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==Ability Overview== *'''[Double] Nadirite Weapon''': Add 1 to the damage points for each hit and critical hit from attack actions made by this fighter this activation that have a range characteristic of 3 or less (Faction-wide Ability) **''Ability Commentary''-A very useful universal ability that can be spammed to increase your overall damage potential. Remember that the damage increase applies to each hit, not simply the overall damage, and applies to crits as well as regular hits. This can make even lowly Mortek Guard put out some good damage. The big question is whether to use this or '''[Double] Onslaught''' to fish for an extra crit. In most cases, this will result in an overall net increase in damage on average rolls, while '''[Double] Onslaught''' has a higher upside if you manage to score a crit with the extra attack. *'''[Double] Form Shield Wall''': Until the end of the battle round, add 1 to the Toughness characteristic of this fighter. In addition, until the end of the battle round, add 1 tot he Toughness characteristic of friendly fighters with the Bulwark runemark while they are within 3" of this fighter. (Mortek Guard w/Sword, Mortek Guard w/Spear, and Mortek Hekatos Ability) **''Ability Commentary''-Improves your already above-average toughness of 5 into 6. What's even better is that it will improve the toughness of every other fighter with the Bulwark runemark within 3", which means you only have to activate this once if you have a battlegroup comprised of Mortek Guard all within 3" of each other to confer this bonus to every other fighter '''for the rest of the battle round'''. Interestingly enough, most low-to-mid cost fighters are not going to have access to even Strength 5 attacks, which means you really on need to activate this if the fighter (or battlegroup) is threatened by something who can deal Strength 5+ attacks. This makes Mortek Guard arguably the best tank fighters in the game. *'''[Double] Hunt and Kill''': A fighter can use this ability only if there is a visible enemy fighter within 6" of them. This fighter makes a bonus move action and must finish closer to the closest visible enemy fighter than they were at the start of that move action. (Necropolis Stalker w/Nadirite Blades Ability) **''Ability Commentary''-A very powerful ability attached to one of the best damage dealers in this Warband, this ability will essentially allow you to move into combat range and then use two full attack actions with a very dangerous attacks and damage profile. While the movement isn't the strong suit of this Warband, the Necropolis Stalkers have an above-average move value of 5", increasing their threat range. This makes the Necropolis Stalker one of the more scary fighters in all of Warcry and may force your opponent to make sub-optimal movements and placement choices while giving you a distinct advantage for maximizing damage. *Endless Duty (Double, Liege-Kavalos): Allows extra bonus move or action when killing an enemy. *'''[Triple] Deathrider Charge''': Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter. Allocate a number of damage points to that fighter equal to the value of this ability. (Kavalos Deathrider Hekatos, Kavalos Deathrider with Spear, or Kavalos Deathrider with Sword Ability) **''Ability Commentary''-A standard "charge" ability, it can be really devastating to certain units. Given the high movement value of Kavalos Deathriders, this is an incredibly easy ability to activate (assuming there is enough open ground to charge through...more on that below). Activate it before charging in and then follow up with an attack action and you can typically finish off low-to-mid wound models in one activation. When using it, you want to look for at least a value of 3 for chaff and 4+ for higher wound models. *Unbridled Ferocity (Triple, all Morghast Harbingers): Allows a bonus move. *'''[Triple] Unstoppable Advance''': Until the end of the battle round, add half the value of this ability (rounding up) to the move characteristic of friendly fighters that are in the same battlegroup as this fighter. (Kavalos Deathrider Hekatos or Mortek Guard Hekatos Ability) **''Ability Commentary''-This single ability will typically offset the inherent move disadvantage of the Warband. This essentially acts as battlegroup-wide '''[Double] Rush'''. Keep in mind that it only applies to units in the same ''Battlegroup'' of the Hekatos, which can be very interesting if one of the fighters in this battlegroup somehow manages to find himself far away from the rest of the battlegroup. It has no range limit in this regard, meaning that, theoretically, a fighter can be on the total opposite end of the board from this model and still receive the benefit. On Mortek Guard, it should be used to get them into important zones quickly (typically round 1). On Deathriders, it has the potential to have them move almost half-way across the board in a single movement action. Its only downside is that it will be competing with the standard '''[Double]''', '''[Triple]''', and '''[Quad]''' abilities for ability/wild dice. *Soul-guide (Triple, Mortisan Soulmason): Add 1 to the Attack of friendly fighters within range. *The Boneshaper’s Art (Triple, Mortisan Boneshaper): Heal 1 to all friendly fighters in range. * '''[Quad] Blade-strike Aspect''': Add the value of this ability to the Attacks characteristic of attack actions made by this fighter this activation. (Necropolis Stalkers Ability) **''Ability Commentary''-Oh my word, this ability is just flat out filthy. Necropolis stalkers are already some of the best damage dealing fighters in the game and this ability pushes them into the elite-tier in terms of raw damage potential. This ability is rather unique, as most other abilities in Warcry which confer similar effects are adding only ''half'' the value of the ability. This one simply adds the flat amount, meaning that you could potentially looking at adding an additional '''SIX ATTACKS''' to fighters who already have above-average attacks and damage profiles. Most of the time, you won't even necessarily need 6 attacks to completely one-shot even elite fighters. Even just adding an additional 3 attacks will be enough to put away models in the 15-20 wound range on a '''SINGLE''' attack actions. With two full attack actions, you can easily take out 30 wound fighters confidently. One of the best damage-dealing abilities in the game. It is best used on the Necropolis Stalker with Dread Falchions, as it has a higher base Strength and Damage profile, and so boosting the attacks with this weapon will net you much more damage (particularly against Toughness 5+ fighters). *Soulreaper Scythe (Quad, Mortisan Soulreaper): Do up to 6 damage to all enemies within range.
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