Ossiarch Bonereapers – Necropolis Stalkers

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OSSIARCH BONEREAPERS WARSCROLL
Necropolis Stalkers
6"
4
4+
1
Necropolis Stalkers are brutal, unsubtle linebreakers. They are unleashed not to perform nuanced manoeuvres or to convey some measured warning but to exterminate the living. Their fused hands exist only to clutch weapons, be they slender nadirite blades or cleaving falchions, and they attack with a ferocity uncommon amongst the methodical Ossiarch armies. They are also surprisingly swift despite their size, capable of closing the distance with their prey in just a few loping strides. Yet by far their most infamous feature is their four-faced quadrarch masks. These are designed to do more than merely unnerve; into each identical visage is bound the soul of a legendary warrior from across the realms, each of whom favoured a particular martial form. The Mortisans have further sharpened the specialist talents of Necropolis Stalkers by stripping away even more of the souls’ distracting individuality than is typical, rendering them akin to machines. In battle, a Necropolis Stalker can bring one of these spirit fragments and their respective skills to the forefront of their consciousness, signified by their mask rotating until a new head faces forwards. As a result, Stalkers are supremely adaptive killers, equally capable against hordes of lesser enemies and coteries of armoured elites.
OSSIARCH BONEREAPERS WARSCROLL
Necropolis Stalkers
MELEE WEAPONS
AtkHitWndRndDmg
Stalker Blades [Crit (2 Hits)]
Stalker Blades
Crit (2 Hits)
43+3+21
BATTLE PROFILE

Unit Size: 3      Points: 170
Base size: 50mm
Can be reinforced: Yes

Any Combat Phase
QUADRARCH ASPECTS: Stalkers are imbued with a powerful skill by whichever of their four skulls faces the foe.

Effect: Pick 1 of the following effects to apply for the rest of the turn:

Domination Aspect: Subtract 3 from the control scores of enemy units while they are in combat with this unit.

Blade-parry Aspect: Subtract 1 from hit rolls for combat attacks that target this unit.

Destroyer Aspect: Ward rolls cannot be made for damage points inflicted by this unit’s combat attacks.

Precision Aspect: This unit’s melee weapons have Anti-HERO (+1 Rend) while this unit is in combat with an enemy HERO.

KEYWORDS
INFANTRY, 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.
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.
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.
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
© Vyacheslav Maltsev 2013-2024