Ossiarch Bonereapers – Morghast Harbingers

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Morghast Harbingers

Morghast Harbingers are used as swift-striking shock troops in the Ossiarch legions, darting in with terrifying speed for such monstrous creatures. They descend from the skies like macabre angels, then butcher the foe with their darksome blades.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spirit Halberd
Spirit Halberd2"33+3+-23
Spirit Swords
Spirit Swords1"53+3+-12

Unit Size: 2      Points: 220
Battlefield Role: None
Base size: 60mm
Notes: Battleline if your army includes NAGASH or ARKHAN

Each model in a Morghast Harbingers unit is armed with 1 of the following weapon options: Spirit Halberd; or Spirit Swords. All models in the unit must be armed with the same weapon option.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Katakrosian Deathglaive

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

FLY: This unit can fly.

Heralds of the Accursed One: The knowledge that the Morghasts are heralds of Nagash fills their foes with fear.
Enemy units cannot receive commands while they are within 3" of any friendly units with this ability.

Grim Opponents: Wreathed in spectral energies, Morghasts descend like dark seraphs of judgement, cowing foes into submission.
If you make an unmodified charge roll of 8+ for this unit, the strike-first effect applies to this unit until the end of that turn.

On Wings of Malice: Morghast Harbingers soar above the battlefield like monstrous carrion birds before descending into the fray.
During deployment, instead of setting up this unit on the battlefield, you can place it to one side and say that it is soaring above the battlefield as a reserve unit. If you do so, at the end of your movement phase, you can set up this unit on the battlefield more than 9" from all enemy units.

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.

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


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

3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.
© Vyacheslav Maltsev 2013-2024