Ossiarch Bonereapers – Warscrolls


Cavalry Hero


OSSIARCH BONEREAPERS WARSCROLL
Arch-Kavalos Zandtos
10"
8
3+
2
Few undead beings loathe the living with such fearsome intensity as Arch‑Kavalos Zandtos. To him, even the most cultured aelven lord is nothing more than a contemptuous barbarian seeking to sully the deathly perfection of Shyish. Riding at the head of the Ossiarch’s elite cavalry formations, Zandtos seeks to annihilate all those who bear the taint of mortality, banishing their presence from his beloved realm for good. Such is his zealotry on this subject that even Katakros has on occasion had cause to censure the Arch-Kavalos for indulging his ruthless aggression. Yet the Mortarch of the Necropolis never keeps Zandtos leashed for long, because his mastery of cavalry warfare is a weapon too valuable to be cast aside. Wielding the fabled Dark Lance itself – both a murderous weapon and an exalted staff of office – Arch-Kavalos Zandtos charges into battle eagerly, plunging his weapon through the flesh of his foes while his warsteed stomps and kicks furiously. His hatred of mortalkind is so intense that it affects nearby Kavalos riders, stirring the smouldering embers of their souls into a battle-fury that sees them recklessly hurtle into combat in pursuit of victory.
OSSIARCH BONEREAPERS WARSCROLL
Arch-Kavalos Zandtos
MELEE WEAPONS
AtkHitWndRndDmg
The Dark Lance [Crit (2 Hits), Charge (+1 Damage)]
The Dark Lance
Crit (2 Hits), Charge (+1 Damage)
53+3+22
Kavalos Steed’s Hooves, Teeth and Barbed Tails [Companion]
Kavalos Steed’s Hooves, Teeth and Barbed Tails
Companion
45+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 230
Base size: 80mm
Can be reinforced: No
Regiment Options: Any OSSIARCH BONEREAPERS

Passive
SPEAR OF THE KAVALOI: A Liege-Kavalos on the charge can punch straight through the enemy line.

Effect: When this unit uses a CHARGE ability, it can pass through models in enemy INFANTRY units as if it had FLY.

Any Charge Phase
UNSTOPPABLE CHARGE: When a Kavalos steed charges the foe, it can use its size and weight to smash enemy footsoldiers to the ground and crush them beneath its nadirite-shod hooves.

Declare: If this unit charged this phase, pick an enemy INFANTRY unit that it passed across to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

Once Per Battle, Any Combat Phase
STILL THEIR BREATH!: Such is Zandtos’s disdain for those who trespass in Shyish that those who fight beside him come to share it.

Effect: If this unit is in combat, for the rest of the turn, add 1 to the Attacks characteristic of melee weapons used by friendly non-HERO OSSIARCH BONEREAPERS units while they are wholly within 12" of this unit.

KEYWORDS
UNIQUE, HERO, CAVALRY, WARD (6+)
DEATH, OSSIARCH BONEREAPERS


OSSIARCH BONEREAPERS WARSCROLL
Liege-Kavalos
10"
7
3+
2
Clad in the morbid panoply of the Ossiarch legions, a Liege-Kavalos directs their armies with chilling focus. Their place is at the tip of charging cavalry formations, punching through enemies like Katakros’s own spear. Once they have inflicted sufficient ruin and shock, a Liege-Kavalos leads their riders to smash from the foe’s back ranks, wheel about and repeat the process; many boast that they could trample an entire civilisation beneath their hooves if given a single lance of Deathriders and enough time to see it done. Liege-Kavaloi are the satraps and provincial lords of the Bonereapers’ empire, charged with custodianship of the necropolises and expansion of the Necrotopia. The proud souls that animate them were, in life, renowned for their ability to inspire fanatical loyalty; in death, that force of will drives those undead they command onwards without pause, to the horror of the living. Ossiarch footsoldiers obey the orders of their Liege-Kavalos without hesitation or delay; this complete obedience, when combined with the Liege-Kavalos’s military genius, has secured countless stunning victories in the name of the Ossiarch Empire.
OSSIARCH BONEREAPERS WARSCROLL
Liege-Kavalos
MELEE WEAPONS
AtkHitWndRndDmg
Commander’s Blade [Crit (2 Hits), Charge (+1 Damage)]
Commander’s Blade
Crit (2 Hits), Charge (+1 Damage)
53+3+12
Kavalos Steed’s Hooves, Teeth and Barbed Tails [Companion]
Kavalos Steed’s Hooves, Teeth and Barbed Tails
Companion
45+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 210
Base size: 80mm
Can be reinforced: No
Regiment Options: Any OSSIARCH BONEREAPERS
Notes: This HERO can join an eligible regiment as a Legion Subcommander.

Passive
SPEAR OF THE KAVALOI: A Liege-Kavalos on the charge can punch straight through the enemy line.

Effect: When this unit uses a CHARGE ability, it can pass through models in enemy INFANTRY units as if it had FLY.

Any Charge Phase
UNSTOPPABLE CHARGE: When a Kavalos steed charges the foe, it can use its size and weight to smash enemy footsoldiers to the ground and crush them beneath its nadirite-shod hooves.

Declare: If this unit charged this phase, pick an enemy INFANTRY unit that it passed across to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

Reaction: You declared a FIGHT ability for this unit
MASTER OF CAVALRY: A Liege‑Kavalos rides at the very tip of the cavalry spearhead, driving deep into the enemy’s vitals and smashing open a breach for their Deathriders to exploit.

Effect: Pick a friendly Kavalos Deathriders unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved.

KEYWORDS
HERO, CAVALRY, WARD (6+)
DEATH, OSSIARCH BONEREAPERS

Infantry Hero


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Katakros
Mortarch of the Necropolis
4"
20
3+
5
A genius of war whose mastery of strategy and tactics is unrivalled, Orpheon Katakros was chosen by Nagash to oversee the obliteration of mortal life and the final victory of death over life. The Mortarch of the Necropolis appears as a true goliath of war, his osseous frame shaped into a vision of anatomical perfection, his baleflame gaze observing the advance of his Ossiarch hosts with cold, analytical satisfaction. Katakros eschews the petty cruelties and political infighting of Nagash’s other Mortarchs. He seeks only complete perfection on the battlefield and in the arena of empire-building. Katakros prefers to observe each battle from a strategically advantageous point, surrounded by a retinue of trusted acolytes. Here he analyses the flow of combat, dispatching a flurry of orders via avian bone-constructs and signalling complex manoeuvres through his Prime Necrophoros, who bears the Mortarch’s personal standard. He has little interest in personal combat, leaving such matters to his ever-present subordinate, the Liege-Immortis Karash. If a particularly worthy foe makes themselves known, however, Katakros will take up the ensorcelled spear Inda-Khaat and the Shield Immortis, disposing of his opponent with the same precision with which he directs his legions.
OSSIARCH BONEREAPERS WARSCROLL
Katakros
Mortarch of the Necropolis
MELEE WEAPONS
AtkHitWndRndDmg
Inda-Khaat [Crit (2 Hits)]
Inda-Khaat
Crit (2 Hits)
53+3+23
The Shield Immortis
The Shield Immortis33+3+22
Retinue Blades [Crit (2 Hits)]
Retinue Blades
Crit (2 Hits)
103+4+11
BATTLE PROFILE

Unit Size: 1      Points: 500
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Legion Subcommander, Any OSSIARCH BONEREAPERS

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Inda-Khaat is 3.

Passive
MORTARCH OF THE NECROPOLIS: Katakros is the most perfect of Nagash’s constructs and the ruler of the Ossiarch Empire.

Effect: If this unit uses a Relentless Discipline ability, that ability affects friendly OSSIARCH BONEREAPERS units wholly within 18" of this unit instead of wholly within 12".

Once Per Turn, Reaction: Opponent declared a command for a unit within 18" of this unit
AVIARCH SPYMASTER: The Aviarch Spymaster can use their spy network to disrupt the plans of Katakros’s enemies.

