Ossiarch Bonereapers – Necropolis Stalkers
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6"
4
4+
10
WARSCROLL

Necropolis Stalkers

Four-armed horrors that possess the gestalt essence of master duellists, Necropolis Stalkers leap and spin into battle with terrifying speed, switching stance and form in the blink of an eye as they dismember their foes.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Dread Falchions
Dread Falchions1"34+3+-22
Spirit Blades
Spirit Blades1"53+3+-11
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 180
Battlefield Role: None
Base size: 50mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Katakrosian Deathglaive
 • Vokmortian’s Dread Retinue

DESCRIPTION

A unit of Necropolis Stalkers has any number of models, each armed with Spirit Blades. 1 in every 3 models can replace their Spirit Blades with Dread Falchions.

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

ABILITIES

Quadrarch Aspects: Stalkers are imbued with a powerful skill by whichever of their four skulls faces the foe.
At the start of each combat phase, you must pick one of the following aspects for this unit. The rule for that aspect applies to this unit until the end of that phase.

Blade-strike Aspect: You can re-roll hit rolls for attacks made by this unit.

Blade-parry Aspect: You can re-roll save rolls for attacks that target this unit.

Destroyer Aspect: You can re-roll wound rolls for attacks made by this unit.

Precision Aspect: Improve the Rend and Damage characteristics of this unit’s melee weapons by 1.

COMMAND ABILITIES

Hunt and Kill: You can use this command ability at the start of your hero phase.
You can use this command ability at the start of your hero phase. If you do so, pick 1 friendly NECROPOLIS STALKERS unit. You can re-roll run and charge rolls for that unit until your next hero phase. In addition, until your next hero phase, when that unit makes a move, it can pass across terrain features in the same manner as a model that can fly.

KEYWORDS
DEATH, OSSIARCH BONEREAPERS, HEKATOS, NECROPOLIS STALKERS
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.
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.
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).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

The NECROPOLIS STALKERS keyword is used in the following Ossiarch Bonereapers warscrolls:

None
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.
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.
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.

The OSSIARCH BONEREAPERS keyword is used in the following Ossiarch Bonereapers warscrolls:

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

None
© Vyacheslav Maltsev 2013-2021