Ossiarch Bonereapers – Warscrolls


Cavalry Hero


OSSIARCH BONEREAPERS WARSCROLL
Arch-Kavalos Zandtos
10"
8
3+
2
6+
7
Known and feared as the Dark Lance of Ossia, Zandtos has a burning hatred for the living that Nagash has stoked to the point of obsession. Those with the temerity to invade Shyish bear the full brunt of his undying wrath.
OSSIARCH BONEREAPERS WARSCROLL
Arch-Kavalos Zandtos
MELEE WEAPONS
AtkHitWndRndDmg
The Dark Lance [Charge (+1 Damage)]
The Dark Lance
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: 220
Base size: 80mm
Can be reinforced: No
Regiment Options: Any OSSIARCH BONEREAPERS
Notes: This HERO can join an eligible regiment as a Legion Subcommander.

Once Per Battle, Any Combat Phase
UNSTOPPABLE CHARGE: Where Zandtos drives his attack home, enemy formations crumble and counter-attacks stall.

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

Effect: The targets have STRIKE-LAST for the rest of the turn.

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.

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

Effect: Spend 1 relentless discipline point. If this unit is in combat, no relentless discipline points are spent. The target’s melee weapons have Charge (+1 Damage) for the rest of the turn.
KEYWORDSRELENTLESS DISCIPLINE

KEYWORDS
UNIQUE, HERO, CAVALRY, WARD (6+), RELENTLESS DISCIPLINE (7)
DEATH, OSSIARCH BONEREAPERS


OSSIARCH BONEREAPERS WARSCROLL
Liege-Kavalos
10"
7
3+
2
6+
6
A Liege-Kavalos is a cavalry commander of uncanny skill and resilience. With a harsh order, they can drive their Bonereapers to redouble their attack, hacking into the enemy ranks even as they fell dangerous foes with their commander's blade.
OSSIARCH BONEREAPERS WARSCROLL
Liege-Kavalos
MELEE WEAPONS
AtkHitWndRndDmg
Commander’s Blade [Charge (+1 Damage)]
Commander’s Blade
Charge (+1 Damage)
53+4+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: 180
Base size: 80mm
Can be reinforced: No
Regiment Options: Any OSSIARCH BONEREAPERS
Notes: This HERO can join an eligible regiment as a Legion Subcommander.

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. If it is picked to do so, add 1 to hit rolls for the target’s combat attacks for the rest of the turn.

Passive
DEATHRIDER COMMANDER: A Liege-Kavalos's force of will drives the undead cavalry they command onwards without pause.

Effect: This unit and visible friendly Kavalos Deathriders units wholly within 12" of this unit can move 12" instead of 10" when they use the ‘Deathrider Wedge’ ability.

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

Infantry Hero


OSSIARCH BONEREAPERS WARSCROLL
Katakros
Mortarch of the Necropolis
4"
20
3+
10
6+
10
Orpheon Katakros is an immortal demigod of war. A military genius, he is a consummate commander; in conjunction with his trusted retainers, he bolsters the Ossiarch legions with iron resolve, surging physical power and uncanny insight.
OSSIARCH BONEREAPERS WARSCROLL
Katakros
Mortarch of the Necropolis
MELEE WEAPONS
AtkHitWndRndDmg
Inda-Khaat [Crit (2 Hits)]
Inda-Khaat
Crit (2 Hits)
33+3+23
The Shield Immortis
The Shield Immortis33+3+22
Retinue Blades
Retinue Blades103+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 number after its RELENTLESS DISCIPLINE keyword is 4.

Passive
MORTARCH OF THE NECROPOLIS: As master of the Ossiarchs, Katakros instils in his legions the insatiable will to conquer and extend his dominion.

Effect: Add 3 to the control scores of visible friendly OSSIARCH BONEREAPERS units that have used any RELENTLESS DISCIPLINE abilities this turn.

Any Combat Phase
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: If this unit is not in combat, pick a visible friendly OSSIARCH BONEREAPERS unit wholly within 12" of this unit that is in combat and has not used a RELENTLESS DISCIPLINE ability this phase to be the target.

Effect: Spend a number of relentless discipline points equal to the target’s Health characteristic. If the target is reinforced and has more than half of its starting models, spend an additional relentless discipline point. The target can use 2 FIGHT abilities this phase. After the first is used, however, the target has STRIKE-LAST for the rest of the turn. In addition, the target cannot use RELENTLESS DISCIPLINE abilities for the rest of the phase.

Once Per Battle, Start of Any Turn
YOU DARE?!: Katakros narrows his focus to personally deal with a more immediate threat.

Declare: This unit can only use this ability if at least half of the units from your starting army have been destroyed.

Effect: For the rest of the battle round:
  • Add 5 to the Attacks characteristic of this unit’s Inda-Khaat.
  • Add 3 to the Attacks characteristic of this unit’s The Shield Immortis.
  • This unit cannot use the ’Supreme Lord of the Bonereaper Legions’ ability.

Any Hero Phase
AVIARCH SPYMASTER: The Aviarch Spymaster can use their spy network to disrupt the plans of Katakros’s enemies.

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

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

KEYWORDS
WARMASTER, UNIQUE, HERO, INFANTRY, WARD (6+), RELENTLESS DISCIPLINE (10)
DEATH, OSSIARCH BONEREAPERS


OSSIARCH BONEREAPERS WARSCROLL
Liege-Mortek
5"
5
3+
2
6+
5
The infantry field officers of the Ossiarch legions, Liege-Morteks often fight among Mortek troops, improving their efficiency and cohesion in battle. With but a gesture, they can unleash devastating assaults that send their foes reeling.
OSSIARCH BONEREAPERS WARSCROLL
Liege-Mortek
MELEE WEAPONS
AtkHitWndRndDmg
Commander’s Weapon
Commander’s Weapon53+4+12
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: Any OSSIARCH BONEREAPERS
Notes: This HERO can join an eligible regiment as a Legion Subcommander.

Once Per Turn (Army), Reaction: You declared a FIGHT ability for this unit
CLINICAL EFFICIENCY: With a sharp gesture, the Liege-Mortek orders his cohorts to unleash a deadly assault.

Effect: Pick a visible friendly Mortek Guard, Mortek Triaxes or Mortek Crawler unit that has not used an ATTACK ability this phase and is wholly within 12" of this unit to be the target. Immediately after the FIGHT ability used by this unit has been resolved, the target can be picked to use either a SHOOT ability as if it were your shooting phase or a FIGHT ability. If it is picked to do so:
  • Add 1 to hit rolls for the target’s attacks for the rest of the turn.
  • The target’s ranged weapons (if any) have Shoot in Combat for the rest of the turn.
  • If the target uses a SHOOT ability and is not in combat, all of its shooting attacks must target units in combat with this unit.

KEYWORDS
HERO, INFANTRY, WARD (6+), RELENTLESS DISCIPLINE (5)
DEATH, OSSIARCH BONEREAPERS


OSSIARCH BONEREAPERS WARSCROLL
Mortisan Boneshaper
5"
5
4+
2
6+
2
The Boneshaper's art is that of creation, not destruction. Though their ossified talons can rake through flesh, they focus their efforts on regenerating the Ossiarch regiments around them, creating new constructs from shattered remains.
OSSIARCH BONEREAPERS WARSCROLL
Mortisan Boneshaper
MELEE WEAPONS
AtkHitWndRndDmg
Ossified Talons
Ossified Talons34+4+-D3
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 32mm
Can be reinforced: No
Regiment Options: Any INFANTRY, 0-1 Gothizzar Harvester

Your Hero Phase
1
BONESHAPER: The Boneshaper uses their arcane arts to form shattered bones into new Ossiarch constructs.

Declare: If this unit is not in combat, pick a friendly Mortek Guard or Mortek Triaxes unit 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 12" of this unit and not in combat.

