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		<id>http://2d4chan.org/mediawiki/index.php?title=Gordrakk&amp;diff=235015</id>
		<title>Gordrakk</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Gordrakk&amp;diff=235015"/>
		<updated>2021-10-23T04:53:57Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:59C6:3652:4A4F:28F2: /* Age of Da Hammer God */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AoS-Stub}}&lt;br /&gt;
&lt;br /&gt;
[[File:Gordrakk.jpeg|thumb]]&lt;br /&gt;
{{topquote|[[Sigmar|Hammer God]] never understood Gorkamorka, never saw. Gorkamorka wants to fight forever, but the Hammer God doesn’t. Hammer God wants to build walls and towers and castles... But what’s the point of that if you never knock them over? Even the Chaos-things don’t understand. They think the point is to [[End Times|kill everyone]], but then who’d be there to fight? Nobody understands but Ironjawz, because we’re the smartest and the toughest.|Gordrakk, showing everyone that da humiez and da pointy eared gits don&#039;t have a monopoly on philosophy.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gordrakk&#039;&#039;&#039; is the fist of [[Gork]] (no nancyin&#039; about here with [[Mork]]) and essentially the lone iconic character for the [[Orcs &amp;amp; Goblins|Orruks]] (particularly the [[Ironjawz]]). He&#039;s also the closest thing to a central leader to Grand Alliance: Destruction as a whole (at least until [[Kragnos]] came around), his army also including [[Gloomspite Gitz|Grots ,Troggoths]], [[Ogor Mawtribes|Ogors]], and [[Sons of Behemat|Gargants]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So this guy&#039;s supposed to be the equivalent of [[Ghazghkull Mag Uruk Thraka|Ghazghkull]] and [[Grimgor Ironhide]] as &amp;quot;that one super-powerful Orc who&#039;s supposed to bring about the next great big WAAAGH!&amp;quot; And sure, he&#039;s well-equipped with a super-heavy suit of armor and magical axes that were supposedly broken from a legendary axe known as &amp;quot;Worldchoppa&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Gordrakk, though, shines versus the other two on a single factor: he&#039;s an actual character. Whereas Grimgor was a borderline mindless brute (one incredibly effective, all said and done.) and Ghazghul is essentially a walking plot point, the fist of Gork has been consistently shown to have fairly deep insights, to be more than &amp;quot;da greenest of dem all!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==About Da Git==&lt;br /&gt;
&amp;quot;OIH YA FORGOT SUMFINK YA GROT!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Yes what is it?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;OWH DA BOSS BECAME DA BOSS&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Oh, yeah his &amp;quot;origin&amp;quot; story.&lt;br /&gt;
&lt;br /&gt;
=== Da Fist of Gork ===&lt;br /&gt;
So the origins of Gordrakk are unknown, but one tale told by many in the Ironjawz tribe is that, Years ago during the early age of chaos, a powerful chaos warband grew tired of the local greenskins namely the ironjaw tribe, raiding everything that wasn&#039;t nailed down, so to counteract this they made a great citadel in order to keep the orks out. When they finished the citadel they witnessed something strange, the local ork tribes started to stand around the entire citadel and do nothing, suddenly a giant green fist smashed the entire citadel flat and killed everyone inside. When the dust cleared there stood a single ork megaboss. This Megaboss being Gordrakk, and as such he also earned his title &amp;quot;The Fist of Gork&amp;quot;.  At some point after that, he got control of a Maw-Krusha that he named Bigteef and made his personal mount.&lt;br /&gt;
&lt;br /&gt;
As of late, he worked on finding the biggest siege weapon around.  Why? Because he thinks [[Sigmar|Hammerboy]]’s gone soft, and wants to lay siege to [[Azyr]] itself.  He succeeded in finding that weapon, uncovering the skull of a massive bovine Godbeast and using to make an unstoppable (in theory) battering ram, one so big, it had to be carried and wielded by Gargants.  He also recruited every member of the Forces of Destruction that he can.  &lt;br /&gt;
&lt;br /&gt;
Showing he&#039;s smarter than the aver-age Orruk, Gordrakk resolved to attack the city of Excelsis, both to take his new battering ram for a test drive AND to draw as many humans as possible for an even better fight. Gordrakk&#039;s WAAAAGH! was soon joined by Skragrott the Loonking, who had a prophecy that in order to become the ultimate champion of Gorkamorka, Gordrakk had to gather three items of arcane power: the skull of a Godbeast, the Basha Shard (a shard of Gorkamorka&#039;s club), and the &amp;quot;Golden Amulet&amp;quot; that would make him invincible.&lt;br /&gt;
&lt;br /&gt;
=== Age of Da Hammer God ===&lt;br /&gt;
Gordrakk and Skragrott invaded the Tuskvault where the Basha Shard was hidden, but the Fyreslayer and Stormcast defenders of the Stormvault collapsed the roof, burying it under piles of rubble. Although Skragrott wanted to excavate the artifact, Gordrakk&#039;s impatience soon took the better of him and he decided he could take Excelsis without it. Skragrott sent the Fungoid-Cave Shaman Snazzgar Stinkmullet to convince Gordrakk otherwise, quickly leading to Snazzgar&#039;s death.&lt;br /&gt;
&lt;br /&gt;
=== Age of Da Beast ===&lt;br /&gt;
On the way, Gordrakk&#039;s army encountered the newly awoken [[Kragnos]] and his ragtag group of Mega-Gargants in the ruins of Donse.  Both Gordrakk and Kragnos each resolved to kill the other, Gordrakk due to seeing Kragnos as a great foe to fight and Kragnos mad at the Greenskin army massing on his ancestral homeland.  The resulting fight was fierce, with Kragnos beating Bigteef unconscious, Gordrakk climbing Kragnos&#039; body to headbutt his face and a landslide that briefly buried them both.  But soon the two recognized a mutual respect and a shared foe in Excelsis.&lt;br /&gt;
&lt;br /&gt;
Gordrakk&#039;s battering ram would&#039;ve worked but for the enchantments of Lord Kroak, and it shattered upon impact with the main gate of Excelsis.  Gordrakk was hurled from the top of it and knocked out for awhile.  With Gordrak and Bigteef off-form from the battering ram&#039;s explosion and the fight with Kragnos respectively, the arrival of Morathi&#039;s reinforcements and Kragnos being tricked into leaving the city, Gordrakk&#039;s Waaagh! began to fall apart. A  grot Shroomancer claiming to be possessed by the will of Mork chastised Gordrakk for ruining the plan to conquer Excelsis with his impatience, claiming he was too brutal but not kunnin&#039; enough and he needed to be both if he was to become not just the Fist of Gork, but the Fist of Gorkamorka.  Gordrakk noted that the grot &amp;quot;talked too zoggin&#039; much for a god&amp;quot; and killed him, revealing that he was in truth possessed by the ghost of Snazzgar. A Bonesplitter watching the altercation approached and told Gordrakk the grot was right and that he must find the &amp;quot;Mouth of Mork&amp;quot;, because &amp;quot;Two heads is better than one.&amp;quot; from personal experience.  Gordrakk agreed with this suggestion, and wandered off after saying a simple &amp;quot;Thanks, Gork&amp;quot; as unlike the previous speaker, that Bonesplitter really was possessed by the will of Gork.  &lt;br /&gt;
&lt;br /&gt;
Ultimately Gordrakk had a good fight at Excelsis but was eventually driven off after realizing the siege was lost. However it looks like he is on a course to meet up with the newly invigorated Kruleboyz, who have all the cunning he&#039;s been lacking.  Especially since the Mouth of Mork shaman is seeking him out.&lt;br /&gt;
&lt;br /&gt;
Gordrakk is currently invading the Eightpoints, after hearing rumors that [[Archaon]] is close to finding a way to open the Gates of Azyr. He sees in this both a way to get to his long-awaited fight with the Hammer God and a nice warm-up before that.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Ghazghkull Mag Uruk Thraka]], his 40k equivalent.&lt;br /&gt;
* [[Grimgor Ironhide]], his fantasy equivalent.&lt;br /&gt;
&lt;br /&gt;
{{AoS-Gitz}}&lt;br /&gt;
[[Category:Ironjawz]]&lt;br /&gt;
[[Category:Orruk Warclans]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:59C6:3652:4A4F:28F2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Gordrakk&amp;diff=235014</id>
		<title>Gordrakk</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Gordrakk&amp;diff=235014"/>
		<updated>2021-10-23T04:53:47Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:59C6:3652:4A4F:28F2: /* About Da Git */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AoS-Stub}}&lt;br /&gt;
&lt;br /&gt;
[[File:Gordrakk.jpeg|thumb]]&lt;br /&gt;
{{topquote|[[Sigmar|Hammer God]] never understood Gorkamorka, never saw. Gorkamorka wants to fight forever, but the Hammer God doesn’t. Hammer God wants to build walls and towers and castles... But what’s the point of that if you never knock them over? Even the Chaos-things don’t understand. They think the point is to [[End Times|kill everyone]], but then who’d be there to fight? Nobody understands but Ironjawz, because we’re the smartest and the toughest.|Gordrakk, showing everyone that da humiez and da pointy eared gits don&#039;t have a monopoly on philosophy.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gordrakk&#039;&#039;&#039; is the fist of [[Gork]] (no nancyin&#039; about here with [[Mork]]) and essentially the lone iconic character for the [[Orcs &amp;amp; Goblins|Orruks]] (particularly the [[Ironjawz]]). He&#039;s also the closest thing to a central leader to Grand Alliance: Destruction as a whole (at least until [[Kragnos]] came around), his army also including [[Gloomspite Gitz|Grots ,Troggoths]], [[Ogor Mawtribes|Ogors]], and [[Sons of Behemat|Gargants]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So this guy&#039;s supposed to be the equivalent of [[Ghazghkull Mag Uruk Thraka|Ghazghkull]] and [[Grimgor Ironhide]] as &amp;quot;that one super-powerful Orc who&#039;s supposed to bring about the next great big WAAAGH!&amp;quot; And sure, he&#039;s well-equipped with a super-heavy suit of armor and magical axes that were supposedly broken from a legendary axe known as &amp;quot;Worldchoppa&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Gordrakk, though, shines versus the other two on a single factor: he&#039;s an actual character. Whereas Grimgor was a borderline mindless brute (one incredibly effective, all said and done.) and Ghazghul is essentially a walking plot point, the fist of Gork has been consistently shown to have fairly deep insights, to be more than &amp;quot;da greenest of dem all!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==About Da Git==&lt;br /&gt;
&amp;quot;OIH YA FORGOT SUMFINK YA GROT!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Yes what is it?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;OWH DA BOSS BECAME DA BOSS&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Oh, yeah his &amp;quot;origin&amp;quot; story.&lt;br /&gt;
&lt;br /&gt;
=== Da Fist of Gork ===&lt;br /&gt;
So the origins of Gordrakk are unknown, but one tale told by many in the Ironjawz tribe is that, Years ago during the early age of chaos, a powerful chaos warband grew tired of the local greenskins namely the ironjaw tribe, raiding everything that wasn&#039;t nailed down, so to counteract this they made a great citadel in order to keep the orks out. When they finished the citadel they witnessed something strange, the local ork tribes started to stand around the entire citadel and do nothing, suddenly a giant green fist smashed the entire citadel flat and killed everyone inside. When the dust cleared there stood a single ork megaboss. This Megaboss being Gordrakk, and as such he also earned his title &amp;quot;The Fist of Gork&amp;quot;.  At some point after that, he got control of a Maw-Krusha that he named Bigteef and made his personal mount.&lt;br /&gt;
&lt;br /&gt;
As of late, he worked on finding the biggest siege weapon around.  Why? Because he thinks [[Sigmar|Hammerboy]]’s gone soft, and wants to lay siege to [[Azyr]] itself.  He succeeded in finding that weapon, uncovering the skull of a massive bovine Godbeast and using to make an unstoppable (in theory) battering ram, one so big, it had to be carried and wielded by Gargants.  He also recruited every member of the Forces of Destruction that he can.  &lt;br /&gt;
&lt;br /&gt;
Showing he&#039;s smarter than the aver-age Orruk, Gordrakk resolved to attack the city of Excelsis, both to take his new battering ram for a test drive AND to draw as many humans as possible for an even better fight. Gordrakk&#039;s WAAAAGH! was soon joined by Skragrott the Loonking, who had a prophecy that in order to become the ultimate champion of Gorkamorka, Gordrakk had to gather three items of arcane power: the skull of a Godbeast, the Basha Shard (a shard of Gorkamorka&#039;s club), and the &amp;quot;Golden Amulet&amp;quot; that would make him invincible.&lt;br /&gt;
&lt;br /&gt;
=== Age of Da Hammer God ===&lt;br /&gt;
 Gordrakk and Skragrott invaded the Tuskvault where the Basha Shard was hidden, but the Fyreslayer and Stormcast defenders of the Stormvault collapsed the roof, burying it under piles of rubble. Although Skragrott wanted to excavate the artifact, Gordrakk&#039;s impatience soon took the better of him and he decided he could take Excelsis without it. Skragrott sent the Fungoid-Cave Shaman Snazzgar Stinkmullet to convince Gordrakk otherwise, quickly leading to Snazzgar&#039;s death.&lt;br /&gt;
&lt;br /&gt;
=== Age of Da Beast ===&lt;br /&gt;
On the way, Gordrakk&#039;s army encountered the newly awoken [[Kragnos]] and his ragtag group of Mega-Gargants in the ruins of Donse.  Both Gordrakk and Kragnos each resolved to kill the other, Gordrakk due to seeing Kragnos as a great foe to fight and Kragnos mad at the Greenskin army massing on his ancestral homeland.  The resulting fight was fierce, with Kragnos beating Bigteef unconscious, Gordrakk climbing Kragnos&#039; body to headbutt his face and a landslide that briefly buried them both.  But soon the two recognized a mutual respect and a shared foe in Excelsis.&lt;br /&gt;
&lt;br /&gt;
Gordrakk&#039;s battering ram would&#039;ve worked but for the enchantments of Lord Kroak, and it shattered upon impact with the main gate of Excelsis.  Gordrakk was hurled from the top of it and knocked out for awhile.  With Gordrak and Bigteef off-form from the battering ram&#039;s explosion and the fight with Kragnos respectively, the arrival of Morathi&#039;s reinforcements and Kragnos being tricked into leaving the city, Gordrakk&#039;s Waaagh! began to fall apart. A  grot Shroomancer claiming to be possessed by the will of Mork chastised Gordrakk for ruining the plan to conquer Excelsis with his impatience, claiming he was too brutal but not kunnin&#039; enough and he needed to be both if he was to become not just the Fist of Gork, but the Fist of Gorkamorka.  Gordrakk noted that the grot &amp;quot;talked too zoggin&#039; much for a god&amp;quot; and killed him, revealing that he was in truth possessed by the ghost of Snazzgar. A Bonesplitter watching the altercation approached and told Gordrakk the grot was right and that he must find the &amp;quot;Mouth of Mork&amp;quot;, because &amp;quot;Two heads is better than one.&amp;quot; from personal experience.  Gordrakk agreed with this suggestion, and wandered off after saying a simple &amp;quot;Thanks, Gork&amp;quot; as unlike the previous speaker, that Bonesplitter really was possessed by the will of Gork.  &lt;br /&gt;
&lt;br /&gt;
Ultimately Gordrakk had a good fight at Excelsis but was eventually driven off after realizing the siege was lost. However it looks like he is on a course to meet up with the newly invigorated Kruleboyz, who have all the cunning he&#039;s been lacking.  Especially since the Mouth of Mork shaman is seeking him out.&lt;br /&gt;
&lt;br /&gt;
Gordrakk is currently invading the Eightpoints, after hearing rumors that [[Archaon]] is close to finding a way to open the Gates of Azyr. He sees in this both a way to get to his long-awaited fight with the Hammer God and a nice warm-up before that.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Ghazghkull Mag Uruk Thraka]], his 40k equivalent.&lt;br /&gt;
* [[Grimgor Ironhide]], his fantasy equivalent.&lt;br /&gt;
&lt;br /&gt;
{{AoS-Gitz}}&lt;br /&gt;
[[Category:Ironjawz]]&lt;br /&gt;
[[Category:Orruk Warclans]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:59C6:3652:4A4F:28F2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Gordrakk&amp;diff=235013</id>
		<title>Gordrakk</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Gordrakk&amp;diff=235013"/>
		<updated>2021-10-23T04:52:48Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:59C6:3652:4A4F:28F2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AoS-Stub}}&lt;br /&gt;
&lt;br /&gt;
[[File:Gordrakk.jpeg|thumb]]&lt;br /&gt;
{{topquote|[[Sigmar|Hammer God]] never understood Gorkamorka, never saw. Gorkamorka wants to fight forever, but the Hammer God doesn’t. Hammer God wants to build walls and towers and castles... But what’s the point of that if you never knock them over? Even the Chaos-things don’t understand. They think the point is to [[End Times|kill everyone]], but then who’d be there to fight? Nobody understands but Ironjawz, because we’re the smartest and the toughest.|Gordrakk, showing everyone that da humiez and da pointy eared gits don&#039;t have a monopoly on philosophy.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gordrakk&#039;&#039;&#039; is the fist of [[Gork]] (no nancyin&#039; about here with [[Mork]]) and essentially the lone iconic character for the [[Orcs &amp;amp; Goblins|Orruks]] (particularly the [[Ironjawz]]). He&#039;s also the closest thing to a central leader to Grand Alliance: Destruction as a whole (at least until [[Kragnos]] came around), his army also including [[Gloomspite Gitz|Grots ,Troggoths]], [[Ogor Mawtribes|Ogors]], and [[Sons of Behemat|Gargants]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So this guy&#039;s supposed to be the equivalent of [[Ghazghkull Mag Uruk Thraka|Ghazghkull]] and [[Grimgor Ironhide]] as &amp;quot;that one super-powerful Orc who&#039;s supposed to bring about the next great big WAAAGH!&amp;quot; And sure, he&#039;s well-equipped with a super-heavy suit of armor and magical axes that were supposedly broken from a legendary axe known as &amp;quot;Worldchoppa&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Gordrakk, though, shines versus the other two on a single factor: he&#039;s an actual character. Whereas Grimgor was a borderline mindless brute (one incredibly effective, all said and done.) and Ghazghul is essentially a walking plot point, the fist of Gork has been consistently shown to have fairly deep insights, to be more than &amp;quot;da greenest of dem all!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==About Da Git==&lt;br /&gt;
&amp;quot;OIH YA FORGOT SUMFINK YA GROT!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Yes what is it?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;OWH DA BOSS BECAME DA BOSS&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Oh, yeah his &amp;quot;origin&amp;quot; story.&lt;br /&gt;
&lt;br /&gt;
=== Da Fist of Gork ===&lt;br /&gt;
So the origins of Gordrakk are unknown, but one tale told by many in the Ironjawz tribe is that, Years ago during the early age of chaos, a powerful chaos warband grew tired of the local greenskins namely the ironjaw tribe, raiding everything that wasn&#039;t nailed down, so to counteract this they made a great citadel in order to keep the orks out. When they finished the citadel they witnessed something strange, the local ork tribes started to stand around the entire citadel and do nothing, suddenly a giant green fist smashed the entire citadel flat and killed everyone inside. When the dust cleared there stood a single ork megaboss. This Megaboss being Gordrakk, and as such he also earned his title &amp;quot;The Fist of Gork&amp;quot;.  At some point after that, he got control of a Maw-Krusha that he named Bigteef and made his personal mount.&lt;br /&gt;
&lt;br /&gt;
As of late, he worked on finding the biggest siege weapon around.  Why? Because he thinks [[Sigmar|Hammerboy]]’s gone soft, and wants to lay siege to [[Azyr]] itself.  He succeeded in finding that weapon, uncovering the skull of a massive bovine Godbeast and using to make an unstoppable (in theory) battering ram, one so big, it had to be carried and wielded by Gargants.  He also recruited every member of the Forces of Destruction that he can.  &lt;br /&gt;
&lt;br /&gt;
Showing he&#039;s smarter than the aver-age Orruk, Gordrakk resolved to attack the city of Excelsis, both to take his new battering ram for a test drive AND to draw as many humans as possible for an even better fight. Gordrakk&#039;s WAAAAGH! was soon joined by Skragrott the Loonking, who had a prophecy that in order to become the ultimate champion of Gorkamorka, Gordrakk had to gather three items of arcane power: the skull of a Godbeast, the Basha Shard (a shard of Gorkamorka&#039;s club), and the &amp;quot;Golden Amulet&amp;quot; that would make him invincible.&lt;br /&gt;
&lt;br /&gt;
===A  ge of Da Hammer God&lt;br /&gt;
 Gordrakk and Skragrott invaded the Tuskvault where the Basha Shard was hidden, but the Fyreslayer and Stormcast defenders of the Stormvault collapsed the roof, burying it under piles of rubble. Although Skragrott wanted to excavate the artifact, Gordrakk&#039;s impatience soon took the better of him and he decided he could take Excelsis without it. Skragrott sent the Fungoid-Cave Shaman Snazzgar Stinkmullet to convince Gordrakk otherwise, quickly leading to Snazzgar&#039;s death.&lt;br /&gt;
&lt;br /&gt;
On the way, Gordrakk&#039;s army encountered the newly awoken [[Kragnos]] and his ragtag group of Mega-Gargants in the ruins of Donse.  Both Gordrakk and Kragnos each resolved to kill the other, Gordrakk due to seeing Kragnos as a great foe to fight and Kragnos mad at the Greenskin army massing on his ancestral homeland.  The resulting fight was fierce, with Kragnos beating Bigteef unconscious, Gordrakk climbing Kragnos&#039; body to headbutt his face and a landslide that briefly buried them both.  But soon the two recognized a mutual respect and a shared foe in Excelsis.&lt;br /&gt;
&lt;br /&gt;
Gordrakk&#039;s battering ram would&#039;ve worked but for the enchantments of Lord Kroak, and it shattered upon impact with the main gate of Excelsis.  Gordrakk was hurled from the top of it and knocked out for awhile.  With Gordrak and Bigteef off-form from the battering ram&#039;s explosion and the fight with Kragnos respectively, the arrival of Morathi&#039;s reinforcements and Kragnos being tricked into leaving the city, Gordrakk&#039;s Waaagh! began to fall apart. A  grot Shroomancer claiming to be possessed by the will of Mork chastised Gordrakk for ruining the plan to conquer Excelsis with his impatience, claiming he was too brutal but not kunnin&#039; enough and he needed to be both if he was to become not just the Fist of Gork, but the Fist of Gorkamorka.  Gordrakk noted that the grot &amp;quot;talked too zoggin&#039; much for a god&amp;quot; and killed him, revealing that he was in truth possessed by the ghost of Snazzgar. A Bonesplitter watching the altercation approached and told Gordrakk the grot was right and that he must find the &amp;quot;Mouth of Mork&amp;quot;, because &amp;quot;Two heads is better than one.&amp;quot; from personal experience.  Gordrakk agreed with this suggestion, and wandered off after saying a simple &amp;quot;Thanks, Gork&amp;quot; as unlike the previous speaker, that Bonesplitter really was possessed by the will of Gork.  &lt;br /&gt;
&lt;br /&gt;
Ultimately Gordrakk had a good fight at Excelsis but was eventually driven off after realizing the siege was lost. However it looks like he is on a course to meet up with the newly invigorated Kruleboyz, who have all the cunning he&#039;s been lacking.  Especially since the Mouth of Mork shaman is seeking him out.&lt;br /&gt;
&lt;br /&gt;
Gordrakk is currently invading the Eightpoints, after hearing rumors that [[Archaon]] is close to finding a way to open the Gates of Azyr. He sees in this both a way to get to his long-awaited fight with the Hammer God and a nice warm-up before that.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Ghazghkull Mag Uruk Thraka]], his 40k equivalent.&lt;br /&gt;
* [[Grimgor Ironhide]], his fantasy equivalent.&lt;br /&gt;
&lt;br /&gt;
{{AoS-Gitz}}&lt;br /&gt;
[[Category:Ironjawz]]&lt;br /&gt;
[[Category:Orruk Warclans]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:59C6:3652:4A4F:28F2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Vikings&amp;diff=525753</id>
		<title>Vikings</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Vikings&amp;diff=525753"/>
		<updated>2021-10-23T04:23:12Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:59C6:3652:4A4F:28F2: /* In Modern Fiction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Topquote|It was not as if we&#039;d stayed home and wasted our lives drinking wine with pretty girls.|A recurring motif in the Lay of Kraka}}&lt;br /&gt;
[[Image:VikingShip.jpg|500px|thumb|right|A Viking Longship, A thirty meter long can o&#039; [[rape]] (literally) back in the day.]]&lt;br /&gt;
&#039;&#039;&#039;Vikings&#039;&#039;&#039; were Scandinavian people from the 8th to 11th century, a period in which societies based in Denmark, Norway and Sweden, making use of their long-ships set forth to trade and colonize areas including Northern France, the British Isles, Russia, Iceland, Greenland and even reached North America (though the settlements they set up there did not last). They also made a habit of bathing and washing their hands frequently, which at the time was unheard of among the peoples of Europe. Probably because they had to have about two dozen dudes on a small boat for a long time, so you would regularly bathe if you didn&#039;t want to be [[That Guy]]. They only stopped when France, of all countries, rolled a nat 20 on Diplomacy by offering Normandy (deriving its name from the French word for Vikings, meaning Northmen), the northern part of France to duke Rollo. One of his descendents by the name of William (the Conqueror) ended up with a claim to the throne of a place populated with Anglo-Saxons named Anglo-land (later known as England), and ultimately became its king. So in other words, in an attempt to stop Viking raids, France ended up creating what became their arch-enemy for 800 years, making it one of the biggest cases of [[not as planned]] in history.&lt;br /&gt;
&lt;br /&gt;
[[file:Movie_game_viking_vs_historical_viking.png|400px|thumb|right|Only equalled by the [[Ninja]] in this regard]]&lt;br /&gt;
Unlike popular belief, they did not wear horned helmets. This is for the practical reason that a big horned helmet might catch a sword unintentionally, which is all sorts of bad for the wearer; horned helmets were used on occasion, but only for ceremony. The ol&#039; &amp;quot;horn-headed people eater&amp;quot; image was popularized during the 1800s. In general actually, historical Vikings don&#039;t have much in common with their pop-culture image aside from longships and fondness for raiding, as the pop-culture image tends to be that of a barbaric dirty warrior carrying unwieldy weapons and wearing stinky fur and leather clothes when in reality, Vikings appreciated hygiene as mentioned above, groomed their beards and had clean clothes, making them in many ways more civilized than rest of Europe at the time. Their weapons consisted mostly of simple spears, bearded axes and dane axes and of course the trusty round shield. While most Vikings had helmets, few had swords or armor as they were very expensive at the time. The pop-culture image of dirty barbarians derives mostly from the fact that history comes mostly from the writings of the Anglo-Saxons and the French, as in, those who were raided by the Vikings so naturally they didn&#039;t have particularly good or unbiased image of them.&lt;br /&gt;
&lt;br /&gt;
As a final note &amp;quot;Viking&amp;quot; is not a noun, but a verb. Proper usage would be something like &amp;quot;Hey Olaf, I&#039;m bored and need some spending money, want to go viking?&amp;quot; (The noun form would be &#039;&#039;víkingr&#039;&#039;, a person who goes &#039;&#039;viking&#039;&#039;). The people who went Viking were known as Norse.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Vikings believed that when they died in battle (preferably in a totally fuck-awesome way) they would go to a place called Valhalla to become one of the Einherjar (Chosen Slain) or to Fólkvangr (the realm controlled by Freyja, the Nordic goddess of love, prosperity, spring and being foxy as hell; also a death goddess and war goddess, which is why she gets half the chosen warriors in the first place), where they would chug booze, [[List of /tg/ Cuisine|eat all the meat and cheese they wanted]], and (if that actually managed to get dull) participate in massive murderfests only to be fully healed the next day and ready to do it all over again. On the other hand, if they died in bed or in a totally lame way (such as AIDs or cancer or... actually anywhere but battle is lame) they would instead go to a totally boring place called Hel where NOTHING FUCKING HAPPENED! &#039;&#039;&#039;EVER!&#039;&#039;&#039; (As you might imagine, this became problematic for many of their folk heroes who were just that fucking hard to kill). And if &#039;&#039;that&#039;&#039; weren&#039;t bad enough, people who committed what the vikings saw as the unforgivable sins, like oathbreaking, went to a prison overseen by the goddess of the dead. The ceiling is made from the bones of serpents, which drip burning venom, the halls are waist-deep in cold, slimy blood, and there is nothing to drink but goats piss and nothing to eat but rotten food (basically a Minnesota Vikings game, but one that never ends and the weather&#039;s always bad). The exception is if you died while giving birth, then you got go to Valhalla; the vikings were surprisingly fair for their day in their attitudes towards the sexes.&lt;br /&gt;
&lt;br /&gt;
That said, there was the &#039;&#039;third&#039;&#039; way to die. Dying at sea was totally cool for the Vikings, for while the Battle-junkies went to Valhalla and Freya, and the lame ones went to Hel, the Sea-Bears went to the Halls of Aegir, god of the sea, where they got their own Watery Valhalla.&lt;br /&gt;
&lt;br /&gt;
Vikings aren&#039;t known for being peaceful or nice, [https://historycollection.com/16-facts-about-the-brutality-of-viking-life/ there&#039;s good reasons Vikings have a reputation for brutality].  Plus during their raiding parties, they would enslave, rape and/or kill the non-Viking people they encountered.  Afterwards, the Vikings would [[Blood_Ravens#Bloody_Magpies|steal &#039;&#039;everything&#039;&#039; they could carry.]]  If it couldn&#039;t be carried, they&#039;d &#039;&#039;burn&#039;&#039; it.  If they couldn&#039;t burn it they&#039;d &#039;&#039;&#039;&#039;SMASH&#039;&#039;&#039;&#039; it!  And remember, [https://en.wikipedia.org/wiki/Turgesius they weren&#039;t above attacking people or places that couldn&#039;t defend themselves, sometimes choosing their targets &#039;&#039;because&#039;&#039; they were vulnerable].&lt;br /&gt;
&lt;br /&gt;
They continued doing this until they inadvertently stole Christianity and equipped it without reading the effect text, whereupon Viking warlords started to conquer shit rather than rape, pillage and kill everything in their sight. For quite a long time a large chunk of France and Italy, and the entirety of England and Russia were ruled by Vikings or their descendants, although they all got quickly assimilated into the nations they&#039;ve conquered, to the point when they started to think of themselves as French/Russians in just a two or three generations after settling in. The Vikings also had a level of prestige in the Byzantine Empire, as they were the preferred recruits for the Emperor&#039;s bodyguard, the Varangian Guard.&lt;br /&gt;
&lt;br /&gt;
=== [[Mythology#Norse Mythology|Norse Mythology]] ===&lt;br /&gt;
Like Greek mythology, the Norse have their own version of creation, different sets of gods, and heroic stories of manly feats. Here are some of them (Note that, much like Celtic mythology, Norse mythology was only written down long after Scandanavia had become Christian, so there remains a massive amount of missing stories [[Skub|assuming they survived unchanged before this]] (for example, while the war between the Vanir and the Aesir is mentioned, we don&#039;t actually have the full description of it, even though at one time it probably existed) and even much of what has survived should probably be taken with a grain of salt since whoever wrote it probably didn&#039;t hear about it first-hand or wanted to be syncretistic about it to help make it palpable for a Christian audience.&lt;br /&gt;
&lt;br /&gt;
==In Modern Fiction==&lt;br /&gt;
Vikings and the honorable Neanderthals are some of the closest that the real world has ever had to [[dwarves]], but they should not be confused as such. While they had a penchant for [[axe]]s and could use anything, [[Dwarf Fortress|including body parts and broken furniture]], as a weapon, Vikings were just unspeakably awesome humans (they couldn&#039;t handle as much booze as a dwarf, though only just). Vikings that [[Toothless Dragon|rode Dragons]] even more so. Vikings are not to be confused with [[barbarian]]s either, despite any combination with the former resulting in awesome. [[Warriors of Chaos|Vikings are also notable for pledging themselves to Chaos]] and becoming [[Space Wolves|werewolf supersoldiers]].&lt;br /&gt;
&lt;br /&gt;
The Vikings have also finally gotten their own TV show starring Vladimir Kullich. It is about the saga of Ragnar Lothbrok and his sons; Bjorn Ironside, Ivar the Boneless, Sigurd Snake-eye, Halfdan, Hvitserk, and Ubbe, as well as the tales of Duke Rollo of Normandy, King Harald Fairhair, and Alfred the Great of Wessex.  &lt;br /&gt;
&lt;br /&gt;
On a side note, most stories and documentaries about real-life Vikings demonize either the Norse or the Saxons at the very least (the aforementioned TV show zig-zags between them); which side gets demonized &#039;&#039;&#039;will&#039;&#039;&#039; depend on how the writers feel about the Saxons or Christianity.&lt;br /&gt;
&lt;br /&gt;
==Viking Longships==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The thing that put the Vikings on the map were their Longships (or LongBOAT if you&#039;re not [[skub|American]]). Basically these were large canoes made from planks with a mast to catch the wind. They could, however handle rough northern seas very well, and allowed some Vikings to reach such exotic locales as Newfoundland centuries before other Europeans. One thing that helped made the Longships such a gamechanger was that the vikings worked out that properly curing and drying out timbers it made it stronger and more resistant to being eaten at sea by nematodes and similar grody things. Another thing is that the ship didn&#039;t go much under water, which allowed it to be used in almost any river. This led to things such as a fleet of 120 ships and 5000 men suddenly appearing in the middle of Paris in 845. It was also possible to bring the mast down for increased aerodynamics and decreased risk of detection when the ship was moved by rowing.&lt;br /&gt;
&lt;br /&gt;
Sometimes to save travel time, the Vikings would pull their Longships overland for kilometers. No joking, no hyperbole. A few tricks (like log rollers) helped, though. One of them (Oleg, the prince of Kievan Russ) even mounted his longships on wheels to quickly move them into Constantinople harbor, bypassing the defensive chain pulled across the path (which possibly inspired the Ottoman sultan Mehmed II when he used a similar trick to help him capture Constantinople).&lt;br /&gt;
&lt;br /&gt;
Their Longships also had an [[derp|early warning system]] so that people could tell wether they were going to fuck them up or not. It&#039;s to do with the shields:&lt;br /&gt;
If the Shields were on the outside of their Longships, then they were coming to trade goods.&lt;br /&gt;
If the Shields were not on the outside of their Longships, then they were going to use them in battle, and you should run for the hills (if you get that far...)&lt;br /&gt;
&lt;br /&gt;
==Viking Berserkers==&lt;br /&gt;
There&#039;s lot of bullshit about these guys on the internet and in general beliefs. Hell, the word itself had became the synonym of uncontrollable rage in many languages. The truth, however, is quite boring - berserkers (which comes from the Old Norse for &amp;quot;bear hide&amp;quot;, as it was their signature piece of clothes they wore above armor, or sometimes instead of it) were equivalents of champions in the Norse culture with a pitch of warrior-priest flavor added - i.e. the guys who fought in duels on behalf of the tribe or some wealthy noble. And Norse culture had a fuckton of things settled with duels. As best of the best professional warriors among already brutally strong vikings they kicked all kinds of asses, and were rightfully feared for their skill and bravery. As you may guess, they where quite rare, so no &amp;quot;hordes&amp;quot; or even &amp;quot;squads&amp;quot; of berserkers for you - at best you&#039;d have two or three per raid, and most often only one. As for uncontrollable rage... well, sagas mention a total of ZERO berserkers going into what we now call &amp;quot;[[Khorne|berserker]] rage&amp;quot; - there are mentions of jarls and ordinary warriors going to battle biting shields, foaming with mad anger and killing friend and foe alike, but never berserkers. WRONG:&lt;br /&gt;
&lt;br /&gt;
{{topquote|-And as the foemen&#039;s ships drew near,&amp;lt;br&amp;gt;The dreadful din you well might hear&amp;lt;br&amp;gt;Savage berserks roaring mad,&amp;lt;br&amp;gt;And champions fierce in wolf-skins clad,&amp;lt;br&amp;gt;Howling like wolves; and clanking jar.|Harald Fairhair Saga ch 19.}} &lt;br /&gt;
Mushroom brew painkiller that allow to fight despite heavy or even fatal wounds likewise weren&#039;t their exclusive, although proper brew (that wouldn&#039;t ruin your liver, therefore sentencing you to a lame death in your bed if you survive the battle) was quite expensive, and berserkers, as pretty much second-in-command of jarls were among those wealthy enough to afford it.&lt;br /&gt;
&lt;br /&gt;
==D&amp;amp;D==&lt;br /&gt;
{{dnd-stub}}&lt;br /&gt;
&lt;br /&gt;
==Pathfinder==&lt;br /&gt;
===1e===&lt;br /&gt;
Viking is a [[Fighter]] archetype from &#039;&#039;People of the North&#039;&#039;, that was reprinted with small changes that buff it in &#039;&#039;Ultimate Wilderness&#039;&#039;. In exchange for heavy armor, and weapon training it gives the ability to rage like a [[Barbarian]] and take rage powers in place of feats. It also replaces armor training with some bonuses to using a shield. It&#039;s not a &#039;&#039;terrible&#039;&#039; archetype, but suffers from the fact that rage+shield lacks synergy as a fighting style, weapon training being the source of most fighter support, and the question of &amp;quot;why don&#039;t you just play a Barbarian when you&#039;ve given up everything that makes Fighter competitive with Barbarian?&amp;quot; having few good answers, so it winds up a suboptimal archetype.&lt;br /&gt;
&lt;br /&gt;
===2e===&lt;br /&gt;
{{dnd-stub}}&lt;br /&gt;
An archetype that any class can take if you want to be a melee guy that knows some things about sailing and moving through water. You learn how to best use a shield, not be slow by wet terrain, in addition, to throw things while Running. Works well as an early investment in a sailing campaign where your often fighting in the ocean surf or in a swamp, while also dipping into additional weapon proficencys and shields usage in the same tree. &lt;br /&gt;
&lt;br /&gt;
{{Pathfinder-2nd-Edition-Archetypes}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Elspeth_and_Vikings.png|When [[Elspeth Tirel]] needs backup, these are the people she calls.&lt;br /&gt;
Image:WarbandViking.jpg| JEG SKALL DRIKKE FRA HODESKALLEN DIN!!!.&lt;br /&gt;
Image:Lego_Viking_ship.jpg|Pillaging colorful brick villages since 576 A.D.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Pirate]]&lt;br /&gt;
*[[The Poetic Edda]]&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:59C6:3652:4A4F:28F2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Kharadron_Overlords&amp;diff=35269</id>
		<title>Age of Sigmar/Tactics/Order/Kharadron Overlords</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Kharadron_Overlords&amp;diff=35269"/>
		<updated>2021-10-22T10:01:46Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:59C6:3652:4A4F:28F2: /* Why Play Kharadron Overlords? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Kharadron Overlords|Logo=Kharadron-Overlords-Hero-1.jpg|Alliance=Order|Motto=Top hat, robotic monocle, curled mustache guns, and steam technology; the true essence of steampunk.}}&lt;br /&gt;
&lt;br /&gt;
Get ready to play some [[Dwarf Fortress]] in the sky! The [[Kharadron Overlords]] is one of the first truly new factions introduced to Age of Sigmar since the [[Stormcast Eternals]], and are also one of the most radically different from other AoS armies in play style, with a big focus on vehicles, guns, and tech.&lt;br /&gt;
&lt;br /&gt;
==Why Play Kharadron Overlords?==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROS:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Because you want to bring mad science and a [[dakka|&#039;&#039;lot&#039;&#039; of guns]] to the Age of Sigmar swords and sorcery fight.&lt;br /&gt;
* Because you want to laugh maniacally while you bomb melee armies to oblivion with an air navy, while the passengers fill the survivors with lead.&lt;br /&gt;
* Because you&#039;ve waited over 20 years for [[Squats]], and you&#039;re gonna take what you can get.&lt;br /&gt;
* Because you enjoyed the Iron Man films, but thought they&#039;d be better if Tony Stark was a 4-foot-tall sky-pirate.&lt;br /&gt;
* Because you loved Studio Ghibli films like &#039;&#039;Nausicaa of the Valley of the Wind&#039;&#039;, &#039;&#039;Porco Rosso&#039;&#039; and &#039;&#039;Castle in the Sky&#039;&#039;, and wanted to relive that sense of epic aeronautical adventure.&lt;br /&gt;
* Because you love your Imperial Guard, and want to play essentially the same thing in the Age of Sigmar. Only with [[awesome| flying]] [[baneblade|Baneblades.]]&lt;br /&gt;
* You Love to be the Strongest Shooting Faction. Your shooting is not only accurate, every single model in your army has some form of shooting attack, from your crummiest Arkanaut Company to your biggest, angriest ships, and almost all of it has rend -1 or better. In fact, Kharadron are one of the best anti-armor factions simply because almost every attack they care about has rend. Maggotkin, Ossiarch Bonereapers, Stormcast Eternals, and any other army that relies on their heavy armor to protect them will be very sad when your bullets just penetrate straight through.&lt;br /&gt;
* If you use your Fly High and Disengage abilities, you&#039;re fucking &#039;&#039;&#039;&#039;&#039;FAST&#039;&#039;&#039;&#039;&#039;. Any Skyvessel that&#039;s above roughly half health can just leave combat anytime and redeploy via deep strike, and then shoot. The Frigate and Gunhauler have a 12&amp;quot; move, and the mighty Ironclad has a respectable 10&amp;quot;. Your jump troops have move 12&amp;quot; as well, meaning that they can be where they need real damn fast. Get in an annoying fight with fast skirmishes hoping to tie you down while the real threats sprint up? Just leave combat while still shooting all your guns.&lt;br /&gt;
* You like having a near criminal number of aces up your sleeve to really screw with your opponent, in the form of a HUGE variety of gadgets, artifacts, command traits and one use items. Want a flying dwarf that has the potential to do continual MWs on a 2+ until you roll a 1? You got it with Phosphorite Bomblets!  Want a hammer that stacks massive amounts of bonuses against chosen targets? Take a Grudgehammer and give the finger to that pesky Bloodthirster!! Want to use any Endless Spell in the friggin game, with no restriction!?!? Say hello to the Spell in a Bottle!!!&lt;br /&gt;
* You like playing with Transports in Fantasy games, and they have gunports. Every ship that can transport troops is effectively Open-Topped, meaning that everyone inside gets a lovely day at the shooting range while they get scooted around the board. Even if the ship flies out of combat, both the ship and the people inside can still shoot no problem.&lt;br /&gt;
* Because (and this is the important one) they are [[awesome|&#039;&#039;&#039;steampunk power-armored sky pirate dwarfs&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CONS:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The average steam-dorf absolutely SUCKS in melee. Knives and gun butts don&#039;t cut it against daemons, giant monsters or supersoldiers in magic suits of armour.  A 4+ save, good as it is, won&#039;t save you if you get charged by Blood Warriors or Ironguts.&lt;br /&gt;
* Even with some of the best mobility options in AoS, you&#039;ll always be in danger against fast units or faster-than-average factions like Nighthaunt, Beastclaw Raiders, some Soulblight Gravelords lists, etc.  You can&#039;t run forever, and if you spend the game trying all you&#039;ll end up doing is giving the opponent the run of the board. Also, if you ever get in melee with flying enemies, you lose your ability to Disengage, but you can still Fly High, since only the Disengage rule checks to see if there were flying units around.&lt;br /&gt;
* Other armies&#039; ranged weapons can be really dangerous, especially if they have artillery with heavy rend. You&#039;ll see that battleship going down hard in no time. &lt;br /&gt;
* If you can&#039;t cheat on movement, you&#039;re actually somewhat slow. Any dwarf caught shuffling on foot has a piddly 4&amp;quot; move, and if your Skyvessels take damage they not only lose their ability to redeploy via deep strike, they also get reduced movement, and a ship that can&#039;t bail on a bad fight is a dead ship. &lt;br /&gt;
* No wizards for you, although you do have a lot of spell unbinding options, and with the introduction of the Sacrosanct Chambers, Stormcast allies can fill this hole.  You&#039;ll still struggle to keep dangerous debuffs off your troops, and any Endless Spell that creates a LoS-blocking wall or grants cover will put a crimp in your perfect gunlines.&lt;br /&gt;
* Your mortal wound output is mediocre to poor. Few things put out mortals, and you can&#039;t really spam mortal wounds like heavy magic armies or the Stormcast can. That being said, your rend makes up for it most of the time, but when you&#039;re fighting Nighthaunt, Lumineth or that one dickhead who brings Neferata and makes a Terrorgheist immune to rend, you&#039;ll wish you had more reliable mortal wounds to pass out.&lt;br /&gt;
* Your defense against mortal wounds is almost nonexistent. There&#039;s maybe two things in the book that give any sort of protection against mortal wounds, and one&#039;s a situational buff granted by Gunhaulers, and the other&#039;s a middling artifact for Admirals, and they both grant 6+ feel no pains.&lt;br /&gt;
* Being this elite is a double edged sword. Every model has high quality armor, weapons, and abilities, but you&#039;re paying for that quality, and the only real exception is Arkanaut Company, who are still 10 points per model. Even at 2000 points, you&#039;re probably unlikely to break 50 models, and will have a very hard time challenging hordes for control points unless you just kill them all. Almost any game you play, you&#039;ll have a 2-to-1 ratio of enemies to skydorfs.&lt;br /&gt;
* While your shooting has the above benefits, there are plenty of clever ways to break Line Of Sight through endless and non-endless spells as well as your opponent using terrain effectively. Play smart and this may not be a problem for you.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Kharadron Overlords (2020)}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
An army that has {{AOSKeyword|KHARADRON OVERLORDS}} allegiance can use the following rule:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STICK TO THE CODE:&#039;&#039;&#039;&lt;br /&gt;
When you choose a Kharadron Overlords army that isn&#039;t a Sky Port (more on that in a bit) Can choose an Artycle, Amendment, and Footnote from the tables below, Alternatively you can roll a dice for each table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artycle:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Honour is Everything:&#039;&#039;&#039; You can re-roll hit rolls of 1 for attacks made by friendly {{AOSKeyword|Kharadron Overlord Heroes}} that target a {{AOSKeyword|Hero}} or a {{AOSKeyword|Monster}}.&lt;br /&gt;
#&#039;&#039;&#039;Master of the Skies:&#039;&#039;&#039; You can re-roll hit rolls of 1 for attacks made by friendly {{AOSKeyword|Skyvessels}} that target a unit that can fly. &lt;br /&gt;
#&#039;&#039;&#039;Settle The Grudges:&#039;&#039;&#039; After armies are set up but before the first battle round begins, pick 1 enemy unit. You can re-roll hit rolls of 1 for attacks made by friendly {{AOSKeyword|Kharadron Overlord}} units that target that unit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amendment:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Always Take What You Are Owed:&#039;&#039;&#039; Pick up to D3 different {{AOSKeyword|Kharadron Overlord}} units in your army. Each of those units starts the battle with 1 share of Aether-Gold in addition to any they normally receive.&lt;br /&gt;
#&#039;&#039;&#039;Prosecute Wars With All Haste:&#039;&#039;&#039; On your first turn, friendly {{AOSKeyword|Kharadron Overlord}} units can run and still shoot later in their turn. &lt;br /&gt;
#&#039;&#039;&#039;Trust To Your Guns:&#039;&#039;&#039; Add 1 to the Bravery characteristic of friendly {{AOSKeyword|Kharadron Overlord}} units while they are more than 3&amp;quot; away from enemy units. &lt;br /&gt;
&#039;&#039;&#039;Footnote:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;There&#039;s No Reward Without Risk:&#039;&#039;&#039; Once per battle, you can re-roll a charge roll for a friendly {{AOSKeyword|Kharadron Overlords}} unit. &lt;br /&gt;
#&#039;&#039;&#039;There&#039;s No Trading With Some People:&#039;&#039;&#039; Once per battle, a friendly {{AOSKeyword|Kharadron Overlords}} unit that have run and/or retreated in the same turn can still shoot and/or charge. &lt;br /&gt;
#&#039;&#039;&#039;Without Our Ships We Are Naught:&#039;&#039;&#039; Once per battle, you can heal up to D3 wounds allocated to a friendly {{AOSKeyword|Skyvessels}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AETHER-GOLD:&#039;&#039;&#039;&lt;br /&gt;
Each {{AOSKeyword|Kharadron Overlords Hero, Skyvessel}} and {{AOSKeyword|Kharadron Overlords}} unit with 10 or more models starts a battle with 1 share of Aether-Gold. &lt;br /&gt;
Once per phase, you can say that 1 unit from your army that has any shares of Aether-Gold will spend 1 of them. If you do so, subtract 1 from that unit&#039;s Bravery characteristic for the rest of the battle, but you can pick a Triumph it is eligible to use and immediately apply its effect.&lt;br /&gt;
*Alright this is where all gets tricky. The negative effect does affect greatly the capacity for the Kharadron in exchange for a situational benefit. It doesn´t mean its bad, its just handy for your units to have an extra punch or survivability.&lt;br /&gt;
*Mind when you choose any triumph to be applied immediately to consider the odds of such benefit vs the penalty for the bravery (&#039;&#039;or just play Barak-Urbaz and don&#039;t worry about that&#039;&#039;). On the good side, this army won&#039;t lack on the capacity to have things like: triumphs now give +1 to wound, battleshock immunity, or a single rerolled charge. Think of all situations where these might come handy and you´ll see how greatly improved the units will be for a short period of time.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
A {{AOSKeyword|KHARADRON OVERLORDS}} General in a {{AOSKeyword|KHARADRON OVERLORDS}} allegiance and has chosen to take the {{AOSKeyword|KHARADRON OVERLORDS}} abilities can choose one of the following command traits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Generic&amp;quot;&amp;gt;&lt;br /&gt;
All leaders (save for the Navigator) share the first three traits. Navigators have the first two.&lt;br /&gt;
#&#039;&#039;&#039;Wealthy:&#039;&#039;&#039; Gain 2 Aethergold instead of 1.&lt;br /&gt;
#&#039;&#039;&#039;Tough as Old Boots:&#039;&#039;&#039; +2 wounds&lt;br /&gt;
#&#039;&#039;&#039;[[Thorgrim Grudgebearer|Grudgebearer]]:&#039;&#039;&#039; Pick an enemy hero before the first round, and your General deals double damage against them.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lords of the Sky&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Arkanaut Admiral}} Only&lt;br /&gt;
#&#039;&#039;&#039;Cunning Fleetmaster:&#039;&#039;&#039; one Skyvessel can make a normal move, or a non-ironclad can Fly High before the first round. Lets ships claim objectives first turn, or bring your FLYING TRANSPORT into broadside range.&lt;br /&gt;
#&#039;&#039;&#039;War Wound:&#039;&#039;&#039; roll a dice each hero phase, 1s: -1 to his hit rolls until next hero phase, else gain a CP. Don&#039;t need to explain how Admirals like more CP.&lt;br /&gt;
#&#039;&#039;&#039;A Scholar and an Arkanaut:&#039;&#039;&#039; your army can take 2 footnotes instead of one.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Senior Endrineers&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Endrinmaster}} Only&lt;br /&gt;
#&#039;&#039;&#039;Grandmaster:&#039;&#039;&#039; General heals Skyvessels an extra +1W.&lt;br /&gt;
#&#039;&#039;&#039;Great Tinker:&#039;&#039;&#039; Endrinmaster&#039;s Gaze of Grungni now has 3 attacks. This can be combo&#039;d with Barak Zilfin&#039;s artefact that gives a +1 on the bearer&#039;s ranged weapon pretty interestingly, giving you 3 attacks that hit on 2+ and do D3 damage each.&lt;br /&gt;
#&#039;&#039;&#039;Endrinprofessor:&#039;&#039;&#039; Once in each of your hero phases, this general can use his warscroll command ability for free.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reader of the Guiding Winds&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Aetheric Navigator}} Only&lt;br /&gt;
#&#039;&#039;&#039;Stormcaller:&#039;&#039;&#039; you can reroll Aetherstorms, to help guarantee an enemy flyer gets slowed or fish for mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Ride the Wind:&#039;&#039;&#039; A Skyvessel with this general in its garrison gains +3&amp;quot; Move.&lt;br /&gt;
#&#039;&#039;&#039;Skeptic:&#039;&#039;&#039; +1 dispel/unbinding.&lt;br /&gt;
#&#039;&#039;&#039;Diviner:&#039;&#039;&#039; After both armies are set up, pick 1 terrain feature or objective. Kharadron units wholly within 12&amp;quot; of that terrain feature or objective don&#039;t take battleshock tests. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Alchemical Innovators&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Aether Khemist}} Only&lt;br /&gt;
#&#039;&#039;&#039;A Nose for Gold:&#039;&#039;&#039; Each hero phase, Aether Khemist gains Aethergold on 3+.&lt;br /&gt;
#&#039;&#039;&#039;Genius in the Making:&#039;&#039;&#039;  Aetheric Augmentation has a range of 18&amp;quot; instead of 12&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Collector:&#039;&#039;&#039;If this hero gets an artefact, you can give one to another hero as well.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Artefacts of Power===&lt;br /&gt;
One {{AOSKeyword|HERO}} in your army (+1 per battalion) can take a relic from the following tables:&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Perks of Rank&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Arkanaut Admiral}} only&lt;br /&gt;
#&#039;&#039;&#039;Masterwrought Armour:&#039;&#039;&#039; Ignore wounds and MW on 6+. Solid and good, even if the Admiral doesn&#039;t really have the sheer health pool to really notice this a lot.&lt;br /&gt;
#&#039;&#039;&#039;Hammer of Aetheric Might:&#039;&#039;&#039; One melee weapon deals an additional MW on an unmodified hit roll of 6. Your hammer doesn&#039;t have a ton of attacks, so it&#039;s unlikely to net you big returns, but melee is where your Admiral wants to be so sure.&lt;br /&gt;
#&#039;&#039;&#039;Gattlesson&#039;s Endless Repeater:&#039;&#039;&#039; +2 attacks to volley pistol. 5 Shots make you put out almost half as much firepower as a minimum squad of Thunderers, at half range! Kinda alright, but there are more impactful artefacts.&lt;br /&gt;
#&#039;&#039;&#039;Rune of Mark:&#039;&#039;&#039; Before first battle round, pick an enemy Hero. If they are slain the 3 closest Kharadron Overlords units gain one Aethergold share. Weird and surprisingly good. There&#039;s essentially no range requirements on this, meaning that you can pick an enemy hero hiding in a corner and if he dies, whatever three closest units, even if they&#039;re all the way on the other side, get the Aether-Gold. Do you like gold? Of course, you do, now shoot that Chaos Sorcerer to death.&lt;br /&gt;
#&#039;&#039;&#039;Flask of Vintage Amberwhisky:&#039;&#039;&#039; Once per game during the hero phase, Admiral can heal 2 wounds or gamble with d6 wounds. Big healing potion, either take the safe 2 heal or risk a big ass full heal. You&#039;ll be unlikely to live at 1 health, but if you roll that 6 you&#039;re probably safe for the rest of the game.&lt;br /&gt;
#&#039;&#039;&#039;Proclamator Mask-Hailer:&#039;&#039;&#039; Once per round, Admiral can use one CA without using a CP. This one&#039;s fantastic, as the Admiral&#039;s got 4 different command abilities and wants to use them all. The Kharadron aren&#039;t really that command-ability centric, but this makes their biggest command point sink (the Admiral&#039;s wide array of CA&#039;s) much more efficient.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Aethermatic Instruments&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Aetheric Navigator}} only&lt;br /&gt;
#&#039;&#039;&#039;Cyclonic Aethometer:&#039;&#039;&#039; +1 to Aetherstorm rolls. Piss off every flyer your opponent brings by being 83% reliable on the slowing effect, and 33% reliable on the damage. Still reliant on the opponent bringing flyers in the first place, but if they are, you&#039;ll punish the shit out of them for it.&lt;br /&gt;
#&#039;&#039;&#039;Svaregg-Stein Illuminator Flarepistol:&#039;&#039;&#039; The first time the bearer&#039;s Pistol hit something, re-roll all hit rolls for Kharadron Overlords against that unit for rest of phase. Note that this is the first time this weapon hits ANYTHING EVER, meaning that you can&#039;t hold on to it for later while still firing that dinky ranging pistol. Save your markerlight for the perfect moment.&lt;br /&gt;
#&#039;&#039;&#039;Voidstone Orb:&#039;&#039;&#039; Once per battle, can auto-unbind/dispel using Aethersight. Hey, the Dispel Magic scroll from Warhammer Fantasy battles escaped into the Age of Sigmar! &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ingenious Gadgets&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Endrinmaster}} only&lt;br /&gt;
&#039;&#039;&#039;Endrinmaster with Endrinharness:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Cogmonculus:&#039;&#039;&#039; Once per &amp;lt;s&amp;gt;turn&amp;lt;/s&amp;gt;&amp;lt;i&amp;gt;phase&amp;lt;/i&amp;gt;, you can re-roll a single hit, wound, or save roll for the bearer. The Footslogging E-Master gets Master-Crafted everything. You like re-rolls? You get tons of them. Make &#039;em count!&lt;br /&gt;
#&#039;&#039;&#039;Aetherquarz Monolens:&#039;&#039;&#039; Increase range of Gaze of Grungni to 18&amp;quot;. Turn that lovely short-ranged shot into a long-range one! This lets an E-Master shoot out of a ship from long distance, as he&#039;s unlikely to have the range on anything he&#039;s not in melee with already without this artifact.&lt;br /&gt;
#&#039;&#039;&#039;Seismic Shock-gauntlets:&#039;&#039;&#039; After charging, one enemy takes D3 MW on a 2+. Cool, deal some mortals during a boarding action. Make that Frigate with 10 Arkanaut Company and your E-Master actually a threat!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endrinmaster with Dirigible Suit:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Aether-injection Booster:&#039;&#039;&#039; When retreating, the user has the Disengage and Fly High ability. &lt;br /&gt;
