Ossiarch Bonereapers – Immortis Guard

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OSSIARCH BONEREAPERS WARSCROLL
Immortis Guard
5"
4
3+
1
Immortis Guard are formidable bodyguards, goliaths wielding tower shields taller than a Freeguild soldier. Their tactics and armaments are a legacy of the Scions Praetoris, once the tallest and strongest of Katakros’s vassal troops, famed for their intractable discipline. The Immortis Guard continue that storied legacy. Their own shields are a literal extension of their skeletal frames, used to drive the enemy back and clear space for the disembowelling slash of a dread halberd. Though they do not get to choose whom they protect, the Immortis Guard go about their duty with the utmost dedication. It is claimed that they have never routed, and Katakros himself rarely takes to the field without a contingent at his side. More so than any other class of Ossiarchs, the Immortis Guard view their cohorts as single entities and each warrior as merely an element of the whole. They speak in an eerie, emotionless unity and coordinate their defences through a faint telepathic bond. It is said that the only time an Immortis Guard experiences a flicker of sentiment is when one of their brethren is irrevocably felled in the line of duty. Any dismay, however, is soon buried beneath the imperative to unleash a punishing counter-attack.
OSSIARCH BONEREAPERS WARSCROLL
Immortis Guard
MELEE WEAPONS
AtkHitWndRndDmg
Dread Halberd [Crit (2 Hits)]
Dread Halberd
Crit (2 Hits)
33+3+12
BATTLE PROFILE

Unit Size: 3      Points: 200
Base size: 50mm
Can be reinforced: Yes

Passive
SOULBOUND PROTECTORS: Immortis Guard will use their own bodies to shield their rulers from harm.

Effect: Add 1 to ward rolls for friendly OSSIARCH BONEREAPERS HEROES within this unit’s combat range. However, each time you make an unmodified ward roll of 1 for a friendly OSSIARCH BONEREAPERS HERO within this unit’s combat range, allocate 1 damage point to this unit after the damage sequence for that HERO has been resolved (ward rolls cannot be made for those damage points).

KEYWORDS
INFANTRY, 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.
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.
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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