Effect: Roll a dice. On a 5+, that command has no effect, it still counts as having been used and the command points spent to use it are still lost.

Passive
PRIME NECROPHOROS: This Necrophoros holds aloft Katakros’s personal banner.

Effect: Add 3 to the control scores of other friendly OSSIARCH BONEREAPERS units while they are wholly within 18" of this unit.

Your Hero Phase
1
SUPREME LORD OF THE BONEREAPER LEGIONS: An Ossiarch force personally led by Katakros is said to be worth ten identical forces led by his generals.

Declare: Pick up to 3 friendly OSSIARCH BONEREAPERS units wholly within 18" of this unit to be the targets.

Effect: Until the start of your next turn, add 1 to save rolls for the targets while they are wholly within 18" of this unit.

KEYWORDS
WARMASTER, UNIQUE, HERO, INFANTRY, WARD (6+)
DEATH, OSSIARCH BONEREAPERS


OSSIARCH BONEREAPERS WARSCROLL
Mortisan Boneshaper
5"
5
4+
2
It is the Mortisan Boneshapers who are responsible for the building of the Ossiarch war machine, peeling apart raw bone matter and remoulding it. They do so with delicate precision in order to create new weapons or to repair the damage done to Mortek legionaries. When selecting souls to animate the first of these mages, Nagash prioritised craftsmen of ability and renown. The underworlds were practically ransacked for such spirits, the artisans’ inclination to fashion works of beauty perverted to the purpose of war and the veneration of their malignant god. A skilled Boneshaper can keep an Ossiarch cohort fighting on despite tremendous losses, supplementing their necromantic repairs with the skeletal remains of those the Bonereapers have recently slain. Of course, such mastery of osseous matter can also be directly weaponised if the situation demands it. Appearing frailer than their combat-ready counterparts, the Mortisans are often singled out as easy targets – a delusion that only lasts until they summon a storm of razor-sharp bone shards to eviscerate any would-be assailants. Should the enemy manage to close to melee range, the Boneshaper’s talons – primarily designed for delicate sculpting – are more than capable of ripping out throats or piercing hearts.
OSSIARCH BONEREAPERS WARSCROLL
Mortisan Boneshaper
MELEE WEAPONS
AtkHitWndRndDmg
Ossified Talons [Crit (2 Hits)]
Ossified Talons
Crit (2 Hits)
34+4+-2
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Gothizzar Harvester, Any INFANTRY

Once Per Turn, Your Hero Phase
BONESHAPER: The Boneshaper uses their arcane arts to form shattered bones into new Ossiarch constructs.

Declare: Pick a friendly OSSIARCH BONEREAPERS unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+:
  • If the target is damaged, Heal (3) the target.
  • If the target is not damaged, return a number of slain models to the target unit with a combined Health characteristic of up to 3.

KEYWORDS
HERO, WIZARD (1), INFANTRY, WARD (6+)
DEATH, OSSIARCH BONEREAPERS, MORTISAN


OSSIARCH BONEREAPERS WARSCROLL
Mortisan Ossifector
5"
5
4+
2
Mortisan Ossifectors are mages dedicated to fashioning the most formidable bone constructs imaginable. They concern themselves with crafting behemothic Gothizzar Harvesters and perfecting the firing mechanisms of Mortek Crawlers, and they are even entrusted with knowledge of the rites that give rise to the dread Morghasts. An Ossifector will supervise these entities in battle with a craftsman’s critical eye, employing their magics to swiftly repair even the most grievous breaks and fractures suffered by their charges. Ossifectors are amongst the proudest bone-sculptors of Katakros’s empire. For these deathless artisans, quality is the only true metric, and they view themselves as pioneers as well as masters in matters of craftsmanship. As battle rages around them, they work their sorceries to augment their creations’ violent potential or resilience. Super‑hardened barbs erupt along the forelimbs of Gothizzar Harvesters, while Mortek Crawlers are coated in layers of ensorcelled bone that absorb kinetic energy before unleashing it with lethal force.
OSSIARCH BONEREAPERS WARSCROLL
Mortisan Ossifector
MELEE WEAPONS
AtkHitWndRndDmg
Ossified Talons [Crit (2 Hits)]
Ossified Talons
Crit (2 Hits)
34+4+-2
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Gothizzar Harvester, 0-1 Mortek Crawler, Any INFANTRY

Once Per Turn (Army), Your Hero Phase
REFINED CREATION: Ossifectors are always looking to improve upon their work, wielding necrotic sorcery to augment their creations in battle.

Declare: Pick a friendly Gothizzar Harvester, Morghast Archai or Morghast Harbingers unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, add 1 to the Rend characteristic of the target’s melee weapons until the start of your next turn.

KEYWORDS
HERO, WIZARD (1), INFANTRY, WARD (6+)
DEATH, OSSIARCH BONEREAPERS, MORTISAN


OSSIARCH BONEREAPERS WARSCROLL
Mortisan Soulmason
5"
6
4+
2
Soulmasons stand paramount amongst the Mortisans. Lords of soul alchemy, they process the vast reserves of spiritual energy hoarded by the legions. One may liken them to quartermasters in some manner, apportioning soul-matter to their minions and keeping the rest for Nagash’s vaults – though they are permitted to siphon off a small degree for personal experimentation. A Soulmason possesses encyclopaedic knowledge of the spiritual reserves available to them and knows precisely how much to call upon to energise or repair damaged warriors. They are famous for their trance-like focus, able to split their blended consciousness and perform a dizzying array of calculations at once. While Soulmasons are adept at aggressive spellcraft, their true value lies in bolstering the spirits of fellow Ossiarchs. Through their soul alchemy, these Mortisans provide aetheric nourishment to the Bonereapers, heightening their ferocity and focus. Such complex forms of sorcery beyond any Necromancer, and the Soulmasons must retain total concentration when wielding them, otherwise the welling gheist-energies may burst free in a shrieking mass. To avoid having to distract themselves with combat, Soulmasons take to battle atop elaborate bipedal thrones, whose raking claws can keep foes at a safe distance.
OSSIARCH BONEREAPERS WARSCROLL
Mortisan Soulmason
MELEE WEAPONS
AtkHitWndRndDmg
Soulmason’s Staff [Crit (2 Hits)]
Soulmason’s Staff
Crit (2 Hits)
34+4+1D3
Mortek Throne’s Ossified Claws [Companion]
Mortek Throne’s Ossified Claws
Companion
25+4+11
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Gothizzar Harvester, Any INFANTRY

Your Hero Phase
7
SOUL-GUIDE: The Soulmason empowers and focuses the souls that animate a nearby regiment of Ossiarch warriors.

Declare: Pick a visible friendly OSSIARCH BONEREAPERS unit wholly within 12" of the caster to be the target, then make a casting roll of 2D6.

Effect: The target has STRIKE-FIRST for the rest of the turn.
KEYWORDSSPELL

KEYWORDS
HERO, WIZARD (2), INFANTRY, WARD (6+)
DEATH, OSSIARCH BONEREAPERS, MORTISAN


OSSIARCH BONEREAPERS WARSCROLL
Mortisan Soulreaper
5"
5
4+
2
Soulreapers are the most sinister and dour of all Bonereapers. Though they number among the Mortisans, they are considered a breed apart by their kin, for it is not their prerogative to create; they only destroy, severing enemy spirits from their bodies with their enchanted scythes. Dark rumours follow them, many concerning their sealed lips, which are attributed to anything from a transgression against Nagash by the first of their number to the Folly of Tua’ghreph, the tale of an incautious Soulreaper being infected by the gheistechoes of an aelven mage. Soulreapers are miserly with harvested spirits, believing that their more vocal kin often squander this most precious resource. The Mortisans use this energy to fuel their scythe swings, to sap their enemies’ strength or to imbue nearby Ossiarchs with a sudden burst of aggression. Whatever soul-power a Soulreaper does not expend in this fashion is sealed within the grave-sand repositories that hang around their waist. In this form, the souls are transferred to a necropolis and secured in its vaults until the order to animate more Ossiarch warriors is received.
OSSIARCH BONEREAPERS WARSCROLL
Mortisan Soulreaper
MELEE WEAPONS
AtkHitWndRndDmg
Soulreaper Scythe [Crit (2 Hits)]
Soulreaper Scythe
Crit (2 Hits)
34+3+22
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Gothizzar Harvester, Any INFANTRY

Passive
SOULREAPER: The mere presence of a Soulreaper will sap a foe’s strength, leaving them weak and vulnerable.

