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==<span style=color:Gray>Warscrolls<span>== The common keywords of these warscrolls are: '''DEATH''', '''OSSIARCH BONEREAPERS''' ===Leaders=== ====Named Leaders==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Katakros-Mortarch-of-the-Necropolis-en.pdf Orpheon Katakros, Mortarch of the Necropolis]''': (450pts) Like Skarbrand, his attacks get stronger the more wounds he takes. Katakros himself has [[Awesome|Rend and Damage 3]] and he can bop foes with his shield to dole out Mortal Wounds, so he can dish out some hurt in combat, but not until he's taken some wounds representing his companions dying so Katakros himself joins the fray. However, he is one of the slowest characters in the game - 4" move (which doesn’t much matter when he’s on a '''12 centimetre''' base, and you can use the Relentless Advance to boost Katakros' movement to 7") and can't fly, but Mortarch of Necropolis allows Katakros to heal up to three friendly OBR units wholly within 24" of his model for 3 wounds worth on your hero phase. Katakros is a friendly OBR unit within 24" of himself, so he can choose to heal himself for 3 wounds every one of your hero phases. Because he is so slow, he hates cannons even more than his boss so engage shooty armies at your own risk. He's pricey in points and cash, but you get what you pay for - no more no less - as he's a good beatstick and support character, just don't try to send him up against other super combat lords who have a damage of 3 or better because he can easily get his shit kicked in, especially if they have some serious wound negation. If your opponent is fielding a character with either (or worse, both) then make sure to screen him out. It's better to not get him in combat and keep your Relentless Discipline points, heals and Command Point sabotage than it is for you to possibly lose all of those. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nagash-Supreme-Lord-of-the-Undead-en.pdf Nagash, Supreme Lord of the Undead]''': (955pts) Changed from his early forms, Nagash is INSANELY expensive but he does know the whole spell lore by default and hits hard in combat. Instead, he can either re-roll or add +1 to how many of his Bonecast Eternals he can raise, and can sling Arcane Bolt as much as his undead heart (and casting limit) desire. He no longer has allegiance benefits, but still gets all the spells of any Death army he joins and his command ability boosts the ward save of one unit. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkhan-the-Black-Mortarch-of-Sacrament-en.pdf Arkhan the Black, Mortarch of Sacrament]''': (360pts) Arkhan can cast and deny three spells, has a casting bonus and the ability to sling Arcane Bolt like his Boss (along with learning the whole spell lore). However, overall Arkhan's in a slightly more disappointing place. Curse of Years no longer succeeds on 1s, meaning it's slightly more fair, and his command ability has now been limited to one use a turn, spoiling an awful lot of fun that could have been had. Also worth noting that Arkhan is one of the few ways to actually bring back models in the hero phase, and he does it quite well. An extremely strong choice as a recursion and magic defender unit. He's also a monster, but you don't want him in combat unless you're desperate, but the monster rules can benefit him. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arch-Kavalos-Zandtos-en.pdf Arch-Kavalos Patru Zandtos]''': (180pts) A named Mortis Praetorians Liego-Kavalos, with additional abilities like more damage on the charge, rerolls to wound, and another CA that grants a Praetorians unit the same reroll ability. Actually cheaper than a generic Liege-Kavalos. A good choice for leader - practically an auto-take if you want a Liege-Kavalos in Mortis Praetorians. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Volkmortian-Master-of-the-Bone-tithe-en.pdf Vokmortian, Master of the Bone-tithe]''': (135pts) HOT GARBAGE. He is a Wizard with a terrible save that has to be within 1" of the enemy to get the most out of him. He has a chance to prevent a model within 3" from attacking him on a 5+ as a defense. He also has a 12" aura of -1 to bravery and -1 to any Wizard attempting to unbind any spell he casts (which improves in that rare instance an enemy General dies near him). His Unique spell can instantly kill any model within 1" of him on a 5+, and the range on it cannot be modified, he has NO BONUS TO CAST and has to roll an 8 to get this spell off. BUT OH, you say, THOSE THINGS HAVE HAPPENED! Well hold up friend... you need to roll a 5+ to get the kill; yes, a 33% chance