Ossiarch Bonereapers – The Grand Necromystic

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OSSIARCH BONEREAPERS WARSCROLL
Nagash
Supreme Lord of the Undead
6"
12
3+
5
6+
The Grand Necromystic is the head of the Necrosian Cabal and the de facto ruler of the Petrifex Elite. It is said that no one has ever seen the Grand Necromystic’s true form, and there are rumours that he may not have one at all, preferring to inhabit the form of one of his many bone constructs.
OSSIARCH BONEREAPERS WARSCROLL
Nagash
Supreme Lord of the Undead
MELEE WEAPONS
AtkHitWndRndDmg
Bludgeoning Strikes [Crit (2 Hits)]
Bludgeoning Strikes
Crit (2 Hits)
54+2+24
Petrified Spinesaw [Anti-INFANTRY (+1 Rend)]
Petrified Spinesaw
Anti-INFANTRY (+1 Rend)
14+3+26
* 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: 1      Points: 320
Base size: 105 × 70mm
Can be reinforced: No
Regiment Options: Any PETRIFEX ELITE units
Notes: Legends Warscroll

Once Per Battle (Army), End of Any Turn
BATTLEFIELD ENHANCEMENTS: The Grand Necromystic harvests bones from his fallen enemies and attaches them to his appendages forming even more horrific weaponry.

Effect: If an enemy HERO or MONSTER was destroyed by this unit’s combat attacks this turn, pick 1 of this unit’s melee weapons to be the target weapon.

Effect: Roll a D3. Add the result to the Attacks characteristic of the target weapon for the rest of the battle.

Once Per Turn (Army), Any Combat Phase
CRUSHING BONEBULK: The Grand Necromystic uses its immense bulk to flatten nearby foes, but in doing so. it exposes itself to attack.

Declare: Pick an enemy non-MONSTER unit in combat with this unit to be the target.

Effect: Roll 2D6. Then, your opponent must roll a dice. Inflict an amount of mortal damage on the target equal to the difference between the two rolls.

This unit has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
UNIQUE, HERO, MONSTER, WIZARD (1), WARD (6+), PETRIFEX ELITE
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.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
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.
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 after any non-FIGHT combat phase abilities have been used, 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.

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

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.
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.
The PETRIFEX ELITE keyword is used in the following Ossiarch Bonereapers warscrolls:

Monster Hero
War Machine
Monster
Infantry
Infantry Hero
© Vyacheslav Maltsev 2013-2025