Effect: Subtract 1 from wound rolls for combat attacks made by enemy units while they are in combat with this unit.

Reaction: You declared a FIGHT ability for this unit
NECROTIC IMPETUS: The Soulreaper sends a surge of death energy through nearby Ossiarch footsoldiers, redoubling the ferocity of their attacks.

Effect: Pick a friendly non-HERO OSSIARCH BONEREAPERS INFANTRY unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, add 1 to hit rolls for the target’s attacks for the rest of the turn.

KEYWORDS
HERO, WIZARD (1), INFANTRY, WARD (6+)
DEATH, OSSIARCH BONEREAPERS, MORTISAN


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. Those abilities do not count as commands

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

Monster Hero


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Arkhan the Black
Mortarch of Sacrament
12"
14
3+
5
Highest-ranking amongst the Mortarchs is Arkhan the Black, an ancient liche-lord who has served the Great Necromancer for centuries beyond counting, learning mysteries of Shyishan magic that none but the gods are privy to. If there is a being in existence that Nagash trusts, it is Arkhan, and the morbid sorcerer is dispatched to oversee his master’s most critical schemes. To aid him in this, the Mortarch of Sacrament was granted full control of the Bonereaper legion known as the Null Myriad, which he leads on bitter campaigns of suppression and annihilation against the living. Arkhan’s command of necromancy is bettered only by Nagash himself, and in battle, he unleashes its full might upon any who dare impede his master’s plans. Mounted atop the dread abyssal Razarak and wielding the Staff of Spirits, the Mortarch summons surging storms of amethyst energy, sending this deadly cascade crashing down upon his victims and turning them to withered husks. The soulstuff of these unfortunates – ripped from their flesh as it turns to dust – is devoured by Arkhan, mending any damage done to his physical form and further empowering his magic.
OSSIARCH BONEREAPERS WARSCROLL
Arkhan the Black
Mortarch of Sacrament
MELEE WEAPONS
AtkHitWndRndDmg
Zefet-kar and Khenash-an [Crit (2 Hits)]
Zefet-kar and Khenash-an
Crit (2 Hits)
44+3+1D3
Razarak’s Ebon Claws [Companion]
Razarak’s Ebon Claws
Companion
64+2+22
BATTLE PROFILE

Unit Size: 1      Points: 410
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Legion Subcommander, Any OSSIARCH BONEREAPERS

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of Razarak’s Ebon Claws is 4.

Passive
THE STAFF OF SPIRITS: Khenash-an, the Staff of Spirits, grants Arkhan the power to absorb the souls of his foes.

Effect: Add 1 to casting rolls for this unit. Each time this unit successfully casts a spell, Heal (1) this unit.

Once Per Turn (Army), Any Combat Phase
THE DOOM OF TRAITORS: The dread abyssal Razarak bears Arkhan into battle, seeking out those who have stoked the ire of the Great Necromancer.

Declare: If this unit charged this turn, pick an enemy unit in combat with it to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll. If the target is a HERO, double the amount of mortal damage inflicted.
KEYWORDSRAMPAGE

Reaction: Opponent declared a SPELL ability
MORTARCH OF SACRAMENT: Arkhan’s loyalty has seen him become privy to secrets of Shyishan magic known to none outside the ranks of the gods.

Effect: If a friendly OSSIARCH BONEREAPERS unit wholly within 18" of this unit was picked to be the target of that spell, roll a dice. On a 4+, ignore the effect of that spell on that unit. This unit can use this ability more than once per phase but only once per SPELL ability.

Your Hero Phase
6
CURSE OF YEARS: Tracing a spiteful gesture in the air, Arkhan curses the enemy to age at an incredible rate.

Declare: Pick a visible enemy unit within 18" of this unit to be the target, then make a casting roll of 2D6.

Effect: Roll 10 dice. For each 6:
  • Inflict 1 mortal damage on the target.
  • Roll an extra dice.

For each 5+ on those extra dice, repeat the above bullet points. Then, do the same for each 4+, then each 3+, then each 2+.
KEYWORDSSPELL

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (3), FLY, WARD (6+)
DEATH, OSSIARCH BONEREAPERS


OSSIARCH BONEREAPERS WARSCROLL
Nagash
Supreme Lord of the Undead
10"
18
3+
10
All living beings dread the name of Nagash, the God of Undeath. Cruel and tyrannical, the overlord of Shyish intends to conquer the Mortal Realms and transform them into a lifeless Necrotopia, in which not a speck of dust moves unless it is by his will. Wielding Alakanash, the Staff of Power, the cursed blade Zefet-nebtar, and surrounded by the Nine Books of Nagash, the Great Necromancer commands the full, terrible power of Shyishan magic. With a contemptuous gesture, he tears the souls from the living, their last moments of agonising horror providing the fuel for his next arcane onslaught. To the Ossiarchs, Nagash is a creator god of dark majesty, the being that will bring about a true golden age for undead across the Mortal Realms. In his presence, they fight all the harder, inspired by a sense of devotion that is no less intense than any mortal’s religious fervour. When combined with the martial excellence of the Ossiarch legions, Nagash’s magic can unmake any foe, leaving the lands littered with corpses. These precious resources are soon gathered and stripped of their soft and vulnerable flesh, refined into osseous fuel for further conquests.
OSSIARCH BONEREAPERS WARSCROLL
Nagash
Supreme Lord of the Undead
MELEE WEAPONS
AtkHitWndRndDmg
Alakanash
Alakanash43+3+2D6
Zefet-nebtar
Zefet-nebtar43+3+23
BATTLE PROFILE

Unit Size: 1      Points: 880
Base size: 130mm
Can be reinforced: No
Regiment Options: 0-1 Legion Subcommander, Any OSSIARCH BONEREAPERS

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, subtract 3 from its power level.

Passive
THE STAFF OF POWER: Alakanash is capped with gems of purest grave-sand.

Effect: Add 2 to casting rolls for this unit while it has not miscast any spells this turn. If this unit miscasts a spell, ignore the restriction that would stop this unit from casting any more spells this turn.

Once Per Turn (Army), End of Any Turn
HAND OF DUST: Nagash’s touch can turn a foe to a pile of dusty bones in moments.

Declare: Pick a visible enemy HERO or MONSTER in combat with this unit to be the target.

Effect: Hide a dice in one of your hands or under one of two appropriate containers. Your opponent must pick one of your hands or containers. If they pick the one hiding the dice, this ability has no effect. If they pick the empty one, the target is automatically destroyed.
KEYWORDSRAMPAGE

Once Per Battle, Your Hero Phase
SUPREME LORD OF THE UNDEAD
Declare: Pick a friendly non-HERO non-UNIQUE DEATH unit that has been destroyed to be the target.

Effect: Set up a replacement unit identical to the target wholly within 12" of this unit and more than 9" from all enemy units.

Your Hero Phase
7
INVOCATION OF NAGASH: In a storm of morbid sorcery, Nagash blasts his foes’ souls or re-knits his minions’ bodies.

Declare: This unit can cast this spell more than once per phase. Pick a visible unit wholly within 18" of this unit that has not been picked to be the target of this spell this turn to be the target, then make a casting roll of 2D6.