#&#039;&#039;&#039;Phosphorite Bomblets:&#039;&#039;&#039; once per battle in the shooting phase, pick an enemy unit within 6&amp;quot; and roll a dice, on a 2+ inflict a mortal wound and roll again, stop when you roll a 1 or target unit is destroyed. &lt;br /&gt;
#&#039;&#039;&#039;Miniaturised Aethermatic Repulsion Field:&#039;&#039;&#039; ignore the effects of spells/endless spells on 3+. The E-Master in balloonsuit is expensive as hell, and burning to death under a torrent of arcane flame or shriveling under the weight of a vicious curse isn&#039;t a great way to die. Ensure he lives with this handy powerup.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Aether-Gold Inventions&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Aether-Khemist}} only&lt;br /&gt;
#&#039;&#039;&#039;Emergency Ventplates:&#039;&#039;&#039; Once per battle, during the enemy shooting phase, all friendly units wholly within 6&amp;quot; are -1 to hit. Note that you can use this while in a garrison, so if the opponent&#039;s bringing great firepower too you can protect the ship you&#039;re on.&lt;br /&gt;
#&#039;&#039;&#039;Caustic Anatomiser:&#039;&#039;&#039; Once per battle, each the start of combat, each enemy model within 6&amp;quot; suffers an MW on a 5+. Like the Ventplates, nothing says you can&#039;t use this while garrisoned, so fart out that caustic cloud from the frigate&#039;s giant base size when you&#039;re charged by a big horde of infantry and cut their numbers down a bit.&lt;br /&gt;
#&#039;&#039;&#039;Spell in a Bottle:&#039;&#039;&#039; You can take an Endless Spell from any faction that can’t be unbound (but can still be dispelled in a subsequent turn) and can only be used once per battle. You still need to pay the point cost for the spell but for all the utility this can provide, it is very much worth your time. The endless spell ignores any of its normal casting restrictions, so feel free to pick the Stormcast Everblaze Comet, Skaven Warp Lightning Vortex, etc. (how you throw a bottle on the ground and a comet appear 5 kilometers away is everyone&#039;s guess). If you use it to cast Burning Sigil of Tzeentch, you can hypothetically end up with a Chaos Spawn of Tzeentch in your army. Not sure why you&#039;d do that, but it&#039;s probably just as planned.   Try using one of the Ossiarch Bonereaper spells in this thing.  As the soul-linked ability is part of the spell&#039;s warscroll (unlike, say, the bound endless spells the Serapohon can use), no-one can move the spell but you.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Great Endrinworks===&lt;br /&gt;
One {{AOSKeyword|Skyvessel}} (+1 per Battalion) in your army can be equipped with the following endrinwork:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ironclad Major Installations:&#039;&#039;&#039; {{AOSKeyword|Arkanaut Ironclad}} only&lt;br /&gt;
#&#039;&#039;&#039;The Last Word:&#039;&#039;&#039; When enemy ends charge within 3&amp;quot;, it can shoot its main gun at it. This is so fucking good. The main guns on the Ironclad are already its best weapon and letting them shoot for free before the charging unit gets to actually fight makes them seriously scary to approach.&lt;br /&gt;
#&#039;&#039;&#039;Hegssons Solutions &#039;Old Reliable&#039; Hullplates:&#039;&#039;&#039; +2 Wounds. Basic as shit, but making a supertough and easily healable ship have even more health is always good. Plus, nothing crushes the enemy&#039;s spirit like 20 wounds on a 3+ save backed up an Endrinmaster or two. &lt;br /&gt;
#&#039;&#039;&#039;Ebullient Buoyancy Aid:&#039;&#039;&#039; Ignore Garrison Limits for using Fly High or disengage. Become King of the Clown Cars! Hold truly impressive numbers of Bioshock dwarves and huck them into the meat grinder of war even faster! You probably don&#039;t want to have &#039;&#039;this&#039;&#039; many eggs in one ship-shaped basket, but if alpha strikes and the idea of redeploying 800+ points around the battlefield at will sounds fun, go for it. Note: this does not undo the halving of the Ironclad&#039;s movement characteristic, so being over-encumbered (currently) still reduces movement. Might also need errata addressing why disengaging was even brought up in the text, because there&#039;s nothing in the Flying Transport or Disengage rules that would seem to indicate that you can&#039;t disengage if over-encumbered. &lt;br /&gt;
#&#039;&#039;&#039;Prudency Chutes:&#039;&#039;&#039; If destroyed, you don&#039;t need to roll to see if the passengers die. Impossibly boring, and probably a waste of a Great Endrinwork. Bringing items that only affect minor things when you die is usually not great. Instead, bring something that makes the ship tougher or more dangerous!&lt;br /&gt;
#*Alternative take - sometimes it&#039;s hard to foresee bad stuff happening, and as each model is rolled for individually when a vessel is destroyed, this could potentially save a character or a unit&#039;s special weapon from an ignominious death.  &lt;br /&gt;
#&#039;&#039;&#039;Magnificent Omniscope:&#039;&#039;&#039; +2&amp;quot; Move. Basic as shit again, but on a ship as slow as the Ironclad this is still respectable. &lt;br /&gt;
#&#039;&#039;&#039;Zonbarcorp &#039;Dealbreaker&#039; Battle Ram:&#039;&#039;&#039; Ogre charge. roll dices equal to charge roll, one enemy suffers MWs equal to each 4+. &amp;quot;I charge the Bloodthirster,&amp;quot; you say. Your opponent smiles. &#039;&#039;You fool,&#039;&#039; he whispers, &#039;&#039;melee is exactly where I want to be!&#039;&#039; You smile back, &amp;quot;I roll for charge, adding two for my Great Skyhook. That&#039;s a total of thirteen, now to roll for impact hits.&amp;quot; Your opponent isn&#039;t smiling any more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frigates Refittings:&#039;&#039;&#039; {{AOSKeyword|Arkanaut Frigate}} only&lt;br /&gt;
#&#039;&#039;&#039;Magnificent Omniscope:&#039;&#039;&#039; +2&amp;quot; Move. Still basic as shit, but a little nicer than on the Ironclad as this makes you superfast, rather than turning a mediocre speed into a good one.&lt;br /&gt;
#&#039;&#039;&#039;Prudency Chutes:&#039;&#039;&#039; Same as for the Ironclad. Still boring as shit and probably a waste. Just unload your troops before the ship dies, Admiral.&lt;br /&gt;
#&#039;&#039;&#039;Malefic Skymines:&#039;&#039;&#039; Once per battle, at start of combat phase, one unit that can Fly within 6&amp;quot; suffers D3 MW on roll of 2-3 or D6 on 4+. I sure hope you fight a lot of flyers that want to charge you! Otherwise this thing&#039;s totally worthless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunhauler Modifications:&#039;&#039;&#039; {{AOSKeyword|Grundstok Gunhaulers}} only&lt;br /&gt;
#&#039;&#039;&#039;Iggrind-Kaz Surge-injection Endrin Mk.IV:&#039;&#039;&#039; Add +d3&amp;quot; to its normal move, or +2d3&amp;quot; but suffers a MW on doubles. Quite good, honestly. Worth the risk of mortal wounds because of the easy access to healing that the Kharadron have. The question still stands as to whether &amp;quot;rolling doubles&amp;quot; means a normal D6 double (i.e. rolling say two 5&#039;s), or a D3 double (i.e. rolling a 5 and a 6 both count as a D3 value of 3, effectively doubling your chance of triggering the mortal wound). This needs to either be errata&#039;ed or addressed in a designer&#039;s commentary update.  &lt;br /&gt;
#&#039;&#039;&#039;Zonbarcorp &#039;Debtsettler&#039; Spar Torpedo:&#039;&#039;&#039; Once per game, after the first charge move, one enemy within 1&amp;quot; takes D6 MW on a 2+. Deal some mortals on the charge, plus your bombs for some fairly reliable mortal output. As far as once-per-game artifacts go, this is pretty good.&lt;br /&gt;
#&#039;&#039;&#039;Coalbeard&#039;s Collapsible Compartments:&#039;&#039;&#039; Gunhauler can Garrison 5 models. Better in smaller games to move heroes or get buffed by admirals, or deliver a 5 man Thunderer squad with all special weapon options (giving them +1 to hit) right onto some poor unsuspecting cluster of enemies. Or plop a beefed-up Admiral loaded down with Aether-Gold to spend inside for a nasty melee punch.&lt;br /&gt;
&lt;br /&gt;
=== The City-Ports ===&lt;br /&gt;
&lt;br /&gt;
Alternatively, a player with the {{AOSKeyword|KHARADRON OVERLORDS}} Allegiance can instead choose to represent one of the Six Major Sky-Ports. Each one has their own fixed interpretation of the code, however, the player is given access to:&lt;br /&gt;
&lt;br /&gt;
*A unique ability&lt;br /&gt;
*A unique command trait and artefact/endrinwork &#039;&#039;(now mandatory)&#039;&#039;&lt;br /&gt;
*The &#039;&#039;&#039;&amp;lt;Sky-Port&amp;gt;&#039;&#039;&#039; keyword &lt;br /&gt;
*some Ports unlock additional battleline units&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barak-Nar:&#039;&#039;&#039; &#039;&#039;Specializing in  unbinding, passing battleshock, generate CP, and spamming Thunderers&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artycle - Respect Your Commanders:&#039;&#039;&#039; re-roll battleshock test for Barak-Nar unit wholly within 12&amp;quot; of a Barak-Nar hero.&lt;br /&gt;
*&#039;&#039;&#039;Amendment - Trust Aethermatics, not Superstition:&#039;&#039;&#039; Each Barak-Nar hero can unbind +1 spells each turn.&lt;br /&gt;
*&#039;&#039;&#039;Footnote - Through Knowledge, Power:&#039;&#039;&#039; +1 unbinding roll for Barak-Nar Heros&lt;br /&gt;
*&#039;&#039;&#039;Ability: Scholars and Commanders:&#039;&#039;&#039; At the start of the battle, roll a dice for each friendly &#039;&#039;&#039;Barak-Nar Hero&#039;&#039;&#039; on the battlefield or garrisoned. For each 4+ you receive an additional command point.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Champion of Progress:&#039;&#039;&#039; (General must take) Do not take battleshock for friendly &#039;&#039;&#039;Barak-Nar&#039;&#039;&#039; units while they&#039;re wholly within 12&amp;quot; of this general.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power:&#039;&#039;&#039; &#039;&#039;&#039;Aethercharged Rune:&#039;&#039;&#039; Once per battle you can change either 1 hit roll for an attack made by the bearer or 1 save roll for an attack that targets the bearer to the roll of your choice.&lt;br /&gt;
*Barak-Nar unlocks Thunderers as battlelines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barak-Zilfin:&#039;&#039;&#039; &#039;&#039;A Skyvessel specialist port, with Speed, extra endrinwork, and destroying sky rivals&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artycle - Master Of The Skies:&#039;&#039;&#039; Re-roll hit rolls of 1 made by &#039;&#039;&#039;Skyvessel&#039;&#039;&#039; against flying units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Amendment - Don&#039;t Argue With The Wind:&#039;&#039;&#039; Running Barak-Zilfin units add +6&amp;quot; instead of rolling +d6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Footnote - There&#039;s Always a Breeze if you look for it:&#039;&#039;&#039; Once per battle during hero phase, one Barak-Zilfin unit can make a normal move (can run, retreat or Disengage).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability: Magnificent Skyvessels:&#039;&#039;&#039; You can choose 1 extra &#039;&#039;&#039;Skyvessel&#039;&#039;&#039; in your army to have a great endrinwork. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; &#039;&#039;&#039;Master Commander:&#039;&#039;&#039; &#039;&#039;(Arkanaut Admiral only and must take if the general is one)&#039;&#039; Each time you spend a command point to use a command ability on this general&#039;s warscroll, roll a dice. On a 5+, you receive 1 extra command point. Given your Admiral is going to be spending command points like they&#039;re on sale in this new book, the value of this Command Trait cannot be overstated. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power: Staff of Ocular Optimization:&#039;&#039;&#039; Pick 1 of the bearer&#039;s missile weapons. Add 1 to hit rolls for attacks made by that weapon.&lt;br /&gt;
&lt;br /&gt;
Barak-Zilfin unlocks Arkanaut Frigates as battleline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barak-Zon:&#039;&#039;&#039; &#039;&#039;Turn SKYFARERs into better fighters.  Makes Skywardens really good.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artycle - Honour is Everything:&#039;&#039;&#039; Barak-Zon heroes re-roll hits of 1 against Heroes and Monsters&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Amendment - Leave No Duardin Behind:&#039;&#039;&#039; +2 bravery to SKYFARER if wholly within 12&amp;quot; of Skyvessel&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Footnote - Show them your Steel:&#039;&#039;&#039; Once per battle, in the hero phase, one of your units that are garrisoned in a vessel can immediately disembark.  &amp;lt;i&amp;gt;However&amp;lt;/i&amp;gt; the disembark is only 3&amp;quot; and must be more than 9&amp;quot; from any enemy which rather badly limits its effectiveness.  Sure it has its uses - you can disembark an Aether-Khemist and still use their abilities, and most of your troops will get an extra 1&amp;quot; of movement that turn as they should be able  to move in their movement phase too - and if you are running them that turn, the extra movement may be considerable - but generally you won&#039;t get a huge amount of extra flexibility from this.&lt;br /&gt;
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*&#039;&#039;&#039;Ability: Deeds, Not Words:&#039;&#039;&#039; +1 to wound rolls if a SKYFARER and add +1 to hit for Skywardens during melee if they charged that turn. Gotta make sure that alpha strike hurts!&lt;br /&gt;
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*&#039;&#039;&#039;Command Trait: Bearer of the Ironstar:&#039;&#039;&#039; (General must take) first time general is slain, on a 2+, he is not, heals d3 wounds, and remaining allocated wounds are negated.&lt;br /&gt;
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*&#039;&#039;&#039;Artefact Of Power: Aethersped Hammer:&#039;&#039;&#039; One user melee weapon gains 2 attacks.&lt;br /&gt;
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&#039;&#039;&#039;Barak-Urbaz:&#039;&#039;&#039; &#039;&#039;They are swimming in Aethergold and you should be spending some every phase&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Artycle - Seek New Prospects:&#039;&#039;&#039; Barak-Urbaz units re-roll battleshock while wholly within enemy territory.&lt;br /&gt;
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*&#039;&#039;&#039;Amendment - Always Take What You Are Owed:&#039;&#039;&#039; At the start of the game, D3 Barak-Urbaz units gain +1 Aethergold.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Footnote - Where There&#039;s War, There&#039;s Gold:&#039;&#039;&#039; Once per battle, at end of combat, one SKYFARER unit that fought gains an Aethergold.&lt;br /&gt;
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*&#039;&#039;&#039;Ability: The Market City:&#039;&#039;&#039; Ignore the -1 bravery penalty for using Aethergold.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Khemist Supreme:&#039;&#039;&#039; (an Aether khemist General must take this) The general&#039;s Aetheric Augmentation effects two units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Great Endrinwork: Breath of Morgrim:&#039;&#039;&#039; During the shooting phase, pick an enemy unit and roll a dice for each model within 6&amp;quot; of this unit, inflict a MW for each 6.&lt;br /&gt;
&lt;br /&gt;
Barak-Urbaz unlocks Gunhauler as battleline.&lt;br /&gt;
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&#039;&#039;&#039;Barak-Mhornar:&#039;&#039;&#039; &#039;&#039;Blitzers, getting right into enemy faces to decimate them.&lt;br /&gt;
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*&#039;&#039;&#039;Artycle - Seek New Prospects:&#039;&#039;&#039; Barak-Mhornar units re-roll battleshock while wholly within enemy territory.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Amendment - Prosecute Wars With All Haste:&#039;&#039;&#039; During the first turn, Barak-Mhornar units can run &amp;amp; shoot&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Footnote - Who Strikes First, Strikes Hardest:&#039;&#039;&#039;Once per battle, a Barak-Mhornar unit can fight at the start of combat phase instead of normally.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability: Fearsome Raiders:&#039;&#039;&#039; -1 bravery for Enemy within 6” of a &#039;&#039;&#039;Barak-Mhornar&#039;&#039;&#039; unit. Awesome.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Opportunistic Privateers:&#039;&#039;&#039;  (General must take) the Skyvessel the general is in can redeploy anywhere (more than 9&amp;quot; from enemy units and more than 1&amp;quot; from objectives) before the first battle round but can&#039;t move or disembark that turn.  &lt;br /&gt;
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*&#039;&#039;&#039;Artefact of Power: Galeforce Stave:&#039;&#039;&#039; (Navigator only) At the start of enemy charge phase, halve charge roll for one unit within 12&amp;quot;.&lt;br /&gt;
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&#039;&#039;&#039;Barak-Thryng:&#039;&#039;&#039; &#039;&#039; The most Dawi port, having grudges, revenge killing, and having classic dwarf units + Magmadroths.&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Artycle - Chronicle of Grudges:&#039;&#039;&#039; pick up to 3 enemy units before the first battle round, Barak-Thryng re-roll hit rolls of 1 against the chosen units.&lt;br /&gt;
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*&#039;&#039;&#039;Amendment - Take Help Where You Can Get It:&#039;&#039;&#039; 1 in 4 units can be any DUARDIN unit, (become Barak-Thryng units, can&#039;t be general, don&#039;t count for battleline). Very flexible and are a lot of different DUARDIN units to pick. Remember that even though they don&#039;t get the Faction Allegiance, they&#039;re not counted as allies according to GW&#039;s official army builder.&lt;br /&gt;
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*&#039;&#039;&#039;Footnote - Honour The Gods, Just In Case:&#039;&#039;&#039; Once per battle, in any phase, hit rolls of 6 by 1 Barak-Thryng unit score 2 hits.&lt;br /&gt;
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*&#039;&#039;&#039;Ability: Incredibly Stubborn:&#039;&#039;&#039; Each slain SKYFARER model within 3&amp;quot; of an enemy can fight before being removed on 4+.&lt;br /&gt;
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*&#039;&#039;&#039;Command Trait: Supremely Stubborn:&#039;&#039;&#039; (General must take) Incredibly Stubborn triggers on 2+ instead of 4+&lt;br /&gt;
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*&#039;&#039;&#039;Artefact of Power: Grudgehammer:&#039;&#039;&#039; (Skyfarer only) +1 to hit for one melee weapon, and unmodified wounds rolls of 6 with that weapon against a Grudge target also inflict D3 MWs.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
The common keywords for these warscrolls are: &#039;&#039;&#039;ORDER&#039;&#039;&#039;, &#039;&#039;&#039;DUARDIN&#039;&#039;&#039;, and &#039;&#039;&#039;KHARADRON OVERLORDS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Brokk-Grungsson-en.pdf Brokk Grungsson]:&#039;&#039;&#039; (SKYFARER 225pts) 225 points of angry, overpowered dwarfen pain. Eight wounds, a 3+ save, three guns, and with a flying movement value of 12&amp;quot; he&#039;s much faster than most of your other heroes who can only footslog 4&amp;quot;. He can hit hard in melee - four attacks at -2 rend d3 damage, inflicting d3 MW on a 6 to-hit instead. His command ability lets all your nearby &#039;&#039;&#039;Barak Nar&#039;&#039;&#039; dudes reroll charges. Interesting to note is that while he&#039;s the Lord-Magnate of Barak-Nar, feel free to run him in whichever Skyport you like (you just won&#039;t get their port abilities for him).&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkanaut-Admiral-en.pdf Arkanaut Admiral]:&#039;&#039;&#039; (SKYFARER, MARINE 125pts) His melee weapon has good hit and wound rolls (with re-rolls of 1 against heroes or monsters), 3A, -2 rend, 2 Damage. His attacks are quite reliable. While he has a ridiculous four Command Abilities, only one of them can be used on foot, letting one &#039;&#039;&#039;Skyfarers&#039;&#039;&#039; unit re-roll a charge. The rest require him to hide in a Skyvessel to boost it (letting it run and shoot, re-rolling 1s to hit with the ship&#039;s guns, or letting the ship and anyone inside it add +1 to hit in combat). Putting him on an Ironclad is going to see that expensive ship punch even harder. Also useful is that he lets all friendly units within 12&amp;quot; ignore Battleshock, and those within 3&amp;quot; with at least 5 models &amp;lt;s&amp;gt;can&amp;lt;/s&amp;gt; must also be used as bodyguard fodder on a 5+.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Aetheric-Navigator-en.pdf Aetheric Navigator]:&#039;&#039;&#039; (SKYFARER, MARINE 95pts) He has the ability to cut the movement of one enemy flying unit within 36&amp;quot; into half, there is also a 1 in 6 chance they suffer D3 mortal wounds. He could be handy to mess with enemies like Nighthaunt, and big flying monsters will hate you. The Navigator is also a source of spell and endless spell unbinding without the use of a relic or Code amendment, and he allows Skyvessels to re-roll run or charge rolls if he didn&#039;t use his Aetherstorm ability. He also has access to a pretty good selection of artefacts, all of which make him much more useful than he was in the previous book. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Aether-Khemist-en.pdf Aether-Khemist]:&#039;&#039;&#039; (SKYFARER, MARINE 90pts) The main reason you take this guy letting a &#039;&#039;&#039;Skyfarers&#039;&#039;&#039; unit re-roll wound rolls of 1. The Khemist has a defensive ability too - in melee, enemy models within 3 inches of him suffer -1 to hit with any attacks. He&#039;d rather not be in melee though. Lastly, his shooting weapon is 3d6 attacks on average hit and wound, and -2 rend, a brutal anti-infantry weapon, and just all-around nasty to approach. Stick him in a Skyvessel with some Thunderers and laugh at your opponent&#039;s tears. (You can&#039;t use his abilities while on a skyvessel though)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Endrinmaster-with-Endrinharness-en.pdf Endrinmaster with Endrinharness]:&#039;&#039;&#039; (SKYFARER, MARINE 105pts) A foot engineer that can heal a Skyvessel for D3 wounds every hero phase, a nice addition to any Ironclad. Besides that he&#039;s a decent combat character with a respectable hammer that can deal 3 MWs if he rolls an unmodified 6 to hit and d3 Damage at -1 Rend otherwise. His command ability also lets a unit of Endrinriggers re-roll their chances to heal. Between his hammer and gaze of grungni, an Endrinmaster can put out up to 12 wounds with -1 rend a turn, not bad for 100 points.  &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Endrinmaster-with-Dirigible-Suit-en.pdf Endrinmaster with Dirigible Suit]:&#039;&#039;&#039; (SKYFARER 190pts) Now you have a stuntie on a man-sized hot air balloon. This gives the guy a straight upgrade, repair now heals a straight 3 wounds and has two new weapons (a rapid-fire weapons suite and a stronger Aethercannon), as well as a saw that&#039;s got a better rend than the hammer, but lacks the chance for MWs. What he gets instead is the ability to hitch a ride with any Skyvessel when they Fly High, making him way more mobile and thus more useful as a direct support HQ. Interesting potential quirk with getting Skyriggers as Battleline if he&#039;s your general: unlike virtually every other Pitched Battle Profile out there, this ability doesn&#039;t explicitly say it depends on having Kharadron Overlords allegiance. Though this might seem like an insignificant detail, if you are running either a Grand Alliance: Order or Lethisian Defenders army (from the Forbidden Power expansion) or Tempest&#039;s Eye (Cities of Sigmar), this Endrinmaster&#039;s ability gives you the rare option of having more choices for Battleline than the standard vanilla options. Again, not that this comes up very often, but I wouldn&#039;t be surprised if GW errata&#039;ed this in the future (fingers-crossed they don&#039;t though, because having more options is always nice). &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/aos-warscroll-thundriks-profiteers-en.pdf Bjorgen Thundrik]:&#039;&#039;&#039; (SKYFARER, MARINE 150pts) The Shadespire Warband but is legal for use in AoS too. You get Bjorgen and his unit of four Profiteers. Bjorgen is similar to a regular Khemist but his buff gives re-roll 1s to hit, not to wound. He has one extra attack with his melee weapon over a normal Khemist, but he&#039;s still not good in melee. More importantly, he is a named character, so he can&#039;t be given an artefact or command trait.&lt;br /&gt;
**His Profiteers are a unit of four: you get a motley crew of one (single wound) Thunderer with a buffed up aethershot rifle, one Skywarden with skypike, and two Arkanaut Company dudes one of whom has a volleygun. Given that a standard Aether-Khemist is 90pts, you&#039;re basically paying 50pts for this unit of four mismatched dudes. However, given the lack of +1 to hit in our book, their rule is one of the only way to have guns on 2+ to hit. 50 pts for 14 shots (6 on 2+) is not that bad.  They and Bjorgen do fit neatly in a Gunhauler with the collapsible compartments endrinwork if you want to have some fun with that (they are all marines so even the skywarden will fit inside).&lt;br /&gt;
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===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkanaut-Company-en.pdf Arkanaut Company]:&#039;&#039;&#039; (Battline; Skyfarer, Marine Min:10 Max:40 90pts) Always battleline no matter which skyport or who the general is. They&#039;re rather average in combat and human Bravery, but are a reasonably cheap option for holding objectives since they reroll battleshock and get +1 to hit if wholly within 9&amp;quot; of an objective (and not in a garrison). Their pistols are okay, although short-ranged, and you can also include one of each following heavy weapon per ten dwarfs - Skypike (2&amp;quot;/2/4+/4+/-1/D3), Light Skyhook (18&amp;quot;/1/4+/3+/-2/D3), and Aethermatic Volleygun (12&amp;quot;/6/5+/4+/-1/1).&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Grundstok-Thunderers-en.pdf Grundstok Thunderers]&#039;&#039;&#039;: (Conditional battleline: Barak-Nar Army; Skyfarer, Marine Min:5 Max:20 120pts) Unless going all rifles for the decent range, Thunderers rely on the synergy between the special weapons to do their damage at a 12&amp;quot; range - having at least one cannon, mortar and decksweeper gives those weapons +1 to hit.  The unit still puts out a respectable weight of fire, and if everything clicks they can shred pretty much anything that doesn&#039;t have a 3+ base save. Their defenses aren&#039;t amazing, with a 4+ armor save and 2 wounds apiece, but honestly, it doesn&#039;t matter because they&#039;re not supposed to be in combat, but if they do they gain +1 attack to their ranged weapons if they risk sticking it out and having Fumigators will help them survive.&lt;br /&gt;
** They are good candidates to have min unit armed with only Aethershot Rifle backfield or placed in skyships with mixed weapons to give them more firepower, as it will get them within 9&amp;quot; (but unit bonuses won&#039;t work when garrisoned).&lt;br /&gt;
*** Combine the -1 to being hit from the fumigators with the -1 that the Khemist provides and this guys will be durable enough in CC to make use of their 3&amp;quot; ability. It&#039;s something worth considering.&lt;br /&gt;
****This particular combo can be used to save other high-value units in your army.  Remember, they inflict -2 to hit on the opponent.  Ironclad too wounded to retreat? Have the thunderers and khemist hop out, and inflict that glorious -2 to hit on whatever is punching your boat.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Skywardens-en.pdf Skywardens]:&#039;&#039;&#039; (Conditional battleline: General is Endrinmaster with Dirigible Suit; Skyfarer, Min:3 Max:12 100pts) DUARDIN warriors with a balloon strapped to their backs. Are armed with Vulcaniser Pistol (better Arkanaut pistols with rending) and skypikes (2&amp;quot;/2/4+/3+/-1/D3d). Skypikes&#039; 2&amp;quot; range lets you fight in two ranks, so you can bunch up and present a narrower frontage to the enemy, maybe taking fewer attacks back from them. They can also be armed for shooting with 1 in 3 can get a Volley gun and 1 in 3 can get a Drill Launcher, Grapnel Launcher or Skyhook (all hits hard and either: have extra rend and could deal MW, prevents enemies from fleeing, or add +1 to charge rolls). Skywardens also inflict MW when they retreat or get charged by flyers.  Amusingly, it doesn&#039;t matter if you only have one left in the unit, their skymines will still roll to damage every enemy model in the unit.  Most importantly, like other Balloon DUARDIN, they can redeploy with a ship when it Flys High to get into charge range first turn (Skyhook will help with this of course). They may not be that survivable with 2W and 4+Sv but are good shock assaulters especially when they pop an Aethergold and they can potentially inflict a lot of damage with their 2 attacks that deal d3 damage. &lt;br /&gt;
**Skywardens are melee specialists, so loading them with ranged weapons may not be the most effective use of units with normally 2 attacks, though the mortal wounds they can cause may help discourage enemies.  &lt;br /&gt;
**take a unit of 6+, with Grapnel Launcher and Skyhook, charging and holding in melee is easier.&lt;br /&gt;
**Having one surviving Skywarden retreat from combat can potentially hit every close by enemy unit for D3 mortal wounds.  If you&#039;re reduced to one model in melee, it may be worth burning a command point or aether-gold to auto-pass battleshock just for this chance.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Endrinriggers-en.pdf Endrinriggers]:&#039;&#039;&#039; (Conditional battleline: General is Endrinmaster with Dirigible Suit; Skyfarer, Min:3 Max:12 100pts) They ensure that your boats stay up in one piece, and are armed well enough to discourage the enemy - each Endrinrigger has a 12&amp;quot; range 3 shot pistol, and [[Rip and Tear|Aethermatic Saws]] which, compared to the skypikes, are 1 attack but has better to-hit, wound, and -2 rend, making it easier to land those attacks and better statically better than skypikes when fighting 4+Sv. Endrinriggers would prefer to stay near boats and may range it out by taking the same 1 in 3 option as Skywardens. You may want to range things out and stay with the boat with a Rapid-fire Rivet Gun, Drill Launcher and Aethermatic Volley Gun. So broadly speaking, you have two good ways to run this unit: either kit them out for melee, keep the saws and maybe add a grapnel launcher for elite fighting, &amp;lt;i&amp;gt;or&amp;lt;/i&amp;gt; tool them up for shooting by giving one-third of them drill cannons, another third of them volleyguns. This will give you a very mobile unit with 24&amp;quot; range guns. Finally, as their main role, Endrinriggers have a chance for each model to repair a wound on a skyvessels if the unit is within 1&amp;quot; of the boat.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Grundstok-Gunhauler-en.pdf Grundstok Gunhauler]:&#039;&#039;&#039; (Conditional battleline: Barak-Urbaz Army; War Machine, Skyvessel, 130pts) A supporting corvette for your airfleet, has a good damage output and movement value and neither are affected by wounds taken, which is good because this thing can negate damage on any other non-Gunhauler Skyvessel within 3&amp;quot; on a roll of 6 (subsequently drawing the fire). It can be armed with either a Skycannon (a rapid fire or big accurate shot option) or a Drill cannon (36&amp;quot;/1/3+/3+/-3/D3d, and on a 5+ to hit will inflict 3 MW), both are equally good choices so just pick whichever you think your army needs most. Like all other SKYVESSEL, they have MW bombs thrown at an enemy that tries to tie it down, able to retreat from anything without fly and still shoot, and they can Fly High, redeploying anywhere 9&amp;quot; away from enemies.&lt;br /&gt;
** Most people lean towards the Skycannon for damage output, but the Drill cannon is very good at sniping big targets from far away. If you take 3 gunhaulers with the Drill cannon and the Grundstok Escort Wing Battalion (which you probably are already), you combo that together to give 3 shots from 36 inches away that have reroll 1s to hit an give 3 mortal wounds on unmodified 5s to HIT. This is amazing because it is not uncommon at all to pick out an enemy character with a -1 to hit them, but still get a couple 5s and outright kill them. Even if you don&#039;t get the 5s, you hit them and pretty reliably wound them on a 3+ with -3 rend. With the range on the guns, you can easily spread them out and hold back field objectives, and the battalion doesn&#039;t need the gunhaulers to be close to a hero or anything to get their reroll 1s. You just declare at the start of the turn and go nuts sniping support characters all game. As an added bonus, if you really need to nuke something, shoot these three guns into the target and then charge it with all three gunhaulers for their bomb racks. Odds are, you&#039;ll get close to 10 mortals if you&#039;re even a little lucky.&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
&lt;br /&gt;
A note on garrisons - the rules for garrisoned units are... lacking in detail, but consider the following.  According to the core rules, garrisoned models &amp;quot;can attack or be attacked, cast or unbind spells, and use abilities&amp;quot;.  Notably lacking from this description is if they can be affected by spells or abilities.  In particular, certain spells and abilities require you to check how many models in a unit are within a certain range, which is impossible to check with a garrison.  RAW therefore seems to indicate they cannot be the target of spells or abilities unless specifically stated - such as the admiral&#039;s Repel Boarders! command ability (although even that ability targets the skyvessel rather than the garrison).  Possibly to make up for this, several Kharadron abilities state they can&#039;t be used by a garrisoned unit.  &amp;lt;i&amp;gt;However&amp;lt;/i&amp;gt;, the FAQ&#039;s say that, unless stated otherwise, all ranges that would normally be measured to and from a model are instead measured to and from the vessel they are garrisoned in, and confirms that the Look Out Sir rule does apply (although note that is a rule, not an ability) - so does this mean that as long as part of the skyvessel is within range then every single garrisoned model also is within range?  This seems to be the way it plays at the moment, but it could definitely be clearer.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkanaut-Frigate-en.pdf Arkanaut Frigate]:&#039;&#039;&#039; (Conditional battleline: Barak-Zilfin Army, War Machine, Skyvessel, 220pts) The bulk of any Skyfleet, a basic transport, and gunboat. It can carry up to 15 Duardin, but going over 10 halves its movement, heal one wound each hero phase, and reroll run rolls. Armed with hull-mounted Aethershot Carbines (12&amp;quot;/4/3+/3+/-1/2D). And it can take a heavy weapon on its forecastle, you can choose between a Heavy Skycannon (have a horde killing and monster-slaying option), and Heavy Skyhook (same as Heavy Skycannon&#039;s monster-slaying shell except for shorter range, but also add +2 to charges, so your passengers can drive closer and hit them with their swords and then pull back to rapid-fire them).  With Sky High, it can relocate 9&amp;quot; from any enemy models and because Garrisoned units can shoot, you can let several contingents of Grundstok Thunderers devastate first turn with their 12+&amp;quot; weapons. Getting into close combat isn&#039;t as much of a death sentence as it has been before. It has six 4+/4+/-/1 attacks and it can generate D3 mortal wounds every close combat phase (so twice per round), and now has a shiny 4+ save. Sure, its not a close combat monster but this and the attacks from the crew inside should be enough to survive until your own movement phase, where you can just disengage and start blasting them!&lt;br /&gt;
**Note that the frigate and Ironclad can only disengage and fly high if they haven&#039;t taken too much damage.  An Endrinmaster or some Endrinriggers can offset this as they get to fix a skyvessel before it moves, and of course they get a built in heal of one wound a round nowadays too, but don&#039;t get cocky, kid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkanaut-Ironclad-en.pdf Arkanaut Ironclad]:&#039;&#039;&#039; (War Machine, Skyvessel, 480pts) [[Awesome|A flying Baneblade.]] This ship has everything: guns, armour, health, troop capacity, this ship makes the Adeptus Mechanicus shit themselves in envy. Carries up to 25 infantry in its hull, with 16+ models slowing it. Of all the clown cars the Kharadron have, this one is the slowest (only a 10-inch move, degrading with damage), but also the toughest and hardest hitting armed with Torpedoes, Carbines and one of three choices of hull-mounted turret: either the Great Sky Cannon, as above, the Great Skyhook, as above, and the Aethermatic Volley Cannon, essentially a [[Dakka|minigun Cannon]], with 4D6 shots hitting on 3s, wounding the same, and rend -1, a fantastic dakka option. The great skycannon also has its use. Unlike its smaller cousin on the frigate, the one on the Ironclad always hits for 6 damage. 30&amp;quot; range and -2 rend means you can threaten those squishy backfield wizards.  GW finally realized that something called &amp;quot;Ironclad&amp;quot; shouldn&#039;t die to a stiff breeze and gave it a 3+ save.&lt;br /&gt;
**This beefy motherfucker can party down with the baddest things the enemy can throw at them, and barely feel a scratch. Mangler Squigs, Slaughterbrutes, Gryphons, Manticores, the Ironclad will kick the shit out of all of them and hardly feel the tickle of their ineffective claws. Hardly any of this monster&#039;s combat capability is decreased by taking wounds, and it loses absolutely none of it&#039;s artillery firepower, meaning it can sit there firing all five hundred and ten points of guns at anything it damn well pleases until it&#039;s lost every wound.&lt;br /&gt;
**The Great Sky Cannon is probably the best overall option as it&#039;s the most versatile with two firing modes. The Single-Shot cannonball is useful for popping those tiny, shitty heroes that sit in the backline, and for pretty much everything else, the Grapeshot Mode will mow down opponents. It&#039;s notable that the Cannonball has a 30&amp;quot; range, and the grapeshot has 24&amp;quot;, so fire away from long distances without fear.&lt;br /&gt;
**The Great Skyhook does just as much damage as the Sky Cannon&#039;s Cannonballs, but has only a 24&amp;quot; range and adds two to charge rolls instead. Most ironclad probably don&#039;t care about charging into melee (having pretty mediocre melee attacks) but if you bring the &#039;&#039;&#039;Zonbarcorp &#039;Dealbreaker&#039; Battle Ram&#039;&#039;&#039;, you can live a truly hilarious meme. -For lolz add a few Endrinmasters for self-healing and mortal wound output and go demon hunting. Then make it even more cancerous by choosing Barak Thryng as your skyport, give one of your heroes onboard the Grudgehammer artifact, and then designate the big baddie in your opponent&#039;s army as your Grudge target.&lt;br /&gt;
***Another little thing in favour of a Skyhook since this thing can be garrisoned this can be an effective way to get a big squad into combat faster since they can fight from inside the Ironclad, thus turning two separate charge rolls into just one with +2 to charge. Something to consider.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and doodads are going to be likely added to the faction rules as default.&lt;br /&gt;
===Grand Armada===&lt;br /&gt;
&#039;&#039;&#039;(90pts, Min: 3090pts Max:)&#039;&#039;&#039; &#039;&#039;1 Arkanaut Admiral or Brokk, 1 Iron Sky Command, 1 Iron Sky Attack Squadron, and 1 Grundstok Escort Wing&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Constitutional Experts&amp;quot;, Keep your Admiral/Brokk Hero from this battalion on the battlefield you can re-use your footnotes once per battle.&lt;br /&gt;
&lt;br /&gt;
===Grundstok Escort Wing===&lt;br /&gt;
&#039;&#039;&#039;(120pts, Min: 810pts Max: 2780pts)&#039;&#039;&#039; &#039;&#039;2-3 Grundstock Gunhaulers; 1 Arkanaut Frigate or Ironclad; 1 Grundstock Thunderers, &amp;amp; 0-3 units of Skywardens.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Focused Fire&amp;quot;, at the start of your shooting phase choose an enemy unit.  Re-roll 1s to hit for this battalion against that unit when shooting this phase.&lt;br /&gt;
&lt;br /&gt;
===Iron Sky Command===&lt;br /&gt;
&#039;&#039;&#039;(110pts, Min: 1100pts, Max: 3100pts)&#039;&#039;&#039; &#039;&#039;0-1 Arkanaut Admiral or Brokk Grungsson; 1 Arkanaut Ironclad; 3 heroes in any combination (Aether-Khemist, Aetheric Navigator, and either Endrinmaster); 1 Arkanaut Company; 1-3 units of Endrinriggers&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Kharadron Overlords wholly within 18&amp;quot; of the Arkanaut Ironclad from this battalion does not take battleshock tests.&lt;br /&gt;
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===Iron Sky Attack Squadron===&lt;br /&gt;
&#039;&#039;&#039;(100pts, Min: 720pts, Max:)&#039;&#039;&#039; &#039;&#039;2+ Arkanaut Frigates &amp;amp; 1 Arkanaut Company for each frigate in the same battalion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an Arkanaut Company disembarks from a Frigate from the same battalion it can decide to leave before or after the vessel has moved. In addition, roll 3D6 instead of 2D6 when charging for Arkanaut companies that disembarked from Frigates of the same battalion in the movement phase during the same turn.&lt;br /&gt;
&lt;br /&gt;
*For what is worth this Battalion might be extremely important for a few reasons.&lt;br /&gt;
**1- Got frigates that are worthy vessels to take in for their point cost.&lt;br /&gt;
**2- Gives the Kharadron the much-needed flexibility of moving around and disembark wherever the winds take to profit from the maximum use of the boat speed + the capacity to: disembark and take objectives, allowing the short-range weaponry to be within range. And as of last resort, you can make quite some impressive charges that despite Arkanauts not being ideal shock troops, it hurts no one if that charge help finishes some unit off to allow your Arkanauts to capture points. (probably this is the main reason this battalion is really good).&lt;br /&gt;
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Intrepid prospectors: this battalion was removed in GHB 2020.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===General Tactics===&lt;br /&gt;
* The name of the game is mobility and objective taking.  With the ability to take an entire army that flys and flies high every turn, it is possible to be anywhere you want, whenever you want to be there.  Combined with some wargear and tactics that help to slow your opponent and the long(ish) range of some of the weapons in the army, you should be able to wear down your opponent and grab objectives when you need them most.  &lt;br /&gt;
* Learn to love your clown cars. You can stuff a surprising number of duardin in each vessel. Stuff 15 thunderers in an ironclad will give you at will deep striking and a wall of dakka to anything within range. Garrisoned units don&#039;t count toward holding objectives, but you can still land all over the board, open up the clown car, have the shooty soldiers pile out with the skyvessel between them and their enemies, and freely shoot through your own vessel because it&#039;s flying, while being nice and safe from charges, who will have to go through the tough skyvessel first, essentially a less shitty and unbalanced version of the [[Fish of Fury]]. (note: units cannot disembark after a ship has flown high unless otherwise stated by a faction ability or artifact; so counting those models toward an objective would be delayed a turn)- with the exception of Iron Sky Attack squadron.(see above)&lt;br /&gt;
**As a sub-note, bringing empty ships is an option, but even stuffing a single squad of min-size Arkanauts or Thunderers into a ship immediately improves the ship&#039;s overall performance, especially in melee. The ships have far better range than your foot soldiers, but enemies will be wary of approaching your ships too close or risk being unloaded on by pistols or Thunderer special weapons. No one wants to take Aethercannons to the face.&lt;br /&gt;
&lt;br /&gt;
===Barak Nar Tactics===&lt;br /&gt;
*All heroes may unbind spells, which they do with a +1. Once per game, all heroes may unbind an additional spell. Goodbye spell-casting; if I don&#039;t have any wizards, my opponent isn&#039;t gonna have any either!&lt;br /&gt;
*May also bring additional navigators, which is of dubious usefulness.&lt;br /&gt;
*Plenty of abilities that enhance your Battleshock tests, too. This makes Barak-Nar one of the better Skyports for never failing battleshock tests. [[Dakka|You&#039;re still probably better off blasting your opponent into quivering jelly before they even get a chance to force Battleshock tests on you.]]&lt;br /&gt;
* Best models for Barak Nar: Heroes of any type (They get to freely try to dispell, and they gain leadership-enhancing auras), and big blobs of Arkanaut Company.&lt;br /&gt;
&lt;br /&gt;
===Barak Zilfin Tactics===&lt;br /&gt;
*&#039;&#039;&#039;Aetherspheric Endrins&#039;&#039;&#039; has been replaced with &#039;&#039;&#039;Magnificent Skyvessels&#039;&#039;&#039; so there goes deep-striking a fully loaded-up Ironclad. Always take at least two Skyvessels and pimp them both, you are taking more than a single Skyvessel in a Kharadron Overlord list right?&lt;br /&gt;
*&#039;&#039;&#039;There&#039;s Always A Breeze If You Look For It&#039;&#039;&#039; then gives you the ability to move another Skyvessel up the field incredibly quickly to support your Deep Striking Skyvessel (Bringing a Gunhauler 24&amp;quot; up to support your badass Ironclad seems like a good plan all around). Alternatively, you can use this to get your important ship way the fuck out of danger, or into a better tactical position. Never underestimate the power of rocketing your Frigate across the board to somewhere your opponent thought they were safe. Models can also Disembark after TAABIYLFI normally, making it great for quick tactical jumps from which your Endrinriggers can hop out and fuck some shit up.&lt;br /&gt;
*Zilfin is the thinking man&#039;s Barak. None of Zilfin&#039;s powers directly increase your army&#039;s survivability, only their mobility, making Zilfin incredibly fast, to the point that most people won&#039;t expect it.&lt;br /&gt;
* Best models for Barak Zilfin: Any Skyship. All your powers revolve around them. Endriggers and either Endrinmaster are essential support.&lt;br /&gt;
&lt;br /&gt;
===Barak Zon Tactics===&lt;br /&gt;
*&#039;&#039;&#039;Show Them Your Steel:&#039;&#039;&#039; Once per battle, in your hero phase, one embarked SKYFARER can immediately disembark and attempt to charge as if it were the charge phase. Not sure why this rule even exists, really - why not just move first and then charge in the charge phase?&lt;br /&gt;
* Barak Zon&#039;s abilities all revolve around aggression. Their heroes get to reroll 1s when targeting &#039;&#039;&#039;Heroes&#039;&#039;&#039; or &#039;&#039;&#039;Monsters&#039;&#039;&#039;, you reroll 1s to wound after a charge, and you can take a magic item that gives you Always Strikes First.&lt;br /&gt;
* Best models for Barak Zon: Endrinriggers, Arkanaut Company with Skypikes, Arkanaut Admirals, and Endrinmasters.&lt;br /&gt;
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===Barak Urbaz Tactics===&lt;br /&gt;
&lt;br /&gt;
*Using &#039;&#039;&#039;Khemists Supreme&#039;&#039;&#039;, This lets your Khemists double up on their buffing, making them very useful in a gunline. Sit him next to 20 Arkanauts and 10 Grundstok Thunderers. Buff them both, and let the monster-killing shots fly while anything in range gets shredded. If you like Gunlines, this is the Barak for you, as even in the biggest armies you&#039;ll probably need no more than 1 or 2 Khemists to buff your best units.&lt;br /&gt;
&lt;br /&gt;
*You can also completely forgo the Khemist since his nerf and you wont be that bad off without him. One of the great thing about this city is that you don&#039;t have to use the master khemist command trait (wether you have a khemist or not, you only are forced to use it if your general is a khemist) and there&#039;s no forced artefact either, just an exclusive underwhelming great endrinwork). &lt;br /&gt;
&lt;br /&gt;
*Seemingly the generalist Barak, almost anything works well with extra no-drawback Aethergold.&lt;br /&gt;
&lt;br /&gt;
*Best models for Barak Urbaz: Aether Khemists, Thunderers, Arkanaut Company, Gunhaulers.&lt;br /&gt;
&lt;br /&gt;
===Barak Mhornar Tactics===&lt;br /&gt;
&lt;br /&gt;
*Make sure you&#039;re getting the most out of &#039;&#039;&#039;Opportunistic Privateers&#039;&#039;&#039;. In your &#039;&#039;&#039;shooting&#039;&#039;&#039; phase you select one enemy unit and any of your units who target that unit and are within 3&amp;quot; of your general can re-roll misses. This ability is amazing. It makes weapons that seem underwhelming such as Volley guns much more viable. For example, your Arkanaut Company targets a hero or Monster giving them +1 to hit (now on 4+) then re-rolling those misses with the command trait and suddenly your 18 shot -1 rend 1 damage are going to do some serious damage. This translates well to other units, of course, Skyships normally have weak to-hit rolls, but rerolling misses makes them more reliable, and Thunderers get much more reliable if you take the full weapon array or even just Rifles.&lt;br /&gt;
*Our Artycle &#039;&#039;&#039;Seek New Prospects&#039;&#039;&#039; allows you to re-roll battleshock tests while in your opponent&#039;s territory. This ability is very dependent on what you are facing. Against other ranged armies, this may be useful as you move up or if you need to secure an objective on the other side of the board. Most of the time, however, it will not be very useful. Luckily we are the only Barak with access to &#039;&#039;&#039;These are Just Guidelines&#039;&#039;&#039; allowing you to swap your Artycle in the hero phase. Some people are saying you must roll for it while others say you may pick so its a bit up in the air at the moment. Either way, it gives you the opportunity to potentially get something more useful. (Note: the 2020 Battletome changed the way Footnotes work).&lt;br /&gt;
*&#039;&#039;&#039;Prosecute at all haste&#039;&#039;&#039; allows your units to run and shoot in the first turn. Add in an Iron Sky Squadron battalion for +1 to the attacks of all missile weapons on the frigates. You now have 2 frigates with the firepower of 4 for a turn. Add in the command ability from your general and you have some reliable and dangerous shooting for a turn.&lt;br /&gt;
* Best models for Barak Mhornar: Aether Khemists further your Alpha Strike and Target Deletion style very well, letting you enhance your unit&#039;s weapons with both an extra attack and rerolling failures to hit against your target. Thunderers, Skyships, and Endrinriggers all get a ton out of this.&lt;br /&gt;
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===Barak Thryng Tactics===&lt;br /&gt;
* &#039;&#039;&#039;Settle Your Grudges&#039;&#039;&#039; lets you pick an enemy unit after everything&#039;s been set up, and for the rest of the game, you reroll 1s to hit against it! Hey look, we have a Grudge to settle with Nagash/Archaon/Alarielle/Celestant Prime/Morathi/That forty man blob of Tzaangors. Great for helping troubleshoot that one thing you know will be really obnoxious, but obviously makes you a little less flexible, and if the enemy knows you&#039;re going to bully that one target, they can simply hide it all game and deny you your power (whoever wrote that said it like it&#039;s a bad thing)&lt;br /&gt;
**Oh wait, you thought you could only pick ONE target for &#039;&#039;&#039;Settle Your Grudges&#039;&#039;&#039;? &#039;&#039;&#039;Log of Grudges&#039;&#039;&#039; lets you pick 3 GRUDGES INSTEAD! I&#039;m sure that one of those 60 zombies bite off the finger of my grand-grand-grandfather, while that freeguild general refuse to pay a bet after he loses at dices and that fucking cygor is looking mean at me! &lt;br /&gt;
*GYROCOPTERS! Always thought that those diabolic and insecure skyvessels make the ancestors grumbling? Go back into the skies with proofed and secure gyrobombers or gyrocopters. Quite perfect for kharadron armies, these little guys moves fast, shoot good and have a really terrifying possibility for deal a lot of mortal wounds. Grab 6 bombers for absolutely flat everything in your way, and finish the rest with frigates and heavy firepower. &lt;br /&gt;
• Fyreslayers are also useful. Especially with that deepsteike trick. Note that you need at least eight units to get a combo going which can suck in low level games (not quite true. You can still use Ally points to take the runesmith). All those melee tricks become heinous in the hands of teleporting Hearthguard.&lt;br /&gt;
* &#039;&#039;&#039;Honour The Gods, Just In Case&#039;&#039;&#039;: ... This is a little gem. Once for battle, in any phase, you can activate this footnote and for the rest of that phase every unmodified hit rolls of 6 deal two attacks instead of one. Really good for make your shooting phase even more shooty, but considering that you can bring some really good brawlers (like a warden king with a unit of hammers or ironbreakers, that deal 3 attacks each this way) can be useful to use it in the combat phase too, especially for the...&lt;br /&gt;
* &#039;&#039;&#039;supremely stubborn&#039;&#039;&#039;:  If a SKYFARER model dies, roll a dice. On a 4+ he can attack if he is at 3&amp;quot; from an enemy. This makes the footnot even more dangerous,  because you will attack again in the phase when you activate it, making your dwarfs dangerous even if dying. &lt;br /&gt;
* Lastly, you get the unique Artefact: &#039;&#039;&#039;Grudgehammer&#039;&#039;&#039;. This lets the hero it&#039;s equipped to add +1 to hit for one melee weapon, and unmodified wound rolls of 6 with that weapon that target a Grudge target also inflict D3 MWs. Pretty nice on an Admiral or an Endrinmaster, but probably a little weak on anyone else.&lt;br /&gt;
* Best models for Barak Thryng: Barak Thryng doesn&#039;t really specialize in any one thing, and is a decent all-arounder who&#039;s power isn&#039;t necessarily enhancing certain units. Play what you like with this one.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
*&#039;&#039;&#039;Cities of Sigmar:&#039;&#039;&#039; Tempest Eye allows Kharadron units to be part of their army, However we can only ally with units from the Dispossessed and Ironweld Arsenal. The Dispossessed has access to a very solid melee and the Runelord can help counter MORE magic. Meanwhile the Ironweld Arsenal provides cheaper artilery and flyers, as well as the occasional steam tank to help protect those gunlines. Battlemages can be good too, with their generic lore&#039;s spells for making your units faster/more durable or just deal mortals wounds.&lt;br /&gt;
*&#039;&#039;&#039;Stormcast Eternals:&#039;&#039;&#039; They have Spellcasting, elite melee troops, and can help fill in some gaps in your army. The Sacrosanct Chamber in particular has access to some powerful spellcasting and solid melee troops. Lord-Ordinators are worth considering since all of your skyvessles are Order War Machines. &lt;br /&gt;
*&#039;&#039;&#039;Fyreslayers:&#039;&#039;&#039; Not only can you get some good melee troops, but you can force your opponent to choose between the looming Ironclad or the massive Magmadroth coming straight at them.&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls.&lt;br /&gt;
&lt;br /&gt;
==Building an Army==&lt;br /&gt;
The 2020 Battletome gave these guys a much needed update that makes building an army much easier.&lt;br /&gt;
&lt;br /&gt;
Originally the Start Collecting box wasn’t an overly useful place to actually begin your own fleet, but now with the arrival of conditional battlelines for the various Skyports, this box now serves as a decent starting point for your army. You’ll most likely build an army around one of the aforementioned ports, but as a good rule of thumb, Arkanauts and Frigates will be your best friends and you can’t go wrong with having a couple of them in your fleet.&lt;br /&gt;
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{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:59C6:3652:4A4F:28F2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Kharadron_Overlords&amp;diff=35268</id>
		<title>Age of Sigmar/Tactics/Order/Kharadron Overlords</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Kharadron_Overlords&amp;diff=35268"/>
		<updated>2021-10-22T09:54:14Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:59C6:3652:4A4F:28F2: /* Why Play Kharadron Overlords? */&lt;/p&gt;
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&lt;div&gt;{{Age of Sigmar Faction|Faction=Kharadron Overlords|Logo=Kharadron-Overlords-Hero-1.jpg|Alliance=Order|Motto=Top hat, robotic monocle, curled mustache guns, and steam technology; the true essence of steampunk.}}&lt;br /&gt;
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Get ready to play some [[Dwarf Fortress]] in the sky! The [[Kharadron Overlords]] is one of the first truly new factions introduced to Age of Sigmar since the [[Stormcast Eternals]], and are also one of the most radically different from other AoS armies in play style, with a big focus on vehicles, guns, and tech.&lt;br /&gt;
&lt;br /&gt;
==Why Play Kharadron Overlords?==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROS:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Because you want to bring mad science and a [[dakka|&#039;&#039;lot&#039;&#039; of guns]] to the Age of Sigmar swords and sorcery fight.&lt;br /&gt;
*Because you want to laugh maniacally while you bomb melee armies to oblivion with an air navy, while the passengers fill the survivors with lead.&lt;br /&gt;
*Because you&#039;ve waited over 20 years for [[Squats]], and you&#039;re gonna take what you can get.&lt;br /&gt;
*Because you enjoyed the Iron Man films, but thought they&#039;d be better if Tony Stark was a 4-foot-tall sky-pirate.&lt;br /&gt;
*Because you loved Studio Ghibli films like &#039;&#039;Nausicaa of the Valley of the Wind&#039;&#039;, &#039;&#039;Porco Rosso&#039;&#039; and &#039;&#039;Castle in the Sky&#039;&#039;, and wanted to relive that sense of epic aeronautical adventure.&lt;br /&gt;
*Because you love your Imperial Guard, and want to play essentially the same thing in the Age of Sigmar. Only with [[awesome| flying]] [[baneblade|Baneblades.]]&lt;br /&gt;
*You Love to be the Strongest Shooting Faction. Your shooting is not only accurate, every single model in your army has some form of shooting attack, from your crummiest Arkanaut Company to your biggest, angriest ships, and almost all of it has rend -1 or better. In fact, Kharadron are one of the best anti-armor factions simply because almost every attack they care about has rend. Maggotkin, Ossiarch Bonereapers, Stormcast Eternals, and any other army that relies on their heavy armor to protect them will be very sad when your bullets just penetrate straight through.&lt;br /&gt;
*If you use your Fly High and Disengage abilities, you&#039;re fucking &#039;&#039;&#039;&#039;&#039;FAST&#039;&#039;&#039;&#039;&#039;. Any Skyvessel that&#039;s above roughly half health can just leave combat anytime and redeploy via deep strike, and then shoot. The Frigate and Gunhauler have a 12&amp;quot; move, and the mighty Ironclad has a respectable 10&amp;quot;. Your jump troops have move 12&amp;quot; as well, meaning that they can be where they need real damn fast. Get in an annoying fight with fast skirmishes hoping to tie you down while the real threats sprint up? Just leave combat while still shooting all your guns.&lt;br /&gt;
*You like having a near criminal number of aces up your sleeve to really screw with your opponent, in the form of a HUGE variety of gadgets, artifacts, command traits and one use items. Want a flying dwarf that has the potential to do continual MWs on a 2+ until you roll a 1? You got it with Phosphorite Bomblets!  Want a hammer that stacks massive amounts of bonuses against chosen targets? Take a Grudgehammer and give the finger to that pesky Bloodthirster!! Want to use any Endless Spell in the friggin game, with no restriction!?!? Say hello to the Spell in a Bottle!!!&lt;br /&gt;
