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 BonereapersFaction Pack4December 2024
  Battle Profiles
  Battle ProfilesRulebook4December 2025
  Rules Updates
  Rules UpdatesRulebook4December 2025
  Legends compendium
  Legends compendiumWarscroll4October 2025
  Grotmas Advent: Regiments of Renown
  Grotmas Advent: Regiments of RenownWarscroll4September 2025
  Regiments of Renown
  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

Faction Pack: 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:

Your Movement Phase
UNSTOPPABLE ADVANCE: The Ossiarchs advance at a remorseless pace.

Declare: If no friendly units have used a RELENTLESS DISCIPLINE ability this phase, pick a friendly OSSIARCH BONEREAPERS HERO to use this ability. All friendly OSSIARCH BONEREAPERS units wholly within 12" of that HERO are the targets.

Effect: Add 2" to the Move characteristic of each target for the rest of the turn.
KEYWORDSRELENTLESS DISCIPLINE

Any Charge Phase
COORDINATED CHARGE: At a signal, the Ossiarch legions charge in unison.

Declare: If no friendly units have used a RELENTLESS DISCIPLINE ability this phase, pick a friendly OSSIARCH BONEREAPERS HERO to use this ability.

Effect: For the rest of the turn, add 1 to charge rolls for friendly OSSIARCH BONEREAPERS units while they are wholly within 12" of that HERO.
KEYWORDSRELENTLESS DISCIPLINE

Any Combat Phase
BLUDGEON: The Bonereapers deliver blows that make a mockery of armour.

Declare: If no friendly units have used a RELENTLESS DISCIPLINE ability this phase, pick a friendly OSSIARCH BONEREAPERS HERO to use this ability.

Effect: For the rest of the turn, add 1 to wound rolls for combat attacks made by friendly OSSIARCH BONEREAPERS units while they are wholly within 12" of that HERO.
KEYWORDSRELENTLESS DISCIPLINE

Your Movement Phase
RE-FORM RANKS: Bonereapers swiftly disengage and charge back into the fray.

Declare: If no friendly units have used a RELENTLESS DISCIPLINE ability this phase, pick a friendly OSSIARCH BONEREAPERS HERO to use this ability.

Effect: For the rest of the turn, while they are wholly within 12" of that HERO, friendly OSSIARCH BONEREAPERS units can use CHARGE abilities even if they used a RETREAT ability in the same turn.
KEYWORDSRELENTLESS DISCIPLINE

Any Charge Phase
COUNTER-STRIKE: The Ossiarchs ready their weapons for an enemy assault.

Declare: If no friendly units have used a RELENTLESS DISCIPLINE ability this phase, pick a friendly OSSIARCH BONEREAPERS HERO to use this ability.

Effect: For the rest of the turn, friendly units’ melee weapons have Anti-charge (+1 Rend) while they are wholly within 12" of that HERO.
KEYWORDSRELENTLESS DISCIPLINE

Any Combat Phase
IMPENETRABLE RANKS: Ossiarch warriors snap into defensive formations that grant them even greater resilience.

Declare: If no friendly units have used a RELENTLESS DISCIPLINE ability this phase, pick a friendly OSSIARCH BONEREAPERS HERO to use this ability.

Effect: For the rest of the turn, friendly OSSIARCH BONEREAPERS have WARD (5+) while they are wholly within 12" of that HERO.
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
Kavalos Lance0
Mortek Ballistari0
Mortek Phalanx0
Mortisan Council0
Tithe Guards0
Hekatos Drillmasters0

Kavalos Lance

Once Per Battle (Army), Deployment Phase
SWIFT AS DEATH: Kavalos formations dominate the battlefield with their sheer speed, seeking out the enemy’s weakest point before sending a deadly charge crashing home.

Declare: Pick up to 3 friendly OSSIARCH BONEREAPERS CAVALRY units to be the targets.

Effect: Each target can move 6" but cannot end that move in combat.


Mortek Ballistari

Your Shooting Phase
CRAWLING BARRAGE: Ossiarch artillery is best utilised en masse, unleashing their necrotic payload from a secure position behind the Mortek ranks.

Declare: Pick up to 3 friendly Mortek Crawler units that are wholly within friendly territory and that have not used a MOVE ability this turn to be the targets.

Effect: Add 1 to hit rolls for each target’s shooting attacks for the rest of the turn.


Mortek Phalanx

Once Per Turn (Army), Your Movement Phase
SEND IN THE RESERVE: The Mortek Guard are deployed in deep ranks, with strategic reserves ready to enter the fray whenever the cohesion of the battleline is threatened.

Declare: Pick a friendly Mortek Guard unit that has been destroyed to be the target.

Effect: Roll a dice. On a 5+, set up a replacement unit with half the number of models from the target unit (rounding up) on the battlefield more than 9" from all enemy units.


Mortisan Council

Passive
NECROTIC SYMPHONY: Each Mortisan thrives in the presence of their fellow craftsmen, their arcane might spiralling as the collective magnifies their individual potency.

Effect: Add 1 to casting rolls for friendly OSSIARCH BONEREAPERS INFANTRY WIZARDS.


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

Teachings of the Tithe-Reapers

HERO only

BATTLE PROFILE
NamePoints
DIVERSIONARY TACTICS0
MIGHTY ARCHAEOSSIAN0
AURA OF STERILITY0
Passive
DIVERSIONARY TACTICS: Infused with especially cunning souls, this hero uses all manner of snares and ruses to hinder a foe’s advance.

Effect: Subtract 2 from charge rolls for enemy units while they are within 12" of this unit.

Passive
MIGHTY ARCHAEOSSIAN: The fossilised bone from which this hero is formed is supernaturally hard.

Effect: If the unmodified hit roll for an attack that targets this unit is 1-3, the attack fails and the attack sequence ends.

Passive
AURA OF STERILITY: 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 OSSIARCH BONEREAPERS units while they are wholly within 12" of this unit.

Artefacts of Power

Relics of the Empire

HERO only

BATTLE PROFILE
NamePoints
MARROWPACT0
LODE OF SATURATION0
HELM OF TYRANNY0
Once Per Battle, Any Combat Phase
MARROWPACT: The glyphs borne to war by this champion bind those who view them in arcane pacts that siphon the energy from their bone marrow.

Effect: For the rest of the turn, if the unmodified hit roll for a combat attack that targets this unit is 1-2, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

Passive
LODE OF SATURATION: This ingot of nadirite–iron alloy, when pressed against a bone construct, renders its structure nigh invulnerable.

Effect: This unit has WARD (5+).

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

Effect: Subtract 2 from the control scores of enemy units while they are 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: The caster imbues nadirite weapons with deadly power.

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

Effect: The target’s combat attacks score critical hits on unmodified hit rolls of 5+ until the start of your next turn.
KEYWORDSSPELL, UNLIMITED

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

Your Hero Phase
7
SHARD STORM: The caster conjures forth a great cloud of bone-shards and hurls them at the foe.

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

Effect: Roll a number of dice equal to the number of models in the target unit. For each 5+, inflict 1 mortal damage on 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 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.
KEYWORDSSUMMON, SPELL

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.
KEYWORDSSUMMON, SPELL

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.
KEYWORDSSUMMON, SPELL

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

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

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).
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

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.
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.
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.
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.

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

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).
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).
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.
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

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 OSSIARCH BONEREAPERS, INFANTRY and WIZARD keywords are used in the following Ossiarch Bonereapers warscrolls:

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

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
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.
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.
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:

Monster Hero
War Machine
Monster
Infantry
Infantry 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.
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

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:

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

Monster Hero
Infantry Hero

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