Effect: If the target is an enemy unit, inflict D3 mortal damage on it. If the target is a friendly DEATH unit, pick 1 of the following effects:
  • Return a number of slain models to the target unit with a combined Health characteristic of up to 3.
  • The target has WARD (5+) until the start of your next turn.
KEYWORDSSPELL

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (9), FLY, WARD (5+)
DEATH, OSSIARCH BONEREAPERS

Cavalry


OSSIARCH BONEREAPERS WARSCROLL
Kavalos Deathriders
10"
3
4+
1
Few can outpace the Kavalos Deathriders, the fearsome cavalry of the Ossiarch Empire. Their mounts are fashioned for speed and ferocity above all, powered by animalistic essences and the rendered-down souls of Bonereapers who have failed in their duties – and who remain eminently aware of their new equine status. Arrows, blades and arcane projectiles ricochet off these creatures, their charge not slowing a jot. When a Deathrider echelon slams home, it is akin to being hit by an avalanche, and their nadirite weapons – as well as the fangs and sharpened tails of their steeds – ensure that the Kavaloi rarely leave survivors in their wake. Though they take great pride in their martial skill, the Kavaloi riders are as disciplined on the battlefield as any other Bonereapers, befitting their status as warriors of the elite Priad warrior caste. They avoid the wild, glory-seeking charges that are so often the undoing of mortal or even immortal cavaliers; instead, the Deathriders’ Hekatos leaders form their troops into tight and precise wedges to plunge into enemy formations. Once the foe’s cohesion is shattered, the Deathriders will bid their steeds wheel away with an eerie synchrony or else ride on through terrain no normal horse would dare.
OSSIARCH BONEREAPERS WARSCROLL
Kavalos Deathriders
MELEE WEAPONS
AtkHitWndRndDmg
Kavalos Blades [Crit (2 Hits), Charge (+1 Damage)]
Kavalos Blades
Crit (2 Hits), Charge (+1 Damage)
33+4+11
Kavalos Steed’s Hooves and Teeth [Companion]
Kavalos Steed’s Hooves and Teeth
Companion
25+3+-1
BATTLE PROFILE

Unit Size: 5      Points: 180
Base size: 60 × 35mm
Can be reinforced: Yes

Passive
DEATHRIDER WEDGE: Kavalos Deathriders charge in an arrowhead formation that punches straight through the enemy line.

Effect: When this unit uses a CHARGE ability, models in this unit can pass through models in enemy INFANTRY units as if this unit had FLY.

Any Charge Phase
UNSTOPPABLE CHARGE: When a Kavalos steed charges the foe, it can use its size and weight to smash enemy footsoldiers to the ground and crush them beneath its nadirite-shod hooves.

Declare: If this unit charged this phase, pick an enemy INFANTRY unit that it passed across to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

KEYWORDS
CAVALRY, CHAMPION, STANDARD BEARER (1/5), WARD (6+)
DEATH, OSSIARCH BONEREAPERS

Infantry


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Immortis Guard
5"
4
3+
1
Immortis Guard are formidable bodyguards, goliaths wielding tower shields taller than a Freeguild soldier. Their tactics and armaments are a legacy of the Scions Praetoris, once the tallest and strongest of Katakros’s vassal troops, famed for their intractable discipline. The Immortis Guard continue that storied legacy. Their own shields are a literal extension of their skeletal frames, used to drive the enemy back and clear space for the disembowelling slash of a dread halberd. Though they do not get to choose whom they protect, the Immortis Guard go about their duty with the utmost dedication. It is claimed that they have never routed, and Katakros himself rarely takes to the field without a contingent at his side. More so than any other class of Ossiarchs, the Immortis Guard view their cohorts as single entities and each warrior as merely an element of the whole. They speak in an eerie, emotionless unity and coordinate their defences through a faint telepathic bond. It is said that the only time an Immortis Guard experiences a flicker of sentiment is when one of their brethren is irrevocably felled in the line of duty. Any dismay, however, is soon buried beneath the imperative to unleash a punishing counter-attack.
OSSIARCH BONEREAPERS WARSCROLL
Immortis Guard
MELEE WEAPONS
AtkHitWndRndDmg
Dread Halberd [Crit (2 Hits)]
Dread Halberd
Crit (2 Hits)
33+3+12
BATTLE PROFILE

Unit Size: 3      Points: 200
Base size: 50mm
Can be reinforced: Yes

Passive
SOULBOUND PROTECTORS: Immortis Guard will use their own bodies to shield their rulers from harm.

Effect: Add 1 to ward rolls for friendly OSSIARCH BONEREAPERS HEROES within this unit’s combat range. However, each time you make an unmodified ward roll of 1 for a friendly OSSIARCH BONEREAPERS HERO within this unit’s combat range, allocate 1 damage point to this unit after the damage sequence for that HERO has been resolved (ward rolls cannot be made for those damage points).

KEYWORDS
INFANTRY, WARD (6+)
DEATH, OSSIARCH BONEREAPERS


OSSIARCH BONEREAPERS WARSCROLL
Morghast Archai
10"
6
3+
2
The deathly seraphs known as Morghasts are viewed with respectful wariness even by other Bonereapers. Although they wear the colours of the legions, they are the direct embodiments of Nagash’s will and his eyes and ears within the Ossiarch Empire. The complex necromantic rites of their creation, known to involve the sacrifice of seers and wizards, are entrusted only to the most senior Mortisans. The air around a Morghast is constantly filled with the despairing mewling of lost souls, while the foul spirit-energies that suffuse their halberds and blades allow them to cleave their victims’ physical bodies and tear the metaphysical essence beneath to shreds. Morghast Archai are heralds and spectres of death that shadow Nagash’s armies, observing their progress for signs of weakness – and doling out swift judgement to those generals adjudged to be failing the Great Necromancer. When battle dawns, they fight alongside the legions, unleashing their true might. Their ebon-wrought armour is threaded with spells to protect them from arcane attack and that can be used to empower their magic-wielding charges, should the need arise.
OSSIARCH BONEREAPERS WARSCROLL
Morghast Archai
MELEE WEAPONS
AtkHitWndRndDmg
Spirit Weapons [Crit (2 Hits), Anti-MONSTER (+1 Rend)]
Spirit Weapons
Crit (2 Hits), Anti-MONSTER (+1 Rend)
33+2+23
BATTLE PROFILE

Unit Size: 2      Points: 270
Base size: 60mm
Can be reinforced: Yes

Passive
EBON-WROUGHT ARMOUR: The Morghast’s armour is threaded with spells that protect them against arcane assault.

Effect: This unit has WARD (3+) against damage points inflicted by SPELL abilities, PRAYER abilities and abilities used by MANIFESTATIONS.

If you make a successful ward roll for this unit, or if this unit destroys an enemy MANIFESTATION, give this unit an arcane charge token. This unit cannot have more than 1 arcane charge token at once.

Any Hero Phase
DISCHARGE ARMOUR: The Morghast releases the arcane energy in their armour to overpower nearby magic users.

Declare: If this unit has an arcane charge token, pick a friendly OSSIARCH BONEREAPERS WIZARD wholly within 12" of this unit to be the target.

Effect: Remove this unit’s arcane charge token, then add 1 to casting rolls for the target for the rest of the turn.

KEYWORDS
INFANTRY, FLY, WARD (6+)
DEATH, OSSIARCH BONEREAPERS


OSSIARCH BONEREAPERS WARSCROLL
Morghast Harbingers
10"
6
4+
2
The deathly seraphs known as Morghasts are viewed with respectful wariness even by other Bonereapers. Although they wear the colours of the legions, they are the direct embodiments of Nagash’s will and his eyes and ears within the Ossiarch Empire. The complex necromantic rites of their creation, known to involve the sacrifice of seers and wizards, are entrusted only to the most senior Mortisans. The air around a Morghast is constantly filled with the despairing mewling of lost souls, while the foul spirit-energies that suffuse their halberds and blades allow them to cleave their victims’ physical bodies and tear the metaphysical essence beneath to shreds. Morghast Harbingers were created as agents of Nagash’s omnicidal fury, shaped and armed to annihilate those who dare defy him. They range ahead of the Ossiarch armies, flying with a swiftness that belies their size and scanning the lands beneath for worthy victims. Upon sighting such a target, they plummet like huge birds of prey, slamming into their quarry with bone-shaking force before dismembering them with fell blades. Harbingers are accustomed to obeying Nagash’s commands alone, and only a direct command from a high-ranking Liege-Kavalos or Emissarian can contain their single-minded fervour.
OSSIARCH BONEREAPERS WARSCROLL
Morghast Harbingers
MELEE WEAPONS
AtkHitWndRndDmg
Spirit Weapons [Crit (2 Hits), Anti-MONSTER (+1 Rend)]
Spirit Weapons
Crit (2 Hits), Anti-MONSTER (+1 Rend)
33+2+23
BATTLE PROFILE

Unit Size: 2      Points: 270
Base size: 60mm
Can be reinforced: Yes

Once Per Turn (Army), Reaction: You declared a RELENTLESS DISCIPLINE ability
HERALDS OF NAGASH: Morghast Harbingers are direct embodiments of Nagash’s will and as such require no commander to function with deadly efficiency.