Passive
LEGION QUARTERMASTER: Though not quartermasters in the traditional sense, Boneshapers are without peer when it comes to reassembling their line warriors from splintered remains.

Effect: Each time a friendly non-HERO OSSIARCH BONEREAPERS unit wholly within 12" of this unit uses the ‘Rally’ command, you can make 3 additional rally rolls of D6.

KEYWORDS
HERO, WIZARD (1), INFANTRY, WARD (6+), RELENTLESS DISCIPLINE (2)
DEATH, OSSIARCH BONEREAPERS


OSSIARCH BONEREAPERS WARSCROLL
Mortisan Ossifector
5"
5
4+
2
6+
2
Mortisan Ossifectors are dedicated to fashioning the greatest warriors of the Bonereaper hosts. Even in the midst of battle, they can be found developing their craft to enhance their lethal potential.
OSSIARCH BONEREAPERS WARSCROLL
Mortisan Ossifector
MELEE WEAPONS
AtkHitWndRndDmg
Ossified Talons
Ossified Talons34+4+-D3
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 CREATIONS: Ossifectors are always looking to improve upon their work, wielding necrotic sorcery to augment their creations in battle.

Declare: Pick a visible friendly Mortek Crawler, 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 weapons until the start of your next turn.

KEYWORDS
HERO, WIZARD (1), INFANTRY, FLY, WARD (6+), RELENTLESS DISCIPLINE (2)
DEATH, OSSIARCH BONEREAPERS


OSSIARCH BONEREAPERS WARSCROLL
Mortisan Soulmason
6"
6
4+
2
6+
2
Captive souls are fodder for the most gifted of the Mortisan spirit-crafters. Borne to war upon thrones of bodily remains with their own vicious animus, the Soulmasons focus the animating energies of necromancy into their Bonereaper creations.
OSSIARCH BONEREAPERS WARSCROLL
Mortisan Soulmason
MELEE WEAPONS
AtkHitWndRndDmg
Soulmason’s Staff
Soulmason’s Staff34+4+-D3
BATTLE PROFILE

Unit Size: 1      Points: 150
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+), RELENTLESS DISCIPLINE (2)
DEATH, OSSIARCH BONEREAPERS


OSSIARCH BONEREAPERS WARSCROLL
Mortisan Soulreaper
5"
5
4+
2
6+
2
The Soulreapers are the more destructive members of the Mortisan order. It is their role to cut the souls from the enemy with their magical scythes, using the harvested spirits to sap their enemies' strength or fuel a burst of deathly energy.
OSSIARCH BONEREAPERS WARSCROLL
Mortisan Soulreaper
MELEE WEAPONS
AtkHitWndRndDmg
Soulreaper Scythe [Crit (2 Hits)]
Soulreaper Scythe
Crit (2 Hits)
43+4+2D3
BATTLE PROFILE

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

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.

Once Per Turn (Army), Any Combat Phase
NECROTIC BLAST: The Soulreaper sends a surge of deathly energy across the battlefield that can see nearby foes wracked with soul deep agony.

Declare: Pick each enemy unit in combat with this unit to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll. After this ability has been resolved, you gain a number of relentless discipline points equal to the number of total damage points allocated by this ability this turn.

KEYWORDS
HERO, WIZARD (1), INFANTRY, FLY, WARD (6+), RELENTLESS DISCIPLINE (2)
DEATH, OSSIARCH BONEREAPERS


OSSIARCH BONEREAPERS WARSCROLL
Vokmortian
Master of the Bone-tithe
5"
5
4+
2
6+
2
It is Vokmortian's task to oversee the harvesting of bones for the Ossiarch legions, a duty he undertakes with ruthless, calculating precision. Those who think to defy the will of the Great Necromancer are reminded of the folly of this course by the severed, wailing heads hanging from Vokmortian's staff.
OSSIARCH BONEREAPERS WARSCROLL
Vokmortian
Master of the Bone-tithe
RANGED WEAPONS
RngAtkHitWndRndDmg
Gaze of Death
Gaze of Death12"13+2+1D6
MELEE WEAPONS
AtkHitWndRndDmg
Staff of Retribution
Staff of Retribution34+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 40mm
Can be reinforced: No
Regiment Options: Any OSSIARCH BONEREAPERS, 0-1 Legion Subcommander

Enemy Hero Phase
1
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: The target cannot be picked to be the target of or be affected by any non-CORE abilities used by other enemy units for the rest of the turn.

Your Hero Phase
6
MORTAL CONTRACT: Vokmortian binds an enemy to a deadly mystical contract.

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

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

KEYWORDS
UNIQUE, HERO, WIZARD (2), INFANTRY, WARD (6+), RELENTLESS DISCIPLINE (2)
DEATH, OSSIARCH BONEREAPERS


OSSIARCH BONEREAPERS WARSCROLL
Scourge of Ghyran Mortisan Boneshaper
5"
5
4+
2
6+
Masters of necro-crafting techniques, Mortisan Boneshapers weave osseous matter into new war-constructs and use it to repair damage inflicted upon their Mortek warriors. Without the Boneshapers, the Ossiarchs’ attritional wars in the Jade Kingdoms would have long since faltered. The greatest of their number can cause entire shattered regiments of Ossiarch infantry to rise again, ready to renew their grinding war against the living.
OSSIARCH BONEREAPERS WARSCROLL
Scourge of Ghyran Mortisan Boneshaper
MELEE WEAPONS
AtkHitWndRndDmg
Ossified Talons [Crit (2 Hits)]
Ossified Talons
Crit (2 Hits)
34+4+-2
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 32mm
Can be reinforced: No
Regiment Options: Any INFANTRY, 0-1 Gothizzar Harvester
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Passive
LEGION QUARTERMASTER: Though hardly quartermasters in the traditional sense, the Boneshapers of the Ossiarch legions are without peer when it comes to re-assembling their line warriors from shattered remains.

Effect: Each time a friendly non-HERO OSSIARCH BONEREAPERS unit wholly within 12" of this unit uses the ‘Rally’ command, you can make 3 additional rally rolls of D6.

Your Hero Phase
1
BONESHAPER: When osseous matter and the souls of the slain are in ample supply, the Boneshapers can restore raise entire formations of Mortek Guard mid-battle.

Declare: If this unit is not in combat, pick a friendly Mortek Guard unit 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 12" of this unit and more than 9" from all enemy units.

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

Monster Hero


OSSIARCH BONEREAPERS WARSCROLL
Arkhan the Black
Mortarch of Sacrament
12"
14
3+
5
6+
3
Arkhan is a master of necromantic magic and the most trusted servant of Nagash. Roiling clouds of deathly magic swirl about the skeletal form of the Mortarch of Sacrament as he rides to war upon his dread abyssal Razarak.
OSSIARCH BONEREAPERS WARSCROLL
Arkhan the Black
Mortarch of Sacrament
MELEE WEAPONS
AtkHitWndRndDmg
Zefet-kar and Khenash-an
Zefet-kar and Khenash-an43+4+1D3
Razarak’s Ebon Claws [Companion]
Razarak’s Ebon Claws
Companion
54+2+33
BATTLE PROFILE

Unit Size: 1      Points: 440
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 3.

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 after that SPELL ability has been resolved.

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. Add 1 to the roll if the target is a WIZARD or PRIEST. On a 2+, add an amount equal to the roll to the Attacks characteristic of this unit’s Razarak’s Ebon Claws for the rest of the phase, but while this unit is in combat with the target, all attacks made with that weapon this phase must target that enemy unit.

Designer’s Note: If the target is a WIZARD or PRIEST, this ability cannot fail; however, you still need to roll to determine the number of extra attacks it generates.
KEYWORDSRAMPAGE

Once Per Turn, Reaction: Opponent declared a SPELL ability for a unit within 18" of this unit
MORTARCH OF SACRAMENT: Arkhan the Black is the master of the Null Myriad and privy to some of the most powerful mystical secrets in existence.

