Ossiarch Bonereapers – Mortek Triaxes

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OSSIARCH BONEREAPERS WARSCROLL
Mortek Triaxes
4"
1
5+
1
6+
Unleashing death from afar, Mortek Triaxes rain down volleys of nadirite shafts upon their foes. These triple-eyed archers wreathe their arrowheads in flaming soul-essence, invoking unnatural horror in their victims.
OSSIARCH BONEREAPERS WARSCROLL
Mortek Triaxes
RANGED WEAPONS
RngAtkHitWndRndDmg
Osseous Bow
Osseous Bow18"23+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Nadirite Dagger
Nadirite Dagger13+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 140
Base size: 25mm
Can be reinforced: Yes

Passive
BALEFIRE BRAZIERS: These cauldrons are filled with tormented, blazing soul-matter with which the Triaxes augment their ammunition.

Effect: This unit’s Balefire Braziers are tokens. There are 2 Balefire Braziers for every 10 models in this unit. After setting up this unit on the battlefield for the first time, place its Balefire Braziers next to it.

Once Per Turn (Army), Reaction: You declared a SHOOT ability for this unit
CURSED FLAMES: As the Mortek Triaxes set foes ablaze, the tortured flames seek out other souls, and the panic spreads...

Effect: After that SHOOT ability has been resolved, if all of this unit’s attacks targeted the same enemy unit and this unit has any Balefire Braziers next to it, place 1 of those Balefire Braziers next to that enemy unit.

Passive
ATAVISTIC NIGHTMARES: The trauma of the burning soul-essence is so horrifying that those who witness it are paralysed by dread.

Effect: While any of this unit’s Balefire Braziers are next to an enemy unit, subtract 3 from the control scores of enemy units within that enemy unit’s combat range.

If an ability would heal or return slain models to an enemy unit while any of this unit’s Balefire Braziers are next to it, that ability does not heal or return any slain models to it. Instead, place those Balefire Braziers next to this unit.

KEYWORDS
INFANTRY, CHAMPION, WARD (6+)
DEATH, OSSIARCH BONEREAPERS
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.
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
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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18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.
23.0 Tokens
Tokens are not considered to be models for rules purposes and can be ignored or moved out of the way for purposes of visibility, coherency or abilities. They cannot be picked as the target of abilities. Their purpose is to indicate persisting effects on units they are placed next to. Each time a unit with a token finishes a move or is set up, place the token next to the unit.
© Vyacheslav Maltsev 2013-2026