for this garbage spell actually doing anything. Not even for 135 points. Overall, he should be in the garbage, or on your shelf if you like the model. If you insist on running him for whatever reason, standing behind your troops (ideally Immortis Guard or Mortek Guard), providing the debuff and using his 2 spells per turn. ====Generic Leaders==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Liege-Kavalso-en.pdf Liege-Kavalos]''': (170pts) Your commander on a big-boned mount that gives two guaranteed Relentless Discipline points. Lots of decent attacks, but nothing too nutty. When he charges he has an increased pile in and the ability to fling out some extra mortal wounds. His Command Ability gives a unit wholly within 12" +1 attack. He probably functions best running with some deathriders for a spoopy cavalry wing, though having him roam around your anvils can make for some good time damage output. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulreaper-en.pdf Mortisan Soulreaper]''': (115pts) Our CC battlemage, though with his weapon the most he'll be reaping is chaff mobs. His unique spell lets him smack one unit at range, or every unit in CC with him with a few mortal wounds. Arguably our worst unit (arguably because of Vokmortion), as outside of his spell-slinging, he's basically a really expensive cairn wraith from nighthaunt. Look elsewhere, unless you really love his amazing model. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Boneshaper-en.pdf Mortisan Boneshaper]''': (115pts) Your only generic hero way to heal units in the hero phase, and part of the <s>glue that holds your army together</s> calcium that strengthens your bone boys. With the ability to restore 3 wounds (or 3 wounds worth of boys (raise 3 Mortek Guard, or 1 Kavalos Deathriders everything else has 4+ wounds)) to a friendly squad and sling a few spells, he feels close to auto-include, especially if you left Nagash or Arkhan at home. His unique spell lets him fling [[Awesome|BONESTORM!]] at an enemy unit, roll for each model within 18" and every 6 deals a mortal wound, a nice anti-horde spell being easy to cast on 5. Keep him out of combat and out of LoS so he can spend your whole game building bonecasts in a dark corner away from anyone else. ** Boneshapers and Immortis Guard are a good match, if you can spare the points, as they can take wounds for him and he can heal them if they take too many hits. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulmason-en.pdf Mortisan Soulmason]''': (115pts) The grand vizier will see you now. He's got a passable melee profile, but that's not why you take him. He's a wizard with 2 casts and unbinds and a unique spell, Soul-Guide, that gives a friendly Ossiarch Bonereapers unit the ability to reroll 1's to hit. Pretty good so far, but it gets better. At the end of your hero phase, on a 2+ cast Soul-Guide more times even if it was already attempted that turn. Basically, bring him when you're spamming catapults (or anything, really) and spread the re-rolling to hit love. ** For extra fun, his potential multiple casts force the enemy to consider whether to unbind these spells or other spells. ===Battleline=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Guard-en.pdf Mortek Guard]''': (Battleline, 140pts, Min:10, Max:30) Your basic skellies are a decently-protected lot with a 4+ save. Their basic weapons are 2 attacks with -1 Rend sword or a spear, both can double the hits inflicted on a 6+ to hit. The greatblade, on the other hand, trades that for a slightly better wound score, which isn't remarkable but at least keeps the sword's Rend. Their slow speed is helped by their banner giving them +1 to runs and charges, and the +3" move order mentioned above. A good choice for loadout is sword for smaller units and spears for bigger units. **'''Mortek Hekatos''': This boy is a mini-HQ that gives to your Relentless Discipline pool and keys to a lot of other things. (in big units you have to pack a lot of models very close together to have Deathless Warriors). He's only got an attack more than the base guard, but he also confers a command ability that lets his pack re-roll all saves for the combat phase - much more valuable for their survival. ** With the Petrifex Elite, you can take the spears and use the Petrifex command ability to give them rend, just save the spears for larger units of Mortek Guard. