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		<title>Age of Sigmar/Tactics/Death/Ossiarch Bonereapers</title>
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		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:4050:4D13:6072:A16F: /* Famous Legions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Ossiarch Bonereapers|Logo=Immortis-WC2.jpg|Alliance=Death|Motto=The Skeleton War is upon us! We ride against the fuckboys!}}&lt;br /&gt;
&lt;br /&gt;
Get ready to send a chill down your opponent&#039;s spine, for this is no time to be humerus.  Nagash is rising, and he has a bone to pick with the Mortal Realms!&lt;br /&gt;
&lt;br /&gt;
==Why play Ossiarch Bonereapers?==&lt;br /&gt;
* They&#039;re SPOOKY SCARY SKELETONS! &lt;br /&gt;
* You liked playing super-elite units like Blood Knights? Well you now play a different elite FACTION!&lt;br /&gt;
* You miss the Tomb Kings and this is as close as it gets for now with a vulture being called a Carrion, undead constructs and a war machine that hurls flaming skulls.&lt;br /&gt;
* They collect protection payments of bone like a skeletal version of the Mafia.&lt;br /&gt;
* Part of the reason for their existence is to troll Sigmarines.&lt;br /&gt;
* If you want a sneak peek at what society would be like if Nagash wins, they&#039;re a good indicator of that.&lt;br /&gt;
* You&#039;re sick of those magic-heavy armies like Tzeentch&#039;s forces, the Lizardmen and the Lumineth, and want to put them in their place with the Null Myriad Bonereaper Legion.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* [[Awesome|&#039;&#039;&#039;Immunity to Battleshock, baby!&#039;&#039;&#039;]].  Not just bravery 10, the Bonereapers do not take battleshock tests.  They have no guts, but they&#039;re braver than everyone else.&lt;br /&gt;
* Excellent at debuffing their enemies in various ways, especially their bravery (certain Bonereaper Legions, spells, Morghasts...)&lt;br /&gt;
* Conversely, they have numerous ways to buff themselves. &lt;br /&gt;
* Very durable, and various ways to boost that to the point of being arguably the most durable army in the game.&lt;br /&gt;
* Point-for-point, they have some of the strongest warscrolls of the game as few units can beat their ossiarch counterpart (Mortek Guard and Kavalos Deathriders are strong contenders for best battleline units in the game).&lt;br /&gt;
* They use the Relentless Discipline Points mechanic (also called RDP)  instead of Command Points.  Things that screw with CP won&#039;t work on them.  Despite this, they still benefit from Command Abilities.&lt;br /&gt;
* They&#039;re a Death army that isn&#039;t reliant on Heroes.  Unit champions have the HEKATOS keyword, which gives a smaller radius of 6+ Deathless saves and allows them to use RDP abilities.  Certain elite units are also HEKATOS, so they can function completely independently.&lt;br /&gt;
* Almost everything is 3+ to hit, with various ways to boost it.&lt;br /&gt;
* With the Crematorians Bonereaper Legion, your guys can take enemies down with them when/if they&#039;re slain&lt;br /&gt;
* Nagash and [[Arkhan the Black|bro-tier mini-Nagash]] are part of the army roster; [[Awesome|they also benefit from keywords and Battle Traits]].&lt;br /&gt;
* Numerous characters and a unit that can heal anything in your army, including themselves.&lt;br /&gt;
* Our Endless Spells are awesome.  Not only that, they&#039;re soul linked, so no friendly fire and they&#039;re always under the casting player&#039;s control.&lt;br /&gt;
* If you like bone puns...&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Most of your army is slow (though there are a few abilities to mitigate this).&lt;br /&gt;
* Shooting is almost non-existent.  Apart from the amazing Mortek Crawler, you only have the Gothizzar Harvester&#039;s shooting and Nagash&#039;s laser eyes. &lt;br /&gt;
* No extra protection at all against shooting beyond certain spells.  Shooting armies tend to really hurt the Ossiarchs (especially the Kharadron Overlords).&lt;br /&gt;
* The army&#039;s quite straightforward and lacking in useful tricks.  There&#039;s no summoning, deepstrike or special combat mechanics like striking twice.  Any decent opponent knows what you will do.  There is a teleportation mechanic, but it&#039;s very gimmicky, limited and requires a lot of cunning to get something out of it.&lt;br /&gt;
* Limited means to deal Mortal Wounds.  Ossiarchs tend to bounce on really armored units if stalkers aren&#039;t around.  This can be mitigated with MW dealers like the Crematorians Legion and anyone with &amp;quot;Kavalos&amp;quot; in their name, but still relies a lot on the dice.  &lt;br /&gt;
* Magic is average and mostly around buffing allies and debuffing enemies. Sure, Nagash and Arkhan are there, but the magic lore is still unimpressive, especially compared to real magical factions (looking at you, Tzeentch and Seraphon).&lt;br /&gt;
* Low model count, slightly mitigated by having the means to bring back (re)dead models.&lt;br /&gt;
* No allies apart from the Mega-Gargant Drogg; their foreign policy makes the Daughters of Khaine look like the Stormcast Eternals (can still have mercenaries though - unless you bring Nagash or Arkhan). &lt;br /&gt;
* Hope you like bone puns...&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Ossiarch Bonereapers}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
*&#039;&#039;&#039;Ranks Unbroken by Dissent:&#039;&#039;&#039; [[Awesome|Do not take battleshock tests for friendly OSSIARCH BONEREAPER units]].  Yes, you read that right, immunity to Battleshock.  Your enemy&#039;s only options are killing, flee or be killed. In addition, you do not generate Command Points. Instead, you generate Relentless Discipline Points at the start of each battle round but lose them when you generate your next batch (they should be all spent before that happens).&lt;br /&gt;
**Generate a  Relentless Discipline Point if:&lt;br /&gt;
*** EACH {{AOSKeyword|Ossiarch Bonereapers Hero}} - 1&lt;br /&gt;
*** EACH Warscroll Battalion - 1&lt;br /&gt;
*** EACH Friendly {{AOSKeyword|LIEGE}} - 1&lt;br /&gt;
*** If KATAKROS is the general and on the battlefield - 3&lt;br /&gt;
*** Roll a die for each UNIT with the {{AOSKeyword|OSSIARCH BONEREAPERS}} keyword, including the previous {{AOSKeyword|HEROES}}.  On a 6, you get 1.&lt;br /&gt;
**Unfortunately, you can&#039;t use the Generic or Scenario command abilities (rerolling Run, charge, shooting rolls) but you have a ton of CAs that will Guzzle your DP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathless Warriors&#039;&#039;&#039;: It&#039;s Deathless Minions from Legions of Nagash, albeit with a rename. It allows you to ignore wounds and mortal wounds on a 6+. However, you&#039;ll be able to get more mileage out of it than other Death armies, as any unit wholly within 12&amp;quot; of a {{AOSKeyword|BONEREAPERS  Hero}} or 6&amp;quot; of a Hekatos (i.e: the leader for your battlelines) count for the ability, removing the need to have your Heroes babysitting your units.  Units that are {{AOSKeyword|HEKATOS}} (elite bone warriors units) always benefit from the ability, allowing them to strike out entirely unsupported.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unstoppable Advance (CA)&#039;&#039;&#039;: In Movement Phase. Pick 1 unit within X&amp;quot; of a hero or hekatos. +3&amp;quot; movement. It can still run OR charge. You cannot pick the same unit more than once per phase.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&lt;br /&gt;
====Liege-Kavalos====&lt;br /&gt;
*&#039;&#039;&#039;Ancient Knowledge:&#039;&#039;&#039; While on the battlefield, get an extra RDP at the start of the battle round. &lt;br /&gt;
*&#039;&#039;&#039;Immortal Ruler:&#039;&#039;&#039; Deathless Warrior trait works on a 5+ for this general.  Always good.&lt;br /&gt;
*&#039;&#039;&#039;Dark Acolyte:&#039;&#039;&#039; Becomes a 1 cast/unbind {{AOSKeyword|WIZARD}} with one Mortisan Lore spell.&lt;br /&gt;
*&#039;&#039;&#039;Peerless Warrior:&#039;&#039;&#039; Melee wound rolls of 6 deal an extra mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Hatred of the Living:&#039;&#039;&#039; +1 to hit in melee (including their mount) against non-{{AOSKeyword|DEATH}} units.&lt;br /&gt;
*&#039;&#039;&#039;Life-stealer:&#039;&#039;&#039; If they kill any models in combat, heal 1d3 wounds at the end of that phase.&lt;br /&gt;
&lt;br /&gt;
====Mortisan====&lt;br /&gt;
*&#039;&#039;&#039;Ancient Knowledge:&#039;&#039;&#039; While on the battlefield, get an extra RDP at the start of the battle round. &lt;br /&gt;
*&#039;&#039;&#039;Immortal Ruler:&#039;&#039;&#039; Deathless Warrior trait works on a 5+ for this general.  Always good.&lt;br /&gt;
*&#039;&#039;&#039;Dire Ultimatum:&#039;&#039;&#039; -2 to Bravery for enemies within 12&amp;quot;.  Although it requires coordinating a couple of units, you can cause a MASSIVE debuff to enemy Bravery by combining this and the Scroll of Command (see below).  &lt;br /&gt;
*&#039;&#039;&#039;Grave-sand Bones:&#039;&#039;&#039; Knows an extra spell from the Lore of the Mortisans.&lt;br /&gt;
*&#039;&#039;&#039;Oathbreaker Curse:&#039;&#039;&#039; Every time your opponent gets a CP, on a d6 roll of 6 it is lost.  Obviously Katakros does it better, but this does work more than once per turn if your enemy has CP-generating abilities.&lt;br /&gt;
*&#039;&#039;&#039;Soul Energy:&#039;&#039;&#039; You can re-roll casting, unbinding and dispelling rolls, but whenever you do you take a mortal wound.&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
*&#039;&#039;&#039;Relics of the Kavaloi (Liege-Kavalos)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Mind Blade:&#039;&#039;&#039; Pick one of bearer’s melee weapons. If unmodified hit roll is a 6, and target is a hero, opponent loses a Command Point and the hero can’t use command abilities for the rest of the battle.  Apart from only working on sixes this is incredible.&lt;br /&gt;
#&#039;&#039;&#039;Lordly Phylactery:&#039;&#039;&#039; Once per battle start of any phase, gain D3 RD points.&lt;br /&gt;
#&#039;&#039;&#039;Scroll of Command:&#039;&#039;&#039; Subtract 2 Bravery from enemy units within 6” of bearer.  Only really recommended if you&#039;re going for Mortis Praetorians (see their Legion description for more information).  Although, a Liege-Kavalos with this, with a Mortisan general with the Dire Ultimatum command trait nearby drops enemy Bravery by a whopping -4!&lt;br /&gt;
#&#039;&#039;&#039;Grave-sand Boneplates:&#039;&#039;&#039; At the end of the combat phase, roll dice for each enemy unit within 3”, on a 4+ that unit suffers a mortal wound.  Vies with Scroll of Command for the second best choice.  &lt;br /&gt;
#&#039;&#039;&#039;Marrow Pact:&#039;&#039;&#039; Once per battle, in hero phase pick one enemy unit within 6” of bearer. On a 3+, unit suffers D3 mortal wounds, heal the same number of wounds.&lt;br /&gt;
#&#039;&#039;&#039;Helm of the Ordained:&#039;&#039;&#039; Add one to hit rolls for attacks made by {{AOSKeyword|BONEREAPERS}} units and mounts while wholly within 12” of the bearer.  One of the best choices for a Liege-Kavalos if including Bonereaper Legion weapons, otherwise it&#039;s the best unless you have a very specific playstyle in mind.    &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tools of the Boneshaper (Boneshapers)&#039;&#039;&#039;&lt;br /&gt;
#&amp;lt;s&amp;gt;Skeleton&amp;lt;/s&amp;gt; &#039;&#039;&#039;Artisan&#039;s key:&#039;&#039;&#039; Before using the bearer’s bone shaper ability, roll a dice and on a 4+ either you can pick two units instead of one, or the same unit twice within 6”.  The best of the three by a narrow margin.&lt;br /&gt;
#&#039;&#039;&#039;Lode of Saturation:&#039;&#039;&#039; At the start of the Hero phase, choose a unit within 1”, deathless warrior battle trait on 5+ instead of 6.&lt;br /&gt;
#&#039;&#039;&#039;Crafter Gems:&#039;&#039;&#039; Hero phase, heal up to 3 wounds. Once the total wounds healed in the battle is 3 you cannot use it any longer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Treasures of the Soulmason (Soulmasons)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Gothizzar Cartouche:&#039;&#039;&#039; +1 to melee wound rolls for units wholly within 9” of bearer if target does not have Death keyword.  The best option if you&#039;re not facing {{AOSKeyword|DEATH}} armies.&lt;br /&gt;
#&#039;&#039;&#039;Soul Reservior:&#039;&#039;&#039; +2 to cast, but if casting roll is unmodified 10+ artifact cannot be used again.&lt;br /&gt;
#&#039;&#039;&#039;Thorne of Dzendt:&#039;&#039;&#039; +2 to wounds and +2 attacks for mount. A good all around choice, especially for keeping your chair bound wizard safe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weapons of the Soulreaper (Soulreapers)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Luminscythe:&#039;&#039;&#039; minus 1 for hit rolls targeting bearer. +1 casting rolls for bearer for Lore of Mortisans or warscroll spell.&lt;br /&gt;
#&#039;&#039;&#039;Vial of Binding:&#039;&#039;&#039; Once per battle in hero phase, pick enemy model within 12&amp;quot; of bearer and roll a D6. If roll is equal or greater than the wound characteristic they are slain.  The best choice if you take a Soul Reaper, and the obvious choice for offensive.&lt;br /&gt;
#&#039;&#039;&#039;Guardian Reavesoul:&#039;&#039;&#039; Negate wound on a 5+ instead of 6+ for deathless minions. Can shatter to negate last wound if about to die.  If you&#039;re not taking Vial of Binding, this is the go-to choice.&lt;br /&gt;
&lt;br /&gt;
===Spell Lore===&lt;br /&gt;
#&#039;&#039;&#039;Arcane Command:&#039;&#039;&#039; CV5. Gain D3 Relentless Discipline Points. Nice if you&#039;ve got an extra spell, or had some bad luck with your rolls.&lt;br /&gt;
#  &#039;&#039;&#039;Empower Nadirite Weapons: &#039;&#039;&#039; CV5. Pick 1 {{AOSKeyword|BONEREAPERS}} unit wholly within 24&amp;quot; and visible. Until the start of your next hero phase, the units Nadirite Weapons ability explodes on a 5+ instead of 6, or 4+ if its a {{AOSKeyword|DEATHRIDERS}} attacking with spears after charging.&lt;br /&gt;
# &#039;&#039;&#039;Protection of Nagash: &#039;&#039;&#039; CV6. 5+ FNP for the caster. If any wounds get through your FNP, and the caster isn&#039;t slain, remove them from the battlefield after all wounds have been allocated, and place them anywhere on the board 9&amp;quot; away from enemy models then dispel this spell. Great for getting important casters out of sticky situations, or absolutely hilarious on Nagash if you wanna fuck with your opponent. &lt;br /&gt;
# &#039;&#039;&#039;Reinforce Battle-shields: &#039;&#039;&#039; CV6. Pick 1 {{AOSKeyword|BONEREAPERS}} unit armed with Shields or Nadirite Battle-shields wholly within 24&amp;quot; and visible. Until the start of your next hero phase, they gain a 5+ FNP but only for mortal wounds. Pair this with a gothizzar harvester, the reroll saves command ability for some truly unkillable troops. &lt;br /&gt;
# &#039;&#039;&#039;Drain Vitality: &#039;&#039;&#039; CV6. Pick 1 enemy unit within 18&amp;quot; and visible. Until your next hero phase, reroll unmodified hit and save rolls of 6 made by that unit. Good for blunting a spooky unit&#039;s charge, but less useful than the other options available. &lt;br /&gt;
#  &#039;&#039;&#039;Mortal Contract: &#039;&#039;&#039; CV7. Pick 1 enemy unit within 18&amp;quot; and visible. For the rest of the &#039;&#039;&#039;BATTLE&#039;&#039;&#039;, roll a die at the end of any phase that the unit dealt damage to a friendly {{AOSKeyword|BONEREAPERS}} unit (but only if it was with an attack). On 3+, the cursed unit suffers D3 mortal wounds. Lawdy, this is probably the most obnoxious spell we can sling, if you can remember who you marked the entire game. Great into low unit-count armies.&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
&lt;br /&gt;
An important distinction to note between these Endless Spells and others that exist is that the ones presented below have the &#039;&#039;&#039;Soul-Linked&#039;&#039;&#039; ability, meaning they always move before Endless Spells without the Soul-Linked ability and are controlled by the casting Player only, meaning your opponent cannot control these Endless Spells to mess with your plans. However on the flip side, the Wizard who cast the spell has a -1 to his casting rolls and cannot cast anymore soul-linked spells while their soul-linked endless spell is up. If the caster dies then the soul-linked spell is also dispelled, so keep him alive if you want the spells to last.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Bone-tithe-Shrieker-en.pdf Bone-tithe Shrieker]&#039;&#039;&#039;: Gives -1 bravery, and +1 to be hit to enemy units within 12&amp;quot; of it. Simple, but effective. Place it just in front of your battle line to make the enemy think twice, or use it to make holding an objective less than desirable. &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Soulstealer-Carrion-en.pdf Soulstealer Carrion]&#039;&#039;&#039;: Gives LOS to the Soul-Linked wizard. You won&#039;t be taking it for this. Instead, you&#039;ll be taking it for it&#039;s actual ability: Soul Thief. Roll a D6 at the end of each Phase if any Chaos, Order, or Destruction models were slain within 6&amp;quot; of it. On a 1 or 2, the Wizard this Endless Spell is Soul-Linked with heals a wound. On a 3 or 4, it does 1 Mortal Wound on each Chaos, Destruction or Order unit within 6&amp;quot; of it, and on a 5-6, it does both effects. AMAZINGLY fun, if you&#039;re not playing into Death, so do with that as you will. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nightmare-Predator-en.pdf The Nightmare Predator]&#039;&#039;&#039;: Your standard causes Mortal Wounds Endless Spell (dealing D3 Mortal Wounds to all non-bonecasts within 3&amp;quot; of it), but with a twist - when cast, pick an enemy Hero to be marked as it&#039;s prey. If this spell gets within range of them, it spits out d6 mortal wounds instead. For it&#039;s dirt cheap point cost, this is almost auto-include.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Famous Legions&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
For awhile the best Legion was Petrifex Elite, by far.  But due to Petrifex spam and the resulting complaints GW jumped them with something even they couldn&#039;t take - the nerf-bat.  Oh, the old gray Petrifex, it ain&#039;t what it used to be.  Now, Mortis Praetorians and Null Myriad are worth a look.  The others are quite situational, though maybe Crematorians are worth considering, especially if you spam Mortek Guard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Mortis Praetorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;The Dread Legion&#039;&#039;&#039;:-1 bravery to enemy units within 12&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Katakros&#039; Chosen&#039;&#039;&#039;: Once per battle if the general is on the Battlefield, gain D3 RDP points.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Counter-strike&#039;&#039;&#039;: Pick a friendly unit Wholly within 6&amp;quot; of a HEKATOS or Wholly 12&amp;quot; of a HERO.  If charged, they can re-roll hits.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Artificer&#039;s Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons.  It has -3 Rend.  &lt;br /&gt;
The poster boys, the jack-of-all-trades and the best choice if you’re bringing Katakros, otherwise it&#039;s quite situational since other death armies capitalize on &amp;quot;fear-bombing&amp;quot; more effectively (looking at you, Legions of Grief and Blood).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Petrifex Elite&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Unstoppable Juggernauts&#039;&#039;&#039;: As of the FAQ, they re-roll save rolls of 1 in melee.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Mighty Archaeossian&#039;&#039;&#039;: +2 Wounds.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Bludgeon&#039;&#039;&#039;: In the combat phase, give a unit +1 rend on one weapon, can&#039;t stack.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Godbone Armor&#039;&#039;&#039;: The first wound allocated to the bearer in each &#039;&#039;&#039;phase&#039;&#039;&#039; is negated.  &lt;br /&gt;