*You like playing with Transports in Fantasy games, and they have gunports. Every ship that can transport troops is effectively Open-Topped, meaning that everyone inside gets a lovely day at the shooting range while they get scooted around the board. Even if the ship flies out of combat, both the ship and the people inside can still shoot no problem.&lt;br /&gt;
*Because (and this is the important one) they are [[awesome|&#039;&#039;&#039;steampunk power-armored sky pirate dwarfs&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CONS:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The average steam-dorf absolutely SUCKS in melee. Knives and gun butts don&#039;t cut it against daemons, giant monsters or supersoldiers in magic suits of armour.  A 4+ save, good as it is, won&#039;t save you if you get charged by Blood Warriors or Ironguts.&lt;br /&gt;
*Even with some of the best mobility options in AoS, you&#039;ll always be in danger against fast units or faster-than-average factions like Nighthaunt, Beastclaw Raiders, some Soulblight Gravelords lists, etc.  You can&#039;t run forever, and if you spend the game trying all you&#039;ll end up doing is giving the opponent the run of the board. Also, if you ever get in melee with flying enemies, you lose your ability to Disengage, but you can still Fly High, since only the Disengage rule checks to see if there were flying units around.&lt;br /&gt;
*Even if you have the best shoota, other armies&#039; ranged weapons can be really dangerous, especially if they have artillery with heavy rend. You&#039;ll see that battleship going down hard in no time. &lt;br /&gt;
*If you can&#039;t cheat on movement, you&#039;re actually somewhat slow. Any dwarf caught shuffling on foot has a piddly 4&amp;quot; move, and if your Skyvessels take damage they not only lose their ability to redeploy via deep strike, they also get reduced movement, and a ship that can&#039;t bail on a bad fight is a dead ship. &lt;br /&gt;
*No wizards for you, although you do have a lot of spell unbinding options, and with the introduction of the Sacrosanct Chambers, Stormcast allies can fill this hole. You&#039;ll still struggle to keep dangerous debuffs off your troops, and any Endless Spell that creates a LoS-blocking wall or grants cover will put a crimp in your perfect gunlines.&lt;br /&gt;
*Your mortal wound output is mediocre to poor. Few things put out mortals, and you can&#039;t really spam mortal wounds like heavy magic armies or the Stormcast can. That being said, your rend makes up for it most of the time, but when you&#039;re fighting Nighthaunt or that one dickhead who brings Neferata and makes a Terrorgheist immune to rend, you&#039;ll wish you had more reliable mortal wounds to pass out.&lt;br /&gt;
*Your defense against mortal wounds is nonexistent. There&#039;s maybe two things in the book that give any sort of protection against mortal wounds, and one&#039;s a situational buff granted by Gunhaulers, and the other&#039;s a middling artifact for Admirals, and they both grant 6+ feel no pains.&lt;br /&gt;
*Being this elite is a double edged sword. Every model has high quality armor, weapons, and abilities, but you&#039;re paying for that quality, and the only real exception is Arkanaut Company, who are still 10 points per model. Even at 2000 points, you&#039;re probably unlikely to break 50 models, and will have a very hard time challenging hordes for control points unless you just kill them all. Almost any game you play, you&#039;ll have a 2-to-1 ratio of enemies to skydorfs.&lt;br /&gt;
*While your shooting has the above benefits, there are plenty of clever ways to break Line Of Sight through endless and non-endless spells as well as your opponent using terrain effectively. Play smart and this may not be a problem for you.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Kharadron Overlords (2020)}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
An army that has {{AOSKeyword|KHARADRON OVERLORDS}} allegiance can use the following rule:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STICK TO THE CODE:&#039;&#039;&#039;&lt;br /&gt;
When you choose a Kharadron Overlords army that isn&#039;t a Sky Port (more on that in a bit) Can choose an Artycle, Amendment, and Footnote from the tables below, Alternatively you can roll a dice for each table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artycle:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Honour is Everything:&#039;&#039;&#039; You can re-roll hit rolls of 1 for attacks made by friendly {{AOSKeyword|Kharadron Overlord Heroes}} that target a {{AOSKeyword|Hero}} or a {{AOSKeyword|Monster}}.&lt;br /&gt;
#&#039;&#039;&#039;Master of the Skies:&#039;&#039;&#039; You can re-roll hit rolls of 1 for attacks made by friendly {{AOSKeyword|Skyvessels}} that target a unit that can fly. &lt;br /&gt;
#&#039;&#039;&#039;Settle The Grudges:&#039;&#039;&#039; After armies are set up but before the first battle round begins, pick 1 enemy unit. You can re-roll hit rolls of 1 for attacks made by friendly {{AOSKeyword|Kharadron Overlord}} units that target that unit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amendment:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Always Take What You Are Owed:&#039;&#039;&#039; Pick up to D3 different {{AOSKeyword|Kharadron Overlord}} units in your army. Each of those units starts the battle with 1 share of Aether-Gold in addition to any they normally receive.&lt;br /&gt;
#&#039;&#039;&#039;Prosecute Wars With All Haste:&#039;&#039;&#039; On your first turn, friendly {{AOSKeyword|Kharadron Overlord}} units can run and still shoot later in their turn. &lt;br /&gt;
#&#039;&#039;&#039;Trust To Your Guns:&#039;&#039;&#039; Add 1 to the Bravery characteristic of friendly {{AOSKeyword|Kharadron Overlord}} units while they are more than 3&amp;quot; away from enemy units. &lt;br /&gt;
&#039;&#039;&#039;Footnote:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;There&#039;s No Reward Without Risk:&#039;&#039;&#039; Once per battle, you can re-roll a charge roll for a friendly {{AOSKeyword|Kharadron Overlords}} unit. &lt;br /&gt;
#&#039;&#039;&#039;There&#039;s No Trading With Some People:&#039;&#039;&#039; Once per battle, a friendly {{AOSKeyword|Kharadron Overlords}} unit that have run and/or retreated in the same turn can still shoot and/or charge. &lt;br /&gt;
#&#039;&#039;&#039;Without Our Ships We Are Naught:&#039;&#039;&#039; Once per battle, you can heal up to D3 wounds allocated to a friendly {{AOSKeyword|Skyvessels}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AETHER-GOLD:&#039;&#039;&#039;&lt;br /&gt;
Each {{AOSKeyword|Kharadron Overlords Hero, Skyvessel}} and {{AOSKeyword|Kharadron Overlords}} unit with 10 or more models starts a battle with 1 share of Aether-Gold. &lt;br /&gt;
Once per phase, you can say that 1 unit from your army that has any shares of Aether-Gold will spend 1 of them. If you do so, subtract 1 from that unit&#039;s Bravery characteristic for the rest of the battle, but you can pick a Triumph it is eligible to use and immediately apply its effect.&lt;br /&gt;
*Alright this is where all gets tricky. The negative effect does affect greatly the capacity for the Kharadron in exchange for a situational benefit. It doesn´t mean its bad, its just handy for your units to have an extra punch or survivability.&lt;br /&gt;
*Mind when you choose any triumph to be applied immediately to consider the odds of such benefit vs the penalty for the bravery (&#039;&#039;or just play Barak-Urbaz and don&#039;t worry about that&#039;&#039;). On the good side, this army won&#039;t lack on the capacity to have things like: triumphs now give +1 to wound, battleshock immunity, or a single rerolled charge. Think of all situations where these might come handy and you´ll see how greatly improved the units will be for a short period of time.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
A {{AOSKeyword|KHARADRON OVERLORDS}} General in a {{AOSKeyword|KHARADRON OVERLORDS}} allegiance and has chosen to take the {{AOSKeyword|KHARADRON OVERLORDS}} abilities can choose one of the following command traits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Generic&amp;quot;&amp;gt;&lt;br /&gt;
All leaders (save for the Navigator) share the first three traits. Navigators have the first two.&lt;br /&gt;
#&#039;&#039;&#039;Wealthy:&#039;&#039;&#039; Gain 2 Aethergold instead of 1.&lt;br /&gt;
#&#039;&#039;&#039;Tough as Old Boots:&#039;&#039;&#039; +2 wounds&lt;br /&gt;
#&#039;&#039;&#039;[[Thorgrim Grudgebearer|Grudgebearer]]:&#039;&#039;&#039; Pick an enemy hero before the first round, and your General deals double damage against them.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lords of the Sky&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Arkanaut Admiral}} Only&lt;br /&gt;
#&#039;&#039;&#039;Cunning Fleetmaster:&#039;&#039;&#039; one Skyvessel can make a normal move, or a non-ironclad can Fly High before the first round. Lets ships claim objectives first turn, or bring your FLYING TRANSPORT into broadside range.&lt;br /&gt;
#&#039;&#039;&#039;War Wound:&#039;&#039;&#039; roll a dice each hero phase, 1s: -1 to his hit rolls until next hero phase, else gain a CP. Don&#039;t need to explain how Admirals like more CP.&lt;br /&gt;
#&#039;&#039;&#039;A Scholar and an Arkanaut:&#039;&#039;&#039; your army can take 2 footnotes instead of one.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Senior Endrineers&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Endrinmaster}} Only&lt;br /&gt;
#&#039;&#039;&#039;Grandmaster:&#039;&#039;&#039; General heals Skyvessels an extra +1W.&lt;br /&gt;
#&#039;&#039;&#039;Great Tinker:&#039;&#039;&#039; Endrinmaster&#039;s Gaze of Grungni now has 3 attacks. This can be combo&#039;d with Barak Zilfin&#039;s artefact that gives a +1 on the bearer&#039;s ranged weapon pretty interestingly, giving you 3 attacks that hit on 2+ and do D3 damage each.&lt;br /&gt;
#&#039;&#039;&#039;Endrinprofessor:&#039;&#039;&#039; Once in each of your hero phases, this general can use his warscroll command ability for free.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reader of the Guiding Winds&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Aetheric Navigator}} Only&lt;br /&gt;
#&#039;&#039;&#039;Stormcaller:&#039;&#039;&#039; you can reroll Aetherstorms, to help guarantee an enemy flyer gets slowed or fish for mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Ride the Wind:&#039;&#039;&#039; A Skyvessel with this general in its garrison gains +3&amp;quot; Move.&lt;br /&gt;
#&#039;&#039;&#039;Skeptic:&#039;&#039;&#039; +1 dispel/unbinding.&lt;br /&gt;
#&#039;&#039;&#039;Diviner:&#039;&#039;&#039; After both armies are set up, pick 1 terrain feature or objective. Kharadron units wholly within 12&amp;quot; of that terrain feature or objective don&#039;t take battleshock tests. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Alchemical Innovators&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Aether Khemist}} Only&lt;br /&gt;
#&#039;&#039;&#039;A Nose for Gold:&#039;&#039;&#039; Each hero phase, Aether Khemist gains Aethergold on 3+.&lt;br /&gt;
#&#039;&#039;&#039;Genius in the Making:&#039;&#039;&#039;  Aetheric Augmentation has a range of 18&amp;quot; instead of 12&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Collector:&#039;&#039;&#039;If this hero gets an artefact, you can give one to another hero as well.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Artefacts of Power===&lt;br /&gt;
One {{AOSKeyword|HERO}} in your army (+1 per battalion) can take a relic from the following tables:&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Perks of Rank&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Arkanaut Admiral}} only&lt;br /&gt;
#&#039;&#039;&#039;Masterwrought Armour:&#039;&#039;&#039; Ignore wounds and MW on 6+. Solid and good, even if the Admiral doesn&#039;t really have the sheer health pool to really notice this a lot.&lt;br /&gt;
#&#039;&#039;&#039;Hammer of Aetheric Might:&#039;&#039;&#039; One melee weapon deals an additional MW on an unmodified hit roll of 6. Your hammer doesn&#039;t have a ton of attacks, so it&#039;s unlikely to net you big returns, but melee is where your Admiral wants to be so sure.&lt;br /&gt;
#&#039;&#039;&#039;Gattlesson&#039;s Endless Repeater:&#039;&#039;&#039; +2 attacks to volley pistol. 5 Shots make you put out almost half as much firepower as a minimum squad of Thunderers, at half range! Kinda alright, but there are more impactful artefacts.&lt;br /&gt;
#&#039;&#039;&#039;Rune of Mark:&#039;&#039;&#039; Before first battle round, pick an enemy Hero. If they are slain the 3 closest Kharadron Overlords units gain one Aethergold share. Weird and surprisingly good. There&#039;s essentially no range requirements on this, meaning that you can pick an enemy hero hiding in a corner and if he dies, whatever three closest units, even if they&#039;re all the way on the other side, get the Aether-Gold. Do you like gold? Of course, you do, now shoot that Chaos Sorcerer to death.&lt;br /&gt;
#&#039;&#039;&#039;Flask of Vintage Amberwhisky:&#039;&#039;&#039; Once per game during the hero phase, Admiral can heal 2 wounds or gamble with d6 wounds. Big healing potion, either take the safe 2 heal or risk a big ass full heal. You&#039;ll be unlikely to live at 1 health, but if you roll that 6 you&#039;re probably safe for the rest of the game.&lt;br /&gt;
#&#039;&#039;&#039;Proclamator Mask-Hailer:&#039;&#039;&#039; Once per round, Admiral can use one CA without using a CP. This one&#039;s fantastic, as the Admiral&#039;s got 4 different command abilities and wants to use them all. The Kharadron aren&#039;t really that command-ability centric, but this makes their biggest command point sink (the Admiral&#039;s wide array of CA&#039;s) much more efficient.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Aethermatic Instruments&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Aetheric Navigator}} only&lt;br /&gt;
#&#039;&#039;&#039;Cyclonic Aethometer:&#039;&#039;&#039; +1 to Aetherstorm rolls. Piss off every flyer your opponent brings by being 83% reliable on the slowing effect, and 33% reliable on the damage. Still reliant on the opponent bringing flyers in the first place, but if they are, you&#039;ll punish the shit out of them for it.&lt;br /&gt;
#&#039;&#039;&#039;Svaregg-Stein Illuminator Flarepistol:&#039;&#039;&#039; The first time the bearer&#039;s Pistol hit something, re-roll all hit rolls for Kharadron Overlords against that unit for rest of phase. Note that this is the first time this weapon hits ANYTHING EVER, meaning that you can&#039;t hold on to it for later while still firing that dinky ranging pistol. Save your markerlight for the perfect moment.&lt;br /&gt;
#&#039;&#039;&#039;Voidstone Orb:&#039;&#039;&#039; Once per battle, can auto-unbind/dispel using Aethersight. Hey, the Dispel Magic scroll from Warhammer Fantasy battles escaped into the Age of Sigmar! &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ingenious Gadgets&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Endrinmaster}} only&lt;br /&gt;
&#039;&#039;&#039;Endrinmaster with Endrinharness:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Cogmonculus:&#039;&#039;&#039; Once per &amp;lt;s&amp;gt;turn&amp;lt;/s&amp;gt;&amp;lt;i&amp;gt;phase&amp;lt;/i&amp;gt;, you can re-roll a single hit, wound, or save roll for the bearer. The Footslogging E-Master gets Master-Crafted everything. You like re-rolls? You get tons of them. Make &#039;em count!&lt;br /&gt;
#&#039;&#039;&#039;Aetherquarz Monolens:&#039;&#039;&#039; Increase range of Gaze of Grungni to 18&amp;quot;. Turn that lovely short-ranged shot into a long-range one! This lets an E-Master shoot out of a ship from long distance, as he&#039;s unlikely to have the range on anything he&#039;s not in melee with already without this artifact.&lt;br /&gt;
#&#039;&#039;&#039;Seismic Shock-gauntlets:&#039;&#039;&#039; After charging, one enemy takes D3 MW on a 2+. Cool, deal some mortals during a boarding action. Make that Frigate with 10 Arkanaut Company and your E-Master actually a threat!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endrinmaster with Dirigible Suit:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Aether-injection Booster:&#039;&#039;&#039; When retreating, the user has the Disengage and Fly High ability. &lt;br /&gt;
#&#039;&#039;&#039;Phosphorite Bomblets:&#039;&#039;&#039; once per battle in the shooting phase, pick an enemy unit within 6&amp;quot; and roll a dice, on a 2+ inflict a mortal wound and roll again, stop when you roll a 1 or target unit is destroyed. &lt;br /&gt;
#&#039;&#039;&#039;Miniaturised Aethermatic Repulsion Field:&#039;&#039;&#039; ignore the effects of spells/endless spells on 3+. The E-Master in balloonsuit is expensive as hell, and burning to death under a torrent of arcane flame or shriveling under the weight of a vicious curse isn&#039;t a great way to die. Ensure he lives with this handy powerup.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Aether-Gold Inventions&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Aether-Khemist}} only&lt;br /&gt;
#&#039;&#039;&#039;Emergency Ventplates:&#039;&#039;&#039; Once per battle, during the enemy shooting phase, all friendly units wholly within 6&amp;quot; are -1 to hit. Note that you can use this while in a garrison, so if the opponent&#039;s bringing great firepower too you can protect the ship you&#039;re on.&lt;br /&gt;
#&#039;&#039;&#039;Caustic Anatomiser:&#039;&#039;&#039; Once per battle, each the start of combat, each enemy model within 6&amp;quot; suffers an MW on a 5+. Like the Ventplates, nothing says you can&#039;t use this while garrisoned, so fart out that caustic cloud from the frigate&#039;s giant base size when you&#039;re charged by a big horde of infantry and cut their numbers down a bit.&lt;br /&gt;
#&#039;&#039;&#039;Spell in a Bottle:&#039;&#039;&#039; You can take an Endless Spell from any faction that can’t be unbound (but can still be dispelled in a subsequent turn) and can only be used once per battle. You still need to pay the point cost for the spell but for all the utility this can provide, it is very much worth your time. The endless spell ignores any of its normal casting restrictions, so feel free to pick the Stormcast Everblaze Comet, Skaven Warp Lightning Vortex, etc. (how you throw a bottle on the ground and a comet appear 5 kilometers away is everyone&#039;s guess). If you use it to cast Burning Sigil of Tzeentch, you can hypothetically end up with a Chaos Spawn of Tzeentch in your army. Not sure why you&#039;d do that, but it&#039;s probably just as planned.   Try using one of the Ossiarch Bonereaper spells in this thing.  As the soul-linked ability is part of the spell&#039;s warscroll (unlike, say, the bound endless spells the Serapohon can use), no-one can move the spell but you.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Great Endrinworks===&lt;br /&gt;
One {{AOSKeyword|Skyvessel}} (+1 per Battalion) in your army can be equipped with the following endrinwork:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ironclad Major Installations:&#039;&#039;&#039; {{AOSKeyword|Arkanaut Ironclad}} only&lt;br /&gt;
#&#039;&#039;&#039;The Last Word:&#039;&#039;&#039; When enemy ends charge within 3&amp;quot;, it can shoot its main gun at it. This is so fucking good. The main guns on the Ironclad are already its best weapon and letting them shoot for free before the charging unit gets to actually fight makes them seriously scary to approach.&lt;br /&gt;
#&#039;&#039;&#039;Hegssons Solutions &#039;Old Reliable&#039; Hullplates:&#039;&#039;&#039; +2 Wounds. Basic as shit, but making a supertough and easily healable ship have even more health is always good. Plus, nothing crushes the enemy&#039;s spirit like 20 wounds on a 3+ save backed up an Endrinmaster or two. &lt;br /&gt;
#&#039;&#039;&#039;Ebullient Buoyancy Aid:&#039;&#039;&#039; Ignore Garrison Limits for using Fly High or disengage. Become King of the Clown Cars! Hold truly impressive numbers of Bioshock dwarves and huck them into the meat grinder of war even faster! You probably don&#039;t want to have &#039;&#039;this&#039;&#039; many eggs in one ship-shaped basket, but if alpha strikes and the idea of redeploying 800+ points around the battlefield at will sounds fun, go for it. Note: this does not undo the halving of the Ironclad&#039;s movement characteristic, so being over-encumbered (currently) still reduces movement. Might also need errata addressing why disengaging was even brought up in the text, because there&#039;s nothing in the Flying Transport or Disengage rules that would seem to indicate that you can&#039;t disengage if over-encumbered. &lt;br /&gt;
#&#039;&#039;&#039;Prudency Chutes:&#039;&#039;&#039; If destroyed, you don&#039;t need to roll to see if the passengers die. Impossibly boring, and probably a waste of a Great Endrinwork. Bringing items that only affect minor things when you die is usually not great. Instead, bring something that makes the ship tougher or more dangerous!&lt;br /&gt;
#*Alternative take - sometimes it&#039;s hard to foresee bad stuff happening, and as each model is rolled for individually when a vessel is destroyed, this could potentially save a character or a unit&#039;s special weapon from an ignominious death.  &lt;br /&gt;
#&#039;&#039;&#039;Magnificent Omniscope:&#039;&#039;&#039; +2&amp;quot; Move. Basic as shit again, but on a ship as slow as the Ironclad this is still respectable. &lt;br /&gt;
#&#039;&#039;&#039;Zonbarcorp &#039;Dealbreaker&#039; Battle Ram:&#039;&#039;&#039; Ogre charge. roll dices equal to charge roll, one enemy suffers MWs equal to each 4+. &amp;quot;I charge the Bloodthirster,&amp;quot; you say. Your opponent smiles. &#039;&#039;You fool,&#039;&#039; he whispers, &#039;&#039;melee is exactly where I want to be!&#039;&#039; You smile back, &amp;quot;I roll for charge, adding two for my Great Skyhook. That&#039;s a total of thirteen, now to roll for impact hits.&amp;quot; Your opponent isn&#039;t smiling any more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frigates Refittings:&#039;&#039;&#039; {{AOSKeyword|Arkanaut Frigate}} only&lt;br /&gt;
#&#039;&#039;&#039;Magnificent Omniscope:&#039;&#039;&#039; +2&amp;quot; Move. Still basic as shit, but a little nicer than on the Ironclad as this makes you superfast, rather than turning a mediocre speed into a good one.&lt;br /&gt;
#&#039;&#039;&#039;Prudency Chutes:&#039;&#039;&#039; Same as for the Ironclad. Still boring as shit and probably a waste. Just unload your troops before the ship dies, Admiral.&lt;br /&gt;
#&#039;&#039;&#039;Malefic Skymines:&#039;&#039;&#039; Once per battle, at start of combat phase, one unit that can Fly within 6&amp;quot; suffers D3 MW on roll of 2-3 or D6 on 4+. I sure hope you fight a lot of flyers that want to charge you! Otherwise this thing&#039;s totally worthless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunhauler Modifications:&#039;&#039;&#039; {{AOSKeyword|Grundstok Gunhaulers}} only&lt;br /&gt;
#&#039;&#039;&#039;Iggrind-Kaz Surge-injection Endrin Mk.IV:&#039;&#039;&#039; Add +d3&amp;quot; to its normal move, or +2d3&amp;quot; but suffers a MW on doubles. Quite good, honestly. Worth the risk of mortal wounds because of the easy access to healing that the Kharadron have. The question still stands as to whether &amp;quot;rolling doubles&amp;quot; means a normal D6 double (i.e. rolling say two 5&#039;s), or a D3 double (i.e. rolling a 5 and a 6 both count as a D3 value of 3, effectively doubling your chance of triggering the mortal wound). This needs to either be errata&#039;ed or addressed in a designer&#039;s commentary update.  &lt;br /&gt;
#&#039;&#039;&#039;Zonbarcorp &#039;Debtsettler&#039; Spar Torpedo:&#039;&#039;&#039; Once per game, after the first charge move, one enemy within 1&amp;quot; takes D6 MW on a 2+. Deal some mortals on the charge, plus your bombs for some fairly reliable mortal output. As far as once-per-game artifacts go, this is pretty good.&lt;br /&gt;
#&#039;&#039;&#039;Coalbeard&#039;s Collapsible Compartments:&#039;&#039;&#039; Gunhauler can Garrison 5 models. Better in smaller games to move heroes or get buffed by admirals, or deliver a 5 man Thunderer squad with all special weapon options (giving them +1 to hit) right onto some poor unsuspecting cluster of enemies. Or plop a beefed-up Admiral loaded down with Aether-Gold to spend inside for a nasty melee punch.&lt;br /&gt;
&lt;br /&gt;
=== The City-Ports ===&lt;br /&gt;
&lt;br /&gt;
Alternatively, a player with the {{AOSKeyword|KHARADRON OVERLORDS}} Allegiance can instead choose to represent one of the Six Major Sky-Ports. Each one has their own fixed interpretation of the code, however, the player is given access to:&lt;br /&gt;
&lt;br /&gt;
*A unique ability&lt;br /&gt;
*A unique command trait and artefact/endrinwork &#039;&#039;(now mandatory)&#039;&#039;&lt;br /&gt;
*The &#039;&#039;&#039;&amp;lt;Sky-Port&amp;gt;&#039;&#039;&#039; keyword &lt;br /&gt;
*some Ports unlock additional battleline units&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barak-Nar:&#039;&#039;&#039; &#039;&#039;Specializing in  unbinding, passing battleshock, generate CP, and spamming Thunderers&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artycle - Respect Your Commanders:&#039;&#039;&#039; re-roll battleshock test for Barak-Nar unit wholly within 12&amp;quot; of a Barak-Nar hero.&lt;br /&gt;
*&#039;&#039;&#039;Amendment - Trust Aethermatics, not Superstition:&#039;&#039;&#039; Each Barak-Nar hero can unbind +1 spells each turn.&lt;br /&gt;
*&#039;&#039;&#039;Footnote - Through Knowledge, Power:&#039;&#039;&#039; +1 unbinding roll for Barak-Nar Heros&lt;br /&gt;
*&#039;&#039;&#039;Ability: Scholars and Commanders:&#039;&#039;&#039; At the start of the battle, roll a dice for each friendly &#039;&#039;&#039;Barak-Nar Hero&#039;&#039;&#039; on the battlefield or garrisoned. For each 4+ you receive an additional command point.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Champion of Progress:&#039;&#039;&#039; (General must take) Do not take battleshock for friendly &#039;&#039;&#039;Barak-Nar&#039;&#039;&#039; units while they&#039;re wholly within 12&amp;quot; of this general.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power:&#039;&#039;&#039; &#039;&#039;&#039;Aethercharged Rune:&#039;&#039;&#039; Once per battle you can change either 1 hit roll for an attack made by the bearer or 1 save roll for an attack that targets the bearer to the roll of your choice.&lt;br /&gt;
*Barak-Nar unlocks Thunderers as battlelines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barak-Zilfin:&#039;&#039;&#039; &#039;&#039;A Skyvessel specialist port, with Speed, extra endrinwork, and destroying sky rivals&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artycle - Master Of The Skies:&#039;&#039;&#039; Re-roll hit rolls of 1 made by &#039;&#039;&#039;Skyvessel&#039;&#039;&#039; against flying units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Amendment - Don&#039;t Argue With The Wind:&#039;&#039;&#039; Running Barak-Zilfin units add +6&amp;quot; instead of rolling +d6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Footnote - There&#039;s Always a Breeze if you look for it:&#039;&#039;&#039; Once per battle during hero phase, one Barak-Zilfin unit can make a normal move (can run, retreat or Disengage).&lt;br /&gt;
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*&#039;&#039;&#039;Ability: Magnificent Skyvessels:&#039;&#039;&#039; You can choose 1 extra &#039;&#039;&#039;Skyvessel&#039;&#039;&#039; in your army to have a great endrinwork. &lt;br /&gt;
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*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; &#039;&#039;&#039;Master Commander:&#039;&#039;&#039; &#039;&#039;(Arkanaut Admiral only and must take if the general is one)&#039;&#039; Each time you spend a command point to use a command ability on this general&#039;s warscroll, roll a dice. On a 5+, you receive 1 extra command point. Given your Admiral is going to be spending command points like they&#039;re on sale in this new book, the value of this Command Trait cannot be overstated. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power: Staff of Ocular Optimization:&#039;&#039;&#039; Pick 1 of the bearer&#039;s missile weapons. Add 1 to hit rolls for attacks made by that weapon.&lt;br /&gt;
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Barak-Zilfin unlocks Arkanaut Frigates as battleline.&lt;br /&gt;
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&#039;&#039;&#039;Barak-Zon:&#039;&#039;&#039; &#039;&#039;Turn SKYFARERs into better fighters.  Makes Skywardens really good.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artycle - Honour is Everything:&#039;&#039;&#039; Barak-Zon heroes re-roll hits of 1 against Heroes and Monsters&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Amendment - Leave No Duardin Behind:&#039;&#039;&#039; +2 bravery to SKYFARER if wholly within 12&amp;quot; of Skyvessel&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Footnote - Show them your Steel:&#039;&#039;&#039; Once per battle, in the hero phase, one of your units that are garrisoned in a vessel can immediately disembark.  &amp;lt;i&amp;gt;However&amp;lt;/i&amp;gt; the disembark is only 3&amp;quot; and must be more than 9&amp;quot; from any enemy which rather badly limits its effectiveness.  Sure it has its uses - you can disembark an Aether-Khemist and still use their abilities, and most of your troops will get an extra 1&amp;quot; of movement that turn as they should be able  to move in their movement phase too - and if you are running them that turn, the extra movement may be considerable - but generally you won&#039;t get a huge amount of extra flexibility from this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability: Deeds, Not Words:&#039;&#039;&#039; +1 to wound rolls if a SKYFARER and add +1 to hit for Skywardens during melee if they charged that turn. Gotta make sure that alpha strike hurts!&lt;br /&gt;
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*&#039;&#039;&#039;Command Trait: Bearer of the Ironstar:&#039;&#039;&#039; (General must take) first time general is slain, on a 2+, he is not, heals d3 wounds, and remaining allocated wounds are negated.&lt;br /&gt;
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*&#039;&#039;&#039;Artefact Of Power: Aethersped Hammer:&#039;&#039;&#039; One user melee weapon gains 2 attacks.&lt;br /&gt;
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&#039;&#039;&#039;Barak-Urbaz:&#039;&#039;&#039; &#039;&#039;They are swimming in Aethergold and you should be spending some every phase&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artycle - Seek New Prospects:&#039;&#039;&#039; Barak-Urbaz units re-roll battleshock while wholly within enemy territory.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Amendment - Always Take What You Are Owed:&#039;&#039;&#039; At the start of the game, D3 Barak-Urbaz units gain +1 Aethergold.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Footnote - Where There&#039;s War, There&#039;s Gold:&#039;&#039;&#039; Once per battle, at end of combat, one SKYFARER unit that fought gains an Aethergold.&lt;br /&gt;
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*&#039;&#039;&#039;Ability: The Market City:&#039;&#039;&#039; Ignore the -1 bravery penalty for using Aethergold.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Khemist Supreme:&#039;&#039;&#039; (an Aether khemist General must take this) The general&#039;s Aetheric Augmentation effects two units.&lt;br /&gt;
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*&#039;&#039;&#039;Great Endrinwork: Breath of Morgrim:&#039;&#039;&#039; During the shooting phase, pick an enemy unit and roll a dice for each model within 6&amp;quot; of this unit, inflict a MW for each 6.&lt;br /&gt;
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Barak-Urbaz unlocks Gunhauler as battleline.&lt;br /&gt;
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&#039;&#039;&#039;Barak-Mhornar:&#039;&#039;&#039; &#039;&#039;Blitzers, getting right into enemy faces to decimate them.&lt;br /&gt;
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*&#039;&#039;&#039;Artycle - Seek New Prospects:&#039;&#039;&#039; Barak-Mhornar units re-roll battleshock while wholly within enemy territory.&lt;br /&gt;
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*&#039;&#039;&#039;Amendment - Prosecute Wars With All Haste:&#039;&#039;&#039; During the first turn, Barak-Mhornar units can run &amp;amp; shoot&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Footnote - Who Strikes First, Strikes Hardest:&#039;&#039;&#039;Once per battle, a Barak-Mhornar unit can fight at the start of combat phase instead of normally.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability: Fearsome Raiders:&#039;&#039;&#039; -1 bravery for Enemy within 6” of a &#039;&#039;&#039;Barak-Mhornar&#039;&#039;&#039; unit. Awesome.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Opportunistic Privateers:&#039;&#039;&#039;  (General must take) the Skyvessel the general is in can redeploy anywhere (more than 9&amp;quot; from enemy units and more than 1&amp;quot; from objectives) before the first battle round but can&#039;t move or disembark that turn.  &lt;br /&gt;
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*&#039;&#039;&#039;Artefact of Power: Galeforce Stave:&#039;&#039;&#039; (Navigator only) At the start of enemy charge phase, halve charge roll for one unit within 12&amp;quot;.&lt;br /&gt;
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&#039;&#039;&#039;Barak-Thryng:&#039;&#039;&#039; &#039;&#039; The most Dawi port, having grudges, revenge killing, and having classic dwarf units + Magmadroths.&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Artycle - Chronicle of Grudges:&#039;&#039;&#039; pick up to 3 enemy units before the first battle round, Barak-Thryng re-roll hit rolls of 1 against the chosen units.&lt;br /&gt;
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*&#039;&#039;&#039;Amendment - Take Help Where You Can Get It:&#039;&#039;&#039; 1 in 4 units can be any DUARDIN unit, (become Barak-Thryng units, can&#039;t be general, don&#039;t count for battleline). Very flexible and are a lot of different DUARDIN units to pick. Remember that even though they don&#039;t get the Faction Allegiance, they&#039;re not counted as allies according to GW&#039;s official army builder.&lt;br /&gt;
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*&#039;&#039;&#039;Footnote - Honour The Gods, Just In Case:&#039;&#039;&#039; Once per battle, in any phase, hit rolls of 6 by 1 Barak-Thryng unit score 2 hits.&lt;br /&gt;
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*&#039;&#039;&#039;Ability: Incredibly Stubborn:&#039;&#039;&#039; Each slain SKYFARER model within 3&amp;quot; of an enemy can fight before being removed on 4+.&lt;br /&gt;
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*&#039;&#039;&#039;Command Trait: Supremely Stubborn:&#039;&#039;&#039; (General must take) Incredibly Stubborn triggers on 2+ instead of 4+&lt;br /&gt;
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*&#039;&#039;&#039;Artefact of Power: Grudgehammer:&#039;&#039;&#039; (Skyfarer only) +1 to hit for one melee weapon, and unmodified wounds rolls of 6 with that weapon against a Grudge target also inflict D3 MWs.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
The common keywords for these warscrolls are: &#039;&#039;&#039;ORDER&#039;&#039;&#039;, &#039;&#039;&#039;DUARDIN&#039;&#039;&#039;, and &#039;&#039;&#039;KHARADRON OVERLORDS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Brokk-Grungsson-en.pdf Brokk Grungsson]:&#039;&#039;&#039; (SKYFARER 225pts) 225 points of angry, overpowered dwarfen pain. Eight wounds, a 3+ save, three guns, and with a flying movement value of 12&amp;quot; he&#039;s much faster than most of your other heroes who can only footslog 4&amp;quot;. He can hit hard in melee - four attacks at -2 rend d3 damage, inflicting d3 MW on a 6 to-hit instead. His command ability lets all your nearby &#039;&#039;&#039;Barak Nar&#039;&#039;&#039; dudes reroll charges. Interesting to note is that while he&#039;s the Lord-Magnate of Barak-Nar, feel free to run him in whichever Skyport you like (you just won&#039;t get their port abilities for him).&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkanaut-Admiral-en.pdf Arkanaut Admiral]:&#039;&#039;&#039; (SKYFARER, MARINE 125pts) His melee weapon has good hit and wound rolls (with re-rolls of 1 against heroes or monsters), 3A, -2 rend, 2 Damage. His attacks are quite reliable. While he has a ridiculous four Command Abilities, only one of them can be used on foot, letting one &#039;&#039;&#039;Skyfarers&#039;&#039;&#039; unit re-roll a charge. The rest require him to hide in a Skyvessel to boost it (letting it run and shoot, re-rolling 1s to hit with the ship&#039;s guns, or letting the ship and anyone inside it add +1 to hit in combat). Putting him on an Ironclad is going to see that expensive ship punch even harder. Also useful is that he lets all friendly units within 12&amp;quot; ignore Battleshock, and those within 3&amp;quot; with at least 5 models &amp;lt;s&amp;gt;can&amp;lt;/s&amp;gt; must also be used as bodyguard fodder on a 5+.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Aetheric-Navigator-en.pdf Aetheric Navigator]:&#039;&#039;&#039; (SKYFARER, MARINE 95pts) He has the ability to cut the movement of one enemy flying unit within 36&amp;quot; into half, there is also a 1 in 6 chance they suffer D3 mortal wounds. He could be handy to mess with enemies like Nighthaunt, and big flying monsters will hate you. The Navigator is also a source of spell and endless spell unbinding without the use of a relic or Code amendment, and he allows Skyvessels to re-roll run or charge rolls if he didn&#039;t use his Aetherstorm ability. He also has access to a pretty good selection of artefacts, all of which make him much more useful than he was in the previous book. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Aether-Khemist-en.pdf Aether-Khemist]:&#039;&#039;&#039; (SKYFARER, MARINE 90pts) The main reason you take this guy letting a &#039;&#039;&#039;Skyfarers&#039;&#039;&#039; unit re-roll wound rolls of 1. The Khemist has a defensive ability too - in melee, enemy models within 3 inches of him suffer -1 to hit with any attacks. He&#039;d rather not be in melee though. Lastly, his shooting weapon is 3d6 attacks on average hit and wound, and -2 rend, a brutal anti-infantry weapon, and just all-around nasty to approach. Stick him in a Skyvessel with some Thunderers and laugh at your opponent&#039;s tears. (You can&#039;t use his abilities while on a skyvessel though)&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Endrinmaster-with-Endrinharness-en.pdf Endrinmaster with Endrinharness]:&#039;&#039;&#039; (SKYFARER, MARINE 105pts) A foot engineer that can heal a Skyvessel for D3 wounds every hero phase, a nice addition to any Ironclad. Besides that he&#039;s a decent combat character with a respectable hammer that can deal 3 MWs if he rolls an unmodified 6 to hit and d3 Damage at -1 Rend otherwise. His command ability also lets a unit of Endrinriggers re-roll their chances to heal. Between his hammer and gaze of grungni, an Endrinmaster can put out up to 12 wounds with -1 rend a turn, not bad for 100 points.  &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Endrinmaster-with-Dirigible-Suit-en.pdf Endrinmaster with Dirigible Suit]:&#039;&#039;&#039; (SKYFARER 190pts) Now you have a stuntie on a man-sized hot air balloon. This gives the guy a straight upgrade, repair now heals a straight 3 wounds and has two new weapons (a rapid-fire weapons suite and a stronger Aethercannon), as well as a saw that&#039;s got a better rend than the hammer, but lacks the chance for MWs. What he gets instead is the ability to hitch a ride with any Skyvessel when they Fly High, making him way more mobile and thus more useful as a direct support HQ. Interesting potential quirk with getting Skyriggers as Battleline if he&#039;s your general: unlike virtually every other Pitched Battle Profile out there, this ability doesn&#039;t explicitly say it depends on having Kharadron Overlords allegiance. Though this might seem like an insignificant detail, if you are running either a Grand Alliance: Order or Lethisian Defenders army (from the Forbidden Power expansion) or Tempest&#039;s Eye (Cities of Sigmar), this Endrinmaster&#039;s ability gives you the rare option of having more choices for Battleline than the standard vanilla options. Again, not that this comes up very often, but I wouldn&#039;t be surprised if GW errata&#039;ed this in the future (fingers-crossed they don&#039;t though, because having more options is always nice). &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/aos-warscroll-thundriks-profiteers-en.pdf Bjorgen Thundrik]:&#039;&#039;&#039; (SKYFARER, MARINE 150pts) The Shadespire Warband but is legal for use in AoS too. You get Bjorgen and his unit of four Profiteers. Bjorgen is similar to a regular Khemist but his buff gives re-roll 1s to hit, not to wound. He has one extra attack with his melee weapon over a normal Khemist, but he&#039;s still not good in melee. More importantly, he is a named character, so he can&#039;t be given an artefact or command trait.&lt;br /&gt;
**His Profiteers are a unit of four: you get a motley crew of one (single wound) Thunderer with a buffed up aethershot rifle, one Skywarden with skypike, and two Arkanaut Company dudes one of whom has a volleygun. Given that a standard Aether-Khemist is 90pts, you&#039;re basically paying 50pts for this unit of four mismatched dudes. However, given the lack of +1 to hit in our book, their rule is one of the only way to have guns on 2+ to hit. 50 pts for 14 shots (6 on 2+) is not that bad.  They and Bjorgen do fit neatly in a Gunhauler with the collapsible compartments endrinwork if you want to have some fun with that (they are all marines so even the skywarden will fit inside).&lt;br /&gt;
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===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkanaut-Company-en.pdf Arkanaut Company]:&#039;&#039;&#039; (Battline; Skyfarer, Marine Min:10 Max:40 90pts) Always battleline no matter which skyport or who the general is. They&#039;re rather average in combat and human Bravery, but are a reasonably cheap option for holding objectives since they reroll battleshock and get +1 to hit if wholly within 9&amp;quot; of an objective (and not in a garrison). Their pistols are okay, although short-ranged, and you can also include one of each following heavy weapon per ten dwarfs - Skypike (2&amp;quot;/2/4+/4+/-1/D3), Light Skyhook (18&amp;quot;/1/4+/3+/-2/D3), and Aethermatic Volleygun (12&amp;quot;/6/5+/4+/-1/1).&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Grundstok-Thunderers-en.pdf Grundstok Thunderers]&#039;&#039;&#039;: (Conditional battleline: Barak-Nar Army; Skyfarer, Marine Min:5 Max:20 120pts) Unless going all rifles for the decent range, Thunderers rely on the synergy between the special weapons to do their damage at a 12&amp;quot; range - having at least one cannon, mortar and decksweeper gives those weapons +1 to hit.  The unit still puts out a respectable weight of fire, and if everything clicks they can shred pretty much anything that doesn&#039;t have a 3+ base save. Their defenses aren&#039;t amazing, with a 4+ armor save and 2 wounds apiece, but honestly, it doesn&#039;t matter because they&#039;re not supposed to be in combat, but if they do they gain +1 attack to their ranged weapons if they risk sticking it out and having Fumigators will help them survive.&lt;br /&gt;
** They are good candidates to have min unit armed with only Aethershot Rifle backfield or placed in skyships with mixed weapons to give them more firepower, as it will get them within 9&amp;quot; (but unit bonuses won&#039;t work when garrisoned).&lt;br /&gt;
*** Combine the -1 to being hit from the fumigators with the -1 that the Khemist provides and this guys will be durable enough in CC to make use of their 3&amp;quot; ability. It&#039;s something worth considering.&lt;br /&gt;
****This particular combo can be used to save other high-value units in your army.  Remember, they inflict -2 to hit on the opponent.  Ironclad too wounded to retreat? Have the thunderers and khemist hop out, and inflict that glorious -2 to hit on whatever is punching your boat.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Skywardens-en.pdf Skywardens]:&#039;&#039;&#039; (Conditional battleline: General is Endrinmaster with Dirigible Suit; Skyfarer, Min:3 Max:12 100pts) DUARDIN warriors with a balloon strapped to their backs. Are armed with Vulcaniser Pistol (better Arkanaut pistols with rending) and skypikes (2&amp;quot;/2/4+/3+/-1/D3d). Skypikes&#039; 2&amp;quot; range lets you fight in two ranks, so you can bunch up and present a narrower frontage to the enemy, maybe taking fewer attacks back from them. They can also be armed for shooting with 1 in 3 can get a Volley gun and 1 in 3 can get a Drill Launcher, Grapnel Launcher or Skyhook (all hits hard and either: have extra rend and could deal MW, prevents enemies from fleeing, or add +1 to charge rolls). Skywardens also inflict MW when they retreat or get charged by flyers.  Amusingly, it doesn&#039;t matter if you only have one left in the unit, their skymines will still roll to damage every enemy model in the unit.  Most importantly, like other Balloon DUARDIN, they can redeploy with a ship when it Flys High to get into charge range first turn (Skyhook will help with this of course). They may not be that survivable with 2W and 4+Sv but are good shock assaulters especially when they pop an Aethergold and they can potentially inflict a lot of damage with their 2 attacks that deal d3 damage. &lt;br /&gt;
**Skywardens are melee specialists, so loading them with ranged weapons may not be the most effective use of units with normally 2 attacks, though the mortal wounds they can cause may help discourage enemies.  &lt;br /&gt;
**take a unit of 6+, with Grapnel Launcher and Skyhook, charging and holding in melee is easier.&lt;br /&gt;
**Having one surviving Skywarden retreat from combat can potentially hit every close by enemy unit for D3 mortal wounds.  If you&#039;re reduced to one model in melee, it may be worth burning a command point or aether-gold to auto-pass battleshock just for this chance.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Endrinriggers-en.pdf Endrinriggers]:&#039;&#039;&#039; (Conditional battleline: General is Endrinmaster with Dirigible Suit; Skyfarer, Min:3 Max:12 100pts) They ensure that your boats stay up in one piece, and are armed well enough to discourage the enemy - each Endrinrigger has a 12&amp;quot; range 3 shot pistol, and [[Rip and Tear|Aethermatic Saws]] which, compared to the skypikes, are 1 attack but has better to-hit, wound, and -2 rend, making it easier to land those attacks and better statically better than skypikes when fighting 4+Sv. Endrinriggers would prefer to stay near boats and may range it out by taking the same 1 in 3 option as Skywardens. You may want to range things out and stay with the boat with a Rapid-fire Rivet Gun, Drill Launcher and Aethermatic Volley Gun. So broadly speaking, you have two good ways to run this unit: either kit them out for melee, keep the saws and maybe add a grapnel launcher for elite fighting, &amp;lt;i&amp;gt;or&amp;lt;/i&amp;gt; tool them up for shooting by giving one-third of them drill cannons, another third of them volleyguns. This will give you a very mobile unit with 24&amp;quot; range guns. Finally, as their main role, Endrinriggers have a chance for each model to repair a wound on a skyvessels if the unit is within 1&amp;quot; of the boat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Grundstok-Gunhauler-en.pdf Grundstok Gunhauler]:&#039;&#039;&#039; (Conditional battleline: Barak-Urbaz Army; War Machine, Skyvessel, 130pts) A supporting corvette for your airfleet, has a good damage output and movement value and neither are affected by wounds taken, which is good because this thing can negate damage on any other non-Gunhauler Skyvessel within 3&amp;quot; on a roll of 6 (subsequently drawing the fire). It can be armed with either a Skycannon (a rapid fire or big accurate shot option) or a Drill cannon (36&amp;quot;/1/3+/3+/-3/D3d, and on a 5+ to hit will inflict 3 MW), both are equally good choices so just pick whichever you think your army needs most. Like all other SKYVESSEL, they have MW bombs thrown at an enemy that tries to tie it down, able to retreat from anything without fly and still shoot, and they can Fly High, redeploying anywhere 9&amp;quot; away from enemies.&lt;br /&gt;
** Most people lean towards the Skycannon for damage output, but the Drill cannon is very good at sniping big targets from far away. If you take 3 gunhaulers with the Drill cannon and the Grundstok Escort Wing Battalion (which you probably are already), you combo that together to give 3 shots from 36 inches away that have reroll 1s to hit an give 3 mortal wounds on unmodified 5s to HIT. This is amazing because it is not uncommon at all to pick out an enemy character with a -1 to hit them, but still get a couple 5s and outright kill them. Even if you don&#039;t get the 5s, you hit them and pretty reliably wound them on a 3+ with -3 rend. With the range on the guns, you can easily spread them out and hold back field objectives, and the battalion doesn&#039;t need the gunhaulers to be close to a hero or anything to get their reroll 1s. You just declare at the start of the turn and go nuts sniping support characters all game. As an added bonus, if you really need to nuke something, shoot these three guns into the target and then charge it with all three gunhaulers for their bomb racks. Odds are, you&#039;ll get close to 10 mortals if you&#039;re even a little lucky.&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
&lt;br /&gt;
A note on garrisons - the rules for garrisoned units are... lacking in detail, but consider the following.  According to the core rules, garrisoned models &amp;quot;can attack or be attacked, cast or unbind spells, and use abilities&amp;quot;.  Notably lacking from this description is if they can be affected by spells or abilities.  In particular, certain spells and abilities require you to check how many models in a unit are within a certain range, which is impossible to check with a garrison.  RAW therefore seems to indicate they cannot be the target of spells or abilities unless specifically stated - such as the admiral&#039;s Repel Boarders! command ability (although even that ability targets the skyvessel rather than the garrison).  Possibly to make up for this, several Kharadron abilities state they can&#039;t be used by a garrisoned unit.  &amp;lt;i&amp;gt;However&amp;lt;/i&amp;gt;, the FAQ&#039;s say that, unless stated otherwise, all ranges that would normally be measured to and from a model are instead measured to and from the vessel they are garrisoned in, and confirms that the Look Out Sir rule does apply (although note that is a rule, not an ability) - so does this mean that as long as part of the skyvessel is within range then every single garrisoned model also is within range?  This seems to be the way it plays at the moment, but it could definitely be clearer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkanaut-Frigate-en.pdf Arkanaut Frigate]:&#039;&#039;&#039; (Conditional battleline: Barak-Zilfin Army, War Machine, Skyvessel, 220pts) The bulk of any Skyfleet, a basic transport, and gunboat. It can carry up to 15 Duardin, but going over 10 halves its movement, heal one wound each hero phase, and reroll run rolls. Armed with hull-mounted Aethershot Carbines (12&amp;quot;/4/3+/3+/-1/2D). And it can take a heavy weapon on its forecastle, you can choose between a Heavy Skycannon (have a horde killing and monster-slaying option), and Heavy Skyhook (same as Heavy Skycannon&#039;s monster-slaying shell except for shorter range, but also add +2 to charges, so your passengers can drive closer and hit them with their swords and then pull back to rapid-fire them).  With Sky High, it can relocate 9&amp;quot; from any enemy models and because Garrisoned units can shoot, you can let several contingents of Grundstok Thunderers devastate first turn with their 12+&amp;quot; weapons. Getting into close combat isn&#039;t as much of a death sentence as it has been before. It has six 4+/4+/-/1 attacks and it can generate D3 mortal wounds every close combat phase (so twice per round), and now has a shiny 4+ save. Sure, its not a close combat monster but this and the attacks from the crew inside should be enough to survive until your own movement phase, where you can just disengage and start blasting them!&lt;br /&gt;
**Note that the frigate and Ironclad can only disengage and fly high if they haven&#039;t taken too much damage.  An Endrinmaster or some Endrinriggers can offset this as they get to fix a skyvessel before it moves, and of course they get a built in heal of one wound a round nowadays too, but don&#039;t get cocky, kid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkanaut-Ironclad-en.pdf Arkanaut Ironclad]:&#039;&#039;&#039; (War Machine, Skyvessel, 480pts) [[Awesome|A flying Baneblade.]] This ship has everything: guns, armour, health, troop capacity, this ship makes the Adeptus Mechanicus shit themselves in envy. Carries up to 25 infantry in its hull, with 16+ models slowing it. Of all the clown cars the Kharadron have, this one is the slowest (only a 10-inch move, degrading with damage), but also the toughest and hardest hitting armed with Torpedoes, Carbines and one of three choices of hull-mounted turret: either the Great Sky Cannon, as above, the Great Skyhook, as above, and the Aethermatic Volley Cannon, essentially a [[Dakka|minigun Cannon]], with 4D6 shots hitting on 3s, wounding the same, and rend -1, a fantastic dakka option. The great skycannon also has its use. Unlike its smaller cousin on the frigate, the one on the Ironclad always hits for 6 damage. 30&amp;quot; range and -2 rend means you can threaten those squishy backfield wizards.  GW finally realized that something called &amp;quot;Ironclad&amp;quot; shouldn&#039;t die to a stiff breeze and gave it a 3+ save.&lt;br /&gt;
**This beefy motherfucker can party down with the baddest things the enemy can throw at them, and barely feel a scratch. Mangler Squigs, Slaughterbrutes, Gryphons, Manticores, the Ironclad will kick the shit out of all of them and hardly feel the tickle of their ineffective claws. Hardly any of this monster&#039;s combat capability is decreased by taking wounds, and it loses absolutely none of it&#039;s artillery firepower, meaning it can sit there firing all five hundred and ten points of guns at anything it damn well pleases until it&#039;s lost every wound.&lt;br /&gt;
**The Great Sky Cannon is probably the best overall option as it&#039;s the most versatile with two firing modes. The Single-Shot cannonball is useful for popping those tiny, shitty heroes that sit in the backline, and for pretty much everything else, the Grapeshot Mode will mow down opponents. It&#039;s notable that the Cannonball has a 30&amp;quot; range, and the grapeshot has 24&amp;quot;, so fire away from long distances without fear.&lt;br /&gt;
**The Great Skyhook does just as much damage as the Sky Cannon&#039;s Cannonballs, but has only a 24&amp;quot; range and adds two to charge rolls instead. Most ironclad probably don&#039;t care about charging into melee (having pretty mediocre melee attacks) but if you bring the &#039;&#039;&#039;Zonbarcorp &#039;Dealbreaker&#039; Battle Ram&#039;&#039;&#039;, you can live a truly hilarious meme. -For lolz add a few Endrinmasters for self-healing and mortal wound output and go demon hunting. Then make it even more cancerous by choosing Barak Thryng as your skyport, give one of your heroes onboard the Grudgehammer artifact, and then designate the big baddie in your opponent&#039;s army as your Grudge target.&lt;br /&gt;
***Another little thing in favour of a Skyhook since this thing can be garrisoned this can be an effective way to get a big squad into combat faster since they can fight from inside the Ironclad, thus turning two separate charge rolls into just one with +2 to charge. Something to consider.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and doodads are going to be likely added to the faction rules as default.&lt;br /&gt;
===Grand Armada===&lt;br /&gt;
&#039;&#039;&#039;(90pts, Min: 3090pts Max:)&#039;&#039;&#039; &#039;&#039;1 Arkanaut Admiral or Brokk, 1 Iron Sky Command, 1 Iron Sky Attack Squadron, and 1 Grundstok Escort Wing&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Constitutional Experts&amp;quot;, Keep your Admiral/Brokk Hero from this battalion on the battlefield you can re-use your footnotes once per battle.&lt;br /&gt;
&lt;br /&gt;
===Grundstok Escort Wing===&lt;br /&gt;
&#039;&#039;&#039;(120pts, Min: 810pts Max: 2780pts)&#039;&#039;&#039; &#039;&#039;2-3 Grundstock Gunhaulers; 1 Arkanaut Frigate or Ironclad; 1 Grundstock Thunderers, &amp;amp; 0-3 units of Skywardens.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Focused Fire&amp;quot;, at the start of your shooting phase choose an enemy unit.  Re-roll 1s to hit for this battalion against that unit when shooting this phase.&lt;br /&gt;
&lt;br /&gt;
===Iron Sky Command===&lt;br /&gt;
&#039;&#039;&#039;(110pts, Min: 1100pts, Max: 3100pts)&#039;&#039;&#039; &#039;&#039;0-1 Arkanaut Admiral or Brokk Grungsson; 1 Arkanaut Ironclad; 3 heroes in any combination (Aether-Khemist, Aetheric Navigator, and either Endrinmaster); 1 Arkanaut Company; 1-3 units of Endrinriggers&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Kharadron Overlords wholly within 18&amp;quot; of the Arkanaut Ironclad from this battalion does not take battleshock tests.&lt;br /&gt;
&lt;br /&gt;
===Iron Sky Attack Squadron===&lt;br /&gt;
&#039;&#039;&#039;(100pts, Min: 720pts, Max:)&#039;&#039;&#039; &#039;&#039;2+ Arkanaut Frigates &amp;amp; 1 Arkanaut Company for each frigate in the same battalion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an Arkanaut Company disembarks from a Frigate from the same battalion it can decide to leave before or after the vessel has moved. In addition, roll 3D6 instead of 2D6 when charging for Arkanaut companies that disembarked from Frigates of the same battalion in the movement phase during the same turn.&lt;br /&gt;
&lt;br /&gt;
*For what is worth this Battalion might be extremely important for a few reasons.&lt;br /&gt;
**1- Got frigates that are worthy vessels to take in for their point cost.&lt;br /&gt;
**2- Gives the Kharadron the much-needed flexibility of moving around and disembark wherever the winds take to profit from the maximum use of the boat speed + the capacity to: disembark and take objectives, allowing the short-range weaponry to be within range. And as of last resort, you can make quite some impressive charges that despite Arkanauts not being ideal shock troops, it hurts no one if that charge help finishes some unit off to allow your Arkanauts to capture points. (probably this is the main reason this battalion is really good).&lt;br /&gt;
&lt;br /&gt;
Intrepid prospectors: this battalion was removed in GHB 2020.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===General Tactics===&lt;br /&gt;
* The name of the game is mobility and objective taking.  With the ability to take an entire army that flys and flies high every turn, it is possible to be anywhere you want, whenever you want to be there.  Combined with some wargear and tactics that help to slow your opponent and the long(ish) range of some of the weapons in the army, you should be able to wear down your opponent and grab objectives when you need them most.  &lt;br /&gt;
* Learn to love your clown cars. You can stuff a surprising number of duardin in each vessel. Stuff 15 thunderers in an ironclad will give you at will deep striking and a wall of dakka to anything within range. Garrisoned units don&#039;t count toward holding objectives, but you can still land all over the board, open up the clown car, have the shooty soldiers pile out with the skyvessel between them and their enemies, and freely shoot through your own vessel because it&#039;s flying, while being nice and safe from charges, who will have to go through the tough skyvessel first, essentially a less shitty and unbalanced version of the [[Fish of Fury]]. (note: units cannot disembark after a ship has flown high unless otherwise stated by a faction ability or artifact; so counting those models toward an objective would be delayed a turn)- with the exception of Iron Sky Attack squadron.(see above)&lt;br /&gt;
