Ossiarch Bonereapers – Kavalos Deathriders

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10"
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"34+4+-11
Hooves and Teeth
Hooves and Teeth1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 190
Battlefield Role: Battleline
Base size: 60 x 35mm

Each model in a Kavalos Deathriders unit is armed with 1 of the following weapon options: Nadirite Blade; or Nadirite Spear. All models in the unit must be armed with the same weapon option.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Kavalos Lance
 • Horrek’s Dreadlance

MOUNT: This unit’s Kavalos steeds are each armed with Hooves and Teeth.

CHAMPION: 1 model in this unit can be a Mortek Hekatos. Add 1 to the Attacks characteristic of that model’s melee weapon.

STANDARD BEARER: 1 in every 5 models in this unit can be a Necrophoros. Add 1 to run rolls and charge rolls for this unit if it includes any Necrophoroi.

Unstoppable Charge: When a Kavalos steed charges the foe, it can use its size and weight to smash the enemy to the ground and crush them beneath its nadirite-shod hooves.
After this unit makes a charge move, you can pick 1 enemy unit within 1" of this unit and roll a number of dice equal to the unmodified charge roll for that charge move. For each 5+, that enemy unit suffers 1 mortal wound. In addition, this unit can move an extra 3" when it piles in if it made a charge move in the same turn.

Deathrider Wedge: Kavalos Deathriders can charge in a deadly arrowhead formation that bursts through enemy defences.
You can use this command ability in the charge phase. The command can only be issued by this unit’s Mortek Hekatos, and this unit must receive the command. Until the end of that phase, models in this unit can pass across other models with a Wounds characteristic of 3 or less in the same manner as a model that can fly.

KEYWORDS
DEATH, OSSIARCH BONEREAPERS, KAVALOS DEATHRIDERS
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.
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.

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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.
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.
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.
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).
© Vyacheslav Maltsev 2013-2024