Ossiarch Bonereapers

The Ossiarch legions are an undead force like no other. Created to be autonomous, they are trusted to enact Nagash’s will on a hundred war fronts at once. Their empire gathers war materiel from the cadavers of each battle, harvesting bone with which to create new warriors, build fortifications and begin the cycle of death over again.

This page contains all of the rules you need to field your Ossiarch Bonereapers miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:


Books

BookKindEditionLast update
  Ossiarch Bonereapers
  Ossiarch BonereapersBattletome4February 2026
  Legends compendium
  Legends compendiumWarscroll4February 2026
  Rules Updates
  Rules UpdatesRulebook4February 2026
  Disciples of Tzeentch
  Disciples of TzeentchBattletome4February 2026
  Battle Profiles
  Battle ProfilesRulebook4December 2025
  Regiments of Renown
  Regiments of RenownWarscroll4September 2025
  Grotmas Advent: Regiments of Renown
  Grotmas Advent: Regiments of RenownWarscroll4September 2025
  Nighthaunt
  NighthauntBattletome4August 2025
  Flesh-eater Courts
  Flesh-eater CourtsBattletome4August 2025
  Kharadron Overlords
  Kharadron OverlordsBattletome4July 2025
  Scourge of Ghyran - Ossiarch Bonereapers
  Scourge of Ghyran - Ossiarch BonereapersExpansion4May 2025
  Soulblight Gravelords
  Soulblight GravelordsBattletome4April 2025
  Sons of Behemat
  Sons of BehematFaction Pack4January 2025
  Petrifex Elite
  Petrifex EliteWhite Dwarf4November 2024

Designers’ Commentary

Battletome: Ossiarch Bonereapers

Q:At the 2+ stage of the effect of ‘Curse of Years’, if I roll 1 or more 2+’s, can I keep rolling extra dice (and inflicting mortal damage on the target) until a 1 is rolled?
A:
No.

Faction Rules


Battle Traits

Ossiarch Bonereapers armies can use the following abilities:

Once Per Battle Round (Army), Start of Battle Round
IMMORTAL ELITE: The Ossiarch legions march to war in perfect unison, efficiently and precisely enacting the will of their generals without the mortal inadequacies of doubt, fear or regret.

Declare: You must use this ability if there are any friendly OSSIARCH BONEREAPERS HEROES on the battlefield. Pick a friendly OSSIARCH BONEREAPERS HERO to be the target.

Effect: You gain a number of relentless discipline points equal to the number after the target’s RELENTLESS DISCIPLINE keyword. At the end of the battle round, any unspent relentless discipline points are lost.

Your Movement Phase
REMORSELESS MARCH: The Ossiarchs advance into battle swiftly and mercilessly.

Declare: Pick a friendly OSSIARCH BONEREAPERS unit that has not used a RELENTLESS DISCIPLINE ability this phase to use this ability.

Effect: Spend 1 relentless discipline point. If that unit is reinforced and has more than half of its starting models, spend 2 relentless discipline points instead. Add 3" to the Move characteristic of that unit for the rest of the phase. That unit cannot use RUN abilities for the rest of the turn.
KEYWORDSRELENTLESS DISCIPLINE

Your Movement Phase
IMPASSIVE RETREAT: The Bonereapers disengage and charge back into the fray, heedless of any losses sustained by their own ranks.

Declare: Pick a friendly OSSIARCH BONEREAPERS unit that has not used a RELENTLESS DISCIPLINE ability this phase to use this ability.

Effect: Spend 1 relentless discipline point. If that unit is reinforced and has more than half of its starting models, spend 2 relentless discipline points instead. For the rest of the turn, that unit can use CHARGE abilities even if it used a RETREAT ability in the same turn.
KEYWORDSRELENTLESS DISCIPLINE

Once Per Turn (Army), Reaction: You declared a SHOOT ability for a unit that has not used a RELENTLESS DISCIPLINE ability this phase
RUTHLESS EXTERMINATION: With the enemy fully engaged, the Ossiarchs send a hail of fire raining down on them with cold efficiency.

Used By: The unit using that SHOOT ability.

Effect: Spend 1 relentless discipline point. If that unit is reinforced and has more than half of its starting models, spend 2 relentless discipline points instead. Subtract 1 from ward rolls for damage points inflicted by attacks made as part of that SHOOT ability.
KEYWORDSRELENTLESS DISCIPLINE

Reaction: You declared a FIGHT ability for a unit that has not used a RELENTLESS DISCIPLINE ability this phase
PITILESS ASSAULT: The Bonereapers deliver blows that make a mockery of enemy defences.

Used By: The unit using that FIGHT ability.

Effect: Spend 1 relentless discipline point. If that unit is reinforced and has more than half of its starting models, spend 2 relentless discipline points instead. Add 1 to wound rolls for attacks made as part of that FIGHT ability.
KEYWORDSRELENTLESS DISCIPLINE

Reaction: Opponent declared an ATTACK ability
INVIOLATE LEGIONS: Ossiarch warriors snap into defensive formations that grant them even greater resilience.

Used By: A friendly OSSIARCH BONEREAPERS unit targeted by that ATTACK ability. Friendly OSSIARCH BONEREAPERS units can use this ability more than once per phase.

Effect: Spend 1 relentless discipline point. If that unit is reinforced and has more than half of its starting models, spend 2 relentless discipline points instead. That unit has WARD (5+) against damage points inflicted by attacks made as part of that ATTACK ability.
KEYWORDSRELENTLESS DISCIPLINE

Battle Formations

You can pick 1 of the following battle formations for a Ossiarch Bonereapers army. Each battle formation grants a different ability you can use in the battle.

BATTLE PROFILE
NamePoints
Border Guards0
Ruthless Legion0
The Inevitable Empire0
Remorseless Conquerors0
Tithe Guards0
Hekatos Drillmasters0

Border Guards

Passive
GRIM SENTINELS: The borders of the Ossiarch Empire stretch across continents in every Mortal Realm, and they are ever expanding ...

Effect: Melee weapons used by friendly OSSIARCH BONEREAPERS units have Anti-charge (+1 Rend) while they are wholly within neutral territory or wholly within 6" of both enemy and friendly territory.


Ruthless Legion

Once Per Turn (Army), Any Combat Phase
NADIRITE WEDGE: As the attacking speartip of the Ossiarch legions drive home their charge, enemy defences quail and then shatter outright.

Declare: Pick a friendly OSSIARCH BONEREAPERS unit that charged this turn to use this ability.

Effect: Roll a dice. On a 3+, this unit’s melee weapons, including Companion weapons, have Crit (2 Hits) for the rest of the turn.


The Inevitable Empire

Once Per Turn (Army), Your Hero Phase
SILENT EMPIRE: To invade the Ossiarch Empire is to enter a realm of doleful columns, grim architecture and deathly silence.

Declare: Pick an enemy unit to be the target.

Effect: Roll a dice. On a 3+, until the start of your next turn, the target has a maximum control score of 1 while it is within neutral territory or your territory.


