Ossiarch Bonereapers – Mortek Guard

This warscroll does not meet the selection criteria (see Settings tab).
4"
1
4+
10
WARSCROLL

Mortek Guard

The Mortek Guard are soul-constructs created to dominate the battlefield. Armed with life-draining nadirite weapons and shaped from impenetrable osseous armour, they grind the enemy to dust beneath their relentless march.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Nadirite Blade
Nadirite Blade1"23+4+-11
Nadirite Spear
Nadirite Spear2"24+4+-11
Soulcleaver Greatblade
Soulcleaver Greatblade1"23+4+-12
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 130
Battlefield Role: Battleline
Base size: 25mm

Each model in a Mortek Guard 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. 1 in every 10 models can replace their weapon option with a Soulcleaver Greatblade.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Mortek Ballistari
 • Mortek Shield-corps

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

STANDARD BEARER: 1 in every 10 models in this unit can be a Necrophoros. Add 1 to run rolls and charge rolls for this unit if it includes any Necrophoroi.

Shieldwall: At their leader’s command, the regiment locks their shields to form an impenetrable barrier.
You can use this command ability at the start of the combat phase. The command can only be issued by this unit’s Mortek Hekatos, and this unit must receive the command. Ignore modifiers (positive and negative) to save rolls for attacks that target this unit in that phase.

KEYWORDS
DEATH, OSSIARCH BONEREAPERS, MORTEK GUARD

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
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).
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).
1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

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

Battleline
None
© Vyacheslav Maltsev 2013-2024