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Kavalos-Deathriders-en.pdf Kavalos Deathriders]''': (Battleline, 190pts, Min:5, Max:15) Your basic skellies, but on a horse! When compared to their foot-slogging brothers, these guys have +1 attack and 3 wounds each, the 2 extra pony swings we all know and love (actually, even their horses are on steroids, wounding on a 3+), and a whopping 12" move compared to the former's 4". Not only that, but their spears have exploding hits on a 5+ roll on the charge, giving you a bit more reason to consider selling the rend on your swords. **'''Mortek Hekatos''': Much like the Mortek Guard, the Deathrider's hekatos has +1 attack with their weapon, but his command ability gives you some mortal wound output on the charge and a double-range pile in. FAQ'd to confirm a unit can only benefit from this once per phase. ===Hekatos=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Necropolis-Stalkers-en.pdf Necropolis Stalkers]''': (165pts, Min:3, Max:6) Speedy, Re-rolling, <s>tyranid warriors </s> skeleton boys. Each turn, these massive lads pick whether they want to re-roll hits, wounds, saves, or add +1 to their weapons' Rend and Damage. While rerolling saves is nice when you get charged by something scary, you'll almost always use +1 rend and damage, as it turns your basic stalker into a stormcast blender, and your unit leader <s>into a literal monster</s> into an equally strong blender as the normal weapons, when enhanced with -1 rend and +1 dmg, are actually stronger than the special weapon, proven by Mathhammer. Their command ability that lets them re-roll run and charge rolls while also ignoring terrain as if they could fly. ** Another option is to run them with a Soulmason equipped with the Gothizzar Cartouche in support which gives +1 to wound rolls. Now, assuming you also have Katakros on the board and you can get Soul-Guide onto your Stalkers then the best Aspect to run is the Destroyer Aspect because this combo would then mean your hitting on 2's and re-rolling 1's '''AND''' wounding on 2's (with spirit blades) ** Upon testing with Mathhammer, in this precise scenario, precision still pulls far ahead if you take 3 of the normal weapons and give them all of these buffs. There is around an average damage difference of 5 per round. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Immortis-Guard-en.pdf Immortis Guard]''': (160pts, Min:3, Max:6)The Anvil to the stalker's hammer. These guys have a lower damage output, with 2 3+/3+/-2/2 damage (though the base rend 2 is nice), and the ability to bop someone with their shields for a bit of extra damage, with the occasional mortal wound when rolling a 6. Their main draw, however, is their base 3+ save and bodyguard ability. Whenever they're within 3" of a friendly hero, on a 2+ they must eat a wound or mortal wound that would have been applied to said hero. Their command ability lets them immediately pile in and swing again after their first go, but only with their shields. Less than impressive, but nice for positioning. Having two weapons means they get more out of the Liege's extra attack command ability, and with their own on top of that the mortal wounds do become bit more reliable. Unfortunately, OBR doesn't have the luxury to be spending points on these awesome bodyguard chads so these guys have to date never seen any competitive play. *'''Morghasts [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Archai-en.pdf Archai] & [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Harbingers-en.pdf Harbingers]''': (160/165pts, Min:2, Max:4) Nagash's angels of death come in 2 flavors, with the archai having a chance to shrug off mortal wounds, and harbingers getting a 3d6 charge. Beyond those differences either one is monstrous combatants, and tough to boot, with 6 wounds 4+ armor and being Hekatos for the death save. They also have a bravery debuff as a bonus. You should always take the halberd for 3 attacks at 3+/3+/-2/3, as they will only do less damage against units with a 6+ save, shown by Mathhammer. You don't want your Morghasts engaging Chaff, as they aren't meant to be wiping chaff for you. Additionally, adding attacks to the Halberd from your Liege is much stronger than doing so to your swords. Of the two, usually take Harbingers over Archai - the Bonereapers are not lacking survivability, but they can always use a faster combat unit, especially a flyer. ** See the above option for Stalkers and apply to Morghasts - you'll lose out on the re-rolling wounds but up the rend to -2 and the damage to 3 (with halberds) so the Mathammer will result in more wounds on average (even if you run swords) - only real issue with this is keep up with the Morghasts on your bone throne. ** Following the Petrifex nerf, these guys just got a bit more viable. They mesh well with quite a few Legions (the Archai save against spells compliments Null Myriad spell