Remorseless Conquerors

Reaction: You declared a RUN ability for a friendly OSSIARCH BONEREAPERS unit
UNFALTERING PACE: The soldiers of the Ossiarch legions neither rest nor tire; their expansions are limited only to the availability of osseous matter with which to create fresh soldiers.

Used By: The unit using RUN ability

Effect: If you roll a 1-3 when determining the distance that unit can move, you can use a value of 4 instead.


Tithe Guards

Once Per Turn (Army), Your Hero Phase
PLENTIFUL BONE: Guarded supply lines provide this force with near-limitless bone reserves, allowing for swift repair of damaged constructs.

Declare: Pick a friendly non-UNIQUE OSSIARCH BONEREAPERS WIZARD to use this ability, then pick up to 3 visible friendly non-FLY OSSIARCH BONEREAPERS units wholly within 12" of that WIZARD to be the targets.

Effect: Roll a D3 for each target. On a 2+:
  • If the target is damaged, Heal (X) the target where X is an amount equal to the roll.
  • If the target is not damaged, return a number of slain models to it with a combined Health characteristic equal to or less than the roll.


Hekatos Drillmasters

Once Per Turn (Army), Your Hero Phase
DISCIPLINED HEKATOI: Crafted with specially selected soul-stuff from skilled officers, the Hekatoi of this legion exhibit an unusual degree of battlefield initiative.

Declare: Pick a friendly non-HERO non-FLY OSSIARCH BONEREAPERS INFANTRY unit to be the target.

Effect: Pick 1 of the following effects to apply until the start of your next turn:
  • The target has WARD (5+).
  • Add 1 to charge rolls for the target.
  • Add 1 to wound rolls for the target’s attacks.
  • The target’s melee weapons have Anti-charge (+1 Rend).

Heroic Traits

Imbuements of the Tithe-Reapers

HERO only

BATTLE PROFILE
NamePoints
MANUFACTURED MIND0
IMMACULATE DEFENDER0
IMPERIOUS WILL0
Once Per Battle, Start of Battle Round
MANUFACTURED MIND: This commander's soul-stuff is a blend of some of the realms' finest military minds. This grants them moments of unparalleled insight, even in the face of utter disaster and the complete dissolution of the chain of command.

Effect: When picking a friendly OSSIARCH BONEREAPERS HERO to be the target of the ‘Immortal Elite’ ability this battle round, you can pick a friendly OSSIARCH BONEREAPERS HERO that has been destroyed.

Passive
IMMACULATE DEFENDER: This warlord knows precisely how to maximise the peerless resilience of the Ossiarch Bonereapers through defensive formations and overlapping shieldwalls.

Effect: Ignore the first damage point allocated to each friendly OSSIARCH BONEREAPERS INFANTRY unit in the combat phase while they are wholly within 12" of this unit.

Reaction: You declared a FIGHT ability for a non-HERO OSSIARCH BONEREAPERS unit wholly within 12" of this unit
IMPERIOUS WILL: The exacting leadership of this commander inspires their cohorts of Ossiarch soldiery to fight with a ruthless determination to utterly vanquish the enemy.

Effect: Pick an enemy unit in combat with that non-HERO unit and that did not charge this turn to be the target. Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll. This unit can use this ability more than once per phase.

Artefacts of Power

Relics of the Empire

HERO only

BATTLE PROFILE
NamePoints
SHARD OF NECRIS0
BLADE OF THE NADIR0
AMULET OF GNOSIS0
Passive
SHARD OF NECRIS: This ancient shard is a fragment of the armour known as the Necris Infinus. Though it was shattered in a war long ago, the remaining piece is still imbued with the darkest of Shyishan sorceries. Once worn by Haakesh the Indomitable and Kheramet the Undying, its potent magics render the wearer almost invulnerable. Almost...

Effect: If the unmodified hit roll for an attack that targets this unit is 1-4 and this unit did not charge in the same turn, the attack fails and the attack sequence ends.

Deployment Phase
BLADE OF THE NADIR: Compressed to a barely visible sliver by the metaphysical weight of the Shyish Nadir itself, this weapon is so incomparably sharp that flesh and steel dissolves around it as it sweeps through enemy ranks.

Effect: Pick 1 of this unit’s non-Companion melee weapons. For the rest of the battle, each time you make an unmodified wound roll of 6 for a combat attack made with that weapon, inflict D3 mortal damage on the target of the attack after the FIGHT ability has been resolved.

Passive
AMULET OF GNOSIS: This talisman contains the siphoned intellects of many esteemed martial leaders distilled into a single black gemstone, which bestows upon the bearer the knowledge of a thousand battles. Such military acumen ensures any troops under their command will act with supreme precision on the battlefield.

Effect: No mortal damage is inflicted on friendly OSSIARCH B0NEREAPERS units by RETREAT abilities while they are wholly within 12" of this unit.

Spell Lore

BATTLE PROFILE
NamePoints
Lore of Necrotheurgy0
Lore of Ossian Sorcery0

Lore of Ossian Sorcery

Your Hero Phase
5
EMPOWER NADIRITE WEAPONS: Mortisans imbue the Bonereapers' blades with deadly power, acting in concert to increase the weapons' lethality to truly fearsome levels.

Declare: Pick a friendly OSSIARCH BONEREAPERS WIZARD to cast this spell, pick a visible friendly OSSIARCH BONEREAPERS unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: The target’s melee weapons have Crit (2 Hits) until the start of your next turn. If all of the target’s non-Companion melee weapons had Crit (2 Hits) when they were picked to be the target of this ability, the target’s combat attacks score critical hits on unmodified hit rolls of 5+ until the start of your next turn instead.

Friendly OSSIARCH BONEREAPERS units can be affected by this ability multiple times.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
6
IMMOLATING FLAMES: The caster wreathes an Ossiarch cohort in dark, flaming magic that discharges in a burst of fiery energy should any of their number be felled.

Declare: Pick a friendly OSSIARCH BONEREAPERS WIZARD to cast this spell, pick a visible friendly OSSIARCH BONEREAPERS unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, each time a model in the target unit is slain by a combat attack and that model was in combat with the attacking unit, roll a number of dice equal to the target’s Health characteristic. For each 5+, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.
KEYWORDSSPELL

Your Hero Phase
7
DRAIN VITALITY: This cursed spell saps a foe’s strength, leaving them weak and vulnerable.

Declare: Pick a friendly OSSIARCH BONEREAPERS WIZARD to cast this spell, pick a visible enemy unit within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, subtract 1 from hit rolls for the target’s attacks and subtract 1 from save rolls for the target.
KEYWORDSSPELL


Lore of Necrotheurgy

Your Hero Phase
5
BOLSTER CREATION: Power flowing from their talons, the Mortisan hardens the osseous frames of their crafted soldiers.

Declare: Pick a friendly OSSIARCH BONEREAPERS WIZARD to cast this spell, pick a visible friendly OSSIARCH BONEREAPERS unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, ignore the first damage point allocated to the target in each phase.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
5
INVIGORATE THE RANKS: The Mortisan pours energy into nearby soldiers, multiplying their combat prowess thricefold.

