Ossiarch Bonereapers – Thanatek’s Tithe

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OSSIARCH BONEREAPERS WARSCROLL
Thanatek’s Tithe
4"
2
4+
1
6+
2
The Ossiarch agent Thanatek seeks to gather ‘truebone’ – osseous matter of unusual purity. To aid him, the Emissarian has created a group of warriors he believes ideally suited to the task. The assassins Tukhar and Sekhmor slay his targets cleanly, whilst the Mornial-caste retainers known as Xar-Tamok and Medeb-Ahk gather the remains in ensorcelled caskets that are conjoined to their bodies
OSSIARCH BONEREAPERS WARSCROLL
Thanatek’s Tithe
MELEE WEAPONS
AtkHitWndRndDmg
Weapons of the Tithe-reapers
Weapons of the Tithe-reapers23+4+11
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 5      Points: 90
Can be reinforced: No
Notes: This unit cannot be reinforced.

Passive
SEEKER OF TRUEBONE: Thanatek is on a mission to source truebone, a material of surpassing quality for the creation, maintenance and reinforcement of the Bonereaper legions.

Effect: This unit can be picked to be the target of the ‘Immortal Elite’ ability as if it had the HERO keyword.

Each time a visible enemy unit within 12" of this unit is destroyed, roll a dice. On a 3+, this unit gains 1 portion of truebone. Each time a visible friendly non-BEAST OSSIARCH BONEREAPERS unit wholly within 12" of this unit is destroyed, this unit gains 1 portion of truebone.

Your Hero Phase
TRUEBONE MASTERY: If needed, Thanatek can make highly effective use of the truebone his warriors have gathered in battle.

Effect: Spend any number of this unit’s portions of truebone. For each portion spent, pick 1 of the effects below. Each effect can be picked multiple times and the effects are cumulative.
  • Add 1 to casting rolls for this unit for the rest of the turn.
  • Add 1 to banishment rolls for this unit for the rest of the turn.
  • Gain 1 relentless discipline point.
  • Return 1 slain model to this unit

KEYWORDS
UNIQUE, INFANTRY, WIZARD (1), WARD (6+), RELENTLESS DISCIPLINE (2)
OSSIARCH BONEREAPERS, DEATH
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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6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
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.
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced. In addition, some units with a unit size of more than 1 can not be reinforced. This will be noted on their battle profile.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

Banish Manifestation
Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

Once Per Battle Round (Army), Start of Battle Round
IMMORTAL ELITE: The Ossiarch legions march to war in perfect unison, efficiently and precisely enacting the will of their generals without the mortal inadequacies of doubt, fear or regret.

Declare: You must use this ability if there are any friendly OSSIARCH BONEREAPERS HEROES on the battlefield. Pick a friendly OSSIARCH BONEREAPERS HERO to be the target.

Effect: You gain a number of relentless discipline points equal to the number after the target’s RELENTLESS DISCIPLINE keyword. At the end of the battle round, any unspent relentless discipline points are lost.
© Vyacheslav Maltsev 2013-2026