Makes your entire army (including Nagash) overall more tanky, gives your commander a few extra wounds for a chuckle, lets you put some durability on a caster via the relic (especially useful if you&#039;re bringing some Endless Spells), AND comes with a command ability that makes you killy, just to throw your opponent for a loop.  Pre-nerf it added +1 to everyone&#039;s armor save and was THE choice of Bonereaper Legion.  Now it&#039;s decent but no longer the one best choice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Null Myriad&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Eldritch Nulls&#039;&#039;&#039;: Ignore the effects of spells on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Unsettling and Sinister&#039;&#039;&#039;: -1 to Bravery in 3&amp;quot;, and -1 to be hit during combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Holdfast&#039;&#039;&#039;: Make the battle trait work on a 2+ instead of 5+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;: Pick 1 of the bearer&#039;s weapons.  [[Awesome|Saves can&#039;t be made against attacks from this weapon and wounds can&#039;t be negated]] (though they can later be healed).  &lt;br /&gt;
The magic choice. Their innate rules mean you can focus more on offensive magic, and the Artefact is perfect for any combat character... but is obviously best on a Liege-Kavalos.  One of the best choices, but if your meta is very magic heavy this is clearly the best.  Make those six hallowheart battlemages cry because they can do nothing to you (and then notice that you can&#039;t probably do much to them either, so the battle is probably a void of winds of magic). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Ivory Host&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: At the start of each combat phase, any IVORY HOST unit within 6&amp;quot; of an IVORY HOST &amp;lt;i&amp;gt;model&amp;lt;/i&amp;gt; that is wounded is subject to rage for that phase.  While subject to rage, get +1 to hit, but -1 save.  Dependent on having damaged multi-wound models nearby and can potentially really mess your own forces up, but can lead to you hitting very hard.  Fortunately, as it&#039;s only for the combat phase, you don&#039;t have to worry about it when you&#039;re being shot at.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Every hero phase your general gains 1 attack for all his melee weapons on a 5+.  Best to have a Liege-Kavalos as your general for this.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Cancel the -1 save from the battle trait. This is what makes the Ivory host interesting, letting you pull some shenanigans with a screen unit or pulling some clutch damage out at a vital time.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Beastbound Blade&#039;&#039;&#039;: One of the bearer&#039;s melee weapons gets +1 attack.&lt;br /&gt;
The combat choice, though dependent on good dice rolls, positioning and carefully picking your fights.  Decent, but there are better options.    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Stalliarch Lords&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: Run and charge. Pretty good for increasing your threat range on a slow army. &lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Pick an enemy hero within 3&amp;quot; at the start of the combat phase. Gain +1 to hit against it but -1 to anything else. Pretty situational and lackluster.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Retreat and charge in the same turn. Good for repositioning or getting your charge bonuses again. Here&#039;s looking at you, Deathriders. &lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Nadir-Bound Mount&#039;&#039;&#039;: Can only be taken by a Liege-Kavalos.  They roll D3 additional dice for their Unstoppable Charge ability.&lt;br /&gt;
The speedy and somewhat trollish choice.  Do you wanna go fast?  Do you want a liege or Zandtos to run fast next to fast cavalry?  Or if you take a Liege make them hit like a ton of bricks?  Then go these guys. They let you skimp out of the costly battalion with their inherent command ability, and make your already fast cavalry even faster.  They even pair well with Stalkers, Morghast Harbingers or Harvesters, to just really irritate your opponent.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Crematorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Immolation&#039;&#039;&#039;: When a model dies you get a chance to cause MW to an enemy within 3&amp;quot; on a 5+, with monsters and characters adding 1 to their roll/going off on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Wrathful Avenger&#039;&#039;&#039;: If the general dies, add 2 to the dice roll for Immolation and it does D3 Mortal Wounds rather than 1.  &lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Levelers of Cities&#039;&#039;&#039;: One friendly CREMATORIANS unit with 6&amp;quot; of a Hekatros or 12&amp;quot; of a hero ignores cover saves.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Searing Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons and add 1 to the Damage characteristic.  &lt;br /&gt;
The TRUE trolling choice. Paired with some revives and harvesters, and laugh as your opponent realizes that killing your models meant their guys died and then revived the dudes they just tried to kill, rinse and repeat.  Especically lulzy against Sons of Behemat, given how reliant they are on combat, which is within the blast radius of your skeleton suicide bombers.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Warscrolls&amp;lt;span&amp;gt;==&lt;br /&gt;
The common keywords of these warscrolls are: &#039;&#039;&#039;DEATH&#039;&#039;&#039;, &#039;&#039;&#039;OSSIARCH BONEREAPERS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
====Named Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Katakros-Mortarch-of-the-Necropolis-en.pdf Orpheon Katakros, Mortarch of the Necropolis]&#039;&#039;&#039;: (500pts) 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&#039;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&amp;quot; move (which doesn’t much matter when he’s on a &#039;&#039;&#039;12 centimetre&#039;&#039;&#039; base, and you can use the Relentless Advance to make Katakros move 7&amp;quot;) and can&#039;t fly, but Mortarch of Necropolis allows Katakros to heal up to three friendly OBR units wholly within 24&amp;quot; of his model for 3 wounds worth on your hero phase. Katakros is a friendly OBR unit within 24&amp;quot; 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&#039;s pricey in points and cash, but you get what you pay for - no more no less - as he&#039;s a good beatstick and support character, just don&#039;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&#039;re wearing the Ethereal Amulet or 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&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;[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]&#039;&#039;&#039;: (880pts) Changed from his early forms, Nagash is now 30 points more expensive, and no longer loots the spells from all of his Death-based allies. (but he does know the whole spell lore by default.) Instead, he can now restore wounds/models to 5 of his Bonecast Eternals, and can sling Mystic Shield and Arcane Bolt as much as his undead heart (and casting limit) desire.  &lt;br /&gt;
**As Nagash and Arkhan gain the OSSIARCH BONEREAPERS keyword, they can heal themselves, making them quite a bit more resilient in an OBR army than when accompanying their own legions.  Go figure.&lt;br /&gt;
*&#039;&#039;&#039;[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]&#039;&#039;&#039;: (360pts) Much like Nagash, Arkhan is more expensive now, at a &amp;quot;whopping&amp;quot; 20 points more than before. With an extra cast and deny, and the ability to sling Arcane Bolt and Mystic Shield like his Boss, (along with learning the whole spell lore,) it sounds like that price increase came with some buffs. However, overall Arkhan&#039;s in a slightly more disappointing place. Curse of Years no longer succeeds on 1s, meaning it&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arch-Kavalos-Zandtos-en.pdf Arch-Kavalos Patru Zandtos]&#039;&#039;&#039;: (220pts) 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.  A good choice for leader - practically an auto-take if you want a Liege-Kavalos in Mortis Praetorians.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Volkmortian-Master-of-the-Bone-tithe-en.pdf Vokmortion, Master of the Bone-tithe]&#039;&#039;&#039;: (180pts) He is a Wizard that should be very close to the front lines. He has a chance to prevent a model within 3&amp;quot; from attacking him on a 5+ as a defense. He also has a 12&amp;quot; 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&amp;quot; of him on a 5+, and the range on it cannot be modified, which can be used to punish any foolish combat heroes or big monsters he ends up fighting - though it is a bit unreliable to make him a dedicated assassin. Overall, he should be standing behind your troops (ideally Immortis Guard or Mortek Guard), providing the debuff and using his 2 spells per turn.&lt;br /&gt;
&lt;br /&gt;
====Generic Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Liege-Kavalso-en.pdf Liege-Kavalos]&#039;&#039;&#039;: (200pts) 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&amp;quot; +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. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulreaper-en.pdf Mortisan Soulreaper]&#039;&#039;&#039;: (120pts) Our CC battlemage, though with his weapon the most he&#039;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. Probably our worst unit, as outside of his spell-slinging, he&#039;s basically a really expensive cairn wraith from nighthaunt. Look elsewhere, unless you really love his amazing model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Boneshaper-en.pdf Mortisan Boneshaper]&#039;&#039;&#039;: (130pts) Probably your most included HQ, and part of the &amp;lt;s&amp;gt;glue that holds your army together&amp;lt;/s&amp;gt; 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&amp;quot; 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.&lt;br /&gt;
** Boneshapers and Immortis Guard are a good match, as they can take wounds for him and he can heal them if they take too many hits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulmason-en.pdf Mortisan Soulmason]&#039;&#039;&#039;: (140pts) The grand vizier will see you now. He&#039;s got a passable melee profile, but that&#039;s not why you take him. He&#039;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&#039;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&#039;re spamming catapults (or anything, really) and spread the re-rolling to hit love.&lt;br /&gt;
** For extra fun, his potential multiple casts force the enemy to consider whether to unbind these spells or other spells.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Guard-en.pdf Mortek Guard]&#039;&#039;&#039;: (Battleline, 130/440pts, Min:10, Max:40) 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&#039;t remarkable but at least keeps the sword&#039;s Rend. Their slow speed is helped by their banner giving them +1 to runs and charges, and the +3&amp;quot; move order mentioned above.  A good choice for loadout is sword for smaller units and spears for bigger units.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: 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&#039;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.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Kavalos-Deathriders-en.pdf Kavalos Deathriders]&#039;&#039;&#039;: (Battleline, 180/460pts, 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&amp;quot; move compared to the former&#039;s 4&amp;quot;. 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.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: Much like the Mortek Guard, the Deathrider&#039;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&#039;d to confirm a unit can only benefit from this once per phase.&lt;br /&gt;
&lt;br /&gt;
===Hekatos===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Necropolis-Stalkers-en.pdf Necropolis Stalkers]&#039;&#039;&#039;: (180pts, Min:3, Max:6) Speedy, Re-rolling, &amp;lt;s&amp;gt;tyranid warriors &amp;lt;/s&amp;gt; skeleton boys. Each turn, these massive lads pick whether they want to re-roll hits, wounds, saves, or add +1 to their weapons&#039; Rend and Damage. While rerolling saves is nice when you get charged by something scary, you&#039;ll almost always use +1 rend and damage, as it turns your basic stalker into a stormcast blender, and your unit leader &amp;lt;s&amp;gt;into a literal monster&amp;lt;/s&amp;gt; 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.&lt;br /&gt;
** 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&#039;s and re-rolling 1&#039;s &#039;&#039;&#039;AND&#039;&#039;&#039; wounding on 2&#039;s (with spirit blades) &lt;br /&gt;
** 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.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Immortis-Guard-en.pdf Immortis Guard]&#039;&#039;&#039;: (180pts, Min:3, Max:12)The Anvil to the stalker&#039;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&#039;re within 3&amp;quot; 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&#039;s extra attack command ability, and with their own on top of that the mortal wounds do become bit more reliable.&lt;br /&gt;
*&#039;&#039;&#039;Morghasts [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Archai-en.pdf Archai] &amp;amp; [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Harbingers-en.pdf Harbingers]&#039;&#039;&#039;: (190pts, Min:2, Max:6) Nagash&#039;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&#039;t want your Morghasts engaging Chaff, as they aren&#039;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. &lt;br /&gt;
** See the above option for Stalkers and apply to Morghasts - you&#039;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.&lt;br /&gt;
** 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&#039;re probably our best unit against the Kharadron Overlords and more).&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Gothizzar-Harvester-en.pdf Gothizzar Harvester]&#039;&#039;&#039;: (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, (basically giving the guy a Nighthaunt&#039;s frightful touch) 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&#039;re up against.  More importantly than that, this guy is a &amp;lt;s&amp;gt;another source of precious calcium&amp;lt;/s&amp;gt; healer. Each time any models (friend or foe) die within 3&amp;quot; of him, he can heal an Ossiarch Bonereaper unit within 6&amp;quot; on a 4+. The heals he gives depends on the wounds characteristic of the model slain. It&#039;s worth noting he can do this to himself, making his relatively fragile 10 wounds and 4+ save last a little longer. &lt;br /&gt;
**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?&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Crawler-en.pdf Mortek Crawler]&#039;&#039;&#039;: (200pts, Artillery, Behemoth) The most trolltastic catapult in all of AoS. With a nice 36&amp;quot; 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.&lt;br /&gt;
**Necrotic Skulls: Your normal shots. You&#039;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. Good as a general all-rounder, but pales in comparison to what follows.&lt;br /&gt;
***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.&lt;br /&gt;
**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 &#039;&#039;&#039;UNMODIFIED&#039;&#039;&#039; Bravery, one model is slain. &amp;quot;But Anon,&amp;quot; you reply, &amp;quot;lots of units have high Bravery! That&#039;s not good,&amp;quot; To which I say, sure, you&#039;re right. this isn&#039;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&#039;re STILL not done with this bad boy.&lt;br /&gt;
**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&#039;re feeling cheeky. Did that daemon prince swoop in and drop you to 1 wound? Wouldn&#039;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&amp;quot; minimum range on the Crawler&#039;s attacks means if it&#039;s in melee it&#039;s been neutered - protect at all costs!)&lt;br /&gt;
&lt;br /&gt;
===Scenery===&lt;br /&gt;
*&#039;&#039;&#039;Bone-tithe Nexus&#039;&#039;&#039;: (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&#039;t run and only roll 1d6 for charges. The physical footprint of this thing is BIG. You&#039;re supposed to place the terrain before defining and placing any of the game&#039;s (neutral) terrain. Placing the damn thing can therefore be problematic in organized events, where terrain is pre-set before the game starts.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Ossiarch Cohort&#039;&#039;&#039;&amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;4450&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Katakros, Zandtos or Liege Kavalos, 1-3 Mortek Shield-Corps, 1-3 Kavalos Lances, 1 Mortisian Trident, 1-2 Katakrosian Deathglaives, 1 Aegis Immortal, 1 Mortek Ballistari&#039;&#039;&lt;br /&gt;
* The Super Battalion.&lt;br /&gt;
For putting together all that dough together your general generates 1d3 additional RDPs at the beginning of your hero phase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Aegis Immortal&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts (min points: &#039;&#039;&#039;690&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Archai, 2 Immortis.&#039;&#039; &lt;br /&gt;
The ARCHAI from this battalion has the SOULBOUND PROTECTORS ability from the Immortis Guard warscroll. In addition, if you use the SOULBOUND PROTECTORS and the roll is a 5+, the wound/MW is negated instead of allocated to a unit from this battalion.  Take with Petrifex Elite to make your characters near unkillable.  Solid choice, pun intended, the only drawback is if you want a more offensive playstyle since this is defensive-based. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Katakrosian Deathglaive&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts (min points: &#039;&#039;&#039;690&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;2 Stalkers, 1 Morghast Harbinger&#039;&#039; &lt;br /&gt;
After units are set up but before the first battleround, if all units from the btn are WHOLLY WITHIN 12&amp;quot; of the Harbingers, you can move any of them up to 6&amp;quot; The best name for a Battalion in all of AoS.  Useful for strategic positioning and claiming objectives, it&#039;s a decent choice.  One foe it does help against is Kharadron Overlords, positioning your Morghasts and Stalkers to better catch their fliers.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Kavalos Lance&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;680&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Arch-Kavalos OR 1 Liege-Kavalos, 2 Kavalos Deathriders.&#039;&#039;&lt;br /&gt;
Units from this battalion can retreat and charge if wholly within 12&amp;quot; of the Liege when the charge roll is made.  In addition, once per turn, you can use the Deathrider Wedge CA for a unit from this battalion without spending RDP.  Pretty good, especially if you bring a spellcaster with Empower Nadirite Weapons, more so if you&#039;re running Petrifex to give the weapons extra rend.  Just remember it&#039;s a waste of points if you&#039;re using the Stalliarch Lords legion because they do this but better and for free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Ballistari&#039;&#039;&#039;&amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;760&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Mortek Guard, 2 Crawlers.&#039;&#039;&lt;br /&gt;
Roll a die before you allocate a wound/MW to a Crawler from this btn while it is within 3&amp;quot; of the Mortek Guard unit from the same btn. Add 2 if the Crawler is within 3&amp;quot; of the Boneshaper from the same btn. On a 4+, it is instead allocated to the GUARD instead of the CRAWLER.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Shield-corps&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;630&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Either Volkmortian, a Boneshaper, a Soulreaper OR a Soulmason, and 3 Mortek Guard.&#039;&#039;&lt;br /&gt;
Once per turn, you can use Shieldwall for one unit in the battalion without spending RDP.  The cheapest option, and a decent choice, making your Mortek Guard that much more durable and freeing RDP to be spent elsewhere.  Petrifex Mortek Guard will be even tougher with a free re-roll, and it&#039;s a good safety net if a unit loses their Hekatos.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortisan Trident&#039;&#039;&#039;&amp;lt;/big&amp;gt; 110 pts (min points: &#039;&#039;&#039;700&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Soulreaper, 1 Soulmason, 1 Harvester.&#039;&#039;&lt;br /&gt;
