Ossiarch Bonereapers – Necropolis Stalkers

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6"
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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 Falchions3"33+3+-22
Spirit Blades
Spirit Blades1"43+3+-21
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 220
Battlefield Role: None
Base size: 50mm
Notes: Battleline if general is MORTISAN

Each model in a Necropolis Stalkers unit is armed with Spirit Blades. 1 in every 3 models in this unit can replace their Spirit Blades with Dread Falchions.

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.

Quadrarch Aspects: Stalkers are imbued with a powerful skill by whichever of their four skulls faces the foe.
At the start of the combat phase, you must pick 1 of the following aspects to apply to this unit until the end of that phase.

Blade-strike Aspect: Add 1 to hit rolls for attacks made by this unit.

Blade-parry Aspect: Add 1 to save rolls for attacks that target this unit.

Destroyer Aspect: Add 1 to wound rolls for attacks made by this unit.

Precision Aspect: Add 1 to the Damage characteristic of this unit’s melee weapons.

Hunt and Kill: Necropolis Stalkers have an unnatural ability to track and kill their quarry.
You can use this command ability in your hero phase. The command can only be issued by a model in this unit, and this unit must receive the command. Until your next hero phase, this unit can run and still charge later in the turn. In addition, until your next hero phase, models in this unit can pass across terrain features in the same manner as models that can fly.

KEYWORDS
DEATH, OSSIARCH BONEREAPERS, HEKATOS, NECROPOLIS STALKERS
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
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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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.
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).
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 MORTISAN keyword is used in the following Ossiarch Bonereapers warscrolls:

Leader

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

None
© Vyacheslav Maltsev 2013-2024