Ossiarch Bonereapers – Vokmortian, Master of the Bone-tithe

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OSSIARCH BONEREAPERS WARSCROLL
Vokmortian
Master of the Bone-tithe
5"
5
4+
2
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
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

Army List
Warscrolls collated

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

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
Those HEROES can join an eligible regiment as a Legion Subcommander.

Infantry Hero
Cavalry Hero
War Machine Hero
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

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

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

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

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

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

© Vyacheslav Maltsev 2013-2026