Ossiarch Bonereapers – Kavalos Deathriders

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SPEARHEAD WARSCROLL
Kavalos Deathriders
10"
3
4+
1
6+
Deathriders are the feared cavalry hosts of the Ossiarch Empire. Infamy cloaks these warriors; any who have fought against the Ossiarchs have heard of their devastating charges, for their arrowhead formations and thunderous charges can shatter any battleline. The steeds of the Deathriders are not lowly equine remains but constructs in their own right, often crafted from the bodies and soultrap gems of failed Ossiarch commanders. Existence as a Kavalos steed is a humiliating thing and renders these creatures just as eager to vent cold fury upon the living as their riders.
SPEARHEAD WARSCROLL
Kavalos Deathriders
MELEE WEAPONS
AtkHitWndRndDmg
Nadirite Spear [Charge (+1 Damage)]
Nadirite Spear
Charge (+1 Damage)
33+4+11
Kavalos Steed’s Hooves and Teeth [Companion]
Kavalos Steed’s Hooves and Teeth
Companion
25+3+-1
Your Charge Phase
DEATHRIDER WEDGE: Kavalos Deathriders can charge in a deadly arrowhead formation that bursts through the enemy’s defences.

Effect: The following effects apply this phase:
  • Models in this unit can pass across enemy INFANTRY models as if this unit had FLY.
  • After this unit has charged, you can pick an enemy unit that it passed across and roll a dice. On a 2+, inflict D3 mortal damage on that enemy unit.
KEYWORDSOSSIARCH COMMAND

KEYWORDS
CAVALRY, WARD (6+)
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).
Army List
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Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
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.
© Vyacheslav Maltsev 2013-2026