Effect: Roll 2D6. If the roll exceeds the casting roll for the spell, then the spell is unbound, its effect is not resolved and that SPELL ability cannot be used by enemy units until the start of your next turn.

Your Hero Phase
7
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 12" of this unit to be the target, then make a casting roll of 2D6.

Effect: Roll 10 dice. For each 6:
  • Give the target 1 necrotic withering point.
  • Roll an extra dice.

For each 5+ on those extra dice, repeat the above bullet points, Then, do the same for each 4+ and then each 3+. Finally, for each 2+, give the target 1 necrotic withering point (do not roll any extra dice).

After a roll, if the target has 8 or more necrotic withering points, it is automatically destroyed. Otherwise, after the last roll, inflict an amount of mortal damage on the target equal to the number of necrotic withering points it has. Then, those necrotic withering points are lost.
KEYWORDSSPELL

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


OSSIARCH BONEREAPERS WARSCROLL
Nagash
Supreme Lord of the Undead
10"
18
3+
10
5+
3
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.
OSSIARCH BONEREAPERS WARSCROLL
Nagash
Supreme Lord of the Undead
MELEE WEAPONS
AtkHitWndRndDmg
Alakanash, the Staff of Power
Alakanash, the Staff of Power43+3+2D6
Zefet-nebtar, the Mortis Blade
Zefet-nebtar, the Mortis Blade43+3+23
BATTLE PROFILE

Unit Size: 1      Points: 830
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

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

Once Per Battle, Your Hero Phase
SUPREME LORD OF THE UNDEAD: Nagash is the undisputed master of all undead creatures.

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.

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (9), FLY, WARD (5+), RELENTLESS DISCIPLINE (3)
DEATH, OSSIARCH BONEREAPERS


OSSIARCH BONEREAPERS WARSCROLL
The Grand Necromystic
6"
12
3+
5
6+
The Grand Necromystic is the head of the Necrosian Cabal and the de facto ruler of the Petrifex Elite. It is said that no one has ever seen the Grand Necromystic’s true form, and there are rumours that he may not have one at all, preferring to inhabit the form of one of his many bone constructs.
OSSIARCH BONEREAPERS WARSCROLL
The Grand Necromystic
MELEE WEAPONS
AtkHitWndRndDmg
Bludgeoning Strikes [Crit (2 Hits)]
Bludgeoning Strikes
Crit (2 Hits)
54+2+24
Petrified Spinesaw [Anti-INFANTRY (+1 Rend)]
Petrified Spinesaw
Anti-INFANTRY (+1 Rend)
14+3+26
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 1      Points: 320
Base size: 105 × 70mm
Can be reinforced: No
Regiment Options: Any PETRIFEX ELITE units
Notes: Legends Warscroll

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

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

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

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

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

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

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

KEYWORDS
UNIQUE, HERO, MONSTER, WIZARD (1), WARD (6+), PETRIFEX ELITE
DEATH, OSSIARCH BONEREAPERS

War Machine Hero


OSSIARCH BONEREAPERS WARSCROLL
Liege-Kavalos
on War Chariot
10"
12
3+
2
6+
6
A Liege-Kavalos atop a War Chariot leads their fellow charioteers into battle, guiding them in defensive manoeuvres that allow them to skilfully evade the foe. Keen is their knowledge of this kind of warfare, and their command of these war engines is absolute.
OSSIARCH BONEREAPERS WARSCROLL
Liege-Kavalos
on War Chariot
MELEE WEAPONS
AtkHitWndRndDmg
Commander’s Blade [Charge (+1 Damage)]
Commander’s Blade
Charge (+1 Damage)
53+4+12
Chariot Steeds’ Fangs and Claws [Companion]
Chariot Steeds’ Fangs and Claws
Companion
65+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any OSSIARCH BONEREAPERS
Notes: This HERO can join an eligible regiment as a Legion Subcommander.

Once Per Turn (Army), Any Movement Phase
GRIND THEM TO DUST: With a barked command, the Liege-Kavalos orders their fellow charioteers to press further into the melee and crush the foe beneath their wheels.

Declare: If this unit is in combat, pick this unit and up to 2 visible friendly Kavalos War Chariotы wholly within 12" of this unit and in combat to be the targets.

Effect: For each target:
  • Make a pile-in move.
  • Then, pick an enemy unit in combat with the target and roll a D3. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll.

Once Per Turn (Army), Any Combat Phase
MASTERFUL CHARIOTEER: As they plough through the enemy's ranks, the Liege-Kavalos leads the War Chariots in complex manoeuvres that prevent the foe from landing telling blows.

Declare: If this unit is in combat and has charged this turn, pick this unit and up to 2 visible friendly Kavalos War Chariots that have charged this turn, that are wholly within 12" of this unit and that are in combat to be the targets.

Effect: Each target has WARD (5+) for the rest of the turn.

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

Beast


OSSIARCH BONEREAPERS WARSCROLL
Teratic Cohort
7"
1
5+
1
6+
The Ossiarch constructs of the Teratic Cohort are a grim example of those who have failed in their duty to Nagash. Nonetheless, their bestial forms make them lethally adept as hunters and the impure methods of their physical refashioning have rendered them savage in combat.
OSSIARCH BONEREAPERS WARSCROLL
Teratic Cohort
MELEE WEAPONS
AtkHitWndRndDmg
Cohort Weapons
Cohort Weapons23+4+11
BATTLE PROFILE

Unit Size: 8      Points: 90
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.

Passive
BEAST
Effect: This unit has a maximum control score of 1.

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

Effect: This unit can use the ‘Normal Move’ ability as if it were your movement phase.

Once Per Turn (Army), Any Hero Phase
BONE-DEEP SAVAGERY: The impure materials used in the creation of the Teratic Cohort has lent them an innate savagery that is all but impossible to truly control in the heat of battle.

Effect: This unit can move 3". If it can move into combat, it must. If it was in combat at the start of the move, it must end that move in combat.

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

Cavalry


OSSIARCH BONEREAPERS WARSCROLL
Kavalos Deathriders
10"
3
4+
1
6+
The heavy cavalry of the Bonereaper legions, the Kavalos Deathriders are expert riders mounted on macabre armoured steeds. They clatter into the foe in a wedge formation, breaking battlelines with every ferocious charge.
OSSIARCH BONEREAPERS WARSCROLL
Kavalos Deathriders
MELEE WEAPONS
AtkHitWndRndDmg
Kavalos Blades
Kavalos Blades33+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: 150
Base size: 60 × 35mm
Can be reinforced: Yes

Any Combat Phase
DEATHRIDER WEDGE: The Kavalos Deathriders plunge through the enemy ranks, slashing as they quickly disengage before a reeling enemy can mount a defence.

Declare: If this unit charged this turn, pick an enemy unit in combat with it to be the enemy target. Then, you can pick a friendly Liege-Kavalos within this unit’s combat range to be the friendly target.

Effect: Inflict D3 mortal damage on the enemy target. Inflict an additional D3 mortal damage on the enemy target if you picked a friendly target. Then, this unit and the friendly target (if any) can move 10". They can move through the combat ranges of enemy units but cannot end that move in combat.
KEYWORDSCORE, ATTACK, FIGHT

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

Infantry


OSSIARCH BONEREAPERS WARSCROLL
Immortis Guard
5"
4
3+
1
6+
Towering over the rank-and-file Bonereapers, the Immortis Guard form a tough physical bulwark around the leaders of the Ossiarch cohorts. Those who come too close are hurled back by shields then swiftly impaled on spiked halberds.
OSSIARCH BONEREAPERS WARSCROLL
Immortis Guard
MELEE WEAPONS
AtkHitWndRndDmg
Dread Halberd
Dread Halberd33+3+12
BATTLE PROFILE

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

Once Per Turn (Army), Any Combat Phase
IMMORTAL BULWARK: As the immovable shieldwall of the Ossiarch legions, the Immortis Guard can stand fast against any foe, no matter how vicious or savage.