**As a sub-note, bringing empty ships is an option, but even stuffing a single squad of min-size Arkanauts or Thunderers into a ship immediately improves the ship&#039;s overall performance, especially in melee. The ships have far better range than your foot soldiers, but enemies will be wary of approaching your ships too close or risk being unloaded on by pistols or Thunderer special weapons. No one wants to take Aethercannons to the face.&lt;br /&gt;
&lt;br /&gt;
===Barak Nar Tactics===&lt;br /&gt;
*All heroes may unbind spells, which they do with a +1. Once per game, all heroes may unbind an additional spell. Goodbye spell-casting; if I don&#039;t have any wizards, my opponent isn&#039;t gonna have any either!&lt;br /&gt;
*May also bring additional navigators, which is of dubious usefulness.&lt;br /&gt;
*Plenty of abilities that enhance your Battleshock tests, too. This makes Barak-Nar one of the better Skyports for never failing battleshock tests. [[Dakka|You&#039;re still probably better off blasting your opponent into quivering jelly before they even get a chance to force Battleshock tests on you.]]&lt;br /&gt;
* Best models for Barak Nar: Heroes of any type (They get to freely try to dispell, and they gain leadership-enhancing auras), and big blobs of Arkanaut Company.&lt;br /&gt;
&lt;br /&gt;
===Barak Zilfin Tactics===&lt;br /&gt;
*&#039;&#039;&#039;Aetherspheric Endrins&#039;&#039;&#039; has been replaced with &#039;&#039;&#039;Magnificent Skyvessels&#039;&#039;&#039; so there goes deep-striking a fully loaded-up Ironclad. Always take at least two Skyvessels and pimp them both, you are taking more than a single Skyvessel in a Kharadron Overlord list right?&lt;br /&gt;
*&#039;&#039;&#039;There&#039;s Always A Breeze If You Look For It&#039;&#039;&#039; then gives you the ability to move another Skyvessel up the field incredibly quickly to support your Deep Striking Skyvessel (Bringing a Gunhauler 24&amp;quot; up to support your badass Ironclad seems like a good plan all around). Alternatively, you can use this to get your important ship way the fuck out of danger, or into a better tactical position. Never underestimate the power of rocketing your Frigate across the board to somewhere your opponent thought they were safe. Models can also Disembark after TAABIYLFI normally, making it great for quick tactical jumps from which your Endrinriggers can hop out and fuck some shit up.&lt;br /&gt;
*Zilfin is the thinking man&#039;s Barak. None of Zilfin&#039;s powers directly increase your army&#039;s survivability, only their mobility, making Zilfin incredibly fast, to the point that most people won&#039;t expect it.&lt;br /&gt;
* Best models for Barak Zilfin: Any Skyship. All your powers revolve around them. Endriggers and either Endrinmaster are essential support.&lt;br /&gt;
&lt;br /&gt;
===Barak Zon Tactics===&lt;br /&gt;
*&#039;&#039;&#039;Show Them Your Steel:&#039;&#039;&#039; Once per battle, in your hero phase, one embarked SKYFARER can immediately disembark and attempt to charge as if it were the charge phase. Not sure why this rule even exists, really - why not just move first and then charge in the charge phase?&lt;br /&gt;
* Barak Zon&#039;s abilities all revolve around aggression. Their heroes get to reroll 1s when targeting &#039;&#039;&#039;Heroes&#039;&#039;&#039; or &#039;&#039;&#039;Monsters&#039;&#039;&#039;, you reroll 1s to wound after a charge, and you can take a magic item that gives you Always Strikes First.&lt;br /&gt;
* Best models for Barak Zon: Endrinriggers, Arkanaut Company with Skypikes, Arkanaut Admirals, and Endrinmasters.&lt;br /&gt;
&lt;br /&gt;
===Barak Urbaz Tactics===&lt;br /&gt;
&lt;br /&gt;
*Using &#039;&#039;&#039;Khemists Supreme&#039;&#039;&#039;, This lets your Khemists double up on their buffing, making them very useful in a gunline. Sit him next to 20 Arkanauts and 10 Grundstok Thunderers. Buff them both, and let the monster-killing shots fly while anything in range gets shredded. If you like Gunlines, this is the Barak for you, as even in the biggest armies you&#039;ll probably need no more than 1 or 2 Khemists to buff your best units.&lt;br /&gt;
&lt;br /&gt;
*You can also completely forgo the Khemist since his nerf and you wont be that bad off without him. One of the great thing about this city is that you don&#039;t have to use the master khemist command trait (wether you have a khemist or not, you only are forced to use it if your general is a khemist) and there&#039;s no forced artefact either, just an exclusive underwhelming great endrinwork). &lt;br /&gt;
&lt;br /&gt;
*Seemingly the generalist Barak, almost anything works well with extra no-drawback Aethergold.&lt;br /&gt;
&lt;br /&gt;
*Best models for Barak Urbaz: Aether Khemists, Thunderers, Arkanaut Company, Gunhaulers.&lt;br /&gt;
&lt;br /&gt;
===Barak Mhornar Tactics===&lt;br /&gt;
&lt;br /&gt;
*Make sure you&#039;re getting the most out of &#039;&#039;&#039;Opportunistic Privateers&#039;&#039;&#039;. In your &#039;&#039;&#039;shooting&#039;&#039;&#039; phase you select one enemy unit and any of your units who target that unit and are within 3&amp;quot; of your general can re-roll misses. This ability is amazing. It makes weapons that seem underwhelming such as Volley guns much more viable. For example, your Arkanaut Company targets a hero or Monster giving them +1 to hit (now on 4+) then re-rolling those misses with the command trait and suddenly your 18 shot -1 rend 1 damage are going to do some serious damage. This translates well to other units, of course, Skyships normally have weak to-hit rolls, but rerolling misses makes them more reliable, and Thunderers get much more reliable if you take the full weapon array or even just Rifles.&lt;br /&gt;
*Our Artycle &#039;&#039;&#039;Seek New Prospects&#039;&#039;&#039; allows you to re-roll battleshock tests while in your opponent&#039;s territory. This ability is very dependent on what you are facing. Against other ranged armies, this may be useful as you move up or if you need to secure an objective on the other side of the board. Most of the time, however, it will not be very useful. Luckily we are the only Barak with access to &#039;&#039;&#039;These are Just Guidelines&#039;&#039;&#039; allowing you to swap your Artycle in the hero phase. Some people are saying you must roll for it while others say you may pick so its a bit up in the air at the moment. Either way, it gives you the opportunity to potentially get something more useful. (Note: the 2020 Battletome changed the way Footnotes work).&lt;br /&gt;
*&#039;&#039;&#039;Prosecute at all haste&#039;&#039;&#039; allows your units to run and shoot in the first turn. Add in an Iron Sky Squadron battalion for +1 to the attacks of all missile weapons on the frigates. You now have 2 frigates with the firepower of 4 for a turn. Add in the command ability from your general and you have some reliable and dangerous shooting for a turn.&lt;br /&gt;
* Best models for Barak Mhornar: Aether Khemists further your Alpha Strike and Target Deletion style very well, letting you enhance your unit&#039;s weapons with both an extra attack and rerolling failures to hit against your target. Thunderers, Skyships, and Endrinriggers all get a ton out of this.&lt;br /&gt;
&lt;br /&gt;
===Barak Thryng Tactics===&lt;br /&gt;
* &#039;&#039;&#039;Settle Your Grudges&#039;&#039;&#039; lets you pick an enemy unit after everything&#039;s been set up, and for the rest of the game, you reroll 1s to hit against it! Hey look, we have a Grudge to settle with Nagash/Archaon/Alarielle/Celestant Prime/Morathi/That forty man blob of Tzaangors. Great for helping troubleshoot that one thing you know will be really obnoxious, but obviously makes you a little less flexible, and if the enemy knows you&#039;re going to bully that one target, they can simply hide it all game and deny you your power (whoever wrote that said it like it&#039;s a bad thing)&lt;br /&gt;
**Oh wait, you thought you could only pick ONE target for &#039;&#039;&#039;Settle Your Grudges&#039;&#039;&#039;? &#039;&#039;&#039;Log of Grudges&#039;&#039;&#039; lets you pick 3 GRUDGES INSTEAD! I&#039;m sure that one of those 60 zombies bite off the finger of my grand-grand-grandfather, while that freeguild general refuse to pay a bet after he loses at dices and that fucking cygor is looking mean at me! &lt;br /&gt;
*GYROCOPTERS! Always thought that those diabolic and insecure skyvessels make the ancestors grumbling? Go back into the skies with proofed and secure gyrobombers or gyrocopters. Quite perfect for kharadron armies, these little guys moves fast, shoot good and have a really terrifying possibility for deal a lot of mortal wounds. Grab 6 bombers for absolutely flat everything in your way, and finish the rest with frigates and heavy firepower. &lt;br /&gt;
• Fyreslayers are also useful. Especially with that deepsteike trick. Note that you need at least eight units to get a combo going which can suck in low level games (not quite true. You can still use Ally points to take the runesmith). All those melee tricks become heinous in the hands of teleporting Hearthguard.&lt;br /&gt;
* &#039;&#039;&#039;Honour The Gods, Just In Case&#039;&#039;&#039;: ... This is a little gem. Once for battle, in any phase, you can activate this footnote and for the rest of that phase every unmodified hit rolls of 6 deal two attacks instead of one. Really good for make your shooting phase even more shooty, but considering that you can bring some really good brawlers (like a warden king with a unit of hammers or ironbreakers, that deal 3 attacks each this way) can be useful to use it in the combat phase too, especially for the...&lt;br /&gt;
* &#039;&#039;&#039;supremely stubborn&#039;&#039;&#039;:  If a SKYFARER model dies, roll a dice. On a 4+ he can attack if he is at 3&amp;quot; from an enemy. This makes the footnot even more dangerous,  because you will attack again in the phase when you activate it, making your dwarfs dangerous even if dying. &lt;br /&gt;
* Lastly, you get the unique Artefact: &#039;&#039;&#039;Grudgehammer&#039;&#039;&#039;. This lets the hero it&#039;s equipped to add +1 to hit for one melee weapon, and unmodified wound rolls of 6 with that weapon that target a Grudge target also inflict D3 MWs. Pretty nice on an Admiral or an Endrinmaster, but probably a little weak on anyone else.&lt;br /&gt;
* Best models for Barak Thryng: Barak Thryng doesn&#039;t really specialize in any one thing, and is a decent all-arounder who&#039;s power isn&#039;t necessarily enhancing certain units. Play what you like with this one.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
*&#039;&#039;&#039;Cities of Sigmar:&#039;&#039;&#039; Tempest Eye allows Kharadron units to be part of their army, However we can only ally with units from the Dispossessed and Ironweld Arsenal. The Dispossessed has access to a very solid melee and the Runelord can help counter MORE magic. Meanwhile the Ironweld Arsenal provides cheaper artilery and flyers, as well as the occasional steam tank to help protect those gunlines. Battlemages can be good too, with their generic lore&#039;s spells for making your units faster/more durable or just deal mortals wounds.&lt;br /&gt;
*&#039;&#039;&#039;Stormcast Eternals:&#039;&#039;&#039; They have Spellcasting, elite melee troops, and can help fill in some gaps in your army. The Sacrosanct Chamber in particular has access to some powerful spellcasting and solid melee troops. Lord-Ordinators are worth considering since all of your skyvessles are Order War Machines. &lt;br /&gt;
*&#039;&#039;&#039;Fyreslayers:&#039;&#039;&#039; Not only can you get some good melee troops, but you can force your opponent to choose between the looming Ironclad or the massive Magmadroth coming straight at them.&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls.&lt;br /&gt;
&lt;br /&gt;
==Building an Army==&lt;br /&gt;
The 2020 Battletome gave these guys a much needed update that makes building an army much easier.&lt;br /&gt;
&lt;br /&gt;
Originally the Start Collecting box wasn’t an overly useful place to actually begin your own fleet, but now with the arrival of conditional battlelines for the various Skyports, this box now serves as a decent starting point for your army. You’ll most likely build an army around one of the aforementioned ports, but as a good rule of thumb, Arkanauts and Frigates will be your best friends and you can’t go wrong with having a couple of them in your fleet.&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:59C6:3652:4A4F:28F2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Sylvaneth&amp;diff=38142</id>
		<title>Age of Sigmar/Tactics/Order/Sylvaneth</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Sylvaneth&amp;diff=38142"/>
		<updated>2021-10-22T09:14:56Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:59C6:3652:4A4F:28F2: /* {{color|#dda16f|Named Leaders}} */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Sylvaneth|Logo=Most Friendly Being In Sylvaneth.jpg|Alliance=Order|Motto=WALKING TREES I TELL YOU! WALKING TREES!}}&lt;br /&gt;
&lt;br /&gt;
Welcome to the Everqueen&#039;s glorious wooden host! Fleet of foot we spring from our forests, reaping our foes&#039; lives with Mortal Wounds, before vanishing back into the woods, leaving those still alive confused and broken. When it comes to hit and run, keeping multi-wound models alive and literally shaping the battlefield to our needs, none compare.  For we live between the Elite Armies of the Slaves to Darkness and the Ironjawz and Nighthaunt, our glades and copses are filled with singing dryads and solemn Kurnoth Hunters, ever watchful of the outsides and our enemies. For the Deepwood stirs...&lt;br /&gt;
&lt;br /&gt;
==Why play Sylvaneth?==&lt;br /&gt;
* You like trees, nature and tending to a garden.&lt;br /&gt;
* You like being able to teleport around the battlefield.&lt;br /&gt;
* You like playing chess when everyone else is playing the CHARGE EVERYTHING game.&lt;br /&gt;
* Your favorite scenes in the Lord of the Rings is the Ents attack on Isengard or the Huron wiping out an Orc army, that or Treebeard is your favorite character. (not that I blame you)&lt;br /&gt;
* You’re a painter who loves varieties of colors; or just lots of brown.&lt;br /&gt;
* You like armies that straddle the line between elite and horde.&lt;br /&gt;
&lt;br /&gt;
====Pros====&lt;br /&gt;
*We are about board control. We move around quickly, we teleport, we fight who we want to when we want to, stacking the odds in our favour. On the flip side, in a one on one fight, against a model from another faction at the same points, we rarely come out on top. Plus board control relies you can get your woods out.&lt;br /&gt;
*We have a lot of new and glorious models, almost completely in plastic (just one in finecast, which you &#039;&#039;will&#039;&#039; be needing... and even then you can kitbash one up from plastic models).&lt;br /&gt;
*Just look at Alarielle model. Her utility across the board is almost as awesome as she looks.&lt;br /&gt;
*Kurnoth Hunters. Even by heavy infantry standard in AoS, absolute damage monsters. They will do a lot of heavy lifting.&lt;br /&gt;
*Great, often colourful paint schemes. Whether you want your trees to be in full bloom, fiery autumn or paint them as a haunted ghastly forest, you have a lot of choices.&lt;br /&gt;
*Almost everything we have is at least -1 Rend.&lt;br /&gt;
*Lorewise, we boast one of the leaders of an entire realm and two survivors from the World-That-Was (three if you count the Spirits of Durthu).&lt;br /&gt;
*Easily paintable chaff with Dryads. Which is useful as you&#039;ll be painting a lot of them.&lt;br /&gt;
&lt;br /&gt;
====Cons====&lt;br /&gt;
*We are very bad to transport. Seriously it&#039;s a pain with all these small bits and twigs. Even foam packaged boxes hurt us. You&#039;ll want magnets and a &#039;&#039;big&#039;&#039; metal box, as you&#039;ll be taking lots of dryads just on the off chance you need them all for the summoning. Plus you&#039;ll need an extra box for all those woods you might be able to summon.&lt;br /&gt;
*On top of this, we can be expensive. Lots of woods. Spite and Tree Rev hordes are super expensive in terms of cash. &lt;br /&gt;
*Limited defense against Mortal Wounds - just a single artefact on 5+ and a glade Command Ability on 6+. We counter this with healing, but you can&#039;t heal the dead (we&#039;re not Death)&lt;br /&gt;
*Placing woods bigger than one model can be tricky, which also means you loose their LOS blocking.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Sylvaneth (2019)|points=General&#039;s Handbook 2021|additional=Broken Realms Kragnos (Alarielle and Warsong warscrolls), [https://www.warhammer-community.com/wp-content/uploads/2019/08/EewmcuXFOE3Nt8nq.pdf FAQ] (Endless spells and Wyldwood warscrolls)}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
Armies with the {{AOSKeyword|SYLVANETH}} allegiance have the following abilities:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Awakened Wyldwoods&#039;&#039;&#039;: (This ability has since been replaced with the updated warscroll for Awakened Wyldwoods in the July 2021 FAQ) After territories have been determined but before armies are set up, set up ONE Awakened Wyldwood anywhere on the battlefield more than 1&amp;quot; from any other terrain feature, 1&amp;quot; from enemy territory, and more than 6&amp;quot; from any objectives. Soon in this article you will see why you can&#039;t really play Sylvaneth without them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Forest Spirits&#039;&#039;&#039;: You can set up a {{AOSKeyword|SYLVANETH}} unit aside for every unit deployed on the field. In any of your movement phases, you can deploy it on the battlefield. Units must be set up wholly within 6&amp;quot; of an Awakened Wyldwood and more than 9&amp;quot; from any enemy models. This is their move for that movement phase. Sylvaneth deep strike. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Places of Power&#039;&#039;&#039;: After territories are chosen but before armies are deployed, select one terrain feature (this could be an Awakened Wyldwood YOU deploy according to order of operations... might need an FAQ). Friendly Sylvaneth units wholly within 6&amp;quot; of said terrain feature do not take battleshock tests. Interesting buff, it lets you sort of pick a focal point of where you want to commit to battle, and then have your, say, 30 block of dryads get to ignore battleshock while holding up the enemy.&lt;br /&gt;
&lt;br /&gt;
==={{color|#01bbe3|Command Traits}}===&lt;br /&gt;
A general of an army with a {{AOSKeyword|SYLVANETH}} allegiance can choose one Command Trait from the lists below (be advised that if you choose your army to be one of the Wargroves, you are forced to take a specific command trait instead of one of these):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|#01bbe3|Aspects Of War}}&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Dread Harvester&#039;&#039;&#039;: If you charged, you can reroll melee hit rolls.&lt;br /&gt;
#&#039;&#039;&#039;Gnarled Warrior&#039;&#039;&#039;:  Reroll saves of 1.  &#039;&#039;This used to be ignore rend unless it&#039;s -2 or better.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Gift of Ghyran&#039;&#039;&#039;: Your general heals 1 wound at the start of each of your hero phases.&lt;br /&gt;
#&#039;&#039;&#039;Lord of Spites&#039;&#039;&#039;: Reroll all wound rolls of 1.&lt;br /&gt;
#&#039;&#039;&#039;Warsinger&#039;&#039;&#039;: +2 to any charge rolls made for friendly {{AOSKeyword|SYLVANETH}} units that are wholly within 12&amp;quot; of your general. Good choice for turning a spirit path walk into a charge on the same turn; essential for any alpha strike lists.&lt;br /&gt;
#&#039;&#039;&#039;Wisdom of the Ancients&#039;&#039;&#039;: All friendly {{AOSKeyword|SYLVANETH}} units wholly within 12&amp;quot; of your general in the battleshock phase add 1 to their Bravery. Best near revenants, your most vulnerable to battleshock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|#01bbe3|Aspects Of Renewal}}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{AOSKeyword|Wizards}} only&lt;br /&gt;
#&#039;&#039;&#039;Arcane Bounty&#039;&#039;&#039;:  General knows 1 extra Deepwood spell.&lt;br /&gt;
#&#039;&#039;&#039;Mystic Regrowth&#039;&#039;&#039;:  If General successfully cast a spell, then heal D3 wounds at end of hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Voice Of Warding&#039;&#039;&#039;: General can unbind one extra spell per turn.&lt;br /&gt;
#&#039;&#039;&#039;Glade Lore&#039;&#039;&#039;: General gets +1 to casting rolls when wholly within 6&amp;quot; of a wood.&lt;br /&gt;
#&#039;&#039;&#039;Spellsinger&#039;&#039;&#039;: General gets +6 range of all spells. Consider using the balewind vortex to double this.&lt;br /&gt;
#&#039;&#039;&#039;Radiant Spirit&#039;&#039;&#039;: If affected by a spell/endless spell, roll a dice, on a 4+ ignore the effect. Note the correct usage of affect and effect.&lt;br /&gt;
&lt;br /&gt;
==={{color|#01bbe3|Artefacts}}===&lt;br /&gt;
&lt;br /&gt;
One {{AOSKeyword|hero}} in an army with a {{AOSKeyword|sylvaneth}} allegiance and has chosen to take the {{AOSKeyword|sylvaneth}} allegiance abilities, plus one {{AOSKeyword|hero}} for every battalion selected, can choose one Artefact from the lists below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|#01bbe3|Weapons Of The Glades}}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These affect a single melee weapon belonging to the bearer&lt;br /&gt;
#&#039;&#039;&#039;Daith&#039;s Reaper&#039;&#039;&#039;: Additional rend of 1.&lt;br /&gt;
#&#039;&#039;&#039;Greenwood Gladius&#039;&#039;&#039;: If the bearer charges, +2 attacks that turn.&lt;br /&gt;
#&#039;&#039;&#039;Autumns Ire&#039;&#039;&#039;: Re-roll hits and wounds of 1 as long as the bearer is wounded.&lt;br /&gt;
#&#039;&#039;&#039;Winnowstaff&#039;&#039;&#039;: Can re-roll all hits against enemies with Wounds of 1.&lt;br /&gt;
#&#039;&#039;&#039;Ancient Barkblade&#039;&#039;&#039;: +1 damage.&lt;br /&gt;
#&#039;&#039;&#039;The Darkest Bough&#039;&#039;&#039;: On an unmodified wound roll of 6, deals an additional D3 mortal wounds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|#01bbe3|Boons Of The Everqueen}}&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;The Oaken Armour&#039;&#039;&#039;: Reroll saves of 1.&lt;br /&gt;
#&#039;&#039;&#039;Briarsheath&#039;&#039;&#039;: -1 Hit penalty for anyone attacking the bearer.&lt;br /&gt;
#&#039;&#039;&#039;Glamourweave&#039;&#039;&#039;: 5+ save-after-the-save (mortal wounds only). Great for a Spirit of Durthu tanking Wounds because he can use that to protect himself, and also the only thing in the army that ignores mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Lashvines&#039;&#039;&#039;: For every non-negated wound from a melee weapon, on a 6 from a D6, the attacker takes 1 mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Silken Snares&#039;&#039;&#039;: Ignore rend of -1 from enemies.&lt;br /&gt;
#&#039;&#039;&#039;Nightbloom Garland&#039;&#039;&#039;: Unit is invisible to enemy units more than 12&amp;quot; away.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|#01bbe3|Verdant Treasures}}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Seed of Rebirth&#039;&#039;&#039;: The first time you lose your last wound roll a D6. On 2+ they come back to life with D3 wounds. Obviously best for a Branchwych/wraith, as a monster with D3 Wounds might as well be dead again. Especially useful on a Branchwych, as if she dies and comes back, she still counts as having taken wounds for the purposes of her bonus.&lt;br /&gt;
#&#039;&#039;&#039;Wraithstone&#039;&#039;&#039;: Subtract 1 from the Bravery of enemy units within 10&amp;quot; in the Battleshock Phase. Combine with Spite-Revenants for best results.&lt;br /&gt;
#&#039;&#039;&#039;Everdew Vial&#039;&#039;&#039;: +2 to run and charge rolls.&lt;br /&gt;
#&#039;&#039;&#039;Lifewreath&#039;&#039;&#039;: Roll a dice in hero phase, on 3+ all {{AOSKeyword|sylvaneth}} units wholly within 10&amp;quot; heal +D3 wounds.&lt;br /&gt;
#&#039;&#039;&#039;Crown Of Fell Bowers&#039;&#039;&#039;: Pick an enemy within 6&amp;quot; at the start of the combat phase. All friendly {{AOSKeyword|sylvaneth}} can re-roll all wound rolls against them for that phase.&lt;br /&gt;
#&#039;&#039;&#039;Etherblossom&#039;&#039;&#039;: Bearer can fly. Durthu will love this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|#01bbe3|Relics Of Nature}}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{AOSKeyword|Wizards}} only.&lt;br /&gt;
#&#039;&#039;&#039;Acorn of the Ages&#039;&#039;&#039;: Set up a Wyldwood wholly within 12&amp;quot;, one-use only. The old favourite artefact of the one drop armies. You can simply throw a forest-shaped wrench into enemy charge lanes, you can let an isolated Hero summon their own reinforcement spawn point, you can make some cover to make a stand.&lt;br /&gt;
#&#039;&#039;&#039;Spiritsong Stave&#039;&#039;&#039;: Additional spell cast per turn. Amazing!&lt;br /&gt;
#&#039;&#039;&#039;The Vesperal Gem&#039;&#039;&#039;: Once per turn, automatically succeed a Deepwood spell roll, which cannot be unbound. Sounds great.... but, then roll a dice, on a 1 you get D3 mortals. Ouchy. Good thing you have healing out the ass. Amazing relic because while you NEED magic, you don&#039;t have a lot of multi spell casters OR casting bonuses. Very solid choice. Note, Verdant Blessing is not part of Deepwood, so no autotree spamming.&lt;br /&gt;
#&#039;&#039;&#039;Luneth&#039;s Lamp&#039;&#039;&#039;: +2 unbinding/dispelling rolls for endless spells.&lt;br /&gt;
#&#039;&#039;&#039;Hagbane Spite&#039;&#039;&#039;:  If you successfully unbind a spell, the caster gets 1 mortal.&lt;br /&gt;
#&#039;&#039;&#039;Wychwood Glaive&#039;&#039;&#039;:  Pick a melee weapon, it gets +2 damage against wizards.&lt;br /&gt;
&lt;br /&gt;
==={{color|#01bbe3|Spell Lore}}===&lt;br /&gt;
&lt;br /&gt;
All {{AOSKeyword|sylvaneth}} {{AOSKeyword|wizard}}s know Verdant Blessing&lt;br /&gt;
&#039;&#039;&#039;Verdant Blessing&#039;&#039;&#039; (6+): Casting value 6. Sets up an Awakened Wyldwood wholly within 24&amp;quot;. As useful as the Wyldwoods are to you, this spell is pretty good. &#039;&#039;This used to be 18&amp;quot;, part of the Deepwood list, and was more or less auto include&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|#01bbe3|Deepwood Spell Lore}}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alarielle and the Warsong Rev know all of these. All other {{AOSKeyword|sylvaneth}} {{AOSKeyword|wizard}} can pick one for each spell lore enhancement taken.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Throne of Vines&#039;&#039;&#039; (5+): Caster gets +2 to cast, but only as long as you don&#039;t move. Amazing for Alarielle and her three casts per turn, which allows her to summon woods on a 4+ and buff her Metamorphosis! Also a must take on a Branchwraith with stave to help her get the Dryads out more consistently. Note that this effect stacks! Take on a non moving multi caster and by mid game you won&#039;t be able to fail a cast and there will be no way to unbind you.&lt;br /&gt;
#&#039;&#039;&#039;Regrowth&#039;&#039;&#039; (5+): Casting value 5. Heal D6 Wounds to a friendly, visible {{AOSKeyword|sylvaneth}} unit wholly within 18&amp;quot;. TAKE IT. I don&#039;t care about your strategy, take it. Alarielle? Take it. Treelord Ancient? Take it. Drycha? Take it unless you want a suicide bomb.&lt;br /&gt;
#&#039;&#039;&#039;The Dwellers Below&#039;&#039;&#039; (7+): Pick a unit within 10&amp;quot;, roll a D6 for every model in the unit, every 6 deals a Mortal Wound. Basically Vermintide/New Treason of Tzeentch. It&#039;s good, with a potentially gigantic damage output, but unless used against units of 20+, Arcane Bolt will probably do more.&lt;br /&gt;
#&#039;&#039;&#039;Deadly Harvest&#039;&#039;&#039; (6+): Each enemy unit within 3&amp;quot; gets D3 mortals. Nice when you&#039;re stuck in melee, but only really good in combination with the Spellsinger command trait. Also, remember that it gets better against multiple small units, but worse against horde armies - essentially the opposite of Dwellers below.&lt;br /&gt;
#&#039;&#039;&#039;Verdurous Harmony&#039;&#039;&#039; (7+): A unit wholly within 18&amp;quot; regains 1 slain model (or D3 for Dryads, Tree/Spite Revs). Amazing spell, just can be a little tricky to consistently cast without  bonuses.&lt;br /&gt;
#&#039;&#039;&#039;Treesong&#039;&#039;&#039; (7+): For one enemy unit within 16&amp;quot; and 6&amp;quot; of a wood, you get to re-roll melee hit and wound rolls of 1 against them. What? Very situational and high casting value. Avoid.&lt;br /&gt;
&lt;br /&gt;
==={{color|#01bbe3|Endless Spells}}===&lt;br /&gt;
&lt;br /&gt;
Note that unlike the some of the [[Age of Sigmar/Tactics/Malign Sorcery|generic]] endless spells, the Sylvaneth spells can&#039;t be used by your opponent against you (other than moving them out of harms way).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Gladewyrm_ENG.pdf Gladewyrm]&#039;&#039;&#039; (60pts, CV 7, range 6&amp;quot;, move 8&amp;quot;, fly): Ancient protectors of the &amp;lt;s&amp;gt;[[Dune|spice]]&amp;lt;/s&amp;gt; realmroots.&lt;br /&gt;
**Does D3 mortal wounds to non-{{AOSKeyword|SYLVANETH}} units within 1&amp;quot; and heals D3 wounds to {{AOSKeyword|SYLVANETH}} units wholly within 6&amp;quot; of where it ends up. This only happens on a 3+.&lt;br /&gt;
**Pretty good for the cost. For best effect, lob it in the middle of any combat not involving your battleline.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Vengeful_Skullroot_ENG.pdf Vengeful Skullroot]&#039;&#039;&#039; (95pts, CV 6, range 6&amp;quot;, move 8&amp;quot;, fly): Spooky tree&lt;br /&gt;
**Adds D3 to fleeing non-{{AOSKeyword|SYLVANETH}}  models that fail battleshock tests within 3&amp;quot;.&lt;br /&gt;
**On a 2+, does D3 mortal wounds to  non-{{AOSKeyword|SYLVANETH}} units it passes across, boosted to D6 if said units are within 3&amp;quot; of an {{AOSKeyword|AWAKENED WYLDWOOD}}.&lt;br /&gt;
**If you can get that D6 off, then this is great. Given the myriad ways of avoiding battleshock, and that enemies avoid woods where possible, you might find better use out of the slightly cheaper Gladewyrm.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Spiteswarm_Hive_ENG.pdf Spiteswarm Hive]&#039;&#039;&#039; (40pts, CV 7, range 7&amp;quot;): More of Drycha&#039;s little gribbles.&lt;br /&gt;
**Lets &#039;&#039;you&#039;&#039; (and only you) choose one of the following effects in &#039;&#039;every&#039;&#039; hero phase (including your opponents) each turn it&#039;s around if you have a wizard wizard or hero within 6&amp;quot;. Roll a dice for each {{AOSKeyword|SYLVANETH}} unit wholly within 8&amp;quot;, on a 2+ &#039;&#039;either&#039;&#039; add 3&amp;quot; to normal moves and charge moves &#039;&#039;or&#039;&#039; e-roll saves of 1.&lt;br /&gt;
**Great spell, however be careful when using the move bonus that your models don&#039;t get out of range too quickly.&lt;br /&gt;
**Best case is to place it halfway between you and an enemy, use the move bonus to get into combat, then use the save bonus during your opponents turn (assuming you survive the first round of combat).&lt;br /&gt;
**The small base size helps to stop it getting in the way of movement, assuming you point the gribbles out of the way.&lt;br /&gt;
&lt;br /&gt;
==Glades==&lt;br /&gt;
Every Sylvaneth army gets to optionally belong to a glade &#039;&#039;for free&#039;&#039;, which gives you an extra ability, command ability, fixes your General&#039;s command trait (you cannot choose from the Allegiance Abilities lists) and fixes your first artefact.  The Core FAQ clarifies that if you take Alarielle/Drycha as your general and a Glade, you don&#039;t get the Glade&#039;s Command Trait.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Dreadwood&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Ability&#039;&#039;:  &#039;&#039;&#039;Malicious Tormentors&#039;&#039;&#039;: Spite Revs reroll hits of 1.&lt;br /&gt;
*&#039;&#039;Command Ability&#039;&#039;: &#039;&#039;&#039;Sinister Ambush&#039;&#039;&#039;: Once per turn, take a unit within 18&amp;quot; of a Hero and replace them anywhere on the battlefield, &amp;gt;9&amp;quot; of enemy units.&lt;br /&gt;
*&#039;&#039;Command Trait&#039;&#039;: &#039;&#039;&#039;Paragon Of Terror&#039;&#039;&#039;: Enemy units reroll successful battleshock tests when within 6&amp;quot; of your general.&lt;br /&gt;
*&#039;&#039;Artefact&#039;&#039;: &#039;&#039;&#039;Jewel Of Withering&#039;&#039;&#039;: -1 to melee wound rolls attacking the bearer.&lt;br /&gt;
&lt;br /&gt;
The spooky choice. Gives a reason to use lots of Spite-Revenants. The battleshock reroll jells nicely with the Spite&#039;s -1 bravery buff, and hit rerolls on top of their 3+ to hit should make them terrifying. The teleporting is only good for deep striking a single unit, but combine with wyldwood teleporting and you can also throw over a bunch of Treelords and a big unit of Dryads at the same time.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Gnarlroot&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Ability&#039;&#039;:  &#039;&#039;&#039;Shield The Arcane&#039;&#039;&#039;: Units reroll hits of 1 when wholly within 12&amp;quot; of friendly Gnarlroot Wizards.&lt;br /&gt;
*&#039;&#039;Command Ability&#039;&#039;: &#039;&#039;&#039;The Earth Defends&#039;&#039;&#039;: One unit wholly within 12&amp;quot; of a hero negates wounds or mortal wounds on 6+ for that combat phase.&lt;br /&gt;
*&#039;&#039;Command Trait&#039;&#039;: &#039;&#039;&#039;Nurtured By Magic&#039;&#039;&#039;: Once per turn, if your general successfully casts a spell, a unit wholly within 18&amp;quot; heals D3 wounds.&lt;br /&gt;
*&#039;&#039;Artefact&#039;&#039;: &#039;&#039;&#039;Chalice Of Nectar&#039;&#039;&#039;: Roll 3 dice when casting or unbinding and discard one of your choice.&lt;br /&gt;
&lt;br /&gt;
The magicy life choice. &lt;br /&gt;
*The ability to reroll 1s (for free) overlaps with the Arch-Revenant, so reasonable chance you already have that covered. But might be an excuse to drop Archie, freeing up 100 sweet points, or use both to further extend across your army (remember, Archie isn&#039;t a wizard).&lt;br /&gt;
*Command ability is best left for emergency damage limitation on a crucial unit that somehow got into melee, unless you&#039;re really good at rolling sixes and have lots of spare CPs.&lt;br /&gt;
*The Chalice, which means the bearer well may never fail a cast, sounds awesome at first glance, but it won&#039;t make you into a top-tier spellcaster. Your best wizard, Alarielle can&#039;t take artefacts (neither can Drycha). Wraith, Wych and Ancient will like it, but are restricted to one spell (and with the artefact slot taken, no way to boost the number of casts). Best option is the Warsong Rev for his two casts.&lt;br /&gt;
**Vesperal Gem (which guarantees the cast, but with a small chance of mortals) is similar to the Chalice without tying you to a glade. This can then be supplemented with Spellsinger (+6 range, which you can double by using the balewind vortex), or Winterleaf/Harvestboon/Dreadwood if you&#039;re taking a battalion.&lt;br /&gt;
*The trait, whilst great at keeping stuff alive, is limited the same way as the Chalice - Warsong, Wych, Wraith or Ancient only. You want this on something in the action (Warsong, Ancient) and not something in your backline (Wraith).&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Heartwood&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Ability&#039;&#039;:  &#039;&#039;&#039;Courage for Kurnoth&#039;&#039;&#039;: +1 Bravery wholly within 12&amp;quot; of heroes.&lt;br /&gt;
*&#039;&#039;Command Ability&#039;&#039;: &#039;&#039;&#039;Lord of the Hunt&#039;&#039;&#039;: [[Markerlight|Reroll melee hit and wound rolls of 1 against 1 enemy unit within 12&amp;quot; of a hero]].&lt;br /&gt;
*&#039;&#039;Command Trait&#039;&#039;: &#039;&#039;&#039;Legacy of Valour&#039;&#039;&#039;: If the general is slain, do D3 mortal wounds to an enemy unit within 1&amp;quot; on a 2+. On a 6, do D6 instead.&lt;br /&gt;
*&#039;&#039;Artefact&#039;&#039;: &#039;&#039;&#039;Horn of the Consort&#039;&#039;&#039;: Reroll hits for Kurnoth Hunters wholly within 12&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The reliability choice. The CA overlaps with the Artefact as is a better version of the free one you get with Arch Revenant (now you get wound rolls too). Trait is an added bonus for any hero you &#039;&#039;expect&#039;&#039; to die on in melee somewhere - again, Durthu comes to mind. Those mortals could quite easily finish of that unit he just couldn&#039;t quite shift. Bravery boost is nothing to be sniffed at. Put the artefact on the Arch Revenant and have her babysit some Bows (with her +1 attacks and rerolls of 1), then as the battle shifts to meleem, run 18&amp;quot; (that plus two lots of 12&amp;quot; range is 42&amp;quot;) to the frontlines to boost your Swords and Scythes. Or throw on a Wych near the bows and put Archie at the front to benefit from both reroll abilities.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Harvestboon&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Ability&#039;&#039;: &#039;&#039;&#039;Vibrant Surge&#039;&#039;&#039;: Reroll melee hits of 1 after charging that turn.&lt;br /&gt;
*&#039;&#039;Command Ability&#039;&#039;: &#039;&#039;&#039;Fertile Ground&#039;&#039;&#039;: A unit wholly within 12&amp;quot; of a hero gets +1 attacks to all melee weapons.&lt;br /&gt;
*&#039;&#039;Command Trait&#039;&#039;: &#039;&#039;&#039;Seek New Fruit&#039;&#039;&#039;: After attacking, your General can move 6&amp;quot;, ending more than 3&amp;quot; from enemy units.&lt;br /&gt;
*&#039;&#039;Artefact&#039;&#039;: &#039;&#039;&#039;The Silent Sickle&#039;&#039;&#039;: One melee weapon of the bearer gets +1 attacks.&lt;br /&gt;
&lt;br /&gt;
The Sparta General choice.&lt;br /&gt;
*To make decent use of the Command Trait, you&#039;re going to be taking Durthu (or maybe an Ancient on 1000pt games). Similarly, the Artefact is best used on Durthu (or Ancient). &lt;br /&gt;
*The Command Ability and Ability are both more-or-less covered with the Arch-Revenant. Either use this as a replacement for the Archie, or load both Command Abilities onto a single unit (assuming you&#039;ve been holding back the CPs) for +2. Use these on your Kurnoths or your already powered up Durthu. Damn.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Ironbark&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Ability&#039;&#039;: &#039;&#039;&#039;Stubborn And Taciturn &#039;&#039;&#039;: Reroll battleshock tests when wholly within 12&amp;quot; of any heroes.&lt;br /&gt;
*&#039;&#039;Command Ability&#039;&#039;: &#039;&#039;&#039;Stand Firm&#039;&#039;&#039;: Pick one enemy unit that charges within 1&amp;quot;, roll a dice. On 2+ they get D3 mortals.&lt;br /&gt;
*&#039;&#039;Command Trait&#039;&#039;: &#039;&#039;&#039;Mere Rainfall&#039;&#039;&#039;: Your General rerolls saves against missile weapons.&lt;br /&gt;
*&#039;&#039;Artefact&#039;&#039;: &#039;&#039;&#039;Ironbark Talisman&#039;&#039;&#039;: +1 for melee wound rolls.&lt;br /&gt;
&lt;br /&gt;
In addition, you get Dispossed and Fyreslayers as allies.&lt;br /&gt;
&lt;br /&gt;
The dwarven choice. Rainfall will probably just make your opponent target elsewhere (but you are forcing that choice upon them). Stand Firm is going to stop any small heroes from charging you.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Oakenbrow&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Ability&#039;&#039;:  &#039;&#039;&#039;Our Roots Run Deep&#039;&#039;&#039;: Subtract 2 from wounds taken by Treelords of all varieties when looking at the damage table.&lt;br /&gt;
*&#039;&#039;Command Ability&#039;&#039;: &#039;&#039;&#039;Yield To None&#039;&#039;&#039;: Battleshock immunity wholly within 16&amp;quot; of a selected hero.&lt;br /&gt;
*&#039;&#039;Command Trait&#039;&#039;: &#039;&#039;&#039;Regal Old-growth&#039;&#039;&#039;: +1 wound.&lt;br /&gt;
*&#039;&#039;Artefact&#039;&#039;: &#039;&#039;&#039;Dawnflask&#039;&#039;&#039;: 6+ save against wounds and mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The Treelord choice. With all the point reductions to Treelords this sounds like a good idea, but with how terrible the bonuses are, you should probably just use a better Grove.  The ability is going to keep Durthu&#039;s sword at full strength for twice as long (Up to 4 wounds taken, instead of 2) - but sadly the trait doesn&#039;t stack here.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Winterleaf&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Ability&#039;&#039;: &#039;&#039;&#039;Winter&#039;s Bite&#039;&#039;&#039;: For &#039;&#039;all your units&#039;&#039;, unmodified melee hit rolls of 6 score 2 hits.&lt;br /&gt;
*&#039;&#039;Command Ability&#039;&#039;: &#039;&#039;&#039;Branch Blizzard&#039;&#039;&#039;: Extra 12&amp;quot; shooting attack. Roll a dice for each model in target unit, each 6+ is one mortal. &lt;br /&gt;
*&#039;&#039;Command Trait&#039;&#039;: &#039;&#039;&#039;My Heart Is Ice&#039;&#039;&#039;: Every melee wound inflicted on your general, roll a dice, on a 5+ the attacker gets one mortal.&lt;br /&gt;
*&#039;&#039;Artefact&#039;&#039;: &#039;&#039;&#039;Frozen Kernel&#039;&#039;&#039;: Once per game at the start of the combat phase, 1 friendly WINTERLEAF unit wholly with 18&amp;quot; of the bearer can pile in and attack twice. It does the second pile in and attack right after the first time it attacks, and only if it is still within 3&amp;quot; of an enemy unit.&lt;br /&gt;
&lt;br /&gt;
The obvious choice. &lt;br /&gt;
*The ability exploding sixes is super deadly. The math works out as more or less the same as +1 to hit. And this is &#039;&#039;across your whole army!&#039;&#039; &lt;br /&gt;
*The general&#039;s feedback on 5+&#039;s in melee can also be super deadly. Can also help keep your guy alive - on a straight Behemoth vs Behemoth fight, those 5+&#039;s will weaken your opponents attacks as it drops down its damage table.&lt;br /&gt;
*Regardless of how you play it, the Kernel is always super deadly. But it needs a bit of finesse to ensure you pick the best moment to use it - given that you choose at the start of the phase when to use it, it&#039;s very easy to super power something that didn&#039;t need it. Make sure to use it before your general is killed too.&lt;br /&gt;
*The shooting attack isn&#039;t quite so super deadly as everything else, but who cares when you have everything else above. Mostly only of use against hordes and if you&#039;ve got plenty of spare CPs (which you won&#039;t).&lt;br /&gt;
*If you&#039;re unsure what to take, unsure of how to play Sylvaneth and just want to throw everything into combat then just take Winterleaf. Simple. Super deadly.&lt;br /&gt;
*On 1000pt games, where you can only really squeeze in a single big guy, and you really want to take Drycha, then Winterleaf is still useful. Simply make Archie/Wraith/Wych your general. Sure, the Command Trait is wasted, but the Ability and Artefact are still really good.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
==={{color|#dda16f|Named Leaders}}===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alarielle the Everqueen:&#039;&#039;&#039; (740pts). The over-the-top God model for Sylvaneth. She can&#039;t hit as hard as Archaon and (arguably) Morathi or outcast Teclis and Nagash, but when used correctly she is a still a beast. With the new Broken Realms warscroll she&#039;s gotten a &#039;&#039;lot&#039;&#039; better (and has taken a points bump to match).&lt;br /&gt;
**With a 16&amp;quot; Flying Move stat she can get to where you want her to be.&lt;br /&gt;
**She doesn&#039;t have to be the general, but is treated as a  general along with the character you picked, enabling you to benefit from a wider range of tactical flexibility.&lt;br /&gt;
***If you&#039;re flinging her around the board, the only supporting character who can keep up with her is probably Archie.&lt;br /&gt;
**The lady has a pool of 16 Wounds with a 3+ Save and heals herself for 2D6 (in your own turn only). Generally means your opponent is either going to have to focus fire to get her off the board in one turn, otherwise she&#039;ll be gaining everything back next turn (and that&#039;s even without casting the &amp;quot;heal D6 wounds&amp;quot; Sylvaneth spell Regrowth).  &lt;br /&gt;
**She can heal all Sylvaneth models within 30&amp;quot; for D3 each turn, which can be combined with Regrowth to heal a large model for D3+D6 wounds).  &lt;br /&gt;
**She has a strong throwing spear with massive 24&amp;quot; range. Damage of 6 and just one shot, so fluffing rolls is an issue, but 2+/2+/-1 should help.&lt;br /&gt;
**Main melee attack is the beetle. 4 attacks at damage 5 which is great, but it&#039;s not nearly as high as you&#039;d expect from a model this expensive. Plus, as soon as she gets hurt, that damage drops off quickly.&lt;br /&gt;
**Her other weapon is the Talon of Dwindling, 4 attacks and anyone wounded but not slain by it dies on a roll of 6. All other damage from it is negated. Great for taking out big models, but it&#039;s a gamble you might not want to rely upon.&lt;br /&gt;
**She gives D3 mortals on the charge (with a 1 in 6 chance of D6 or nothing) and can retreat and charge in the same turn allowing you to keep giving those mortals out and preventing getting stuck in the wrong combat.&lt;br /&gt;
**Three casts per turn, and she knows all the Sylvaneth spells. If you don&#039;t have three worthwhile things to cast, then always start with Throne Of vines. Keep her motionless to cheese that throne.&lt;br /&gt;
**She gets a one shot unblockable summon of either a Treelord (regular), 3x Kurnoths, 20x Dryads, 10x Tree- or Spite-Revenants or, umm, a single Branchwych. This effectively dropping her cost by ~200 points, and you get to decide which unit to spend those ~200 points on during the game. Just make sure you summon before she dies.&lt;br /&gt;
***Note that the Dryad and Rev options give you a reinforced unit without using up one of your reinforcement options. Bubble wrapping her in Dryads can be more effective than more Kurnoths.&lt;br /&gt;
**Her command ability Ghyran&#039;s Wrath allows all friendly Sylvaneth wholly within 14&amp;quot; to re-roll failed wound rolls of 1.  &lt;br /&gt;
**Her spell Metamorphosis (7+), you roll as many dice as the &#039;&#039;modified&#039;&#039; casting roll, and each 3+ deals a mortal to a unit within 16&amp;quot;. If that kills the enemy, then you can place a wood there. Given the smaller size of a single wood, the better placement rules, and the better damage output of this spell, using this to place more woods is now finally a plausible strategy. Again, spam this with the throne - with one throne cast, on average you&#039;ll be doing 6 mortals.&lt;br /&gt;
**If you think you can keep her alive, then she&#039;s now a good pick.  This lady has all the bits, but you can&#039;t just use her as a hammer and expect her to live. If you just throw her into the enemy she&#039;ll die before you get to heal her again. She&#039;s good, but not the best in close combat melee. At her cost, she&#039;s too expensive for a glass cannon.&lt;br /&gt;
***If you think she can take an opponent&#039;s model out in one round of combat, then by all means throw her in it. Ideally you need this to be on isolated enemy unit. But, if you don&#039;t kill them, then by the time you get to attack again in your opponents turn, your scaling damage output could be so low she&#039;ll do nothing useful.&lt;br /&gt;
***Ideally you want her to survive as long as possible. For the first few turns use her as a supercharged support unit. Put her behind your frontlines, preferably behind screens, LOS blocking woods and out of range of heavy firepower/mortals. Shoot, cast spells, heal and buff your real hammers. Give help where it&#039;s needed.&lt;br /&gt;
***Later in the game, as losses ramp up, now is the time to bring her onto the front lines. Again, choose opponents carefully. But now is the time to play the odds and go for the Talon insta kills.&lt;br /&gt;
**Worth all those points? Time will tell, but it&#039;s all about how you use her, not the raw stats.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Drycha_Hamadreth_ENG.pdf Drycha Hamadreth]:&#039;&#039;&#039; (330pts). Drycha is back and madder than ever.&lt;br /&gt;
**Now if an unmodified hit roll from Flitterfuries or Squirmlings is a 6, it&#039;s a mortal wound instead of going through the attack sequence.&lt;br /&gt;
**Flitterfuries are an 18&amp;quot; shooting attack with 10 attacks single damage, rend -1. Meanwhile Squirmlings are 2&amp;quot; melee attack, also with 10 attacks single damage, but not rend. At the start of each battle round, you can choose what mood she&#039;s in, and as a result one of these attack doubles to 20!&lt;br /&gt;
**In addition, her talons give another 6 attacks at damage 2, rend -2. This lady is a beast!&lt;br /&gt;
**She&#039;s also excessively fast with a 9&amp;quot; Move that is not weakened by her damage table.&lt;br /&gt;
**Her spell (6+) scores D3 damage to every unit within 10&amp;quot; based on a roll against the unit&#039;s bravery. This ends up being difficult to score damage against high bravery armies such as Death. This spell combos up with her relationship to Spite-Revenants though. The Spites lower enemy Bravery in order to power her damage-off-of-Bravery spell whereas she grants them better To Wound rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/aos-warscroll-yltharis-guardians-en.pdf Ylthari]:&#039;&#039;&#039; (150pts, with Guardians) Shadespire Hero takes root in AOS.&lt;br /&gt;
**Requires you to bring Ylthari&#039;s Guardians along with.&lt;br /&gt;
**Similar to a Branchwych with a bit more melee power and is labelled a {{AOSKeyword|thornwych}}.&lt;br /&gt;
**Re-rolls wound rolls of 1.&lt;br /&gt;
**Her spell (6+) is a supercharged arcane bolt, giving you an average of 2 mortals per cast.&lt;br /&gt;
**Might be best leaving her for Shadespire. You&#039;re paying 20 points more for her and the Guardian&#039;s than you would for a Branchwych and 5 Tree Revenants and not really gaining much in return.&lt;br /&gt;
**Labelled Oakenbow, which as per FAQ, means that if you take another glade, these guys do not benefit from glade bonus. Which makes her now even more useless than before.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/eng_Captain_Emelda_Braskov_Qulathis_The_Exile.pdf Qulathis the Exile]&#039;&#039;&#039; (100pts) Kicked out from Cursed City&lt;br /&gt;
**Standard 5 wound hero with usual meh melee.&lt;br /&gt;
**Surprisingly No magic. Instead you get three 1 damage shots at +3/+3/-1, with additional mortals on 6s. Best thing here is the 24&amp;quot; range.&lt;br /&gt;
**Has her own special glade, so can&#039;t be buffed by any of our glade bonuses.&lt;br /&gt;
**Against missiles her save goes from 5+ to 3+. Most the time you still want to keep her in a LOS blocking wood, but this gives you more options. Then again, it&#039;s doubtful opponents will be wasting time raining fire down upon her.&lt;br /&gt;
**This lady is purely for use as a sniper. However, you can only take one of her, and she can&#039;t take artefacts. Sigh. If you could boost her shooting output or give her a way to boost Kurnoth Bows then maybe she&#039;d find a use. Possible if you &#039;&#039;really&#039;&#039; want more firepower and don&#039;t have room for more Kurnoth bows.&lt;br /&gt;
**Missing from GHB2021 points. Still valid? Who cares.&lt;br /&gt;
&lt;br /&gt;
==={{color|#dda16f|Generic Leaders}}===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Branchwraith_ENG.pdf Branchwraith]:&#039;&#039;&#039; (95pts) Essential summoning support&lt;br /&gt;
**As a Hero she sports a very meh stat wheel with the exception of her above average movement speed (7&amp;quot;). Her melee will offer only token resistance to opponents, big surprise, she&#039;s a Wizard after all, but when in a wood, she gets -1 to hits made against her, which helps. Although you shouldn&#039;t really ever be getting her into combat, she should ideally spend her life hidden in woods, teleporting between them.&lt;br /&gt;
**That summoning though allows you to summon 10 Dryads &#039;&#039;every turn&#039;&#039;. Game breaking? Well, not quite. Firstly you need to successfully cast and not get unbound; secondly said Dryads need placing in a wyldwood more than 9&amp;quot; from an enemy. You basically have to put a forest in your backfield and just use it to churn out dryads, then teleport them where you need them to go. You could be looking at 2-3 movement phases before they can charge anything. If you have any sense you will keep this crazy looking plant lady in your starting Wyldwood, blocked from LOS and out of unbind range.&lt;br /&gt;
**Consider giving your wraith anything that bumps the spell cast (7+, 58.3% chance) to try and guarantee a unit of Dryads every turn. Take the Stave for an additional cast plus the Throne spell; cast throne (5+, 83.3% chance) then summon at 5+ (again, 83.3% chance). Turn two, another throne cast and you are down to needing 3+. Keep going and you&#039;re more or less guaranteed that cast, plus it&#039;ll be impossible to unbind. Plus in later turns also gives you the bonus of a cheeky bolt/shield/harmony cast. If you really don&#039;t want to use up that artefact slot then another option is taking a battalion and Gnarlroot - the chalice gives her 3 dice, discarding 1, giving you a 74.5% chance.&lt;br /&gt;
**Consider taking two Branchwraiths. Use the second one for verdant blessing wood summonings. If the Dryad summoning wraith dies, you have a spare one. Now you can afford to be a little riskier and put one in a wood near the front lines to get those new Dyrads into combat quicker, or get those woods out further. And if that&#039;s convinced you, then maybe you want to consider a third Branchwraith. Arm them with an array of Deepwood spells and you should always have something useful to cast, especially given turn 5 (or even 4) it might not be useful to summon more bodies that you won&#039;t get into combat. This is probably overboard, and less useful now wyldwoods block  LOS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Branchwych_ENG.pdf Branchwych]:&#039;&#039;&#039; (90pts) Aggressive support wizard.&lt;br /&gt;
**Same meh stat wheel as the Branchwraith, but with slightly better melee.&lt;br /&gt;
**As long as she&#039;s taken at least one wound in damage, she gets 2 extra attacks on her scythe.&lt;br /&gt;
**Her spell Unleash Spites (5+) is a damaging pulse effecting all enemy units within 9&amp;quot;. It works best against the more units that are in range - If there are only 1 or 2 target units in range, then arcane bolt will usually do more damage than the pulse, but it gets better against more units, of course. On average, you&#039;ll expect 1.11 mortal wounds per unit.&lt;br /&gt;
**In Skirmish, the pulse is extremely broken, as &#039;&#039;every&#039;&#039; model is a unit. So, get within range of the front line and suddenly every model is hit with rolling a &#039;&#039;minimum&#039;&#039; of 5 dice, giving mortal wounds on sixes. Most of those models are single wound chaff, because skirmish doesn&#039;t allow you to take any of the good stuff, and you&#039;ve got a game winning massacre. Sadly that pulse is the only thing we&#039;ve got going for ourselves in Skirmish.&lt;br /&gt;
**The oft whispered about &#039;&#039;Branchwych Bomb&#039;&#039; involves sticking her on a Balewind Vortex inside a mid to frontline wood, giving her Deadly Harvest, Spellsinger, and using whatever casting bonuses you can get hold of. Then sit back and cast both spells, spamming mortals out in 21&amp;quot; and 15&amp;quot; bubbles. In practice you&#039;re tying up far too much to get this off reliably. Just don&#039;t run crying when your 5 wound guy gets wiped out pronto after one round of this. Clearly hilarious if you can get it to work.&lt;br /&gt;
***It&#039;s possible to invest even more into this strategy by adding an Umbral Spellportal, but even that doesn&#039;t make it worthwhile.&lt;br /&gt;
**Difficult to recommend her when you can get a spare Dryad summoning Branchwraith for the same cost, and give her Dwellers Below which isn&#039;t that much worse than Unleash Spites.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Spirit_of_Durthu_ENG.pdf Spirit of Durthu]:&#039;&#039;&#039; (340pts) This is &amp;lt;s&amp;gt; SPARTAAAAA&amp;lt;/s&amp;gt; *ahem* supercharged Treelord.&lt;br /&gt;
**The Spirit of Durthu is an absolute damage monster, with extremely powerful shooting, terrifying melee and all the standard tricks of the vanilla Treelord.&lt;br /&gt;
**NOT a named character (and therefore not reduced to 0-1 in Matched Play, etc etc), but very expensive.&lt;br /&gt;
**A shooting attack that is basically the vanilla Treelord&#039;s Strangleroots on steroids, with higher range, more shots and higher damage per shot.&lt;br /&gt;
**His sword is just about as terrifying as it looks, with constant damage 6 so long as he stays in good health and 2 bonus attacks for being near a wood.&lt;br /&gt;
**You really need those big melee attacks to actually hit. So have consider having your Sylvaneth be from Ghyran, and give your Spirit of Durthu the Ghyrstrike Relic. 3 attacks (plus 2 if near a wyldwood), 2+ to hit, 2+ to wound, 6 damage. Holy good fuck.&lt;br /&gt;
**That damage table is a killer for him. Just two wounds and he goes from 6 to D6 damage. Do the math, and a block of Kurnoth&#039;s will output a lower higher end, but similar average output and degrade slower. &lt;br /&gt;
**He also adds 1 to the Bravery of friendly Sylvaneth. But no one cares about that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Treelord_Ancient_ENG.pdf Treelord Ancient]:&#039;&#039;&#039; (295pts). The swiss army knife Treelord&lt;br /&gt;
**If Durthu is a supercharged Treelord, then this is the slightly weaker but more useful version. He retains all the abilities and powers of the vanilla.&lt;br /&gt;
**Compare to a Vanilla Treelord, this guy has 1&amp;quot; less movement and 1 less attack on its Sweeping Blows. This doesn&#039;t seem like much, but the drop from 4 to 3 attacks is actually quite drastic. And what does this old fella get in return? An extra 3 to its Bravery, 18&amp;quot; range on its strangle roots, gains a command ability and becoming a freakin&#039; wizard!&lt;br /&gt;
**His unique spell will do D3 damage to any enemy units on or around your woods. It&#039;s either a great deterrent to entering your woods or a great punishment if the opponent was dumb enough to actually do it. Even more useful now we are spitting out trees three at a time.&lt;br /&gt;
**Once per battle he can unconditionally summon a new wood. This makes him an almost must take if you want a &#039;&#039;guaranteed&#039;&#039; second wood out on your first turn. Note this is once per game, not once per Ancient per game. Wholly within 18&amp;quot; is not that long a range, so if you&#039;re dropping turn one (before you&#039;ve moved anything) you&#039;re not going to be using it for backline deep striking. However, If you teleport the Ancient to the wood, then next turn a 24&amp;quot; verdant blessing wood should give you all the range you need. &lt;br /&gt;
**Has a Command Ability that lets all the Sylvaneth within 12&amp;quot; of him get +1 to save. Stack this with the Kurnoth aura extension. Really good use of those CPs when it&#039;s not your turn. This is a really easy way to boost most your army in one go.&lt;br /&gt;
**He&#039;s got a lot of stuff going on, but he&#039;s expensive. If you want damage take Durthu, if you want casting take the Warsong. However, the stuff he does have is great.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Arch_Revenant_ENG.pdf Arch-Revenant]:&#039;&#039;&#039; (105pts) Force multiplier for the Kurnoths&lt;br /&gt;
**Is very fast, with a move of 12&amp;quot; and an ability to fly until she loses her mount (see below).&lt;br /&gt;
**Has the best non-Behemoth Hero melee in Sylvaneth (which doesn&#039;t say much): three 2&amp;quot; 3+/3+/-2 Dmg 2 attacks with her glave and a single 4+/3+ Dmg D3 attack with her mount.&lt;br /&gt;
**Slightly more survivable than a Branchwych, with five wounds, a 4+ save and an ability to sacrifice her mount to negate one allocated normal or mortal wound.&lt;br /&gt;
**Has a shield for either defensive or offensive use: at the start of the combat phase you may chose to use it to give +1 to saves or reroll hit rolls of 1.&lt;br /&gt;
**Automatically buffs Kurnoth Hunters within 12&amp;quot; of herself, allowing them to re-roll hit rolls of 1 (both melee and shooting).&lt;br /&gt;
**Has a great command ability, adding 1 attack to each model&#039;s weapon in a unit within 9&amp;quot; (12&amp;quot; if the Arch-Revenant is your General). Combine this ability with alpha-striking unit of Tree-Revenants, or buff the hell out of Kurnoth Sword/Scythes - either way, it&#039;ll really hurt your opponent. Only works in the melee phase, so no buffing Kurnoth bows.&lt;br /&gt;
**The Arch-Revenant&#039;s Call to Battle can be used on the Kurnoth Hunters or units near them as long as she is anywhere the board (due to Envoys of the Everqueen) to boost your damage output. Keep her safe!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/3_BR_Kragnos_Warscroll_Warsong_Revenant_ENG_2021.pdf Warsong Revenant]&#039;&#039;&#039; (275pts) Heavy support wizard introduced in Broken Realms&lt;br /&gt;
**A double spellcaster!!! (but only 1 unbind). And +1 to casting within 9&amp;quot; of a wood.&lt;br /&gt;
**Spell is another variety on fishing for wounds spell: For each unit within 9&amp;quot;, roll number of dice equal to the cast, and each 5+ is a mortal wound. So that&#039;s averaging 2.33 mortal on each unit. Plus he knows all of the deepwood lore.&lt;br /&gt;
**Attacks 5 times with rend at damage 2. Plus there&#039;s a 3&amp;quot; range.&lt;br /&gt;
**Slightly less squishy than our usual heroes: 7 wounds, the standard 5+ save is boosted with a 4+ FNP.&lt;br /&gt;
**Fairly maneuverable too with 8&amp;quot; range and flies.&lt;br /&gt;
**Gives -1 bravery to all enemies within 12&amp;quot;, not that anyone cares.&lt;br /&gt;
**From only looking at his warscroll you might be wondering what the big deal is about this guy. Well, give him an artefact, command trait and remember he knows the entire deepwood lore. Now he&#039;ll show his worth. Easily best choice for Chalice in the faction (you might as well give him Nurtured by magic too), or Spiritsong/Vesperal stacks great too - use that extra spell from spiritsong to cast throne every turn. Given he&#039;ll probably be near the action, Frozen Kernel and Horn Of Consort would work too if you&#039;re not magic focused.&lt;br /&gt;
** Designed to sit behind your front lines, attacking through your Kurnoths and Treelords, fairly safe from retaliation. Think of him as a support piece and use similar to Alarielle. Given the crossover and combined points of the two, you probably don&#039;t want Alarielle and this guy in the same list.&lt;br /&gt;
**Remember the oft talked about &#039;&#039;Branchwych bomb&#039;&#039; (see above), well now we have the &#039;&#039;Warsong bomb&#039;&#039;. Give Spellsinger, get him near a wood or ideally &#039;&#039;within&#039;&#039; a big wood, prime with throne the turn before, then spam his spell at every enemy unit within 15&amp;quot; for an average of 3.333 mortals (assuming a single throne, with .6 for each addition throne). Boost with an addition D3 for everything with 9&amp;quot; from Deadly Harvest. Maybe throw in the umbral spellportal. Deadlier than the Branchwych bomb, but you&#039;re still making him a huge target and it&#039;s a lot of points/resources wrapped up to make this happen. He will survive a lot longer than the Wych though.&lt;br /&gt;
**Like Alarielle, points are &#039;&#039;high&#039;&#039; for this guy ... but lets see what AOS 3 brings first before crying too loud.&lt;br /&gt;
&lt;br /&gt;