EACH Mortisan from this battalion can attempt to cast 1 extra spell if WITHIN 18&amp;quot; of the harvester AND the harvester is within 3&amp;quot; of any enemy units.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Volkmortian’s Retinue&#039;&#039;&#039; &amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;840&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Volkmortian, 1 Mortek Guard, 1 Stalker, and 1 Archai.&#039;&#039;&lt;br /&gt;
The exclusive battalion from Feast of Bones. At the start of your hero phase, you can return 1 slain model to a unit within 8 inches of Morty. &lt;br /&gt;
This battalion, and it&#039;s older dreadier brother, is the armies only reliable method of bringing back dead Stalkers and Archai.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Volkmortian’s Dread Retinue&#039;&#039;&#039; &amp;lt;/big&amp;gt; 130 pts (min points: &#039;&#039;&#039;850&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Volkmortian, 1-3 Mortek Guard, 1 Stalker, and 1-2 Archai or Harbingers, in any configuration.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion. Comes with the same ability as Vokmortain&#039;s Retinue, but also gives you a start of game ability to hurt the chances of a single enemy hero hitting Vokmortian. Because you can take Harbingers instead of Archai with this battalion, which opens up returning Morghast Harbingers to play, this battalion is much better than the regular Retinue. The restriction on legion means that, of course, this cannot really be considered competitive at this time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Harvester Scythe Corps&#039;&#039;&#039; &amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;660&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;2 Kavalos Deathriders and 1 Gothizzar Harvester.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion. Battalion lets you add one to wound rolls for the Harvester if within 12 of the dead ponies. Decent if you need to generate the RDP and the artefact, but if you are taking a pair of Deathriders, you might as well be taking a Liege and going for the Kavalos Lance battalion, which also doesn&#039;t restrict you out of the better legions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Vokmortian&#039;s Tithe Legion&#039;&#039;&#039; &amp;lt;/big&amp;gt; 110 pts (min points: &#039;&#039;&#039;5640&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;This list of other battalions: 1 Vokmortian&#039;s Dread Retinue, 1-3 Mortek Shield Corps, 1 Mortisan Trident, 1-2 Katakrosian Deathglaives, 1 Aegis Immortal, 1-3 Kavalos Lances or Harvester Scythe Corps in any configuration, 1 Mortek Ballistari, 1 Harvester Scythe Corps.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion.&lt;br /&gt;
The boring part of this battalion is that you probably won&#039;t ever get to field it, and even if you do, the abilities from it aren&#039;t the best. You get to generate an additional D3 RDP per hero phase, and you get to take &#039;&#039;&#039;any number of&#039;&#039;&#039; Nighthaunt allies, without them counting against ally rules. Super battalions are fun, but this one means that outside of the nearly 6k points you have to spend on it, you also need Nighthaunt to make use of it. It&#039;s a good goal for a collection, though.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
=== Getting Started ===&lt;br /&gt;
When getting started with the Ossiarch Bonereapers, it&#039;s important that you understand the direction you want to take your list in. If you are going for competitive, you&#039;re going to be making the most out of Mortek Guard, while if you are going for fun and cool, you have a lot of fun and cool options. &lt;br /&gt;
&lt;br /&gt;
If new to the game, look out for a Feast of Bones set half, as it can be a great start to your Ossiarch Army. Another way to start would be with a box of Mortek Guard and a Liege Kavalos, as this gives you a little bit less than a Start Collecting worth of points, but a lot of cool units to start working on.&lt;br /&gt;
&lt;br /&gt;
=== Currently Competitive ===&lt;br /&gt;
&lt;br /&gt;
The best lists right now center around the fact that Mortek Guard units are incredibly over-statted for their points cost.  As for which Legion, following the nerfing of Petrifex &lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
&lt;br /&gt;
A Petrifex-aligned Liege-Kavalos is a mainstay in the General position, as the Mighty Croissant command trait and Godbone Armor artefact make it a 9 wound, ignoring first wounds of every phase monster, along with the extra RDP generation for being a liege, and Mystic Shield making the Liege basically indestructible, as Nagash would have wanted. The other best hero seems to be the Soulmason, as it has great casting for the points, and really fills out the support role of your army.&lt;br /&gt;
&lt;br /&gt;
You can also build Nagash or Arkhan centric lists, and those typically look like Nagash/Arkhan + 40 blobs of guard and a support unit or two.&lt;br /&gt;
&lt;br /&gt;
==== Battleline ====&lt;br /&gt;
&lt;br /&gt;
Mortek Guard, usually a pair of 2 40 blobs are great. Then, fill out the battleline with some of those dead ponies. Seriously, Mortek Guard are only 130 points right now, can be given exploding 5+s and additional rend.&lt;br /&gt;
&lt;br /&gt;
==== Other Models ====&lt;br /&gt;
&lt;br /&gt;
Gothizzar harvesters can be run as a one of per blob of Guard you manage to field. This means that your Mortek Guard is going to have a 4+/6+/4+ save, which is equal to about a 13.88% (or a &amp;quot;1.25+&amp;quot; save equivalent) chance to wound. Per model. That&#039;s like having a 0.83+ save. &lt;br /&gt;
&lt;br /&gt;
Mortek Crawlers can be utilized to constantly rampage as your large blobs of guard gum up the board, create incredibly tough tar pits, and slow down enemy units. Another benefit is that if a cheap unit is used by your opponent to attempt to capture an objective, you might be able to wipe it out before it gains any points if you notice it soon enough and identify that part of your opponent&#039;s game plan. &lt;br /&gt;
&lt;br /&gt;
==== Spells ====&lt;br /&gt;
&lt;br /&gt;
There are several good spells that you can take, although overall the spell lore is kind of boring. Empower Nadirite Weapons is the best spell in the lore, mainly because most lists are running blobs of 40 Mortek Guard and the spell makes them table. Arcane Command can be taken on a second support wizard, as can Mortal Contract, depending on who you think you might be facing. Reinforce shield walls can also be a decent spell, especially if you are combining several layers of saves to make Mortek Guard the ultimate pit of bone. &lt;br /&gt;
&lt;br /&gt;
==== Using Battalions ====&lt;br /&gt;
&lt;br /&gt;
Because of the ability to increase RDP generation, there are some ways you can use cheap battalions to increase the amount of RDP you have, and lower the amount you need for specific units. One of the best and cheapest battalions is the Mortek Shield Corps battalion, which requires one of your 3 Mortisans or Vokmortian and 3 units of 10 Mortek Guard, allowing you to use one of the CAs on the Mortek Guard for free, once per turn. It also presents you with an additional RDP per turn. The shield wall ability allows you to reroll saves, which means that your 3+/6+ save (for Petrifex elite) turns into a 3+/3+/6+ save. Now, add in one of those Harvesters, meaning that you have a 3+/3+/4+/6+ save, or a 4.63% chance to fail incoming non-rend armor saves. That means that for every 20 armor saves, less than one should convert to a wound.&lt;br /&gt;
&lt;br /&gt;
The Kavalos Lance battalion makes use of a pair of the fantastically modelled (by Nagash or GW) Kavalos Deathriders, and a Liege Kavalos. This battalion allows you to make up some of the difficulties of movement that the Ossiarch are presented with, and the additional RDP are always great for the +3&amp;quot; movement. &lt;br /&gt;
&lt;br /&gt;
Another interesting battalion to consider taking is the Mortisan Trident Battalion, which would be how you go about building a strong Magical Ossiarch Bonereapers army. With the current state of Tzeentch, however, this army might be a bit rough to play. This battalion requires you to take all three Mortisans, as well as a Harvester, allowing you additional spell casts, when close to the harvester. That battalion and an Arkhan would allow you some crazy amounts of spells, and if you can take full advantage of that, you might end up thrashing a lot of armies that can&#039;t deal with heavy spell usage. Sadly, a lot of your spells work much better when you have a lot of your points in Mortek Guard, who are core to any army you create.&lt;br /&gt;
&lt;br /&gt;
Other battalions can be taken solely for RDP generation and the artefacts you can take, seeing as your first artefact will generally have to be the Petrifex Elite artefact, Godbone Armor. Both Boneshapers and Soulmasons have decent &amp;quot;tools&amp;quot; for their artefacts, but they are not necessary, so don&#039;t feel forced to take a battalion for some bad models.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===Mr. Arkhan’s Wild Ride===&lt;br /&gt;
Take Arkhan the Black as your general, along with two Gothizzar Harvesters and a buttload of Mortek Guard. Finally put them all under the Crematorians legion. Your boney boys will proceed to explode in the faces of the enemy and then be brought back to un-life from the ashes thanks to the Mortarch and Harvesters’ restoration abilities. Is this trolling? Yes. Is it fun? &#039;&#039;Oh yes.&#039;&#039;  Also take a Mortisan Boneshaper as a cherry on top for extra heals and bring an Endless Spell or two; cast with Arkhan to laugh off that casting penalty.&lt;br /&gt;
* Nerfed slightly in December 2019 Errata.  Now Gothizzar Harvester ability only triggers &amp;quot;each time a model is slain within 3&amp;quot; of any models with this ability.&amp;quot;  No double dipping on the Gothizzar heals anymore by choosing to remove a model within 3&amp;quot; of both.  Personally, I&#039;d say this is a good thing since this formation would be pretty much unbeatable without enough ranged firepower/artillery to snipe the 10 wound Gothizzars out of the Mortek blob (and in a single shooting phase to prevent 6 wound auto-heal from Arkhan and the Boneshaper).&lt;br /&gt;
&lt;br /&gt;
===Trolling with Catapults===&lt;br /&gt;
Take a Soulmason as your general and put him in a massive blob of 60 Mortek Guard with 4 Mortek Crawlers behind. With some amazing dice rolls (which can be helped by using the Soul Resevoir artefact) the Soulmason can give all 4 Crawlers rerollable hits of 1. The Guard can block any incoming attackers whilst the catapults bombard your enemies from across the table. Even if your skellie dudes are taken out and the enemy damages your Centipedes of Doom it just means that their characters are more likely to be decimated by the most trolling shot in AoS, the Cursed Stele. So just sit back, relax and watch your enemies die before they even reach you.&lt;br /&gt;
&lt;br /&gt;
Alternatively, take 2 of Ballistari battalions. Lose the Soulmason but gain some mad defenses.&lt;br /&gt;
&lt;br /&gt;
=== Feast of Bones upgrades ===&lt;br /&gt;
&lt;br /&gt;
If you started with the Feast of Bones kit, there are several ways to build the army. The first is the (maybe subjectively) best, which is to go with the Rule of Cool - buy the cool models. Run 3x10 Mortek Guard to get Battleline out of the way, and then take advantage of how cool Morghasts are to scare your opponents. &lt;br /&gt;
&lt;br /&gt;
Starting with Vokmortian, 10x Mortek Guard, 3x Necopolis Stalkers, and 2x Morghasts, and the Vokmortian&#039;s Retinue battalion, you can instead use the Dread Retinue Battalion, to use Morghast Harbingers instead of Archai. Or, get a second unit of Stalkers and create the objectively coolest battalion, the Katakrosian Deathglaive. Add in some more guard or Kavalos Deathriders, and whatever else you want that you like. That&#039;s it. It&#039;s the rule of cool. With Morghasts - the coolest rule of cool unit.&lt;br /&gt;
&lt;br /&gt;
The other way is to move to a more competitive list, but sadly, the Feast of Bones units aren&#039;t great. Vokmortian is pretty bad, as are Morghasts, relative to what is offered in the army, although they can be used as a tool. You can run Vokmortian as a Boneshaper, especially if you figure out a cool conversion for it. Then, add in a Soulmason and another support HQ or Liege, and a lot of Mortek Guard. Add in a few Gothizzar Harvesters and/or Crawlers, and you have the fundamentals to a competitive list.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
No Allies. Nope, none. Nighthaunt hate your guts. Legions of Nagash hate your attitude. Not even the Flesh Eater Courts is crazy enough to be your friend. Don&#039;t like it? Go play Stormcast, and go fuck yourself while you&#039;re at it.&lt;br /&gt;
&lt;br /&gt;
There is...one however...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Big Drogg Fort-Kicka&#039;&#039;&#039;: A Gatebreaker Mega-Gargant available to all Death factions as an ally. Functions like Gotrek in the Order factions where he uses up your whole allies allowance in exchange for a very destructive monster of a unit. His most important feature is the ability to destroy terrain, including faction terrain. He also has a unique breath attack that attacks one unit within 3&amp;quot; at the end of the combat phase; roll a dice for each model in the unit and deal 1MW on a 6+.&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:4050:4D13:6072:A16F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Idoneth_Deepkin&amp;diff=261335</id>
		<title>Idoneth Deepkin</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Idoneth_Deepkin&amp;diff=261335"/>
		<updated>2020-11-08T14:56:01Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:4050:4D13:6072:A16F: /* Enclaves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Idoneth Deepkin|Logo=Fucking_Idoneth.jpeg|Alliance=Order|Motto=Soul-Hunting Pirates riding Sea Monsters.}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|Marge. Kids. Everything&#039;s gonna be just fine. Now go upstairs and pack your bags. We&#039;re gonna start a new life... under the sea.|Homer Simpson - &amp;quot;Homer Badman&amp;quot;.}}&lt;br /&gt;
{{topquote|I got no soul, but I am a soldier|The Killers - &amp;quot;All These Things That I&#039;ve Done&amp;quot;. Well, that&#039;s how we remember it going.}}&lt;br /&gt;
{{topquote|We have been hiding long enough. The time has come for Atlantis to rise again.|Prince Orm of [[/co/|Aquaman]] fame}}&lt;br /&gt;
{{topquote|[[https://www.youtube.com/watch?v=jfD5u9Ary6M/ Let Mathlann strike ye dead, Winslow!! HAAAARRRRRRRKK!!!]]| Willem Dafoe- &amp;quot;The Lighthouse&amp;quot;.}}&lt;br /&gt;
&lt;br /&gt;
The Idoneth Deepkin are fucking [[awesome]]. They are fish elves who ride giant fish into battle, what’s not to love?&lt;br /&gt;
&lt;br /&gt;
AHEM.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Idoneth Deepkin&#039;&#039;&#039; are a new faction of [[Warhammer: Age of Sigmar]], composed of marine aelves and assorted sea fauna. As the previous writer said, they are rather awesome in their uncommon design and the creatures they bring. Also, elves riding sharks and eels. Yeah, sweet looking.&lt;br /&gt;
&lt;br /&gt;
==Origins==&lt;br /&gt;
After [[Teclis]], [[Tyrion]], [[Malekith|Malerion]], and [[Morathi]] made [[Slaanesh]] start shitting out elf souls, Teclis took the devout of [[Mathlann]] (the deceased elf god of the ocean) and made a new home for them in Hysh called Leiriu, a luminescent city also known as the Bright Haven or City of Reflection. There, Teclis taught these newborn aelves, the &amp;quot;Cythai&amp;quot;,  about the old world and their gods hoping to re-create the High Elves.&lt;br /&gt;
&lt;br /&gt;
However, they weren&#039;t exactly model elves: they were withdrawn, resentful and traumatized by their time within Slaanesh. Upon learning this, Teclis wasn&#039;t thrilled with them. He tried to find what went wrong, but the Cythai weren&#039;t cooperative ; Teclis&#039; methods made some fall into madness, so they weren&#039;t exactly without reason. Afraid for their lives and unable or unwilling to cope with Teclis&#039; methods, they fled into the oceans of the Mortal Realms. Teclis, being a [[Eldrad|dick]], tried to exterminate them for good measure, but his brother Tyrion convinced him to be merciful so he let them go.&lt;br /&gt;
&lt;br /&gt;
Over time, each of the Cythai&#039;s enclaves developed differently, but all were affected by their new environs and self-imposed isolation. The magic they learned from Teclis was adapted so they could live underwater, even at the most crushing of depths. They grew attuned to their new surroundings, learning to trust vibrations and changes in pressure more than sight or sound. Some of them even became adept in the art of seeing the flaring soul-stuff that animates the living.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The elves, now the ‘Idoneth’, didn&#039;t learn that Tyrion had made Teclis cool down and stayed in hiding.  Having rejected Teclis they called out to Mathlann, but he was dead so they reached out to other gods, who either didn&#039;t hear them, were also dead or didn&#039;t care.  Having accepted they were people without a proper god, they tried to re-create Mathlann and society as best they could.  &lt;br /&gt;
&lt;br /&gt;
After making their new societies, they calmed down and took stock of their situation.  Accepting the possibility that their time in Slaanesh had contaminated them, the Idoneth did some research and discovered one of the side-effects.  They called it &#039;&#039;mallachi&#039;&#039;, and it was when an Idoneth went into a state of raging madness that ended in savage debauchery, but this only happened to a few.  A second, far worse, side-effect was found when they started having babies as [[Grimdark|only one in a hundred Idoneth babies survived past infancy]].  The Idoneth soon figured out their progeny were born with souls that swiftly withered.  &lt;br /&gt;
&lt;br /&gt;
Desperate and without divine aid, they turned to magic to fix the problem without success.  Between the extremely high infant mortality rate, wars and the dangers of the ocean, Idoneth numbers rapidly dwindled.  Things only changed when they found out [[Dark Eldar|if you kill something with a soul and put that soul into an elf, they won&#039;t die prematurely]].  They first tried this on animals, but animal souls only brought them days, so they decided to go to the surface and start doing this to other people.  Though other souls, such as those of human, duardin, orruks and even sylvaneth worked equally well for the Idoneth&#039;s purpose, it often took more than a few souls to empower an elf to live even a third of their normal lifespan. &lt;br /&gt;
&lt;br /&gt;
At first it was only for survival, since the withering of souls remained as aggressive and frequent as ever and has so far proven incurable, but later they did it for the expansion of their newly found enclaves.  At first it was only one in Hysh, but after the discovery of the &#039;&#039;&#039;Whirlways&#039;&#039;&#039;, whirlpools that work as underwater Realmgates, they started to get into the rest of the realms.  Due to [[Skub|differences among the Cytharai]] and a growing population, they expanded to all Mortal Realms save [[Azyr]] and founded several enclaves in all of them.  They developed a pattern of swift raids and a strict &amp;quot;leave no witnesses&amp;quot; policy, surrounding themselves with memory-altering magic so anyone who encountered them would forget it soon after if the Idoneth didn&#039;t kill or capture them first (and the rare few who managed to escape with this knowledge were written off as lunatics or deluded).&lt;br /&gt;
&lt;br /&gt;
