Ossiarch Bonereapers – Mortek Guard

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OSSIARCH BONEREAPERS WARSCROLL
Mortek Guard
4"
1
4+
1
Mortek Guard are the passionless heart of the Ossiarch legions. Though numerous in comparison to other Bonereaper constructs, they are no mindless chattel. The blend of warlike personalities that pulses within each Mortek’s soultrap gem grants the capacity for autonomy, though only a flicker – enough to adapt to changing circumstances and venerate Nagash without the possibility of any troubling notions of individuality shining through. Their strikes are clinical and efficient, whether delivered with nadirite spears and swords or with the greatblades favoured by those Morteks fashioned from the mutilated souls of berserkers and weaponmasters. Discipline is the watchword of the Mortek Guard, the fulcrum upon which their successes turn. They cannot be bribed, induced to panic or burdened by despair; if they feel anything, it is only satisfaction at demonstrating the Bonereapers’ battlefield mastery. Whether they fight upon desert sands or beneath the canopies of flesh-eating trees, the Mortek Guard endure the harshest conditions without comment. Corpses pile around their feet as they kill with machine-like efficiency, preferring to preserve the bones of their victims whenever possible so that their final tally might contribute to the endless tithe.
OSSIARCH BONEREAPERS WARSCROLL
Mortek Guard
MELEE WEAPONS
AtkHitWndRndDmg
Nadirite Weapons [Crit (2 Hits), Anti-charge (+1 Rend)]
Nadirite Weapons
Crit (2 Hits), Anti-charge (+1 Rend)
23+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 120
Base size: 25mm
Can be reinforced: Yes

Passive
SHIELDWALL: At their leader’s command, the regiment locks their shields to form an impenetrable barrier.

Effect: Ignore all modifiers to save rolls for this unit (positive and negative) for the rest of the turn if this unit did not use a MOVE ability in the same turn.

KEYWORDS
INFANTRY, CHAMPION, STANDARD BEARER (1/10), 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.
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

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

32.2 Objective Control
At the start of the first battle round 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.
3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

The STANDARD BEARER 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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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.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
© Vyacheslav Maltsev 2013-2024