==={{color|#dda16f|Battleline}}===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Dryads_ENG.pdf Dryads]:&#039;&#039;&#039; (95pts, 10) Your rank and file angry trees. These ladies are thankfully quite versatile and so can be used for a variety of situations.&lt;br /&gt;
**At first glance the ladies don&#039;t look like much, having only a 5+ Save and 2 attacks at 4+/4+/-/1. But they quickly become incredible as in units of 10+ they gain +1 Save, they hit on 3+ in your combat phase and they also have 2&amp;quot; range on their attacks, letting them fight in thick, two-row hedges. They also profit from being near a wood (-1 to hits against them), this is in addition to +1 save for being in cover.  They are also very fast at 7&amp;quot;. Keep them in big units as the Save-bonus and the 2&amp;quot; range heavily reward you for doing so.&lt;br /&gt;
**You can abuse their buffed save rolls by adding a unit of Sisters of the Thorn so you can reroll failed saves (which also deals a mortal on 6), so a large unit in a wood now has 3+ with reroll. For chaff, that&#039;s pretty damn good. However, those Sisters are going to cost you a fair bit in return.&lt;br /&gt;
**With Cities of Sigmar, Sisters of the Thorn&#039;s spell can only be used on WANDERERS unit, so Dryads cannot make use of it anymore.&lt;br /&gt;
**Remember to bring at least an additional 20 of these for the Branchwraith to summon. Unless you plan on playing super defensive, you won&#039;t need more than 30 spare.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Tree_Revenants_ENG.pdf Tree-Revenants]:&#039;&#039;&#039; (80pts, 5) Troops for tricksy players - not your mainline infantry.&lt;br /&gt;
**At first glance look disappointing, with basically the same stat-wheel as Dryads but lower Move. Now here&#039;s where it gets good.... &lt;br /&gt;
**They have Rend in melee, unlike the Drayds.&lt;br /&gt;
**They have the coolest rerolls in the game, getting to reroll 1 dice per &#039;&#039;phase&#039;&#039;. So this seems wonky in melee, doesn&#039;t it? Well, it also allows them to reroll the dice to run, one of the charge dice, the Battleshock dice... you get the picture.&lt;br /&gt;
**The standards allow them to pile in 6&amp;quot; which lets them get more attacks in. (A handy counter to having your pile-in reduced, as with Lumineth Spirits of the Wind…)&lt;br /&gt;
**Most importantly, the musician allows them to use a better Spirit Paths rule, letting you take them off the table and then place them &#039;&#039;&#039;anywhere&#039;&#039;&#039; on the table more than 9&amp;quot; from enemy units. &lt;br /&gt;
**Leader either gets two additional attacks or +1 damage. &lt;br /&gt;
**Do &#039;&#039;not&#039;&#039; use these guys as as you would Dryads. They aren&#039;t particularly killy, they will die quickly if attacked first and their kit is way too expensive to use lots of them. They are for board control:&lt;br /&gt;
***Charge blockers. Save until your opponent gets ready to charge a very killy unit they want to get into combat asap, then teleport a wall of Revenants in front. Revenants will die instantly in the following combat, but it&#039;ll free up your more important units.&lt;br /&gt;
***Back line threatening. Your opponent can no longer keep those war machines, Jezzails and Poisoned Wind Mortars unguarded. Minimum-size squads of them also have just high enough of a damage output to cut all the aforementioned units to ribbons. But, you will say, the 9&amp;quot; charge after teleporting is improbable. No. Since they can reroll one of the charge dice, they are more likely to make that charge than to fail it. A good rule of thumb is to use 2 units of minimum size. That way, it&#039;s very likely at least one of them will make the charge and then they will more than likely deal enough damage to neuter the war machine you attacked.&lt;br /&gt;
***Objective taking. Without any Revenants, your opponent might decide to leave a captured objective unguarded. With Revenants either you can teleport and grab the objective or they&#039;ll be wise to this and need to keep a unit tied up - one big enough to survive a teleport and charge strike.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Spite_Revenants_ENG.pdf Spite-Revenants]:&#039;&#039;&#039; (70pts, 5) Less tricksy, more creepy Tree-Revenants.&lt;br /&gt;
**No rend and single damage, but 3 attacks at +3/+3 each!&lt;br /&gt;
**They also exist to muck around with enemy Bravery. They flat reduce the Bravery of enemies around them, which combos well with Drycha&#039;s unique spell. Plus they force them to reroll passed battleshock tests. Even Death armies can end up with some battleshock losses. This does mean keeping them alive until the battleshock phase.&lt;br /&gt;
**Coherency rules are really bad for their 1&amp;quot; range on 32mm bases. Taking 10 or even 15 is not recommended.&lt;br /&gt;
**Your glass cannon battleline: Hits really hard, dies really quickly.&lt;br /&gt;
**In AOS2, these guys had their use. Outcasts battalion with 3 lots of MSU spites were the cheapest way to get a battalion. Alternatively, 20 of these packed a huge punch and had some staying power. With the loss of both of these in AOS3, Spites are in a tricky place. They die too quickly to be of much use. With only 10 points in it, the Tree Revs are a more more versatile option. Meanwhile, Dryads will get you more damage and staying power.&lt;br /&gt;
&lt;br /&gt;
==={{color|#dda16f|Other Troops}}===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Kurnoth_Hunters_Greatswords_ENG.pdf Kurnoth Hunters With Kurnoth Greatswords]:&#039;&#039;&#039; (225pts) The ultimate wooden killing machine.&lt;br /&gt;
**Incredible. Each of these guys is basically a minor Hero at 5 Wounds and a 4+ Save.&lt;br /&gt;
**The sword tosses out 4 attacks at -1 Rend and damage 2. And deals an additional mortal wounds on wound rolls of 6.&lt;br /&gt;
**Only 1&amp;quot; range on a large base. Always take in threes only.&lt;br /&gt;
**When melee attacking, if they don&#039;t need to move (other than 1&amp;quot; pile in), they get +1 to saves. This works on both yours are your opponents charge phases.&lt;br /&gt;
***Since the warscroll only says at the start of the charge phase but doesn&#039;t specify whose, they can technically charge and pile in normally in your charge phase and then use Tanglethorn Thicket in your opponent&#039;s if you went first.&lt;br /&gt;
**At the end of combat you deal mortal wounds on a 4+ for each model in your unit&lt;br /&gt;
**They also channel Command Abilities. When you use a Command ability, any unit wholly within 12&amp;quot; of a Kunroth is also counted as being in range of the casting hero.&lt;br /&gt;
**Consider pretending you&#039;re playing 40K and magnetise the arms for different weapon loadouts below. If you fix the weapons on one unit then you&#039;ll have enough shoulder pads spare to better magnetise a second unit. The Quiverbugs are trickier to magnetise. Sadly there are no official rules for using plasma cannons.&lt;br /&gt;
**These guys are crazy good now, especially if you take them in Winterleaf. Stick an Arch-Revenant next to a unit, send into something big, and watch it go **POOF**. Pop command ability for 10 attacks hitting on 3+, 5 attacks on 2+, reroll 1&#039;s to hit, with 6&#039;s causing mortal wounds AND extra attacks?! All wounding on 3&#039;s with their -1 rend and flat 2 damage (Bonus points for using the Frozen Kernel so they can do it again. Even Nagash will tremble in terror.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Kurnoth_Hunters_Scythes_ENG.pdf Kurnoth Hunters With Kurnoth Scythes]:&#039;&#039;&#039; (215pts, 3)&lt;br /&gt;
**Same as above, but with longer weapon range of the scythes, which tosses out 3 attacks at Rend -2 and damage D3. The scythes do more damage against 2+ saves, break even against 3+ and the swords win against everything else. But that&#039;s before taking into account the mortal wounds on 6 the Swords deal out (which the scythes don&#039;t get).&lt;br /&gt;
**However, the scythes have 2&amp;quot; reach. You&#039;ll want this for units of 6 or more to get them all into combat or if you want to place a screen in front and attack through them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Kurnoth_Hunters_Greatbows_ENG.pdf Kurnoth Hunters With Kurnoth Greatbows]:&#039;&#039;&#039; (225pts, min 3) &lt;br /&gt;
**Same as above, but now with ranged weapons.&lt;br /&gt;
**A stunning 30&amp;quot; range, two shots per model and D3 damage per shot, these guys are basically artillery.&lt;br /&gt;
**In melee, they do a &#039;&#039;lot&#039;&#039; less damage overall than the swords/scythes, and you can only shoot during your turn (unlike melee, effectively halving the potential damage done per game), but that range means you won&#039;t be getting attacked back.&lt;br /&gt;
**Use these to hide in woods out of enemy LOS and/or use to camp on objectives.&lt;br /&gt;
**Sadly our big woods block LOS for these guys.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/aos-warscroll-yltharis-guardians-en.pdf Ylthari’s Guardians]:&#039;&#039;&#039; (Free with Ylthari) Shadespire Tree Revenants without the good stuff.&lt;br /&gt;
**Can only be taken along with Ylthari.&lt;br /&gt;
**Tree Revenants without a musician or banner, so you loose the pile in and teleport abilities.&lt;br /&gt;
**In return you get three different weapon profiles (sword, glaive, bow), which are upgrades on the Tree Revenants.&lt;br /&gt;
**Plus on a D6 3+ you get to attack first, which is going to make them a lot less fragile than standard Tree Revenants.&lt;br /&gt;
**Same reroll rules as the standard Tree Revenants. Plus you get to reroll wound rolls of 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_skaeths_wild_hunt_en.pdf Skaeth’s Wild Hunt]:&#039;&#039;&#039; (110pts, min/max 5) Straight outa Beastgrave&lt;br /&gt;
**5 unique models with ok melee (max damage of six wounds with all models) and a little bit of shooting (a single close range and single far range attack)&lt;br /&gt;
**One wound each, but the leader gets one extra. And the one of them is a Wizard.&lt;br /&gt;
**Might be easier to just think of these guys as a 120pt six wound wizard with a behemoth damage table. Remember, each model killed results in fewer attacks/abilities. Just make sure you remove the models you most care about last.&lt;br /&gt;
**Spell (CV 7), as long as the model lives, gives you +1 to wounds rolls on a nearby unit, which is neat. Especially given that&#039;s something not covered elsewhere in the faction. Sadly it&#039;s a fairly high casting value.&lt;br /&gt;
**They can still charge and shoot after running, not that you&#039;ll be charging them much.&lt;br /&gt;
**Unique and not a hero.&lt;br /&gt;
**Really, the +1 wounds spell to work alongside your other buffs is the reason you&#039;ll be taking these guys. In an either/or choice, the Arch Revenant is 20pts cheaper and better, and the wych/wraiths are 50% cheaper if you just want a wizard.&lt;br /&gt;
**Like Ylthari, labelled Oakenbow, which as per FAQ, means that if you take another glade, these guys do not benefit from the glade bonus. Which makes them now even more useless than before.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#dda16f;&amp;quot;&amp;gt;Behemoths&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Treelord_ENG.pdf Treelord]:&#039;&#039;&#039; (190pts) &#039;&#039;The&#039;&#039; Walking Tree.&lt;br /&gt;
**At the start of combat he can stomp and on a 4+ cause one enemy unit within 3&amp;quot; to fight at the end of combat.&lt;br /&gt;
**You get a single attack at rend -2, and on a 6 it goes from 1 damage to D6 mortal wounds.&lt;br /&gt;
**Instead of moving or retreating, if 6&amp;quot; from a wood, he can teleport to another wood, more than 9&amp;quot; from enemies. This is in addition to the single unit that can do the same using the Navigate Realmroots ability on the Awakened Wyldwood warscroll. Deep Strike!&lt;br /&gt;
**And they can also shoot, which is decent, not much worse than a unit of Bow Kurnoths.&lt;br /&gt;
**It should be remembered that these guys class as monsters and carry all the baggage that comes with that (You know declining stats, Large model, everyone wants to shoot it. that sort of thing), its still a pretty kickass unit.&lt;br /&gt;
**Everything this guy can do, Durthu and the Ancient can do, and more. But you&#039;re paying almost twice for them.&lt;br /&gt;
**Raw stats are not great, but you get all the new AOS3 monster abilities for a cheap price.&lt;br /&gt;
**With the bump to monsters in AOS3, this guy might finally be useful. Take alongside a big hitter, teleporting with them, stomping and attacking through them.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#dda16f;&amp;quot;&amp;gt;Scenery&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Awakened Wyldwood:&#039;&#039;&#039; Trees everywhere - hopefully&lt;br /&gt;
**An Awakened Wyldwood consists of either 3 wyldwood models arranged to form a circle. Everything inside is treated as woods. Or it consists of 3 individual woods more then 3&amp;quot; from each other. You choose.&lt;br /&gt;
**Because they are treated as separate pieces, if you fail to place one, you can still place the others.&lt;br /&gt;
**No longer stated that you can use the old citadel wood dinner plates.&lt;br /&gt;
**After deciding territories, place one of these beauties on you own side, 3&amp;quot; from objectives and other sceneries. In most games, this&#039;ll serve as you &amp;quot;base&amp;quot; and dryad factory.&lt;br /&gt;
**Instead of moving in the movement phase, ONE {{AOSKeyword|SYLVANETH}} unit wholly within 6&amp;quot; of an Awakened Wyldwood can be moved to wholly within 6&amp;quot; of another, different, wood, and of course more than 9&amp;quot; from any enemy. Treelord varieties have the Spirit Walk Ability and can teleport in addition to this one unit.&lt;br /&gt;
**Line of sight blockers (for a wyldwood made of 3 pieces) if that line covers at least 3 inches inside the wood. This is great for general survivability. Blocking doesn&#039;t count for any model with wounds 10 or more - which is reasonable, but doesn&#039;t quite make sense for Treelords (you know, the guys that look like trees). Individual woods (not in a group of 3) do not block LOS but should still provide cover like other scenery.&lt;br /&gt;
**At the end of the charge phase, each non {{AOSKeyword|SYLVANETH}} unit within 1&amp;quot; on a 6 gets D3 mortals.&lt;br /&gt;
**Every spell cast wholly within 6&amp;quot; of a wood, each non {{AOSKeyword|SYLVANETH}} unit within 1&amp;quot; on a 5+ gets D3 mortals.&lt;br /&gt;
***Remember those damages hurt your allies and your ally in doubles games.&lt;br /&gt;
**Counts as a standard wyldwood, which means they blocks LOS between models with at least 3&amp;quot; of wyldwood between them. Does not count models those with more than 10 wounds each.&lt;br /&gt;
***Sadly this blocks Kunroth bow LOS too.&lt;br /&gt;
***This is going to be a little fiddly to get right, and probably never come into play on single model woods.&lt;br /&gt;
**With Monsterous Rampage, an enemy monster can destroy a wood at the end of each charge phase. That includes teleporting, mortal damage and LOS. Ouch.&lt;br /&gt;
***However, RAW, you can still use a broken as a &#039;&#039;destination&#039;&#039; for a Sylvaneth teleport. Plus anything not on the awakened wyldwood warscroll still works. So that includes Treelord teleporting and all the little wood bonuses everyone gets on their own warscrolls.&lt;br /&gt;
***This all just encourages you to place lots of single model woods.&lt;br /&gt;
**All Treelords and one other unit per turn can teleport between two of these instead of moving (this is in addition to the standard one unit wood teleport)&lt;br /&gt;
**Branchwraiths, Branchwyches, Dryads and Durthu all gain bonuses for being near a wood.&lt;br /&gt;
**The Acorn artefact and the Treelord Ancient can both unconditionally place one wood per game. The verdant blessing spell (6+) is known by all our wizards and can place a new wood per turn if successfully cast. Alarielle can set up a new wood after killing a unit with her spell (if there is room). All of these need to be 3&amp;quot; from objectives and other terrain, plus any additional terrain placement rules in play.&lt;br /&gt;
***Using the rules above, that&#039;s either a single 3 wood piece or three individual woods.&lt;br /&gt;
**You could end up bringing along 8 packs of these, which is a significant upfront cost for the army and it&#039;s a lot of extra plastic you&#039;re carting around between games.&lt;br /&gt;
**Note that the entire inside of the ring of woods is counted as part of the Awakened Wyldwood, which means you can&#039;t use a wildwood to surround another piece of scenery or objective.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
Narrative only now. Battalions are now universal otherwise.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Forest Folk&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Branchwraith and three units of Dryads&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Units can retreat and then still charge that turn.&lt;br /&gt;
&lt;br /&gt;
Great for controlling the flow of combat. Essentially the opposite of Household. Stops your tar pits getting locked into combat with something you didn&#039;t want to, usually due to them charging first. Alternatively, if done correctly, you can bypass combat screens - charge into the screen one turn, then the following turn, retreat further up the board and charge your real target. Ignore the Branchwraith here, she&#039;s just included to reduce the number of drops.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Free Spirits&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Spirit of Durthu and three units of Kurnoth Hunters&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Always rolls a 6 for a run.&lt;br /&gt;
&lt;br /&gt;
Nice. Running instead of charging allows you to tanglethorn for save rerolls when the enemy charges in the following turn. You&#039;ll be wanting Scythes because you&#039;ll need the range on your tiny pile in. Don&#039;t use it to try and deepstrike Durthu or the like if board placement has denied you getting out any woods, as you&#039;ll now have lone units who can no longer shoot or charge until the next turn vulnerable to counterattack.&lt;br /&gt;
&lt;br /&gt;
If you are taking these units, then you probably are also want the cheapest battleline you can get hold of, which is 3x5 Spites - and if you&#039;re doing &#039;&#039;that&#039;&#039;, then Outcasts is 40 points cheaper. Anyone wanting three artefacts, then this and Outcasts together would work.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Household&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A vanilla Treelord, a Branchwych and a unit of Tree-Revenants&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Units locked in combat with the Household cannot retreat.&lt;br /&gt;
&lt;br /&gt;
That&#039;s an amazing ability for controlling the board, sadly the unit choices aren&#039;t the best. However, consider a blob of 30 freely teleporting Tree Revenants with 6&amp;quot; pile ins (and a 60pt hoard discount) and you&#039;re going to lock down whatever threats &#039;&#039;you&#039;&#039; want to for multiple turns until they chew through or die. Use the woods to throw your Treelord followed by Branchwych bomb to lock down a different unit elsewhere. Now consider how much six boxes of Revenants is going to cost to do this. Yeah.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Lords of the Clan&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Two to four Treelord Ancients and one to three normal Treelords&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During your shooting phase, every enemy within 6&amp;quot; of 2+ Treelords, gets D3 mortals on a 2+ roll.&lt;br /&gt;
&lt;br /&gt;
At 60 points, this is a bargain given it&#039;s only 10 more than a command point, and If you really want lots of trees then this is a no brainer. Ability requires you teleport deep strike in pairs, but you won&#039;t get those mortals until &#039;&#039;your&#039;&#039; next turn after charging (assuming the whole pair stays alive). Having to take two Ancients is the tax here - most the Ancient&#039;s abilities don&#039;t double up, leaving your second Ancient mostly as a Treelord with a much lower damage output (however, you do get the additional spell plus the choice of which Ancient to use for its abilities).&lt;br /&gt;
Being forced to take in pairs is a good as the stomp becomes much more reliable (from 50% to 75%), with the chance you can stomp a second enemy.&lt;br /&gt;
For the most use out of this you want two pairs of Ancient+Vanilla, but that uses up almost half your points and all your behemoths slots in a 2000pt game. Two Ancients and one Vanilla is easier to build around, but that magnifies the Ancient tax and neuters the battalion ability. &lt;br /&gt;
For pure damage output and survivability, Dreadwooding a large block of Kurnoth&#039;s is mathematically the better choice. However, two pairs of stomping Trees are much more flexible.&lt;br /&gt;
In addition, taking LOTC enables you to take a mixed battleline (say, one each of Spites, TreeRevs and Dryads) instead of the usual block of Outcasts or Forest Folk - or take both if you really want the artefacts/CPs.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Outcasts&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Three units of Spite-Revenants&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any enemy unit that fails battleshock within (not wholly within!) 3&amp;quot; loses an additional D3 models.&lt;br /&gt;
&lt;br /&gt;
Remember that Spites lower enemy bravery too.&lt;br /&gt;
If you want the cheapest possible battleline plus battalion, then this is the choice to take, for just 280pts total - just don&#039;t expect them to last long.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Wargrove&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;One Lords of the Clan, three Households, three Forest Folks, one Free Spirits and one Outcasts.&#039;&#039;&#039;&#039;&#039; &#039;&#039;80pts (5,240pts min -&amp;gt; 11,010pts max)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Our only remaining super battalion. Allows you to place &#039;&#039;&#039;two&#039;&#039;&#039; Wyldwoods at the start of the game instead of one. Still, way too big to use unless you&#039;re playing 6000 point games.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Drycha&#039;s Spitegrove&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Drycha, 2 units of Spite Revenants.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spites can be great, but the biggest thing they lack is rend. This fixes that, but for only 2 units. Encourages you to take bigger units of spites, which may not be what you want. However, if you&#039;re taking Drycha, this is a no brainer if you want a cheap battalion.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
&lt;br /&gt;
===1000 pts===&lt;br /&gt;
&lt;br /&gt;
===2000 pts===&lt;br /&gt;
&lt;br /&gt;
====Winterleaf starter List====&lt;br /&gt;
&lt;br /&gt;
====Dreadwood Teleportation====&lt;br /&gt;
Dreadwood lets you dodge a lot of mobility concerns that can occur with the new terrain rules - combined with up to +5 to charges and Envoys of the Everqueen, Kurnoth can deliver a punch wherever you want it.&lt;br /&gt;
&lt;br /&gt;
====Gnarlroot Core====&lt;br /&gt;
Gnarlroot provides reliable casting and healing with re-rolling 1&#039;s across your entire army if they stay within range (12&amp;quot;) of your casters, this provides a flexible core for most match ups.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
&lt;br /&gt;
The problem with allies, is that they do not get the {{AOSKeyword|SYLVANETH}}-Keyword. Our Forests can and will turn on our allies if they get too close. This massively reduces their mobility, weakens our board control and potentially makes us lose our models without the enemy having to do anything.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Stormcast Eternals|Stormcast Eternals]]:&#039;&#039;&#039; You don&#039;t particularly need stormcast. Their play style is too different from traditional Sylvaneth play and overall they don&#039;t synergise too well. Perhaps with the upcoming Stormcast Sacrosanct chamber, something might be available to use well with Sylvaneth, but as of now don&#039;t bother. Stormcasts are just too slow to keep up with us and allies can&#039;t make up for this with Deep Strikes. Prosecutors might be a better option than the infantry on foot, but the would-be woefully under supported, due to the lack of Stormcast Heroes. Additionally, they have worse shooting than our (costlier) options and again, do not benefit from Stormcast specific abilities or commands.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Idoneth Deepkin|Idoneth Deepkin]]:&#039;&#039;&#039; The fish guys have lots of cross-unit synergies, which are of no use here. Consider the Akhelian Guards (Ishlaen and Morrsarr). Compared to the Kurnoths, they are faster at 14&#039; and can fly (but can&#039;t use wyldwood teleporting and need to stay way from them too), they pack more punch (but are much more fragile) and they are cheaper too.&lt;br /&gt;
**Alternately, consider running a Deepkin army with the &amp;quot;Alliance of Wood and Sea&amp;quot; Battalion, giving you all the benefits of the Deepkin tides at the cost of having only one forest (for better and worse) via the Treelord Ancient&#039;s Silent Communion ability.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Dispossessed|Dispossessed]]:&#039;&#039;&#039; (Only if general is {{AOSKeyword|IRONBARK}})&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Fyreslayers|Fyreslayers]]:&#039;&#039;&#039; (Only if general is {{AOSKeyword|IRONBARK}}): Surprisingly useful alliance despite not being common in the lore.  The Fyreslayers bring a lot of Mortal Wounds to the table, especially if a Runefather or Runeson on Magmadroth is chosen.  With Hearthguard Berserkers, bring a Fyerslayer hero along with them and they can eat Mortal Wounds for you, being able to resist them on a 4+.&lt;br /&gt;
&lt;br /&gt;
==Buying Guide==&lt;br /&gt;
&lt;br /&gt;
Sylvaneth is mixed in terms of unit price values. Some can be cheap, others horrendously expensive, but that&#039;s GW. A cliché recommendation would be the start collecting box. Sadly the Branchwych is of less use than she used to be but can be easily turned into a much more useful Branchwraith with some simple conversion work.&lt;br /&gt;
&lt;br /&gt;
Note that due to models coming from WFB, a box of Dryads has 16 models, so to get full use of them, you&#039;ll want two boxes giving you 3 dryad units plus 2 spare. Make these up as 3 Dryad Nymphs and 29 normal Dryads to give you full WYSIWYG flexibility of unit sizes. 5 boxes gets you a full usage with 80, which is probably enough unless you go full Dryad spam.&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:59C6:3652:4A4F:28F2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Sylvaneth&amp;diff=38141</id>
		<title>Age of Sigmar/Tactics/Order/Sylvaneth</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Sylvaneth&amp;diff=38141"/>
		<updated>2021-10-22T09:14:17Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:59C6:3652:4A4F:28F2: /* {{color|#dda16f|Named Leaders}} */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Sylvaneth|Logo=Most Friendly Being In Sylvaneth.jpg|Alliance=Order|Motto=WALKING TREES I TELL YOU! WALKING TREES!}}&lt;br /&gt;
&lt;br /&gt;
Welcome to the Everqueen&#039;s glorious wooden host! Fleet of foot we spring from our forests, reaping our foes&#039; lives with Mortal Wounds, before vanishing back into the woods, leaving those still alive confused and broken. When it comes to hit and run, keeping multi-wound models alive and literally shaping the battlefield to our needs, none compare.  For we live between the Elite Armies of the Slaves to Darkness and the Ironjawz and Nighthaunt, our glades and copses are filled with singing dryads and solemn Kurnoth Hunters, ever watchful of the outsides and our enemies. For the Deepwood stirs...&lt;br /&gt;
&lt;br /&gt;
==Why play Sylvaneth?==&lt;br /&gt;
* You like trees, nature and tending to a garden.&lt;br /&gt;
* You like being able to teleport around the battlefield.&lt;br /&gt;
* You like playing chess when everyone else is playing the CHARGE EVERYTHING game.&lt;br /&gt;
* Your favorite scenes in the Lord of the Rings is the Ents attack on Isengard or the Huron wiping out an Orc army, that or Treebeard is your favorite character. (not that I blame you)&lt;br /&gt;
* You’re a painter who loves varieties of colors; or just lots of brown.&lt;br /&gt;
* You like armies that straddle the line between elite and horde.&lt;br /&gt;
&lt;br /&gt;
====Pros====&lt;br /&gt;
*We are about board control. We move around quickly, we teleport, we fight who we want to when we want to, stacking the odds in our favour. On the flip side, in a one on one fight, against a model from another faction at the same points, we rarely come out on top. Plus board control relies you can get your woods out.&lt;br /&gt;
*We have a lot of new and glorious models, almost completely in plastic (just one in finecast, which you &#039;&#039;will&#039;&#039; be needing... and even then you can kitbash one up from plastic models).&lt;br /&gt;
*Just look at Alarielle model. Her utility across the board is almost as awesome as she looks.&lt;br /&gt;
*Kurnoth Hunters. Even by heavy infantry standard in AoS, absolute damage monsters. They will do a lot of heavy lifting.&lt;br /&gt;
*Great, often colourful paint schemes. Whether you want your trees to be in full bloom, fiery autumn or paint them as a haunted ghastly forest, you have a lot of choices.&lt;br /&gt;
*Almost everything we have is at least -1 Rend.&lt;br /&gt;
*Lorewise, we boast one of the leaders of an entire realm and two survivors from the World-That-Was (three if you count the Spirits of Durthu).&lt;br /&gt;
*Easily paintable chaff with Dryads. Which is useful as you&#039;ll be painting a lot of them.&lt;br /&gt;
&lt;br /&gt;
====Cons====&lt;br /&gt;
*We are very bad to transport. Seriously it&#039;s a pain with all these small bits and twigs. Even foam packaged boxes hurt us. You&#039;ll want magnets and a &#039;&#039;big&#039;&#039; metal box, as you&#039;ll be taking lots of dryads just on the off chance you need them all for the summoning. Plus you&#039;ll need an extra box for all those woods you might be able to summon.&lt;br /&gt;
*On top of this, we can be expensive. Lots of woods. Spite and Tree Rev hordes are super expensive in terms of cash. &lt;br /&gt;
*Limited defense against Mortal Wounds - just a single artefact on 5+ and a glade Command Ability on 6+. We counter this with healing, but you can&#039;t heal the dead (we&#039;re not Death)&lt;br /&gt;
*Placing woods bigger than one model can be tricky, which also means you loose their LOS blocking.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Sylvaneth (2019)|points=General&#039;s Handbook 2021|additional=Broken Realms Kragnos (Alarielle and Warsong warscrolls), [https://www.warhammer-community.com/wp-content/uploads/2019/08/EewmcuXFOE3Nt8nq.pdf FAQ] (Endless spells and Wyldwood warscrolls)}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
Armies with the {{AOSKeyword|SYLVANETH}} allegiance have the following abilities:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Awakened Wyldwoods&#039;&#039;&#039;: (This ability has since been replaced with the updated warscroll for Awakened Wyldwoods in the July 2021 FAQ) After territories have been determined but before armies are set up, set up ONE Awakened Wyldwood anywhere on the battlefield more than 1&amp;quot; from any other terrain feature, 1&amp;quot; from enemy territory, and more than 6&amp;quot; from any objectives. Soon in this article you will see why you can&#039;t really play Sylvaneth without them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Forest Spirits&#039;&#039;&#039;: You can set up a {{AOSKeyword|SYLVANETH}} unit aside for every unit deployed on the field. In any of your movement phases, you can deploy it on the battlefield. Units must be set up wholly within 6&amp;quot; of an Awakened Wyldwood and more than 9&amp;quot; from any enemy models. This is their move for that movement phase. Sylvaneth deep strike. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Places of Power&#039;&#039;&#039;: After territories are chosen but before armies are deployed, select one terrain feature (this could be an Awakened Wyldwood YOU deploy according to order of operations... might need an FAQ). Friendly Sylvaneth units wholly within 6&amp;quot; of said terrain feature do not take battleshock tests. Interesting buff, it lets you sort of pick a focal point of where you want to commit to battle, and then have your, say, 30 block of dryads get to ignore battleshock while holding up the enemy.&lt;br /&gt;
&lt;br /&gt;
==={{color|#01bbe3|Command Traits}}===&lt;br /&gt;
A general of an army with a {{AOSKeyword|SYLVANETH}} allegiance can choose one Command Trait from the lists below (be advised that if you choose your army to be one of the Wargroves, you are forced to take a specific command trait instead of one of these):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|#01bbe3|Aspects Of War}}&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Dread Harvester&#039;&#039;&#039;: If you charged, you can reroll melee hit rolls.&lt;br /&gt;
#&#039;&#039;&#039;Gnarled Warrior&#039;&#039;&#039;:  Reroll saves of 1.  &#039;&#039;This used to be ignore rend unless it&#039;s -2 or better.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Gift of Ghyran&#039;&#039;&#039;: Your general heals 1 wound at the start of each of your hero phases.&lt;br /&gt;
#&#039;&#039;&#039;Lord of Spites&#039;&#039;&#039;: Reroll all wound rolls of 1.&lt;br /&gt;
#&#039;&#039;&#039;Warsinger&#039;&#039;&#039;: +2 to any charge rolls made for friendly {{AOSKeyword|SYLVANETH}} units that are wholly within 12&amp;quot; of your general. Good choice for turning a spirit path walk into a charge on the same turn; essential for any alpha strike lists.&lt;br /&gt;
#&#039;&#039;&#039;Wisdom of the Ancients&#039;&#039;&#039;: All friendly {{AOSKeyword|SYLVANETH}} units wholly within 12&amp;quot; of your general in the battleshock phase add 1 to their Bravery. Best near revenants, your most vulnerable to battleshock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|#01bbe3|Aspects Of Renewal}}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{AOSKeyword|Wizards}} only&lt;br /&gt;
#&#039;&#039;&#039;Arcane Bounty&#039;&#039;&#039;:  General knows 1 extra Deepwood spell.&lt;br /&gt;
#&#039;&#039;&#039;Mystic Regrowth&#039;&#039;&#039;:  If General successfully cast a spell, then heal D3 wounds at end of hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Voice Of Warding&#039;&#039;&#039;: General can unbind one extra spell per turn.&lt;br /&gt;
#&#039;&#039;&#039;Glade Lore&#039;&#039;&#039;: General gets +1 to casting rolls when wholly within 6&amp;quot; of a wood.&lt;br /&gt;
#&#039;&#039;&#039;Spellsinger&#039;&#039;&#039;: General gets +6 range of all spells. Consider using the balewind vortex to double this.&lt;br /&gt;
#&#039;&#039;&#039;Radiant Spirit&#039;&#039;&#039;: If affected by a spell/endless spell, roll a dice, on a 4+ ignore the effect. Note the correct usage of affect and effect.&lt;br /&gt;
&lt;br /&gt;
==={{color|#01bbe3|Artefacts}}===&lt;br /&gt;
&lt;br /&gt;
One {{AOSKeyword|hero}} in an army with a {{AOSKeyword|sylvaneth}} allegiance and has chosen to take the {{AOSKeyword|sylvaneth}} allegiance abilities, plus one {{AOSKeyword|hero}} for every battalion selected, can choose one Artefact from the lists below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|#01bbe3|Weapons Of The Glades}}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These affect a single melee weapon belonging to the bearer&lt;br /&gt;
#&#039;&#039;&#039;Daith&#039;s Reaper&#039;&#039;&#039;: Additional rend of 1.&lt;br /&gt;
#&#039;&#039;&#039;Greenwood Gladius&#039;&#039;&#039;: If the bearer charges, +2 attacks that turn.&lt;br /&gt;
#&#039;&#039;&#039;Autumns Ire&#039;&#039;&#039;: Re-roll hits and wounds of 1 as long as the bearer is wounded.&lt;br /&gt;
#&#039;&#039;&#039;Winnowstaff&#039;&#039;&#039;: Can re-roll all hits against enemies with Wounds of 1.&lt;br /&gt;
#&#039;&#039;&#039;Ancient Barkblade&#039;&#039;&#039;: +1 damage.&lt;br /&gt;
#&#039;&#039;&#039;The Darkest Bough&#039;&#039;&#039;: On an unmodified wound roll of 6, deals an additional D3 mortal wounds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|#01bbe3|Boons Of The Everqueen}}&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;The Oaken Armour&#039;&#039;&#039;: Reroll saves of 1.&lt;br /&gt;
#&#039;&#039;&#039;Briarsheath&#039;&#039;&#039;: -1 Hit penalty for anyone attacking the bearer.&lt;br /&gt;
#&#039;&#039;&#039;Glamourweave&#039;&#039;&#039;: 5+ save-after-the-save (mortal wounds only). Great for a Spirit of Durthu tanking Wounds because he can use that to protect himself, and also the only thing in the army that ignores mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Lashvines&#039;&#039;&#039;: For every non-negated wound from a melee weapon, on a 6 from a D6, the attacker takes 1 mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Silken Snares&#039;&#039;&#039;: Ignore rend of -1 from enemies.&lt;br /&gt;
#&#039;&#039;&#039;Nightbloom Garland&#039;&#039;&#039;: Unit is invisible to enemy units more than 12&amp;quot; away.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|#01bbe3|Verdant Treasures}}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Seed of Rebirth&#039;&#039;&#039;: The first time you lose your last wound roll a D6. On 2+ they come back to life with D3 wounds. Obviously best for a Branchwych/wraith, as a monster with D3 Wounds might as well be dead again. Especially useful on a Branchwych, as if she dies and comes back, she still counts as having taken wounds for the purposes of her bonus.&lt;br /&gt;
#&#039;&#039;&#039;Wraithstone&#039;&#039;&#039;: Subtract 1 from the Bravery of enemy units within 10&amp;quot; in the Battleshock Phase. Combine with Spite-Revenants for best results.&lt;br /&gt;
#&#039;&#039;&#039;Everdew Vial&#039;&#039;&#039;: +2 to run and charge rolls.&lt;br /&gt;
#&#039;&#039;&#039;Lifewreath&#039;&#039;&#039;: Roll a dice in hero phase, on 3+ all {{AOSKeyword|sylvaneth}} units wholly within 10&amp;quot; heal +D3 wounds.&lt;br /&gt;
#&#039;&#039;&#039;Crown Of Fell Bowers&#039;&#039;&#039;: Pick an enemy within 6&amp;quot; at the start of the combat phase. All friendly {{AOSKeyword|sylvaneth}} can re-roll all wound rolls against them for that phase.&lt;br /&gt;
#&#039;&#039;&#039;Etherblossom&#039;&#039;&#039;: Bearer can fly. Durthu will love this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|#01bbe3|Relics Of Nature}}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{AOSKeyword|Wizards}} only.&lt;br /&gt;
#&#039;&#039;&#039;Acorn of the Ages&#039;&#039;&#039;: Set up a Wyldwood wholly within 12&amp;quot;, one-use only. The old favourite artefact of the one drop armies. You can simply throw a forest-shaped wrench into enemy charge lanes, you can let an isolated Hero summon their own reinforcement spawn point, you can make some cover to make a stand.&lt;br /&gt;
#&#039;&#039;&#039;Spiritsong Stave&#039;&#039;&#039;: Additional spell cast per turn. Amazing!&lt;br /&gt;
#&#039;&#039;&#039;The Vesperal Gem&#039;&#039;&#039;: Once per turn, automatically succeed a Deepwood spell roll, which cannot be unbound. Sounds great.... but, then roll a dice, on a 1 you get D3 mortals. Ouchy. Good thing you have healing out the ass. Amazing relic because while you NEED magic, you don&#039;t have a lot of multi spell casters OR casting bonuses. Very solid choice. Note, Verdant Blessing is not part of Deepwood, so no autotree spamming.&lt;br /&gt;
#&#039;&#039;&#039;Luneth&#039;s Lamp&#039;&#039;&#039;: +2 unbinding/dispelling rolls for endless spells.&lt;br /&gt;
#&#039;&#039;&#039;Hagbane Spite&#039;&#039;&#039;:  If you successfully unbind a spell, the caster gets 1 mortal.&lt;br /&gt;
#&#039;&#039;&#039;Wychwood Glaive&#039;&#039;&#039;:  Pick a melee weapon, it gets +2 damage against wizards.&lt;br /&gt;
&lt;br /&gt;
==={{color|#01bbe3|Spell Lore}}===&lt;br /&gt;
&lt;br /&gt;
All {{AOSKeyword|sylvaneth}} {{AOSKeyword|wizard}}s know Verdant Blessing&lt;br /&gt;
&#039;&#039;&#039;Verdant Blessing&#039;&#039;&#039; (6+): Casting value 6. Sets up an Awakened Wyldwood wholly within 24&amp;quot;. As useful as the Wyldwoods are to you, this spell is pretty good. &#039;&#039;This used to be 18&amp;quot;, part of the Deepwood list, and was more or less auto include&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|#01bbe3|Deepwood Spell Lore}}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alarielle and the Warsong Rev know all of these. All other {{AOSKeyword|sylvaneth}} {{AOSKeyword|wizard}} can pick one for each spell lore enhancement taken.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Throne of Vines&#039;&#039;&#039; (5+): Caster gets +2 to cast, but only as long as you don&#039;t move. Amazing for Alarielle and her three casts per turn, which allows her to summon woods on a 4+ and buff her Metamorphosis! Also a must take on a Branchwraith with stave to help her get the Dryads out more consistently. Note that this effect stacks! Take on a non moving multi caster and by mid game you won&#039;t be able to fail a cast and there will be no way to unbind you.&lt;br /&gt;
#&#039;&#039;&#039;Regrowth&#039;&#039;&#039; (5+): Casting value 5. Heal D6 Wounds to a friendly, visible {{AOSKeyword|sylvaneth}} unit wholly within 18&amp;quot;. TAKE IT. I don&#039;t care about your strategy, take it. Alarielle? Take it. Treelord Ancient? Take it. Drycha? Take it unless you want a suicide bomb.&lt;br /&gt;
#&#039;&#039;&#039;The Dwellers Below&#039;&#039;&#039; (7+): Pick a unit within 10&amp;quot;, roll a D6 for every model in the unit, every 6 deals a Mortal Wound. Basically Vermintide/New Treason of Tzeentch. It&#039;s good, with a potentially gigantic damage output, but unless used against units of 20+, Arcane Bolt will probably do more.&lt;br /&gt;
#&#039;&#039;&#039;Deadly Harvest&#039;&#039;&#039; (6+): Each enemy unit within 3&amp;quot; gets D3 mortals. Nice when you&#039;re stuck in melee, but only really good in combination with the Spellsinger command trait. Also, remember that it gets better against multiple small units, but worse against horde armies - essentially the opposite of Dwellers below.&lt;br /&gt;
#&#039;&#039;&#039;Verdurous Harmony&#039;&#039;&#039; (7+): A unit wholly within 18&amp;quot; regains 1 slain model (or D3 for Dryads, Tree/Spite Revs). Amazing spell, just can be a little tricky to consistently cast without  bonuses.&lt;br /&gt;
#&#039;&#039;&#039;Treesong&#039;&#039;&#039; (7+): For one enemy unit within 16&amp;quot; and 6&amp;quot; of a wood, you get to re-roll melee hit and wound rolls of 1 against them. What? Very situational and high casting value. Avoid.&lt;br /&gt;
&lt;br /&gt;
==={{color|#01bbe3|Endless Spells}}===&lt;br /&gt;
&lt;br /&gt;
Note that unlike the some of the [[Age of Sigmar/Tactics/Malign Sorcery|generic]] endless spells, the Sylvaneth spells can&#039;t be used by your opponent against you (other than moving them out of harms way).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Gladewyrm_ENG.pdf Gladewyrm]&#039;&#039;&#039; (60pts, CV 7, range 6&amp;quot;, move 8&amp;quot;, fly): Ancient protectors of the &amp;lt;s&amp;gt;[[Dune|spice]]&amp;lt;/s&amp;gt; realmroots.&lt;br /&gt;
**Does D3 mortal wounds to non-{{AOSKeyword|SYLVANETH}} units within 1&amp;quot; and heals D3 wounds to {{AOSKeyword|SYLVANETH}} units wholly within 6&amp;quot; of where it ends up. This only happens on a 3+.&lt;br /&gt;
**Pretty good for the cost. For best effect, lob it in the middle of any combat not involving your battleline.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Vengeful_Skullroot_ENG.pdf Vengeful Skullroot]&#039;&#039;&#039; (95pts, CV 6, range 6&amp;quot;, move 8&amp;quot;, fly): Spooky tree&lt;br /&gt;
**Adds D3 to fleeing non-{{AOSKeyword|SYLVANETH}}  models that fail battleshock tests within 3&amp;quot;.&lt;br /&gt;
**On a 2+, does D3 mortal wounds to  non-{{AOSKeyword|SYLVANETH}} units it passes across, boosted to D6 if said units are within 3&amp;quot; of an {{AOSKeyword|AWAKENED WYLDWOOD}}.&lt;br /&gt;
**If you can get that D6 off, then this is great. Given the myriad ways of avoiding battleshock, and that enemies avoid woods where possible, you might find better use out of the slightly cheaper Gladewyrm.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Spiteswarm_Hive_ENG.pdf Spiteswarm Hive]&#039;&#039;&#039; (40pts, CV 7, range 7&amp;quot;): More of Drycha&#039;s little gribbles.&lt;br /&gt;
**Lets &#039;&#039;you&#039;&#039; (and only you) choose one of the following effects in &#039;&#039;every&#039;&#039; hero phase (including your opponents) each turn it&#039;s around if you have a wizard wizard or hero within 6&amp;quot;. Roll a dice for each {{AOSKeyword|SYLVANETH}} unit wholly within 8&amp;quot;, on a 2+ &#039;&#039;either&#039;&#039; add 3&amp;quot; to normal moves and charge moves &#039;&#039;or&#039;&#039; e-roll saves of 1.&lt;br /&gt;
**Great spell, however be careful when using the move bonus that your models don&#039;t get out of range too quickly.&lt;br /&gt;
**Best case is to place it halfway between you and an enemy, use the move bonus to get into combat, then use the save bonus during your opponents turn (assuming you survive the first round of combat).&lt;br /&gt;
**The small base size helps to stop it getting in the way of movement, assuming you point the gribbles out of the way.&lt;br /&gt;
&lt;br /&gt;
==Glades==&lt;br /&gt;
Every Sylvaneth army gets to optionally belong to a glade &#039;&#039;for free&#039;&#039;, which gives you an extra ability, command ability, fixes your General&#039;s command trait (you cannot choose from the Allegiance Abilities lists) and fixes your first artefact.  The Core FAQ clarifies that if you take Alarielle/Drycha as your general and a Glade, you don&#039;t get the Glade&#039;s Command Trait.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Dreadwood&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Ability&#039;&#039;:  &#039;&#039;&#039;Malicious Tormentors&#039;&#039;&#039;: Spite Revs reroll hits of 1.&lt;br /&gt;
*&#039;&#039;Command Ability&#039;&#039;: &#039;&#039;&#039;Sinister Ambush&#039;&#039;&#039;: Once per turn, take a unit within 18&amp;quot; of a Hero and replace them anywhere on the battlefield, &amp;gt;9&amp;quot; of enemy units.&lt;br /&gt;
*&#039;&#039;Command Trait&#039;&#039;: &#039;&#039;&#039;Paragon Of Terror&#039;&#039;&#039;: Enemy units reroll successful battleshock tests when within 6&amp;quot; of your general.&lt;br /&gt;
*&#039;&#039;Artefact&#039;&#039;: &#039;&#039;&#039;Jewel Of Withering&#039;&#039;&#039;: -1 to melee wound rolls attacking the bearer.&lt;br /&gt;
&lt;br /&gt;
The spooky choice. Gives a reason to use lots of Spite-Revenants. The battleshock reroll jells nicely with the Spite&#039;s -1 bravery buff, and hit rerolls on top of their 3+ to hit should make them terrifying. The teleporting is only good for deep striking a single unit, but combine with wyldwood teleporting and you can also throw over a bunch of Treelords and a big unit of Dryads at the same time.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Gnarlroot&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Ability&#039;&#039;:  &#039;&#039;&#039;Shield The Arcane&#039;&#039;&#039;: Units reroll hits of 1 when wholly within 12&amp;quot; of friendly Gnarlroot Wizards.&lt;br /&gt;
*&#039;&#039;Command Ability&#039;&#039;: &#039;&#039;&#039;The Earth Defends&#039;&#039;&#039;: One unit wholly within 12&amp;quot; of a hero negates wounds or mortal wounds on 6+ for that combat phase.&lt;br /&gt;
*&#039;&#039;Command Trait&#039;&#039;: &#039;&#039;&#039;Nurtured By Magic&#039;&#039;&#039;: Once per turn, if your general successfully casts a spell, a unit wholly within 18&amp;quot; heals D3 wounds.&lt;br /&gt;
*&#039;&#039;Artefact&#039;&#039;: &#039;&#039;&#039;Chalice Of Nectar&#039;&#039;&#039;: Roll 3 dice when casting or unbinding and discard one of your choice.&lt;br /&gt;
&lt;br /&gt;
The magicy life choice. &lt;br /&gt;
*The ability to reroll 1s (for free) overlaps with the Arch-Revenant, so reasonable chance you already have that covered. But might be an excuse to drop Archie, freeing up 100 sweet points, or use both to further extend across your army (remember, Archie isn&#039;t a wizard).&lt;br /&gt;
*Command ability is best left for emergency damage limitation on a crucial unit that somehow got into melee, unless you&#039;re really good at rolling sixes and have lots of spare CPs.&lt;br /&gt;
*The Chalice, which means the bearer well may never fail a cast, sounds awesome at first glance, but it won&#039;t make you into a top-tier spellcaster. Your best wizard, Alarielle can&#039;t take artefacts (neither can Drycha). Wraith, Wych and Ancient will like it, but are restricted to one spell (and with the artefact slot taken, no way to boost the number of casts). Best option is the Warsong Rev for his two casts.&lt;br /&gt;
**Vesperal Gem (which guarantees the cast, but with a small chance of mortals) is similar to the Chalice without tying you to a glade. This can then be supplemented with Spellsinger (+6 range, which you can double by using the balewind vortex), or Winterleaf/Harvestboon/Dreadwood if you&#039;re taking a battalion.&lt;br /&gt;
*The trait, whilst great at keeping stuff alive, is limited the same way as the Chalice - Warsong, Wych, Wraith or Ancient only. You want this on something in the action (Warsong, Ancient) and not something in your backline (Wraith).&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Heartwood&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Ability&#039;&#039;:  &#039;&#039;&#039;Courage for Kurnoth&#039;&#039;&#039;: +1 Bravery wholly within 12&amp;quot; of heroes.&lt;br /&gt;
*&#039;&#039;Command Ability&#039;&#039;: &#039;&#039;&#039;Lord of the Hunt&#039;&#039;&#039;: [[Markerlight|Reroll melee hit and wound rolls of 1 against 1 enemy unit within 12&amp;quot; of a hero]].&lt;br /&gt;
*&#039;&#039;Command Trait&#039;&#039;: &#039;&#039;&#039;Legacy of Valour&#039;&#039;&#039;: If the general is slain, do D3 mortal wounds to an enemy unit within 1&amp;quot; on a 2+. On a 6, do D6 instead.&lt;br /&gt;
*&#039;&#039;Artefact&#039;&#039;: &#039;&#039;&#039;Horn of the Consort&#039;&#039;&#039;: Reroll hits for Kurnoth Hunters wholly within 12&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The reliability choice. The CA overlaps with the Artefact as is a better version of the free one you get with Arch Revenant (now you get wound rolls too). Trait is an added bonus for any hero you &#039;&#039;expect&#039;&#039; to die on in melee somewhere - again, Durthu comes to mind. Those mortals could quite easily finish of that unit he just couldn&#039;t quite shift. Bravery boost is nothing to be sniffed at. Put the artefact on the Arch Revenant and have her babysit some Bows (with her +1 attacks and rerolls of 1), then as the battle shifts to meleem, run 18&amp;quot; (that plus two lots of 12&amp;quot; range is 42&amp;quot;) to the frontlines to boost your Swords and Scythes. Or throw on a Wych near the bows and put Archie at the front to benefit from both reroll abilities.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Harvestboon&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Ability&#039;&#039;: &#039;&#039;&#039;Vibrant Surge&#039;&#039;&#039;: Reroll melee hits of 1 after charging that turn.&lt;br /&gt;
*&#039;&#039;Command Ability&#039;&#039;: &#039;&#039;&#039;Fertile Ground&#039;&#039;&#039;: A unit wholly within 12&amp;quot; of a hero gets +1 attacks to all melee weapons.&lt;br /&gt;
*&#039;&#039;Command Trait&#039;&#039;: &#039;&#039;&#039;Seek New Fruit&#039;&#039;&#039;: After attacking, your General can move 6&amp;quot;, ending more than 3&amp;quot; from enemy units.&lt;br /&gt;
*&#039;&#039;Artefact&#039;&#039;: &#039;&#039;&#039;The Silent Sickle&#039;&#039;&#039;: One melee weapon of the bearer gets +1 attacks.&lt;br /&gt;
&lt;br /&gt;
The Sparta General choice.&lt;br /&gt;
*To make decent use of the Command Trait, you&#039;re going to be taking Durthu (or maybe an Ancient on 1000pt games). Similarly, the Artefact is best used on Durthu (or Ancient). &lt;br /&gt;
*The Command Ability and Ability are both more-or-less covered with the Arch-Revenant. Either use this as a replacement for the Archie, or load both Command Abilities onto a single unit (assuming you&#039;ve been holding back the CPs) for +2. Use these on your Kurnoths or your already powered up Durthu. Damn.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Ironbark&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Ability&#039;&#039;: &#039;&#039;&#039;Stubborn And Taciturn &#039;&#039;&#039;: Reroll battleshock tests when wholly within 12&amp;quot; of any heroes.&lt;br /&gt;
*&#039;&#039;Command Ability&#039;&#039;: &#039;&#039;&#039;Stand Firm&#039;&#039;&#039;: Pick one enemy unit that charges within 1&amp;quot;, roll a dice. On 2+ they get D3 mortals.&lt;br /&gt;
*&#039;&#039;Command Trait&#039;&#039;: &#039;&#039;&#039;Mere Rainfall&#039;&#039;&#039;: Your General rerolls saves against missile weapons.&lt;br /&gt;
*&#039;&#039;Artefact&#039;&#039;: &#039;&#039;&#039;Ironbark Talisman&#039;&#039;&#039;: +1 for melee wound rolls.&lt;br /&gt;
&lt;br /&gt;
In addition, you get Dispossed and Fyreslayers as allies.&lt;br /&gt;
&lt;br /&gt;
The dwarven choice. Rainfall will probably just make your opponent target elsewhere (but you are forcing that choice upon them). Stand Firm is going to stop any small heroes from charging you.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Oakenbrow&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Ability&#039;&#039;:  &#039;&#039;&#039;Our Roots Run Deep&#039;&#039;&#039;: Subtract 2 from wounds taken by Treelords of all varieties when looking at the damage table.&lt;br /&gt;
*&#039;&#039;Command Ability&#039;&#039;: &#039;&#039;&#039;Yield To None&#039;&#039;&#039;: Battleshock immunity wholly within 16&amp;quot; of a selected hero.&lt;br /&gt;
*&#039;&#039;Command Trait&#039;&#039;: &#039;&#039;&#039;Regal Old-growth&#039;&#039;&#039;: +1 wound.&lt;br /&gt;
*&#039;&#039;Artefact&#039;&#039;: &#039;&#039;&#039;Dawnflask&#039;&#039;&#039;: 6+ save against wounds and mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The Treelord choice. With all the point reductions to Treelords this sounds like a good idea, but with how terrible the bonuses are, you should probably just use a better Grove.  The ability is going to keep Durthu&#039;s sword at full strength for twice as long (Up to 4 wounds taken, instead of 2) - but sadly the trait doesn&#039;t stack here.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Winterleaf&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Ability&#039;&#039;: &#039;&#039;&#039;Winter&#039;s Bite&#039;&#039;&#039;: For &#039;&#039;all your units&#039;&#039;, unmodified melee hit rolls of 6 score 2 hits.&lt;br /&gt;
*&#039;&#039;Command Ability&#039;&#039;: &#039;&#039;&#039;Branch Blizzard&#039;&#039;&#039;: Extra 12&amp;quot; shooting attack. Roll a dice for each model in target unit, each 6+ is one mortal. &lt;br /&gt;
*&#039;&#039;Command Trait&#039;&#039;: &#039;&#039;&#039;My Heart Is Ice&#039;&#039;&#039;: Every melee wound inflicted on your general, roll a dice, on a 5+ the attacker gets one mortal.&lt;br /&gt;
*&#039;&#039;Artefact&#039;&#039;: &#039;&#039;&#039;Frozen Kernel&#039;&#039;&#039;: Once per game at the start of the combat phase, 1 friendly WINTERLEAF unit wholly with 18&amp;quot; of the bearer can pile in and attack twice. It does the second pile in and attack right after the first time it attacks, and only if it is still within 3&amp;quot; of an enemy unit.&lt;br /&gt;
&lt;br /&gt;
The obvious choice. &lt;br /&gt;
*The ability exploding sixes is super deadly. The math works out as more or less the same as +1 to hit. And this is &#039;&#039;across your whole army!&#039;&#039; &lt;br /&gt;
*The general&#039;s feedback on 5+&#039;s in melee can also be super deadly. Can also help keep your guy alive - on a straight Behemoth vs Behemoth fight, those 5+&#039;s will weaken your opponents attacks as it drops down its damage table.&lt;br /&gt;
*Regardless of how you play it, the Kernel is always super deadly. But it needs a bit of finesse to ensure you pick the best moment to use it - given that you choose at the start of the phase when to use it, it&#039;s very easy to super power something that didn&#039;t need it. Make sure to use it before your general is killed too.&lt;br /&gt;
*The shooting attack isn&#039;t quite so super deadly as everything else, but who cares when you have everything else above. Mostly only of use against hordes and if you&#039;ve got plenty of spare CPs (which you won&#039;t).&lt;br /&gt;
*If you&#039;re unsure what to take, unsure of how to play Sylvaneth and just want to throw everything into combat then just take Winterleaf. Simple. Super deadly.&lt;br /&gt;
*On 1000pt games, where you can only really squeeze in a single big guy, and you really want to take Drycha, then Winterleaf is still useful. Simply make Archie/Wraith/Wych your general. Sure, the Command Trait is wasted, but the Ability and Artefact are still really good.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
