Ossiarch Bonereapers – Morghast Archai

This warscroll does not meet the selection criteria (see Settings tab).
OSSIARCH BONEREAPERS WARSCROLL
Morghast Archai
10"
6
3+
2
The deathly seraphs known as Morghasts are viewed with respectful wariness even by other Bonereapers. Although they wear the colours of the legions, they are the direct embodiments of Nagash’s will and his eyes and ears within the Ossiarch Empire. The complex necromantic rites of their creation, known to involve the sacrifice of seers and wizards, are entrusted only to the most senior Mortisans. The air around a Morghast is constantly filled with the despairing mewling of lost souls, while the foul spirit-energies that suffuse their halberds and blades allow them to cleave their victims’ physical bodies and tear the metaphysical essence beneath to shreds. Morghast Archai are heralds and spectres of death that shadow Nagash’s armies, observing their progress for signs of weakness – and doling out swift judgement to those generals adjudged to be failing the Great Necromancer. When battle dawns, they fight alongside the legions, unleashing their true might. Their ebon-wrought armour is threaded with spells to protect them from arcane attack and that can be used to empower their magic-wielding charges, should the need arise.
OSSIARCH BONEREAPERS WARSCROLL
Morghast Archai
MELEE WEAPONS
AtkHitWndRndDmg
Spirit Weapons [Crit (2 Hits), Anti-MONSTER (+1 Rend)]
Spirit Weapons
Crit (2 Hits), Anti-MONSTER (+1 Rend)
33+2+23
BATTLE PROFILE

Unit Size: 2      Points: 270
Base size: 60mm
Can be reinforced: Yes

Passive
EBON-WROUGHT ARMOUR: The Morghast’s armour is threaded with spells that protect them against arcane assault.

Effect: This unit has WARD (3+) against damage points inflicted by SPELL abilities, PRAYER abilities and abilities used by MANIFESTATIONS.

If you make a successful ward roll for this unit, or if this unit destroys an enemy MANIFESTATION, give this unit an arcane charge token. This unit cannot have more than 1 arcane charge token at once.

Any Hero Phase
DISCHARGE ARMOUR: The Morghast releases the arcane energy in their armour to overpower nearby magic users.

Declare: If this unit has an arcane charge token, pick a friendly OSSIARCH BONEREAPERS WIZARD wholly within 12" of this unit to be the target.

Effect: Remove this unit’s arcane charge token, then add 1 to casting rolls for the target for the rest of the turn.

KEYWORDS
INFANTRY, FLY, 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.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
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 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.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

15.4 Flying
Units with the FLY keyword have the following passive ability:

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.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

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

Endless Spell

The OSSIARCH BONEREAPERS and WIZARD keywords are used in the following Ossiarch Bonereapers warscrolls:

© Vyacheslav Maltsev 2013-2024