But there were other powers out there so the secret could only last for so long. [[Sigmar]] long suspected that something dangerous was in the oceans, but had other concerns so he didn&#039;t go looking.  It was Alarielle and the Sylvaneth who first pierced the veil of secrecy.  In Ghyran, an Idoneth attack on some coastal Sylvaneth drew the attention of [[Alarielle]], who entered the fray and personally defeated them in battle.  Since Alarielle is a goddess, she&#039;s immune to their memory-altering magic and her word is all the Sylvaneth would need to be on guard against the Idoneth.  While the Sylvaneth kept the secret, the Idoneth dialed back their attacks and kept a low profile in Ghyran.  On the Chaos side, the [[Keeper of Secrets]] Sslish the Depraved followed the spoor of strange magic and eventually found an Idoneth army, attacking them with a daemonic army until an Eidolon destroyed them.  [[Archaon]] had long suspected there were more aelves than would seem, but wasn&#039;t able to confirm this until his Gaunt Summoners found the same magic and scried, finding and binding Sslish before Archaon tortured the daemon into spilling the beans.&lt;br /&gt;
&lt;br /&gt;
The Idoneth became quite the hikkikomori: betrayed by their creator, forced into bad habits for survival and hated by many. They thought that they didn&#039;t need the surface world and limited themselves to the oceans, leaving only for raiding souls.  During the Age of Chaos this started to change.  They fought the forces of Chaos wherever they found them, either leaving Chaos&#039; other opponents alone or killing them and taking their souls too.   High King Volturnos realized that they&#039;d have to ally with others to fight off Chaos though most other Idoneth didn&#039;t approve of this.  First, he reached out to Alarielle for peace talks but, wary of trickery and aware of the Idoneth&#039;s past actions, Alarielle turned them down.  They also encountered some Stormcast Eternals, and after a battle where the Idoneth learned they&#039;re unable to capture Stormcast souls due to Sigmar&#039;s blessing, they found new allies in the Sigmarines.&lt;br /&gt;
&lt;br /&gt;
They also have kind of a big issue with [[Nagash]].  You see, Nagash knew about the disappeared souls from the get-go and is kind of territorial in regards to the dead.  So, because they&#039;re stealing souls to save themselves, he&#039;s not happy with them (read: really hates these guys).  At first he had no idea who was taking the souls or where, despite extensive searching on his part.  After the accidental drainage of a sea in Shyish (&#039;&#039;How the hell do you drain a sea &amp;quot;accidentally&amp;quot;?!&#039;&#039;) by the [[Skaven]] (&#039;&#039;...oh, THAT&#039;s how.  Even better, [[Thanquol|everyone&#039;s favorite Grey Seer]] was responsible.&#039;&#039;), [[Nagash]] caught on to their existence and location.  Now he’s emptying more seas in Shyish and sending waves of undead after them in all the realms to stamp them out because he’s the only guy who believes himself to be allowed to have dead souls.  In their desperation, the Idoneth of Shyish changed their foreign policy and allied with the Forces of Order.  Some Idoneth got so desperate they somewhat reconciled with their estranged creator-god Teclis.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
The Idoneth society is divided in three clear castes. First we have the &#039;&#039;&#039;Namarti&#039;&#039;&#039;, composed of those 90% of Idoneth who were born with incomplete souls, extremely pale skin, short lifespan (for an aelf anyway, they may still live more than us puny humans) and without eyes that are the majority of the population and are the workforce. Then we have the lucky 10% dudes that were born with complete souls (aka, average aelves): the &#039;&#039;&#039;Akhelians&#039;&#039;&#039;, the warrior caste and those who ride the sweet-looking eels, sharks, Deepmares and Leviadons; and the &#039;&#039;&#039;Isharann&#039;&#039;&#039;, that are the magic users and priests. However, the first ones among all of them were the &#039;&#039;&#039;Cytharai&#039;&#039;&#039; which due to accidents, wars or other shenanigans all of them have died out save the exception of the [[Volturnos|High King of the Deep Volturnos]], who is still alive after millennia and a fighter who leads from the front.&lt;br /&gt;
&lt;br /&gt;
One of the more weird phenomena that happens around these guys on land is the so-called &#039;&#039;&#039;Ethersea&#039;&#039;&#039;. This is a manifestation of their marine magic, taking the form of a mist that enables them to use their superior sea-faring abilities and allow their sea beasts to survive where there&#039;s no water in miles and move as if they were in water. The Ethersea also have the secondary effect that it manipulates the land and makes it gain deep-sea characteristics spontaneously, like shipwhrecks, coral, fish shoals to start running freely, bubble breath...&lt;br /&gt;
&lt;br /&gt;
A possible bit of continuity errors already creeping in; whilst the armybook describes the Namarti caste as inherently eyeless, an Idoneth-focused short story in the anthology &amp;quot;Myths and Revenants&amp;quot; declares that the Namarti are actually born with eyes, but their ensouled counterparts ceremonially cut their eyes out when they reach puberty for undisclosed reasons.&lt;br /&gt;
&lt;br /&gt;
==Enclaves==&lt;br /&gt;
The &amp;quot;factions&amp;quot; of the Deepkin are the Enclaves, city-states founded under the seas of the realms connected by underwater realm gates called Whirlways. Whilst there are, as expected with such a large setting, countless Enclaves, there are six main ones that have been fleshed out.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ionrach&#039;&#039;&#039;: [[Ultramarines|The posterboys, who have their armour painted a shiny blue and also have a venerable leader from a forgotten age]]. The Ionrach are one of the first enclaves that ran from the rays of Teclis into the seas of Hysh, though they have since emigrated to Ghyran. Notably the most &amp;quot;friendly&amp;quot; of the enclaves, to the point where they will actually co-operate with the other forces of Order. &lt;br /&gt;
*&#039;&#039;&#039;Dhom-Hain&#039;&#039;&#039;: The polar opposites of the Ionrach, being the first to part ways with their fellow Deepkin to settle in the &#039;&#039;literal hellscape&#039;&#039; that are the seas of Ghur. Seriously, imagine every lethal predator in our seas but 10x larger and there&#039;s ridiculous amounts of them. They settled in a deep chasm, where lots of the Fangmora Eels lurked. This meant that they use more Akhelians than other enclaves.  Once went to Ghyran and fought some Sylvaneth until Alarielle kicked their asses over it.  Said battle cost them a valuable ancestral heirloom, which several Dhom-Hain nobles have tried and failed to retrieve.  &lt;br /&gt;
*&#039;&#039;&#039;Fuethan&#039;&#039;&#039;: Living in the seas of Aqshy means that these Deepkin are especially aggressive, and they&#039;re very mean spirited when collecting souls.  Whilst enclaves like the Ionrach would spare the soul of say, a child, the Fuethan would do no such thing.  In fact, they take such glee in raiding that they are found [[RIP AND TEAR|still hacking away at bodies even when they&#039;re long dead]].  The Fuethan have fought in every Idoneth civil war, even if they weren&#039;t involved initially, and even caused some of them.&lt;br /&gt;
*&#039;&#039;&#039;Mor&#039;Phann&#039;&#039;&#039;: Dour and pale, the Mor&#039;Phann inhabit the dark seas in Shyish. They use lots of mist and pale tentacled creatures,many were hit especially hard by the Necroquake to the point where they had to ally with the Stormcast to not die.&lt;br /&gt;
*&#039;&#039;&#039;Briomdar&#039;&#039;&#039;: These guys used to be a part of the Ionrach, before declaring independence and settling in the middle of an undersea kelp forst in Ghyran.  Experts at navigating terrain and ambushes - even by Idoneth standards - they camouflage themselves in kelp to leap out at unsuspecting passerbys.  As an Ionrach off-shoot, they&#039;re the second most willing to ally with non-Idoneth. &lt;br /&gt;
*&#039;&#039;&#039;Nautilar&#039;&#039;&#039;: An enclave that literally [[Awesome|lives on the shell of a giant crusteacean]] called the Giant Scaphodon.  Recently they took quite a beating from some [[Skaven]] that tunnelled underwater.  Also used to be a part of the Ionrach.&lt;br /&gt;
&lt;br /&gt;
==Soulbound==&lt;br /&gt;
According to [[Age of Sigmar Roleplay]], becoming a Soulbound is a terrifying yet tempting idea for Idoneth Deepkin. On the one hand, they&#039;re incredibly isolationist, and they have a racial grudge against their creator-god [[Teclis]] for trying to kill all of them. On the other hand, undergoing the rite of Binding strengthens a Deepkin&#039;s soul to a degree that they can&#039;t achieve on their own, freeing them forever from both the fear of losing their souls and from the phantom pain that haunts their entire race, whilst simultaneously giving them permission to reap souls aplenty from foes and fallen allies alike. Those Idoneth who do agree to make the pledge (usually specifying that they will never directly serve Teclis first) are essentially forever exiled from their people, although the most foresighted Idoneth Kings and Queens, such as those descended from Ionrach, have realized that, in this changing age, Idoneth Soulbound can make useful ambassadors for their race.&lt;br /&gt;
&lt;br /&gt;
Idoneth Soulbound have access to the &#039;&#039;&#039;Akhelian Emissary&#039;&#039;&#039;, &#039;&#039;&#039;Isharann Soulscryer&#039;&#039;&#039; and &#039;&#039;&#039;Isharann Tidecaster&#039;&#039;&#039; archetypes in the corebook.&lt;br /&gt;
&lt;br /&gt;
==Musical Accompaniment to playing these Sea Elves==&lt;br /&gt;
* [https://www.youtube.com/watch?v=lV8i-pSVMaQ&amp;amp;ab_channel=RobertDarwin Jaws theme], mandatory if you have any Allopexes in your army.&lt;br /&gt;
* [https://www.youtube.com/watch?v=4oPgmyN90B4&amp;amp;ab_channel=ILikeMoviesandMusic King Orm&#039;s theme], Aquaman (2018).  Pretty good &amp;quot;vengeance from the sea&amp;quot;- type music, and for the madman who will undoubtedly paint an Akhelian King as Orm.&lt;br /&gt;
* [https://www.youtube.com/watch?v=A-Ko2FbzIcc&amp;amp;ab_channel=WaterTowerMusic Aquaman soundtrack; He Commands The Sea], also from Aquaman (2018).  Good if you want a more heroic feel, and for the madman who will undoubtedly paint an Akhelian King as Aquaman.&lt;br /&gt;
&lt;br /&gt;
==An Interesting Note==&lt;br /&gt;
Mantic Games had been producing their own Trident Realm range several years before the Idoneth were conceived. They&#039;re categorically not elves (Kings of War has elf factions, the Trident Realm isn&#039;t one of them), and mostly naiads and thull with a number of other underwater-themed species. Whether someone at GW saw this and thought “damn, we could make a killing out of this” or not is unknown.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
file:Fucking_Idoneth.jpeg&lt;br /&gt;
file:Idometh_army.jpeg&lt;br /&gt;
file:Battleshark.jpg|WE&#039;RE RIDING A SHARK! WE&#039;RE RIDING A SHARK! SUCK OUR DICKS, WE&#039;RE RIDING A SHARK!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Age of Sigmar/Tactics/Order/Idoneth Deepkin|Tactics/Deepkin]]&lt;br /&gt;
&lt;br /&gt;
{{Playable Factions in Warhammer: Age of Sigmar}}&lt;br /&gt;
{{Idoneth Deepkin-Units}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:4050:4D13:6072:A16F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Hysh&amp;diff=260490</id>
		<title>Hysh</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Hysh&amp;diff=260490"/>
		<updated>2020-11-08T14:50:28Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:4050:4D13:6072:A16F: /* Iliatha */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AoS-Stub}}&lt;br /&gt;
&lt;br /&gt;
[[File:TenParadises.jpg|thumb|right|Perfectly balanced...as all things should be.|500px]]&lt;br /&gt;
&lt;br /&gt;
Greetings, illuminate, to Hysh. Land of reflection, light and wisdom. Hysh is the mortal realm of light and is conjointedly ruled by  the twin gods [[Tyrion]] and [[Teclis]]. It also doubles as the mortal realms&#039; sun. The [[Lumineth Realm Lords]] come from here.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The Ten Paradises of Hysh are lands of illumination, symmetry and reason; and their inhabitants driven to the highest of their paths through meditation, asceticism and self-improvement almost to the point of obsession. It also helped that Hysh&#039;s realmstone, Aetherquartz, is mortal-made and enhances the mental and physical properties of the user even further.&lt;br /&gt;
&lt;br /&gt;
Between the Aetherquartz and the guidance of both Tyrion and Teclis, civilization in Hysh became incredibly focused in self-improvement, reason and order; each individual willing to great lengths to become more than they were. All that was all well and dandy, but it bit them hard in the arse when [[Chaos|those assholes]] came knocking...&lt;br /&gt;
&lt;br /&gt;
Hysh’s radiance is so strong that it’s realmsphere is seen from all of the Mortal Realms and beyond as a blinding ball of pure light, and serves as the Realms&#039; equivalent of the sun. However, both Hysh and [[Ulgu]] share an orbit (with the orbit&#039;s center being, hilariously, [[Shadespire]]) and periodically Ulgu eclipses Hysh, bathing the realms in darkness. And that, children, is how day and night works in the mortal realms.&lt;br /&gt;
&lt;br /&gt;
===Uhl-Ghysh===&lt;br /&gt;
Unlike the other realms, Hysh has a weird relationship with the realm of shadow, Ulgu. Not only both move in the same orbit as seen above, but also there&#039;s a subrealm where the energies of both Hysh and Ulgu intermingle, mix and become something that even the deities of both realms cannot fully comprehend. This paradoxical realm is called Uhl-Ghysh and with the weird properties found here, Teclis found the location perfect for his plan of trapping [[Slaanesh]] and make him/her/it throw up elven souls. Currently, as the cage of Slaanesh, is nearly impossible to get to Uhl-Ghysh, but between the machinations of [[Morathi|that bitch]] and the Necroquake, the illusions that conceal the paths there are unraveling.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
The coming of the Lumineth Realm-Lords gave us a complete map for Hysh, being the first realm to do so. This tells us that either it is a much smaller Realm than the others, or that each nation has to be &#039;&#039;fucking enormous&#039;&#039;. Either way, the Ten Paradises are arranged as two perfectly symmetrical halves, with one half influenced by the teachings of Teclis and the other by Tyrion. The remaining two, Xintil and Haixiah, are presumably under the jurisdiction of neither individual god. &lt;br /&gt;
&lt;br /&gt;
===Xintil===&lt;br /&gt;
The centre of Hysh where magic is most stable and least likely to explode everywhere. It tends to be where the majority of the non-Aelven races live. &lt;br /&gt;
&lt;br /&gt;
===Syar===&lt;br /&gt;
The people of Syar are some of the greatest craftsmen in the Mortal Realms, and people travel far and wide in order to purchase their magical trinkets. &lt;br /&gt;
&lt;br /&gt;
===Iliatha===&lt;br /&gt;
A matriarchal society with a heavy emphasis on improving through generational growth, so women are revered.  To get around &amp;lt;s&amp;gt;the inconvenient fact that a woman needs a man to get pregnant in the first place&amp;lt;/s&amp;gt; childbirth - which was considered a messy, painful distraction, they invented magical soul-splitting cloning to replace sexual reproduction (yes they literally thought they were too good to give birth; insert obligatory career woman or feminist joke here).  This was abused during the Age of Myth in an unspecified way and became closely regulated.  It’s the most populous of the Lumineth kingdoms as a result and twins are very common.&lt;br /&gt;
&lt;br /&gt;
===Ymetrica===&lt;br /&gt;
The Lumineth of Ymetrica are a warrior culture (kind of odd for being on the Teclis half of the map) as tough as the mountain spirits they worship, being the First Nation to buy into Teclis’ whole Aelementari scheme. It is said that there is never a time when the forces of Ymetrica aren&#039;t fighting somewhere in the Mortal Realms. A more close to home threat for this nation comes from the Stoical Vast mountains. A great [[Gloomspite Gitz|Troggherd]] called the Stoical Gobblemaws makes regular advances across its peaks in hopes of devouring all of the mountains. They and their Troggboss Gorp have been pushed back by the Alarith temples, but they just keep coming...&lt;br /&gt;
&lt;br /&gt;
===Zaitrec===&lt;br /&gt;
They&#039;re the powerful mystics even amongst the Lumineth. They also seem to be pretty close to the Celennar.&lt;br /&gt;
&lt;br /&gt;
===Alumina===&lt;br /&gt;
Presumably Tyrionic.&lt;br /&gt;
&lt;br /&gt;
===Helon===&lt;br /&gt;
Presumably Tyrionic.&lt;br /&gt;
&lt;br /&gt;
===Aurathrai===&lt;br /&gt;
Presumably Tyrionic.&lt;br /&gt;
&lt;br /&gt;
===Oultrai===&lt;br /&gt;
Presumably Tyrionic.&lt;br /&gt;
&lt;br /&gt;
===Haixiah===&lt;br /&gt;
The Realm&#039;s Edge of Hysh, described as a place of freakish perfection. The fjords themselves are rimmed with fractal patterns, and going deeper you&#039;ll find places that exist as pencil sketches, dots of light or waves of thought. No Lumineth lives here, as this was a place no mortal was meant to tread. When Tyrion, the literal god of Light journeyed to this place in search of Teclis, he was blinded. The God of Light &#039;&#039;&#039;was blinded&#039;&#039;&#039;. Really puts it into perspective. &lt;br /&gt;
&lt;br /&gt;
{{AoS-Realms}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:4050:4D13:6072:A16F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Hysh&amp;diff=260489</id>
		<title>Hysh</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Hysh&amp;diff=260489"/>
		<updated>2020-11-08T14:43:13Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:4050:4D13:6072:A16F: /* Iliatha */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AoS-Stub}}&lt;br /&gt;
&lt;br /&gt;
[[File:TenParadises.jpg|thumb|right|Perfectly balanced...as all things should be.|500px]]&lt;br /&gt;
&lt;br /&gt;
Greetings, illuminate, to Hysh. Land of reflection, light and wisdom. Hysh is the mortal realm of light and is conjointedly ruled by  the twin gods [[Tyrion]] and [[Teclis]]. It also doubles as the mortal realms&#039; sun. The [[Lumineth Realm Lords]] come from here.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The Ten Paradises of Hysh are lands of illumination, symmetry and reason; and their inhabitants driven to the highest of their paths through meditation, asceticism and self-improvement almost to the point of obsession. It also helped that Hysh&#039;s realmstone, Aetherquartz, is mortal-made and enhances the mental and physical properties of the user even further.&lt;br /&gt;
&lt;br /&gt;
Between the Aetherquartz and the guidance of both Tyrion and Teclis, civilization in Hysh became incredibly focused in self-improvement, reason and order; each individual willing to great lengths to become more than they were. All that was all well and dandy, but it bit them hard in the arse when [[Chaos|those assholes]] came knocking...&lt;br /&gt;
&lt;br /&gt;
Hysh’s radiance is so strong that it’s realmsphere is seen from all of the Mortal Realms and beyond as a blinding ball of pure light, and serves as the Realms&#039; equivalent of the sun. However, both Hysh and [[Ulgu]] share an orbit (with the orbit&#039;s center being, hilariously, [[Shadespire]]) and periodically Ulgu eclipses Hysh, bathing the realms in darkness. And that, children, is how day and night works in the mortal realms.&lt;br /&gt;
&lt;br /&gt;
===Uhl-Ghysh===&lt;br /&gt;
Unlike the other realms, Hysh has a weird relationship with the realm of shadow, Ulgu. Not only both move in the same orbit as seen above, but also there&#039;s a subrealm where the energies of both Hysh and Ulgu intermingle, mix and become something that even the deities of both realms cannot fully comprehend. This paradoxical realm is called Uhl-Ghysh and with the weird properties found here, Teclis found the location perfect for his plan of trapping [[Slaanesh]] and make him/her/it throw up elven souls. Currently, as the cage of Slaanesh, is nearly impossible to get to Uhl-Ghysh, but between the machinations of [[Morathi|that bitch]] and the Necroquake, the illusions that conceal the paths there are unraveling.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