==={{color|#dda16f|Named Leaders}}===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alarielle the Everqueen:&#039;&#039;&#039; (740pts). The over-the-top God model for Sylvaneth. She can&#039;t hit as hard as Archaon and (arguably) Morathi or outcast Teclis and Nagash, but when used correctly she is a still a beast. With the new Broken Realms warscroll she&#039;s gotten a &#039;&#039;lot&#039;&#039; better (and has taken a points bump to match).&lt;br /&gt;
**With a 16&amp;quot; Flying Move stat she can get to where you want her to be.&lt;br /&gt;
**She doesn&#039;t have to be the general, but is treated as a  general along with the character you picked, enabling you to benefit from a wider range of tactical flexibility.&lt;br /&gt;
***If you&#039;re flinging her around the board, the only supporting character who can keep up with her is probably Archie.&lt;br /&gt;
**The lady has a pool of 16 Wounds with a 3+ Save and heals herself for 2D6 (in your own turn only). Generally means your opponent is either going to have to focus fire to get her off the board in one turn, otherwise she&#039;ll be gaining everything back next turn (and that&#039;s even without casting the &amp;quot;heal D6 wounds&amp;quot; Sylvaneth spell Regrowth).  &lt;br /&gt;
**She can heal all Sylvaneth models within 30&amp;quot; for D3 each turn, which can be combined with Regrowth to heal a large model for D3+D6 wounds).  &lt;br /&gt;
**She has a strong throwing spear with massive 24&amp;quot; range. Damage of 6 and just one shot, so fluffing rolls is an issue, but 2+/2+/-1 should help.&lt;br /&gt;
**Main melee attack is the beetle. 4 attacks at damage 5 which is great, but it&#039;s not nearly as high as you&#039;d expect from a model this expensive. Plus, as soon as she gets hurt, that damage drops off quickly.&lt;br /&gt;
**Her other weapon is the Talon of Dwindling, 4 attacks and anyone wounded but not slain by it dies on a roll of 6. All other damage from it is negated. Great for taking out big models, but it&#039;s a gamble you might not want to rely upon.&lt;br /&gt;
**She gives D3 mortals on the charge (with a 1 in 6 chance of D6 or nothing) and can retreat and charge in the same turn allowing you to keep giving those mortals out and preventing getting stuck in the wrong combat.&lt;br /&gt;
**Three casts per turn, and she knows all the Sylvaneth spells. If you don&#039;t have three worthwhile things to cast, then always start with Throne Of vines. Keep her motionless to cheese that throne.&lt;br /&gt;
**She gets a one shot unblockable summon of either a Treelord (regular), 3x Kurnoths, 20x Dryads, 10x Tree- or Spite-Revenants or, umm, a single Branchwych. This effectively dropping her cost by ~200 points, and you get to decide which unit to spend those ~200 points on during the game. Just make sure you summon before she dies.&lt;br /&gt;
***Note that the Dryad and Rev options give you a reinforced unit without using up one of your reinforcement options. Bubble wrapping her in Dryads can be more effective than more Kurnoths.&lt;br /&gt;
**Her command ability Ghyran&#039;s Wrath allows all friendly Sylvaneth wholly within 14&amp;quot; to re-roll failed wound rolls of 1.  &lt;br /&gt;
**Her spell Metamorphosis (7+), you roll as many dice as the &#039;&#039;modified&#039;&#039; casting roll, and each 3+ deals a mortal to a unit within 16&amp;quot;. If that kills the enemy, then you can place a wood there. Given the smaller size of a single wood, the better placement rules, and the better damage output of this spell, using this to place more woods is now finally a plausible strategy. Again, spam this with the throne - with one throne cast, on average you&#039;ll be doing 6 mortals.&lt;br /&gt;
**If you think you can keep her alive, then she&#039;s now a good pick.  This lady has all the bits, but you can&#039;t just use her as a hammer and expect her to live. If you just throw her into the enemy she&#039;ll die before you get to heal her again. She&#039;s good, but not the best in close combat melee. At her cost, she&#039;s too expensive for a glass cannon.&lt;br /&gt;
***If you think she can take an opponent&#039;s model out in one round of combat, then by all means throw her in it. Ideally you need this to be on isolated enemy unit. But, if you don&#039;t kill them, then by the time you get to attack again in your opponents turn, your scaling damage output could be so low she&#039;ll do nothing useful.&lt;br /&gt;
***Ideally you want her to survive as long as possible. For the first few turns use her as a supercharged support unit. Put her behind your frontlines, preferably behind screens, LOS blocking woods and out of range of heavy firepower/mortals. Shoot, cast spells, heal and buff your real hammers. Give help where it&#039;s needed.&lt;br /&gt;
***Later in the game, as losses ramp up, now is the time to bring her onto the front lines. Again, choose opponents carefully. But now is the time to play the odds and go for the Talon insta kills.&lt;br /&gt;
**Worth all those points? Time will tell, but it&#039;s all about how you use her, not the raw stats.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Drycha_Hamadreth_ENG.pdf Drycha Hamadreth]:&#039;&#039;&#039; (330pts). Drycha is back and madder off than ever.&lt;br /&gt;
**Now if an unmodified hit roll from Flitterfuries or Squirmlings is a 6, it&#039;s a mortal wound instead of going through the attack sequence.&lt;br /&gt;
**Flitterfuries are an 18&amp;quot; shooting attack with 10 attacks single damage, rend -1. Meanwhile Squirmlings are 2&amp;quot; melee attack, also with 10 attacks single damage, but not rend. At the start of each battle round, you can choose what mood she&#039;s in, and as a result one of these attack doubles to 20!&lt;br /&gt;
**In addition, her talons give another 6 attacks at damage 2, rend -2. This lady is a beast!&lt;br /&gt;
**She&#039;s also excessively fast with a 9&amp;quot; Move that is not weakened by her damage table.&lt;br /&gt;
**Her spell (6+) scores D3 damage to every unit within 10&amp;quot; based on a roll against the unit&#039;s bravery. This ends up being difficult to score damage against high bravery armies such as Death. This spell combos up with her relationship to Spite-Revenants though. The Spites lower enemy Bravery in order to power her damage-off-of-Bravery spell whereas she grants them better To Wound rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/aos-warscroll-yltharis-guardians-en.pdf Ylthari]:&#039;&#039;&#039; (150pts, with Guardians) Shadespire Hero takes root in AOS.&lt;br /&gt;
**Requires you to bring Ylthari&#039;s Guardians along with.&lt;br /&gt;
**Similar to a Branchwych with a bit more melee power and is labelled a {{AOSKeyword|thornwych}}.&lt;br /&gt;
**Re-rolls wound rolls of 1.&lt;br /&gt;
**Her spell (6+) is a supercharged arcane bolt, giving you an average of 2 mortals per cast.&lt;br /&gt;
**Might be best leaving her for Shadespire. You&#039;re paying 20 points more for her and the Guardian&#039;s than you would for a Branchwych and 5 Tree Revenants and not really gaining much in return.&lt;br /&gt;
**Labelled Oakenbow, which as per FAQ, means that if you take another glade, these guys do not benefit from glade bonus. Which makes her now even more useless than before.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/eng_Captain_Emelda_Braskov_Qulathis_The_Exile.pdf Qulathis the Exile]&#039;&#039;&#039; (100pts) Kicked out from Cursed City&lt;br /&gt;
**Standard 5 wound hero with usual meh melee.&lt;br /&gt;
**Surprisingly No magic. Instead you get three 1 damage shots at +3/+3/-1, with additional mortals on 6s. Best thing here is the 24&amp;quot; range.&lt;br /&gt;
**Has her own special glade, so can&#039;t be buffed by any of our glade bonuses.&lt;br /&gt;
**Against missiles her save goes from 5+ to 3+. Most the time you still want to keep her in a LOS blocking wood, but this gives you more options. Then again, it&#039;s doubtful opponents will be wasting time raining fire down upon her.&lt;br /&gt;
**This lady is purely for use as a sniper. However, you can only take one of her, and she can&#039;t take artefacts. Sigh. If you could boost her shooting output or give her a way to boost Kurnoth Bows then maybe she&#039;d find a use. Possible if you &#039;&#039;really&#039;&#039; want more firepower and don&#039;t have room for more Kurnoth bows.&lt;br /&gt;
**Missing from GHB2021 points. Still valid? Who cares.&lt;br /&gt;
&lt;br /&gt;
==={{color|#dda16f|Generic Leaders}}===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Branchwraith_ENG.pdf Branchwraith]:&#039;&#039;&#039; (95pts) Essential summoning support&lt;br /&gt;
**As a Hero she sports a very meh stat wheel with the exception of her above average movement speed (7&amp;quot;). Her melee will offer only token resistance to opponents, big surprise, she&#039;s a Wizard after all, but when in a wood, she gets -1 to hits made against her, which helps. Although you shouldn&#039;t really ever be getting her into combat, she should ideally spend her life hidden in woods, teleporting between them.&lt;br /&gt;
**That summoning though allows you to summon 10 Dryads &#039;&#039;every turn&#039;&#039;. Game breaking? Well, not quite. Firstly you need to successfully cast and not get unbound; secondly said Dryads need placing in a wyldwood more than 9&amp;quot; from an enemy. You basically have to put a forest in your backfield and just use it to churn out dryads, then teleport them where you need them to go. You could be looking at 2-3 movement phases before they can charge anything. If you have any sense you will keep this crazy looking plant lady in your starting Wyldwood, blocked from LOS and out of unbind range.&lt;br /&gt;
**Consider giving your wraith anything that bumps the spell cast (7+, 58.3% chance) to try and guarantee a unit of Dryads every turn. Take the Stave for an additional cast plus the Throne spell; cast throne (5+, 83.3% chance) then summon at 5+ (again, 83.3% chance). Turn two, another throne cast and you are down to needing 3+. Keep going and you&#039;re more or less guaranteed that cast, plus it&#039;ll be impossible to unbind. Plus in later turns also gives you the bonus of a cheeky bolt/shield/harmony cast. If you really don&#039;t want to use up that artefact slot then another option is taking a battalion and Gnarlroot - the chalice gives her 3 dice, discarding 1, giving you a 74.5% chance.&lt;br /&gt;
**Consider taking two Branchwraiths. Use the second one for verdant blessing wood summonings. If the Dryad summoning wraith dies, you have a spare one. Now you can afford to be a little riskier and put one in a wood near the front lines to get those new Dyrads into combat quicker, or get those woods out further. And if that&#039;s convinced you, then maybe you want to consider a third Branchwraith. Arm them with an array of Deepwood spells and you should always have something useful to cast, especially given turn 5 (or even 4) it might not be useful to summon more bodies that you won&#039;t get into combat. This is probably overboard, and less useful now wyldwoods block  LOS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Branchwych_ENG.pdf Branchwych]:&#039;&#039;&#039; (90pts) Aggressive support wizard.&lt;br /&gt;
**Same meh stat wheel as the Branchwraith, but with slightly better melee.&lt;br /&gt;
**As long as she&#039;s taken at least one wound in damage, she gets 2 extra attacks on her scythe.&lt;br /&gt;
**Her spell Unleash Spites (5+) is a damaging pulse effecting all enemy units within 9&amp;quot;. It works best against the more units that are in range - If there are only 1 or 2 target units in range, then arcane bolt will usually do more damage than the pulse, but it gets better against more units, of course. On average, you&#039;ll expect 1.11 mortal wounds per unit.&lt;br /&gt;
**In Skirmish, the pulse is extremely broken, as &#039;&#039;every&#039;&#039; model is a unit. So, get within range of the front line and suddenly every model is hit with rolling a &#039;&#039;minimum&#039;&#039; of 5 dice, giving mortal wounds on sixes. Most of those models are single wound chaff, because skirmish doesn&#039;t allow you to take any of the good stuff, and you&#039;ve got a game winning massacre. Sadly that pulse is the only thing we&#039;ve got going for ourselves in Skirmish.&lt;br /&gt;
**The oft whispered about &#039;&#039;Branchwych Bomb&#039;&#039; involves sticking her on a Balewind Vortex inside a mid to frontline wood, giving her Deadly Harvest, Spellsinger, and using whatever casting bonuses you can get hold of. Then sit back and cast both spells, spamming mortals out in 21&amp;quot; and 15&amp;quot; bubbles. In practice you&#039;re tying up far too much to get this off reliably. Just don&#039;t run crying when your 5 wound guy gets wiped out pronto after one round of this. Clearly hilarious if you can get it to work.&lt;br /&gt;
***It&#039;s possible to invest even more into this strategy by adding an Umbral Spellportal, but even that doesn&#039;t make it worthwhile.&lt;br /&gt;
**Difficult to recommend her when you can get a spare Dryad summoning Branchwraith for the same cost, and give her Dwellers Below which isn&#039;t that much worse than Unleash Spites.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Spirit_of_Durthu_ENG.pdf Spirit of Durthu]:&#039;&#039;&#039; (340pts) This is &amp;lt;s&amp;gt; SPARTAAAAA&amp;lt;/s&amp;gt; *ahem* supercharged Treelord.&lt;br /&gt;
**The Spirit of Durthu is an absolute damage monster, with extremely powerful shooting, terrifying melee and all the standard tricks of the vanilla Treelord.&lt;br /&gt;
**NOT a named character (and therefore not reduced to 0-1 in Matched Play, etc etc), but very expensive.&lt;br /&gt;
**A shooting attack that is basically the vanilla Treelord&#039;s Strangleroots on steroids, with higher range, more shots and higher damage per shot.&lt;br /&gt;
**His sword is just about as terrifying as it looks, with constant damage 6 so long as he stays in good health and 2 bonus attacks for being near a wood.&lt;br /&gt;
**You really need those big melee attacks to actually hit. So have consider having your Sylvaneth be from Ghyran, and give your Spirit of Durthu the Ghyrstrike Relic. 3 attacks (plus 2 if near a wyldwood), 2+ to hit, 2+ to wound, 6 damage. Holy good fuck.&lt;br /&gt;
**That damage table is a killer for him. Just two wounds and he goes from 6 to D6 damage. Do the math, and a block of Kurnoth&#039;s will output a lower higher end, but similar average output and degrade slower. &lt;br /&gt;
**He also adds 1 to the Bravery of friendly Sylvaneth. But no one cares about that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Treelord_Ancient_ENG.pdf Treelord Ancient]:&#039;&#039;&#039; (295pts). The swiss army knife Treelord&lt;br /&gt;
**If Durthu is a supercharged Treelord, then this is the slightly weaker but more useful version. He retains all the abilities and powers of the vanilla.&lt;br /&gt;
**Compare to a Vanilla Treelord, this guy has 1&amp;quot; less movement and 1 less attack on its Sweeping Blows. This doesn&#039;t seem like much, but the drop from 4 to 3 attacks is actually quite drastic. And what does this old fella get in return? An extra 3 to its Bravery, 18&amp;quot; range on its strangle roots, gains a command ability and becoming a freakin&#039; wizard!&lt;br /&gt;
**His unique spell will do D3 damage to any enemy units on or around your woods. It&#039;s either a great deterrent to entering your woods or a great punishment if the opponent was dumb enough to actually do it. Even more useful now we are spitting out trees three at a time.&lt;br /&gt;
**Once per battle he can unconditionally summon a new wood. This makes him an almost must take if you want a &#039;&#039;guaranteed&#039;&#039; second wood out on your first turn. Note this is once per game, not once per Ancient per game. Wholly within 18&amp;quot; is not that long a range, so if you&#039;re dropping turn one (before you&#039;ve moved anything) you&#039;re not going to be using it for backline deep striking. However, If you teleport the Ancient to the wood, then next turn a 24&amp;quot; verdant blessing wood should give you all the range you need. &lt;br /&gt;
**Has a Command Ability that lets all the Sylvaneth within 12&amp;quot; of him get +1 to save. Stack this with the Kurnoth aura extension. Really good use of those CPs when it&#039;s not your turn. This is a really easy way to boost most your army in one go.&lt;br /&gt;
**He&#039;s got a lot of stuff going on, but he&#039;s expensive. If you want damage take Durthu, if you want casting take the Warsong. However, the stuff he does have is great.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Arch_Revenant_ENG.pdf Arch-Revenant]:&#039;&#039;&#039; (105pts) Force multiplier for the Kurnoths&lt;br /&gt;
**Is very fast, with a move of 12&amp;quot; and an ability to fly until she loses her mount (see below).&lt;br /&gt;
**Has the best non-Behemoth Hero melee in Sylvaneth (which doesn&#039;t say much): three 2&amp;quot; 3+/3+/-2 Dmg 2 attacks with her glave and a single 4+/3+ Dmg D3 attack with her mount.&lt;br /&gt;
**Slightly more survivable than a Branchwych, with five wounds, a 4+ save and an ability to sacrifice her mount to negate one allocated normal or mortal wound.&lt;br /&gt;
**Has a shield for either defensive or offensive use: at the start of the combat phase you may chose to use it to give +1 to saves or reroll hit rolls of 1.&lt;br /&gt;
**Automatically buffs Kurnoth Hunters within 12&amp;quot; of herself, allowing them to re-roll hit rolls of 1 (both melee and shooting).&lt;br /&gt;
**Has a great command ability, adding 1 attack to each model&#039;s weapon in a unit within 9&amp;quot; (12&amp;quot; if the Arch-Revenant is your General). Combine this ability with alpha-striking unit of Tree-Revenants, or buff the hell out of Kurnoth Sword/Scythes - either way, it&#039;ll really hurt your opponent. Only works in the melee phase, so no buffing Kurnoth bows.&lt;br /&gt;
**The Arch-Revenant&#039;s Call to Battle can be used on the Kurnoth Hunters or units near them as long as she is anywhere the board (due to Envoys of the Everqueen) to boost your damage output. Keep her safe!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/3_BR_Kragnos_Warscroll_Warsong_Revenant_ENG_2021.pdf Warsong Revenant]&#039;&#039;&#039; (275pts) Heavy support wizard introduced in Broken Realms&lt;br /&gt;
**A double spellcaster!!! (but only 1 unbind). And +1 to casting within 9&amp;quot; of a wood.&lt;br /&gt;
**Spell is another variety on fishing for wounds spell: For each unit within 9&amp;quot;, roll number of dice equal to the cast, and each 5+ is a mortal wound. So that&#039;s averaging 2.33 mortal on each unit. Plus he knows all of the deepwood lore.&lt;br /&gt;
**Attacks 5 times with rend at damage 2. Plus there&#039;s a 3&amp;quot; range.&lt;br /&gt;
**Slightly less squishy than our usual heroes: 7 wounds, the standard 5+ save is boosted with a 4+ FNP.&lt;br /&gt;
**Fairly maneuverable too with 8&amp;quot; range and flies.&lt;br /&gt;
**Gives -1 bravery to all enemies within 12&amp;quot;, not that anyone cares.&lt;br /&gt;
**From only looking at his warscroll you might be wondering what the big deal is about this guy. Well, give him an artefact, command trait and remember he knows the entire deepwood lore. Now he&#039;ll show his worth. Easily best choice for Chalice in the faction (you might as well give him Nurtured by magic too), or Spiritsong/Vesperal stacks great too - use that extra spell from spiritsong to cast throne every turn. Given he&#039;ll probably be near the action, Frozen Kernel and Horn Of Consort would work too if you&#039;re not magic focused.&lt;br /&gt;
** Designed to sit behind your front lines, attacking through your Kurnoths and Treelords, fairly safe from retaliation. Think of him as a support piece and use similar to Alarielle. Given the crossover and combined points of the two, you probably don&#039;t want Alarielle and this guy in the same list.&lt;br /&gt;
**Remember the oft talked about &#039;&#039;Branchwych bomb&#039;&#039; (see above), well now we have the &#039;&#039;Warsong bomb&#039;&#039;. Give Spellsinger, get him near a wood or ideally &#039;&#039;within&#039;&#039; a big wood, prime with throne the turn before, then spam his spell at every enemy unit within 15&amp;quot; for an average of 3.333 mortals (assuming a single throne, with .6 for each addition throne). Boost with an addition D3 for everything with 9&amp;quot; from Deadly Harvest. Maybe throw in the umbral spellportal. Deadlier than the Branchwych bomb, but you&#039;re still making him a huge target and it&#039;s a lot of points/resources wrapped up to make this happen. He will survive a lot longer than the Wych though.&lt;br /&gt;
**Like Alarielle, points are &#039;&#039;high&#039;&#039; for this guy ... but lets see what AOS 3 brings first before crying too loud.&lt;br /&gt;
&lt;br /&gt;
==={{color|#dda16f|Battleline}}===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Dryads_ENG.pdf Dryads]:&#039;&#039;&#039; (95pts, 10) Your rank and file angry trees. These ladies are thankfully quite versatile and so can be used for a variety of situations.&lt;br /&gt;
**At first glance the ladies don&#039;t look like much, having only a 5+ Save and 2 attacks at 4+/4+/-/1. But they quickly become incredible as in units of 10+ they gain +1 Save, they hit on 3+ in your combat phase and they also have 2&amp;quot; range on their attacks, letting them fight in thick, two-row hedges. They also profit from being near a wood (-1 to hits against them), this is in addition to +1 save for being in cover.  They are also very fast at 7&amp;quot;. Keep them in big units as the Save-bonus and the 2&amp;quot; range heavily reward you for doing so.&lt;br /&gt;
**You can abuse their buffed save rolls by adding a unit of Sisters of the Thorn so you can reroll failed saves (which also deals a mortal on 6), so a large unit in a wood now has 3+ with reroll. For chaff, that&#039;s pretty damn good. However, those Sisters are going to cost you a fair bit in return.&lt;br /&gt;
**With Cities of Sigmar, Sisters of the Thorn&#039;s spell can only be used on WANDERERS unit, so Dryads cannot make use of it anymore.&lt;br /&gt;
**Remember to bring at least an additional 20 of these for the Branchwraith to summon. Unless you plan on playing super defensive, you won&#039;t need more than 30 spare.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Tree_Revenants_ENG.pdf Tree-Revenants]:&#039;&#039;&#039; (80pts, 5) Troops for tricksy players - not your mainline infantry.&lt;br /&gt;
**At first glance look disappointing, with basically the same stat-wheel as Dryads but lower Move. Now here&#039;s where it gets good.... &lt;br /&gt;
**They have Rend in melee, unlike the Drayds.&lt;br /&gt;
**They have the coolest rerolls in the game, getting to reroll 1 dice per &#039;&#039;phase&#039;&#039;. So this seems wonky in melee, doesn&#039;t it? Well, it also allows them to reroll the dice to run, one of the charge dice, the Battleshock dice... you get the picture.&lt;br /&gt;
**The standards allow them to pile in 6&amp;quot; which lets them get more attacks in. (A handy counter to having your pile-in reduced, as with Lumineth Spirits of the Wind…)&lt;br /&gt;
**Most importantly, the musician allows them to use a better Spirit Paths rule, letting you take them off the table and then place them &#039;&#039;&#039;anywhere&#039;&#039;&#039; on the table more than 9&amp;quot; from enemy units. &lt;br /&gt;
**Leader either gets two additional attacks or +1 damage. &lt;br /&gt;
**Do &#039;&#039;not&#039;&#039; use these guys as as you would Dryads. They aren&#039;t particularly killy, they will die quickly if attacked first and their kit is way too expensive to use lots of them. They are for board control:&lt;br /&gt;
***Charge blockers. Save until your opponent gets ready to charge a very killy unit they want to get into combat asap, then teleport a wall of Revenants in front. Revenants will die instantly in the following combat, but it&#039;ll free up your more important units.&lt;br /&gt;
***Back line threatening. Your opponent can no longer keep those war machines, Jezzails and Poisoned Wind Mortars unguarded. Minimum-size squads of them also have just high enough of a damage output to cut all the aforementioned units to ribbons. But, you will say, the 9&amp;quot; charge after teleporting is improbable. No. Since they can reroll one of the charge dice, they are more likely to make that charge than to fail it. A good rule of thumb is to use 2 units of minimum size. That way, it&#039;s very likely at least one of them will make the charge and then they will more than likely deal enough damage to neuter the war machine you attacked.&lt;br /&gt;
***Objective taking. Without any Revenants, your opponent might decide to leave a captured objective unguarded. With Revenants either you can teleport and grab the objective or they&#039;ll be wise to this and need to keep a unit tied up - one big enough to survive a teleport and charge strike.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Spite_Revenants_ENG.pdf Spite-Revenants]:&#039;&#039;&#039; (70pts, 5) Less tricksy, more creepy Tree-Revenants.&lt;br /&gt;
**No rend and single damage, but 3 attacks at +3/+3 each!&lt;br /&gt;
**They also exist to muck around with enemy Bravery. They flat reduce the Bravery of enemies around them, which combos well with Drycha&#039;s unique spell. Plus they force them to reroll passed battleshock tests. Even Death armies can end up with some battleshock losses. This does mean keeping them alive until the battleshock phase.&lt;br /&gt;
**Coherency rules are really bad for their 1&amp;quot; range on 32mm bases. Taking 10 or even 15 is not recommended.&lt;br /&gt;
**Your glass cannon battleline: Hits really hard, dies really quickly.&lt;br /&gt;
**In AOS2, these guys had their use. Outcasts battalion with 3 lots of MSU spites were the cheapest way to get a battalion. Alternatively, 20 of these packed a huge punch and had some staying power. With the loss of both of these in AOS3, Spites are in a tricky place. They die too quickly to be of much use. With only 10 points in it, the Tree Revs are a more more versatile option. Meanwhile, Dryads will get you more damage and staying power.&lt;br /&gt;
&lt;br /&gt;
==={{color|#dda16f|Other Troops}}===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Kurnoth_Hunters_Greatswords_ENG.pdf Kurnoth Hunters With Kurnoth Greatswords]:&#039;&#039;&#039; (225pts) The ultimate wooden killing machine.&lt;br /&gt;
**Incredible. Each of these guys is basically a minor Hero at 5 Wounds and a 4+ Save.&lt;br /&gt;
**The sword tosses out 4 attacks at -1 Rend and damage 2. And deals an additional mortal wounds on wound rolls of 6.&lt;br /&gt;
**Only 1&amp;quot; range on a large base. Always take in threes only.&lt;br /&gt;
**When melee attacking, if they don&#039;t need to move (other than 1&amp;quot; pile in), they get +1 to saves. This works on both yours are your opponents charge phases.&lt;br /&gt;
***Since the warscroll only says at the start of the charge phase but doesn&#039;t specify whose, they can technically charge and pile in normally in your charge phase and then use Tanglethorn Thicket in your opponent&#039;s if you went first.&lt;br /&gt;
**At the end of combat you deal mortal wounds on a 4+ for each model in your unit&lt;br /&gt;
**They also channel Command Abilities. When you use a Command ability, any unit wholly within 12&amp;quot; of a Kunroth is also counted as being in range of the casting hero.&lt;br /&gt;
**Consider pretending you&#039;re playing 40K and magnetise the arms for different weapon loadouts below. If you fix the weapons on one unit then you&#039;ll have enough shoulder pads spare to better magnetise a second unit. The Quiverbugs are trickier to magnetise. Sadly there are no official rules for using plasma cannons.&lt;br /&gt;
**These guys are crazy good now, especially if you take them in Winterleaf. Stick an Arch-Revenant next to a unit, send into something big, and watch it go **POOF**. Pop command ability for 10 attacks hitting on 3+, 5 attacks on 2+, reroll 1&#039;s to hit, with 6&#039;s causing mortal wounds AND extra attacks?! All wounding on 3&#039;s with their -1 rend and flat 2 damage (Bonus points for using the Frozen Kernel so they can do it again. Even Nagash will tremble in terror.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Kurnoth_Hunters_Scythes_ENG.pdf Kurnoth Hunters With Kurnoth Scythes]:&#039;&#039;&#039; (215pts, 3)&lt;br /&gt;
**Same as above, but with longer weapon range of the scythes, which tosses out 3 attacks at Rend -2 and damage D3. The scythes do more damage against 2+ saves, break even against 3+ and the swords win against everything else. But that&#039;s before taking into account the mortal wounds on 6 the Swords deal out (which the scythes don&#039;t get).&lt;br /&gt;
**However, the scythes have 2&amp;quot; reach. You&#039;ll want this for units of 6 or more to get them all into combat or if you want to place a screen in front and attack through them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Kurnoth_Hunters_Greatbows_ENG.pdf Kurnoth Hunters With Kurnoth Greatbows]:&#039;&#039;&#039; (225pts, min 3) &lt;br /&gt;
**Same as above, but now with ranged weapons.&lt;br /&gt;
**A stunning 30&amp;quot; range, two shots per model and D3 damage per shot, these guys are basically artillery.&lt;br /&gt;
**In melee, they do a &#039;&#039;lot&#039;&#039; less damage overall than the swords/scythes, and you can only shoot during your turn (unlike melee, effectively halving the potential damage done per game), but that range means you won&#039;t be getting attacked back.&lt;br /&gt;
**Use these to hide in woods out of enemy LOS and/or use to camp on objectives.&lt;br /&gt;
**Sadly our big woods block LOS for these guys.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/aos-warscroll-yltharis-guardians-en.pdf Ylthari’s Guardians]:&#039;&#039;&#039; (Free with Ylthari) Shadespire Tree Revenants without the good stuff.&lt;br /&gt;
**Can only be taken along with Ylthari.&lt;br /&gt;
**Tree Revenants without a musician or banner, so you loose the pile in and teleport abilities.&lt;br /&gt;
**In return you get three different weapon profiles (sword, glaive, bow), which are upgrades on the Tree Revenants.&lt;br /&gt;
**Plus on a D6 3+ you get to attack first, which is going to make them a lot less fragile than standard Tree Revenants.&lt;br /&gt;
**Same reroll rules as the standard Tree Revenants. Plus you get to reroll wound rolls of 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_skaeths_wild_hunt_en.pdf Skaeth’s Wild Hunt]:&#039;&#039;&#039; (110pts, min/max 5) Straight outa Beastgrave&lt;br /&gt;
**5 unique models with ok melee (max damage of six wounds with all models) and a little bit of shooting (a single close range and single far range attack)&lt;br /&gt;
**One wound each, but the leader gets one extra. And the one of them is a Wizard.&lt;br /&gt;
**Might be easier to just think of these guys as a 120pt six wound wizard with a behemoth damage table. Remember, each model killed results in fewer attacks/abilities. Just make sure you remove the models you most care about last.&lt;br /&gt;
**Spell (CV 7), as long as the model lives, gives you +1 to wounds rolls on a nearby unit, which is neat. Especially given that&#039;s something not covered elsewhere in the faction. Sadly it&#039;s a fairly high casting value.&lt;br /&gt;
**They can still charge and shoot after running, not that you&#039;ll be charging them much.&lt;br /&gt;
**Unique and not a hero.&lt;br /&gt;
**Really, the +1 wounds spell to work alongside your other buffs is the reason you&#039;ll be taking these guys. In an either/or choice, the Arch Revenant is 20pts cheaper and better, and the wych/wraiths are 50% cheaper if you just want a wizard.&lt;br /&gt;
**Like Ylthari, labelled Oakenbow, which as per FAQ, means that if you take another glade, these guys do not benefit from the glade bonus. Which makes them now even more useless than before.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#dda16f;&amp;quot;&amp;gt;Behemoths&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Treelord_ENG.pdf Treelord]:&#039;&#039;&#039; (190pts) &#039;&#039;The&#039;&#039; Walking Tree.&lt;br /&gt;
**At the start of combat he can stomp and on a 4+ cause one enemy unit within 3&amp;quot; to fight at the end of combat.&lt;br /&gt;
**You get a single attack at rend -2, and on a 6 it goes from 1 damage to D6 mortal wounds.&lt;br /&gt;
**Instead of moving or retreating, if 6&amp;quot; from a wood, he can teleport to another wood, more than 9&amp;quot; from enemies. This is in addition to the single unit that can do the same using the Navigate Realmroots ability on the Awakened Wyldwood warscroll. Deep Strike!&lt;br /&gt;
**And they can also shoot, which is decent, not much worse than a unit of Bow Kurnoths.&lt;br /&gt;
**It should be remembered that these guys class as monsters and carry all the baggage that comes with that (You know declining stats, Large model, everyone wants to shoot it. that sort of thing), its still a pretty kickass unit.&lt;br /&gt;
**Everything this guy can do, Durthu and the Ancient can do, and more. But you&#039;re paying almost twice for them.&lt;br /&gt;
**Raw stats are not great, but you get all the new AOS3 monster abilities for a cheap price.&lt;br /&gt;
**With the bump to monsters in AOS3, this guy might finally be useful. Take alongside a big hitter, teleporting with them, stomping and attacking through them.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#dda16f;&amp;quot;&amp;gt;Scenery&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Awakened Wyldwood:&#039;&#039;&#039; Trees everywhere - hopefully&lt;br /&gt;
**An Awakened Wyldwood consists of either 3 wyldwood models arranged to form a circle. Everything inside is treated as woods. Or it consists of 3 individual woods more then 3&amp;quot; from each other. You choose.&lt;br /&gt;
**Because they are treated as separate pieces, if you fail to place one, you can still place the others.&lt;br /&gt;
**No longer stated that you can use the old citadel wood dinner plates.&lt;br /&gt;
**After deciding territories, place one of these beauties on you own side, 3&amp;quot; from objectives and other sceneries. In most games, this&#039;ll serve as you &amp;quot;base&amp;quot; and dryad factory.&lt;br /&gt;
**Instead of moving in the movement phase, ONE {{AOSKeyword|SYLVANETH}} unit wholly within 6&amp;quot; of an Awakened Wyldwood can be moved to wholly within 6&amp;quot; of another, different, wood, and of course more than 9&amp;quot; from any enemy. Treelord varieties have the Spirit Walk Ability and can teleport in addition to this one unit.&lt;br /&gt;
**Line of sight blockers (for a wyldwood made of 3 pieces) if that line covers at least 3 inches inside the wood. This is great for general survivability. Blocking doesn&#039;t count for any model with wounds 10 or more - which is reasonable, but doesn&#039;t quite make sense for Treelords (you know, the guys that look like trees). Individual woods (not in a group of 3) do not block LOS but should still provide cover like other scenery.&lt;br /&gt;
**At the end of the charge phase, each non {{AOSKeyword|SYLVANETH}} unit within 1&amp;quot; on a 6 gets D3 mortals.&lt;br /&gt;
**Every spell cast wholly within 6&amp;quot; of a wood, each non {{AOSKeyword|SYLVANETH}} unit within 1&amp;quot; on a 5+ gets D3 mortals.&lt;br /&gt;
***Remember those damages hurt your allies and your ally in doubles games.&lt;br /&gt;
**Counts as a standard wyldwood, which means they blocks LOS between models with at least 3&amp;quot; of wyldwood between them. Does not count models those with more than 10 wounds each.&lt;br /&gt;
***Sadly this blocks Kunroth bow LOS too.&lt;br /&gt;
***This is going to be a little fiddly to get right, and probably never come into play on single model woods.&lt;br /&gt;
**With Monsterous Rampage, an enemy monster can destroy a wood at the end of each charge phase. That includes teleporting, mortal damage and LOS. Ouch.&lt;br /&gt;
***However, RAW, you can still use a broken as a &#039;&#039;destination&#039;&#039; for a Sylvaneth teleport. Plus anything not on the awakened wyldwood warscroll still works. So that includes Treelord teleporting and all the little wood bonuses everyone gets on their own warscrolls.&lt;br /&gt;
***This all just encourages you to place lots of single model woods.&lt;br /&gt;
**All Treelords and one other unit per turn can teleport between two of these instead of moving (this is in addition to the standard one unit wood teleport)&lt;br /&gt;
**Branchwraiths, Branchwyches, Dryads and Durthu all gain bonuses for being near a wood.&lt;br /&gt;
**The Acorn artefact and the Treelord Ancient can both unconditionally place one wood per game. The verdant blessing spell (6+) is known by all our wizards and can place a new wood per turn if successfully cast. Alarielle can set up a new wood after killing a unit with her spell (if there is room). All of these need to be 3&amp;quot; from objectives and other terrain, plus any additional terrain placement rules in play.&lt;br /&gt;
***Using the rules above, that&#039;s either a single 3 wood piece or three individual woods.&lt;br /&gt;
**You could end up bringing along 8 packs of these, which is a significant upfront cost for the army and it&#039;s a lot of extra plastic you&#039;re carting around between games.&lt;br /&gt;
**Note that the entire inside of the ring of woods is counted as part of the Awakened Wyldwood, which means you can&#039;t use a wildwood to surround another piece of scenery or objective.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
Narrative only now. Battalions are now universal otherwise.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Forest Folk&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Branchwraith and three units of Dryads&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Units can retreat and then still charge that turn.&lt;br /&gt;
&lt;br /&gt;
Great for controlling the flow of combat. Essentially the opposite of Household. Stops your tar pits getting locked into combat with something you didn&#039;t want to, usually due to them charging first. Alternatively, if done correctly, you can bypass combat screens - charge into the screen one turn, then the following turn, retreat further up the board and charge your real target. Ignore the Branchwraith here, she&#039;s just included to reduce the number of drops.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Free Spirits&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Spirit of Durthu and three units of Kurnoth Hunters&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Always rolls a 6 for a run.&lt;br /&gt;
&lt;br /&gt;
Nice. Running instead of charging allows you to tanglethorn for save rerolls when the enemy charges in the following turn. You&#039;ll be wanting Scythes because you&#039;ll need the range on your tiny pile in. Don&#039;t use it to try and deepstrike Durthu or the like if board placement has denied you getting out any woods, as you&#039;ll now have lone units who can no longer shoot or charge until the next turn vulnerable to counterattack.&lt;br /&gt;
&lt;br /&gt;
If you are taking these units, then you probably are also want the cheapest battleline you can get hold of, which is 3x5 Spites - and if you&#039;re doing &#039;&#039;that&#039;&#039;, then Outcasts is 40 points cheaper. Anyone wanting three artefacts, then this and Outcasts together would work.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Household&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A vanilla Treelord, a Branchwych and a unit of Tree-Revenants&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Units locked in combat with the Household cannot retreat.&lt;br /&gt;
&lt;br /&gt;
That&#039;s an amazing ability for controlling the board, sadly the unit choices aren&#039;t the best. However, consider a blob of 30 freely teleporting Tree Revenants with 6&amp;quot; pile ins (and a 60pt hoard discount) and you&#039;re going to lock down whatever threats &#039;&#039;you&#039;&#039; want to for multiple turns until they chew through or die. Use the woods to throw your Treelord followed by Branchwych bomb to lock down a different unit elsewhere. Now consider how much six boxes of Revenants is going to cost to do this. Yeah.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Lords of the Clan&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Two to four Treelord Ancients and one to three normal Treelords&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During your shooting phase, every enemy within 6&amp;quot; of 2+ Treelords, gets D3 mortals on a 2+ roll.&lt;br /&gt;
&lt;br /&gt;
At 60 points, this is a bargain given it&#039;s only 10 more than a command point, and If you really want lots of trees then this is a no brainer. Ability requires you teleport deep strike in pairs, but you won&#039;t get those mortals until &#039;&#039;your&#039;&#039; next turn after charging (assuming the whole pair stays alive). Having to take two Ancients is the tax here - most the Ancient&#039;s abilities don&#039;t double up, leaving your second Ancient mostly as a Treelord with a much lower damage output (however, you do get the additional spell plus the choice of which Ancient to use for its abilities).&lt;br /&gt;
Being forced to take in pairs is a good as the stomp becomes much more reliable (from 50% to 75%), with the chance you can stomp a second enemy.&lt;br /&gt;
For the most use out of this you want two pairs of Ancient+Vanilla, but that uses up almost half your points and all your behemoths slots in a 2000pt game. Two Ancients and one Vanilla is easier to build around, but that magnifies the Ancient tax and neuters the battalion ability. &lt;br /&gt;
For pure damage output and survivability, Dreadwooding a large block of Kurnoth&#039;s is mathematically the better choice. However, two pairs of stomping Trees are much more flexible.&lt;br /&gt;
In addition, taking LOTC enables you to take a mixed battleline (say, one each of Spites, TreeRevs and Dryads) instead of the usual block of Outcasts or Forest Folk - or take both if you really want the artefacts/CPs.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Outcasts&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Three units of Spite-Revenants&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any enemy unit that fails battleshock within (not wholly within!) 3&amp;quot; loses an additional D3 models.&lt;br /&gt;
&lt;br /&gt;
Remember that Spites lower enemy bravery too.&lt;br /&gt;
If you want the cheapest possible battleline plus battalion, then this is the choice to take, for just 280pts total - just don&#039;t expect them to last long.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Wargrove&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;One Lords of the Clan, three Households, three Forest Folks, one Free Spirits and one Outcasts.&#039;&#039;&#039;&#039;&#039; &#039;&#039;80pts (5,240pts min -&amp;gt; 11,010pts max)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Our only remaining super battalion. Allows you to place &#039;&#039;&#039;two&#039;&#039;&#039; Wyldwoods at the start of the game instead of one. Still, way too big to use unless you&#039;re playing 6000 point games.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Drycha&#039;s Spitegrove&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Drycha, 2 units of Spite Revenants.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spites can be great, but the biggest thing they lack is rend. This fixes that, but for only 2 units. Encourages you to take bigger units of spites, which may not be what you want. However, if you&#039;re taking Drycha, this is a no brainer if you want a cheap battalion.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
&lt;br /&gt;
===1000 pts===&lt;br /&gt;
&lt;br /&gt;
===2000 pts===&lt;br /&gt;
&lt;br /&gt;
====Winterleaf starter List====&lt;br /&gt;
&lt;br /&gt;
====Dreadwood Teleportation====&lt;br /&gt;
Dreadwood lets you dodge a lot of mobility concerns that can occur with the new terrain rules - combined with up to +5 to charges and Envoys of the Everqueen, Kurnoth can deliver a punch wherever you want it.&lt;br /&gt;
&lt;br /&gt;
====Gnarlroot Core====&lt;br /&gt;
Gnarlroot provides reliable casting and healing with re-rolling 1&#039;s across your entire army if they stay within range (12&amp;quot;) of your casters, this provides a flexible core for most match ups.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
&lt;br /&gt;
The problem with allies, is that they do not get the {{AOSKeyword|SYLVANETH}}-Keyword. Our Forests can and will turn on our allies if they get too close. This massively reduces their mobility, weakens our board control and potentially makes us lose our models without the enemy having to do anything.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Stormcast Eternals|Stormcast Eternals]]:&#039;&#039;&#039; You don&#039;t particularly need stormcast. Their play style is too different from traditional Sylvaneth play and overall they don&#039;t synergise too well. Perhaps with the upcoming Stormcast Sacrosanct chamber, something might be available to use well with Sylvaneth, but as of now don&#039;t bother. Stormcasts are just too slow to keep up with us and allies can&#039;t make up for this with Deep Strikes. Prosecutors might be a better option than the infantry on foot, but the would-be woefully under supported, due to the lack of Stormcast Heroes. Additionally, they have worse shooting than our (costlier) options and again, do not benefit from Stormcast specific abilities or commands.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Idoneth Deepkin|Idoneth Deepkin]]:&#039;&#039;&#039; The fish guys have lots of cross-unit synergies, which are of no use here. Consider the Akhelian Guards (Ishlaen and Morrsarr). Compared to the Kurnoths, they are faster at 14&#039; and can fly (but can&#039;t use wyldwood teleporting and need to stay way from them too), they pack more punch (but are much more fragile) and they are cheaper too.&lt;br /&gt;
**Alternately, consider running a Deepkin army with the &amp;quot;Alliance of Wood and Sea&amp;quot; Battalion, giving you all the benefits of the Deepkin tides at the cost of having only one forest (for better and worse) via the Treelord Ancient&#039;s Silent Communion ability.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Dispossessed|Dispossessed]]:&#039;&#039;&#039; (Only if general is {{AOSKeyword|IRONBARK}})&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Fyreslayers|Fyreslayers]]:&#039;&#039;&#039; (Only if general is {{AOSKeyword|IRONBARK}}): Surprisingly useful alliance despite not being common in the lore.  The Fyreslayers bring a lot of Mortal Wounds to the table, especially if a Runefather or Runeson on Magmadroth is chosen.  With Hearthguard Berserkers, bring a Fyerslayer hero along with them and they can eat Mortal Wounds for you, being able to resist them on a 4+.&lt;br /&gt;
&lt;br /&gt;
==Buying Guide==&lt;br /&gt;
&lt;br /&gt;
Sylvaneth is mixed in terms of unit price values. Some can be cheap, others horrendously expensive, but that&#039;s GW. A cliché recommendation would be the start collecting box. Sadly the Branchwych is of less use than she used to be but can be easily turned into a much more useful Branchwraith with some simple conversion work.&lt;br /&gt;
&lt;br /&gt;
Note that due to models coming from WFB, a box of Dryads has 16 models, so to get full use of them, you&#039;ll want two boxes giving you 3 dryad units plus 2 spare. Make these up as 3 Dryad Nymphs and 29 normal Dryads to give you full WYSIWYG flexibility of unit sizes. 5 boxes gets you a full usage with 80, which is probably enough unless you go full Dryad spam.&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:59C6:3652:4A4F:28F2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Idoneth_Deepkin&amp;diff=34560</id>
		<title>Age of Sigmar/Tactics/Order/Idoneth Deepkin</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Idoneth_Deepkin&amp;diff=34560"/>
		<updated>2021-10-22T09:08:21Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:59C6:3652:4A4F:28F2: /* Why play Idoneth Deepkin? */&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;
The [[Idoneth Deepkin]] are a faction which sees [[GW]] re-envision sea elves for the [[Age of Sigmar]] setting. Tragically lacking souls (so they&#039;ve come to steal yours), the Idoneth are an army that rewards careful placement of models, a variety of units that provide rapid mobility and negative modifier shenanigans and some of the best allegiance abilities in the game.&lt;br /&gt;
&lt;br /&gt;
==Why play Idoneth Deepkin?==&lt;br /&gt;
&lt;br /&gt;
They are elves unique to AoS, and a rare example of sea elves with fleshed out lore and playstyle. &lt;br /&gt;
&lt;br /&gt;
For more points:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you want to play with [[Dark Eldar]] in a fantasy setting.  Or you like the [[Dark Eldar]] playstyle but want a group that aren&#039;t [[Asdrubael Vect|huge]] [[Haemonculi|assholes]].&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you want to copy 40K&#039;s system of character protection (one of which is the, here ironically named, [[Fish of Fury]]).&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you love sea life!&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you love an army built around speed, speed and &#039;&#039;&#039;MOAR SPEED&#039;&#039;&#039;!  An all-cavalry army not only benefits those who like all-cavalry armies, but every unit has the fly special rule.  Combine this with the right Enclave and you&#039;ll outrun everybody but [[Nighthaunt]].&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you wanted more Dark Souls in your Age of Sigmar.&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Nearly all of your melee units hit like a runaway freight train.&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because [[Teclis]] wasn&#039;t a big enough [[Eldrad| dick]] already.&lt;br /&gt;
* Did I mention they are [[Awesome|Soul-Hunting Pirates riding Sea Monsters?]]&lt;br /&gt;
* You saw the 2018 Aquaman movie and like how the Atlanteans&#039; armies look in battle.&lt;br /&gt;
* Uh, [[Awesome|Soul-Hunting Pirates riding Sea Monsters!]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* You&#039;re one of the only two armies with a Battletome from AoS FIRST EDITION, so... two editions behind at the moment, and with 3E shaking up things AND some of the original warscrolls outdated on the Battletome... yikes.&lt;br /&gt;
* Namarti are quite fragile.&lt;br /&gt;
* Their bravery is mediocre, and they mostly lack the high wounds count or saves to take the lumps and keep going unlike their equivalents in other armies.&lt;br /&gt;
* Mediocre spellcasting unless you shell out the points (and a lot of money) for an expensive Eidolon of the Sea.&lt;br /&gt;
* Your army is mostly monobuild; you will not have a competitive list without the eel riders.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Idoneth Deepkin|points=Generals Handbook 2020}}&lt;br /&gt;
&lt;br /&gt;
The Idoneth Deepkin Battletome was released in April of 2018, and as such, this is the second-oldest active Battletome and thus relatively due for an update (only Maggotkin of Nurgle predates this one). That said, it was also the last new battletome released before AOS 2.0, so they very likely had the upcoming game changes in mind when designing this book.  It&#039;s gotten to the point that the third edition of AOS came out and they &#039;&#039;still&#039;&#039; haven&#039;t gotten a new battletome.&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Forgotten Nightmares:&#039;&#039;&#039; Your &#039;&#039;&#039;Idoneth Deepkin&#039;&#039;&#039; units can only be targeted with Missile Weapons if they are the closest visible target. Keeps your Heroes safe from shooting, though not from magic. Also note that you can use allies to shield your Deepkin with this as the rule stated that the Deepkin unit must be the closest unit. If there are no Deepkin units in range, then the attack must hit the non-Deepkin unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tides of Death:&#039;&#039;&#039; Each round, you get a different ability. After the fourth, it cycles back to 1.&lt;br /&gt;
*#&#039;&#039;&#039;Low Tide:&#039;&#039;&#039;  Your units count as being in cover. Helps you advance without making you scramble to terrain.&lt;br /&gt;
*#&#039;&#039;&#039;Flood Tide:&#039;&#039;&#039; After running, your units can either shoot or charge (but not both).&lt;br /&gt;
*#&#039;&#039;&#039;High Tide:&#039;&#039;&#039; Units with this trait fight &amp;lt;s&amp;gt;before everyone else in melee&amp;lt;/s&amp;gt; At the start of the combat phase now. Get Shipwrecked, Gristlegore. Also, there&#039;s a bunch of abilities that activate during this turn.&lt;br /&gt;
*#&#039;&#039;&#039;Ebb Tide:&#039;&#039;&#039; After falling back, your units can either shoot or charge (but not both). &lt;br /&gt;
**It&#039;s worth noting here that there are two alternate army list choices that can be made to alter this sequence&#039;s order (including taking both together for a third option):&lt;br /&gt;
***reversed order (via Tidecaster as General)&lt;br /&gt;
***Ebb replaced with Flood Tides (via the Fuethán enclave)&lt;br /&gt;
***both options (meeting both conditions)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Ethersea:&#039;&#039;&#039; You get to place up to two Etheric Vortex terrain pieces. Currently, the only existing Etheric Vortex terrain piece is the Gloomtide Shipwreck, which you can either split into two or buy and place two full ships of. The shipwrecks give your units a 6+ Save-after-the-save and have a chance to deal damage to enemies, so they are fairly useful, though less so in a pure Akhelian army. Errata&#039;d so that the shipwreck must be placed more than 6&amp;quot; away from objectives or any other shipwreck.&lt;br /&gt;
&lt;br /&gt;
===Command and Mount Traits===&lt;br /&gt;
==== Command Traits ====&lt;br /&gt;
#&#039;&#039;&#039;Merciless Raider:&#039;&#039;&#039; Can reroll run and charge rolls. Interesting for Steed of Tides shenanigans.&lt;br /&gt;
#&#039;&#039;&#039;Hunter of Souls:&#039;&#039;&#039; Reroll 1s To Wound. Shame this doesn&#039;t work on a mount&#039;s attacks, but still nice.&lt;br /&gt;
#&#039;&#039;&#039;Unstoppable Fury:&#039;&#039;&#039; During High Tide, your General adds +2 to his attacks. Again, shame this doesn&#039;t work on mounts, but it still makes an Akhelian King terrifying.&lt;br /&gt;
#&#039;&#039;&#039;Born From Agony:&#039;&#039;&#039; Your general has 2 more Wounds. Always nice to shrug off an additional Arcane Bolt.&lt;br /&gt;
#&#039;&#039;&#039;Nightmare Legacy:&#039;&#039;&#039; Enemy units within 12&amp;quot; take -1 Bravery. Not a strong effect, but in a fairly large bubble, so it evens out.&lt;br /&gt;
#&#039;&#039;&#039;Lord of Storm and Sea:&#039;&#039;&#039; +2 Bravery for Idoneth Deep in units wholly within 12&amp;quot;. Since your units aren&#039;t exactly blessed with great Bravery, this is pretty nice.&lt;br /&gt;
&lt;br /&gt;
==== Mount Traits: Deepmare ====&lt;br /&gt;
With Broken Realms, we got Mount Traits for Deepmares. Yes, Volturnos&#039; mount Uasall can take one. One Deepmare may take one trait, for every battalion one additional Deepmare may take a different trait, so no trait twice and nobody gets two traits.&lt;br /&gt;
#&#039;&#039;&#039;Swift-finned Impaler:&#039;&#039;&#039; If the roll on the Deepmare Horn ability is 6, you do D6 instead of D3 Mortal Wounds. &lt;br /&gt;
#&#039;&#039;&#039;Savage Ferocity:&#039;&#039;&#039; Both Deepmare attack profiles get 1 extra attack.&lt;br /&gt;
#&#039;&#039;&#039;Voidchill Darkness:&#039;&#039;&#039; We got a winner lads, as every enemy model within 3&amp;quot; get to subtract 1 from their hit rolls.&lt;br /&gt;
&lt;br /&gt;
==== Mount Traits: Leviadon ====&lt;br /&gt;
Also from Broken Realms, one Leviadon may take one trait, for every battalion one additional Leviadon may take a different trait, so no trait twice and nobody gets two traits.&lt;br /&gt;
#&#039;&#039;&#039;Ancient:&#039;&#039;&#039; You ignore rend of -1, but not -2 or more. This makes the Leviadons shiny new shell even harder to crack.&lt;br /&gt;
#&#039;&#039;&#039;Denizen of the Darkest Depths:&#039;&#039;&#039; One extra free Mortal Wound for the impact damage. Specifically states that you still do this extra Mortal Wound if you failed the roll to trigger Crushing Charge.&lt;br /&gt;
#&#039;&#039;&#039;Reverberating Carapace.&#039;&#039;&#039; Increase the Void Drum&#039;s range from 12&amp;quot; to 15&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
&#039;&#039;&#039;Akhelian Artefacts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Can be given to an Akhelian Hero (so far only the Akhelian King, because Volturnos can&#039;t get one):&lt;br /&gt;
#&#039;&#039;&#039;Sanguine Pearl:&#039;&#039;&#039; Gives a 5+ save after the save in melee &lt;br /&gt;
#&#039;&#039;&#039;Potion of Hateful Frenzy:&#039;&#039;&#039; Once per game active in the hero phase to get + 1 to hit and +1 to wound for a round. Then they take 1 mortal wound in the following hero phase. Your personal super sayajin mode. Combine with &#039;&#039;Unstoppable Fury&#039;&#039; to make your King utterly terrifying for one turn. And don&#039;t forget to draw your Falchion to make the most out of it.&lt;br /&gt;
#&#039;&#039;&#039;Ankusha Spur:&#039;&#039;&#039; +3&amp;quot; to movement and the mount rerolls 1s &amp;lt;s&amp;gt;to hit&amp;lt;/s&amp;gt; To Wound after the Errata because someone realized that the King&#039;s aura already gives him the 1s To Hit thing regardless &lt;br /&gt;
#&#039;&#039;&#039;Armour of the Cythai:&#039;&#039;&#039; Enemy gets -1 to hit if they target the bearer in melee. You&#039;re probably better off with the pearl.&lt;br /&gt;
#&#039;&#039;&#039;Bioshock Shell:&#039;&#039;&#039; Once per battle at the start of the combat phase you can inflict D3 mortal wounds on each enemy unit within 3&amp;quot;. You have so few ways of dealing Mortal Wounds that this is interesting. That said, is it really worth running this on a 230 point King?&lt;br /&gt;
#&#039;&#039;&#039;Abyssal Blade:&#039;&#039;&#039; You can improve the rend characteristic of 1 weapon carried by the bearer. Also increase the damage of that weapon by 1 if targetting SLAANESH. Too situational, but interesting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Idoneth Artefacts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Can be given to any Idoneth Deepkin Hero:&lt;br /&gt;
#&#039;&#039;&#039;Rune of the Surging Tide:&#039;&#039;&#039; Use at the start of hero phase once per battle. It has 2 modes: adds 1&amp;quot; movement to all friendly deepkin or takes 1&amp;quot; from all enemies until your next hero phase. Neither a big buff nor a big debuff. Kinda like a mini Chronomatic Cogs.&lt;br /&gt;
#&#039;&#039;&#039;Black Pearl:&#039;&#039;&#039; It is the fastest ship with Johnny Depp usually as the captain. Oops, wrong universe. I mean it gives a 6+ save after the save. &lt;br /&gt;
#&#039;&#039;&#039;Lliandra&#039;s Last Lament:&#039;&#039;&#039; Once per battle you can have all friendly deepkin completely within 18&amp;quot; skip their battleshock test. Very interesting, especially when running a big unit of Allopexes.&lt;br /&gt;
#&#039;&#039;&#039;Terrornight Venom:&#039;&#039;&#039; Pick a weapon. You can reroll wound rolls of 1 for that weapon. Also gives a permanent -1 to bravery to things wounded by that weapon. Not many weapons worth using it on.&lt;br /&gt;
#&#039;&#039;&#039;Cloud of Midnight:&#039;&#039;&#039; Once per battle at the start of any phase the bearer cannot be targetted for attacks, spells or abilities for that phase. They also cannot use attacks, spells or abilities that phase either. Due to a new FAQ when you activate this artifact the bearer is not counted for the Forgotten Nightmare rule.&lt;br /&gt;
#&#039;&#039;&#039;Whorlshell:&#039;&#039;&#039; Once per battle at the start of your hero phase you can pick an enemy HERO within 9&amp;quot; and roll 2d6. If you beat their bravery they get -1 to all hit rolls for the rest of the game. Since most Heroes you&#039;d want to do that to have high Bravery... just take Brain Barnacles instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isharann Artefacts&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Can be given to any Isharann Hero:&lt;br /&gt;
#&#039;&#039;&#039;Steelshell Pearl:&#039;&#039;&#039; Gives a 5+ save after the save against missile weapons. Interesting if you want a cheap sacrifice to soak up fire thanks to &#039;&#039;Forgotten Nightmares&#039;&#039;, but other than that, it&#039;s useless precisely because of &#039;&#039;Forgotten Nightmares&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Mind Flare:&#039;&#039;&#039; Once per battle at the start of combat pick an enemy unit within 3&amp;quot;. They get -1 to hit for that phase. Meh.&lt;br /&gt;