Effect: This unit is affected by that RELENTLESS DISCIPLINE ability as if it were wholly within range of the friendly HERO picked to use it.

Passive
HARBINGERS OF DEATH: Morghast Harbingers hurl themselves at the foe with unbridled ferocity.

Effect: Add 1 to the number of dice rolled when making charge rolls for this unit, to a maximum of 3.

KEYWORDS
INFANTRY, FLY, WARD (6+)
DEATH, OSSIARCH BONEREAPERS


OSSIARCH BONEREAPERS WARSCROLL
Mortek Guard
4"
1
4+
1
Mortek Guard are the passionless heart of the Ossiarch legions. Though numerous in comparison to other Bonereaper constructs, they are no mindless chattel. The blend of warlike personalities that pulses within each Mortek’s soultrap gem grants the capacity for autonomy, though only a flicker – enough to adapt to changing circumstances and venerate Nagash without the possibility of any troubling notions of individuality shining through. Their strikes are clinical and efficient, whether delivered with nadirite spears and swords or with the greatblades favoured by those Morteks fashioned from the mutilated souls of berserkers and weaponmasters. Discipline is the watchword of the Mortek Guard, the fulcrum upon which their successes turn. They cannot be bribed, induced to panic or burdened by despair; if they feel anything, it is only satisfaction at demonstrating the Bonereapers’ battlefield mastery. Whether they fight upon desert sands or beneath the canopies of flesh-eating trees, the Mortek Guard endure the harshest conditions without comment. Corpses pile around their feet as they kill with machine-like efficiency, preferring to preserve the bones of their victims whenever possible so that their final tally might contribute to the endless tithe.
OSSIARCH BONEREAPERS WARSCROLL
Mortek Guard
MELEE WEAPONS
AtkHitWndRndDmg
Nadirite Weapons [Crit (2 Hits), Anti-charge (+1 Rend)]
Nadirite Weapons
Crit (2 Hits), Anti-charge (+1 Rend)
23+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 120
Base size: 25mm
Can be reinforced: Yes

Passive
SHIELDWALL: At their leader’s command, the regiment locks their shields to form an impenetrable barrier.

Effect: Ignore all modifiers to save rolls for this unit (positive and negative) for the rest of the turn if this unit did not use a MOVE ability in the same turn.

KEYWORDS
INFANTRY, CHAMPION, STANDARD BEARER (1/10), WARD (6+)
DEATH, OSSIARCH BONEREAPERS


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


OSSIARCH BONEREAPERS WARSCROLL
Teratic Cohort
7"
2
4+
1
Nagash is a merciless god, and those who displease him are destined to suffer terribly. The Ossiarch constructs of the Teratic Cohort were plucked from the ranks of the legions after failing in their duty, their forms broken down and remoulded into bestial shapes befitting the pariahs of Ossiarch society. Denied the glory of martial victory, they now perform only the most brutish and honourless tasks: conquering monster-ridden forests, hunting down troublesome raiders and seeking out valuable troves of osseous matter. Their existing soultrap gems set in new beast-bone forms, they are more aggressive and unpredictable than other Ossiarchs. Each Cohort detachment is led by a Kavalos Centari, a hulking centauroid creature usually formed from the upper half of a condemned Liege-Kavalos and the lower half of their former steed. Embittered and shamed by their new duties, they must nevertheless lead a motley retinue of Teratic warriors to victory in Nagash’s name. Aviarch Harpies and canine Teratic Prowlers are vicious hunting beasts made from the soulstuff of defective Ossiarchs, and one-eyed Mortek Cykloptians function as autonomous conduits through which their masters can peer upon lands their mighty armies would find it impossible to traverse.
OSSIARCH BONEREAPERS WARSCROLL
Teratic Cohort
MELEE WEAPONS
AtkHitWndRndDmg
Teratic Weapons [Crit (2 Hits)]
Teratic Weapons
Crit (2 Hits)
23+4+11
Claws and Talons [Companion]
Claws and Talons
Companion
24+3+-1
BATTLE PROFILE

Unit Size: 8      Points: 140
MODELBASE SIZE
Kavalos Centari60 × 35mm
2 × Mortek Cykloptians32mm
5 × Teratic Prowlers and Aviarch Harpies28.5mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Claws and Talons.
  • The champion is a Kavalos Centari and must replace their Claws and Talons with Teratic Weapons.
  • 2/8 models in this unit are Mortek Cykloptians and must replace their Claws and Talons with Teratic Weapons.

Deployment Phase
PREDATOR’S CUNNING: Fashioned from the soulstuff of hunting beasts, Teratic Cohorts have perfected the art of the ambush.

Declare: Pick this unit if it has not been deployed.

Effect: Set up this unit in reserve outflanking the enemy. It has now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
HUNTERS UNLEASHED: Unable to hold back any longer, these feral constructs rush forward to engage their prey.

Declare: Pick this unit if it is outflanking the enemy.

Effect: Set up this unit anywhere on the battlefield more than 9" from all enemy units.

KEYWORDS
INFANTRY, CHAMPION (1/8), WARD (6+)
DEATH, OSSIARCH BONEREAPERS


OSSIARCH BONEREAPERS WARSCROLL
Kainan’s Reapers
5"
2
4+
1
Mir Kainan is a brutal enforcer of the Mortisans, fanatically devoted to ensuring the bone-tithe is met. Certainly, any confronted by this osseous goliath soon dredge up outstanding ‘payments’ – better that than face the annihilating swing of Kainan’s axe. The Reapers serve as Mir Kainan’s heralds, a cadre of elite Mortek Guard who back up the enforcer’s demands with clinical violence. Wielding the finest nadirite wargear, they cut down their opponents without hesitation or remorse – exemplars of the Bonereapers’ dark efficiency.
OSSIARCH BONEREAPERS WARSCROLL
Kainan’s Reapers
MELEE WEAPONS
AtkHitWndRndDmg
Soulreaper Axe [Anti-charge (+1 Rend)]
Soulreaper Axe
Anti-charge (+1 Rend)
43+3+22
Nadirite Weapon [Anti-charge (+1 Rend)]
Nadirite Weapon
Anti-charge (+1 Rend)
33+4+-1
BATTLE PROFILE

Unit Size: 6      Points: 140
Base size: 25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

The models in this unit are:
  • Mir Kainan (armed with a Soulreaper Axe)
  • Binar Khenta (armed with a Nadirite Weapon)
  • Karu (armed with a Nadirite Weapon)
  • Senha (armed with a Nadirite Weapon)
  • Hakor (armed with a Nadirite Weapon)
  • Nohem (armed with a Nadirite Weapon)

Your Shooting Phase
NADIRITE BOW: With grim efficiency, the warrior Nohem fires shot after shot into the enemy lines with his nadirite bow, felling foes left and right.

Declare: If this unit’s Nohem is on the battlefield, pick a visible enemy unit within 18" of this unit to be the target.

Effect: Roll a dice. On a 4+, inflict 1 mortal damage on the target.

Passive
MIR KAINAN: Mir Kainan is a master of necromancy as well as a formidable fighter.

