Ossiarch Bonereapers – Katakros, Mortarch of the Necropolis

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OSSIARCH BONEREAPERS WARSCROLL
Katakros
Mortarch of the Necropolis
4"
20
3+
10
6+
10
Orpheon Katakros is an immortal demigod of war. A military genius, he is a consummate commander; in conjunction with his trusted retainers, he bolsters the Ossiarch legions with iron resolve, surging physical power and uncanny insight.
OSSIARCH BONEREAPERS WARSCROLL
Katakros
Mortarch of the Necropolis
MELEE WEAPONS
AtkHitWndRndDmg
Inda-Khaat [Crit (2 Hits)]
Inda-Khaat
Crit (2 Hits)
33+3+23
The Shield Immortis
The Shield Immortis33+3+22
Retinue Blades
Retinue Blades103+4+11
BATTLE PROFILE

Unit Size: 1      Points: 500
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 number after its RELENTLESS DISCIPLINE keyword is 4.

Passive
MORTARCH OF THE NECROPOLIS: As master of the Ossiarchs, Katakros instils in his legions the insatiable will to conquer and extend his dominion.

Effect: Add 3 to the control scores of visible friendly OSSIARCH BONEREAPERS units that have used any RELENTLESS DISCIPLINE abilities this turn.

Any Combat Phase
SUPREME LORD OF THE BONEREAPER LEGIONS: An Ossiarch force personally led by Katakros is said to be worth ten identical forces led by his generals.

Declare: If this unit is not in combat, pick a visible friendly OSSIARCH BONEREAPERS unit wholly within 12" of this unit that is in combat and has not used a RELENTLESS DISCIPLINE ability this phase to be the target.

Effect: Spend a number of relentless discipline points equal to the target’s Health characteristic. If the target is reinforced and has more than half of its starting models, spend an additional relentless discipline point. The target can use 2 FIGHT abilities this phase. After the first is used, however, the target has STRIKE-LAST for the rest of the turn. In addition, the target cannot use RELENTLESS DISCIPLINE abilities for the rest of the phase.

Once Per Battle, Start of Any Turn
YOU DARE?!: Katakros narrows his focus to personally deal with a more immediate threat.

Declare: This unit can only use this ability if at least half of the units from your starting army have been destroyed.

Effect: For the rest of the battle round:
  • Add 5 to the Attacks characteristic of this unit’s Inda-Khaat.
  • Add 3 to the Attacks characteristic of this unit’s The Shield Immortis.
  • This unit cannot use the ’Supreme Lord of the Bonereaper Legions’ ability.

Any Hero Phase
AVIARCH SPYMASTER: The Aviarch Spymaster can use their spy network to disrupt the plans of Katakros’s enemies.

Declare: Pick a visible enemy unit within 18" of this unit to be the target.

Effect: Roll a dice. On a 3+, the target cannot use commands for the rest of the turn.

KEYWORDS
WARMASTER, UNIQUE, HERO, INFANTRY, WARD (6+), RELENTLESS DISCIPLINE (10)
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.
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.
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.
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.
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.
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.
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.
Those HEROES can join an eligible regiment as a Legion Subcommander.

Infantry Hero
Cavalry Hero
War Machine Hero
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.

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

© Vyacheslav Maltsev 2013-2026