#&#039;&#039;&#039;Dritchleech:&#039;&#039;&#039; All Wizards except Idoneth Deepkin get -1 to casts while within 18&amp;quot;. Interesting, but remember that this will affect allied Wizards as well. &lt;br /&gt;
#&#039;&#039;&#039;Auric Lantern:&#039;&#039;&#039; At the start of your shooting phase pick an enemy within 18&amp;quot; in cover. They dont get cover until your next shooting phase. Not too great, since your shooting isn&#039;t exactly stellar. Except the debuff is not limited to ranged attacks; it is just applied in the shooting phase!&lt;br /&gt;
#&#039;&#039;&#039;Disharmony Stones:&#039;&#039;&#039; Once per battle at the start of your hero phase you pick up to 2 enemy heroes within 12&amp;quot; and then the opposing player must make a choice. 1) they roll a dice for each hero picked on a 3+ they take a mortal wound. 2) They roll a dice for each hero picked and on a 5+ they take d3 mortal wounds. 3) Each hero picked takes d3 mortal wounds. Then roll a dice, on a 4+ the bearer of this artifact takes d3. Be very careful with these, as they might end up doing nothing or doing something and hurting you as well. Also worthless against armies without many Heroes.&lt;br /&gt;
#&#039;&#039;&#039;Brain Barnacles:&#039;&#039;&#039; Once per battle at the start of your hero phase pick an enemy hero within 12&amp;quot; and roll 2d6. [[Awesome|If the roll is equal or greater than the distance between them then that Hero gets -1 to hit and spell cast for the rest of the game]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Artefacts&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Can be given to any Idoneth Deepkin Hero who&#039;s also a Wizard, so Tidecaster and Aspect of the Sea only:&lt;br /&gt;
#&#039;&#039;&#039;Arcane Pearl:&#039;&#039;&#039; Gives a 5+ save after the save against mortal wounds. Combines nicely with both the Aspect of the Sea&#039;s inherent toughness and the Tidecaster&#039;s Spirit Guardians. If you dont need another realm, pick Aqshy and get the 4+ mortal wound save item from there (Malign Sorcery Realm Artefacts are no longer valid in competitive play though).&lt;br /&gt;
#&#039;&#039;&#039;Sands of Infinity:&#039;&#039;&#039; Once per battle you can make a spell last for 2 rounds instead of one. You must use this before the cast and unbind roll. Very nice.&lt;br /&gt;
#&#039;&#039;&#039;Coral Ring:&#039;&#039;&#039; Gives 1 reroll for casting and 1 reroll for unbinding for the game. More reliability is never a bad thing.&lt;br /&gt;
#&#039;&#039;&#039;Bauble of Buoyancy:&#039;&#039;&#039; Gives fly and doubles their run roll. Just in case you want a Tidecaster to keep up with an Akhelian army. Consider picking up the Thermalrider Cloak from Aqshy instead (again, Malign Sorcery Realm Artefacts no longer valid).&lt;br /&gt;
#&#039;&#039;&#039;Kraken Tooth:&#039;&#039;&#039; Once per battle in your shooting phase pick an enemy unit within 12&amp;quot; and visible. Roll a dice and: 1: bearer suffers d3 mortal wounds, 2-5: enemy suffers D3 mortal wounds, 6: Pick 1 enemy model in the unit. If the wound characteristic is less than 10 they are slain. If it is 10+ they take 2d6 mortal wounds. The kraken does not mess around. &lt;br /&gt;
#&#039;&#039;&#039;Augury Shells:&#039;&#039;&#039; Once per battle at the start of the hero phase you can roll 2d6. You can choose to use that result for your casting roll or your enemies unbinding roll on spells cast by the bearer during that phase. You must choose to substitute the roll before rolling for the spell/unbind. Very nice. A terrible roll you can give to the opponent and a good one you keep to yourself. Again, more reliability.&lt;br /&gt;
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===Lore of the Deep=== &lt;br /&gt;
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#&#039;&#039;&#039;Steed of Tides:&#039;&#039;&#039; Casting Value 5. Pick a friendly hero that is not a monster within 6&amp;quot;. Remove them from the table and set them up within 24&amp;quot; of their original spot and outside of 9&amp;quot; of enemies. This counts as their movement in the movement phase. The Hero does not need to be an Idoneth Deepkin.&lt;br /&gt;
#&#039;&#039;&#039;Abyssal Darkness:&#039;&#039;&#039; Casting Value 5. Friendly deepkin are treated as being within cover while wholly within 9&amp;quot; of the caster until your next hero phase. Entirely worthless on your first turn &amp;lt;s&amp;gt;and worthless on any other turn if you have a Leviadon&amp;lt;/s&amp;gt; This is no longer true. In fact, imagine Ishlaen Guard with a Leviadon plus this spell. Damn near impregnable.&lt;br /&gt;
#&#039;&#039;&#039;Vorpal Maelstrom:&#039;&#039;&#039; Casting Value 6. Pick a spot within 18&amp;quot; of the caster that they can see. Roll for each enemy unit within 3&amp;quot; of that spot, if the dice is less than or equal to the number of models in that unit they take d3 mortal wounds. &lt;br /&gt;
#&#039;&#039;&#039;Pressure of the Deeps:&#039;&#039;&#039; Casting Value 7. Pick an enemy they can see within 12&amp;quot; and roll a dice. If you beat their wound stat they are slain. Interestingly you pick a &#039;&#039;model&#039;&#039; with this, not a unit. So just point at that icon bearer in the Pink Horror unit to seriously piss your opponent off.&lt;br /&gt;
#&#039;&#039;&#039;Tide of Fear:&#039;&#039;&#039; Casting Value 6. Pick an enemy the caster can see within 12&amp;quot;. Until your next hero phase that unit gets -1 to hit and to bravery. Nice, but remember that your Aspect of the Sea can do that to D6 units. Better yet, combine the two to make sure one enemy unit in particular is utterly screwed.&lt;br /&gt;
#&#039;&#039;&#039;Arcane Corrosion:&#039;&#039;&#039; Casting Value 6. This auto targets the closest enemy. Measure the distance between the caster and that unit. If the distance is: 12&amp;quot; or less: 1 mortal wound. 13-24&amp;quot;: 2 mortal wounds. 25-36&amp;quot;: 3 mortal wounds. 37-48&amp;quot; 4 mortal wounds. Such a weird spell. Interesting in that it is a damage spell that can be used turn 1, as most damage spells have too short a range for that to work, but &#039;&#039;Arcane Corrosion&#039;&#039; can&#039;t just be used turn 1, it&#039;s practically guaranteed to do quite a bit of damage then.&lt;br /&gt;
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===Isharann Rituals===&lt;br /&gt;
Deepkin can cast 1 ritual a turn. At the start of your hero phase you declare which ritual you wish to cast, pick an ISHARANN HERO that is more than 9&amp;quot; away from an enemy and roll 2d6. On a 10+ the ritual succeeds and if not then nothing happens.  You get +1 if the caster is within 1&amp;quot; of a Gloomtide Shipwreck, +1 if the caster is a PRIEST (i.e. a Soulscryer), +1 for each non priest Isharann heroes within 3&amp;quot;, and +2 for each priest Ishaaran hero within 3&amp;quot;. This is not a spell and cannot be unbound. They have no range, they simply affect the game. Be aware that mathematical your have to [https://www.youtube.com/watch?v=g-4-gLlF0uw fish] for at least a +3 for a better then 50/50 chance. So if your planning on needing a ritual to go off try and get at least two priests and keep them close to keep a [https://www.youtube.com/watch?v=g-4-gLlF0uw floating] +3 to cast them that can be further increased by more heroes or a Shipwreck if you desire.&lt;br /&gt;
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The 3 Rituals are:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Ritual of Erosion:&#039;&#039;&#039; Until your next hero phase your enemy does not get a cover bonus. Your go-to if you don&#039;t have an Eidolon around. No cover does horrible things to bulwark armies like Eternal Guard-Wanderers and Freeguild.&lt;br /&gt;
#&#039;&#039;&#039;Ritual of Rousing:&#039;&#039;&#039; Heal 1 Wound on each EIDOLON and they can reroll all failed hit and casting rolls until your next hero phase. In case you didn&#039;t realize, this is horrifying on an Aspect of the Sea with his two spells per turn.&lt;br /&gt;
#&#039;&#039;&#039;Ritual of Tempest:&#039;&#039;&#039; Until your next hero phase enemy models cannot fly. Unless the table is littered with terrain, this really only helps against Kharadron,gloomspite (squigs) and Nighthaunts, but it can be very good against. Although, shutting down your opponents ability to fly over your units means that they are going to have to fight through the rest of your army.&lt;br /&gt;
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==Warscrolls==&lt;br /&gt;
===Named Characters===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Volturnos.pdf Volturnos, High King of the Deep]:&#039;&#039;&#039; [270 pts.] An Akhelian King +1. For a measly 40 points more, Volturnos gets another swing with his weapons and far better buffs, such as the reroll-aura being extended to 18&amp;quot; and all Deepkin within that bubble also getting +1 to Bravery. But the real kicker is his shield: Whenever he&#039;s affected by any spell, you can choose to roll a D6 and on a 3+ that spell doesn&#039;t affect him (but works normally on everything else). Not only does that keep him relatively safe from enemy debuffs and damage spells, it also means you can drop &#039;&#039;Vorpal Maelstrom&#039;&#039; on top of him when he&#039;s surrounded by enemies. After Broken Realms: Morathi, he now gets potential access to a Deepmare Mount Trait, finally balancing out some of the downsides to having to take a named character as your general for his superior High Tide Command Ability.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lotann.pdf Lotann, Warden of the Soulledgers]:&#039;&#039;&#039; [70 pts.] Aka Octobro. With a fairly standard Hero statline but slightly above-average damage output thanks to the Ochtar, he&#039;s not too shabby on his own. Especially his 5+ Save-after-the-save is appreciated since he can&#039;t take Artefacts. But what you really take him for is his buff, giving Deepkin in general +1 Bravery and Namarti in particular the ability to reroll 1s To Hit in a &amp;lt;del&amp;gt;massive&amp;lt;/del&amp;gt; completely within 12&amp;quot; bubble. Note that his bubble doesn&#039;t specify melee, so feel free to use it to boost those Reavers&#039; shots. That said, if you play mostly Akhelians, then the Akhelian King does the buffing better.&lt;br /&gt;
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===Heroes===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_King.pdf Akhelian King]:&#039;&#039;&#039; [230 pts.] As mentioned above, the generic Akhelian King pales in comparison to Volturnos, but that doesn&#039;t mean he&#039;s bad. He&#039;s worse at everything, but can take Traits and Artefacts, which can combine to make him either tougher or killier or supportier than Volturnos, though never all three (there is also nothing stopping you from taking one alongside Volturnos if you really want to). Whatever you pick, the Akhelian King is always a fast, reasonably tough and extremely killy Hero who provides good support to your Akhelians. His main weapon is either a Greatsword or a Bladed Polearm; the latter is better provided you can keep charging (perfect time to take advantage of Ebb Tide): 2&amp;quot;, -2 Rend, and trades one attack for dishing out 3 damage instead D3 when he charges. If you can&#039;t reliably charge each time, the Sword and Spear actually mathhammer out to very similar damage (we are talking fractions here). One other thing he has over Volty is that you can stow the Shield and Draw the Falchion. This lowers his Save to a 4+, but gives you 3, 3+/4+/-/1 Attacks when when you really want to make sure something is dead.&lt;br /&gt;
**(Note: Realm Artefacts from Malign Sorcery are now invalid)... Make Volturnos jealous of your prowess by giving your Akhelian King the Incandescent Rageblade from Aqshy.  Having 1 of the bearers melee weapons scores 2 hits instead of 1 PLUS an extra attack profile that can be buffed by either the King&#039;s own Command Ability and/or the Unstoppable Fury command trait (in High Tide only) will please you. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Isharann_Tidecaster.pdf Isharann Tidecaster]:&#039;&#039;&#039; [100 pts.] A fairly survivable support caster with access to a number of very interesting spells. All in all, you only pick the lass for two reasons: One, you want a Wizard but don&#039;t have enough points for an Aspect of the Sea. Two, you take her as your general, because she can reverse Tides of Death. Combined with the Fuethán turning &#039;&#039;Ebb Tide&#039;&#039; into &#039;&#039;Flow Tide&#039;&#039;, this will give you a very fast, very aggressive army. &lt;br /&gt;
**Another use, that pairs well if your going to have her sit out of combat and only included because of her ability to flip the tide, is to give the Arcane Corrosion spell, and use her as a little impromptu artillery piece. Putting her in the back corner and spamming the spell makes her an effective choice for throwing some MW downrange.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Isharann_Soulscryer.pdf Isharann Soulscryer]:&#039;&#039;&#039; [130 pts.] Count von Count here is a support character through and through. Fragile, with only milquetoast attacks, but blessed with a combo of bonus effects in that he can outflank along with 2 other Deepkin units (3 if you choose the Briomdar enclave) and on top of that the ability to add 3 to Deepkin charge rolls so long as they charge the one unit he points at. Also allows for some targetting shenanigans with &#039;&#039;Forgotten Nightmares&#039;&#039;, as you can force your opponent&#039;s backfield fire support to shoot your nigh-invulnerable Ishlaen Guard. Be aware that his special rule, seeker of souls, makes it so that Idoneth units within 12” have to charge the unit marked with this ability if they are going to charge anything this turn. You cannot opt out of this bonus, as every unit within 12 of the target must add 3 inches to their charge.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Isharann_Soulrender.pdf Isharann Soulrender]:&#039;&#039;&#039; [80 pts.] The Soulrender wants to be a hybrid Hero killer/buffer. The latter role he pulls off remarkably well, reviving D3 plus however many models his Hook killed that turn Namarti models at the end of your battleshock phase. The former role... eh. His two hook attacks are fairly decent, with a rule that makes it better against Heroes, but it will take some prior damage for him to take down any Hero with 2 damage 2 attacks, even with the fish pitching in.&lt;br /&gt;
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===Eidolon of Mathlann===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Eidolon_of_Mathlann_Storm.pdf Aspect of the Storm]:&#039;&#039;&#039; [330 pts.] With Broken Realms the Eidolons were finally revamped and since GW doesn&#039;t like updating the warscrolls on their site, that one is now out of date. The Aspect of the Storm remains the melee fighter he already was and his tricks are essentially the same. With 12 Wounds and a 3+ save he is happy to get stuck in there and with his two weapons in hand he is sure to bring the hurt. On the charge he is allowed to heal D3 Wounds, gains a fifth attack and one extra damage on his Spear and for the kicks he gets to retreat and charge again. His Stormshoal fish keep their attack, but now also provide him with a 5+ shrug. Pulling an enemy hero into the deeps no longer makes that hero worse at hitting and instead allows the Eidolon to hit on 2s with his own weapons and the Stormshoal on 3&#039;s. Why make the return of the enemy worse, if you can finally kill him outright? Lastly, his Drenched with Hate ability allows to add 1 to all wound rolls for friendly Idoneth wholly within 18&amp;quot;. At 330 points, this Eidolon is finally playable, blends lesser units and Heros with 8 or less wounds will fold before his awesome power.  &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Eidolon_of_Mathlann_Sea.pdf Aspect of the Sea]:&#039;&#039;&#039; [330 pts.] You guessed it, this warscroll is now also out of date. Like his more murderous brother he got blessed with a 5+ shrug. He retains his vital +3 Bravery bubble, now as wholly within 18&amp;quot;. Still very important to keep those Namarti where they are ought to be. The new Dormant Energies rule finally allows rerolls for all his magic rolls instead of only one, and if you don&#039;t use any of these rerolls in your hero phase, he gets D3 wounds back. Nice. His Weapons remain untouched, so while he wont kill as hard as the Aspect of the Storm, he still makes a good account of himself. As a Wizard, he casts and unbinds twice and boasts two spells. One either puts D3 Mortal Wounds on an enemy heals a Idoneth unit for D3 wounds, not bringing anyone back from the dead though. The other punishes D6 enemy units with a -1 to hit and Bravery until your next hero phase.  He too dropped down to 330 points. Yes, this does indeed mean that since he was released he dropped by 110 points, a full quarter of his original cost. He too is finally playable, his biggest weakness being the short range of his spells.&lt;br /&gt;
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===Troops===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Namarti_Thralls.pdf Namarti Thralls]:&#039;&#039;&#039; (Battleline, NAMARTI, 120, Min:10). Namarti Thralls are the quintessential aelven infantry: Extremely fragile and insanely killy. Seriously. Wildwood Rangers wish they were this scary. They attack with the standard elite infantry profile of 2 attacks 3+/3+/-1/1, but with the bonus of adding another attack against 1 Wound models and adding 1 to the damage against models with 4 or more Wounds. However, they also run around with 1 Wound, a 5+ Save and a paltry Bravery of 6. They also have Icon Bearers who gain one more attack and lets them reroll battleshock. Updated FAQ states that you can have 1 Icon bearer per every 10 models. The only thing that holds them back is that their weapons only have 1&amp;quot; of range, so you need to be careful with how to place them.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Namarti_Reavers.pdf Namarti Reavers]:&#039;&#039;&#039; (Battleline with an Isharann Hero as general, NAMARTI, 115, Min:10). Namarti Reavers are fast (8&amp;quot; and rerolls run) and equipped with really weird bows. At 18&amp;quot;, they get one shot at 4+/4+/-/1, which isn&#039;t exactly stellar. At 9&amp;quot;, they instead get three shots at the same profile. Still not incredible, but that sure is a lot of shots. And if they get into melee? Each of them has a Sword-Liberator&#039;s worth of attack. So these are Archers that are only effective at extremely short ranges. Think of them as less versatile but more killy Shadow Warriors and you&#039;re not far off.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Ishlaen_Guard.pdf Akhelian Ishlaen Guard]:&#039;&#039;&#039; (Battleline with an Akhelian Hero as general, AKHELIAN, 155, Min:3) . Defendy cavalry. Huh. Ishlaen Guard is fast and has decent damage output, but their true strength lies in their shields. [[Awesome|They ignore Rend]] and gain +1 to their saves when they charge, which they will since they move 14&amp;quot; and reroll charges thanks to their musician. So the opponent has to throw Mortal Wounds at them just to reliably get past their saves and even then each of the buggers has 4 Wounds.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Morrsarr_Guard.pdf Akhelian Morrsarr Guard]:&#039;&#039;&#039; (Battleline with an Akhelian Hero as general, AKHELIAN, 195, Min:3)  Same basic profile as the Ishlaen, but with 1 less attack on the weapons and no ability to ignore Rend. This seems lacking, especially considering they cost thirty points more. But then you notice that their spears gain Damage 2 and -2 Rend on the charge and that they can, once per game, drop 0.83 Mortal Wounds per rider on whatever pisses you off and you realize that they are wall breakers instead of walls. That said, just because they&#039;re missing the defensive abilities of the Ishlaen, that doesn&#039;t mean they&#039;re frail, as they still rock 4 Wounds with a 4+ Save. Got jacked up to 170 points in GHB 2019, not enough to make a massive difference.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Allopexes.pdf Akhelian Allopex]:&#039;&#039;&#039; (AKHELIAN, 110, Min:1, Max:3, Website Warscroll no longer up to date.) DUUNNN DUNNN… DUUUUNNNN DUUN… DUNDUNDUNDUNDUNDUN... Chariots in all but name. 14&amp;quot; flying, 8 wounds, 4+ save and no longer a Monster, so let&#039;s get to cover. Each has two riders, one who swings a sword and one of which mans the gun. One option is the Razorshell Harpoon, blasting away four shots 3+/3+/-1/1 Damage. The other is the Retarius Net Launcher, who slings out 1 shot 3+/3+/-/1. While that damage is worse than the Harpoon, you only need to hit your target for the prize - your fancy new rule &amp;quot;Entangled&amp;quot; triggers and the hit unit cannot pile in this turn. This means you get to take a nice old bite out of their flank with basically no return. Nice. The ranged options can be mixed within one unit now. In Melee the Crew stabs and prods the enemywith 6 attacks, hitting and wounding on 3s bcause you are aelves, but no rend. The shark itself doesn&#039;t have fins anymore and the bite changed a lot. It is now 3 attacks, 3+/3+/-2/2 Damage. If any enemy unit within 3&amp;quot; has suffered wounds or lost models this turn you get an extra bite, so let the crew swing first if you failed your shooting. Very nice with a Soulscryer. Finally, they can be taken in units of up to 3, which is very risky due to Bravery 6, but with a potentially huge payoff. In exchange, units of them make for an incredible target for the Akhelian King&#039;s Command. It&#039;d be wasted on a single Allopex but on a unit of three? Oh dear. Just make sure you use Inspiring Presence on them until &#039;&#039;High Tide&#039;&#039; rolls around. Now at 110 points, so you can consider this living cruise missile.&lt;br /&gt;
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===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Leviadon.pdf Akhelian Leviadon]:&#039;&#039;&#039; [340 pts.] Sea turtles, mate! Blessed be Morathi&#039;s treacherous ways, because finally the Leviadon has a warscroll that wasn&#039;t left in some half-baked beta state! The warscroll on the Website is currently not up to date. A fixed 10&amp;quot; flying move, a massive 16 wounds and a initial save of 2+ make this a tough shell to break. &amp;quot;Initial save?&amp;quot; you ask? Why yes, for as long as he only suffers 8 wounds this turtle now has a 2+ save, after which it starts to degrade increasingly fast to a 3+, when he has suffered 12 wounds it&#039;s a 4+ and on it&#039;s last fin it&#039;s save is a sad 5+, but at this point he is dead anyway. The weapons that this beast can bring to bear however will make damn sure that whoever breaks it&#039;s carapace will pay dearly for it. Its Razorshell Harpoon Launchers buffed to 8 Attacks 3+/3+/-1/1, delivering Dakka from 24&amp;quot;. Its crew rather inconsequentially poke six times with no rend, and the real hurt comes from the turtle itself. Its fins cleave four times with 2&amp;quot; 2+/3+/-1/ starting at four damage a swing, that&#039;s sixteen wounds you can punch in somewhere. Its bite decided that it&#039;s old swingy ways are for losers, so it got two attacks, hitting on 2s, degrading as the Monster takes damage, wounds on a fixed 2+, -2 rend and three damage. No more sadness with a D6 roll for the damage done. In addition if you roll an unmodified hit roll of 6, you do 3 Mortal wounds now, or 6 if the target is a fellow Monster. And the Attack sequence actually ends now! Amazing! After you make a charge move you already do damage. Like the Deepmare of your Kings, you roll a D6, on a 2+ the charged unit suffers D3 Mortal Wounds or D6 if the unit&#039;s models only  have 1 wound. This butchers small models, so Clanrats beware. We are not done yet. The old useless cover of the Void Drum is gone, now instead IDK units with 8 wounds or less and wholly within 12&amp;quot; just get +1 to their save. This is better than cover and stacks with it. If your Ishlaen Guard are here Turn 1, they have a 2+ unrendable save. Close by Namarti benefit even more, gaining +1 to hit in the Void Drums bubble, which is clearly intended to make them more of a viable choice. 340 points, Monster and a Behemoth.&lt;br /&gt;
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==Battalions==&lt;br /&gt;
Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and doodads are going to be likely added to the faction rules as default.&lt;br /&gt;
===From Battletome Idoneth Deepkin===&lt;br /&gt;
*&#039;&#039;&#039;Royal Council:&#039;&#039;&#039; (610pt. min.) [Battalion: 140pt.]&lt;br /&gt;
&#039;&#039;Requires an Akhelian King (Or Volturnos), a Tidecaster, and a Soulscryer. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adds a new Command Ability, if the Akhelian King is the general. You can add 3&amp;quot; move until next hero phase for 3 friendly Idoneth Deepkin within 12&amp;quot; of the Akhelian King. The Soulscryer and the Tidecaster have to be within 3&amp;quot; of the Akhelian King to use this. Effectively nerfs the Soulscryer&#039;s ability to outflank because he needs to be within 3&amp;quot; of the King to use the Ability of this Battalion (unless you take an extra Soulscryer via the Ionrach enclave). Either way, taking the King as general means you can&#039;t reverse the tides with the Tidecaster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Akhelian Corps:&#039;&#039;&#039; (830pt. min.) [Battalion: 100pt.]&lt;br /&gt;
&#039;&#039;Requires a Akhelian Leviadon, 2-4 units of Akhelian guards and 1-2 units of Akhelian Allopexes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can reroll a hit, a wound, a save, a run or a charge roll for one unit of this battalion wholly within 12&amp;quot; of the big turtle per phase.&lt;br /&gt;
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*&#039;&#039;&#039;Namarti Corps:&#039;&#039;&#039; (660pt. min.) [Battalion: 100pt.]&lt;br /&gt;
&#039;&#039;Requires a Isharann Soulrender, 2-6 units of Namarti Thralls and 2-4 units of Namarti Reavers&#039;&#039;&lt;br /&gt;
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The Soulrender resurrects 3 models instead of D3 with his Lurelight ability.&lt;br /&gt;
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*&#039;&#039;&#039;Alliance of Wood and Sea:&#039;&#039;&#039; (1410pt. min.) [Battalion: 140pt.]&lt;br /&gt;
&#039;&#039;Requires (deep breath....) a Isharann Tidecaster, 2 units of Akhelian guards,  a unit of Akhelian Allopexes, a unit of Namarti Thralls, a unit of Namarti Reavers, and some Sylvaneth - a branchwych, 2 units of Dryads and a Treelord Ancient&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sylvaneth in the Battalion benefit from Emissary of the Deep Places regardless of your chosen Enclave. &lt;br /&gt;
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Essentially a full Start collecting box of Sylvaneth, plus 4 more dyads. Also smart to buy one Awakened Wyldwood since the Treelord Ancient&#039;s ability Silent Communion gives you one per battle despite your Sylvaneth otherwise not having access to tree generation. Ideal for an existing Sylvaneth players wanting to &#039;&#039;branch&#039;&#039; out to something new (pun intended). But does it work as an useful army?&lt;br /&gt;
&lt;br /&gt;
Other useful considerations would be that the two Sylvaneth Wizards in the Battalion don&#039;t have access to non-Warscroll spells, and especially considering that the one spell on the Treelord Ancient&#039;s scroll depends on Awakened Wildwoods to be useful, it&#039;s probably wise to take at least one Sylvaneth Endless Spell (or generic one for that matter) to give them something to do. Furthermore, Dryads are one of those units that doesn&#039;t perform well at their MSU size of 10 (getting a +1 to Save for 10+ models), so you should go ahead and plan on at least two units of 20 models (if not 30). Additionally, the added artefact you&#039;ll be getting from this Battalion will be wasted if you don&#039;t take at least one additional Idoneth Hero (since these Sylvaneth still count as Allies for the purposes of doling out artefacts). Finally, since the Allied Dryads don&#039;t actually count as Battleline (despite what Azyr says), you&#039;ll either need another unit of Namarti (if you take the Tidecaster as your general), or one of the Akhelian Kings (to make the Eels Battleline). Essentially, the Battalion is more for flavor, as it&#039;s super limiting of what you can actually end of taking in a 2000 pt army, but it could still be fun (especially if they update the Sylvaneth scrolls). &lt;br /&gt;
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You could add two units of Kurnoth Hunters as allies (given anyone playing this will most likely have some lying around), but they wouldn&#039;t get the Tides Of Death (unless you went Ionrach).&lt;br /&gt;
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===From Battleforce Boxes===&lt;br /&gt;
*&#039;&#039;&#039;Deepsurge Raiding Party&#039;&#039;&#039; (660pt. min.) (not legal in matched play)&lt;br /&gt;
&#039;&#039;Requires an Isharann Tidecaster, 1 unit of Akhelian Allopexes, 1 Unit of Akhelian Morrsarr Guard or 1 unit of Akhelian Ishlaen Guard, 1 unit of Namarti Thralls, 1 unit of Namarti Reavers &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This gives the Tidecaster the ability to negate the first wound allocation to a model from the battalion instead of itself.&lt;br /&gt;
&lt;br /&gt;
===From Broken Realms: Morathi===&lt;br /&gt;
*&#039;&#039;&#039;The Bloodsurf Hunt&#039;&#039;&#039; (570pt. min.) &lt;br /&gt;
&#039;&#039;Requires an Akhelian King, 1-2 units of Akhelian Allopexes, and locks you into the Ionrach Enclave&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kind of an interesting battalion choice, if you&#039;ve ever looked at your sharks and wanted them to be meat shields for your glorious King.  The Akhelian King model becomes a named character, Nemmetar, and gains the Lord of Storm and Sea command trait.  Nice.  BUT ALSO add 1 to hit rolls for your sharks&#039; Barbed Hooks and Blades while wholly within 12&amp;quot; of Nemmetar.  In addition, on a 2+ you can swap wounds from Nemmetar to Allopex units from the same battalion while they&#039;re within 3&amp;quot; of him.  It may seem counter-intuitive to have your super killy sharks taking wounds for your Akhelian King, but if you&#039;re using Nemmetar as an anvil and Allopexes as a hammer with maybe a Leviadon backing them both up for +1 to saving throws...well, suffice it to say that you will have Nagash himself weeping that you got a First Cohort battalion that can actually be used.&lt;br /&gt;
&lt;br /&gt;
==Super-Battalions==&lt;br /&gt;
===From Battletome Idoneth Deepkin===&lt;br /&gt;
*&#039;&#039;&#039;Phalanx:&#039;&#039;&#039; (3710pt. min.) (30810pt. max.)!!! [Battalion: 120pt.]&lt;br /&gt;
&#039;&#039;1 Royal Council, 2-4 Akhelian Corps, 2-4 Namarti Corps&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The big one. Once per battle you get an additional High Tide.&lt;br /&gt;
&lt;br /&gt;
==The Enclaves==&lt;br /&gt;
They are akin to the Daughters of Khaine Temples.  Each has unique special rules for your army and allows you to upgrade one of your Warscroll Battalions&lt;br /&gt;
*&#039;&#039;&#039;Ionrach:&#039;&#039;&#039; The enclave of magic and allies. +1 to cast and unbind rolls for your Wizards, which, as you know, is invaluable. However, your Command Trait is locked into the Ionrach-exclusive &#039;&#039;Emissary of the Deep Places&#039;&#039;, which provides your allies access to the &#039;&#039;Tides of Death&#039;&#039; rules. Great if you have allies (or mercenaries), worthless if you don&#039;t. On the flip side, seeing as Volturnos&#039; main drawback as a named general is that he can&#039;t take a command trait, if you&#039;re already not bringing allies, this is the perfect time to bring him along and minimize that drawback. Doesn&#039;t really fit the lore so well, but it is what it is... Also your &#039;&#039;Royal Council&#039;&#039; can have up to 2 Soulscryers and Tidecasters.  Also note that with Ionrach, your allies DO NOT gain the benefit of forgotten nightmares (they still screen your Idoneth units however).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dhom-Hain:&#039;&#039;&#039; The enclave of more elite, monster-killing soldiers. Akhelians and Namarti reroll 1s To Hit on the charge. &amp;lt;s&amp;gt;Relatively meaningless as Lotann and the Akhelian King respectively do the same whether you charged or not, but nice if you find yourself outside the relevant bubbles.&amp;lt;/s&amp;gt; Lotann and the Akhelian King only do it for units that are WHOLLY within 12 inches of them, and this rule applies to anything not an Isharann or an Eidolon. So if you want to keep your entire, very mobile, army inside a 12 inch bubble, this rule is meaningless, otherwise it&#039;s very good. Your Akhelians also reroll Wound rolls against Monsters (not just in melee, so feel free to reroll those wounds on your Allopex and Leviadon&#039;s shooting attacks when firing at a monster). Interesting against some armies, worthless against others. Also your &#039;&#039;Akhelian Corps&#039;&#039; can have up to 6 units of Akhelian Guard. Dhom-hain is notable as one of the Enclaves that have no restrictions whatsoever.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fuethán:&#039;&#039;&#039; The most aggressive enclave (including the mounts). You reroll 1s To Wound with your mounts. Also, during &#039;&#039;Flood Tide&#039;&#039; all your units reroll 1s To Hit and &#039;&#039;Ebb Tide&#039;&#039; turns into another &#039;&#039;Flood Tide&#039;&#039;. You&#039;ll really miss that fall back + charge on turn 4, but in exchange, a Tidecaster can make you super fast by giving you &#039;&#039;Flood Tide&#039;&#039; on turn 1 and &#039;&#039;High Tide&#039;&#039; on turn 2. The Tidecaster has to be the general for that, which locks you out of Akhelians being battleline and lets you not use the command abilities of the Akhelian Kings. Also, your &#039;&#039;Phalanx&#039;&#039; can contain up to 6 &#039;&#039;Akhelian Corps&#039;&#039;. Not that you will ever use a &#039;&#039;Phalanx&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mor&#039;Phann:&#039;&#039;&#039; The death enclave. Your Soulrenders raise an additional 3 models. This is huge and out-Death&#039;s Death armies. However, your Tidecasters can&#039;t take Lore spells and instead get &#039;&#039;Freezing Mists&#039;&#039;, which drastically lowers an enemy unit&#039;s Pile In move. Also, your &#039;&#039;Namarti Corps&#039;&#039; can have 6 units of Reavers (errata&#039;ed due to redundancy with 2-6 Thralls already being the base amount for the Battalion). &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nautilar:&#039;&#039;&#039; The most defensive enclave. Your units reroll all failed Hit rolls if they were charged that turn. Not that your opponent needed more discouragement from charging your Namarti. Their Tidecasters lose access to lore spells and instead get &#039;&#039;Protective Barrier&#039;&#039;, which targets a friendly unit and lower the Rend of any enemy attacking them. Also your &#039;&#039;Akhelian Corps&#039;&#039; can have up to 2 Leviadons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Briomdar:&#039;&#039;&#039; The enclave with the most mobility. Your Soulscryers can take up to 3 units along and place them 18&amp;quot; away instead of 12. Also, your units can move over terrain (but not enemy units) as if they were flying. Not too great since most of your army already flies. Also your &#039;&#039;Namarti Corps&#039;&#039; can take up to 6 units of Reavers. Again, it is notable that the Briomdar have no restrictions to their name.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
Note that with an Ionarch army all allies benefit from the &#039;&#039;Tides of Death&#039;&#039; rule, which benefits many allied units in various ways.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cities of Sigmar&#039;&#039;&#039;: They offer the widest variety out of all the allies, particularly the aelven forces.  Here&#039;s a more comprehensive description of what works with Idoneth:  &lt;br /&gt;
** Word of Pain from a Sorceress helps with -1 to Hit spam in a mage heavy list. (Just remember that they&#039;re susceptible to being sniped out).  &lt;br /&gt;
** Order Serpentis provide expendable cavalry with good saves to soak up fire for your Akhelians.  A Black Dragon or War Hydra with Ionrach are good choices for fast heavy hitters and/or shooting.  &lt;br /&gt;
** While Scourge Privateers would be great thematically, only the Scourgerunner Chariot is really worth considering from this group (and there&#039;s a lot of bad blood between the two factions lorewise).&lt;br /&gt;
** Shadow Warriors can deepstrike, and (if in cover) outshoot Reavers from afar (though they&#039;re less mobile once on the field). &lt;br /&gt;
** Wanderers also offer several benefits (though most of the following description is outdated).  A unit of 20 Glade Guard in your army provides you with a highly reliable &amp;quot;remove lynchpin&amp;quot; button that will likely enrage your opponents.  Sisters of the Thorn are an awesome addition to a Cavalry army and provide a very nice spell to boot.  Eternal Guards re-roll saves of 1 and 2 if they are in cover, are as fast as Namarti Thralls and cost 70 points (currently 130) per 10 models (with a super discount at max size). A Waywatcher has the invisible hunter rule, which gives shooting units that target him -1 to hit, and can be given to other Wanderer units within 18&amp;quot; for 1 command point (combine with Tides of Death to make shooty armies cry).&lt;br /&gt;
** Battlemages are excellent support units that can be tailored to your needs, and the Battlemage on Griffon packs a punch too.&lt;br /&gt;
** Phoenix Temple are amazing.  Phoenix guard can eat enemy fire with minimal losses given their 4+ save and a 4+ save-after-the-save.  Throw in a Phoenix Guard Anointed and they not only become fearless but the Anointed gives you an extra dispel.  The Flamespyre Phoenix is also a great unit, trading the dispel for dropping MW on enemies and a one-use chance to come back from death on a 4+.&lt;br /&gt;
** Ironweld Arsenal Gyrobombers are a good and cheap choice for dropping MW on enemy units with their bombs, but Gyrocopters with Steam Guns are both much faster (better able to keep up with IDK flying units) and have a MUCH more potent close-range, anti-horde missile attack. &lt;br /&gt;
*&#039;&#039;&#039;Daughters of Khaine&#039;&#039;&#039;: The best option by a long shot. What they bring are cheap and expendable units of 90 points per 5 Harpies that can Deep Strike in, and help block shots for the rest of your army via &#039;&#039;Forgotten Nightmares&#039;&#039;. 2 Units of Javelin Harpies, or one unit of Sword Harpies is pretty likely to one shot a 5 wound hero to boot. Doomfire Warlocks are also solid allies for a Cavalry army and easily able to keep up as well as providing good shooting and a source of mortal Wounds. Your best bet here is probably a unit of Khinerai, seeing as how they can deepstrike independently from any other unit, and offer a decently strong enough attack to help shift an chaff unit off a back field objective. It doesn&#039;t hurt that they are cheap points wise too. The new Khanite shadowstalkers are quite good as allies, being able to teleport wherever they want. For a hundred points they are an interesting 9 man objective grabber, because sometimes your eels can&#039;t quite do it alone. &lt;br /&gt;
**&#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; While Daughters of Khaine are indeed an extremely powerful force on their own, they don&#039;t make very good allies for a number of reasons. They excel at being an extremely aggressive force when you pile on their faction bonuses (escalating table, 6+FNP, Temple abilities, extra prayers, their NUTS spell lore, not to mention any number of internally consistent abilities and rules) on their own without those they tend towards being overpriced or fragile. While you might get some mileage out of a unit of Khinerai or Doomfire Warlocks, you&#039;d probably be better off with some more Idoneth. &lt;br /&gt;
*&#039;&#039;&#039;Stormcast Eternals&#039;&#039;&#039;: For a Namarti-heavy army, Liberators or Sequitors make fantastic cannon fodder when combined with a Lord-Castellant and &#039;&#039;Forgotten Nightmares&#039;&#039;. Other than that, Vanguard-Raptors make for some nice budget shooting. Fulminators are a nasty addition to any Cavalry heavy army, and combined with &#039;&#039;Tides of Death&#039;&#039;, will get your opponent to flip the table fast. A Knight Azyros can give your units a reroll 1 to Hit for enemies in 10&amp;quot;. Also, a Knight Vexillor might use his redeploy ability to make your Stormcasts keep up with your Idoneths. A Celestant-Prime waiting in the heavens to boost his Attacks characteristic and then dropping in on turn 3 in High Tide (if Ionrach) can do all kinds of work. Turn 2&#039;s not bad either so that you can take advantage of another Cometstrike. &lt;br /&gt;
*&#039;&#039;&#039;Sylvaneth&#039;&#039;&#039;: The only things worth considering here are Kurnoth Hunters for some additional shooting and Tree Revenants for Warmachine hunting without investing hundreds of points into a Soulscryer and an escort.  Additionally, you might want to consider their Outcasts Battalion (3 units of Spite-Revenants), which at 280pt for the minimum-sized battalion, will likely remain the cheapest way to squeeze an extra battalion in. That said, it&#039;s currently impossible to field this in a Deepkin list in Vanguard and meet all of the faction-units-per-allies-units requirements, so save this for your Battlehost-and-larger games.&lt;br /&gt;
*&#039;&#039;&#039;Gotrek:&#039;&#039;&#039; Despite costing 520pts, Gotrek can be brought as an ally in any Order faction even if that&#039;s more than the usual allies allowance. It&#039;s worth mentioning for the Ionrach enclave because he&#039;ll get the benefit of the Tides. Gotrek&#039;s an absolute beast in melee but is let down by his low movement and the fact he can never be teleported/ambushed onto the board etc; however, he would love to be able to run and charge, and retreat and charge, and Ionrach lets him do that.&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls. If you want a big monster that isn’t the Turtle, then this is your pick.&lt;br /&gt;
&lt;br /&gt;
===Lethisian Defenders===&lt;br /&gt;
From the Forbidden Power expansion, this odd army coalition of Idoneth, Stormcast, Kharadron, Fyreslayers, and a random Excelsior Warpriest (w/Gryph-Hound) offers you new Allegiance Ability synergies on a level somewhere between those of the regular faction-only perks and the super basic list for Grand Alliances. By choosing this allegiance, all of your units gain the keyword LETHISIAN DEFENDER and gain access to a couple unique Battle Traits, a Command Ability, 3 Command Traits, 3 Artefacts of Power, and 3 Prayers (arguably the focal point of the Allegiance). Unlike simply taking allies in an otherwise Idoneth list, which is limited by the 1:4 unit ratio rule and (in Pitched Battles) the ≤ 20% pts rule, this allegiance allows you to take basically whatever you want from the four armies (two of which you previously had no access to without pulling back to basic Grand Alliance: Order), with the following exceptions:&lt;br /&gt;
&lt;br /&gt;
*no Hammers of Sigmar (most Stormcast named heroes) [notable exception being the Celestant-Prime]&lt;br /&gt;
*no Vostarg units (Fyreslayers) [but Kharadron named characters are legal]&lt;br /&gt;
*not Volturnos [though you can take Lotann]&lt;br /&gt;
*Battleline is restricted to the armies&#039; vanilla offerings (Arkanaut Company, Liberators, Vulkite Berzerkers, and Thralls) since you can&#039;t take the other options without allegiance to the specific factions). One notable exception here that might (but hopefully won&#039;t) be errata&#039;ed is that Kharadron Endrinmasters (w/Dirigible Suits) as your general can currently grant you access to Skywardens and Endrinriggers as Battleline w/o KO allegiance, allowing you the potential to make an all-flying army with balloon-boiz and your Akhelains/Eidolons (plus whatever scattered Stormcast units you like).&lt;br /&gt;
&lt;br /&gt;
Otherwise, all other units from the four armies are legal, though of course it makes sense to lean in on priests since all priests in your army gain a free prayer that, like most prayers in the game, goes off on a 3+ and can&#039;t be unbound. Also, one of the Command Abilities makes your non-priest general a priest as well, or gives a priest-general access to another prayer. Currently, in addition to the Excelsior Warpriest (a fantastically efficient option with a solid prayer of his own and able to unbind one spell per enemy hero phase), the four armies offer us access to the following priests:&lt;br /&gt;
&lt;br /&gt;
*Stormcast: Lord-Relictor, Lord-Veritant (the superior option by far, super anti-Wizard)&lt;br /&gt;
*Fyreslayers: Auric Runemaster, Auric Runesmiter (able to deepstrike 1 Fyreslayers unit), Auric Runesmither on Magamadroth&lt;br /&gt;
*Idoneth: Isharann Soulscryer (notably lacking a prayer of his own)&lt;br /&gt;
*Kharadron: unfortunately no priests (though an Aetheric Navigator really should be)&lt;br /&gt;
&lt;br /&gt;
The Battle Traits for the Army are as follows:&lt;br /&gt;
*all units can re-roll Battleshock tests (sadly mostly redundant for all Idoneth squads except Allopexes)&lt;br /&gt;
*all Human and Duardin units get +1 to-Hit in melee against enemies that charged them (on that turn)&lt;br /&gt;
*all Akhelian units get +1&amp;quot; Move and +1 on charge rolls, but sadly doesn&#039;t help non-Akhelians&lt;br /&gt;
*Command Ability: only works for Liberators wholly within 12&amp;quot; of a Stormcast Hero (gives them +1 Save in exchange for not being able to pile-in) [meh]&lt;br /&gt;
&lt;br /&gt;
Drawbacks:&lt;br /&gt;
*you no longer benefit from any of the army&#039;s Allegiance-specific synergies (most-notably here, Tides of Death and Forgotten Nightmares), but you get to have fun allying with Duardin, more Stormcast, and have some Priestly fun!&lt;br /&gt;
*there&#039;s no specific lore to the army (besides the prayers), but if you want Wizards, you can always take Endless Spells or use the one Realm Spell from GHB20 (same goes for one extra artefact)&lt;br /&gt;
*unfortunately, there&#039;s no fix if you don&#039;t like the 3 Command Traits&lt;br /&gt;
*no new Warscroll Battalions, but you&#039;re allowed to use any of the existing ones&lt;br /&gt;
&lt;br /&gt;
Ultimately, though most-likely not powerful enough to be competitive, I hope that GW will make more coalition allegiances like this, as it not only mixes things up, but it creates opportunities for you to collect and learn other armies, and it&#039;s super fluffy lore-wise. Plus, the Grand Alliances really don&#039;t have enough going for them, so this kinda makes up for that, meeting halfway between.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
There aren&#039;t a ton of options for building diverse armies since the Idoneth model line consists of 8 Leaders, 5 units with only one unconditional battleline and a behemoth.  However with the addition of Enclaves your army will perform a bit differently and allows for a small but not insignificant level of specialization. &lt;br /&gt;
&lt;br /&gt;
===What to start with?===&lt;br /&gt;
* As the name suggest, the Start Collecting! kit is a great way to start your collection, giving you 10 Thralls, 3 Eels and one Soulrender.&lt;br /&gt;
&lt;br /&gt;
* Battleforce box being released for Holidays 2018.  $170 (USD) will net you a Tidecaster, 10 Namarti Thralls, 10 Namarti Reavers, 3 Eel guard riders of your choice, and 2 Allopexes.  Not a bad variety to start with, and is over a hundred dollars in savings, if you can somehow get your hands on it.&lt;br /&gt;
&lt;br /&gt;
*Grab an Akhelian King kit and build either Volturnos or the stock King model.  Both are fine, though Volturnos outperforms his nameless counterpart before taking Artefacts and Command Traits into consideration.  Either model is a fine addition to your army. Better yet, pick up the Broken Realms: Morathi Battalion Box for the Bloodsurf Hunt, which includes not only the Akhelian King kit, but also two Allopexes, all useable in a new Battalion that&#039;s actually solid (especially if FAQ&#039;d out of being subfaction-locked to Ionrach). &lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:59C6:3652:4A4F:28F2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Idoneth_Deepkin&amp;diff=34559</id>
		<title>Age of Sigmar/Tactics/Order/Idoneth Deepkin</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Idoneth_Deepkin&amp;diff=34559"/>
		<updated>2021-10-22T09:07:48Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:59C6:3652:4A4F:28F2: /* Why play Idoneth Deepkin? */&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;
The [[Idoneth Deepkin]] are a faction which sees [[GW]] re-envision sea elves for the [[Age of Sigmar]] setting. Tragically lacking souls (so they&#039;ve come to steal yours), the Idoneth are an army that rewards careful placement of models, a variety of units that provide rapid mobility and negative modifier shenanigans and some of the best allegiance abilities in the game.&lt;br /&gt;
&lt;br /&gt;
==Why play Idoneth Deepkin?==&lt;br /&gt;
&lt;br /&gt;
They are elves unique to AoS, and a rare example of sea elves with fleshed out lore and playstyle. &lt;br /&gt;
&lt;br /&gt;
For more points:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you want to play with [[Dark Eldar]] in a fantasy setting.  Or you like the [[Dark Eldar]] playstyle but want a group that aren&#039;t [[Asdrubael Vect|huge]] [[Haemonculi|assholes]].&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you want to copy 40K&#039;s system of character protection (one of which is the, here ironically named, [[Fish of Fury]]).&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you love sea life!&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you love an army built around speed, speed and &#039;&#039;&#039;MOAR SPEED&#039;&#039;&#039;!  An all-cavalry army not only benefits those who like all-cavalry armies, but every unit has the fly special rule.  Combine this with the right Enclave and you&#039;ll outrun everybody but [[Nighthaunt]].&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you wanted more Dark Souls in your Age of Sigmar.&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Nearly all of your melee units hit like a runaway freight train.&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because [[Teclis]] wasn&#039;t a big enough [[Eldrad| dick]] already.&lt;br /&gt;
* Did I mention they are [[Awesome|Soul-Hunting Pirates riding Sea Monsters?]]&lt;br /&gt;
* You saw the 2018 Aquaman movie and like how the Atlanteans&#039; armies look in battle.&lt;br /&gt;
* Uh, [[Awesome|Soul-Hunting Pirates riding Sea Monsters!]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* You&#039;re the only army with a Battletome from AoS FIRST EDITION, so... two editions behind at the moment, and with 3E shaking up things AND some of the original warscrolls outdated on the Battletome... yikes.&lt;br /&gt;
* Namarti are quite fragile.&lt;br /&gt;
* Their bravery is mediocre, and they mostly lack the high wounds count or saves to take the lumps and keep going unlike their equivalents in other armies.&lt;br /&gt;
* Mediocre spellcasting unless you shell out the points (and a lot of money) for an expensive Eidolon of the Sea.&lt;br /&gt;
* Your army is mostly monobuild; you will not have a competitive list without the eel riders.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Idoneth Deepkin|points=Generals Handbook 2020}}&lt;br /&gt;
&lt;br /&gt;
The Idoneth Deepkin Battletome was released in April of 2018, and as such, this is the second-oldest active Battletome and thus relatively due for an update (only Maggotkin of Nurgle predates this one). That said, it was also the last new battletome released before AOS 2.0, so they very likely had the upcoming game changes in mind when designing this book.  It&#039;s gotten to the point that the third edition of AOS came out and they &#039;&#039;still&#039;&#039; haven&#039;t gotten a new battletome.&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Forgotten Nightmares:&#039;&#039;&#039; Your &#039;&#039;&#039;Idoneth Deepkin&#039;&#039;&#039; units can only be targeted with Missile Weapons if they are the closest visible target. Keeps your Heroes safe from shooting, though not from magic. Also note that you can use allies to shield your Deepkin with this as the rule stated that the Deepkin unit must be the closest unit. If there are no Deepkin units in range, then the attack must hit the non-Deepkin unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tides of Death:&#039;&#039;&#039; Each round, you get a different ability. After the fourth, it cycles back to 1.&lt;br /&gt;
*#&#039;&#039;&#039;Low Tide:&#039;&#039;&#039;  Your units count as being in cover. Helps you advance without making you scramble to terrain.&lt;br /&gt;
*#&#039;&#039;&#039;Flood Tide:&#039;&#039;&#039; After running, your units can either shoot or charge (but not both).&lt;br /&gt;
*#&#039;&#039;&#039;High Tide:&#039;&#039;&#039; Units with this trait fight &amp;lt;s&amp;gt;before everyone else in melee&amp;lt;/s&amp;gt; At the start of the combat phase now. Get Shipwrecked, Gristlegore. Also, there&#039;s a bunch of abilities that activate during this turn.&lt;br /&gt;
*#&#039;&#039;&#039;Ebb Tide:&#039;&#039;&#039; After falling back, your units can either shoot or charge (but not both). &lt;br /&gt;
**It&#039;s worth noting here that there are two alternate army list choices that can be made to alter this sequence&#039;s order (including taking both together for a third option):&lt;br /&gt;
***reversed order (via Tidecaster as General)&lt;br /&gt;
***Ebb replaced with Flood Tides (via the Fuethán enclave)&lt;br /&gt;
***both options (meeting both conditions)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Ethersea:&#039;&#039;&#039; You get to place up to two Etheric Vortex terrain pieces. Currently, the only existing Etheric Vortex terrain piece is the Gloomtide Shipwreck, which you can either split into two or buy and place two full ships of. The shipwrecks give your units a 6+ Save-after-the-save and have a chance to deal damage to enemies, so they are fairly useful, though less so in a pure Akhelian army. Errata&#039;d so that the shipwreck must be placed more than 6&amp;quot; away from objectives or any other shipwreck.&lt;br /&gt;
&lt;br /&gt;
===Command and Mount Traits===&lt;br /&gt;
==== Command Traits ====&lt;br /&gt;
#&#039;&#039;&#039;Merciless Raider:&#039;&#039;&#039; Can reroll run and charge rolls. Interesting for Steed of Tides shenanigans.&lt;br /&gt;
#&#039;&#039;&#039;Hunter of Souls:&#039;&#039;&#039; Reroll 1s To Wound. Shame this doesn&#039;t work on a mount&#039;s attacks, but still nice.&lt;br /&gt;
#&#039;&#039;&#039;Unstoppable Fury:&#039;&#039;&#039; During High Tide, your General adds +2 to his attacks. Again, shame this doesn&#039;t work on mounts, but it still makes an Akhelian King terrifying.&lt;br /&gt;
#&#039;&#039;&#039;Born From Agony:&#039;&#039;&#039; Your general has 2 more Wounds. Always nice to shrug off an additional Arcane Bolt.&lt;br /&gt;
#&#039;&#039;&#039;Nightmare Legacy:&#039;&#039;&#039; Enemy units within 12&amp;quot; take -1 Bravery. Not a strong effect, but in a fairly large bubble, so it evens out.&lt;br /&gt;
#&#039;&#039;&#039;Lord of Storm and Sea:&#039;&#039;&#039; +2 Bravery for Idoneth Deep in units wholly within 12&amp;quot;. Since your units aren&#039;t exactly blessed with great Bravery, this is pretty nice.&lt;br /&gt;
&lt;br /&gt;
==== Mount Traits: Deepmare ====&lt;br /&gt;
With Broken Realms, we got Mount Traits for Deepmares. Yes, Volturnos&#039; mount Uasall can take one. One Deepmare may take one trait, for every battalion one additional Deepmare may take a different trait, so no trait twice and nobody gets two traits.&lt;br /&gt;
#&#039;&#039;&#039;Swift-finned Impaler:&#039;&#039;&#039; If the roll on the Deepmare Horn ability is 6, you do D6 instead of D3 Mortal Wounds. &lt;br /&gt;
#&#039;&#039;&#039;Savage Ferocity:&#039;&#039;&#039; Both Deepmare attack profiles get 1 extra attack.&lt;br /&gt;
#&#039;&#039;&#039;Voidchill Darkness:&#039;&#039;&#039; We got a winner lads, as every enemy model within 3&amp;quot; get to subtract 1 from their hit rolls.&lt;br /&gt;
&lt;br /&gt;
==== Mount Traits: Leviadon ====&lt;br /&gt;
Also from Broken Realms, one Leviadon may take one trait, for every battalion one additional Leviadon may take a different trait, so no trait twice and nobody gets two traits.&lt;br /&gt;
#&#039;&#039;&#039;Ancient:&#039;&#039;&#039; You ignore rend of -1, but not -2 or more. This makes the Leviadons shiny new shell even harder to crack.&lt;br /&gt;
#&#039;&#039;&#039;Denizen of the Darkest Depths:&#039;&#039;&#039; One extra free Mortal Wound for the impact damage. Specifically states that you still do this extra Mortal Wound if you failed the roll to trigger Crushing Charge.&lt;br /&gt;
#&#039;&#039;&#039;Reverberating Carapace.&#039;&#039;&#039; Increase the Void Drum&#039;s range from 12&amp;quot; to 15&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
&#039;&#039;&#039;Akhelian Artefacts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Can be given to an Akhelian Hero (so far only the Akhelian King, because Volturnos can&#039;t get one):&lt;br /&gt;
#&#039;&#039;&#039;Sanguine Pearl:&#039;&#039;&#039; Gives a 5+ save after the save in melee &lt;br /&gt;
#&#039;&#039;&#039;Potion of Hateful Frenzy:&#039;&#039;&#039; Once per game active in the hero phase to get + 1 to hit and +1 to wound for a round. Then they take 1 mortal wound in the following hero phase. Your personal super sayajin mode. Combine with &#039;&#039;Unstoppable Fury&#039;&#039; to make your King utterly terrifying for one turn. And don&#039;t forget to draw your Falchion to make the most out of it.&lt;br /&gt;
#&#039;&#039;&#039;Ankusha Spur:&#039;&#039;&#039; +3&amp;quot; to movement and the mount rerolls 1s &amp;lt;s&amp;gt;to hit&amp;lt;/s&amp;gt; To Wound after the Errata because someone realized that the King&#039;s aura already gives him the 1s To Hit thing regardless &lt;br /&gt;
#&#039;&#039;&#039;Armour of the Cythai:&#039;&#039;&#039; Enemy gets -1 to hit if they target the bearer in melee. You&#039;re probably better off with the pearl.&lt;br /&gt;
#&#039;&#039;&#039;Bioshock Shell:&#039;&#039;&#039; Once per battle at the start of the combat phase you can inflict D3 mortal wounds on each enemy unit within 3&amp;quot;. You have so few ways of dealing Mortal Wounds that this is interesting. That said, is it really worth running this on a 230 point King?&lt;br /&gt;
#&#039;&#039;&#039;Abyssal Blade:&#039;&#039;&#039; You can improve the rend characteristic of 1 weapon carried by the bearer. Also increase the damage of that weapon by 1 if targetting SLAANESH. Too situational, but interesting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Idoneth Artefacts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Can be given to any Idoneth Deepkin Hero:&lt;br /&gt;
#&#039;&#039;&#039;Rune of the Surging Tide:&#039;&#039;&#039; Use at the start of hero phase once per battle. It has 2 modes: adds 1&amp;quot; movement to all friendly deepkin or takes 1&amp;quot; from all enemies until your next hero phase. Neither a big buff nor a big debuff. Kinda like a mini Chronomatic Cogs.&lt;br /&gt;
#&#039;&#039;&#039;Black Pearl:&#039;&#039;&#039; It is the fastest ship with Johnny Depp usually as the captain. Oops, wrong universe. I mean it gives a 6+ save after the save. &lt;br /&gt;
#&#039;&#039;&#039;Lliandra&#039;s Last Lament:&#039;&#039;&#039; Once per battle you can have all friendly deepkin completely within 18&amp;quot; skip their battleshock test. Very interesting, especially when running a big unit of Allopexes.&lt;br /&gt;
#&#039;&#039;&#039;Terrornight Venom:&#039;&#039;&#039; Pick a weapon. You can reroll wound rolls of 1 for that weapon. Also gives a permanent -1 to bravery to things wounded by that weapon. Not many weapons worth using it on.&lt;br /&gt;
#&#039;&#039;&#039;Cloud of Midnight:&#039;&#039;&#039; Once per battle at the start of any phase the bearer cannot be targetted for attacks, spells or abilities for that phase. They also cannot use attacks, spells or abilities that phase either. Due to a new FAQ when you activate this artifact the bearer is not counted for the Forgotten Nightmare rule.&lt;br /&gt;