Declare: Pick a friendly OSSIARCH BONEREAPERS WIZARD to cast this spell, pick a visible friendly OSSIARCH BONEREAPERS unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Add 1 to the Attacks characteristic of the target’s melee weapons until the start of your next turn.
KEYWORDSSPELL

Your Hero Phase
5
SOUL-CLAIM: The caster drains the spirit-essence from the foe, repurposing it to imbue their constructs with animus.

Declare: Pick a friendly OSSIARCH BONEREAPERS WIZARD to cast this spell, then pick a visible enemy unit within 18" of them to be the enemy target. Then, you can pick a visible friendly OSSIARCH BONEREAPERS unit wholly within 12" of that WIZARD to be a friendly target. Then, make a casting roll of 2D6.

Effect: Inflict D3 mortal damage on the enemy target. If any models are slain by this ability, pick 1 of the following:
  • Heal (3) the friendly target.
  • Return a number of slain models to the friendly target with a combined Health characteristic of up to 3.
KEYWORDSSPELL

Manifestation Lore

BATTLE PROFILE
NamePoints
Horrors of the Necropolis0

Horrors of the Necropolis

Your Hero Phase
6
SUMMON NIGHTMARE PREDATOR: The Nightmare Predator is a looming conjuration of Shyishan magic that takes the form of a disturbing terror.

Declare: If there is not a friendly Nightmare Predator on the battlefield, pick a friendly OSSIARCH BONEREAPERS WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Nightmare Predator wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

Your Hero Phase
6
SUMMON BONE-TITHE SHRIEKER: The caster conjures a four-headed, all-seeing monstrosity to hunt down those who would escape the Ossiarch tithe.

Declare: If there is not a friendly Bone-tithe Shrieker on the battlefield, pick a friendly OSSIARCH BONEREAPERS WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Bone-tithe Shrieker wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

Your Hero Phase
6
SUMMON SOULSTEALER CARRION: Soaring from its caster’s spread fingertips, the Soulstealer Carrion takes wing above the battlefield.

Declare: If there is not a friendly Soulstealer Carrion on the battlefield, pick a friendly OSSIARCH BONEREAPERS WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Soulstealer Carrion wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

Warhammer Legends: Army of Renown

Petrifex Elite

When you pick the Ossiarch Bonereapers faction for your army, you can choose for it to be a Petrifex Elite Army of Renown. If you do so, use the faction rules on these pages instead of the Ossiarch Bonereapers faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the PETRIFEX ELITE keyword.

ROSTER OPTIONS
  • 0-1 The Grand Necromystic (must be your general if included)
  • Mortisan Ossifector
  • Mortisan Soulmason
  • Gothizzar Harvester
  • Immortis Guard
  • Necropolis Stalkers
  • Morghast Harbingers
  • Mortek Crawler
  • You cannot include Regiments of Renown or faction terrain.

Battle Traits

Passive
CONSTRUCTS OF PETRIFIED BONE: The Petrifex craft their war-constructs from ancient bone that is as hard as granite.

Effect: Ignore the first damage point that would be allocated to each friendly PETRIFEX ELITE unit in each phase.

Once Per Battle (Army), End of Any Turn
RELENTLESS ONSLAUGHT: The Petrifex Elite grind their enemies to dust with relentless assault waves.

Declare: Pick a friendly non-HERO INFANTRY unit that has been destroyed to be the target.

Effect: Roll a dice. If the roll is lower than the number of models in the target unit, set up a replacement unit with half the number of models from the target unit (rounding up) in friendly territory, wholly within 6" of a battlefield edge and more than 9" from all enemy units.

Any Combat Phase
1
SHATTERING STRIKE: Iron-hard limbs lash out with little grace but terrible strength, pulverising anything within reach.

Declare: Pick a friendly PETRIFEX ELITE unit that charged this turn to be the target.

Effect: The target can use 2 FIGHT abilities this phase. After the first is used, however, this unit has STRIKE-LAST for the rest of the turn.

Once Per Turn (Army), Your Movement Phase
CEASELESS ADVANCE: This nomadic legion is always on the move, even when deep in enemy territory.

Declare: Pick a friendly PETRIFEX ELITE unit that is in combat to be the target.

Effect: For the rest of the turn, no mortal damage is inflicted on the target by RETREAT abilities, but when the target uses a RETREAT ability, it must end the move closer to or in enemy territory.


Heroic Traits

(HERO only)
End of Any Turn
PLUNDERER OF PARTS: Harvesting the bones of fallen warriors mid-battle is second nature to this hero.

Effect: If any enemy models were slain by this unit’s combat attacks this turn, roll a D3. On a 2+, Heal (X) this unit, where X is an amount equal to the roll.


Artefacts of Power

(HERO only)
Once Per Battle (Army), Any Combat Phase
TITAN'S FANG: This blade has been crafted from the calcified tooth of a fallen godbeast.

Effect: Inflict D3 mortal damage on each enemy unit in combat with this unit.


Spell Lore

Your Hero Phase
7
HARD AS DIAMOND: Using their shaping prowess, this bone-crafter compresses osseous matter to make it even more unyielding.

Declare: Pick a friendly PETRIFEX ELITE WIZARD to cast this spell, pick a visible friendly unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Subtract 1 from wound rolls for attacks that target that unit until the start of your next turn.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
8
SKELETAL GRASP: Long-buried bone fragments worm their way through the earth, connecting into multi-jointed fingers that burst through the surface and ensnare unfortunates in their vice-like grip.

Declare: Pick a friendly PETRIFEX ELITE WIZARD to cast this spell, pick a visible enemy unit within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn:
  • Halve the target’s Move characteristic.
  • Subtract 1 from the number of dice rolled when making charge rolls for the target, to a minimum of 1.
KEYWORDSSPELL

Your Hero Phase
7
TREMORS FROM THE ENTOMBED: The wizard animates petrified bones buried deep in the earth, causing the ground to quake with deadly force.

Declare: Pick a friendly PETRIFEX ELITE WIZARD to cast this spell, pick a terrain feature or faction terrain feature within 12" of them to be the target, then make a casting roll of 2D6.

Effect: If the target is a terrain feature, roll a D3 for each unit (friendly or enemy) within 3" of it. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.

If the target is a faction terrain feature, inflict 2D6 mortal damage on it. If the target is destroyed, before removing it from play, roll a D3 for each unit (friendly or enemy) within 3" of it. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.
KEYWORDSSPELL


Manifestation Lore

Your Hero Phase
6
SUMMON NIGHTMARE PREDATOR: The Nightmare Predator is a looming conjuration of Shyishan magic that strikes terror into the hearts of all who glimpse it.


Declare: Pick a friendly PETRIFEX ELITE WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Nightmare Predator wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

Army of Renown

The Lance of Ossia

When you pick the Ossiarch Bonereapers faction for your army, you can choose for it to be the Lance of Ossia Army of Renown. If you do so, use the faction rules on these pages instead of the Ossiarch Bonereapers faction rules. Every unit in your army must be drawn from the units listed in the roster options below. All units in your army gain the LANCE OF OSSIA keyword.