The coming of the Lumineth Realm-Lords gave us a complete map for Hysh, being the first realm to do so. This tells us that either it is a much smaller Realm than the others, or that each nation has to be &#039;&#039;fucking enormous&#039;&#039;. Either way, the Ten Paradises are arranged as two perfectly symmetrical halves, with one half influenced by the teachings of Teclis and the other by Tyrion. The remaining two, Xintil and Haixiah, are presumably under the jurisdiction of neither individual god. &lt;br /&gt;
&lt;br /&gt;
===Xintil===&lt;br /&gt;
The centre of Hysh where magic is most stable and least likely to explode everywhere. It tends to be where the majority of the non-Aelven races live. &lt;br /&gt;
&lt;br /&gt;
===Syar===&lt;br /&gt;
The people of Syar are some of the greatest craftsmen in the Mortal Realms, and people travel far and wide in order to purchase their magical trinkets. &lt;br /&gt;
&lt;br /&gt;
===Iliatha===&lt;br /&gt;
A matriarchal society with a heavy emphasis on the importance of birth, so women are revered.  To get around &amp;lt;s&amp;gt;the inconvenient fact that a woman needs a man to get pregnant in the first place&amp;lt;/s&amp;gt; childbirth - which was considered a messy, painful distraction, they invented magical soul-splitting cloning to replace sexual reproduction (yes they literally thought they were too good to give birth; insert obligatory career woman or feminist joke here).  This was abused during the Age of Myth in an unspecified way and became closely regulated.  It’s the most populous of the Lumineth kingdoms as a result and twins are very common.&lt;br /&gt;
&lt;br /&gt;
===Ymetrica===&lt;br /&gt;
The Lumineth of Ymetrica are a warrior culture (kind of odd for being on the Teclis half of the map) as tough as the mountain spirits they worship, being the First Nation to buy into Teclis’ whole Aelementari scheme. It is said that there is never a time when the forces of Ymetrica aren&#039;t fighting somewhere in the Mortal Realms. A more close to home threat for this nation comes from the Stoical Vast mountains. A great [[Gloomspite Gitz|Troggherd]] called the Stoical Gobblemaws makes regular advances across its peaks in hopes of devouring all of the mountains. They and their Troggboss Gorp have been pushed back by the Alarith temples, but they just keep coming...&lt;br /&gt;
&lt;br /&gt;
===Zaitrec===&lt;br /&gt;
They&#039;re the powerful mystics even amongst the Lumineth. They also seem to be pretty close to the Celennar.&lt;br /&gt;
&lt;br /&gt;
===Alumina===&lt;br /&gt;
Presumably Tyrionic.&lt;br /&gt;
&lt;br /&gt;
===Helon===&lt;br /&gt;
Presumably Tyrionic.&lt;br /&gt;
&lt;br /&gt;
===Aurathrai===&lt;br /&gt;
Presumably Tyrionic.&lt;br /&gt;
&lt;br /&gt;
===Oultrai===&lt;br /&gt;
Presumably Tyrionic.&lt;br /&gt;
&lt;br /&gt;
===Haixiah===&lt;br /&gt;
The Realm&#039;s Edge of Hysh, described as a place of freakish perfection. The fjords themselves are rimmed with fractal patterns, and going deeper you&#039;ll find places that exist as pencil sketches, dots of light or waves of thought. No Lumineth lives here, as this was a place no mortal was meant to tread. When Tyrion, the literal god of Light journeyed to this place in search of Teclis, he was blinded. The God of Light &#039;&#039;&#039;was blinded&#039;&#039;&#039;. Really puts it into perspective. &lt;br /&gt;
&lt;br /&gt;
{{AoS-Realms}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:4050:4D13:6072:A16F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Hysh&amp;diff=260488</id>
		<title>Hysh</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Hysh&amp;diff=260488"/>
		<updated>2020-11-08T14:42:29Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:4050:4D13:6072:A16F: /* Iliatha */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AoS-Stub}}&lt;br /&gt;
&lt;br /&gt;
[[File:TenParadises.jpg|thumb|right|Perfectly balanced...as all things should be.|500px]]&lt;br /&gt;
&lt;br /&gt;
Greetings, illuminate, to Hysh. Land of reflection, light and wisdom. Hysh is the mortal realm of light and is conjointedly ruled by  the twin gods [[Tyrion]] and [[Teclis]]. It also doubles as the mortal realms&#039; sun. The [[Lumineth Realm Lords]] come from here.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The Ten Paradises of Hysh are lands of illumination, symmetry and reason; and their inhabitants driven to the highest of their paths through meditation, asceticism and self-improvement almost to the point of obsession. It also helped that Hysh&#039;s realmstone, Aetherquartz, is mortal-made and enhances the mental and physical properties of the user even further.&lt;br /&gt;
&lt;br /&gt;
Between the Aetherquartz and the guidance of both Tyrion and Teclis, civilization in Hysh became incredibly focused in self-improvement, reason and order; each individual willing to great lengths to become more than they were. All that was all well and dandy, but it bit them hard in the arse when [[Chaos|those assholes]] came knocking...&lt;br /&gt;
&lt;br /&gt;
Hysh’s radiance is so strong that it’s realmsphere is seen from all of the Mortal Realms and beyond as a blinding ball of pure light, and serves as the Realms&#039; equivalent of the sun. However, both Hysh and [[Ulgu]] share an orbit (with the orbit&#039;s center being, hilariously, [[Shadespire]]) and periodically Ulgu eclipses Hysh, bathing the realms in darkness. And that, children, is how day and night works in the mortal realms.&lt;br /&gt;
&lt;br /&gt;
===Uhl-Ghysh===&lt;br /&gt;
Unlike the other realms, Hysh has a weird relationship with the realm of shadow, Ulgu. Not only both move in the same orbit as seen above, but also there&#039;s a subrealm where the energies of both Hysh and Ulgu intermingle, mix and become something that even the deities of both realms cannot fully comprehend. This paradoxical realm is called Uhl-Ghysh and with the weird properties found here, Teclis found the location perfect for his plan of trapping [[Slaanesh]] and make him/her/it throw up elven souls. Currently, as the cage of Slaanesh, is nearly impossible to get to Uhl-Ghysh, but between the machinations of [[Morathi|that bitch]] and the Necroquake, the illusions that conceal the paths there are unraveling.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
The coming of the Lumineth Realm-Lords gave us a complete map for Hysh, being the first realm to do so. This tells us that either it is a much smaller Realm than the others, or that each nation has to be &#039;&#039;fucking enormous&#039;&#039;. Either way, the Ten Paradises are arranged as two perfectly symmetrical halves, with one half influenced by the teachings of Teclis and the other by Tyrion. The remaining two, Xintil and Haixiah, are presumably under the jurisdiction of neither individual god. &lt;br /&gt;
&lt;br /&gt;
===Xintil===&lt;br /&gt;
The centre of Hysh where magic is most stable and least likely to explode everywhere. It tends to be where the majority of the non-Aelven races live. &lt;br /&gt;
&lt;br /&gt;
===Syar===&lt;br /&gt;
The people of Syar are some of the greatest craftsmen in the Mortal Realms, and people travel far and wide in order to purchase their magical trinkets. &lt;br /&gt;
&lt;br /&gt;
===Iliatha===&lt;br /&gt;
A matriarchal society with a heavy emphasis on the importance of birth, so women are revered.  To get around &amp;lt;s&amp;gt;the inconvenient fact that a woman needs a man to get pregnant in the first place&amp;lt;/s&amp;gt; childbirth - which was considered a messy, painful distraction, they invented magical soul-splitting cloning to replace sexual reproduction (yes they literally thought they were too good to give birth; insert obligatory career woman or feminist joke here.).  This was abused during the Age of Myth in an unspecified way and became closely regulated.  It’s the most populous of the Lumineth kingdoms as a result and twins are very common.&lt;br /&gt;
&lt;br /&gt;
===Ymetrica===&lt;br /&gt;
The Lumineth of Ymetrica are a warrior culture (kind of odd for being on the Teclis half of the map) as tough as the mountain spirits they worship, being the First Nation to buy into Teclis’ whole Aelementari scheme. It is said that there is never a time when the forces of Ymetrica aren&#039;t fighting somewhere in the Mortal Realms. A more close to home threat for this nation comes from the Stoical Vast mountains. A great [[Gloomspite Gitz|Troggherd]] called the Stoical Gobblemaws makes regular advances across its peaks in hopes of devouring all of the mountains. They and their Troggboss Gorp have been pushed back by the Alarith temples, but they just keep coming...&lt;br /&gt;
&lt;br /&gt;
===Zaitrec===&lt;br /&gt;
They&#039;re the powerful mystics even amongst the Lumineth. They also seem to be pretty close to the Celennar.&lt;br /&gt;
&lt;br /&gt;
===Alumina===&lt;br /&gt;
Presumably Tyrionic.&lt;br /&gt;
&lt;br /&gt;
===Helon===&lt;br /&gt;
Presumably Tyrionic.&lt;br /&gt;
&lt;br /&gt;
===Aurathrai===&lt;br /&gt;
Presumably Tyrionic.&lt;br /&gt;
&lt;br /&gt;
===Oultrai===&lt;br /&gt;
Presumably Tyrionic.&lt;br /&gt;
&lt;br /&gt;
===Haixiah===&lt;br /&gt;
The Realm&#039;s Edge of Hysh, described as a place of freakish perfection. The fjords themselves are rimmed with fractal patterns, and going deeper you&#039;ll find places that exist as pencil sketches, dots of light or waves of thought. No Lumineth lives here, as this was a place no mortal was meant to tread. When Tyrion, the literal god of Light journeyed to this place in search of Teclis, he was blinded. The God of Light &#039;&#039;&#039;was blinded&#039;&#039;&#039;. Really puts it into perspective. &lt;br /&gt;
&lt;br /&gt;
{{AoS-Realms}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:4050:4D13:6072:A16F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Morghasts/Hammurai&amp;diff=345283</id>
		<title>Morghasts/Hammurai</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Morghasts/Hammurai&amp;diff=345283"/>
		<updated>2020-11-08T14:38:08Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:4050:4D13:6072:A16F: /* Age of Sigmar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Whfb-stub}}&lt;br /&gt;
Winged skeletal constructs originally servants of the Nehekharan god of death, but turned to servants of [[Nagash]]. They were among the first models to start veering away from Warhammer’s traditional design philosophy of “historical fantasy” and looking much more fantasy than history, though some resemblances can be connected to angelic beings with a few visual cues from gargoyles. &lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
===Warhammer Fantasy===&lt;br /&gt;
After [[Nagash|Nagash&#039;s]] second defeat he sent a plague to wipe out the defenders of [[Nehekhara]], and with 90% of the living populace dead he prepared for another military invasion with even more corpses. The god Ptra, god of immortality, was enraged by the disruption of his cycle and sent his servants, fleshy beings with angel wings carrying blades forged in a star (we don&#039;t have an image of what they looked like alive, just a description of them rotting) called Hammurai to destroy him. For the Moses amount of time (40 days/nights) they battled, but in the morning of the 41st day Nagash somehow killed all of them and caused the non-bone organic material to rot off them and raised them as undead with all their former consciousness but somehow the loyalty to Ptra replaced with loyalty to Nagash (somehow). He felt they were superior to the [[Vampire Counts|Vampires]] who had just previously failed to defend him against the Nehekharan forces thanks to their arrogance and backstabbing, since the Hammurai (now called Morghasts) were already a fighting unit of servants. The polarity of the magic within them reversed from undead-destroying light to undead-raising death, and as they cut down the few remaining humans in their way they left behind even more soldiers to lead. As Nagash prepared the Great Ritual to kill everything in Nehekhara and raise it in undeath he was assassinated by the last living Nehekharan King Alcadizaar using a [[Skaven]] blade. The Morghasts had been split between forces in the north ready to sweep over the rest of the world and the ones of the south who defended their master, who attempted to carry out his will. But the partially completed Great Ritual had succeeded in killing everything in Nehekhara and raising it from the dead, but failed at commanding their spirits; as a result EVERY SINGLE NEHEKHARAN WHO EVER LIVED arose at once, and quickly put down Nagash&#039;s loyal forces (before going to unending war with each other). Unable to overpower Nagash&#039;s enchantments, the Morghasts were trapped in tombs in a resting state (which explains why we never saw them in Warhammer prior to End Times). &lt;br /&gt;
&lt;br /&gt;
Necromancers would discover the remains over the years, but thanks to the creation of the Vortex by the [[High Elves (Warhammer Fantasy)|High Elves]] there was not enough magic left in the world to keep them animated. Even when Nagash returned he himself was unable to awake them. &lt;br /&gt;
&lt;br /&gt;
Nagash was only able to raise them in the beginning of End Times as a side effect of ripping Death magic from the Vortex, and later his consumption of the entire pantheon of Nehekharan gods including Ptra. They went about carrying out his will of turning the whole Warhammer world into a land of the dead, until the forces of Chaos (of all things) put a stop it.  They also joined Nagash and the other Incarnates for the final battle against Archaon, with Nagash putting most of them under Arkhan&#039;s command to hold the line while the Incarnates tried to stop Archaon creating a third Chaos rift.&lt;br /&gt;
&lt;br /&gt;
===Age of Sigmar===&lt;br /&gt;
The Morghasts were the first bone constructs of Nagash and prototypes for the [[Ossiarch Bonereapers]] (their models directly influencing how the OBR were designed). They serve both as elite shock troops for the various legions of Nagash and as the eyes and ears of the Great Necromancer, with the Archai also serving as bodyguards for Nagash&#039;s generals. They will report any sign of treachery or failure they see in the undead commanders and will not hesitate to put them down at the slightest command from Nagash.  &lt;br /&gt;
&lt;br /&gt;
Morghasts in AoS have individual names and are also capable of speech (at least the Archai variant, and only in the novels so far), but it is unknown if this applied to the WBF variants too.&lt;br /&gt;
&lt;br /&gt;
==Crunch==&lt;br /&gt;
===Warhammer Fantasy===&lt;br /&gt;
Both could be taken by either the Vampire Counts or the [[Undead Legion]] combined Vampire Counts/Tomb Kings army. Tomb Kings had no access to them, since the army was technically destroyed and made into the Legion at the start of the event while the Vampire Counts were folded in over time later. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harbingers&#039;&#039;&#039;: Special category, 80 point Monstrous Infantry with Hover and Terror. Statline is not bad, ringing in with 5WS, three S5 Killing Blow Attacks, and 4 Wounds at Toughness 5. Their Initiative isn&#039;t too bad either, at 4. It has two Hand Weapons and Heavy Armor, so it&#039;s geared pretty well. This alone however isn&#039;t why you bring them when you could get a Sphinx. They have the special rule &amp;quot;Heralds of the Accursed One&amp;quot; which causes all friendly troops within 12 inches to take 1 less Wound from Combat Resolution damage. IT STACKS, and they&#039;re 2 or more to a Unit. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archai&#039;&#039;&#039;: Rare category, for 90 points you got a solid statline (S5 T5 W5 A3), 4+ and halberds. Rest of rules as Morghast Harbinger, including anti-crumbling aura. All in all, nice support unit to provide resilience to your unstable units, capable of surviving in melee, if need be. Take this if you want to save your Special points but want that buffing.&lt;br /&gt;
&lt;br /&gt;
===Age of Sigmar===&lt;br /&gt;
Usable in both Legions of Nagash and Ossiarch Bonereapers, both variants are monstrous combatants, with 6 wounds, 4+ armor, and a bravery debuff on top of it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harbingers&#039;&#039;&#039;: The shock trooper with 3D6 charge designed for chopping through hordes like a flying blender.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archai&#039;&#039;&#039;: The bodyguard who can shrug off mortal wounds and made for fighting heroes and other elite units.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Morghast Archai End Times.jpg|The Skelepope&#039;s Swiss Guard &lt;br /&gt;
File:Morghast Harbingers End Times.jpg|Leaping out of the nearest metal album cover to battle&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Tomb Kings]][[Category:Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:4050:4D13:6072:A16F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Morghasts/Hammurai&amp;diff=345282</id>
		<title>Morghasts/Hammurai</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Morghasts/Hammurai&amp;diff=345282"/>
		<updated>2020-11-08T14:37:32Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:4050:4D13:6072:A16F: /* Age of Sigmar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Whfb-stub}}&lt;br /&gt;
Winged skeletal constructs originally servants of the Nehekharan god of death, but turned to servants of [[Nagash]]. They were among the first models to start veering away from Warhammer’s traditional design philosophy of “historical fantasy” and looking much more fantasy than history, though some resemblances can be connected to angelic beings with a few visual cues from gargoyles. &lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
===Warhammer Fantasy===&lt;br /&gt;
After [[Nagash|Nagash&#039;s]] second defeat he sent a plague to wipe out the defenders of [[Nehekhara]], and with 90% of the living populace dead he prepared for another military invasion with even more corpses. The god Ptra, god of immortality, was enraged by the disruption of his cycle and sent his servants, fleshy beings with angel wings carrying blades forged in a star (we don&#039;t have an image of what they looked like alive, just a description of them rotting) called Hammurai to destroy him. For the Moses amount of time (40 days/nights) they battled, but in the morning of the 41st day Nagash somehow killed all of them and caused the non-bone organic material to rot off them and raised them as undead with all their former consciousness but somehow the loyalty to Ptra replaced with loyalty to Nagash (somehow). He felt they were superior to the [[Vampire Counts|Vampires]] who had just previously failed to defend him against the Nehekharan forces thanks to their arrogance and backstabbing, since the Hammurai (now called Morghasts) were already a fighting unit of servants. The polarity of the magic within them reversed from undead-destroying light to undead-raising death, and as they cut down the few remaining humans in their way they left behind even more soldiers to lead. As Nagash prepared the Great Ritual to kill everything in Nehekhara and raise it in undeath he was assassinated by the last living Nehekharan King Alcadizaar using a [[Skaven]] blade. The Morghasts had been split between forces in the north ready to sweep over the rest of the world and the ones of the south who defended their master, who attempted to carry out his will. But the partially completed Great Ritual had succeeded in killing everything in Nehekhara and raising it from the dead, but failed at commanding their spirits; as a result EVERY SINGLE NEHEKHARAN WHO EVER LIVED arose at once, and quickly put down Nagash&#039;s loyal forces (before going to unending war with each other). Unable to overpower Nagash&#039;s enchantments, the Morghasts were trapped in tombs in a resting state (which explains why we never saw them in Warhammer prior to End Times). &lt;br /&gt;
&lt;br /&gt;
Necromancers would discover the remains over the years, but thanks to the creation of the Vortex by the [[High Elves (Warhammer Fantasy)|High Elves]] there was not enough magic left in the world to keep them animated. Even when Nagash returned he himself was unable to awake them. &lt;br /&gt;
&lt;br /&gt;
Nagash was only able to raise them in the beginning of End Times as a side effect of ripping Death magic from the Vortex, and later his consumption of the entire pantheon of Nehekharan gods including Ptra. They went about carrying out his will of turning the whole Warhammer world into a land of the dead, until the forces of Chaos (of all things) put a stop it.  They also joined Nagash and the other Incarnates for the final battle against Archaon, with Nagash putting most of them under Arkhan&#039;s command to hold the line while the Incarnates tried to stop Archaon creating a third Chaos rift.&lt;br /&gt;
