Ossiarch Bonereapers – Kavalos Deathriders

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OSSIARCH BONEREAPERS WARSCROLL
Kavalos Deathriders
10"
3
4+
1
Few can outpace the Kavalos Deathriders, the fearsome cavalry of the Ossiarch Empire. Their mounts are fashioned for speed and ferocity above all, powered by animalistic essences and the rendered-down souls of Bonereapers who have failed in their duties – and who remain eminently aware of their new equine status. Arrows, blades and arcane projectiles ricochet off these creatures, their charge not slowing a jot. When a Deathrider echelon slams home, it is akin to being hit by an avalanche, and their nadirite weapons – as well as the fangs and sharpened tails of their steeds – ensure that the Kavaloi rarely leave survivors in their wake. Though they take great pride in their martial skill, the Kavaloi riders are as disciplined on the battlefield as any other Bonereapers, befitting their status as warriors of the elite Priad warrior caste. They avoid the wild, glory-seeking charges that are so often the undoing of mortal or even immortal cavaliers; instead, the Deathriders’ Hekatos leaders form their troops into tight and precise wedges to plunge into enemy formations. Once the foe’s cohesion is shattered, the Deathriders will bid their steeds wheel away with an eerie synchrony or else ride on through terrain no normal horse would dare.
OSSIARCH BONEREAPERS WARSCROLL
Kavalos Deathriders
MELEE WEAPONS
AtkHitWndRndDmg
Kavalos Blades [Crit (2 Hits), Charge (+1 Damage)]
Kavalos Blades
Crit (2 Hits), Charge (+1 Damage)
33+4+11
Kavalos Steed’s Hooves and Teeth [Companion]
Kavalos Steed’s Hooves and Teeth
Companion
25+3+-1
BATTLE PROFILE

Unit Size: 5      Points: 180
Base size: 60 × 35mm
Can be reinforced: Yes

Passive
DEATHRIDER WEDGE: Kavalos Deathriders charge in an arrowhead formation that punches straight through the enemy line.

Effect: When this unit uses a CHARGE ability, models in this unit can pass through models in enemy INFANTRY units as if this unit had FLY.

Any Charge Phase
UNSTOPPABLE CHARGE: When a Kavalos steed charges the foe, it can use its size and weight to smash enemy footsoldiers to the ground and crush them beneath its nadirite-shod hooves.

Declare: If this unit charged this phase, pick an enemy INFANTRY unit that it passed across to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

KEYWORDS
CAVALRY, CHAMPION, STANDARD BEARER (1/5), 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.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
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 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.
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.
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).

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

1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

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

32.2 Objective Control
At the start of the first battle round 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.
3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

The STANDARD BEARER keyword is used in the following Ossiarch Bonereapers warscrolls:

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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