Declare: Pick an enemy unit in combat with this unit and that charged this turn to be the target.

Effect: Other than the Companion weapon ability, weapon abilities for the target’s combat attacks have no effect for the rest of the turn.

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


OSSIARCH BONEREAPERS WARSCROLL
Morghast Archai
10"
6
3+
2
6+
The Morghast Archai were crafted by Nagash himself to act as both personal guard and executioners. They soar into battle like omens of death, ignoring the feeble strikes and missiles that deflect off their soul-forged armour.
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: 260
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.

Once Per Turn (Army), Any Hero Phase
DISCHARGE ARMOUR: The Morghast releases the arcane energy in their armour to overpower nearby magic users.

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

Effect: Roll a dice. On a 3+, 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
6+
Morghast Harbingers are used as swift-striking shock troops in the Ossiarch legions, darting in with terrifying speed for such monstrous creatures. They descend from the skies like macabre angels then butcher the foe with their darksome blades.
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: 250
Base size: 60mm
Can be reinforced: Yes

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
6+
The Mortek Guard are soul-constructs created to dominate the battlefield. Disciplined, dispassionate and armed with life-draining nadirite weapons, they grind the enemy to dust beneath their relentless march.
OSSIARCH BONEREAPERS WARSCROLL
Mortek Guard
MELEE WEAPONS
AtkHitWndRndDmg
Nadirite Weapons [Anti-CAVALRY (+1 Rend)]
Nadirite Weapons
Anti-CAVALRY (+1 Rend)
23+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 110
Base size: 25mm
Can be reinforced: Yes

Once Per Phase (Army), Reaction: Opponent declared an ATTACK ability that targeted a visible OSSIARCH BONEREAPERS unit within this unit’s combat range
SHIELDS OF THE LEGION: The Mortek Guard are the backbone of the Ossiarch legions, preventing enemy assaults from finding purchase wherever their nadirite shields are raised in tireless defence.

Effect: Subtract 1 from the Rend characteristic of weapons used for attacks made as part of that ATTACK ability that target that friendly unit.

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


OSSIARCH BONEREAPERS WARSCROLL
Mortek Triaxes
4"
1
5+
1
6+
Unleashing death from afar, Mortek Triaxes rain down volleys of nadirite shafts upon their foes. These triple-eyed archers wreathe their arrowheads in flaming soul-essence, invoking unnatural horror in their victims.
OSSIARCH BONEREAPERS WARSCROLL
Mortek Triaxes
RANGED WEAPONS
RngAtkHitWndRndDmg
Osseous Bow
Osseous Bow18"23+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Nadirite Dagger
Nadirite Dagger13+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 140
Base size: 25mm
Can be reinforced: Yes

Passive
BALEFIRE BRAZIERS: These cauldrons are filled with tormented, blazing soul-matter with which the Triaxes augment their ammunition.

Effect: This unit’s Balefire Braziers are tokens. There are 2 Balefire Braziers for every 10 models in this unit. After setting up this unit on the battlefield for the first time, place its Balefire Braziers next to it.

Once Per Turn (Army), Reaction: You declared a SHOOT ability for this unit
CURSED FLAMES: As the Mortek Triaxes set foes ablaze, the tortured flames seek out other souls, and the panic spreads...

Effect: After that SHOOT ability has been resolved, if all of this unit’s attacks targeted the same enemy unit and this unit has any Balefire Braziers next to it, place 1 of those Balefire Braziers next to that enemy unit.

Passive
ATAVISTIC NIGHTMARES: The trauma of the burning soul-essence is so horrifying that those who witness it are paralysed by dread.

Effect: While any of this unit’s Balefire Braziers are next to an enemy unit, subtract 3 from the control scores of enemy units within that enemy unit’s combat range.

If an ability would heal or return slain models to an enemy unit while any of this unit’s Balefire Braziers are next to it, that ability does not heal or return any slain models to it. Instead, place those Balefire Braziers next to this unit.

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


OSSIARCH BONEREAPERS WARSCROLL
Mortis Reapers
6"
2
5+
1
6+
Dread assassins of forbidding aspect, Mortis Reapers slip behind enemy lines to target vulnerable leaders. Enshrouded in a shimmering heat haze and bearing deadly necrocaches, none can escape the dreaded bone-tithe they are sent to collect.
OSSIARCH BONEREAPERS WARSCROLL
Mortis Reapers
MELEE WEAPONS
AtkHitWndRndDmg
Reaper’s Blades [Anti-HERO (+1 Rend)]
Reaper’s Blades
Anti-HERO (+1 Rend)
33+4+11
BATTLE PROFILE

Unit Size: 5      Points: 90
Base size: 32mm
Can be reinforced: Yes

Once Per Turn (Army), End of Any Turn
NECROCACHES: The Mortis Reapers hurl their necrocaches to the ground, releasing the flesh-withering grave-sand contained within and vanishing in the resulting cloud like phantoms.

Declare: Pick each enemy unit in combat with this unit to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll. Then, this unit can move 6". It can move through the combat ranges of enemy units but cannot end that move in combat.

Once Per Turn (Army), Any Movement Phase
NO ESCAPING THE TITHE: The Mortis Reapers are utterly unrelenting in their pursuit of those who would dare attempt to shirk the bone-tithe.

Declare: If there are no enemy units within 6" of this unit, pick a terrain feature within 3" of this unit to be the target.

Effect: Remove this unit from the battlefield and set it up again wholly within 3" of the target and more than 9" from all enemy units.

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


OSSIARCH BONEREAPERS WARSCROLL
Necropolis Stalkers
7"
4
4+
1
6+
Four-armed horrors that possess ferocious killing prowess, Necropolis Stalkers leap and spin into battle with terrifying speed, laying waste to hordes of foes in the blink of an eye.
OSSIARCH BONEREAPERS WARSCROLL
Necropolis Stalkers
MELEE WEAPONS
AtkHitWndRndDmg
Stalker Blades
Stalker Blades43+3+21
BATTLE PROFILE

Unit Size: 3      Points: 140
Base size: 50mm
Can be reinforced: Yes

Once Per Turn (Army), Any Combat Phase
FOURFOLD SLAYERS: Stalkers lethally wade into the fray, their fourfold quadrarch masks allowing them to attack from several directions at once and annihilate even massed opponents with chilling indifference.

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

Effect: Roll a number of dice equal to the number of models in the target unit. For each 6, inflict 1 mortal damage on the target. If this unit has 3 or more models, inflict 1 mortal damage on the target for each 5+ instead.

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


OSSIARCH BONEREAPERS WARSCROLL
Scourge of Ghyran Mortek Guard
4"
1
4+
1
6+
The backbone of the Ossiarch legions are the Mortek Guard, undead imbued with martial skill blended from the spiritual essence of slain warriors and armed with soul-draining nadirite weapons. They are as proficient on the open field as they are when defending against a Ghyranite ambush. Whenever the great war-constructs and commanders of the Bonereapers are threatened, these unflinching warriors will close ranks and surround their ward with an impenetrable shieldwall.
OSSIARCH BONEREAPERS WARSCROLL
Scourge of Ghyran Mortek Guard
MELEE WEAPONS
AtkHitWndRndDmg
Nadirite Blade or Spear [Anti-CAVALRY (+1 Rend), Crit (2 Hits)]
Nadirite Blade or Spear
Anti-CAVALRY (+1 Rend), Crit (2 Hits)
23+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 110
Base size: 25mm
Can be reinforced: Yes
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Once Per Phase (Army), Reaction: A friendly OSSIARCH BONEREAPERS WAR MACHINE, MONSTER or MORTISAN unit within this unit’s combat range was targeted by an ATTACK ability
SHIELDS OF THE LEGION: Mortek Guard are the mainstay of the Ossiarch legions, repelling attacks on more valuable constructs wherever their nadirite shields are raised in defence.

