Ossiarch Bonereapers – Mortek Commander Ksander

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OSSIARCH BONEREAPERS WARSCROLL
Mortek Commander Ksander
12"
16
3+
2
6+
5
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.
OSSIARCH BONEREAPERS WARSCROLL
Mortek Commander Ksander
RANGED WEAPONS
RngAtkHitWndRndDmg
Morbid Catapult [Companion]
Morbid Catapult
Companion
18"44+4+13
MELEE WEAPONS
AtkHitWndRndDmg
Titanic Weapons [Crit (Mortal), Anti-HERO (+1 Rend)]
Titanic Weapons
Crit (Mortal), Anti-HERO (+1 Rend)
74+3+-2
Nadirite Blade [Anti-HERO (+1 Rend)]
Nadirite Blade
Anti-HERO (+1 Rend)
33+4+12
Crushing Appendages [Anti-FACTION TERRAIN (+1 Rend), Anti-HERO (+1 Rend), Companion]
Crushing Appendages
Anti-FACTION TERRAIN (+1 Rend), Anti-HERO (+1 Rend), Companion
63+2+23
Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Crushing Appendages is 5.

Any Hero Phase
IMPOSSIBLE PRECISION: This hero's soul-stuff is a blend of many skilled warriors, and each face on their war form's chassis allows them to focus those skills to terrifying effect.

Effect: Pick 1 of the following weapon abilities for this unit’s melee weapons to have for the rest of the turn:
  • Anti-INFANTRY (+1 Rend)
  • Anti-CAVALRY (+1 Rend)
  • Anti-MONSTER (+1 Rend)
  • Anti-WAR MACHINE (+1 Rend)
  • Anti-BEAST (+1 Rend)

End of Any Turn
UNLIVING REGENERATION: Perhaps because of the inclusion of ancient troggoth bones in its frame, this war fo rm is able to repair itself without the aid of a Mortisan .

Effect: Heal (D3) this unit.

Deployment Phase
HASTY ADVANCE: This war form enables the bone-tithe to be collected at a swift pace.

Effect: This unit can use the ‘Normal Move’ ability as if it were your movement phase.

Once Per Battle, Any Combat Phase
WELL OF STRENGTH: When faced with seemingly insurmountable odds, this warrior draws on hidden strength to rise to the challenge.

Effect: Heal (D6) this HERO.

Passive
AS STRONG AS AN IRONOAK (HEROIC TRAIT)
Effect: Add 2 to this unit’s control score for each damage point it has.

Passive
SHARD OF THE NECRIS (RELIC OF POWER)
Effect: If the unmodified hit roll for an attack that targets this unit is 1-4 and this unit did not charge in the same turn, the attack fails and the attack sequence ends.

KEYWORDS
HERO, WARD (6+), RELENTLESS DISCIPLINE (5), WAR MACHINE, FLY
DEATH, OSSIARCH BONEREAPERS
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’).
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).
32.2 Objective Control
In the deployment phase after all Deployment Phase abilities have been used 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.
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.

Army List
Warscrolls collated

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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.

The WAR MACHINE keyword is used in the following Ossiarch Bonereapers warscrolls:

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).
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
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!
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
© Vyacheslav Maltsev 2013-2026