ROSTER OPTIONS

Battle Traits

Once Per Battle Round (Army), Start of Battle Round
PRAETORIAN ELITE: The Lance of Ossia ride to war in perfect unison, efficiently and precisely enacting Zandtos's will without the mortal inadequacies of doubt, fear or regret.

Declare: You must use this ability if there are any friendly LANCE OF OSSIA HEROES on the battlefield. Pick a friendly LANCE OF OSSIA HERO to be the target.

Effect: You gain a number of relentless discipline points equal to the number shown after the target’s RELENTLESS DISCIPLINE keyword. At the end of the battle round, any unspent relentless discipline points are lost.

Your Movement Phase
VENGEFUL OUTRIDERS: Zandtos hurls his forces towards the enemy with unchecked fury.

Declare: Pick a friendly LANCE OF OSSIA unit that has not used a RELENTLESS DISCIPLINE ability this phase to be the target

Effect: Spend 1 relentless discipline point. If the target is reinforced and has more than half of its starting models, spend 2 relentless discipline points instead. Add 2" to the target’s Move characteristic for the rest of the phase.
KEYWORDSRELENTLESS DISCIPLINE

Passive
KAVALOS LANCE: Those who fight with Zandtos want nothing more than to carve a red path through those who would defile their lord's domain.

Effect: When a friendly LANCE OF OSSIA unit uses the ‘Power Through’ command, the target does not have to have a lower Health characteristic than that friendly unit.

Your Movement Phase
SILENT MENACE: As the thundering charge of the Lance of Ossia bears down upon the foe, their unblinking witchlight stares and deathly silence can unnerve even the most stalwart of enemies.

Declare: Pick a friendly LANCE OF OSSIA unit that has not used a RELENTLESS DISCIPLINE ability this phase to use this ability, then pick a visible enemy unit within 12" of it to be the target.

Effect: Spend 1 relentless discipline point. If the target is reinforced and has more than half of its starting models, spend 2 relentless discipline points instead. The target cannot use the ‘Redeploy’ command for the rest of the turn.
KEYWORDSRELENTLESS DISCIPLINE

Any Charge Phase
FURY OF ZANDTOS: Zandtos's ire burns so brightly that his warriors are fuelled by a bloodlust usually absent among the cold and brutal Ossiarchs.

Declare: Pick a friendly LANCE OF OSSIA unit that charged this turn and that has not used a RELENTLESS DISCIPLINE ability this phase to be the target.

Effect: Spend 1 relentless discipline point. If the target is reinforced and has more than half of its starting models, spend 2 relentless discipline points instead. The target’s melee weapons, including Companion weapons, have Crit (2 Hits) for the rest of the turn.
KEYWORDSRELENTLESS DISCIPLINE

Any Combat Phase
BLOOD-SMEARED HOOVES: As the charge crashes home, Zandtos's rage infects even his warriors' mounts, who grind the enemy to pulp beneath their hooves.

Declare: Pick a friendly LANCE OF OSSIA unit that charged this turn and has not used a RELENTLESS DISCIPLINE ability this phase to be the target.

Effect: Spend 1 relentless discipline point. If the target is reinforced and has more than half of its starting models, spend 2 relentless discipline points instead. Add 1 to the Rend characteristic of the target’s weapons, including Companion weapons, for the rest of the turn.
KEYWORDSRELENTLESS DISCIPLINE


Heroic Traits

(HERO only)
Your Hero Phase
PREVAILING TACTICIAN: As one of Zandtos's direct subordinates, this Liege-Kavalos knows well how to lead the host while their lord engages in the more pressing business of egregious slaughter.

Effect: If a friendly Arch-Kavalos Zandtos is not wholly within 12" of this unit, you gain 2 relentless discipline points.


Artefacts of Power

(HERO only)
Passive
HELM OF TYRANNY: This helm radiates the oppressive will of the wearer, filling nearby foes with supernatural dread.

Effect: Subtract 3 from the control scores of enemy units while they are within 12" of this unit.

Army of Renown

The Null Myriad

When you pick the Ossiarch Bonereapers faction for your army, you can choose for it to be the Null Myriad Army of Renown. If you do so, use the faction rules on these pages instead of the Ossiarch Bonereapers faction rules. Every unit in your army must be drawn from the units listed in the roster options below. All units in your army gain the NULL MYRIAD keyword.

ROSTER OPTIONS
  • Arkhan the Black, Mortarch of Sacrament (must be included and must be your general)
  • Any non-UNIQUE OSSIARCH BONEREAPERS WIZARD HEROES
  • Any OSSIARCH BONEREAPERS INFANTRY units
  • You cannot include Regiments of Renown

Battle Traits

Passive
ARCANE IMMUNITY: Forged to fight wars at the Perimeter Inimical, the Null Myriad are innately resistant to even the most potent magic.

Effect: Friendly NULL MYRIAD units have WARD (4+) against damage points inflicted by SPELL abilities, PRAYER abilities and abilities used by MANIFESTATIONS.

Once Per Turn (Army), Your Hero Phase
SUPERNATURAL ABSORPTION: The runes carved into the warriors of the Null Myriad flare into life, absorbing hostile manifestations to power the regeneration of damaged constructs.

Declare: Pick an enemy MANIFESTATION within a friendly NULL MYRIAD unit’s combat range to be the target.

Effect: Roll a dice. On a 3+:
  • The target is banished and removed from play.
  • If that friendly unit is damaged, Heal (X) that friendly unit, where X is the target’s Health characteristic.
  • If that friendly unit is not damaged, return a number of slain models to it with a combined Health characteristic of up to X, where X is the target’s Health characteristic.

Passive
FIRST OF THE MORTARCHS: Arkhan the Black is the closest thing to a truly trustworthy agent of the Great Necromancer. His loyalty, never in question, has been rewarded with access to mystical power above and beyond his quarrelsome peers.

Effect: Each time you make a casting roll for a friendly Arkhan the Black, if all the following are true, that spell cannot be unbound:
  • The unmodified casting roll contains 2 or more results of the same value.
  • The casting roll equals or exceeds the spell’s casting value.
  • The spell is not miscast.


Heroic Traits

(HERO only)
Passive
AURA OF ENERVATION: Ending magics shroud this hero, sapping the force from arrows and other projectiles.

Effect: Subtract 1 from wound rolls for shooting attacks that target friendly NULL MYRIAD units while they are wholly within 12" of this unit.


Artefacts of Power

(HERO only)
Your Combat Phase
GOTHIZZAR CARTOUCHE: Inscribed by Nagash himself, this cartouche is emblematic of the hatred the dead have for the living and stokes their desire for revenge.

Declare: Pick a visible enemy unit within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, add 1 to hit rolls for combat attacks made by friendly NULL MYRIAD units that target that unit for the rest of the turn.


Spell Lore

Your Hero Phase
5
UNEARTHLY AURA: The caster takes the powerful magical defences of the Null Myriad and inverts them, allowing their weapons to effortlessly cleave through magical defences.

