Nadirite Spear2"33+4+-1
Hooves and Teeth
Hooves and Teeth1"24+3+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 180
Battlefield Role: Battleline
Base size: 60 x 35mm

BATTALIONS

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

DESCRIPTION

A unit of Kavalos Deathriders can have any number of models. The unit is armed with one of the following weapon options: Nadirite Blade and Shield; or Nadirite Spear and Shield.

MOUNT: This unit’s Kavalos Steeds attack with their Hooves and Teeth.

NECROPHOROS: 1 in every 5 models in this unit can be a Necrophoros. Add 1 to run rolls and charge rolls for a unit that includes any Necrophoroi.

MORTEK HEKATOS: 1 model in this unit can be a Mortek Hekatos. Add 1 to the Attacks characteristic of that model’s Nadirite Blade or Nadirite Spear.

ABILITIES

Nadirite Weapons: Nadirite weapons can steal an opponent’s life-force.
If the unmodified hit roll for an attack made with this unit’s Nadirite Blades or Nadirite Spears is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit. For attacks made with Nadirite Spears, 2 hits are scored on a 5+ instead of 6 if this unit made a charge move in the same turn.

COMMAND ABILITIES

Deathrider Wedge: Kavalos Deathriders can charge in a deadly arrowhead formation.
You can use this command ability when a friendly KAVALOS DEATHRIDERS unit that includes a Mortek Hekatos finishes a charge move. You can pick 1 enemy unit within 1" of that KAVALOS DEATHRIDERS unit and roll a number of dice equal to the number of models in that KAVALOS DEATHRIDERS unit. For each 5+, the enemy unit suffers 1 mortal wound. In addition, in the following combat phase, that KAVALOS DEATHRIDERS unit can move an extra 3" when it piles in. The same unit cannot benefit from this command ability more than once per turn.

KEYWORDS
DEATH, OSSIARCH BONEREAPERS, KAVALOS DEATHRIDERS
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.
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.
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.
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).
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).

The KAVALOS DEATHRIDERS keyword is used in the following Ossiarch Bonereapers warscrolls:

Battleline
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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