Effect: For the rest of the phase, subtract 1 from the Rend characteristic of weapons used for attacks that target that friendly unit.

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


OSSIARCH BONEREAPERS WARSCROLL
Kainan’s Reapers
5"
2
4+
1
6+
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
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 6      Points: 140
MODELBASE SIZE
Mir Kainan40mm
Binar Khenta, Karu, Senha, Hakor and Nohem25mm
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


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

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

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

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

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

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

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

KEYWORDS
UNIQUE, INFANTRY, WIZARD (1), WARD (6+), RELENTLESS DISCIPLINE (2)
OSSIARCH BONEREAPERS, DEATH

War Machine


OSSIARCH BONEREAPERS WARSCROLL
Gothizzar Harvester
6"
10
4+
5
6+
The Gothizzar Harvester collects the remains of the slain, stripping them of flesh and storing them in a gaping cage of bone on its back. It bludgeons and cleaves those in reach of its primary arms even as its secondary limbs gather the dead.
OSSIARCH BONEREAPERS WARSCROLL
Gothizzar Harvester
MELEE WEAPONS
AtkHitWndRndDmg
Soulcrusher Weapons
Soulcrusher Weapons64+2+23
BATTLE PROFILE

Unit Size: 1      Points: 200
Base size: 105 × 70mm
Can be reinforced: No

Passive
BONE CAGE: Tasked with collecting and flensing the corpses of the recently slain, Gothizzar Harvesters carry their osseous bounty inside the cages on their backs.

Effect: This unit is either full or empty. It starts the battle full.

Once Per Turn (Army), End of Any Turn
BONE HARVEST: As a Gothizzar Harvester fights, its vestigial appendages ceaselessly work to amass a grisly stockpile of bones.

Effect: Roll a dice for each enemy unit that has been destroyed this battle. Add 1 to each roll if this unit used a FIGHT ability this turn. If any of the rolls are a 4+, this unit is full.

Once Per Turn (Army), Your Hero Phase
REPAIR CONSTRUCT: The Harvester uses a portion of its morbid crop to restore the forms of fellow Ossiarchs.

Declare: If this unit is full, pick a visible friendly OSSIARCH BONEREAPERS unit wholly within 12" of this unit to be the target.

Effect: Return 1 slain model to the target unit. If the target has a Health characteristic of 1 return 3 slain models to it instead. Then, this unit is empty.

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


OSSIARCH BONEREAPERS WARSCROLL
Liege-Kavalos War Chariot
10"
10
3+
2
6+
The Kavalos War Chariot is a devastating weapon in the arsenal of the Ossiarch Bonereapers. Pulled by a pair of osseous steed-constructs, the charioteers either smash their way through enemy formations or else harry foes from a distance with loosed arrows and hurled javelins.
OSSIARCH BONEREAPERS WARSCROLL
Liege-Kavalos War Chariot
MELEE WEAPONS
AtkHitWndRndDmg
Charioteers’ Weapons
Charioteers’ Weapons43+4+11
Chariot Steeds’ Fangs and Claws [Companion]
Chariot Steeds’ Fangs and Claws
Companion
65+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 230
Base size: 120 × 92mm
Can be reinforced: No

Any Combat Phase
SCYTHING ASSAULT: The War Chariot's incredible momentum sees it crash straight through the enemy front lines with shocking force.

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

Effect: Inflict D3 mortal damage on the target. Then, you can remove this unit from the battlefield and set it up again within 1" of the target.
KEYWORDSCORE, ATTACK, FIGHT

Once Per Turn (Army), Your Shooting Phase
PINNING ATTACKS: Whether by javelin, arrow or sheer terror, the victims of the Kavalos War Chariot find themselves rooted in place.

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

Effect: Roll a dice. On a 3+:
  • Inflict 1 mortal damage on the target.
  • The target cannot make pile-in moves for the rest of the turn.

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


OSSIARCH BONEREAPERS WARSCROLL
Mortek Crawler
5"
12
4+
5
6+
An unliving artillery piece that moves with centipedal ripples as it creeps towards the perfect vantage point, the Mortek Crawler is a dread catapult that can fire a variety of unnatural ammunition types, each imbued with fiendish concentrations of deathly energy.
OSSIARCH BONEREAPERS WARSCROLL
Mortek Crawler
RANGED WEAPONS
RngAtkHitWndRndDmg
Dread Catapult [Crit (2 Hits)]
Dread Catapult
Crit (2 Hits)
24"44+2+1D3+2
MELEE WEAPONS
AtkHitWndRndDmg
Attendants’ Crawler Tools
Attendants’ Crawler Tools64+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 250
Base size: 170 × 105mm
Can be reinforced: No

Once Per Turn (Army), Reaction: You declared a SHOOT ability for this unit
DEATHLY BARRAGE: The grisly ammunition of a Mortek Crawler can leave even the most stoic souls staggering.

Effect: After that SHOOT ability has been resolved, if all of this unit’s attacks targeted the same enemy unit, 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 Crawlers picked that enemy unit to be the target of all of their shooting attacks this turn. On a 4+, the target has STRIKE-LAST for the rest of the turn.

Once Per Turn {Army), Your Shooting Phase
CURSED STELE: As these carven polyhedrons obliterate the foe, rendering their remains unusable, the ever-practical Ossiarchs have begun to use this ammunition to breach enemy fortifications instead.

Effect: For the rest of the turn:
  • This unit’s ranged weapons have Anti-FACTION TERRAIN (+1 Rend).
  • Add 1 to the Damage characteristic of this unit’s ranged weapons for attacks that target faction terrain features.

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

Faction Terrain


OSSIARCH BONEREAPERS WARSCROLL
Bone-tithe Nexus
-
13
4+
-
The Ossiarch tithemasters often demand their grisly bounty be left at designated nexuses of power, the soul energy and raw bone of these sites evoking a repellent aura of death. Should any transgressors attempt to interfere with the Bone-tithe Nexus, the statue at its heart will unleash its deadly blade.
OSSIARCH BONEREAPERS WARSCROLL
Bone-tithe Nexus
MELEE WEAPONS
AtkHitWndRndDmg
Almighty Obsidian Blade
Almighty Obsidian Blade24+2+23
BATTLE PROFILE

Unit Size: 1      Points: 0
Base size: Use model
Can be reinforced: No

The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Unstable

Passive
DEADLY AURA: Wreathed in baleful death magic that induces a draining sense of dread, these forbidding edifices steadily repel outsiders.

Effect: Enemy units cannot be set up within X" of this terrain feature, where X is determined by the current battle round, as follows:

Battle RoundX
19"
212"
315"
418"
521"

KEYWORDS
FACTION TERRAIN
DEATH, OSSIARCH BONEREAPERS

Endless Spell


OSSIARCH BONEREAPERS WARSCROLL
Bone-tithe Shrieker
8"
7
5+
7+
6+
The Bone-tithe Shrieker is a four-headed, all-seeing monstrosity conjured to hunt down those who would escape the Ossiarch tithe. When it locates its quarry, it will give vent to an awful, mind-chilling scream that dulls the wits and shivers the bones of those living creatures nearby, making them easy prey for the Ossiarchs themselves.
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+
6+
The Nightmare Predator is a looming conjuration of Shyishan magic that takes the form of a disturbing terror. It floats eerily through the air towards its master's chosen prey, lacerating the flesh of its screaming victims with claws the size of sickles before stripping them to the bone.
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. Add 1 to the roll if any enemy models were slain by this MANIFESTATION’s combat attacks this turn. 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. That unit has summoned that MANIFESTATION.