&lt;br /&gt;
===Age of Sigmar===&lt;br /&gt;
The Morghasts were the first bone constructs of Nagash and prototypes for the [[Ossiarch Bonereapers]] (their models directly influencing how the OBR were designed). They serve both as elite shock troops for the various legions of Nagash and as the eyes and ears of the Great Necromancer, with the Archai also serving as bodyguards for Nagash&#039;s generals. They will report any sign of treachery or failure they see in the undead commanders and will not hesitate to put them down at the slightest command from Nagash.  &lt;br /&gt;
&lt;br /&gt;
Morghasts in AoS are also capable of speech (at least the Archai variant, and only in the novels so far), but it is unknown in the WFB versions could speak too.&lt;br /&gt;
&lt;br /&gt;
==Crunch==&lt;br /&gt;
===Warhammer Fantasy===&lt;br /&gt;
Both could be taken by either the Vampire Counts or the [[Undead Legion]] combined Vampire Counts/Tomb Kings army. Tomb Kings had no access to them, since the army was technically destroyed and made into the Legion at the start of the event while the Vampire Counts were folded in over time later. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harbingers&#039;&#039;&#039;: Special category, 80 point Monstrous Infantry with Hover and Terror. Statline is not bad, ringing in with 5WS, three S5 Killing Blow Attacks, and 4 Wounds at Toughness 5. Their Initiative isn&#039;t too bad either, at 4. It has two Hand Weapons and Heavy Armor, so it&#039;s geared pretty well. This alone however isn&#039;t why you bring them when you could get a Sphinx. They have the special rule &amp;quot;Heralds of the Accursed One&amp;quot; which causes all friendly troops within 12 inches to take 1 less Wound from Combat Resolution damage. IT STACKS, and they&#039;re 2 or more to a Unit. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archai&#039;&#039;&#039;: Rare category, for 90 points you got a solid statline (S5 T5 W5 A3), 4+ and halberds. Rest of rules as Morghast Harbinger, including anti-crumbling aura. All in all, nice support unit to provide resilience to your unstable units, capable of surviving in melee, if need be. Take this if you want to save your Special points but want that buffing.&lt;br /&gt;
&lt;br /&gt;
===Age of Sigmar===&lt;br /&gt;
Usable in both Legions of Nagash and Ossiarch Bonereapers, both variants are monstrous combatants, with 6 wounds, 4+ armor, and a bravery debuff on top of it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harbingers&#039;&#039;&#039;: The shock trooper with 3D6 charge designed for chopping through hordes like a flying blender.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archai&#039;&#039;&#039;: The bodyguard who can shrug off mortal wounds and made for fighting heroes and other elite units.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Morghast Archai End Times.jpg|The Skelepope&#039;s Swiss Guard &lt;br /&gt;
File:Morghast Harbingers End Times.jpg|Leaping out of the nearest metal album cover to battle&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Tomb Kings]][[Category:Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:4050:4D13:6072:A16F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ossiarch_Bonereapers&amp;diff=372360</id>
		<title>Ossiarch Bonereapers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ossiarch_Bonereapers&amp;diff=372360"/>
		<updated>2020-11-08T14:22:30Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:4050:4D13:6072:A16F: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Ossiarch Bonereapers|Logo=Immortis-WC2.jpg|Alliance=Death|Motto=The Skeleton War is upon us! We ride against the [[Stormcast Eternals|fuckboys]]!}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|Two can play at that game!|Likely Nagash after learning how Sigmar makes Stormcast}}&lt;br /&gt;
{{topquote|Debt, an ingenious substitute for the chain and whip of the slavedriver.|Ambrose Bierce}}&lt;br /&gt;
{{topquote|The bones of the skeleton which support the body can become the bars of the cage which imprison the spirit.|J. Ruth Gendler}}&lt;br /&gt;
&lt;br /&gt;
The latest addition to [[Nagash]]’s ever growing hordes (designed and sculpted by [[Maxime Corbeil]], a former dentist), the &#039;&#039;&#039;Ossiarch Bonereapers&#039;&#039;&#039; &lt;br /&gt;
(Also known as &#039;&#039;&#039;The Boney Boys&#039;&#039;&#039;, &#039;&#039;&#039;Bonecast&#039;&#039;&#039;, &#039;&#039;&#039;Tomb Kings 2.0&#039;&#039;&#039;, &#039;&#039;&#039;Bonechads&#039;&#039;&#039;, &#039;&#039;&#039;Nagash&#039;s Taxmen&#039;&#039;&#039;, &#039;&#039;&#039;The Boney Bean Counters&#039;&#039;&#039;, &#039;&#039;&#039;Ossiarch Bean Counters&#039;&#039;&#039; or &#039;&#039;&#039;The IRS&#039;&#039;&#039;) are the result of an eons old plan by Big Bone Daddy.  &lt;br /&gt;
&lt;br /&gt;
Likely inspired by the [[Stormcast Eternals]], the Bonereapers are not mere skeletons given life by necromancy, but massive constructs of bone and countless warrior souls, making them all look impressively robust for undead. Since the Legions of Nagash are the  mainstay, the Nighthaunt are the shock troops and the Flesh-Eater Courts are completely insane, these buff bone boys are the elite vanguard of the Grand Alliance.  Given their themes of bones, undead constructs priest characters, architect characters and skull-throwing catapults... they&#039;re currently the closest thing we&#039;ve got to [[Tomb Kings]] in AoS.&lt;br /&gt;
&lt;br /&gt;
They also carry out the Bone Tithe; in addition to going out and killing shit to get their bones, the Ossiarchs give settlements they encounter a contract: Give up a set amount of bones whenever we stroll by, or face annihilation now.  Understandably, most choose the former.  Being unable to pay or even being rude to them also provokes a slaughter.&lt;br /&gt;
&lt;br /&gt;
Visually-speaking, they&#039;re what happens when Games Workshop decides to mix [[Tyranids]], [[Tomb Kings]], and [[Necrons]] into one army. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Slaves to Darkness vs Ossiarch Bonereapers 01.jpg|right|300px|thumb|SKULLS FOR &amp;lt;s&amp;gt;THE SKULL THRONE&amp;lt;/s&amp;gt; Nagash!  And all the other bones too!]]&lt;br /&gt;
When Nagash was helping Sigmar build his cities he secretly began experimenting on undead, combining their bones and souls into newer, stronger undead warriors; the [[Morghasts/Hammurai|Morghasts]] and the first Bonereapers.  Most were put into massive underground crypts Nagash secretly had built beneath the cities, but others were kept on the surface and brought into battle.  The other gods saw the latter and really didn&#039;t like them because of how unnatural they were.  In response, Nagash sent these Bonereapers to the edge of Shyish to lay low until he called on them (these Bonereapers who would go on to form the Null Myriad).  He also sent at least twenty of them to wander the Realms on a long-forgotten mission (these would go on to become the Petrifex Elite).  &lt;br /&gt;
&lt;br /&gt;
Strangely, none of the Order groups noticed until however fucking long its been since the start of the Age of Myth that there were crypts full of undead warriors beneath their cities.  Seriously, this is despite them knowing about and needed to defend against [[Skaven|enemies who specialize in creating massive complexes beneath your cities that they then invade from.]]  &lt;br /&gt;
&lt;br /&gt;
Anyway, after the Necroquake, Nagash decided the time was right to wake up everyone beneath these cities, who (according to the most recent Stormcast) apparently marched back home, making them relatively pointless. In that respect, these tombs seem to mirror the Stormvaults Sigmar strewn about the Realms to contain various dangerous contraband like [[Katakros|a certain Mortarch]].&lt;br /&gt;
&lt;br /&gt;
If all this smells like a retcon, that&#039;s because it is.  To be fair, it would explain why Nagash was extra salty about being unable to get aelf souls, and what was meant by them being forged into more complex weapons of war (whether that was GW&#039;s original intention is anyone&#039;s guess).&lt;br /&gt;
&lt;br /&gt;
Afterwards Nagash got back to his pet-project of making super-skellies, and perfected the process.   This involves taking souls and distilling them down to their most choice elements.  This involves ripping apart their identity and keeping parts considered useful (suck as skills and knowledge) while discarding the parts that aren&#039;t useful (such as fears and loyalties to anyone but Nagash) and replacing those parts with something better (like loyalty to Nagash), with the strongest-willed soul among them becoming the identity of the new Bonereaper.  Then these fragmented souls are put into specially crafted bone constructs.  By doing so, he artificially created individuals who were warriors, leaders, bodyguards, artisans, architects, philosophers and sculptors all in one, [[Adeptus Custodes|which sounds a little familiar.]]&lt;br /&gt;
&lt;br /&gt;
They have been rapidly making their mark across the realms and been in numerous conflicts.  In Shyish itself, the Kryptboyz Ironjawz Warclan have focused their efforts on fighting the Bonereapers due to wanting to destroy their settlements and wear their bones as trophies.  In Chamon, the Null Myriad have waged a series of wars against the Seraphon of the Thunder Lizard Constellation as they fight for control of the realm&#039;s edge.  In Ghur, the actions of the Ivory Host have positioned themselves for conflict with several Mawtribes and the free city of Excelsis, and they played a big role in the backstory [[Sons of Behemat|of the Mega-Gargant now known as One-Eyed Grunnock]].  &lt;br /&gt;
&lt;br /&gt;
The most notable conflict the Bonereapers have entered into is the ongoing War for the Eightpoints, where Katakros led the Mortis Praetorians and detachments from other Legions into the Eightpoints alongside Olynder and a Nighthaunt army to take the Eightpoints for Nagash.  They succeeded in capturing and fortifying the realmgate leading to Shyish, and have established a base of operations. However, Katakros&#039; campaign was halted by the return of Archaon, who defeated him in battle and the conflict swings between a stalemate and a war of attrition.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
[[File:Ossiarch Bonereapers Society.jpg|right|300px|thumb|Adds a whole new meaning to the phrase &amp;quot;pyramid scheme&amp;quot;.]]  &lt;br /&gt;
All Ossiarch Bonereapers are built for a specific purpose and assigned a role based on the souls from which they’re formed. This is codified through a caste system, with Nagash at the top, then Mortarchs Katakros and Arhkan, then the highest ranking Ossiarchs underneath and various ranks beneath that.  The Bonereaper caste system has a cartouche representing each caste (though Nagash&#039;s is just to symbolize him).  While there is a Mortarch cartouche, only Katakros wears it because Arkhan predates the Bonereaper system (and everyone but Nagash) by several eons, and despite their alliance he&#039;s too proud to wear Katakros&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
While many Ossiarch Bonereapers are warriors, there are castes of groups such as crafters and preachers. There is movement between castes, but only downwards, and as a punishment for failure.  A Liege Kavalos who fails in their mission, for example, may be remade as a Kavalos Deathrider.  If the offense was major, they might get remade as a steed.  The lowest caste are the exiles collectively referred to as Parrha, consisting of the worst offenders who get broken and remade into warped skeletal aberrations incapable of fighting and the Bonereapers value them less than the Imperial Guard values the life of its rank and file soldiers (for the uninitiated, that&#039;s really saying something).&lt;br /&gt;
&lt;br /&gt;
The Ossiarch Bonereapers can be found all across the Mortal Realms, aiming to conquer everything from Azyr to the Eightpoints. At present, the majority of the Ossiarch Bonereapers are concentrated in Shyish, inhabiting the  nations that surround the Shyish Nadir.  This allows them easy access to a vast source of magical power and establishes them as a permanent garrison around this most valuable of territories.  Apart from Shyish, the largest concentrations of Bonereapers are in Ghur and Chamon.&lt;br /&gt;
&lt;br /&gt;
The Ossiarch Bonereapers build according to principles laid down in the Principia Necrotopia, a set of guidelines that ensure optimal construction: &lt;br /&gt;
&lt;br /&gt;
In the first stages of colonizing a new region, the Ossiarchs will establish tithing sites. Presumably, this involves mapping out surrounding settlements and segments of the region into their own tributaries, with each section&#039;s inhabitants made to sign a contract to begin paying the Tithe. They contruct shrines known as Bone-Tithe Nexus, which act as locations for vassals to dump their bones and are enchanted to give out powerful curses to ward off any scavengers seeking to steal from it. &lt;br /&gt;
&lt;br /&gt;
Next, they will fortify key territories with small fortifications, following up with a number of Mortisan workshops to fuel the next stage of their expansion. These small holdings will eventually develop into vast and imposing fortresses, growing ever upward as the Bonereapers’ numbers grow. These are not just barracks, but places of culture for the Ossiarchs.&lt;br /&gt;
&lt;br /&gt;
Ossiarch scholars will endlessly study scrolls in charnel libraries, recording the details of cultures in the Mortal Realms they have subjugated and those they seek to subjugate. These vast citadel-states eventually resemble Nagashizzar itself.&lt;br /&gt;
&lt;br /&gt;
===The Bone Tithe===&lt;br /&gt;
[[File:Bone tithe.jpg|left|300px|thumb|Put your spines into it.  Literally!]]&lt;br /&gt;
The Bone Tithe is instrumental to their society and Nagash&#039;s way of setting himself up as mob boss of the realms.  Upon arriving in an area, the Ossiarchs send out scouts to get the lay of the land.  When they find a settlement they want tribute from, a representative - in practice usually a Mortisan - approaches and makes them an offer they can&#039;t refuse; give &amp;quot;x&amp;quot; by the deadline at regular intervals, or we kill you all and takes your bones and souls for our use.  To communicate, the Bonereapers draw on prior research for the local language; it doesn&#039;t matter if the vernacular&#039;s out of date by a few centuries or so, as long as they can be understood.   If that doesn&#039;t work, the Bonereapers use other means, including killing a local and using their spirit as a translator if all else fails.  If the locals refuse, attack them or are rude enough, [[Grimdark|the Bonereapers make good on their threat, slaughtering everything in the settlement that has bones, right down to the last child and stray animal]].  &lt;br /&gt;
&lt;br /&gt;
When demanding the Bone Tithe, what/who the bones come from plus the amount and condition required depends on the situation and Bonereaper legion in question.  Human bone is the most widely used; dwarf bones aren&#039;t common enough, elf bones are but don&#039;t replenish fast enough and greenskin bones are coarse, porous and prone to spontaneous fungal growth unless treated properly.  While animal bones are also used, such as to repair Kavalos steeds or make Gothizzar Harvesters, that&#039;s not always the case and it depends on what animal they&#039;re from (Rhinoxen and Bleaklake crocodiles are some of the popular choices).  The Bonereapers (though inbuilt or learned ability, it&#039;s not clear) CAN tell the difference between what race or species a specific bone comes from, so trying to cheat them by mixing in different kinds of bones doesn&#039;t work.  They also respond to trickery the same way they respond to failure or refusal - immediate slaughter (as a human town learned to their cost when they tried to trick the Bonereapers by mixing pig bones in with human bones).  &lt;br /&gt;
&lt;br /&gt;
Sometimes things are even worse.  A particularly war-horny leader, most often from the Stalliarch Lords (more on them below), will give nigh-impossible demands to increase the chance of failure.  What kinds of demands?  How about asking the population for detailed records on the city&#039;s family lineage going back to the founders and the condition of &#039;&#039;every bone in their bodies&#039;&#039;.  Or maybe they ask for just one tonne of bones &#039;&#039;every day&#039;&#039; (for extra lulz, the offer is made at night and has to be completed the next day).  They might instead, or also, [[That Guy|arrive early to extract the Tithe just to get a good slaughter out of it]].  However it ends, the bones of the Ossiarch&#039;s victims are sorted through, the good bones taken for future use the sub-par ones discarded (same with their victims souls).  Strips of skin and flesh from these unforunates are hung from the Bonereapers&#039; spears as a warning to anyone who considers not paying the tithe.&lt;br /&gt;
&lt;br /&gt;
Ultimately, they have a term related to the Bone Tithe called the Terminus Concept, referring to the point where a society can&#039;t provide enough bones so they get slaughtered and their bones are taken.  For the truth is that the Bone Tithe - short term or long term - is ultimately unsustainable for the payers, and the Bonereapers know it.  This all proves that, while Nagash is a pragmatic sort of fellow, he&#039;ll always find a way to be a &amp;lt;s&amp;gt;boner&amp;lt;/s&amp;gt; [[Eldrad|huge skeletal dick]] about it.&lt;br /&gt;
&lt;br /&gt;
==Forces==&lt;br /&gt;
[[File:Bonereaper army.jpg|right|500px|thumb|&#039;&#039;&#039;Angry Dooting Intensifies&#039;&#039;&#039;]]&lt;br /&gt;
*&#039;&#039;&#039;Mortek Guard:&#039;&#039;&#039; Rank and file infantry of the Bonereapers.  Well armored and shielded, they have the choice of swords or spears and optional greatswords as weapons. Their primary role is to create massive shield walls to protect their leaders.&lt;br /&gt;
*&#039;&#039;&#039;Morghast Harbingers and Archai:&#039;&#039;&#039; You know em, you love em. Nagash&#039;s original sculpted bone construct based on not-angels from the World-That-Was now served as prototypes to the current regime of spoopy skeltals. Flying blenders armed with either halberds (take these) or twin swords (dont take these).  Harbingers are your chargey bois, while the Archai are bodyguard bois.&lt;br /&gt;
*&#039;&#039;&#039;Necropolis Stalkers:&#039;&#039;&#039;  Four-armed skeletal constructs the size of Kurnoth Hunters with four faces, each one has the soul of four warriors, and switches between which one is dominant, altering their fighting style accordingly.  Their name&#039;s ripped from the Necropolis Knights and the Tomb Stalkers. &lt;br /&gt;
*&#039;&#039;&#039;Immortis Guard:&#039;&#039;&#039; Four-armed &amp;lt;s&amp;gt;Grave Guard&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Tomb Guard&amp;lt;/s&amp;gt; elite skellingtons armed with a halberd in one set of hands and a shield in the other.  Like the Morghasts, Immortis are the bodyguard bois to the Stalkers&#039; chargey bois.  &lt;br /&gt;
*&#039;&#039;&#039;Kavalos Deathriders:&#039;&#039;&#039; Essentially bony knights somewhere between Black Knights and Varanguard in power level, and who serve Bone Daddy.  Each one has the soul of dozens of warriors to draw on their knowledge and is proportionately arrogant.  They have undead birds roosting on their banner poles that act as spies and messenger birds.  For added creep factor, these guys normally walk at a slow and ominous trot, only sprinting when going into a headlong charge.&lt;br /&gt;
*&#039;&#039;&#039;Mortek Crawler:&#039;&#039;&#039; Screaming Skull Catapult 2.0 with an obligatory patent-friendly rename.  In addition to flaming skulls, it can also hurl a cauldron of Death Magic that works based on bravery or a cursed stone that gets more powerful the more damage the Crawler takes.  It&#039;s also powered by a bone-made hamster wheel and multiple legs.&lt;br /&gt;
*&#039;&#039;&#039;Gothizzar Harvester:&#039;&#039;&#039; A big monster construct with weapon hands and half a skeleton for a codpiece that helps harvest bones.  The Harvester uses them to make new constructs on the fly or repair damaged ones.  Their weapon arms come with either enchanted maces or scything blades for hands.&lt;br /&gt;