Declare: Pick a friendly NULL MYRIAD WIZARD to cast this spell, pick a visible friendly NULL MYRIAD unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Add 1 to wound rolls for the target’s combat attacks until the start of your next turn.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
6
REINFORCE CONSTRUCT: The Null Myriad are strengthened against the corrosive magic of the realms' wilds, and this endurance can be magnified to resist more terrestrial damage.

Declare: Pick a friendly NULL MYRIAD WIZARD to cast this spell, pick a visible friendly NULL MYRIAD unit wholly within 12" of the caster to be the target, then make a casting roll of 2D6.

Effect: The target has WARD (5+) until the start of your next turn.
KEYWORDSSPELL, UNLIMITED


Manifestation Lore

Your Hero Phase
6
SUMMON HORROR OF THE NECROPOLIS: The Mortisans of the Null Myriad are masters in manipulating the horrors that inhabit the furthest reaches of the realms.

Declare: Pick a friendly NULL MYRIAD WIZARD to cast this spell, pick 1 of the friendly MANIFESTATIONS below that is not on the battlefield, then make a casting roll of 2D6.

Effect: Set up the MANIFESTATION you picked wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON, UNLIMITED

PATH TO GLORY

Here, you will find additional rules to use with a Ossiarch Bonereapers army while playing through a Path to Glory campaign. The Path to Glory content in this book is divided into two parts: the Anvil of Apotheosis and Paths for Ossiarch Bonereapers units.

The Anvil of Apotheosis

You can have 1 Anvil of Apotheosis hero on your Order of Battle and/or army roster, unless otherwise specified in the battlepack you are using. They can be your warlord.

There are 7 steps to follow to create your hero:
1. Set a destiny point limit.
2. Fill out the starting warscroll.
3. Pick an Archetype.
4. Pick your hero’s origin and/or flaw.
5. Pick a War Form.
6. Pick any War Form Upgrades.
7. Pick any other upgrades.

Your Hero's Warscroll
You can download a blank warscroll from warhammer-community.com on which to record all of your hero’s details.

The Anvil of Apotheosis is a hero creator. Using the rules in this section, you can create a custom warscroll for a HERO to use in your Path to Glory campaign. This can represent any miniature of your choosing, including one you have lovingly kitbashed or converted.

After the Anvil of Apotheosis, you will find 2 Paths for Ossiarch Bonereapers units. These follow the rules outlined for paths in the Path to Glory battlepack you arc using (e.g. Path to Glory: Blighted Wilds).

Step 1 - Set a Destiny Point Limit

The Anvil of Apotheosis uses a currency called destiny points. First, you need to set a destiny point limit. This will determine how many destiny points you have to spend on your hero, what type of hero they will be and what their battle profile points cost will be.

Pick 1 of the following:
HERO TYPEDESTINY POINT LIMITBATTLE PROFILE POINTS COST
Cohort Leader10150
Phalanx General30250
Legion Commander50350

Over the next few steps, you will pick options for your hero. Each option has a destiny point cost, abbreviated as DP. Keep a record of the number of destiny points you have spent. You cannot exceed the limit you have set.

Step 2 - Fill Out The Starting Warscroll

To begin with, your hero has the following warscroll:

OSSIARCH BONEREAPERS WARSCROLL
Ossiarch Bonereapers Hero
5"
5
4+
2
6+
2
OSSIARCH BONEREAPERS WARSCROLL
Ossiarch Bonereapers Hero
MELEE WEAPONS
AtkHitWndRndDmg
Nadirite Blade
Nadirite Blade53+4+12

KEYWORDS
HERO, INFANTRY, WARD (6+), RELENTLESS DISCIPLINE (2)
DEATH, OSSIARCH BONEREAPERS

Step 3 - Pick an Archetype

You must pick 1 of the following Archetypes for your hero:

MORTEK COMMANDER
-0DP
Change your hero’s Save characteristic to 3+. Change the number after your hero’s RELENTLESS DISCIPLINE keyword to 5. Your hero has the following regiment options.

You can also pick a War Form in step 5.

Regiment OptionsAny OSSIARCH BONEREAPERS units

BONECRAFTER
-4DP
Replace your hero’s melee weapon with the following weapon. Your hero has the WIZARD (1) keyword and the following regiment options.

You can also pick a War Form in step 5.

MELEE WEAPONSAtkHitWndRndDmg
Ossified Talons34+4+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Ossified Talons
34+4+-D3

Regiment OptionsAny OSSIARCH BONEREAPERS units

KAVALOS COMMANDER
-2DP
Change your hero’s Health characteristic to 7, their Move characteristic to 10" and their Save characteristic to 3+.
Replace your hero’s INFANTRY keyword with the CAVALRY keyword. Change the number after your hero’s RELENTLESS DISCIPLINE keyword to 6. Replace your hero’s melee weapon with the following weapons. Your hero has the fo llowing regiment options.

MELEE WEAPONSAtkHitWndRndDmg
Nadirite Blade
Charge (+1 Damage)
53+4+12
Kavalos Steed's Hooves, Teeth and Barbed Tails
Companion
45+3+-1
MELEE WEAPONS
AtkHitWndRndDmg
Nadirite Blade
Charge (+1 Damage)
53+4+12
Kavalos Steed's Hooves, Teeth and Barbed Tails
Companion
45+3+-1

Regiment OptionsAny OSSIARCH BONEREAPERS units

CHARIOT COMMANDER
-4DP
Change your hero's Health characteristic to 12, their Move characteristic to 10" and their Save characteristic to 3+.
Replace your hero's INFANTRY keyword with the WAR MACHINE keyword. Change the number after your hero's RELENTLESS DISCIPLINE keyword to 6.
Replace your hero's melee weapon with the following weapons. Your hero has the following regiment options.

MELEE WEAPONSAtkHitWndRndDmg
Nadirite Blade
Charge (+1 Damage)
53+4+12
Chariot Steeds' Fangs and Hooves
Companion
65+3+-1
MELEE WEAPONS
AtkHitWndRndDmg
Nadirite Blade
Charge (+1 Damage)
53+4+12
Chariot Steeds' Fangs and Hooves
Companion
65+3+-1

Regiment OptionsAny OSSIARCH BONEREAPERS units

SOULWRIGHT
-6DP
Change your hero’s Health characteristic to 6 and their Move characteristic to 6".
Your hero has the WIZARD (2) keyword, the fo llowing ability and the following regiment options.

You can also pick a War Form in step 5.

Your Hero Phase
7
SOUL-GUIDE: The Soulmason empowers and focuses the souls that animate a nearby regiment of Ossiarch warriors.

Declare: Pick a visible friendly OSSIARCH B0NEREAPERS unit wholly within 12" of the caster to be the target, then make a casting roll of 2D6.

Effect: The target has STRIKE-FIRST for the rest of the turn.
KEYWORDSSPELL


Regiment OptionsAny OSSIARCH BONEREAPERS units

Step 4 - Pick Your Hero's Origin And/Or Flaw

You can pick up to 1 origin and up to 1 flaw for your hero. Each adds an ability to your hero’s warscroll. However, instead of costing destiny points, flaws give you extra destiny points to spend elsewhere.