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


OSSIARCH BONEREAPERS WARSCROLL
Soulstealer Carrion
10"
7
5+
7+
6+
The Soulstealer Carrion is a soul-linked construct that soars from its caster's spread fingertips to take wing above the battlefield. Its caster can see through the avian conjuration's eyes; when it perceives spiritual energy unclaimed, it will swoop down to capture it.
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 10 from the control scores of enemy 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: 450

Once Per Turn (Army), Any Combat Phase
GRIEVOUS HALITOSIS: 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
Blades of the Hollow King
Cado Ezechiar is an outcast and exile, and his destiny leads him on a path drenched with blood. Two companions accompany him on this dark odyssey. The first is the vampire warrior Sissendra, a ruthless and graceful killer who shares none of Cado’s self-restraint. The second is the Nulahmian death-priest Aurelias, a trusted servant of her majesty Neferata. There are few foes this trio cannot overcome.
REGIMENT OF RENOWN
Blades of the Hollow King
INCLUSION

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

MELEE WEAPONS
AtkHitWndRndDmg
Ezechiarian Greatsword [Crit (Auto-wound)]
Ezechiarian Greatsword
Crit (Auto-wound)
53+3+22
Sissendra’s Twin Blades [Crit (Mortal)]
Sissendra’s Twin Blades
Crit (Mortal)
83+3+11
Kennistrix’s Fangs [Companion]
Kennistrix’s Fangs
Companion
24+2+3D3
BATTLE PROFILE

Points: 260

Once Per Turn (Army), End of Any Turn
THE HUNGER: Those who bear the Soulblight curse constantly crave blood and are empowered by feasting upon their foes.

Effect: If this unit used a FIGHT ability this turn, Heal (D3) this unit. Heal (2D3) this unit instead if it destroyed an enemy unit this turn using a FIGHT ability.


REGIMENT OF RENOWN
Casket of Resurrections
The dark pacts sworn to ascertain the immortal power of a Black Coach are only spoken of in whispers, for these maligned conveyances are potent in the essence of Shyish. Deathly lords vanquished by their enemies know that banishment to the underworlds is but an ephemeral inconvenience should their minions manage to align themselves with one of these revivifying carriages of the night.
REGIMENT OF RENOWN
Casket of Resurrections
INCLUSION

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

BATTLE PROFILE

Points: 200

Once Per Turn (Army), End of Any Turn
DARK RESURRECTION: The Black Coach's occupant is fed the amethyst energies drawn by the slaughter, fuelling their return to undeath.

Declare: If any damage points were allocated to an enemy unit by this unit’s combat attacks this turn and that enemy unit was destroyed this turn, pick a friendly non-UNIQUE DEATH INFANTRY HERO that has been destroyed to be the target.

Effect: Set up a replacement unit identical to the target wholly within 12" of this unit. The replacement unit can only be set up in combat with enemy units that are in combat with this unit.

Passive
ETHEREAL: Nighthaunt spirits can rarely be harmed by blows delivered by those caught in the grip of a spiritual terror.

Effect: Ignore negative modifiers to save rolls for units in this Regiment of Renown.


REGIMENT OF RENOWN
Craventhrone Executioners
Without hesitation will Kurdoss Valentian send out his vassals in service of his deathly allies. For the Craven King, it allows some semblance of the agency otherwise denied him, as well as the grim satisfaction that his every deed is dictated by his queen. Such is their disdain for their liege-lord that these cruel-hearted executioners will readily lend their bows to the highest bidder, as mercenary in death as they were in life.
REGIMENT OF RENOWN
Craventhrone Executioners
INCLUSION

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

BATTLE PROFILE

Points: 290

Passive
ENEMY OF THE THRONE: Sent by royal decree against those known to have mocked or derided Kurdoss Valentian, the bolts of the Craven throne Executioners are guided by spite-filled sentence scribed on the mark's death warrant.

Effect: Add 1 to hit rolls and wound rolls for units in this Regiment of Renown for attacks that target a SENTENCED unit.

Passive
ETHEREAL: Nighthaunt spirits can rarely be harmed by blows delivered by those caught in the grip of a spiritual terror.

Effect: Ignore negative modifiers to save rolls for units in this Regiment of Renown.


REGIMENT OF RENOWN
Exile Scavengers
His Endrineering commission revoked after repeated accusations of ‘unsanctioned resource sharing’, Gronn Ymorsson took matters into his own hands by bribing some Skywardens and stealing a Gunhauler, then fleeing the sky-port authorities before they noticed. He follows armies who can open the way to worthy treasure, swooping down to claim the loot when the coast is clear.
REGIMENT OF RENOWN
Exile Scavengers

BATTLE PROFILE

Points: 410

Deployment Phase
AN EYE FOR LOOT: The Exile Scavengers observe from above to locate the best spot to swoop in and ‘claim their fee’.

Declare: This ability must be used to deploy this Regiment of Renown.

Effect: Set up the units in this Regiment of Renown in reserve studying the battlefield. They have now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
SWOOP IN: Once the moment is right, Gronn and his crew strike hard and fast.

Declare: Pick the Grundstok Gunhauler in this Regiment of Renown to use this ability if it is studying the battlefield.

Effect: Set up the Grundstok Gunhauler on the battlefield more than 6" from all enemy units that have an artefact of power and more than 9" from all other enemy units. Then, set up all other units in this Regiment of Renown wholly within 3" of the Grundstok Gunhauler and more than 6" from all enemy units.

Once Per Turn (Army), Your Combat Phase
WHAT’S YOURS IS MINE: Gronn has always had a cavalier attitude when it comes to ownership.

Declare: Pick an enemy unit in combat with a unit in this Regiment of Renown to be the target. Then, pick an artefact of power the target has.

Effect: Roll a dice. Add 1 to the roll for each unit in this Regiment of Renown that is in combat with the target. On a 6+, the target no longer has that artefact of power.


REGIMENT OF RENOWN
Mask of the Deceiver
The Changeling adopts one of its manifold masks to infiltrate the enemy ranks, spreading confusion and dismay whilst ensuring that the Change God’s schemes come to pass.

DISCIPLES OF TZEENTCH WARSCROLL
Mask of The Deceiver
5"
6
5+
2
5+
The Changeling adopts one of its manifold masks to infiltrate the enemy ranks, spreading confusion and dismay whilst ensuring that the Change God’s schemes come to pass.
DISCIPLES OF TZEENTCH WARSCROLL
Mask of The Deceiver
MELEE WEAPONS
AtkHitWndRndDmg
The Trickster’s Staff
The Trickster’s Staff33+3+1D3
Deployment Phase
MASKED IN PLAIN SIGHT: Few can see through the Changeling’s disguise.

Declare: This unit must be deployed using this ability.

Effect: Set up this unit in reserve incognito. It has now been deployed.

Friendly incognito units are destroyed at the end of the fifth battle round and not at the start of the fourth battle round
KEYWORDSDEPLOY

Any Hero Phase
BAIT AND SWITCH: The Changeling swaps places with a temporary ally

Declare: This unit can use this ability if it is incognito. Pick this unit and a friendly INFANTRY HERO to be the targets. One target must be incognito and the other must be on the battlefield.

Effect: Set up the incognito target wholly within 6" of the other target and not in combat. Then, remove the other target from the battlefield and set it up in reserve incognito.

If this unit is destroyed, before removing it from play, set up the friendly incognito unit wholly within 6" of a battlefield edge and not in combat.

Your Hero Phase
6
FORCEFUL COMMAND: The Changeling imbues its orders with compelling enchantments so that none can disobey.