Effect: While this unit’s Mir Kainan is on the battlefield, it has WIZARD (1).

KEYWORDS
UNIQUE, INFANTRY, WARD (6+)
DEATH, OSSIARCH BONEREAPERS, MORTISAN

Monster


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Gothizzar Harvester
6"
10
4+
5
The ground trembles and a charnel reek fills the air as a Gothizzar Harvester lumbers forward, joints clicking as it trawls through the carrion left behind by war. These massive constructs embody the grotesque pragmatism of the Ossiarch Bonereapers. They are designed not only to slaughter the enemy with bladed limbs and gouts of green spirit-flame but also to gather the slain up in the osseous cage atop their back, where a multitude of dexterous appendages proceed to strip flesh from bone and process the bounty of corpses. Indeed, a Gothizzar Harvester’s passage across the lands can be tracked by the grim trail of flesh, gristle and empty armour left in its wake. Even in the thick of battle, the Harvester’s duties continue, as it amasses a gruesome stockpile that can be used to repair a legion’s casualties on the field. Despite their value as force multipliers, Ossiarch commanders typically use Harvesters to smash openings in the enemy’s formation, bludgeoning and hacking their way through a mass of bodies. As they trample forwards, distress soon turns to blind terror and precipitates panicked retreats – even bold warriors can be forgiven for fleeing as they watch their comrades being slaughtered, picked apart and processed before their very eyes.
OSSIARCH BONEREAPERS WARSCROLL
Gothizzar Harvester
RANGED WEAPONS
RngAtkHitWndRndDmg
Death’s Head Maw
Death’s Head Maw12"44+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Soulcrusher Weapons [Crit (2 Hits)]
Soulcrusher Weapons
Crit (2 Hits)
64+2+22
Ossified Hooves and Tail
Ossified Hooves and Tail44+3+12
BATTLE PROFILE

Unit Size: 1      Points: 220
Base size: 105 × 70mm
Can be reinforced: No

Once Per Turn (Army), Any Combat Phase
GRUESOME SURGERY: Gothizzar Harvesters are capable of swiftly disassembling their foes so that nearby Mortek might be reconstituted from their blood-smeared bones.

Declare: Pick an enemy INFANTRY unit in combat with this unit to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll. For each model slain by this ability, you can return 1 slain model to a friendly Mortek Guard unit wholly within 12" of this unit.
KEYWORDSRAMPAGE

Passive
BONE HARVEST: As a Gothizzar Harvester fights, it works to amass a grisly stockpile of bones.

Effect: Each time an enemy model in combat with this unit is slain, give this unit 1 bone-tithe point. This unit can have a maximum of 6 bone-tithe points at once.

End of Any Turn
REPAIR CONSTRUCT: The Harvester uses a portion of its morbid crop to restore the forms of fellow Ossiarchs.

Declare: Pick a friendly OSSIARCH BONEREAPERS unit wholly within 12" of this unit to be the target.

Effect: Return a number of slain models to the target with a combined Health characteristic equal to the number of bone-tithe points this unit has. Then, reset this unit’s bone-tithe points to 0.

KEYWORDS
MONSTER, WARD (6+)
DEATH, OSSIARCH BONEREAPERS

War Machine


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Mortek Crawler
5"
12
4+
5
Few weapons in the Ossiarch arsenal inspire such a quaking terror in their victims as the Mortek Crawler. A siege engine of grotesque yet ingenious design, this contraption is possessed of a crude animus, allowing it to lumber forward upon multiple bone limbs and place itself in the optimum firing position. Attendant engineers then operate the Crawler’s mechanisms, loading and directing the weapon at the heart of the enemy’s formation. At the signal of a high-ranking war vizier, the Crawler’s main arm lurches forwards, hurling a payload of glowing missiles towards its target. A Crawler’s ammunition consists not of physical matter but of fiendish concentrations of deathly energy. The most commonly used projectiles are clusters of necrotically charged skulls. Where these land, they burst in a storm of sorcery that shatters stone and blasts the life from nearby soldiers. Sometimes, a Crawler will be loaded with strange, polyhedral steles inscribed with grim hexes, designed to unleash a concentrated burst of death magic against a single target. More insidious still are the cauldrons of torment: warded containers filled with tormented soul-slivers, which burst upon impact and fill the air with a maddening aura of terror and pain that drives mortals hopelessly insane.
OSSIARCH BONEREAPERS WARSCROLL
Mortek Crawler
RANGED WEAPONS
RngAtkHitWndRndDmg
Dread Catapult [Crit (2 Hits), Anti-INFANTRY (+1 Rend)]
Dread Catapult
Crit (2 Hits), Anti-INFANTRY (+1 Rend)
24"44+2+1D3+2
MELEE WEAPONS
AtkHitWndRndDmg
Attendants’ Crawler Tools [Companion]
Attendants’ Crawler Tools
Companion
64+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 260
Base size: 170 × 105mm
Can be reinforced: No

Any Shooting Phase
DEATHLY BARRAGE: The grisly ammunition of a Mortek Crawler can leave even the most stoic souls staggering.

Declare: Pick an enemy unit that was targeted by all of this unit’s shooting attacks this phase to be the target.

Effect: Roll a dice. Add 1 to the roll if this unit is wholly within 12" of a friendly Mortisan Ossifector, and add 1 to the roll if any other friendly Mortek Crawler units picked that enemy unit to be the target of this ability this turn. On a 4+, the target has STRIKE-LAST for the rest of the turn.

KEYWORDS
WAR MACHINE, WARD (6+)
DEATH, OSSIARCH BONEREAPERS

Faction Terrain


OSSIARCH BONEREAPERS WARSCROLL
Bone-tithe Nexus
-
13
4+
-
The process by which Ossiarch tithemasters gather their grisly bounty can differ greatly legion by legion, but it is common for them to demand that the offerings of the living be placed at a designated site of power. Known as a Bone-tithe Nexus, this location is thoroughly drenched in necrotic energies, functioning not only as a repository of corpse-matter but also as a grotesque infirmary where damaged Ossiarch warriors can be repaired in soul and bone. At the centre of the Nexus looms a four-skulled tower that silently oversees the offered tribute of the Bonereapers’ mortal vassals. Should any shipment prove insufficient – or should any would-be rebels attempt to break their contract – the eyes of the statue will glow with deathly power, spitting devastating beams of energy that blast the life from those whom they strike. The Bone-tithe Nexus is capable of delivering a number of other punishments if it is deemed necessary, including curses of agony, mind-wiping enchantments and hexes that reduce the strongest warriors to withered, unmoving husks.
OSSIARCH BONEREAPERS WARSCROLL
Bone-tithe Nexus
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Unstable

Your Hero Phase
DEADLY GAZE: The statue that towers above a Bone-tithe Nexus can unleash punishing beams of energy upon those who break an Ossiarch contract. Each of the statue’s four faces can deliver a different punishment.

Declare: Pick a visible enemy unit within 18" of this terrain feature to be the target.

Effect: Roll a dice. On a 4+, pick 1 of the following effects to apply:

Punishment of Agony: Subtract 1 from hit rolls for the target until the start of your next turn.

Punishment of Ignorance: Subtract 1 from casting rolls and/or chanting rolls for the target until the start of your next turn.

Punishment of Lethargy: Halve the target’s Move characteristic until the start of your next turn.

Punishment of Death: Inflict D3 mortal damage on the target.

