Ossiarch Bonereapers – Liege-Kavalos

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OSSIARCH BONEREAPERS WARSCROLL
Liege-Kavalos
10"
7
3+
2
Clad in the morbid panoply of the Ossiarch legions, a Liege-Kavalos directs their armies with chilling focus. Their place is at the tip of charging cavalry formations, punching through enemies like Katakros’s own spear. Once they have inflicted sufficient ruin and shock, a Liege-Kavalos leads their riders to smash from the foe’s back ranks, wheel about and repeat the process; many boast that they could trample an entire civilisation beneath their hooves if given a single lance of Deathriders and enough time to see it done. Liege-Kavaloi are the satraps and provincial lords of the Bonereapers’ empire, charged with custodianship of the necropolises and expansion of the Necrotopia. The proud souls that animate them were, in life, renowned for their ability to inspire fanatical loyalty; in death, that force of will drives those undead they command onwards without pause, to the horror of the living. Ossiarch footsoldiers obey the orders of their Liege-Kavalos without hesitation or delay; this complete obedience, when combined with the Liege-Kavalos’s military genius, has secured countless stunning victories in the name of the Ossiarch Empire.
OSSIARCH BONEREAPERS WARSCROLL
Liege-Kavalos
MELEE WEAPONS
AtkHitWndRndDmg
Commander’s Blade [Crit (2 Hits), Charge (+1 Damage)]
Commander’s Blade
Crit (2 Hits), Charge (+1 Damage)
53+3+12
Kavalos Steed’s Hooves, Teeth and Barbed Tails [Companion]
Kavalos Steed’s Hooves, Teeth and Barbed Tails
Companion
45+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 210
Base size: 80mm
Can be reinforced: No
Regiment Options: Any OSSIARCH BONEREAPERS
Notes: This HERO can join an eligible regiment as a Legion Subcommander.

Passive
SPEAR OF THE KAVALOI: A Liege-Kavalos on the charge can punch straight through the enemy line.

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

Reaction: You declared a FIGHT ability for this unit
MASTER OF CAVALRY: A Liege‑Kavalos rides at the very tip of the cavalry spearhead, driving deep into the enemy’s vitals and smashing open a breach for their Deathriders to exploit.

Effect: Pick a friendly Kavalos Deathriders unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved.

KEYWORDS
HERO, CAVALRY, 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:

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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3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
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.
© Vyacheslav Maltsev 2013-2024