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

Effect: Until the start of your next turn:
  • The target cannot use MOVE abilities.
  • The target’s melee weapons have Anti-charge (+1 Rend).
KEYWORDSSPELL

KEYWORDS
UNIQUE, HERO, WIZARD (2), INFANTRY, WARD (5+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON


REGIMENT OF RENOWN
Sky-Port Profiteers
The Kharadron Overlords are nothing if not pragmatic when it comes to defending their interests. The elite groups known as Sky-Port Profiteers are dispatched to seek allies and secure the most vital territories. Litigious Codewrights negotiate terms, ably backed up by the firepower of their Grundstok bodyguards.
REGIMENT OF RENOWN
Sky-Port Profiteers

BATTLE PROFILE

Points: 350

Your Hero Phase
1
SUPPLIES DONT COME CHEAP: Profiteers will dispatch aid to beleaguered allies in exchange for payment.

Declare: Pick a visible terrain feature within 18" of the Codewright in this Regiment of Renown. Each friendly unit wholly within 3" of that terrain feature is a target.

Effect: Roll a D3 for each target. On a 2+, Heal (X) the target, where X is an amount equal to the roll.

Your Movement Phase
1
NO ONE RIDES FOR FREE: Kharadron can make a healthy profit transporting allies via the skyways.

Declare: Pick a friendly non-INFANTRY unit with up to 10 models that is wholly within 9" of the Codewright in this Regiment of Renown and not in combat to be the target.

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

Your Shooting Phase
1
LONG-RANGE SUPPORT: The Codewright can call in a long-range barrage to reduce a troublesome obstacle to dust.

Declare: Pick an objective within 15" of the Codewright in this Regiment of Renown and that no friendly units are contesting. Each unit contesting that objective is a target.

Effect: Roll a dice for each target. If the roll exceeds the target’s Health characteristic, inflict an amount of mortal damage on the target equal to the roll.


REGIMENT OF RENOWN
The Beast of Castle Sternieste
Dreadful are the stories of the death-titan that makes its lair atop the spires of Castle Sternieste, a draconic fiend enslaved to the will of Mannfred von Carstein. When the Beast of Sternieste flies forth to prey upon the living, it does so with the blessings of its master. It will fight alongside any of Nagash’s hosts, so long as it can fill its gullet with warm flesh and rend terrified mortals with its monstrous talons.
REGIMENT OF RENOWN
The Beast of Castle Sternieste
INCLUSION

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

BATTLE PROFILE

Points: 190

Once Per Turn (Army), Your Hero Phase
DEATHLESS MONSTROSITY: Mannfred von Carstein has ever been a deathmage of terrifying power. This risen Draconith, which resides among the highest spires of Castle Sternieste, is a masterwork of his arcane talent and almost impossible to vanquish.

Effect: Heal (3) this unit


REGIMENT OF RENOWN
The Horror of Hallow’s Watch
The monstrous spawn of Morbheg lurk wherever light cannot reach. One such place is the ruin of Hallow’s Watch, deep in the Nightlands of Shyish. Here, a most ravenous Terrorgheist lurks, devouring any who try to bind it. The tunnels under Hallow’s Watch are strange and, under the right moon, lead to many places across the realms. On those fell nights, the beast crawls out from the darkness, screaming its hunger…
REGIMENT OF RENOWN
The Horror of Hallow’s Watch
INCLUSION

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

BATTLE PROFILE

Points: 230

Passive
DARK HUNT: A dire animus clings to this beast.

Effect: In your charge phase, if this unit is not in combat and has not used a RUN or RETREAT ability in the same turn, it must use the ‘Charge’ ability, and if the charge roll would allow it to end the move within ½" of a visible enemy unit, it must do so.

Passive
RAVENOUS SHRIEKS: The power of this Terrorgheist’s sonic shrieks seems to magnify the more vigorously it feeds on flesh.

Effect: Each time an enemy unit is destroyed by this unit’s shooting attacks, add 1 to the Attacks characteristic of this unit’s Death Shriek for the rest of the battle (this effect is cumulative).


REGIMENT OF RENOWN
The Scarlet Jury
None may escape Ushoran’s justice; to ensure this, one must occasionally ally with uncouth outsiders. Such is the belief of Grand Justice Gormayne, who can be found travelling the realms with his pack of ‘jurors’. Those who understand the nature of the ghouls’ affliction may play along, taking advantage of the chance to direct their frenzy in battle. Plus, Gormayne can be surprisingly reasonable – at least some of the time…
REGIMENT OF RENOWN
The Scarlet Jury

BATTLE PROFILE

Points: 300

Passive
PUNISHMENT FITS THE CRIME: For Gormayne, the practice of law is quite simple. The crime is always life; the sentence is always death.

Effect: You believe the ‘Accusations of Regicide’ DELUSION (see Grand Justice Gormayne’s warscroll).


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: 480

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.


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

Neferata, Mortarch of Blood


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 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.

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.


REGIMENT OF RENOWN
Snerk’s Trogg-Fer-Hire
Having learned the Great Secret of mercenary work from a local Mega-Gargant, Snerk Mooneata decided to give it a go. Finding little success, the bossgrot took the next best option: periodically waking a surly troggoth and acting as the go-between for the beast. Snerk, of course, holds onto the troggoth’s half of the pay. For safekeeping.
REGIMENT OF RENOWN
Snerk’s Trogg-Fer-Hire

BATTLE PROFILE

Points: 220

Your Charge Phase
GO DAT WAY!: Snerk makes sure to give his troggoth mate a jab if they get distracted. Which they do. Often.

Declare: Pick the Dankhold Troggoth in this Regiment of Renown to be the target if it is within 12" of the Loonboss in this Regiment of Renown.

Effect: For the rest of the turn, the target can still use CHARGE abilities even if it used a RETREAT ability in the same turn.

Passive
TAKTIKAL COWERING: Snerk can usually be found hurling insults from behind his mate’s solid, regenerating body.

Effect: While the Loonboss in this Regiment of Renown is within the combat range of the Dankhold Troggoth in this Regiment of Renown:
  • That Loonboss has WARD (4+).
  • Each time you make a successful ward roll for that Loonboss, allocate 1 damage point to that Dankhold Troggoth after the damage sequence for that Loonboss has been resolved (ward rolls cannot be made for those damage points).


REGIMENT OF RENOWN
Stumblefoot Gargant
The rise of the Mega-Gargants has focused many of their smaller mates, but there are always some who loot great kegs of ale and get a bit carried away. Staggering across the land in a drunken stupor, these gargants just turn up on one side of the battlefield and canny commanders simply move their troops out of the way…
REGIMENT OF RENOWN
Stumblefoot Gargant

BATTLE PROFILE

Points: 140

Once Per Turn (Army), Your Shooting Phase
PROJECTILE VOMIT: Better out than in, as they say…

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn. Then, pick a point on the battlefield within 6" of this unit and pick all other units (friendly and enemy) within 3" of that point to be the targets.

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

Once Per Turn (Army), Any Combat Phase
BELLOWING MOCKERY: Drunken gargants often holler incoherent insults to aggravate and taunt.

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn, then pick an enemy unit within this unit’s combat range to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from hit rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

Once Per Turn (Army), Any Charge Phase
WHAT’RE YOU LOOKIN’ AT?: Bleary eyes narrowed, the gargant picks a fight with a cocky-looking target.

Declare: Pick this unit to use this ability if it charged this turn and has not used a RAMPAGE ability this turn. Then, pick an enemy unit within 9" of this unit to be the target.

Effect: Roll 2D6. This unit can move a number of inches equal to the roll. It can pass through enemy models and must end that move in combat with the target.
KEYWORDSRAMPAGE


REGIMENT OF RENOWN
The Lost-Song Spirits
Natives of the morbid isle of Decrepita, the Sylvaneth of the Lost-Song Forest have become deafened to the spirit-song. They hear only the mournful cries of wayward souls, which has driven them to cruelty and madness. Followed by the chilling fogs of their homeland, these Outcasts follow the dead and the half-souled, hoping to vent their own bitterness.
REGIMENT OF RENOWN
The Lost-Song Spirits
INCLUSION

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

BATTLE PROFILE

Points: 370

Once Per Turn (Army), Enemy Hero Phase
ENDLESS WANDERING: The spirits of the Lost-Song Forest are ever in motion, desperately seeking the ancestral harmonies denied to them.