KEYWORDS
FACTION TERRAIN
DEATH, OSSIARCH BONEREAPERS

Endless Spell


OSSIARCH BONEREAPERS WARSCROLL
Bone-tithe Shrieker
8"
7
5+
7+
Fear is a weapon wisely deployed by the Ossiarch legions, for the shattering of an army’s will to fight brings about its destruction swifter and surer than any ingenious gambit. The Bone-tithe Shrieker is a soul-linked conjuration developed by arcanists of the Mortisan caste to swamp the battlefield in a tide of existential terror and to bring death to those who would avoid paying their rightful tribute of osseous matter. A Bone-tithe Shrieker appears as a four-headed, pyramidal monstrosity floating upon contrails of Shyishan magic. Its many faces spin constantly, seeking those marked by Nagash as traitors and tithe-avoiders. Having identified such a presence, the Shrieker lives up to its name, unleashing an ear-splitting and soulrending scream that turns living creatures nearby into trembling, shell-shocked statues – easy prey for advancing Ossiarch footsoldiers, who are immune to this fear-inflicting aural onslaught.
OSSIARCH BONEREAPERS WARSCROLL
Bone-tithe Shrieker
RANGED WEAPONS
RngAtkHitWndRndDmg
Soul-rending Shriek [Shoot in Combat]
Soul-rending Shriek
Shoot in Combat
12"43+4+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Soul-rending Shriek
Soul-rending Shriek43+4+1D3
Passive
NO ESCAPE: There is no hope for the enemy when a Bone-tithe Shrieker is nearby.

Effect: Subtract 1 from ward rolls for enemy units while they are within 12" of this MANIFESTATION.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)
DEATH, OSSIARCH BONEREAPERS


OSSIARCH BONEREAPERS WARSCROLL
Nightmare Predator
8"
7
5+
7+
Shaped from Shyishan magic, a Nightmare Predator manifests as a towering, skull-faced fiend with raking talons and a cruel laugh that chills the blood to ice. Modelled upon some of the most horrific entities to be found in those areas of Shyish saturated with the energies of ending, these malignant spells were created by the Ossiarch’s foremost Soulmasons. They were shaped from the residual spite and fury of damaged souls, a surfeit of spirit-matter moulded into a weapon with which they might accomplish the swift annihilation of the living. Nightmare Predators are most commonly unleashed upon the battlefield, where their deadly momentum can turn the tide of battle in the blink of an eye. Conjured to destroy enemies and bonded to the will of its caster, the Nightmare Predator floats eerily across the battlefield towards its quarry, unstoppable and inevitable. Anything unfortunate enough to stand between the spell and its intended target is simply obliterated. The Predator’s ethereal claws lash out to lacerate the bodies of its screaming victims, stripping their flesh to the bone before tossing them aside.
OSSIARCH BONEREAPERS WARSCROLL
Nightmare Predator
MELEE WEAPONS
AtkHitWndRndDmg
Lacerating Claws
Lacerating Claws64+2+22
End of Any Turn
DEATH INCARNATE: Even when destroyed, the nightmare predator reforms to continue tormenting its enemies.

Effect: If this MANIFESTATION was destroyed or banished this turn and the unit that summoned it is on the battlefield, roll a dice. On a 4+, set up this MANIFESTATION again, wholly within 12" of the unit that summoned it and more than 9" from all enemy units.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)
DEATH, OSSIARCH BONEREAPERS


OSSIARCH BONEREAPERS WARSCROLL
Soulstealer Carrion
10"
7
5+
7+
It is common to see winged forms circling above an Ossiarch army on the march, like vultures expecting a surfeit of rotting flesh. In fact, these are not creatures of flesh and blood but necromantic creations known as Soulstealer Carrion. Each linked to the essence of an Ossiarch mage, these conjurations are sent into the skies to act as spies, scouts and sentries. The summoner of the endless spell can see through the avian entity’s eyes, ensuring that an Ossiarch legion is rarely taken unawares by an outflanking army. Though beholden to the will of their summoner, a Soulstealer Carrion possesses a strange form of sentience that ensures that it remains useful even after the enemy has been sighted. Freed from direct control, it dives and swoops above the heads of the Ossiarchs’ foes, radiating such a baleful aura of doom that even the bravest souls find their resolve to fight ebbing away, replaced with a sense of existential dread.
OSSIARCH BONEREAPERS WARSCROLL
Soulstealer Carrion
MELEE WEAPONS
AtkHitWndRndDmg
Spectral Claws and Beak
Spectral Claws and Beak64+2+1D3
Passive
AVIARCH SENTRY: This ethereal monstrosity invokes terror as it swoops over enemy battlelines, causing the foe’s resolve to waver.

Effect: Subtract 5 from the control scores of enemy INFANTRY units while they are within 6" of this MANIFESTATION.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)
DEATH, OSSIARCH BONEREAPERS

Regiment of Renown


REGIMENT OF RENOWN
Big Drogg Fort-Kicka
Of all of Behemat’s spawn, Gatebreakers are the most sinister, filled with the need to destroy. More specifically, these gargants harbour considerable ill will towards the metropolises raised by Sigmar’s folk. The sight of a glorious city, with its proud spires and resolute walls, awakens a bitter fury within these creatures. With a bellow of hate, a Gatebreaker advances on an enemy settlement without fear, shrugging off panicked arrows and cannon fire with little more than a malicious chuckle. Across the Prime Innerlands of Shyish, the name Big Drogg Fort-kicka is dreaded. Admittedly, this is as much for the Gatebreaker’s grievous halitosis – a side effect of eating decomposing corpses – as his skill at destroying cities. Drogg is known to many undead tyrants, who willingly offer him a portion of their servants to consume in return for his aid. Yet Drogg’s true goal has always been to get close enough to Nagash to clobber him in a show of strength. The Great Necromancer’s shattering at the hands of the Lumineth has set this plan back. Taking this as a personal insult, Drogg has vowed revenge. He eagerly hires his services out to any undead wishing to fight the aelves – and he has no shortage of clients.
REGIMENT OF RENOWN
Big Drogg Fort-Kicka

BATTLE PROFILE

Points: 480

Once Per Turn (Army), Any Combat Phase
GRIEVOUS HAILTOSIS: Drogg has dined well on the spoils of war, having smashed and eaten the contents of many a fortified town – yet he has never picked his teeth clean. His breath is so foul that it can stun an ox at ten paces.

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

Effect: Roll a dice for each model in the target unit. For each 6, inflict 1 mortal damage on the target.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.


REGIMENT OF RENOWN
Neferata’s Royal Echelon
As the Queen of Nulahmia and first of the vampires, Neferata can call on many servants to do her sinister work. Yet there are times when the Mortarch must personally attend to a battle in order to ensure some delicate manipulation reaches its desired outcome. She is accompanied by skeletal warriors bearing the livery of her city, a manifest display of Nulahmian might
REGIMENT OF RENOWN
Neferata’s Royal Echelon
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 760

Your Hero Phase
7
SOULPIKE: The caster places a hex on a group of foes so that, should they move too hastily or aggressively, they risk impaling their own souls on a shimmering forest of purple-black spears.

Declare: Pick the Neferata in this Regiment of Renown to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, each time the target uses a CHARGE ability, immediately after that ability has been resolved, roll a number of dice equal to the unmodified charge roll for that ability. For each 4+, inflict 1 mortal damage on the target.
KEYWORDSSPELL, UNLIMITED

Once Per Battle (Army), End of Any Turn
THE BLOOD QUEEN’S WILL: When Neferata takes to the field, she does so only to ensure the completion of plans long since spun.

Declare: Pick an enemy unit contesting an objective that the Neferata in this Regiment of Renown is contesting to be the target.

Effect: Roll a dice. On a 2-5, subtract 10 from the control score of the target for the rest of the turn. On a 6, the target has a maximum control score of 1 for the rest of the turn.

Once Per Turn (Army), Your Hero Phase
PREMEDITATED DEMISE: Neferata’s guile has already ensured that her foe’s defences will falter at a critical point.

Declare: Pick an enemy unit within 12" of the Neferata in this Regiment of Renown to be the target.

Effect: Until the start of your next turn, ward rolls cannot be made for damage points inflicted on the target by attacks made by units in this Regiment of Renown.


REGIMENT OF RENOWN
The Sorrowmourn Choir
Witness her now: Lady Olynder, Unrequited Queen of dread Dolorum. Swirling around her ethereal majesty come her handmaidens, bound to share their lady’s torment and wail their soul-freezing wails for all eternity. Those mortals they set upon have their hearts seized by terror, moments before ghostly blades are driven into them.
REGIMENT OF RENOWN
The Sorrowmourn Choir
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 620

Your Hero Phase
7
GHOSTLY PATHS: Guided by the sorrowful wails of the dead, the Sorrowmourn Choir rapidly traverse the battlefield along unseen pathways.