Origins

Passive
-1DP
PRECISION DUELLIST: This leader has been crafted with single combat in mind, perhaps as a future Liege-Immortis should Karash ever be permanently felled.

Effect: This unit’s melee weapons have Anti-HERO (+1 Rend).

Passive
-3DP
METICULOUSLY CRAFTED: With a frame commissioned to reflect a string of impressive victories, this construct is incredibly durable.

Effect: This unit has WARD (5+).

Passive
-4DP
WALKING DEATH: This warlord is animated by the spirits of some of the most aggressive and ruthless commanders ever to walk the realms.

Effect: Add 2 to charge rolls for this unit.

Passive
-6DP
KATAKROSIAN DYNAST: This construct has been imbued with soul-stuff from a number of Katakros's lineal descendants, each of whom continued his fine tradition of military excellence - albeit not to the same exemplary level as their forebear.

Effect: Add 2 to the number after this unit’s RELENTLESS DISCIPLINE keyword.


Flaws

Passive
+2DP
HASTILY REPAIRED: The damaged frame of this construct was hurriedly patched up with beast-bone, resulting in bouts of savagery.

Effect: In your charge phase, if this unit is not in combat and there are any enemy units within 12" of it, this unit must use the ‘Charge’ ability, and if the charge roll would allow it to finish within ½" of any enemy units, it must do so.

Passive
+3DP
OSTRACISED: Tenuously connected to a grievous failure that resulted in a whole cohort of Bonereapers being transformed into Teratic monstrosities, this hero is spurned throughout the Ossiarch legions.

Effect: The number after this unit’s RELENTLESS DISCIPLINE keyword is 0.

Passive
+4DP
PETTY RIVAL: When ordered to craft a new, powerful frame for this hero's anima, the Mortisan commissioned to fulfil the task took the opportunity to satisfy a long-held grudge. Thus was a deadly imperfection woven into this
construct's form.

Effect: Ward rolls cannot be made for this unit.

Passive
+6DP
FOND MEMORIES: This construct is animated by an indelibly melodramatic soul, causing them to experience moments of acute nostalgia that are difficult to banish.

Effect: You must spend 1 additional command point for this unit to use a command.


Step 5 - Pick a War Form

If you picked the Mortek Commander, Bonecrafter or Soulwright Archetype for your hero, you can pick up to 1 War Form for them.

War Form
-4DP
GUARDIAN OF THE EMPIRE: Using the proven chassis of an Immortis Guard or a Necropolis Stalker, this war form is as adaptable as it is powerful.

Replace your hero's melee weapon with the following:

MELEE WEAPONSAtkHitWndRndDmg
Guardian's Weapons53+3+22
MELEE WEAPONS
AtkHitWndRndDmg
Guardian's Weapons
53+3+22
In addition, make the following changes to your hero's warscroll:
  • Change the Health characteristic to 8.
Designer's Note: We recommend a 50mm or 60mm base for this War Form.

War Form
-10DP
NIGHTMARISH OSSIARCH: This war form could easily be mistaken for a terrifying beast from the Realm's Edge, and the horror only intensifies as it wields nadirite blades with impressive skill for a creature of its size.

Add the following weapon to your hero's warscroll:

MELEE WEAPONSAtkHitWndRndDmg
Monstrous Blades
Crit (Mortal)
33+2+23
MELEE WEAPONS
AtkHitWndRndDmg
Monstrous Blades
Crit (Mortal)
33+2+23
In addition, make the following changes to your hero's warscroll:
  • Change the Move characteristic to 6".
  • Change the Health characteristic to 12.
  • Replace the INFANTRY keyword with the WAR MACHINE keyword.
Designer's Note: We recommend a 105x70mm base for this War Form.

War Form
-20DP
TOWERING WAR CONSTRUCT: This osseous colossus is nothing less than an undead siege engine. Its immense frame and tactician's cunning make for a lethal combination.

Add the following weapons and ability to your hero's warscroll:

MELEE WEAPONSAtkHitWndRndDmg
Titanic Weapons
Crit (Mortal)
53+2+23
Crushing Appendages
Anti-FACTION TERRAIN (+1 Rend), Companion
74+3+-2
MELEE WEAPONS
AtkHitWndRndDmg
Titanic Weapons
Crit (Mortal)
53+2+23
Crushing Appendages
Anti-FACTION TERRAIN (+1 Rend), Companion
74+3+-2
Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Crushing Appendages is 5.

In addition, make the following changes to your hero's warscroll:
  • Change the Move characteristic to 8".
  • Change the Health characteristic to 16.
  • Replace the INFANTRY keyword with the WAR MACHINE keyword.
Designer's Note: We recommend a 170x90mm base for this War Form.

Step 6 - Pick any War Form Upgrades

If your hero has a War Form, you can pick any number of War Form Upgrades for them. The same upgrade cannot be picked more than once.

UpgradeEffect
Extra Limbs
-2DP
Pick 1 of your hero's melee weapons. Add 1 to the Attacks characteristic of that weapon.
Impossible
Precision
-4DP
Add the following ability to your hero's warscroll:

Any Hero Phase
IMPOSSIBLE PRECISION: This hero's soul-stuff is a blend of many skilled warriors, and each face on their war form's chassis allows them to focus those skills to terrifying effect.

Effect: Pick 1 of the following weapon abilit ies for this unit’s melee weapons to have for the rest of the turn:
  • Anti-INFANTRY (+1 Rend)
  • Anti-CAVALRY (+1 Rend)
  • Anti-MONSTER (+1 Rend)
  • Anti-WAR MACHINE (+1 Rend)
  • Anti-BEAST (+1 Rend)

Osseous Wings
-4DP
Your hero has the FLY keyword and their Move characteristic is 12".

If your hero has a Towering War Construct War Form, this upgrade costs 6 DP instead of 4 DP.
Unliving Regeneration
-4DP
Add the following ability to your hero's warscroll:

End of Any Turn
UNLIVING REGENERATION: Perhaps because of the inclusion of ancient troggoth
bones in its frame, this war fo rm is able to repair itself without the aid of a Mortisan .

Effect: Heal (D3) this unit.

lmmortis Pavise
-4DP
Your hero's Save characteristic is 3+.
Hasty Advance
-4DP
Add the following ability to your hero's warscroll:

Deployment Phase
HASTY ADVANCE: This war form enables the bone-tithe to be collected at a swift pace .

Effect: This unit can use the ‘Normal Move’ ability as if it were your movement phase.

Grasping Limbs
-6DP
Add the following ability to your hero's warscroll:

Any Combat Phase
GRASPING LIMBS: Dozens of grisly appendages dangle from this warform, snaring the weapons of attackers and tripping those who seek to find ways around its defences.

Declare: Pick each enemy INFANTRY unit in combat with this unit to be the targets.

Effect: Roll a dice for each target. On a 3+, the target has STRIKE-LAST for the rest of the turn.

Morbid Catapult
-8DP
Towering War Construct only. Add the following weapon to your hero's warscroll:
RANGED WEAPONSRngAtkHitWndRndDmg
Morbid Catapult
Companion
18"44+3+13
RANGED WEAPONS
RngAtkHitWndRndDmg
Morbid Catapult
Companion
18"44+3+13

Step 7 - Pick any Other Upgrades

Pick any number of upgrades for your hero. If your hero has a War Form, you can only pick upgrades specified for that War Form. The same upgrade cannot be picked more than once.