*&#039;&#039;&#039;Mortisan Soulreaper:&#039;&#039;&#039; Your offensive caster for the Bonereapers with a scythe that doesn&#039;t like hordes.&lt;br /&gt;
*&#039;&#039;&#039;Mortisan Boneshaper:&#039;&#039;&#039; The healers/builders of the Bonereapers. Formed from the souls of artists, they’re in charge of building the extravagant bone cities and other architecture of the legions. They all possess a friendly rivalry with each other that pushes them to one up another’s artwork.&lt;br /&gt;
*&#039;&#039;&#039;Mortisan Soulmason:&#039;&#039;&#039; Miniature Arkhans with four arms who are in charge of hunting and fusing souls for their various constructs.  They ride into battle on bony [[Fyodor Karamazov|thrones with chicken legs]].&lt;br /&gt;
*&#039;&#039;&#039;Liege-Kavalos&#039;&#039;&#039;: Field generals with skeleton mounts placed in charge of leading the Bonereaper armies. They are forged as a cruel mockery of Sigmar’s Lord-Celestant on Dracoth.&lt;br /&gt;
&lt;br /&gt;
===Famous Legions===&lt;br /&gt;
*&#039;&#039;&#039;Mortis Praetorians&#039;&#039;&#039;: The 10,000 strong personal army of Katakros, created out of the souls of those he personally knew in life.  They have gained a fearsome reputation for their tactical acumen, especially in Shyish.  [[Ultramarines|The poster boys who are a jack-of-all-trades, big on tactics and led by an ancient leader who was the basis for future generations]].  They also have the only two Bonereapers with a single original soul; Katakros himself and Zandtos.&lt;br /&gt;
* &#039;&#039;&#039;Petrifex Elite&#039;&#039;&#039;: Made up of nomadic armies crafted from prehistoric fossilized bones, they are known for being slow-moving and a near impenetrable wall of bone.  While fossilized bone tends to be fragile, the Petrifex Elite enchant them to be tough and also include already supernaturally tough bones  among them (ie; the bones of godbeasts).  Led by Mortisans, [[Necrons|they only exist to slay and find ancient bones to build more of themselves and make themselves even deadlier]].  They have forgotten why Nagash wants them to do this, and their leaders eschew personal identity to the point of using titles instead of names, as mandated by their most senior Mortisan, the Grand Necromystic.&lt;br /&gt;
* &#039;&#039;&#039;Null Myriad&#039;&#039;&#039;: The first Ossiarch Bonereapers made during Nagash&#039;s experiments in the Age of Myth.   The Null Myriad were later refined and bolstered using the bones and souls of the countless dead who helped construct Nagash’s Black Pyramid and the best of Arkhan&#039;s Black Disciples.  They are a solemn yet prideful lot with high resilience to magic and were given to Arkhan to be his personal legion; they&#039;re so loyal to Arkhan that they defer to him even over Katakros himself.  Their resistance to magic extends to the power of Chaos, so they&#039;re used to inhabit the most inhospitable parts of the realms.  Recently Arkhan made an alliance with Katakros, and the Null Myriad&#039;s job is to secure magic-heavy locations in the realms so Katakros can control the sources of their magic.  The Null Myriad forces in Chamon have come into conflict with the Seraphon of the Thunder Lizards Constellation who also dwell there.&lt;br /&gt;
*&#039;&#039;&#039;Ivory Host&#039;&#039;&#039;: Outwardly, they appear as honorable warriors, but hidden away in their bodies is a monstrous frenzy that turns them into clawing slavering beasts. Fitting considering they are constructed from beast and monster bones.  Tasked by Nagash to conquer Ghur, they overcompensate for their bestial anger by being meticulously clean and making everything of theirs as much of a work of art as possible.  Also known for [[Tomb Kings|being the only Ossiarchs who build ships, use the color gold regularly in their attire and are led by a monarch]]. Currently they’ve claimed the realmgate of Greedmouth and established an Ivory Citadel southwestern corner of the Ghurish Heartlands, putting them awfully close to numerous [[Ogor Mawtribes]] and the [[Cities of Sigmar|free city]] of Excelsis.  &lt;br /&gt;
*&#039;&#039;&#039;Stalliarch Lords&#039;&#039;&#039;: A cavalry centric force who are [[Creed|skillful tacticians]] and like to make impossible demands so they have an excuse to raze cities and slaughter people (on the rare occasion that someone meets their outrageous demands they keep their word... but remember the Terminus Concept).  They even force the Bone Tithe on other death factions, as was the case when they subjected a keep of Blood Knights to it and offered them a way out if their leader defeated a Liege-Kavalos in a duel to the death (he didn&#039;t).  So in addition to being [[Kharn|psychopaths with zero regard for life, they&#039;re also team-killing douchebags]].  Basically [[That Guy]] as a cavalry-loving undead legion.&lt;br /&gt;
*&#039;&#039;&#039;Crematorians&#039;&#039;&#039;: These Bonereapers are burning with an internal fire to the point where some of them literally explode when killed. Some of them have recently realized that they don&#039;t really have a purpose other than to fight and explode, and aren&#039;t too happy about that.  In fact, their leaders [[Noblebright|have made pacts of friendship to repair each other if any of them are destroyed and the chief Liege-Kavalos scours the libraries of everyone they encounter in the hopes of finding a way to undo their fiery curse, and is implied to be on the verge of a breakthrough]].&lt;br /&gt;
&lt;br /&gt;
==Significant Skeletons==&lt;br /&gt;
* &#039;&#039;&#039;[[Katakros|Orpheon Katakros]], [[Mortarch]] of the Necropolis&#039;&#039;&#039;: In life he was the greatest strategic genius in all the Mortal Realms, and undeath has done nothing to dull his mastery of military tactics.  He&#039;s been given a new body of enscrolled bone by Nagash himself which looks like a [[Jojo&#039;s Bizarre Adventure|JoJo stand]] rather than a skeleton.  He goes into battle surrounded by various attendants; the Liege-Immortis, the Aviarch Spymaster, the Gnosis Scrollbearer, and the Prime Necrophoros.&lt;br /&gt;
*&#039;&#039;&#039;Arch-Kavalos Zandtos&#039;&#039;&#039;: Both in life and in death, Patru Zandtos has been Katakros’ most trusted lieutenant.  In life he was a refined, death-obsessed assassin who treated killing as a sacred art and hated the loud butchery of battle.  In undeath, through the manipulations of Nagash and Katakros, he’s now a death-purist who wishes to “cleanse” Shyish of anything still living.&lt;br /&gt;
*&#039;&#039;&#039;Vokmortian, Master of the Bone-tithe&#039;&#039;&#039;: The grim tallyman in charge of recording/judging the Tithe. He carries the severed heads of those foolish enough to refuse to pay the Tithe and has a coffin on his back, making him look like a giant beetle. Though officially he’s under Katakros in the OBR hierarchy, he’ll only receive/carry out orders from Big Bone Daddy himself.&lt;br /&gt;
*&#039;&#039;&#039;[[Arkhan the Black]]&#039;&#039;&#039;: Yeah, he&#039;s part of the army despite technically being just an &amp;quot;average&amp;quot; liche as opposed to a bone golem thing. Likely because apart from Nagash, he&#039;s the most privy to understanding how they are made without being one.&lt;br /&gt;
&lt;br /&gt;
==Spooky Melodies for your Bony Boys==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=_DsZivjop_s Spooky Scary Skeletons! a remix for a revamp]&lt;br /&gt;
*[https://www.youtube.com/watch?v=eKHAX1K4sKQ The Dead March returns for AoS!]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The architecture of the Ossiarch Bonereapers was likely inspired by the [https://en.wikipedia.org/wiki/Sedlec_Ossuary Sedlec Ossuary] in the Czech Republic.  The Sedlec Ossuary is a Roman Catholic church where the bones of thousands of people have been artistically arranged to form the decorations and the furnishings of the chapel (it&#039;s also called &amp;quot;the Bone Church&amp;quot;).  This was done several centuries ago for creative interment reasons with many dead and not enough space to bury them on holy ground.&lt;br /&gt;
* On a comical note, &amp;quot;Kavalos&amp;quot;, the name for Bonereaper cavalry, translates to &amp;quot;crotch&amp;quot; in Greek (the Greek word is &amp;quot;kaválos&amp;quot;). Makes more sense when you think of [[Katakros]]&#039; defining trait lookswise, and how his name even sounds like the Greek word.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Bonereaper vs Kharadron.jpg|Sky Pirates vs Bone Golems.&lt;br /&gt;
File:Cavalry-bonereapers.jpg|As if Blood Knights weren&#039;t bad enough, Bone Daddy brings out Kavalos Deathriders too.&lt;br /&gt;
File:Gothizzar Harvester.jpg|&amp;quot;Oh those bones, oh those bones, oh those skeleton bones.  Oh mercy how they scare!  With the toe bone connected to the foot bone...&amp;quot;&lt;br /&gt;
File:Bonereaper city.jpg|right|300px|thumb|Welcome to Necrotopia.  Please remember to remove all skin and flesh before you reach customs.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
*[[Nagash]], their jerk of a god whom they give their undisputed loyalty to (yes, really!)&lt;br /&gt;
&lt;br /&gt;
{{Template:Playable Factions in Warhammer: Age of Sigmar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:4050:4D13:6072:A16F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Keeper_of_Secrets&amp;diff=286480</id>
		<title>Keeper of Secrets</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Keeper_of_Secrets&amp;diff=286480"/>
		<updated>2020-11-08T14:07:41Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:4050:4D13:6072:A16F: /* Known Keepers of Secrets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image: New Keeper of Secrets.jpg|thumb|450px|right|Their motto is &amp;quot;What happens in the Warp, stays in the Warp.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
If you thought the [[Daemonette]]s were sexually perverse, you haven&#039;t seen a &#039;&#039;&#039;Keeper of Secrets&#039;&#039;&#039;, the Great [[Daemon]] of [[Slaanesh]]. Keepers of Secrets have generally the same body, albeit several times larger, with four arms and the lower pair ending in pincer claws. What makes them unique is that the head is based on Slaanesh&#039;s mood at the time he/she formed the Keeper. As such, it can be anywhere from hauntingly beautiful to insanely grotesque. Like the rest of Slaanesh&#039;s followers, Keepers of Secrets seek sensation in all forms, either sex, drugs, rock and roll, or just killing everything around them in a wild frenzy.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Keeper of Secrets is a fast CC killing machine. Compared with the Bloodthirster, it&#039;s more focused on killing rank and file troops due to it&#039;s lacking of the Bloodthirster&#039;s beefiness, and it&#039;s not as survivable as it due to not being a Flying Monstrous Creature.&lt;br /&gt;
&lt;br /&gt;
It should be noted that they are armed with [[/tg/|Elegan/tg/reatblade]].&lt;br /&gt;
&lt;br /&gt;
==Known Keepers of Secrets==&lt;br /&gt;
*&#039;&#039;&#039;[[Amnaich the Golden]]&#039;&#039;&#039;: A very powerful KoS who tried to pull the entire Golwyn Belt star system into his little corner of the Warp and farm the souls of the inhabitants. He is very charismatic and all things Slaanesh and he Sauroned the people of the Golwyn Belt into worship him and his daemonettes as angels while he was still getting shit ready. The cult of Amnaich developed into a Jehova&#039;s Witness kind of situation as they travelled around converting people Galaxy wide. This shit went on for like a thousand years mind you! And he had at least a hundred worlds worshiping him. Eventually the Inquisition came in the picture. He had giant statues(of himself) built all over by his fanatical worshipers and mass sacrifices ensued as he was going to split himself and get inside the statues. It all makes sense of course. The Imperial Navy stopped the ritual by bombing the statues from orbit since they were so huge. Now he is literally like a false emperor with pieces of his soul/daemonic astral being/shards splintered here and there. His cult thinks there will be a second coming as one does.&lt;br /&gt;
*&#039;&#039;&#039;Asteroth&#039;&#039;&#039;: Featured in [[Ephrael Stern|Daemonifuge]], Asteroth is one of the most powerful Keepers of Secrets ever encountered by the Imperium, discovered in a supernatural prison on a barren planet. The Order Pronatus of the [[Adepta Sororitas]] attempted to study it in order to better learn how to defeat Chaos (something they were marginally successful at), but despite the Sister&#039;s faith, several were subtly turned to [[Slaanesh]] worship. When the time was ripe, the traitors freed the daemon, who crafted the surviving loyalist sisters into a horrific thing called the Screaming Cage, which caused their  pain to be shared, but incidentally allowed their faith to be shared as well. Asteroth displayed an incredible talent for corruption; once it was freed, it was able to quickly convert almost any mortal, even those as pious as Sisters of Battle, and it ran a fairly large and well-concealed Slaanesh cult whose influence even extended to Ophelia VII, one of the most devout worlds in the Imperium.&lt;br /&gt;
*&#039;&#039;&#039;[[N&#039;kari]]&#039;&#039;&#039;: A Keeper of Secrets (originally said to be a Daemon Prince) &amp;lt;s&amp;gt;responsible for&amp;lt;/s&amp;gt; who took credit for the destruction of [[Craftworld]] Malan&#039;tai before getting his ass handed to him by the [[Grey Knights]]. Also an [[High Elves (Warhammer Fantasy)|Elf]] who was so vain, she wanted the attention of [[Slaanesh]] him/her/itself and in modern times has been killed by [[Teclis]] and [[Tyrion]] in the plural.&lt;br /&gt;
*&#039;&#039;&#039;Zarakynel&#039;&#039;&#039;: Responsible for corrupting the planet Sherilax and one of Slaanesh&#039;s most powerful Keeper of Secrets. Enjoys eating the occasional soulstone and [[Eldar]] rape.&lt;br /&gt;
*&#039;&#039;&#039;Daemon of Laeran&#039;&#039;&#039;: A Keeper of Secrets responsible for the corruption of the [[Emperor&#039;s Children]]. It was found bound to a sword found on Laeran, and had corrupted the Laer into the embrace of Slaanesh. [[Fulgrim]] took it as a trophy, and the Daemon corrupted the [[Primarch]]. When Fulgrim realized how far he had fallen after killing [[Ferrus Manus]], the Daemon tricked him into lowering his mental barriers and possessed Fulgrim, subsequently impersonating him and &amp;lt;s&amp;gt;committing all of Fulgrim&#039;s following atrocities, including the mass debaucheries during the siege of [[Earth|Terra]] and the seemingly permanent incapacitation of [[Roboute Guilliman]]...wait, does anyone else hear clapping?&amp;lt;/s&amp;gt; Retcon time! A [[Horus Heresy]] novella tells us that after a while, Fulgrim was able to overtake it and trap it in a portrait of himself painted from shit and spinal fluid. Ferrus was Fulgrim&#039;s last link to any sort of morality and barrier from a life given over entirely to Slaanesh, so instead of breaking his spirit (which it did for a while), the Daemon of Laeran just set the groundwork for [[Not As Planned|its own dicking over]]. In the end, the swell and cultured Warlord Fulgrim became a planet rapist and sense freak sadist without a pussified daemon pulling the strings...That clapping is even louder now.&lt;br /&gt;
*&#039;&#039;&#039;Heartslayer&#039;&#039;&#039;: A Keeper of Secrets who was largely responsible for the downfall of the Eldar Craftworld Kher-Ys and possessing an Avatar of Khaine. Kher-Ys was protected by a particularly powerful set of runes that prevented an invasion. To pave the way for an invasion: Heartslayer disguised itself as a handsome eldar male and seduced the daughter of an Autarch who guarded Kher-Ys.  Heartslayer then stole the key for the the runes protecting the craftworld from the sleeping Autarch and deactivated them, basically causing the entirety of the craftworld crap their mesh-armored pants by commencing a full-scale daemonic invasion. The Craftworld tried to summon an Avatar of [[Khaine]], but Heartslayer managed to reach the Avatar&#039;s chamber just before the birth of the avatar. For some reason, an avatar has no soul at the moment of its conception, so he/she gouged the avatar&#039;s eyes out and proceeded to possess the husk and turn it against the Craftworld&#039;s defenses. Needless to say, genocidal hilarity ensued.&lt;br /&gt;
*&#039;&#039;&#039;Kyriss the Perverse&#039;&#039;&#039;: A Keeper of Secrets responsible for enslaving the Signus System during the [[Horus Heresy]]. Committed all manner of unspeakable perversions before [[Sanguinius]] and the [[Blood Angels]] arrived to fuck him up, only to in turn be attacked by Ka&#039;bandha the [[Bloodthirster]]. [[Horus]] and Ka&#039;Bandha intended Kyriss to be sacrificed as part of their plan to kill Sanguinius and turn the Blood Angels to [[Khorne]]. When Ka&#039;Bandha was thrown back into the Warp, Kyriss told Sanguinius that it would spare the Blood Angels if Sanguinius took the hate of one of his lost sons into him, but the Apothecary [[Meros]] did instead. Kyriss proceeded to go absolutely apeshit on the Blood Angels in rage before Sanguinius cut its head off. Interestingly, even Kyriss couldn&#039;t seem to decide which sex it was.&lt;br /&gt;
*&#039;&#039;&#039;The Sapphire King&#039;&#039;&#039;: The physical manifestation of the pent-up grief and pride of the [[Iron Hands]] or something like that. I don&#039;t know, I was having trouble following exactly why this guy is so fascinated with the sons of Ferrus. Well, besides the fact that he was born when Fulgrim went all chop-chop on Ferrus&#039; neck. Point is, he has a fetish for machines made of fleshy bits and turning Iron Hands into [[Chaos Spawn]]s so he can-oh shit OH SHI&#039;&#039;&#039;HJKGASDFKGHBGELJWBKC&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Emeli Duboir&#039;&#039;&#039;: The Chaos cultist that a certain [[Ciaphas Cain|Hero of the Imperium]] banged and subsequently killed. Later returned as a Keeper of Secrets hell bent on sucking the soul of the brave commissar and the planet he was on straight into the warp.&lt;br /&gt;
*&#039;&#039;&#039;Luxscious&#039;&#039;&#039;: A Keeper of Secrets who was the first to decide it was Slaanesh&#039;s replacement, called the Ur-Slaanesh, following his/her/its kidnapping by &amp;lt;strike&amp;gt;Elves&amp;lt;/strike&amp;gt; Aelves in [[Age of Sigmar]] (no, seriously, that&#039;s actually canon). Luxscious and the other Keepers who decided they themselves were the only one worthy of that position had to play down their ambition as [[Archaon]], now supreme boss of all Chaos (no, seriously), won&#039;t accept a pretender to a position that he himself wants to take...for some reason. Apparently being HNIC rapeviking means perfection and pride now. Well, the Vikings were actually [http://www.telegraph.co.uk/news/newstopics/howaboutthat/3256539/Vikings-preferred-male-grooming-to-pillaging.html pretty vain about their appearances], so it isn&#039;t that far fetched.&lt;br /&gt;
*&#039;&#039;&#039;Manushya-Rakshasi&#039;&#039;&#039;: A Keeper of Secrets brought forth during the Heresy by an Emperor&#039;s Children apothecary who dabbled in daemon summoning as a hobby. Converted a ton of noise marines into daemons and attempted to kill as many White Scars as possible, invading their ships whilst they journeyed in the Webway. Jaghatai Khan gutted it with its own sword.&lt;br /&gt;
*&#039;&#039;&#039;[[Shalaxi Helbane]]&#039;&#039;&#039;: A new Keeper of Secrets named character, created by Slaanesh as the living manifestation of its longstanding rivalry with Khorne. It has slain countless Bloodthirsters, and rumor has it that they have even defeated [[Skarbrand]]. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Luxscious Sigmar.jpg|Ur-Slaanesh and Sigmar meet at an extraplanar motel. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Keeper of Secrets2.jpg&lt;br /&gt;
Image:Keeper of Secrets.jpg|The old (Forge World) model that&#039;s a prime example for showcasing Slaanesh&#039;s multi-tiddy fetish.&lt;br /&gt;
Image:Daemonette Keeper of Secrets.jpg|Daemonettes with a Keeper of Secrets.&lt;br /&gt;
Image:Keeper of Secrets Empire.jpg|Not even a KoS can shock Empire militiamen. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Chaos-Daemons}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Age of Sigmar]]&lt;br /&gt;