Declare: This spell can be cast by the same WIZARD more than once per phase. Pick the Lady Olynder in this Regiment of Renown to cast this spell, pick a visible friendly unit in this Regiment of Renown that is wholly within 12" of them, that is not in combat and that has not been picked to be the target of this spell this turn to be the target, then make a casting roll of 2D6.

Effect: Remove the target from the battlefield and set it up again more than 9" from all enemy units.
KEYWORDSSPELL, UNLIMITED

Passive
INSUBSTANTIAL: Nighthaunt spirits are nigh impossible to land a blow upon.

Effect: Ignore modifiers to save rolls (positive and negative) for units in the Regiment of Renown.

Once Per Turn (Army), Any Charge Phase
HARVESTERS OF SORROW: For the handmaidens of the Unrequited Queen, only the choicest despair can alleviate their torment.

Declare: Pick an enemy unit in combat with a unit in this Regiment of Renown to be the target.

Effect: Roll a dice. On a 3+, the target cannot use commands for the rest of the turn.


REGIMENT OF RENOWN
The Sternieste Garrison
Mannfred von Carstein is an often unlooked-for and unwelcome presence amongst his fellow undead, for his self-serving nature is infamous. Yet the Mortarch of Night can tip the balance of an engagement, both through personal might and by leading bloodthirsty Fell Bats and the wights of his own Castle Sternieste in devious ambushes. The only question is what ulterior motive Mannfred serves by offering aid...
REGIMENT OF RENOWN
The Sternieste Garrison
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 700

Your Hero Phase
7
STALKING BLADES: The enemy’s minds are filled with doubts as to their allies’ true loyalties, which manifest as tenebrous shades that stalk among their ranks. As soon as the victims’ backs are turned, these gheists dart forth to plunge spectral daggers between the shoulders of those overcome with paranoia.

Declare: Pick the Mannfred von Carstein in this Regiment of Renown to cast this spell, pick a visible enemy unit within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Inflict 1 mortal damage on the target for each other enemy unit within 3" of the target.
KEYWORDSSPELL, UNLIMITED

Passive
ENGULFING SHADOWS: Those who serve Mannfred von Carstein excel in the unforeseen strike.

Effect: Each time a unit in this Regiment of Renown is set up, add 1 to the Attacks characteristic of that unit’s melee weapons for the rest of the turn.

Once Per Turn (Army), Your Hero Phase
COVER OF NIGHT: Mannfred is a master of misdirection; few can predict where his hosts will strike from next.

Declare: Pick 1 friendly unit in this Regiment of Renown that is not in combat to be the target.

Effect: Remove that unit from the battlefield and set it up again more than 6" from all enemy units.


REGIMENT OF RENOWN
The Summerking’s Entourage
Many undead rue the coming of the mad Summerking and his jubilant, devoted throngs. Yet those who dismiss Ushoran as merely a beast often find themselves swept up into his delusion – and their lands falling into the Mortarch’s growing domain.
REGIMENT OF RENOWN
The Summerking’s Entourage
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 700

Your Hero Phase
7
DERANGED TRANSFORMATION: The spellcaster causes the limbs of a nearby pack to bulge and lengthen, allowing the creatures to charge forwards at a furious pace and imbuing them with greater strength.

Declare: Pick the Ushoran in this Regiment of Renown to cast this spell, pick another visible unit in this Regiment of Renown wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn:
  • Add 2" to the target’s Move characteristic.
  • Add 1 to wound rolls for the target’s combat attacks.
KEYWORDSSPELL, UNLIMITED

Passive
MADDENING RADIANCE: The very presence of Ushoran sends his devoted subjects into a feeding frenzy.

Effect: Add 1 to the Attacks characteristic of melee weapons used by units in this Regiment of Renown while they are wholly within 12" of the Ushoran in this Regiment of Renown.

Once Per Battle (Army), Your Movement Phase
SUMMON DELUDED THRONGS: Ushoran travels with a seething entourage of cannibals, all of whom wait upon his howled summons.

Declare: Pick the Ushoran in this Regiment of Renown to use this ability, then pick another unit in this Regiment of Renown that has been destroyed to be the target.

Effect: Set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 6" of a battlefield edge and more than 9" from all enemy units. The replacement unit is part of this Regiment of Renown.


REGIMENT OF RENOWN
Veremord’s Shamblers
Crypt-keepers dread the coming of Veremord. This student of necromancy is a master at breaking wards set around tombs and corpse-pits, pilfering the bodies within for his growing horde. Key to Veremord’s success is the arcane smoke that billows from his Corpse Cart, vapours that eat through magical defences.
REGIMENT OF RENOWN
Veremord’s Shamblers
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 240

Passive
VITIATING VAPOURS: By burning grains of grave-sand in his brazier, Veremord creates smoke that can corrode eldritch defences.

Effect: Subtract 1 from ward rolls for enemy units while they are within 12" of the Corpse Cart in this Regiment of Renown.

End of Any Turn
LEGEND AMONG GRAVEROBBERS: Veremord’s reputation as a graverobber is unsurpassed.

Declare: Pick the Corpse Cart in this Regiment of Renown to use this ability if it is within 3" of the Deadwalker Zombies unit in this Regiment of Renown. Then, pick each enemy INFANTRY, CAVALRY and BEAST unit within 12" of the Corpse Cart to be the targets.

Effect: For each target that had any models slain this turn, you can return D3 slain models to the Deadwalker Zombies unit in this Regiment of Renown.


REGIMENT OF RENOWN
Jerrion’s Delegation
The noble Sir Jerrion and his followers believe themselves to be following commandments from the Summerking, travelling the realms and rallying the peasantry against evil. In truth, the Marrowscroll Herald spreads the curse of his liege’s madness, and does so with fanatical abandon.
REGIMENT OF RENOWN
Jerrion’s Delegation
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 520

Passive
URGENT MISSIVE: Sir Jerrion and his retainers are devoted to their holy duty, which sees them lope and scrabble across the battlefield with terrifying haste.

Effect: Units in this Regiment of Renown can use CHARGE abilities even if they used a RETREAT ability in the same turn. In addition, no mortal damage is inflicted on units in this Regiment of Renown by RETREAT abilities.
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.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
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.
Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.
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).

The non-HERO OSSIARCH BONEREAPERS keyword is used in the following Ossiarch Bonereapers warscrolls:

Endless Spell

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

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.

3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
This HERO can join an eligible regiment as a Legion Subcommander.

Cavalry Hero
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.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.

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

21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
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.
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.

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

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

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 at the start of the phase, 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.
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 non-HERO OSSIARCH BONEREAPERS and INFANTRY keywords are used in the following Ossiarch Bonereapers warscrolls:

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

15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

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

Endless Spell
1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
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:

3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

The STANDARD BEARER keyword is used in the following Ossiarch Bonereapers warscrolls:

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.

The OSSIARCH BONEREAPERS and WIZARD keywords are used in the following Ossiarch Bonereapers warscrolls:

14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

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.
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Unstable
Models can move across but cannot be set up on or end any type of move on any part of this terrain feature that is more than 1" tall.
3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

On an unmodified chanting roll of 2 or more, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.

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

Endless Spell

The ENDLESS SPELL keyword is used in the following Ossiarch Bonereapers warscrolls:

Endless Spell
7.2 Banishing Manifestations
All WIZARDS and PRIESTS can use the ‘Banish Manifestation’ ability:

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 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.

Effect: If the banishment roll equals or exceeds the banishment value listed on the manifestation’s warscroll, it is banished and removed from play. You cannot pick the same manifestation as the target of this ability more than once per turn.
KEYWORDSBANISH

3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.

The DEATH and WIZARD keywords are used in the following Ossiarch Bonereapers warscrolls:

24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.

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