UpgradeEffect
Aggressive Commander
-1DP
Add the following ability to your hero's warscroll:

Passive
AGGRESSIVE COMMANDER: Formed in part of wildbone, this leader plunges into the fray with uncharacteristic belligerence.

Effect: Add 1 to charge rolls for this unit.

Peerless Leader
-2DP
If your hero has a Guardian of the Empire War Form, you can pick this upgrade.
Add the following ability to your hero’s warscroll:

Once Per Turn, Reaction: You declared a RELENTLESS DISCIPLINE ability for this unit
PEERLESS LEADER: This hero understands the precepts of war to such an extent that their movements in battle are unparalleled save by Katakros himself.

Effect: No relentless discipline points are spent to use that ability.

Counter-strike
-3DP
Add the following ability to your hero's warscroll:

Any Charge Phase
COUNTER-STRIKE: This leader orders nearby Ossiarchs to ready their weapons for an enemy assault.

Declare: Pick any number of visible friendly units wholly within 12" of this unit to be the targets.

Effect: Spend 1 relentless discipline point for each target. The targets’ melee weapons have Anti-charge (+1 Rend) for the rest of the turn.

Nadirite Blademaster
-3DP
Add the following ability to your hero's warscroll:

Any Combat Phase
NADIRITE BLADEMASTER: Sweeping their blade in wide arcs, this hero hews limbs from bodies with cold and calculating efficiency.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

Disturbing Stillness
-4DP
Add the following ability to your hero's warscroll:

Passive
DISTURBING STILLNESS: As the enemy charges, this leader merely waits. Such sombre indifference can quell the fury of even determined foes.

Effect: Subtract 1 from wound rolls for combat attacks that target this unit if it did not charge in the same turn.

Fortified Construct
-4DP
Add 2 to your hero's Health characteristic.
Supple Bone Supports
-4DP
If your hero has a Nightmarish Ossiarch War Form, you can pick this upgrade. Add 2" to our hero’s Move characteristic.
Remorseless Conqueror
-4DP
Add the following ability to your hero's warscroll:

Passive
REMORSELESS CONQUEROR: This Ossiarch is so determined to conquer all of creation that nearby troops are infected by their invigorating will.

Effect: Add 2 to run rolls for visible friendly OSSIARCH BONEREAPER units while they are wholly within 12" of this unit.

Eerie Precision
-5DP
Your hero’s melee weapons have Crit (Mortal).

Path of The Conqueror

(OSSIARCH BONEREAPERS HERO only)

ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
AMBITIOUS DUELLIST: This hero seeks to prove Their superiority over all other foes of renown.

Effect: Add 1 to hit rolls for this unit’s combat attacks that target an enemy HERO. In addition, if that HERO is on a Path and has a higher rank than this unit, add 1 to wound rolls for this unit’s combat attacks that target that HERO.

Once Per Battle, Any Combat Phase
SCHOLAR OF THE DEATHLY ARTS: This hero has spent long centuries perfecting their death-based magics.

Effect: Add 1 to casting rolls for this unit.

ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
DEAD GOOD: This hero is animated by souls from some of the mightiest warrior-lodges in the Shyishan underworlds.

Effect: Each phase, you can re-roll 1 hit roll, or 1 wound roll, or 1 save roll for this unit.

Once Per Battle, Your Hero Phase
OBSESSIVELY STUDIOUS: Secrets revealed to this scholar are known by a mere handful of souls.

Declare: Pick a non-SUMMON SPELL ability that this unit can use.

Effect: For the rest of the phase, this un it can use that ability as if it had the UNLIMITED keyword.

MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Any Combat Phase
AURA OF THE NADIR: The necrotic energy emanatingfrom this hero drains the enemy's strength.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Subtract 1 from the Attacks characteristic of the target’s melee weapons for the rest of the turn.

Passive
NECROMANTIC PRODIGIES: The souls of highly successful necromancers were ground down into spiritual gristle and used as clay to create this construct's mighty soul.

Effect: Add 1 to this unit’s power level.

LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Any Combat Phase
SINGLE-MINDED RUTHLESSNESS: The necrotic energy emanatingfrom this hero drains the enemy's strength.

Effect: For the rest of the turn, add 3 to the Rend characteristic of this unit’s melee weapons. All of this unit’s attacks this turn must target the same enemy unit.

Passive
MASTER OF THE MORTISAN CASTE: This scholar's knowledge of deathly soul-magics and bonecraft is without compare.

Effect: Each time a casting roll is made for this unit, you can re-roll any of the dice.


Path of The Legion

(non-HERO OSSIARCH BONEREAPERS unit only)

ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
STEADY MARCH: These soldiers march in eerie but swift lockstep.

Effect: Add 1" to this unit's Move characteristic.

Passive
NECROTIC CHARGE: This unit is invigorated by the motes of death around them.

Effect: Each time this unit makes a pile-in move, add 3" to the distance it can move.

ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
UNFALTERING DEFENDERS: Little escapes the notice of these ever-vigilant guardians, and fewer still can shift them from their allotted protectorate.

Effect: Double this unit’s control score while it is contesting an objective that is wholly outside friendly territory.

Passive
EMPOWERED NADIRITE: This unit's blades all but seethe with necromantic energy.

Effect: This unit’s weapons have Crit (2 Hits).

MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Once Per Battle, Any Combat Phase
EMOTIONLESS FEROCITY: Though they attack in a near frenzy, this unit's features remain as cold and impassive as a newly polished gravestone.

Effect: Add 2 to the Attacks characteristic of this unit’s melee weapons for the rest of the turn.

End of Any Turn
INEXHAUSTIBLE AND UNDEFEATABLE: To wage war upon these warriors is to experience the full might of the endless Ossiarch legions.

Effect: If this unit has a Health characteristic of 1, return D3 slain models to it. Otherwise, Heal (3) this unit.

LEGENDARY: When a unit on this Path gains this rank, pick l of the following abilities for them:

Passive
INVINCIBLE LEGIONARIES: So few are the enemies that can bring these warriors down that their durability is now the very stuff of legend.

Effect: Add 1 to save rolls for this unit.

Passive
IMMORTAL CONTEMPT: These warriors treat those who would impede the march of the Ossiarchs with disdain, effortlessly swatting them away.

Effect: Add 1 to hit rolls for this unit’s attacks.

17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced. In addition, some units with a unit size of more than 1 can not be reinforced. This will be noted on their battle profile.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
32.2 Objective Control
In the deployment phase after all Deployment Phase abilities have been used and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

The non-UNIQUE WIZARD keyword is used in the following Ossiarch Bonereapers warscrolls:

6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.
The non-HERO non-FLY OSSIARCH BONEREAPERS INFANTRY keywords are used in the following Ossiarch Bonereapers warscrolls:

Infantry
14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

The non-UNIQUE HERO keyword is used in the following Ossiarch Bonereapers warscrolls:

Infantry Hero
Cavalry Hero
War Machine Hero
Once Per Battle Round (Army), Start of Battle Round
IMMORTAL ELITE: The Ossiarch legions march to war in perfect unison, efficiently and precisely enacting the will of their generals without the mortal inadequacies of doubt, fear or regret.