Declare: Pick a unit in this Regiment of Renown that is not in combat to use this ability.

Effect: That unit can use the ‘Normal Move’ ability as if it were your movement phase.

Passive
OMINOUS FOG: A thick fog follows the Lost- Song Spirits, making them difficult to identify until it is too late.

Effect: Units in this Regiment of Renown are not visible to enemy units more than 12" from them while they are wholly within 9" of the Treelord 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

Lady Olynder, Mortarch of Grief

  • 1 Dreadscythe Harridans unit with 10 models
  • 1 Myrmourn Banshees unit with 4 models
  • 1 Myrmourn Banshees unit with 4 models

BATTLE PROFILE

Points: 590

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 negative modiers to save rolls for units in this 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: 680

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

Ushoran, Mortarch of Delusion


BATTLE PROFILE

Points: 640

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: 210

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.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
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.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
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 may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
Those HEROES can join an eligible regiment as a Legion Subcommander.

Infantry Hero
Cavalry Hero
War Machine Hero
Universal Core Abilities - 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

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.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat after any non-FIGHT combat phase abilities have been used, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.

The 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.

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

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
32.2 Objective Control
In the deployment phase after all Deployment Phase abilities have been used 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.
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced. In addition, some units with a unit size of more than 1 can not be reinforced. This will be noted on their battle profile.

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

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).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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.
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).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
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.
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!
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

17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
18.2 Allocating Damage
After resolving the effect of any ability that inflicts damage points (whether via attacks, mortal damage or both), you must allocate the damage points.

When allocating damage points to a unit, the damage points in its damage pool are allocated to it one at a time. Each time the number of damage points allocated to the unit equals the Health characteristic of that unit, 1 model in that unit is slain (and removed from play) and the number of damage points allocated to that unit is reset to 0. Keep allocating damage points until there are none left in the damage pool.

If the number of damage points allocated to a unit is not enough to slay a model, keep track of the number of damage points currently allocated to the unit (most players place a dice or markers next to the unit). While a unit has any damage points allocated to it, it is damaged.

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

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

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

1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.

MULTIPLE POWER LEVELS
  • If an ability references a unit’s power level and that unit has more than one power level, use whichever power level is higher.
  • If an ability modifies a unit’s power level and that unit has more than one power level, it modifies both.
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.
The non-HERO non-UNIQUE DEATH 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 PETRIFEX ELITE keyword is used in the following Ossiarch Bonereapers warscrolls:

Infantry
War Machine
Infantry Hero
Monster Hero

The WAR MACHINE keyword is used in the following Ossiarch Bonereapers warscrolls:

Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

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:

18.4 Destroyed Units
When the last model in a unit is slain, the unit is destroyed and all remaining damage points inflicted on that unit have no effect. Similarly, if something causes a unit to be destroyed, all models in the unit are slain and removed from play.
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • 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.

  • 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).
Your Shooting Phase
SHOOT: The warriors take aim and unleash a deadly volley.

Declare: Pick a friendly unit that has not used a RUN or RETREAT ability this turn to use this ability. Then, pick one or more enemy units as the target(s) of that unit’s attacks (see 16.0).

Effect: Resolve shooting attacks against the target unit(s).
KEYWORDSCORE, ATTACK, SHOOT
Any Combat Phase
FIGHT: Locked in a deadly melee, the fighters strike out at their foes.

Declare: Pick a friendly unit that is in combat or that charged this turn to use this ability. That unit can make a pile-in move. Then, if that unit is in combat, you must pick one or more enemy units as the target(s) of that unit’s attacks.

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
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.
ALL MANIFESTATIONS
Models can move through them but cannot end a move on them.
Units can finish a charge move within ½" of an enemy manifestation instead of within ½" of an enemy unit.
They can be damaged and destroyed as if they were units but do not count as destroyed units for the purposes of battle tactics and abilities.
They are affected by all enemy abilities as if they were units.
They can use CORE abilities as if they were units, and they can use abilities on their warscroll. Unless specified otherwise, they cannot use and are not affected by any other friendly abilities, and they do not count as units for the purposes of battle tactics or friendly abilities.
They can only use the ‘Shoot’ or ‘Fight’ abilities if they have weapons of the appropriate type.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC OF ‘-’
They cannot move.
They only count as being in combat in the combat phase, and enemy units only count as being in combat with them in the combat phase.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC GREATER THAN ‘-’
They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.
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

23.0 Tokens
Tokens are not considered to be models for rules purposes and can be ignored or moved out of the way for purposes of visibility, coherency or abilities. They cannot be picked as the target of abilities. Their purpose is to indicate persisting effects on units they are placed next to. Each time a unit with a token finishes a move or is set up, place the token next to the unit.
Once Per Battle Round (Army), Start of Battle Round
IMMORTAL ELITE: The Ossiarch legions march to war in perfect unison, efficiently and precisely enacting the will of their generals without the mortal inadequacies of doubt, fear or regret.

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

Effect: You gain a number of relentless discipline points equal to the number after the target’s RELENTLESS DISCIPLINE keyword. At the end of the battle round, any unspent relentless discipline points are lost.
Banish Manifestation
Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

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

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

1.5 Faction Terrain
Some factions have special terrain features called faction terrain features. Faction terrain features have their own warscrolls. They are not considered to be units, with the following exceptions:
  • In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat. Units can finish a charge move within ½" of an enemy faction terrain feature as if it were a unit.
  • They are affected by all enemy abilities as if they were units.
  • They can be damaged in the same manner as units. However, when they are removed from play, they count as being demolished instead of slain or destroyed (this means that they do not count as destroyed units for the purposes of abilities, scoring battle tactics etc.).
  • Faction terrain features cannot contest objectives even while they are garrisoned.
  • If a terrain feature has any melee or ranged weapons, it can use the ‘Fight’ and ‘ShootCORE abilities as if it were a unit.
  • Terrain features that have a Move characteristic of 0" (‘-’) cannot move (note that pile-in moves are a type of move).
  • Faction terrain features with a Move characteristic greater than ‘-’ are treated as if they were units in all phases for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

Some faction terrain features allow you to place a unit on them (this will be clearly specified in that terrain feature’s rules). When doing so, instead of measuring range or visibility to and from the unit that is on that terrain feature, measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature cannot use FIGHT abilities.

If a unit placed on a terrain feature is removed from it (e.g. if an ability removes them from the battlefield), that unit counts as having left that terrain feature and loses any special role or benefits it had as a result of being placed on it.

The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature.
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.

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
Instead of using a SPELL or PRAYER ability (including when using the ‘Magical Intervention’ ability), each WIZARD and PRIEST 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 that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

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

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 one 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.
  • 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.

The MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:

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.
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.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.

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

32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
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.
Once Per Turn (Army), Start of Any Turn
A KINGDOM DELUDED: The mass delusions suffered by these cannibals are volatile but intense.

Declare: You must use this ability at the start of each turn. If it is the first turn of the battle, pick a DELUSION from these battle traits or, unless otherwise specified, from the warscroll of a friendly unit on the battlefield. If it is not the first turn, make a delusion roll of D6.

Effect: On a delusion roll of 1-2, you must pick a different DELUSION to the one you picked last turn. On a 3-4, you must pick the same Delusion as the one you picked last turn, even if it is on the warscroll of a unit that has been destroyed. In such cases, the eect of that D applies as if the unit had not been destroyed. On a 5-6, you must pick a DELUSION like you did in the first turn. For the rest of the turn, you believe the DELUSION you picked.
Army List

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