Ossiarch Bonereapers – Vokmortian, Master of the Bone-tithe

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OSSIARCH BONEREAPERS WARSCROLL
Vokmortian
Master of the Bone-tithe
5"
5
4+
2
Bearer of the Decree of Nagash and overseer of a realm-wide harvest of corpse-matter, Vokmortian is a being whose appearance strikes dread into the living. There is some mystery as to his true nature: some believe him to be the flickering essence of a conquered death god, others that he was the first Bonereaper or a being formed from the cursed timepieces that surround Nagash’s sanctuary. Whatever the truth, Vokmortian was granted the grim title of Master of the Bone-tithe, and his existence is dedicated to ensuring that mortals deliver unto the Great Necromancer that which is owed. Even the Mortarchs guard their tongues in his presence, for whatever the High Emissarian sees, Nagash sees too – and Vokmortian is no more forgiving than his master. The Decree of Nagash is not merely a roll of ancient parchment: it is an unholy writ, leaden with magics of tyranny that can cow the mightiest heroes. Those who think to defy Nagashizzar are reminded of the folly of this course by the severed, wailing heads hanging from Vokmortian’s staff – victims who refused the tithe, still imbued with a flicker of horrific awareness so that they might eternally regret their hubris.
OSSIARCH BONEREAPERS WARSCROLL
Vokmortian
Master of the Bone-tithe
RANGED WEAPONS
RngAtkHitWndRndDmg
Gaze of Death
Gaze of Death12"13+2+12
MELEE WEAPONS
AtkHitWndRndDmg
Staff of Retribution [Crit (2 Hits)]
Staff of Retribution
Crit (2 Hits)
34+3+12
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 40mm
Can be reinforced: No
Regiment Options: Any OSSIARCH BONEREAPERS

Once Per Battle, Any Hero Phase
VOICE OF NAGASH: The sheer force of Vokmortian’s oratory fills even the boldest commanders with doubt.

Declare: Pick a visible enemy unit within 12" of this unit to be the target.

Effect: For the rest of the turn, non-FIGHT CORE abilities cost 1 command point for the target to use.

Your Hero Phase
7
MORTAL CONTRACT: Vokmortian binds an enemy to a deadly mystical contract.

Declare: Pick a visible enemy unit within 18" of this unit to be bound, pick a visible friendly OSSIARCH BONEREAPERS unit wholly within 18" of this unit to be bound, then make a casting roll of 2D6.

Effect: Until the start of your next turn, each time the bound friendly unit is picked to be the target of an ability used by the bound enemy unit, roll a D3. On a 2+, inflict an amount of mortal damage on the bound enemy unit equal to the roll as a reaction. If the bound enemy unit is destroyed by this ability, do not resolve the effect of the enemy ability.
KEYWORDSSPELL

KEYWORDS
UNIQUE, HERO, WIZARD (2), 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.
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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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.
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 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.
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

© Vyacheslav Maltsev 2013-2024