Declare: You must use this ability if there are any friendly OSSIARCH BONEREAPERS HEROES on the battlefield. Pick a friendly OSSIARCH BONEREAPERS HERO to be the target.

Effect: You gain a number of relentless discipline points equal to the number after the target’s RELENTLESS DISCIPLINE keyword. At the end of the battle round, any unspent relentless discipline points are lost.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
The PETRIFEX ELITE keyword is used in the following Ossiarch Bonereapers warscrolls:

Infantry
War Machine
Infantry Hero
Monster Hero
3.2 The General
You must pick 1 HERO in your army that is leading a regiment to be your general. If any units in your army have the WARMASTER keyword, you must pick one of those units to be your general. Your general’s regiment can include up to 4 non-HERO units in addition to your general.
3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than one Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
1.5 Faction Terrain
Some factions have special terrain features called faction terrain features. Faction terrain features have their own warscrolls. They are not considered to be units, with the following exceptions:
  • In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat. Units can finish a charge move within ½" of an enemy faction terrain feature as if it were a unit.
  • They are affected by all enemy abilities as if they were units.
  • They can be damaged in the same manner as units. However, when they are removed from play, they count as being demolished instead of slain or destroyed (this means that they do not count as destroyed units for the purposes of abilities, scoring battle tactics etc.).
  • Faction terrain features cannot contest objectives even while they are garrisoned.
  • If a terrain feature has any melee or ranged weapons, it can use the ‘Fight’ and ‘ShootCORE abilities as if it were a unit.
  • Terrain features that have a Move characteristic of 0" (‘-’) cannot move (note that pile-in moves are a type of move).
  • Faction terrain features with a Move characteristic greater than ‘-’ are treated as if they were units in all phases for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

Some faction terrain features allow you to place a unit on them (this will be clearly specified in that terrain feature’s rules). When doing so, instead of measuring range or visibility to and from the unit that is on that terrain feature, measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature cannot use FIGHT abilities.

If a unit placed on a terrain feature is removed from it (e.g. if an ability removes them from the battlefield), that unit counts as having left that terrain feature and loses any special role or benefits it had as a result of being placed on it.

The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature.
The non-HERO INFANTRY PETRIFEX ELITE keyword is used in the following Ossiarch Bonereapers warscrolls:

Infantry
24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat after any non-FIGHT combat phase abilities have been used, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
The PETRIFEX ELITE HERO keyword is used in the following Ossiarch Bonereapers warscrolls:

Infantry Hero
Monster Hero
The PETRIFEX ELITE WIZARD keyword is used in the following Ossiarch Bonereapers warscrolls:

Infantry Hero
Monster Hero
The LANCE OF OSSIA keywords are used in the following Ossiarch Bonereapers warscrolls:

Cavalry
War Machine
Cavalry Hero
War Machine Hero

The OSSIARCH BONEREAPERS and CAVALRY keywords are used in the following Ossiarch Bonereapers warscrolls:

The LANCE OF OSSIA HEROES keywords are used in the following Ossiarch Bonereapers warscrolls:

Cavalry Hero
War Machine Hero
End of Any Turn
1
POWER THROUGH: The warriors use their sheer mass or resilience to drive through a group of weaker foes, leaving broken bodies in their wake.

Declare: Pick a friendly unit that charged this turn to use this ability, then you must pick an enemy unit in combat with it to be the target. The target must have a lower Health characteristic than the unit using this ability.

Effect: Inflict D3 mortal damage on the target. Then, the unit using this ability can move a distance up to its Move characteristic. It can pass through and end that move within the combat ranges of enemy units that were in combat with it at the start of the move, but not those of other enemy units. It does not have to end the move in combat.
KEYWORDSMOVE
Enemy Movement Phase
1
REDEPLOY: Taking initiative, the warriors hastily reposition to respond to enemy movements.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Each model in that unit can move up to D6". That move cannot pass through or end within the combat range of an enemy unit.
KEYWORDSMOVE, RUN
The non-UNIQUE LANCE OF OSSIA HERO keywords are used in the following Ossiarch Bonereapers warscrolls:

Cavalry Hero
War Machine Hero

The non-UNIQUE OSSIARCH BONEREAPERS, WIZARD and HERO keywords are used in the following Ossiarch Bonereapers warscrolls:

18.4 Destroyed Units
When the last model in a unit is slain, the unit is destroyed and all remaining damage points inflicted on that unit have no effect. Similarly, if something causes a unit to be destroyed, all models in the unit are slain and removed from play.
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

  • Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Your Shooting Phase
SHOOT: The warriors take aim and unleash a deadly volley.

Declare: Pick a friendly unit that has not used a RUN or RETREAT ability this turn to use this ability. Then, pick one or more enemy units as the target(s) of that unit’s attacks (see 16.0).

Effect: Resolve shooting attacks against the target unit(s).
KEYWORDSCORE, ATTACK, SHOOT
Any Combat Phase
FIGHT: Locked in a deadly melee, the fighters strike out at their foes.

Declare: Pick a friendly unit that is in combat or that charged this turn to use this ability. That unit can make a pile-in move. Then, if that unit is in combat, you must pick one or more enemy units as the target(s) of that unit’s attacks.

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn.
ALL MANIFESTATIONS
Models can move through them but cannot end a move on them.
Units can finish a charge move within ½" of an enemy manifestation instead of within ½" of an enemy unit.
They can be damaged and destroyed as if they were units but do not count as destroyed units for the purposes of battle tactics and abilities.
They are affected by all enemy abilities as if they were units.
They can use CORE abilities as if they were units, and they can use abilities on their warscroll. Unless specified otherwise, they cannot use and are not affected by any other friendly abilities, and they do not count as units for the purposes of battle tactics or friendly abilities.
They can only use the ‘Shoot’ or ‘Fight’ abilities if they have weapons of the appropriate type.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC OF ‘-’
They cannot move.
They only count as being in combat in the combat phase, and enemy units only count as being in combat with them in the combat phase.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC GREATER THAN ‘-’
They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.
7.2 Banishing Manifestations
Instead of using a SPELL or PRAYER ability (including when using the ‘Magical Intervention’ ability), each WIZARD and PRIEST can use the ‘Banish Manifestation’ ability:

Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

The non-UNIQUE NULL MYRIAD HERO keywords are used in the following Ossiarch Bonereapers warscrolls:

Infantry Hero
The NULL MYRIAD WIZARD keywords are used in the following Ossiarch Bonereapers warscrolls:

Infantry
Infantry Hero
Monster Hero
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.

MULTIPLE POWER LEVELS
  • If an ability references a unit’s power level and that unit has more than one power level, use whichever power level is higher.
  • If an ability modifies a unit’s power level and that unit has more than one power level, it modifies both.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
Army List
Warscrolls collated

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