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
6+
3
Arkhan is a master of necromantic magic and the most trusted servant of Nagash. Roiling clouds of deathly magic swirl about the skeletal form of the Mortarch of Sacrament as he rides to war upon his dread abyssal Razarak.
OSSIARCH BONEREAPERS WARSCROLL
Arkhan the Black
Mortarch of Sacrament
MELEE WEAPONS
AtkHitWndRndDmg
Zefet-kar and Khenash-an
Zefet-kar and Khenash-an43+4+1D3
Razarak’s Ebon Claws [Companion]
Razarak’s Ebon Claws
Companion
54+2+33
BATTLE PROFILE

Unit Size: 1      Points: 440
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 3.

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 after that SPELL ability has been resolved.

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. Add 1 to the roll if the target is a WIZARD or PRIEST. On a 2+, add an amount equal to the roll to the Attacks characteristic of this unit’s Razarak’s Ebon Claws for the rest of the phase, but while this unit is in combat with the target, all attacks made with that weapon this phase must target that enemy unit.

Designer’s Note: If the target is a WIZARD or PRIEST, this ability cannot fail; however, you still need to roll to determine the number of extra attacks it generates.
KEYWORDSRAMPAGE

Once Per Turn, Reaction: Opponent declared a SPELL ability for a unit within 18" of this unit
MORTARCH OF SACRAMENT: Arkhan the Black is the master of the Null Myriad and privy to some of the most powerful mystical secrets in existence.

Effect: Roll 2D6. If the roll exceeds the casting roll for the spell, then the spell is unbound, its effect is not resolved and that SPELL ability cannot be used by enemy units until the start of your next turn.

Your Hero Phase
7
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 12" of this unit to be the target, then make a casting roll of 2D6.

Effect: Roll 10 dice. For each 6:
  • Give the target 1 necrotic withering point.
  • Roll an extra dice.

For each 5+ on those extra dice, repeat the above bullet points, Then, do the same for each 4+ and then each 3+. Finally, for each 2+, give the target 1 necrotic withering point (do not roll any extra dice).

After a roll, if the target has 8 or more necrotic withering points, it is automatically destroyed. Otherwise, after the last roll, inflict an amount of mortal damage on the target equal to the number of necrotic withering points it has. Then, those necrotic withering points are lost.
KEYWORDSSPELL

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (3), FLY, WARD (6+), RELENTLESS DISCIPLINE (3)
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.
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’).
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

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.
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.

Army List
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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.
Those HEROES can join an eligible regiment as a Legion Subcommander.

Infantry Hero
Cavalry Hero
War Machine 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.
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!
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.
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 MONSTER keyword is used in the following Ossiarch Bonereapers warscrolls:

© Vyacheslav Maltsev 2013-2026