nullifying, the Harbingers compliment the Stalliarch rules - and they're probably our best unit against the Kharadron Overlords and more). ===Behemoths=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Gothizzar-Harvester-en.pdf Gothizzar Harvester]''': (200pts, Behemoth) Big guy has 10 wounds and a 4+ save. Has good damage potential with 4 solid ranged attacks and a BUNCH of 2 damage melee swings, with a choice between bludgeons or sickles. These weapons have the exact same melee stats, but different effects. Bludgeons do 2 mortal wounds on unmodified hits of 6 instead of normal damage, while the sickles get +1 to hit against units with 5+ models. The Bludgeons are the better choice, as there are other ways to boost hit rolls and Mortal Wounds are useful whoever you're up against. More importantly than that, this guy is another healer/source of precious calcium. Each time any models (friend or foe) die within 3" of him, he can heal an Ossiarch Bonereaper unit within 6" on a 4+. The heals he gives depends on the wounds characteristic of the model slain. It's worth noting he can do this to himself, making his relatively fragile 10 wounds and 4+ save last a little longer. **For the Crematorians, this guy makes the list even more trollish. Camp him by your Mortek Guard, and when they die and cause mortal wounds, he can heal them right back up. Free mortal wounds, anyone? *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Crawler-en.pdf Mortek Crawler]''': (200pts, Artillery, Behemoth) The most trolltastic catapult in all of AoS. With a nice 36" range and solid durability, it starts as a remarkably strong springboard for the absolute terror of its ammo types. Once per battle, you can fire a different choice of ammo from two different options and their effects are trolltastically memeable. **Necrotic Skulls: Your normal shots. You're getting a pretty hefty 3 2+/3+/-/variable shots that start at 5 damage, and dips down to 1 as the model takes damage. Great as a general all-rounder, and in MOST scenarios is strictly better than going for one of the situational special shots below. ***Just to reiterate however: 3 shots at 5 damage initially. Although lack of rend hurts, this is a horde killing volley beyond compare, particularly as their hit and wound rolls are so good. **Cauldron of Torment: the first of the meme shots. Instead of firing like normal, you roll a dice for every model in the target unit, and whenever you meet or beat their '''UNMODIFIED''' Bravery, one model is slain. "But Anon," you reply, "lots of units have high Bravery! That's not good," To which I say, sure, you're right. this isn't good against undead, Stormcast, or Chaos, but do you know what it IS good against? grots, where you wipe half of whatever squad you fire at. Or freeguild, where you gun down a third of whatever unit you want in a ghostly fog. And we're STILL not done with this bad boy. **Cursed Stele: Does your local meta not really do hordes? Or do they just love low model-count armies with high leadership? Well, have I got a unit for you! Instead of shooting normally, pick a model within range (so, characters, banners, unit leaders, etc.) and roll 2d6. If you roll equal to or higher than their wound stat, the guy dies (with some modifiers, starting at -3 to your roll, slowly turning to +3 as you lose wounds). This right here is disgusting. With an average roll of 4, you kill support heroes about 60% of the time or get to guaranteed snipe off important banners or unit champions whenever you're feeling cheeky. Worth noting that forcing support heros to make saves or take 5 damage from the normal shot is often also enough to kill the hero outright. Did that daemon prince swoop in and drop you to 1 wound? Wouldn't it be great if his failure meant your average roll is now a 10 and insta-gibs the winged sexy, sexy biscuit daemon? (Lovely to consider, but the 6" minimum range on the Crawler's attacks means if it's in melee it's been neutered - protect at all costs!) ===Scenery=== *'''Bone-tithe Nexus''': (0pts) Your mandatory accompanying setpiece is a giant monolith surrounded by bones upon bones. In truth it acts more like a sentry that can chuck out one of four different Punishments each turn: -1 to hit, MW Sniping, causes problem for a wizard, or Can't run and only roll 1d6 for charges. The physical footprint of this thing is BIG. You're supposed to place the terrain before defining and placing any of the game's (neutral) terrain. Placing the damn thing can therefore be problematic in organized events, where terrain is pre-set before the game starts.
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