Ossiarch Bonereapers – Mortek Crawler

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OSSIARCH BONEREAPERS WARSCROLL
Mortek Crawler
5"
12
4+
5
Few weapons in the Ossiarch arsenal inspire such a quaking terror in their victims as the Mortek Crawler. A siege engine of grotesque yet ingenious design, this contraption is possessed of a crude animus, allowing it to lumber forward upon multiple bone limbs and place itself in the optimum firing position. Attendant engineers then operate the Crawler’s mechanisms, loading and directing the weapon at the heart of the enemy’s formation. At the signal of a high-ranking war vizier, the Crawler’s main arm lurches forwards, hurling a payload of glowing missiles towards its target. A Crawler’s ammunition consists not of physical matter but of fiendish concentrations of deathly energy. The most commonly used projectiles are clusters of necrotically charged skulls. Where these land, they burst in a storm of sorcery that shatters stone and blasts the life from nearby soldiers. Sometimes, a Crawler will be loaded with strange, polyhedral steles inscribed with grim hexes, designed to unleash a concentrated burst of death magic against a single target. More insidious still are the cauldrons of torment: warded containers filled with tormented soul-slivers, which burst upon impact and fill the air with a maddening aura of terror and pain that drives mortals hopelessly insane.
OSSIARCH BONEREAPERS WARSCROLL
Mortek Crawler
RANGED WEAPONS
RngAtkHitWndRndDmg
Dread Catapult [Crit (2 Hits), Anti-INFANTRY (+1 Rend)]
Dread Catapult
Crit (2 Hits), Anti-INFANTRY (+1 Rend)
24"44+2+1D3+2
MELEE WEAPONS
AtkHitWndRndDmg
Attendants’ Crawler Tools [Companion]
Attendants’ Crawler Tools
Companion
64+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 260
Base size: 170 × 105mm
Can be reinforced: No

Any Shooting Phase
DEATHLY BARRAGE: The grisly ammunition of a Mortek Crawler can leave even the most stoic souls staggering.

Declare: Pick an enemy unit that was targeted by all of this unit’s shooting attacks this phase to be the target.

Effect: Roll a dice. Add 1 to the roll if this unit is wholly within 12" of a friendly Mortisan Ossifector, and add 1 to the roll if any other friendly Mortek Crawler units picked that enemy unit to be the target of this ability this turn. On a 4+, the target has STRIKE-LAST for the rest of the turn.

KEYWORDS
WAR MACHINE, 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.
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’).
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.
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
© Vyacheslav Maltsev 2013-2024