Ossiarch Bonereapers – Arkhan the Black, Mortarch of Sacrament

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OSSIARCH BONEREAPERS WARSCROLL
Arkhan the Black
Mortarch of Sacrament
12"
14
3+
5
Highest-ranking amongst the Mortarchs is Arkhan the Black, an ancient liche-lord who has served the Great Necromancer for centuries beyond counting, learning mysteries of Shyishan magic that none but the gods are privy to. If there is a being in existence that Nagash trusts, it is Arkhan, and the morbid sorcerer is dispatched to oversee his master’s most critical schemes. To aid him in this, the Mortarch of Sacrament was granted full control of the Bonereaper legion known as the Null Myriad, which he leads on bitter campaigns of suppression and annihilation against the living. Arkhan’s command of necromancy is bettered only by Nagash himself, and in battle, he unleashes its full might upon any who dare impede his master’s plans. Mounted atop the dread abyssal Razarak and wielding the Staff of Spirits, the Mortarch summons surging storms of amethyst energy, sending this deadly cascade crashing down upon his victims and turning them to withered husks. The soulstuff of these unfortunates – ripped from their flesh as it turns to dust – is devoured by Arkhan, mending any damage done to his physical form and further empowering his magic.
OSSIARCH BONEREAPERS WARSCROLL
Arkhan the Black
Mortarch of Sacrament
MELEE WEAPONS
AtkHitWndRndDmg
Zefet-kar and Khenash-an [Crit (2 Hits)]
Zefet-kar and Khenash-an
Crit (2 Hits)
44+3+1D3
Razarak’s Ebon Claws [Companion]
Razarak’s Ebon Claws
Companion
64+2+22
BATTLE PROFILE

Unit Size: 1      Points: 410
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Legion Subcommander, Any OSSIARCH BONEREAPERS

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of Razarak’s Ebon Claws is 4.

Passive
THE STAFF OF SPIRITS: Khenash-an, the Staff of Spirits, grants Arkhan the power to absorb the souls of his foes.

Effect: Add 1 to casting rolls for this unit. Each time this unit successfully casts a spell, Heal (1) this unit.

Once Per Turn (Army), Any Combat Phase
THE DOOM OF TRAITORS: The dread abyssal Razarak bears Arkhan into battle, seeking out those who have stoked the ire of the Great Necromancer.

Declare: If this unit charged this turn, pick an enemy unit in combat with it to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll. If the target is a HERO, double the amount of mortal damage inflicted.
KEYWORDSRAMPAGE

Reaction: Opponent declared a SPELL ability
MORTARCH OF SACRAMENT: Arkhan’s loyalty has seen him become privy to secrets of Shyishan magic known to none outside the ranks of the gods.

Effect: If a friendly OSSIARCH BONEREAPERS unit wholly within 18" of this unit was picked to be the target of that spell, roll a dice. On a 4+, ignore the effect of that spell on that unit. This unit can use this ability more than once per phase but only once per SPELL ability.

Your Hero Phase
6
CURSE OF YEARS: Tracing a spiteful gesture in the air, Arkhan curses the enemy to age at an incredible rate.

Declare: Pick a visible enemy unit within 18" of this unit to be the target, then make a casting roll of 2D6.

Effect: Roll 10 dice. For each 6:
  • Inflict 1 mortal damage on the target.
  • Roll an extra dice.

For each 5+ on those extra dice, repeat the above bullet points. Then, do the same for each 4+, then each 3+, then each 2+.
KEYWORDSSPELL

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (3), FLY, WARD (6+)
DEATH, OSSIARCH BONEREAPERS
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).
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.
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.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
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 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.
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).
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.

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

This HERO can join an eligible regiment as a Legion Subcommander.

Cavalry Hero

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

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).
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.
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 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

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!

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

Endless Spell
© Vyacheslav Maltsev 2013-2024