Ossiarch Bonereapers – Morghast Harbingers

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OSSIARCH BONEREAPERS WARSCROLL
Morghast Harbingers
10"
6
4+
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 Harbingers were created as agents of Nagash’s omnicidal fury, shaped and armed to annihilate those who dare defy him. They range ahead of the Ossiarch armies, flying with a swiftness that belies their size and scanning the lands beneath for worthy victims. Upon sighting such a target, they plummet like huge birds of prey, slamming into their quarry with bone-shaking force before dismembering them with fell blades. Harbingers are accustomed to obeying Nagash’s commands alone, and only a direct command from a high-ranking Liege-Kavalos or Emissarian can contain their single-minded fervour.
OSSIARCH BONEREAPERS WARSCROLL
Morghast Harbingers
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

Once Per Turn (Army), Reaction: You declared a RELENTLESS DISCIPLINE ability
HERALDS OF NAGASH: Morghast Harbingers are direct embodiments of Nagash’s will and as such require no commander to function with deadly efficiency.

Effect: This unit is affected by that RELENTLESS DISCIPLINE ability as if it were wholly within range of the friendly HERO picked to use it.

Passive
HARBINGERS OF DEATH: Morghast Harbingers hurl themselves at the foe with unbridled ferocity.

Effect: Add 1 to the number of dice rolled when making charge rolls for this unit, to a maximum of 3.

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.

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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.
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
14.3 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

© Vyacheslav Maltsev 2013-2024