[[Category: Hedonites of Slaanesh]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:4050:4D13:6072:A16F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Tyrion&amp;diff=515042</id>
		<title>Tyrion</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Tyrion&amp;diff=515042"/>
		<updated>2020-11-08T13:56:00Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:4050:4D13:6072:A16F: /* Age of Sigmar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Tyrion y Teclis.jpg|right|thumb|400px|Tyrion, with his brother Teclis at the background.]]&lt;br /&gt;
{{Topquote|Temper is a weapon that we hold by the blade.|James M. Barrie}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you were looking for info on the silver-tongued dwarf from [[A Song of Ice and Fire]], please visit the appropriate page.&#039;&#039;&lt;br /&gt;
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&#039;&#039;If you misspelled and were looking for the old inter-faction paladin Tirion Fordring from [[World of Warcraft]], follow the link.&#039;&#039;&lt;br /&gt;
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A [[High Elf]] character from [[Warhammer Fantasy]]. Depending on your opinion, he&#039;s either [[Alice|the ultimate Mary Sue]] or [[Fist of the North Star|just a badass personifying everything neat about the race]]. See below for more details.  &lt;br /&gt;
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Tyrion, and to some extent [[Teclis]], are both very much inspired by the Noldorian prince Fëanor and his brother Fingolfin from [[the Silmarillion]] - One being the heroic, powerful and fateful warrior with a darker edge, and the other the stoic, empathic brother, who safeguards his brother with love and wisdom, even if said brother treads darker paths. This is only made more apparent in [[the End Times]], in which Tyrion, like Fëanor before him, goes to [[Star Wars|the darker side]] in the pursuit of vengeance and power to defend his people, and ultimately fails and falls, dooming his own people... In WFB, Tyrion kinda forces his people to merge with the Dark Elves by drawing the Widowmaker, and in the Silmarillion, Fëanor not only leaves with most of his kinsmen to Middle Earth and strands them there by burning their fleet, he also kills other Eldar (no, [[Eldar]] as Elves who lived in the Undying Lands, you inbred 40k fuck) to get said fleet, and so, a curse befalls them, which bites his decendants in the ass numerous times later.&lt;br /&gt;
&lt;br /&gt;
==The Legend==&lt;br /&gt;
Tyrion is a total badass who doesn&#039;t give a fuck what you think about him (or a Mary Sue, depending on whether you play High Elves or not).  He was born and grew up with Teclis in a forested estate in Cothique.  Their father Arathion was descended from Morelion (son of [[Aenarion]]), so he had a pretty substantial fortune as well as a big name to live up to.  As he grew into manhood, he spent his time learning the art of combat, helping their dad look after Teclis and hunting in the forest (along with figuring out how to get girls by hooking up with coming-of-age huntresses).  Soon the three of them moved to court to learn the ways of nobility. When the elves in the powdered wigs tried to embarrass him in front of the court, usually by making fun of his twin brother [[Teclis]] who was crippled from birth, he usually responded with a challenge to a duel to the death. He quickly became known as a badass swordsman, Aenarion look-alike as well as a douche.  Since people started saying he&#039;s Aenarion reborn (that might not be a compliment) he began to wear Aenarion&#039;s armor, which had been passed down the family since it was reclaimed in the days of Tethlis the Slayer. He also was allowed to carry a sword belonging to one of Aenarion&#039;s buddies if he signed them out from the Lothern Museum of Asur History, but he never gave it back and they were too afraid to report it missing. &lt;br /&gt;
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After adventuring around like a TES character and doing random shit for awhile, Ulthuan got clusterfucked by [[Daemons]] and [[Dark Elves]]. He heard that the [[Everqueen]] was being attacked at her wedding by [[Malekith|Malekith&#039;s]] rapesquad and went to rescue her, killing them but got fucked right up from a poison hidden carefully in the anus of an assassin he was corpse humping after the fight, and Alarielle carried his dumbass around [[Ulthuan]] while he moaned &amp;quot;Bel...Dagobah system...&amp;quot;  But the poison didn&#039;t effect him too badly at first, since he managed to shack up with Alarielle during this time and cuck the king.  Then a [[Keeper of Secrets]] showed up and nearly ganked them until Teclis arrived and facerolled things because he dual/specced as a healer/DPS hybrid.  After they rejoined the &amp;lt;strike&amp;gt;Rebel Alliance&amp;lt;/strike&amp;gt; rest of the High Elf forces and Tyrion was healed up, Alarielle decided he&#039;d make a great addition to her harem. She gave him a magic engagement necklace that lets him give Death the middle finger, and the God Emperor of Horsekind Malhandir.  Then he SMITE CLEAVE SMITEed 90% of the Dark Elf race personally at the Battle of Finuval Plain. &lt;br /&gt;
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Then he went back to adventuring, except when Alarielle sends a letter that she wants the cock whereupon he zips right home. He&#039;s a bit emo since Aenarion&#039;s curse makes him think about the [[Widowmaker]] like it&#039;s the ultimate sexual fetish all the time. Thinking about his brother gets his dick soft enough that he can think about Alarielle and get a boner for killing Dark Elves again. When his best bro got killed by Dark Elves, he took the dude&#039;s loli daughter as a squire and taught her how to slap around prissy nobility, brood, and /win battles. If he doesn&#039;t get wasted, he&#039;ll probably be the next Phoenix King, but since he&#039;s buddies with Finubar (also Eltharion, but Elthy is a dick to him now) he&#039;s not looking forward to it. &lt;br /&gt;
&lt;br /&gt;
Currently in the canon story, he&#039;s facerolling [[Vampire Counts]] lead by [[Mannfred von Carstein]] who&#039;s trying to resurrect [[Nagash]] by sacrificing Alarielle and Finubar&#039;s daughter (and hence the next Everqueen, unless Finny dies soon enough for Tyrion to give Alarielle an heir [earlier editions, due to the fact that Finubar is much older than Alarielle and Alarielle became Everqueen shortly before meeting Tyrion, implied that Alarielle was in fact Finubar&#039;s daughter and Tyrion would succeed Finubar as Phoenix King one day. Recent sources from both Black Libary books and now the 8th Edition High Elf army book have confirmed that to be not the case]. Whether or not this is Mr. Ward taking away the most badass High Elf as a potential faction leader or just the way it was always supposed to be is up for debate).  Unfortunately, Mannfred recaptured Aliathra when Tyrion was distracted and used his magic to flee with her.  Tyrion meets High King Thorgrim and his army of Dwarves (who arrived to help them over a debt of honor; they don&#039;t really care about elves now) and insults him like crazy, blaming the Dwarves for the loss of Aliathra and probably undoing that attempt at reconciliation between the two races.&lt;br /&gt;
&lt;br /&gt;
Recently, he&#039;s taken over leadership of the armies of Ulthuan, as the nobles were getting tired of Finubar being a lazy shut-in and were planning to replace him.  He&#039;s also guilty of treason, as the Everqueen cheated on the Phoenix King with Tyrion and Tyrion is Aliathra&#039;s biological father (Which sort of makes his rage against the Dwarves &#039;&#039;&#039;kinda&#039;&#039;&#039; understandable).&lt;br /&gt;
&lt;br /&gt;
==End Times==&lt;br /&gt;
In End Times Tyrion was worried about his daughter but was grudgingly convinced by Teclis, Eltharion and Eldyra to stay and defend Ulthuan from an army of Slaanesh daemons led by N&#039;kari which were planning to kill the High Elves.  He revealed his ineptitude at politics where he tried to intimidate Imrik into obedience, but instead insulted Imrik to the point that he ceded the realm of Caledor from the Phoenix Throne, costing the armies of Ulthuan the might of the dragons.  At the behest of Teclis he attempted to reconcile, but Imrik&#039;s rejection of that put Tyrion in such a foul mood no one, not even Teclis, dared to speak to him for several days.&lt;br /&gt;
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Eventually he found out that not only were the Dark Elves attacking Ulthuan in unprecedented numbers, but that the realm of Caledor had decided to serve Malekith.  He was furious and only his knowledge of military tactics stopped him from marching on Caledor.  During this time, he started to feel the influence of Khaine more and more strongly.  During this time Tyrion killed Malus Darkblade, who had been taken over by the daemon T&#039;zarkan. Eventually Morathi, who had her own plans, approached Tyrion in the guise of an elven mage and became his consort.  While Tyrion&#039;s court didn&#039;t know who she was, Teclis suspected, and the influence of Khaine was so strong he accepted Morathi&#039;s offer.  During one particularly horrific battle, Nagash returned to life in Sylvania and all the dead became undead.  Tyrion was give an extra power from Khaine and brought the undead under his control, forcing Malekith to use all of his sorcerous power to kill them but forcing him to cede the battle.  Later, Tyrion crossed blades with Tullaris of Har Ganeth who put up a good fight against Tyrion despite having inferior weapons and armor plus no mount. During the fight, at Khaine&#039;s behest, Tullaris urged Tyrion to [https://www.youtube.com/watch?v=rMNKwZTv1d0| strike him down with all of his hatred] - which Tyrion did.  &lt;br /&gt;
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At the Shrine of Khaine, after a fierce battle with Malekith, Tyrion learned about Malekith being accepted as Phoenix King, Teclis&#039; dealings with Nagash and Malekith - including the death of his daughter Aliathra and snapped.   &lt;br /&gt;
Tyrion drew the Widowmaker, becoming an Avatar of Khaine (no, not [[Avatar_of_Khaine#The_Avatar_of_Khaine|that]] one, it&#039;s just a title), gathering a united army of his High Elf lackeys and Khainite Dark Elves and attempting to stop Malekith for becoming the ruler of all elfkind.  Imrik engaged him in battle with three other dragon princes, the four of them riding dragons.  There Imrik did what no one else had done and managed to make a hole in the armor of Aenarion.  However with the Sword of Khaine Tyrion beat him down, Imrik only survived because his dragon flew him to safety while the other three princes and dragons delayed Tyrion at the cost of their lives.&lt;br /&gt;
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Now under Khaine&#039;s influence, he led his army into Avelorn to claim Alarielle, who had recently returned from Athel Loren and agreed to be pledged to Malekith.   Despite her love for Tyrion she saw how far gone he was and refused to join him.  This led to a battle between the High Elves and Wood Elves.  Orion showed up and fought Tyrion.  But even the demigod of the hunt couldn&#039;t match Khaine&#039;s power, but before Tyrion killed Orion, Orion stabbed Tyrion through the chink Imrik had made and widened it.  The battle ended when Durthu showed up and, instead of fighting Tyrion, grabbed him and [https://www.youtube.com/watch?v=ib084tzN8H0| punted him over the horizon] (complete with that Team Rocket-sparkle - which Tyrion survived of course).  &lt;br /&gt;
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Angrier than ever, Tyrion ordered his forces to march on the Blighted Isle to stop Malekith and Teclis&#039;s plan to bind the winds of magic to people.  During this time he captured Sea Lord Aislinn, who had turned against Tyrion and was the avatar of Mathlann, the elven god of destruction.  When Tyrion killed him, a massive storm was summoned that sank half of Tyrion&#039;s ships.  He almost won his final battle against Malekith, but gets shot by Alith Anar through that chink in his armor. The Widowmaker becomes a normal sword, Tyrion looks like his normal self again. His body is last seen being carried by Teclis right before Ulthuan sinks. Teclis later uses the heart of averlorn and the flame of ulric to restore Tyrion, freed of the curse of Khaine, then infuse him with the wind of light. Despite being all heroic again, all of the other elves (except Alarielle, who kinda tolerates him) hate him and [[Sigmar]] is his only friend. Had the Incarnates won and the story continued, Tyrion would have probably been exiled by Malekith (who would probably want his father&#039;s armor back), if not killed outright by his people.&lt;br /&gt;
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When Nagash showed up with an offer of parley, Tyrion was conflicted.  While he knew Nagash was extremely evil and responsible for his daughter&#039;s death, his time as the Avatar of Khaine made him consider that maybe Nagash&#039;s help could be accepted - even when Nagash nearly goaded Tyrion by mocking him about Aliathra&#039;s death.  After accepting Nagash&#039;s help Tyrion and Malekith together captured Bea&#039;lakor while the latter tried to claim Lileath. Tyrion helped in the fight at Middenheim, managing to destroy Ka&#039;bandha&#039;s axe and tank a brass skull thrown by Khorne himself.  He and all the other Incarnates were downed by the magical backlash when Mannfred stabbed Balthazar in the back and stopped them form stabilizing the Rift.  This caused Teclis to take on more magic than he could handle and disintegrated him.  Tyrion was still mad over what Teclis had done, but still loved his brother.  Also seeing Mannfred as his daughter&#039;s killer, Tyrion avenged them both by introducing Mannfred to Sunfang - blade first - and then lighting him on fire from the inside; killing him.  Later Tyrion helped Alarielle to her feet and, together with a pinned Malekith and disintegrating Nagash, held her hand as they watched the Rift expand and the world end.&lt;br /&gt;
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==Age of Sigmar==&lt;br /&gt;
Tyrion survives the End Times, and becomes a god in the new setting alongside Teclis.  Tyrion awoke in the middle of Hysh and explored the realm looking for his brother.  Slaying anything that attacked him, Tyrion&#039;s journeys took him to the realm&#039;s edge.  Staring at the raw nature of Hysh for so long caused Tyrion&#039;s eyes to melt in his sockets, blinding him.  Undaunted, Tyrion travelled on until he met the spirit of Realm&#039;s Edge itself, the being that shone as the sun for all the mortal realms (and possibly the counterpart to Celennar).  Tyrion refused to look away, and the spirit respected that, the two forming a bond.  Then Tyrion lost consciousness and awoke back in the middle of Hysh, but reunited with Teclis.  Tyrion learned he could see through Teclis&#039; eyes and Teclis taught Tyrion how to see with his other senses.&lt;br /&gt;
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After finding Teclis, the twins allied with Sigmar, though went against his orders and led his armies alongside the dark elf formerly known as Malekith to capture Slaanesh.&lt;br /&gt;
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When Slaanesh daemons almost raped hysh to death after the Lumineth civil war he returned to lead the Lumineth counter attack and through his martial skill stayed the tide.  Teclis was broing with the moon spirit to change the Lumineth to what they are now.&lt;br /&gt;
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Currently half the lumineth forces base their culture on Tyrion. The new battletome focuses on Teclis nations so may be more in future releases.&lt;br /&gt;
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==List of Lovers==&lt;br /&gt;
In order of appearance throughout Tyrion&#039;s life:&lt;br /&gt;
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* X number of Cothique huntresses.&lt;br /&gt;
* Karaya, an Emeraldsea sailor.&lt;br /&gt;
* Liselle, his cousin.&lt;br /&gt;
* Lady Valeria of Lothern.&lt;br /&gt;
* Lyla, an Avelorn punkrocker with flowers in her hair.&lt;br /&gt;
* That bitch over there.&lt;br /&gt;
* The Beastwoman over here.&lt;br /&gt;
* A vaginally-shaped hole in the wall.&lt;br /&gt;
* A Morathi-shaped waifu pillow.&lt;br /&gt;
* Everqueen Alarielle, whom technically is of distant relation, as both are descendants of Aenarion with he and Astarielle being their great-great-great-great... grandparents.&lt;br /&gt;
* Morathi herself.&lt;br /&gt;
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==On The Tabletop==&lt;br /&gt;
Taken as his own, Tyrion is the biggest and baddest asskicker for his point cost. He destroys units on his own in a turn, he can take a cannonball to the balls and it&#039;ll only make his dick harder, and his sword shoots fire like a dragon.&lt;br /&gt;
If you can&#039;t actually field him, then proxying a Prince or a Noble on horseback with Armor of Caledor and a magic weapon works as well (this option will allow you to field Alarielle and Tyrion in the same army). &lt;br /&gt;
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In the End Times, Tyrion, as mentioned above, gets a huge upgrade by drawing [[Widowmaker]] and becoming the Avatar of [[Khaine]]. In this state, he can lead the [[Aestyrion]] as a lord worth 700 points. In this form, he has Always Strikes First, Frenzy, Immune to Psychology, Murderous Prowess, and several new special abilities and nifty gear:&lt;br /&gt;
&lt;br /&gt;
* The Shadow Of Khaine means that Tyrion, and any friendly unit with Murderous Prowess within 12&amp;quot;, rerolls failed To Wound rolls in close combat.&lt;br /&gt;
* Avatar of Khaine gives Tyrion an innate bound spell, Summon the Glorious Dead, which can be cast at power level 10, 15 or 20 to summon 2D6 + 3, 3D6 + 2 or 4D6 +1 Skeleton Warriors within 9&amp;quot;.&lt;br /&gt;
* The Dragon Armour of Aenarion means he has a 1+ armor save, 4+ Ward save and the Fireborn special rule.&lt;br /&gt;
* The Heart of Avelorn gives him Magic Resistance (2) and when hit by a wound that would kill him, will sacrifice itself to negate the fatal wound if the player rolls a 2+.&lt;br /&gt;
* Widowmaker means Tyrion&#039;s attacks ignore armor, wound automatically, and have Multiple Wounds (D6) - also, this weapon can&#039;t be destroyed by any spell or magic item that normally can screw with hero&#039;s gear like that. Oh yes. This is one magic sword that lives up to the fluff. It will fuck you in half then go back in time and fuck your mother in half too. &lt;br /&gt;
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He rides Malhandir, and is unique in that he&#039;s the only cavalry special character released as part of the End Times to have a separate profile for himself and his mount. The fluff explanation for this is that Tyrion gets betrayed by Malhandir in the final battle, and is forced to fight on foot. The crunch explanation is simpler: he is cavalry, not a monster like every other character with a combined profile, so we can assume only monsters (and maybe monstrous cavalry) will have combined profiles.&lt;br /&gt;
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==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Tyrion 2.jpg&lt;br /&gt;
Image:M2001639a 99810210003 TyrionCFC 873x627.jpg|Tyrion&#039;s model.&lt;br /&gt;
Image:1337396399918.jpg|Tyrion brooding.&lt;br /&gt;
File:End_Times_-_Avatar_of_Khaine_(aka_TYRION_IS_FUCKING_PISSED_OFF_ARKHAM_AND_NAGASH!!!).png|Translation: FUCK YOU ALL!!!!!&lt;br /&gt;
File:Tyrion Total War.jpg&lt;br /&gt;
File:Tyrion and Teclis.jpg&lt;br /&gt;
File:Tyrion End Times.png&lt;br /&gt;
File:Tyrion.png&lt;br /&gt;
File:Tyrion Angry.jpg&lt;br /&gt;
File:Sunfang.png&lt;br /&gt;
File:Tyrion vs Malekith.jpg|Tyrion vs Malekith.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{Template:High Elves}}&lt;br /&gt;
{{AoS-Gods}}&lt;br /&gt;
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[[Category:Age of Sigmar]]&lt;br /&gt;
[[Category:Lumineth Realm-Lords]]&lt;br /&gt;
[[Category:40k and Fantasy Gods]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:4050:4D13:6072:A16F</name></author>
	</entry>
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