#&#039;&#039;&#039;Whorlshell:&#039;&#039;&#039; Once per battle at the start of your hero phase you can pick an enemy HERO within 9&amp;quot; and roll 2d6. If you beat their bravery they get -1 to all hit rolls for the rest of the game. Since most Heroes you&#039;d want to do that to have high Bravery... just take Brain Barnacles instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isharann Artefacts&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Can be given to any Isharann Hero:&lt;br /&gt;
#&#039;&#039;&#039;Steelshell Pearl:&#039;&#039;&#039; Gives a 5+ save after the save against missile weapons. Interesting if you want a cheap sacrifice to soak up fire thanks to &#039;&#039;Forgotten Nightmares&#039;&#039;, but other than that, it&#039;s useless precisely because of &#039;&#039;Forgotten Nightmares&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Mind Flare:&#039;&#039;&#039; Once per battle at the start of combat pick an enemy unit within 3&amp;quot;. They get -1 to hit for that phase. Meh.&lt;br /&gt;
#&#039;&#039;&#039;Dritchleech:&#039;&#039;&#039; All Wizards except Idoneth Deepkin get -1 to casts while within 18&amp;quot;. Interesting, but remember that this will affect allied Wizards as well. &lt;br /&gt;
#&#039;&#039;&#039;Auric Lantern:&#039;&#039;&#039; At the start of your shooting phase pick an enemy within 18&amp;quot; in cover. They dont get cover until your next shooting phase. Not too great, since your shooting isn&#039;t exactly stellar. Except the debuff is not limited to ranged attacks; it is just applied in the shooting phase!&lt;br /&gt;
#&#039;&#039;&#039;Disharmony Stones:&#039;&#039;&#039; Once per battle at the start of your hero phase you pick up to 2 enemy heroes within 12&amp;quot; and then the opposing player must make a choice. 1) they roll a dice for each hero picked on a 3+ they take a mortal wound. 2) They roll a dice for each hero picked and on a 5+ they take d3 mortal wounds. 3) Each hero picked takes d3 mortal wounds. Then roll a dice, on a 4+ the bearer of this artifact takes d3. Be very careful with these, as they might end up doing nothing or doing something and hurting you as well. Also worthless against armies without many Heroes.&lt;br /&gt;
#&#039;&#039;&#039;Brain Barnacles:&#039;&#039;&#039; Once per battle at the start of your hero phase pick an enemy hero within 12&amp;quot; and roll 2d6. [[Awesome|If the roll is equal or greater than the distance between them then that Hero gets -1 to hit and spell cast for the rest of the game]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Artefacts&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Can be given to any Idoneth Deepkin Hero who&#039;s also a Wizard, so Tidecaster and Aspect of the Sea only:&lt;br /&gt;
#&#039;&#039;&#039;Arcane Pearl:&#039;&#039;&#039; Gives a 5+ save after the save against mortal wounds. Combines nicely with both the Aspect of the Sea&#039;s inherent toughness and the Tidecaster&#039;s Spirit Guardians. If you dont need another realm, pick Aqshy and get the 4+ mortal wound save item from there (Malign Sorcery Realm Artefacts are no longer valid in competitive play though).&lt;br /&gt;
#&#039;&#039;&#039;Sands of Infinity:&#039;&#039;&#039; Once per battle you can make a spell last for 2 rounds instead of one. You must use this before the cast and unbind roll. Very nice.&lt;br /&gt;
#&#039;&#039;&#039;Coral Ring:&#039;&#039;&#039; Gives 1 reroll for casting and 1 reroll for unbinding for the game. More reliability is never a bad thing.&lt;br /&gt;
#&#039;&#039;&#039;Bauble of Buoyancy:&#039;&#039;&#039; Gives fly and doubles their run roll. Just in case you want a Tidecaster to keep up with an Akhelian army. Consider picking up the Thermalrider Cloak from Aqshy instead (again, Malign Sorcery Realm Artefacts no longer valid).&lt;br /&gt;
#&#039;&#039;&#039;Kraken Tooth:&#039;&#039;&#039; Once per battle in your shooting phase pick an enemy unit within 12&amp;quot; and visible. Roll a dice and: 1: bearer suffers d3 mortal wounds, 2-5: enemy suffers D3 mortal wounds, 6: Pick 1 enemy model in the unit. If the wound characteristic is less than 10 they are slain. If it is 10+ they take 2d6 mortal wounds. The kraken does not mess around. &lt;br /&gt;
#&#039;&#039;&#039;Augury Shells:&#039;&#039;&#039; Once per battle at the start of the hero phase you can roll 2d6. You can choose to use that result for your casting roll or your enemies unbinding roll on spells cast by the bearer during that phase. You must choose to substitute the roll before rolling for the spell/unbind. Very nice. A terrible roll you can give to the opponent and a good one you keep to yourself. Again, more reliability.&lt;br /&gt;
&lt;br /&gt;
===Lore of the Deep=== &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Steed of Tides:&#039;&#039;&#039; Casting Value 5. Pick a friendly hero that is not a monster within 6&amp;quot;. Remove them from the table and set them up within 24&amp;quot; of their original spot and outside of 9&amp;quot; of enemies. This counts as their movement in the movement phase. The Hero does not need to be an Idoneth Deepkin.&lt;br /&gt;
#&#039;&#039;&#039;Abyssal Darkness:&#039;&#039;&#039; Casting Value 5. Friendly deepkin are treated as being within cover while wholly within 9&amp;quot; of the caster until your next hero phase. Entirely worthless on your first turn &amp;lt;s&amp;gt;and worthless on any other turn if you have a Leviadon&amp;lt;/s&amp;gt; This is no longer true. In fact, imagine Ishlaen Guard with a Leviadon plus this spell. Damn near impregnable.&lt;br /&gt;
#&#039;&#039;&#039;Vorpal Maelstrom:&#039;&#039;&#039; Casting Value 6. Pick a spot within 18&amp;quot; of the caster that they can see. Roll for each enemy unit within 3&amp;quot; of that spot, if the dice is less than or equal to the number of models in that unit they take d3 mortal wounds. &lt;br /&gt;
#&#039;&#039;&#039;Pressure of the Deeps:&#039;&#039;&#039; Casting Value 7. Pick an enemy they can see within 12&amp;quot; and roll a dice. If you beat their wound stat they are slain. Interestingly you pick a &#039;&#039;model&#039;&#039; with this, not a unit. So just point at that icon bearer in the Pink Horror unit to seriously piss your opponent off.&lt;br /&gt;
#&#039;&#039;&#039;Tide of Fear:&#039;&#039;&#039; Casting Value 6. Pick an enemy the caster can see within 12&amp;quot;. Until your next hero phase that unit gets -1 to hit and to bravery. Nice, but remember that your Aspect of the Sea can do that to D6 units. Better yet, combine the two to make sure one enemy unit in particular is utterly screwed.&lt;br /&gt;
#&#039;&#039;&#039;Arcane Corrosion:&#039;&#039;&#039; Casting Value 6. This auto targets the closest enemy. Measure the distance between the caster and that unit. If the distance is: 12&amp;quot; or less: 1 mortal wound. 13-24&amp;quot;: 2 mortal wounds. 25-36&amp;quot;: 3 mortal wounds. 37-48&amp;quot; 4 mortal wounds. Such a weird spell. Interesting in that it is a damage spell that can be used turn 1, as most damage spells have too short a range for that to work, but &#039;&#039;Arcane Corrosion&#039;&#039; can&#039;t just be used turn 1, it&#039;s practically guaranteed to do quite a bit of damage then.&lt;br /&gt;
&lt;br /&gt;
===Isharann Rituals===&lt;br /&gt;
Deepkin can cast 1 ritual a turn. At the start of your hero phase you declare which ritual you wish to cast, pick an ISHARANN HERO that is more than 9&amp;quot; away from an enemy and roll 2d6. On a 10+ the ritual succeeds and if not then nothing happens.  You get +1 if the caster is within 1&amp;quot; of a Gloomtide Shipwreck, +1 if the caster is a PRIEST (i.e. a Soulscryer), +1 for each non priest Isharann heroes within 3&amp;quot;, and +2 for each priest Ishaaran hero within 3&amp;quot;. This is not a spell and cannot be unbound. They have no range, they simply affect the game. Be aware that mathematical your have to [https://www.youtube.com/watch?v=g-4-gLlF0uw fish] for at least a +3 for a better then 50/50 chance. So if your planning on needing a ritual to go off try and get at least two priests and keep them close to keep a [https://www.youtube.com/watch?v=g-4-gLlF0uw floating] +3 to cast them that can be further increased by more heroes or a Shipwreck if you desire.&lt;br /&gt;
&lt;br /&gt;
The 3 Rituals are:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Ritual of Erosion:&#039;&#039;&#039; Until your next hero phase your enemy does not get a cover bonus. Your go-to if you don&#039;t have an Eidolon around. No cover does horrible things to bulwark armies like Eternal Guard-Wanderers and Freeguild.&lt;br /&gt;
#&#039;&#039;&#039;Ritual of Rousing:&#039;&#039;&#039; Heal 1 Wound on each EIDOLON and they can reroll all failed hit and casting rolls until your next hero phase. In case you didn&#039;t realize, this is horrifying on an Aspect of the Sea with his two spells per turn.&lt;br /&gt;
#&#039;&#039;&#039;Ritual of Tempest:&#039;&#039;&#039; Until your next hero phase enemy models cannot fly. Unless the table is littered with terrain, this really only helps against Kharadron,gloomspite (squigs) and Nighthaunts, but it can be very good against. Although, shutting down your opponents ability to fly over your units means that they are going to have to fight through the rest of your army.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
===Named Characters===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Volturnos.pdf Volturnos, High King of the Deep]:&#039;&#039;&#039; [270 pts.] An Akhelian King +1. For a measly 40 points more, Volturnos gets another swing with his weapons and far better buffs, such as the reroll-aura being extended to 18&amp;quot; and all Deepkin within that bubble also getting +1 to Bravery. But the real kicker is his shield: Whenever he&#039;s affected by any spell, you can choose to roll a D6 and on a 3+ that spell doesn&#039;t affect him (but works normally on everything else). Not only does that keep him relatively safe from enemy debuffs and damage spells, it also means you can drop &#039;&#039;Vorpal Maelstrom&#039;&#039; on top of him when he&#039;s surrounded by enemies. After Broken Realms: Morathi, he now gets potential access to a Deepmare Mount Trait, finally balancing out some of the downsides to having to take a named character as your general for his superior High Tide Command Ability.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lotann.pdf Lotann, Warden of the Soulledgers]:&#039;&#039;&#039; [70 pts.] Aka Octobro. With a fairly standard Hero statline but slightly above-average damage output thanks to the Ochtar, he&#039;s not too shabby on his own. Especially his 5+ Save-after-the-save is appreciated since he can&#039;t take Artefacts. But what you really take him for is his buff, giving Deepkin in general +1 Bravery and Namarti in particular the ability to reroll 1s To Hit in a &amp;lt;del&amp;gt;massive&amp;lt;/del&amp;gt; completely within 12&amp;quot; bubble. Note that his bubble doesn&#039;t specify melee, so feel free to use it to boost those Reavers&#039; shots. That said, if you play mostly Akhelians, then the Akhelian King does the buffing better.&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_King.pdf Akhelian King]:&#039;&#039;&#039; [230 pts.] As mentioned above, the generic Akhelian King pales in comparison to Volturnos, but that doesn&#039;t mean he&#039;s bad. He&#039;s worse at everything, but can take Traits and Artefacts, which can combine to make him either tougher or killier or supportier than Volturnos, though never all three (there is also nothing stopping you from taking one alongside Volturnos if you really want to). Whatever you pick, the Akhelian King is always a fast, reasonably tough and extremely killy Hero who provides good support to your Akhelians. His main weapon is either a Greatsword or a Bladed Polearm; the latter is better provided you can keep charging (perfect time to take advantage of Ebb Tide): 2&amp;quot;, -2 Rend, and trades one attack for dishing out 3 damage instead D3 when he charges. If you can&#039;t reliably charge each time, the Sword and Spear actually mathhammer out to very similar damage (we are talking fractions here). One other thing he has over Volty is that you can stow the Shield and Draw the Falchion. This lowers his Save to a 4+, but gives you 3, 3+/4+/-/1 Attacks when when you really want to make sure something is dead.&lt;br /&gt;
**(Note: Realm Artefacts from Malign Sorcery are now invalid)... Make Volturnos jealous of your prowess by giving your Akhelian King the Incandescent Rageblade from Aqshy.  Having 1 of the bearers melee weapons scores 2 hits instead of 1 PLUS an extra attack profile that can be buffed by either the King&#039;s own Command Ability and/or the Unstoppable Fury command trait (in High Tide only) will please you. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Isharann_Tidecaster.pdf Isharann Tidecaster]:&#039;&#039;&#039; [100 pts.] A fairly survivable support caster with access to a number of very interesting spells. All in all, you only pick the lass for two reasons: One, you want a Wizard but don&#039;t have enough points for an Aspect of the Sea. Two, you take her as your general, because she can reverse Tides of Death. Combined with the Fuethán turning &#039;&#039;Ebb Tide&#039;&#039; into &#039;&#039;Flow Tide&#039;&#039;, this will give you a very fast, very aggressive army. &lt;br /&gt;
**Another use, that pairs well if your going to have her sit out of combat and only included because of her ability to flip the tide, is to give the Arcane Corrosion spell, and use her as a little impromptu artillery piece. Putting her in the back corner and spamming the spell makes her an effective choice for throwing some MW downrange.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Isharann_Soulscryer.pdf Isharann Soulscryer]:&#039;&#039;&#039; [130 pts.] Count von Count here is a support character through and through. Fragile, with only milquetoast attacks, but blessed with a combo of bonus effects in that he can outflank along with 2 other Deepkin units (3 if you choose the Briomdar enclave) and on top of that the ability to add 3 to Deepkin charge rolls so long as they charge the one unit he points at. Also allows for some targetting shenanigans with &#039;&#039;Forgotten Nightmares&#039;&#039;, as you can force your opponent&#039;s backfield fire support to shoot your nigh-invulnerable Ishlaen Guard. Be aware that his special rule, seeker of souls, makes it so that Idoneth units within 12” have to charge the unit marked with this ability if they are going to charge anything this turn. You cannot opt out of this bonus, as every unit within 12 of the target must add 3 inches to their charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Isharann_Soulrender.pdf Isharann Soulrender]:&#039;&#039;&#039; [80 pts.] The Soulrender wants to be a hybrid Hero killer/buffer. The latter role he pulls off remarkably well, reviving D3 plus however many models his Hook killed that turn Namarti models at the end of your battleshock phase. The former role... eh. His two hook attacks are fairly decent, with a rule that makes it better against Heroes, but it will take some prior damage for him to take down any Hero with 2 damage 2 attacks, even with the fish pitching in.&lt;br /&gt;
&lt;br /&gt;
===Eidolon of Mathlann===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Eidolon_of_Mathlann_Storm.pdf Aspect of the Storm]:&#039;&#039;&#039; [330 pts.] With Broken Realms the Eidolons were finally revamped and since GW doesn&#039;t like updating the warscrolls on their site, that one is now out of date. The Aspect of the Storm remains the melee fighter he already was and his tricks are essentially the same. With 12 Wounds and a 3+ save he is happy to get stuck in there and with his two weapons in hand he is sure to bring the hurt. On the charge he is allowed to heal D3 Wounds, gains a fifth attack and one extra damage on his Spear and for the kicks he gets to retreat and charge again. His Stormshoal fish keep their attack, but now also provide him with a 5+ shrug. Pulling an enemy hero into the deeps no longer makes that hero worse at hitting and instead allows the Eidolon to hit on 2s with his own weapons and the Stormshoal on 3&#039;s. Why make the return of the enemy worse, if you can finally kill him outright? Lastly, his Drenched with Hate ability allows to add 1 to all wound rolls for friendly Idoneth wholly within 18&amp;quot;. At 330 points, this Eidolon is finally playable, blends lesser units and Heros with 8 or less wounds will fold before his awesome power.  &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Eidolon_of_Mathlann_Sea.pdf Aspect of the Sea]:&#039;&#039;&#039; [330 pts.] You guessed it, this warscroll is now also out of date. Like his more murderous brother he got blessed with a 5+ shrug. He retains his vital +3 Bravery bubble, now as wholly within 18&amp;quot;. Still very important to keep those Namarti where they are ought to be. The new Dormant Energies rule finally allows rerolls for all his magic rolls instead of only one, and if you don&#039;t use any of these rerolls in your hero phase, he gets D3 wounds back. Nice. His Weapons remain untouched, so while he wont kill as hard as the Aspect of the Storm, he still makes a good account of himself. As a Wizard, he casts and unbinds twice and boasts two spells. One either puts D3 Mortal Wounds on an enemy heals a Idoneth unit for D3 wounds, not bringing anyone back from the dead though. The other punishes D6 enemy units with a -1 to hit and Bravery until your next hero phase.  He too dropped down to 330 points. Yes, this does indeed mean that since he was released he dropped by 110 points, a full quarter of his original cost. He too is finally playable, his biggest weakness being the short range of his spells.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Namarti_Thralls.pdf Namarti Thralls]:&#039;&#039;&#039; (Battleline, NAMARTI, 120, Min:10). Namarti Thralls are the quintessential aelven infantry: Extremely fragile and insanely killy. Seriously. Wildwood Rangers wish they were this scary. They attack with the standard elite infantry profile of 2 attacks 3+/3+/-1/1, but with the bonus of adding another attack against 1 Wound models and adding 1 to the damage against models with 4 or more Wounds. However, they also run around with 1 Wound, a 5+ Save and a paltry Bravery of 6. They also have Icon Bearers who gain one more attack and lets them reroll battleshock. Updated FAQ states that you can have 1 Icon bearer per every 10 models. The only thing that holds them back is that their weapons only have 1&amp;quot; of range, so you need to be careful with how to place them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Namarti_Reavers.pdf Namarti Reavers]:&#039;&#039;&#039; (Battleline with an Isharann Hero as general, NAMARTI, 115, Min:10). Namarti Reavers are fast (8&amp;quot; and rerolls run) and equipped with really weird bows. At 18&amp;quot;, they get one shot at 4+/4+/-/1, which isn&#039;t exactly stellar. At 9&amp;quot;, they instead get three shots at the same profile. Still not incredible, but that sure is a lot of shots. And if they get into melee? Each of them has a Sword-Liberator&#039;s worth of attack. So these are Archers that are only effective at extremely short ranges. Think of them as less versatile but more killy Shadow Warriors and you&#039;re not far off.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Ishlaen_Guard.pdf Akhelian Ishlaen Guard]:&#039;&#039;&#039; (Battleline with an Akhelian Hero as general, AKHELIAN, 155, Min:3) . Defendy cavalry. Huh. Ishlaen Guard is fast and has decent damage output, but their true strength lies in their shields. [[Awesome|They ignore Rend]] and gain +1 to their saves when they charge, which they will since they move 14&amp;quot; and reroll charges thanks to their musician. So the opponent has to throw Mortal Wounds at them just to reliably get past their saves and even then each of the buggers has 4 Wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Morrsarr_Guard.pdf Akhelian Morrsarr Guard]:&#039;&#039;&#039; (Battleline with an Akhelian Hero as general, AKHELIAN, 195, Min:3)  Same basic profile as the Ishlaen, but with 1 less attack on the weapons and no ability to ignore Rend. This seems lacking, especially considering they cost thirty points more. But then you notice that their spears gain Damage 2 and -2 Rend on the charge and that they can, once per game, drop 0.83 Mortal Wounds per rider on whatever pisses you off and you realize that they are wall breakers instead of walls. That said, just because they&#039;re missing the defensive abilities of the Ishlaen, that doesn&#039;t mean they&#039;re frail, as they still rock 4 Wounds with a 4+ Save. Got jacked up to 170 points in GHB 2019, not enough to make a massive difference.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Allopexes.pdf Akhelian Allopex]:&#039;&#039;&#039; (AKHELIAN, 110, Min:1, Max:3, Website Warscroll no longer up to date.) DUUNNN DUNNN… DUUUUNNNN DUUN… DUNDUNDUNDUNDUNDUN... Chariots in all but name. 14&amp;quot; flying, 8 wounds, 4+ save and no longer a Monster, so let&#039;s get to cover. Each has two riders, one who swings a sword and one of which mans the gun. One option is the Razorshell Harpoon, blasting away four shots 3+/3+/-1/1 Damage. The other is the Retarius Net Launcher, who slings out 1 shot 3+/3+/-/1. While that damage is worse than the Harpoon, you only need to hit your target for the prize - your fancy new rule &amp;quot;Entangled&amp;quot; triggers and the hit unit cannot pile in this turn. This means you get to take a nice old bite out of their flank with basically no return. Nice. The ranged options can be mixed within one unit now. In Melee the Crew stabs and prods the enemywith 6 attacks, hitting and wounding on 3s bcause you are aelves, but no rend. The shark itself doesn&#039;t have fins anymore and the bite changed a lot. It is now 3 attacks, 3+/3+/-2/2 Damage. If any enemy unit within 3&amp;quot; has suffered wounds or lost models this turn you get an extra bite, so let the crew swing first if you failed your shooting. Very nice with a Soulscryer. Finally, they can be taken in units of up to 3, which is very risky due to Bravery 6, but with a potentially huge payoff. In exchange, units of them make for an incredible target for the Akhelian King&#039;s Command. It&#039;d be wasted on a single Allopex but on a unit of three? Oh dear. Just make sure you use Inspiring Presence on them until &#039;&#039;High Tide&#039;&#039; rolls around. Now at 110 points, so you can consider this living cruise missile.&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Leviadon.pdf Akhelian Leviadon]:&#039;&#039;&#039; [340 pts.] Sea turtles, mate! Blessed be Morathi&#039;s treacherous ways, because finally the Leviadon has a warscroll that wasn&#039;t left in some half-baked beta state! The warscroll on the Website is currently not up to date. A fixed 10&amp;quot; flying move, a massive 16 wounds and a initial save of 2+ make this a tough shell to break. &amp;quot;Initial save?&amp;quot; you ask? Why yes, for as long as he only suffers 8 wounds this turtle now has a 2+ save, after which it starts to degrade increasingly fast to a 3+, when he has suffered 12 wounds it&#039;s a 4+ and on it&#039;s last fin it&#039;s save is a sad 5+, but at this point he is dead anyway. The weapons that this beast can bring to bear however will make damn sure that whoever breaks it&#039;s carapace will pay dearly for it. Its Razorshell Harpoon Launchers buffed to 8 Attacks 3+/3+/-1/1, delivering Dakka from 24&amp;quot;. Its crew rather inconsequentially poke six times with no rend, and the real hurt comes from the turtle itself. Its fins cleave four times with 2&amp;quot; 2+/3+/-1/ starting at four damage a swing, that&#039;s sixteen wounds you can punch in somewhere. Its bite decided that it&#039;s old swingy ways are for losers, so it got two attacks, hitting on 2s, degrading as the Monster takes damage, wounds on a fixed 2+, -2 rend and three damage. No more sadness with a D6 roll for the damage done. In addition if you roll an unmodified hit roll of 6, you do 3 Mortal wounds now, or 6 if the target is a fellow Monster. And the Attack sequence actually ends now! Amazing! After you make a charge move you already do damage. Like the Deepmare of your Kings, you roll a D6, on a 2+ the charged unit suffers D3 Mortal Wounds or D6 if the unit&#039;s models only  have 1 wound. This butchers small models, so Clanrats beware. We are not done yet. The old useless cover of the Void Drum is gone, now instead IDK units with 8 wounds or less and wholly within 12&amp;quot; just get +1 to their save. This is better than cover and stacks with it. If your Ishlaen Guard are here Turn 1, they have a 2+ unrendable save. Close by Namarti benefit even more, gaining +1 to hit in the Void Drums bubble, which is clearly intended to make them more of a viable choice. 340 points, Monster and a Behemoth.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and doodads are going to be likely added to the faction rules as default.&lt;br /&gt;
===From Battletome Idoneth Deepkin===&lt;br /&gt;
*&#039;&#039;&#039;Royal Council:&#039;&#039;&#039; (610pt. min.) [Battalion: 140pt.]&lt;br /&gt;
&#039;&#039;Requires an Akhelian King (Or Volturnos), a Tidecaster, and a Soulscryer. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adds a new Command Ability, if the Akhelian King is the general. You can add 3&amp;quot; move until next hero phase for 3 friendly Idoneth Deepkin within 12&amp;quot; of the Akhelian King. The Soulscryer and the Tidecaster have to be within 3&amp;quot; of the Akhelian King to use this. Effectively nerfs the Soulscryer&#039;s ability to outflank because he needs to be within 3&amp;quot; of the King to use the Ability of this Battalion (unless you take an extra Soulscryer via the Ionrach enclave). Either way, taking the King as general means you can&#039;t reverse the tides with the Tidecaster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Akhelian Corps:&#039;&#039;&#039; (830pt. min.) [Battalion: 100pt.]&lt;br /&gt;
&#039;&#039;Requires a Akhelian Leviadon, 2-4 units of Akhelian guards and 1-2 units of Akhelian Allopexes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can reroll a hit, a wound, a save, a run or a charge roll for one unit of this battalion wholly within 12&amp;quot; of the big turtle per phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Namarti Corps:&#039;&#039;&#039; (660pt. min.) [Battalion: 100pt.]&lt;br /&gt;
&#039;&#039;Requires a Isharann Soulrender, 2-6 units of Namarti Thralls and 2-4 units of Namarti Reavers&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Soulrender resurrects 3 models instead of D3 with his Lurelight ability.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alliance of Wood and Sea:&#039;&#039;&#039; (1410pt. min.) [Battalion: 140pt.]&lt;br /&gt;
&#039;&#039;Requires (deep breath....) a Isharann Tidecaster, 2 units of Akhelian guards,  a unit of Akhelian Allopexes, a unit of Namarti Thralls, a unit of Namarti Reavers, and some Sylvaneth - a branchwych, 2 units of Dryads and a Treelord Ancient&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sylvaneth in the Battalion benefit from Emissary of the Deep Places regardless of your chosen Enclave. &lt;br /&gt;
&lt;br /&gt;
Essentially a full Start collecting box of Sylvaneth, plus 4 more dyads. Also smart to buy one Awakened Wyldwood since the Treelord Ancient&#039;s ability Silent Communion gives you one per battle despite your Sylvaneth otherwise not having access to tree generation. Ideal for an existing Sylvaneth players wanting to &#039;&#039;branch&#039;&#039; out to something new (pun intended). But does it work as an useful army?&lt;br /&gt;
&lt;br /&gt;
Other useful considerations would be that the two Sylvaneth Wizards in the Battalion don&#039;t have access to non-Warscroll spells, and especially considering that the one spell on the Treelord Ancient&#039;s scroll depends on Awakened Wildwoods to be useful, it&#039;s probably wise to take at least one Sylvaneth Endless Spell (or generic one for that matter) to give them something to do. Furthermore, Dryads are one of those units that doesn&#039;t perform well at their MSU size of 10 (getting a +1 to Save for 10+ models), so you should go ahead and plan on at least two units of 20 models (if not 30). Additionally, the added artefact you&#039;ll be getting from this Battalion will be wasted if you don&#039;t take at least one additional Idoneth Hero (since these Sylvaneth still count as Allies for the purposes of doling out artefacts). Finally, since the Allied Dryads don&#039;t actually count as Battleline (despite what Azyr says), you&#039;ll either need another unit of Namarti (if you take the Tidecaster as your general), or one of the Akhelian Kings (to make the Eels Battleline). Essentially, the Battalion is more for flavor, as it&#039;s super limiting of what you can actually end of taking in a 2000 pt army, but it could still be fun (especially if they update the Sylvaneth scrolls). &lt;br /&gt;
&lt;br /&gt;
You could add two units of Kurnoth Hunters as allies (given anyone playing this will most likely have some lying around), but they wouldn&#039;t get the Tides Of Death (unless you went Ionrach).&lt;br /&gt;
&lt;br /&gt;
===From Battleforce Boxes===&lt;br /&gt;
*&#039;&#039;&#039;Deepsurge Raiding Party&#039;&#039;&#039; (660pt. min.) (not legal in matched play)&lt;br /&gt;
&#039;&#039;Requires an Isharann Tidecaster, 1 unit of Akhelian Allopexes, 1 Unit of Akhelian Morrsarr Guard or 1 unit of Akhelian Ishlaen Guard, 1 unit of Namarti Thralls, 1 unit of Namarti Reavers &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This gives the Tidecaster the ability to negate the first wound allocation to a model from the battalion instead of itself.&lt;br /&gt;
&lt;br /&gt;
===From Broken Realms: Morathi===&lt;br /&gt;
*&#039;&#039;&#039;The Bloodsurf Hunt&#039;&#039;&#039; (570pt. min.) &lt;br /&gt;
&#039;&#039;Requires an Akhelian King, 1-2 units of Akhelian Allopexes, and locks you into the Ionrach Enclave&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kind of an interesting battalion choice, if you&#039;ve ever looked at your sharks and wanted them to be meat shields for your glorious King.  The Akhelian King model becomes a named character, Nemmetar, and gains the Lord of Storm and Sea command trait.  Nice.  BUT ALSO add 1 to hit rolls for your sharks&#039; Barbed Hooks and Blades while wholly within 12&amp;quot; of Nemmetar.  In addition, on a 2+ you can swap wounds from Nemmetar to Allopex units from the same battalion while they&#039;re within 3&amp;quot; of him.  It may seem counter-intuitive to have your super killy sharks taking wounds for your Akhelian King, but if you&#039;re using Nemmetar as an anvil and Allopexes as a hammer with maybe a Leviadon backing them both up for +1 to saving throws...well, suffice it to say that you will have Nagash himself weeping that you got a First Cohort battalion that can actually be used.&lt;br /&gt;
&lt;br /&gt;
==Super-Battalions==&lt;br /&gt;
===From Battletome Idoneth Deepkin===&lt;br /&gt;
*&#039;&#039;&#039;Phalanx:&#039;&#039;&#039; (3710pt. min.) (30810pt. max.)!!! [Battalion: 120pt.]&lt;br /&gt;
&#039;&#039;1 Royal Council, 2-4 Akhelian Corps, 2-4 Namarti Corps&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The big one. Once per battle you get an additional High Tide.&lt;br /&gt;
&lt;br /&gt;
==The Enclaves==&lt;br /&gt;
They are akin to the Daughters of Khaine Temples.  Each has unique special rules for your army and allows you to upgrade one of your Warscroll Battalions&lt;br /&gt;
*&#039;&#039;&#039;Ionrach:&#039;&#039;&#039; The enclave of magic and allies. +1 to cast and unbind rolls for your Wizards, which, as you know, is invaluable. However, your Command Trait is locked into the Ionrach-exclusive &#039;&#039;Emissary of the Deep Places&#039;&#039;, which provides your allies access to the &#039;&#039;Tides of Death&#039;&#039; rules. Great if you have allies (or mercenaries), worthless if you don&#039;t. On the flip side, seeing as Volturnos&#039; main drawback as a named general is that he can&#039;t take a command trait, if you&#039;re already not bringing allies, this is the perfect time to bring him along and minimize that drawback. Doesn&#039;t really fit the lore so well, but it is what it is... Also your &#039;&#039;Royal Council&#039;&#039; can have up to 2 Soulscryers and Tidecasters.  Also note that with Ionrach, your allies DO NOT gain the benefit of forgotten nightmares (they still screen your Idoneth units however).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dhom-Hain:&#039;&#039;&#039; The enclave of more elite, monster-killing soldiers. Akhelians and Namarti reroll 1s To Hit on the charge. &amp;lt;s&amp;gt;Relatively meaningless as Lotann and the Akhelian King respectively do the same whether you charged or not, but nice if you find yourself outside the relevant bubbles.&amp;lt;/s&amp;gt; Lotann and the Akhelian King only do it for units that are WHOLLY within 12 inches of them, and this rule applies to anything not an Isharann or an Eidolon. So if you want to keep your entire, very mobile, army inside a 12 inch bubble, this rule is meaningless, otherwise it&#039;s very good. Your Akhelians also reroll Wound rolls against Monsters (not just in melee, so feel free to reroll those wounds on your Allopex and Leviadon&#039;s shooting attacks when firing at a monster). Interesting against some armies, worthless against others. Also your &#039;&#039;Akhelian Corps&#039;&#039; can have up to 6 units of Akhelian Guard. Dhom-hain is notable as one of the Enclaves that have no restrictions whatsoever.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fuethán:&#039;&#039;&#039; The most aggressive enclave (including the mounts). You reroll 1s To Wound with your mounts. Also, during &#039;&#039;Flood Tide&#039;&#039; all your units reroll 1s To Hit and &#039;&#039;Ebb Tide&#039;&#039; turns into another &#039;&#039;Flood Tide&#039;&#039;. You&#039;ll really miss that fall back + charge on turn 4, but in exchange, a Tidecaster can make you super fast by giving you &#039;&#039;Flood Tide&#039;&#039; on turn 1 and &#039;&#039;High Tide&#039;&#039; on turn 2. The Tidecaster has to be the general for that, which locks you out of Akhelians being battleline and lets you not use the command abilities of the Akhelian Kings. Also, your &#039;&#039;Phalanx&#039;&#039; can contain up to 6 &#039;&#039;Akhelian Corps&#039;&#039;. Not that you will ever use a &#039;&#039;Phalanx&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mor&#039;Phann:&#039;&#039;&#039; The death enclave. Your Soulrenders raise an additional 3 models. This is huge and out-Death&#039;s Death armies. However, your Tidecasters can&#039;t take Lore spells and instead get &#039;&#039;Freezing Mists&#039;&#039;, which drastically lowers an enemy unit&#039;s Pile In move. Also, your &#039;&#039;Namarti Corps&#039;&#039; can have 6 units of Reavers (errata&#039;ed due to redundancy with 2-6 Thralls already being the base amount for the Battalion). &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nautilar:&#039;&#039;&#039; The most defensive enclave. Your units reroll all failed Hit rolls if they were charged that turn. Not that your opponent needed more discouragement from charging your Namarti. Their Tidecasters lose access to lore spells and instead get &#039;&#039;Protective Barrier&#039;&#039;, which targets a friendly unit and lower the Rend of any enemy attacking them. Also your &#039;&#039;Akhelian Corps&#039;&#039; can have up to 2 Leviadons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Briomdar:&#039;&#039;&#039; The enclave with the most mobility. Your Soulscryers can take up to 3 units along and place them 18&amp;quot; away instead of 12. Also, your units can move over terrain (but not enemy units) as if they were flying. Not too great since most of your army already flies. Also your &#039;&#039;Namarti Corps&#039;&#039; can take up to 6 units of Reavers. Again, it is notable that the Briomdar have no restrictions to their name.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
Note that with an Ionarch army all allies benefit from the &#039;&#039;Tides of Death&#039;&#039; rule, which benefits many allied units in various ways.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cities of Sigmar&#039;&#039;&#039;: They offer the widest variety out of all the allies, particularly the aelven forces.  Here&#039;s a more comprehensive description of what works with Idoneth:  &lt;br /&gt;
** Word of Pain from a Sorceress helps with -1 to Hit spam in a mage heavy list. (Just remember that they&#039;re susceptible to being sniped out).  &lt;br /&gt;
** Order Serpentis provide expendable cavalry with good saves to soak up fire for your Akhelians.  A Black Dragon or War Hydra with Ionrach are good choices for fast heavy hitters and/or shooting.  &lt;br /&gt;
** While Scourge Privateers would be great thematically, only the Scourgerunner Chariot is really worth considering from this group (and there&#039;s a lot of bad blood between the two factions lorewise).&lt;br /&gt;
** Shadow Warriors can deepstrike, and (if in cover) outshoot Reavers from afar (though they&#039;re less mobile once on the field). &lt;br /&gt;
** Wanderers also offer several benefits (though most of the following description is outdated).  A unit of 20 Glade Guard in your army provides you with a highly reliable &amp;quot;remove lynchpin&amp;quot; button that will likely enrage your opponents.  Sisters of the Thorn are an awesome addition to a Cavalry army and provide a very nice spell to boot.  Eternal Guards re-roll saves of 1 and 2 if they are in cover, are as fast as Namarti Thralls and cost 70 points (currently 130) per 10 models (with a super discount at max size). A Waywatcher has the invisible hunter rule, which gives shooting units that target him -1 to hit, and can be given to other Wanderer units within 18&amp;quot; for 1 command point (combine with Tides of Death to make shooty armies cry).&lt;br /&gt;
** Battlemages are excellent support units that can be tailored to your needs, and the Battlemage on Griffon packs a punch too.&lt;br /&gt;
** Phoenix Temple are amazing.  Phoenix guard can eat enemy fire with minimal losses given their 4+ save and a 4+ save-after-the-save.  Throw in a Phoenix Guard Anointed and they not only become fearless but the Anointed gives you an extra dispel.  The Flamespyre Phoenix is also a great unit, trading the dispel for dropping MW on enemies and a one-use chance to come back from death on a 4+.&lt;br /&gt;
** Ironweld Arsenal Gyrobombers are a good and cheap choice for dropping MW on enemy units with their bombs, but Gyrocopters with Steam Guns are both much faster (better able to keep up with IDK flying units) and have a MUCH more potent close-range, anti-horde missile attack. &lt;br /&gt;
*&#039;&#039;&#039;Daughters of Khaine&#039;&#039;&#039;: The best option by a long shot. What they bring are cheap and expendable units of 90 points per 5 Harpies that can Deep Strike in, and help block shots for the rest of your army via &#039;&#039;Forgotten Nightmares&#039;&#039;. 2 Units of Javelin Harpies, or one unit of Sword Harpies is pretty likely to one shot a 5 wound hero to boot. Doomfire Warlocks are also solid allies for a Cavalry army and easily able to keep up as well as providing good shooting and a source of mortal Wounds. Your best bet here is probably a unit of Khinerai, seeing as how they can deepstrike independently from any other unit, and offer a decently strong enough attack to help shift an chaff unit off a back field objective. It doesn&#039;t hurt that they are cheap points wise too. The new Khanite shadowstalkers are quite good as allies, being able to teleport wherever they want. For a hundred points they are an interesting 9 man objective grabber, because sometimes your eels can&#039;t quite do it alone. &lt;br /&gt;
**&#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; While Daughters of Khaine are indeed an extremely powerful force on their own, they don&#039;t make very good allies for a number of reasons. They excel at being an extremely aggressive force when you pile on their faction bonuses (escalating table, 6+FNP, Temple abilities, extra prayers, their NUTS spell lore, not to mention any number of internally consistent abilities and rules) on their own without those they tend towards being overpriced or fragile. While you might get some mileage out of a unit of Khinerai or Doomfire Warlocks, you&#039;d probably be better off with some more Idoneth. &lt;br /&gt;
*&#039;&#039;&#039;Stormcast Eternals&#039;&#039;&#039;: For a Namarti-heavy army, Liberators or Sequitors make fantastic cannon fodder when combined with a Lord-Castellant and &#039;&#039;Forgotten Nightmares&#039;&#039;. Other than that, Vanguard-Raptors make for some nice budget shooting. Fulminators are a nasty addition to any Cavalry heavy army, and combined with &#039;&#039;Tides of Death&#039;&#039;, will get your opponent to flip the table fast. A Knight Azyros can give your units a reroll 1 to Hit for enemies in 10&amp;quot;. Also, a Knight Vexillor might use his redeploy ability to make your Stormcasts keep up with your Idoneths. A Celestant-Prime waiting in the heavens to boost his Attacks characteristic and then dropping in on turn 3 in High Tide (if Ionrach) can do all kinds of work. Turn 2&#039;s not bad either so that you can take advantage of another Cometstrike. &lt;br /&gt;
*&#039;&#039;&#039;Sylvaneth&#039;&#039;&#039;: The only things worth considering here are Kurnoth Hunters for some additional shooting and Tree Revenants for Warmachine hunting without investing hundreds of points into a Soulscryer and an escort.  Additionally, you might want to consider their Outcasts Battalion (3 units of Spite-Revenants), which at 280pt for the minimum-sized battalion, will likely remain the cheapest way to squeeze an extra battalion in. That said, it&#039;s currently impossible to field this in a Deepkin list in Vanguard and meet all of the faction-units-per-allies-units requirements, so save this for your Battlehost-and-larger games.&lt;br /&gt;
*&#039;&#039;&#039;Gotrek:&#039;&#039;&#039; Despite costing 520pts, Gotrek can be brought as an ally in any Order faction even if that&#039;s more than the usual allies allowance. It&#039;s worth mentioning for the Ionrach enclave because he&#039;ll get the benefit of the Tides. Gotrek&#039;s an absolute beast in melee but is let down by his low movement and the fact he can never be teleported/ambushed onto the board etc; however, he would love to be able to run and charge, and retreat and charge, and Ionrach lets him do that.&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls. If you want a big monster that isn’t the Turtle, then this is your pick.&lt;br /&gt;
&lt;br /&gt;
===Lethisian Defenders===&lt;br /&gt;
From the Forbidden Power expansion, this odd army coalition of Idoneth, Stormcast, Kharadron, Fyreslayers, and a random Excelsior Warpriest (w/Gryph-Hound) offers you new Allegiance Ability synergies on a level somewhere between those of the regular faction-only perks and the super basic list for Grand Alliances. By choosing this allegiance, all of your units gain the keyword LETHISIAN DEFENDER and gain access to a couple unique Battle Traits, a Command Ability, 3 Command Traits, 3 Artefacts of Power, and 3 Prayers (arguably the focal point of the Allegiance). Unlike simply taking allies in an otherwise Idoneth list, which is limited by the 1:4 unit ratio rule and (in Pitched Battles) the ≤ 20% pts rule, this allegiance allows you to take basically whatever you want from the four armies (two of which you previously had no access to without pulling back to basic Grand Alliance: Order), with the following exceptions:&lt;br /&gt;
&lt;br /&gt;
*no Hammers of Sigmar (most Stormcast named heroes) [notable exception being the Celestant-Prime]&lt;br /&gt;
*no Vostarg units (Fyreslayers) [but Kharadron named characters are legal]&lt;br /&gt;
*not Volturnos [though you can take Lotann]&lt;br /&gt;
*Battleline is restricted to the armies&#039; vanilla offerings (Arkanaut Company, Liberators, Vulkite Berzerkers, and Thralls) since you can&#039;t take the other options without allegiance to the specific factions). One notable exception here that might (but hopefully won&#039;t) be errata&#039;ed is that Kharadron Endrinmasters (w/Dirigible Suits) as your general can currently grant you access to Skywardens and Endrinriggers as Battleline w/o KO allegiance, allowing you the potential to make an all-flying army with balloon-boiz and your Akhelains/Eidolons (plus whatever scattered Stormcast units you like).&lt;br /&gt;
&lt;br /&gt;
Otherwise, all other units from the four armies are legal, though of course it makes sense to lean in on priests since all priests in your army gain a free prayer that, like most prayers in the game, goes off on a 3+ and can&#039;t be unbound. Also, one of the Command Abilities makes your non-priest general a priest as well, or gives a priest-general access to another prayer. Currently, in addition to the Excelsior Warpriest (a fantastically efficient option with a solid prayer of his own and able to unbind one spell per enemy hero phase), the four armies offer us access to the following priests:&lt;br /&gt;
&lt;br /&gt;
*Stormcast: Lord-Relictor, Lord-Veritant (the superior option by far, super anti-Wizard)&lt;br /&gt;
*Fyreslayers: Auric Runemaster, Auric Runesmiter (able to deepstrike 1 Fyreslayers unit), Auric Runesmither on Magamadroth&lt;br /&gt;
*Idoneth: Isharann Soulscryer (notably lacking a prayer of his own)&lt;br /&gt;
*Kharadron: unfortunately no priests (though an Aetheric Navigator really should be)&lt;br /&gt;
&lt;br /&gt;
The Battle Traits for the Army are as follows:&lt;br /&gt;
*all units can re-roll Battleshock tests (sadly mostly redundant for all Idoneth squads except Allopexes)&lt;br /&gt;
*all Human and Duardin units get +1 to-Hit in melee against enemies that charged them (on that turn)&lt;br /&gt;
*all Akhelian units get +1&amp;quot; Move and +1 on charge rolls, but sadly doesn&#039;t help non-Akhelians&lt;br /&gt;
*Command Ability: only works for Liberators wholly within 12&amp;quot; of a Stormcast Hero (gives them +1 Save in exchange for not being able to pile-in) [meh]&lt;br /&gt;
&lt;br /&gt;
Drawbacks:&lt;br /&gt;
*you no longer benefit from any of the army&#039;s Allegiance-specific synergies (most-notably here, Tides of Death and Forgotten Nightmares), but you get to have fun allying with Duardin, more Stormcast, and have some Priestly fun!&lt;br /&gt;
*there&#039;s no specific lore to the army (besides the prayers), but if you want Wizards, you can always take Endless Spells or use the one Realm Spell from GHB20 (same goes for one extra artefact)&lt;br /&gt;
*unfortunately, there&#039;s no fix if you don&#039;t like the 3 Command Traits&lt;br /&gt;
*no new Warscroll Battalions, but you&#039;re allowed to use any of the existing ones&lt;br /&gt;
&lt;br /&gt;
Ultimately, though most-likely not powerful enough to be competitive, I hope that GW will make more coalition allegiances like this, as it not only mixes things up, but it creates opportunities for you to collect and learn other armies, and it&#039;s super fluffy lore-wise. Plus, the Grand Alliances really don&#039;t have enough going for them, so this kinda makes up for that, meeting halfway between.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
There aren&#039;t a ton of options for building diverse armies since the Idoneth model line consists of 8 Leaders, 5 units with only one unconditional battleline and a behemoth.  However with the addition of Enclaves your army will perform a bit differently and allows for a small but not insignificant level of specialization. &lt;br /&gt;
&lt;br /&gt;
===What to start with?===&lt;br /&gt;
* As the name suggest, the Start Collecting! kit is a great way to start your collection, giving you 10 Thralls, 3 Eels and one Soulrender.&lt;br /&gt;
&lt;br /&gt;
* Battleforce box being released for Holidays 2018.  $170 (USD) will net you a Tidecaster, 10 Namarti Thralls, 10 Namarti Reavers, 3 Eel guard riders of your choice, and 2 Allopexes.  Not a bad variety to start with, and is over a hundred dollars in savings, if you can somehow get your hands on it.&lt;br /&gt;
&lt;br /&gt;
*Grab an Akhelian King kit and build either Volturnos or the stock King model.  Both are fine, though Volturnos outperforms his nameless counterpart before taking Artefacts and Command Traits into consideration.  Either model is a fine addition to your army. Better yet, pick up the Broken Realms: Morathi Battalion Box for the Bloodsurf Hunt, which includes not only the Akhelian King kit, but also two Allopexes, all useable in a new Battalion that&#039;s actually solid (especially if FAQ&#039;d out of being subfaction-locked to Ionrach). &lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:59C6:3652:4A4F:28F2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Daughters_of_Khaine&amp;diff=33864</id>
		<title>Age of Sigmar/Tactics/Order/Daughters of Khaine</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Daughters_of_Khaine&amp;diff=33864"/>
		<updated>2021-10-22T09:03:53Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:59C6:3652:4A4F:28F2: /* Pros */&lt;/p&gt;
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&lt;div&gt;{{Age of Sigmar Faction|Faction=Daughters of Khaine|Logo=Daughters_of_Khaine_battletome_art.jpg|Alliance=Order|Motto=Much bloodier and less NSFW than it appears.}}&lt;br /&gt;
&lt;br /&gt;
NEW BATTLETOME IS HERE!&lt;br /&gt;
&lt;br /&gt;
==Why play Daughters of Khaine?==&lt;br /&gt;
* You like the idea of playing an army of bloodthirsty, fanatical murderers but don&#039;t like Khorne.   &lt;br /&gt;
* You like the continuation of Morathi&#039;s story arc, and want to see her make her mark on the setting.&lt;br /&gt;
* You always wanted to play as [[Drow]] in Warhammer (replacing spiders with snakes and no Drow-colored skin outside of [[Homebrew]]).&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
&lt;br /&gt;
* 9/10 units and characters are [[Hot Chicks]] and [[Monstergirls]] in bikinis.  With the right choices, you literally have an army of hot chicks and monstergirls in bikinis.&lt;br /&gt;
* Morathi-Khaine is one of the most powerful playable characters in the game.  As a goddess with two bodies, she is on par with [[Alarielle the Everqueen|big]] [[Archaon|god-like]] [[Nagash|models]].  &lt;br /&gt;
* Some of the best melee in the setting, only a few including the [[Sons of Behemat|really big boys]], [[Khorne Bloodbound|the best followers of big red]] or [[Lumineth Realm-Lords|the elven methheads]] can hit like you do in combat.  &lt;br /&gt;
* They&#039;re a jack-of-all-trades able to fight in every phase with melee, shooting, magic, decent movement and bravery shenanigans.  &lt;br /&gt;
* A monster that DOESN&#039;T GET LESS EFFECTIVE IF IT TAKES WOUNDS (that also double as a giant angry statue of their god).&lt;br /&gt;
* Plenty of movement tricks.  Your basic troops (Witch Aelves and Sisters of Slaughter) have the ability to run and charge with only a musician, everything else except the heroes and Cauldron of Blood/Bloodwrack Shrines have movement 8-14, you can reroll 1s to run turn 1, 1s to charge turn 2, plus Deep Striking Khinerai, Khailebron&#039;s deep striking ability and Lore of Shadows spells that boost movement.&lt;br /&gt;
* The new rules for shooting at characters give the enemy -1 to hit unless the target is a monster. Think the Cauldron of Blood or the Bloodwrack Shrine would count? Nope, they&#039;re not Monsters. Keep them close to a unit and watch them get to combat unmolested.&lt;br /&gt;
* The Cauldron of Blood, with the right combination of relics, Command Traits and prayers is straight busted, coming in with a nightmarish amount of damage output both in shooting and close combat, powerful support abilities and the ability to heal itself through multiple avenues for 300-330 points.&lt;br /&gt;
* Shooting is actually good now. Blood Stalkers have two shots now and with Morathi can shoot twice in a turn. 80 shots with 6&#039;s doing mortal wounds? Yes please. Also now an actual viable strat since they are batteline now.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
&lt;br /&gt;
* These chicks are almost as naked as the fyreslayers, but they dont have fancy runes or 2 wounds to tide them over. Apart from their 6+ fanatical faith save, they have the usual Glass Cannon problem of being flimsy.  Our Infantry has a 6+ Save, and the other units - apart from Morathi - are softer than their equivalents in other armies unless you make the right choices (such as Hagg Narr and/or throw in a Cauldron. And don’t forget the bladed bucklers)&lt;br /&gt;
* They are rather expensive to collect in dollars, and even spending lots of money on models can still leave you with a comparatively low model count.&lt;br /&gt;
* They do not play well with others. If you&#039;re playing Daughters of Khaine, you&#039;re playing them in a Daughters of Khaine Allegiance army. They are incredibly reliant on their faction abilities to turn them from a bunch of expensive fragile units with some pretty good close combat into a unified army with some of the most brutal close combat in the game. You can ally other stuff into them, don&#039;t ally them with other stuff. (Not entirely true, Khinari Heartrenders slot nicely into most Order soup lists as its a good deepstrike bully unit)&lt;br /&gt;
* Not a magic heavy army (but can be a strong magically defensive army). Bar Morathi-Khaine, you only have the Bloodwrack Medusa, who only gives you one spell/two dispels per turn without relics or artifacts and the Doomfire Warlocks.  Mitigated a bit by the Doomfire Warlocks who can hit hard and get a casting bonus in units of 5 (which is what you want).&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Daughters of Khaine and Broken Realms: Morathi|points=[https://www.warhammer-community.com/wp-content/uploads/2019/10/5ae12374.pdf Daughters of Khaine Errata]}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
; Fanatical Faith : Daughters of Khaine can ignore wounds allocated to them on a 6+. Sweet.&lt;br /&gt;
;Blood Rites : The fantasy variant of &amp;quot;Power From Pain&amp;quot;. Every turn your units get a brand new special rule that stacks for the rest of the game.&lt;br /&gt;
:#&#039;&#039;&#039;Quickening Bloodlust:&#039;&#039;&#039; Reroll run rolls of 1.&lt;br /&gt;
:#&#039;&#039;&#039;Headlong Fury:&#039;&#039;&#039; Reroll dice rolls of 1 when charging.&lt;br /&gt;
:#&#039;&#039;&#039;Zealot&#039;s Rage:&#039;&#039;&#039; Rerolls 1s to hit in melee. In addition, an Avatar of Khaine always counts as being animated.&lt;br /&gt;
:#&#039;&#039;&#039;Slaughterer&#039;s Strength:&#039;&#039;&#039; Reroll 1s to wound in melee &lt;br /&gt;
:#&#039;&#039;&#039;Unquenchable Fervour:&#039;&#039;&#039; Your units rerolls saves of 1, and do not need to take battleshock tests.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&#039;&#039;&#039;Aelve Generals Only&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Bathed in Blood:&#039;&#039;&#039; Increase your wound characteristic by 1 and you can heal 1 wound at the start of each hero phase. Good on a Cauldron of Blood, but there are better ways to get your wounds back.&lt;br /&gt;
#&#039;&#039;&#039;Zealous Orator:&#039;&#039;&#039; Add 2 to the bravery charteristic of units wholly within 12&amp;quot;. Worse than the old version for elves, better for snakes, and not as important anymore since Mindrazor now doesn&#039;t require higher bravery +1 dmg.&lt;br /&gt;
#&#039;&#039;&#039;Sacrifical Overseer:&#039;&#039;&#039; Add 1 to the hit rolls of the General&#039;s weapons. Lot of good options here, but this seems like a waste of a Command Trait, given you can have other better options.&lt;br /&gt;
#&#039;&#039;&#039;Terrifying Beauty:&#039;&#039;&#039; Subtract 1 on hit rolls against the General. Putting this on the Cauldron of Blood will drive your opponent insane. Stacks with the existing -1 against shooting for heroes close to a unit, meaning that everyone shooting at you will have a -2 to hit you.&lt;br /&gt;
#&#039;&#039;&#039;Master of Poisons:&#039;&#039;&#039; Add 1 to the General&#039;s weapons Damage characteristics. A Slaughter Queen with this will wipe out a unit a turn.&lt;br /&gt;
#&#039;&#039;&#039;True Believer:&#039;&#039;&#039; Ups the turn number for the unit&#039;s Blood Rites. Good to get an Avatar of Khaine awake turn 2 (turn 1 in a Hagg Nar army) and just generally a good choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BloodWrack Medusa only&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Arcane Mastery:&#039;&#039;&#039; Reroll 1 casting, dispelling, or unbinding attempt in your hero phase, really good since the nerf to shadowstone ,and Mindrazor had the bump up to CV 8 but whether it&#039;s worth not taking a subfaction for is debatable.&lt;br /&gt;
#&#039;&#039;&#039;Writhing Coils:&#039;&#039;&#039; Substract 1 from hit rolls made against this general. Always good, shooting more than melee, so might as well just take Khailebron and get teleporting while you&#039;re at it.&lt;br /&gt;
#&#039;&#039;&#039;Fearsome Presence:&#039;&#039;&#039; Reroll failed Battleshock tests for units wholly within 12&amp;quot;. You&#039;re probably running snakes with a medusa general, so why not just take Zainthar Kai get +1 bravery and/or take the battalion that makes it so you don&#039;t take battleshock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melusai Ironscale Only&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Veteran of the Cathrar Dhule:&#039;&#039;&#039; Recieve a CP on a 4+ while this general is on the battlefield in the hero phase&lt;br /&gt;
#&#039;&#039;&#039;Impenenetrable Scales:&#039;&#039;&#039; Add 1 to save rolls for this general. Gives your Melusai a 4+ instead of a 5+ save.&lt;br /&gt;
#&#039;&#039;&#039;Fuelled by Revenge:&#039;&#039;&#039; Use your Wrath of the Scathborn command ability for free once per battle.&lt;br /&gt;
&lt;br /&gt;
===Gifts of Morathi=== &lt;br /&gt;
(Can be given to any Daughter of Khaine Hero)&lt;br /&gt;
#&#039;&#039;&#039;Crown of Woe:&#039;&#039;&#039; Subtract 1 from the bravery of enemy units within 7&amp;quot;. This range doubles to 14&amp;quot; the first time the bearer slays an enemy model.&lt;br /&gt;
#&#039;&#039;&#039;Shadracar&#039;s Fang:&#039;&#039;&#039; One of the bearers melee weapons adds +1 to hit rolls. Also unmodified sixes do 1 mortal wound&lt;br /&gt;
#&#039;&#039;&#039;Amulet of Dark Fire:&#039;&#039;&#039; The bearer negates mortal wounds inflicted &#039;&#039;&#039;by spells&#039;&#039;&#039; on a 4+.&lt;br /&gt;
#&#039;&#039;&#039;Crone Blade:&#039;&#039;&#039; One of the bearers melee weapons heals the user by d3 at the end of combat phase if any units were slain with that weapon&lt;br /&gt;
#&#039;&#039;&#039;Thousand and One Dark Blessings:&#039;&#039;&#039; Nerf Bat Edition, No longer gives +1 save but instead gives you a 5+ FNP instead of a 6+&lt;br /&gt;
#&#039;&#039;&#039;Bloodbane Venom:&#039;&#039;&#039; If the bearer wounds an opponent but does not slay them, roll a dice after the combat phase. If the number equals/beats the victim&#039;s wound characteristic then it is slain outright.&lt;br /&gt;
&lt;br /&gt;
===Artefacts of Shadow=== &lt;br /&gt;
(Bloodwrack Medusa only)&lt;br /&gt;
#&#039;&#039;&#039;Shadow Stone:&#039;&#039;&#039; Add +1 to any casting attempts for Lore of Shadows spells. Helpful for making sure you get an important spell off. +1 to Casting the Withering is &#039;&#039;&#039;never&#039;&#039;&#039; a bad thing. Best way to get Mindrazor off. Nerf bat removed the re-reolling 1&#039;s on casts, still good but not the most have it was&lt;br /&gt;
#&#039;&#039;&#039;Rune of Ulgu:&#039;&#039;&#039; Bearer knows one extra Lore of Shadows spell. More options are never a bad thing.&lt;br /&gt;
#&#039;&#039;&#039;The Mirror Glaive:&#039;&#039;&#039; Each time the Bearer unbinds a spell, they can attempt to cast Arcane Bolt or Mystic Shield as if it was the Hero phase. If successful this spell can&#039;t be unbound. Better now that the Medusa can unbind 2 spells.&lt;br /&gt;
#&#039;&#039;&#039;Seven-fold Shadow:&#039;&#039;&#039; Once per battle, instead of moving you can set them up anywhere on the battlefield more than 9&amp;quot; from Enemy units. This uses up thier movement phase. You already have dozens of ways of teleporting units so this is a pass.&lt;br /&gt;
#&#039;&#039;&#039;Crystal Heart:&#039;&#039;&#039; [[Awesome |Bearer can cast a second spell in the Hero Phase. If they do they roll a d6, taking d3 Mortal Wounds on a 1.]]&lt;br /&gt;
#&#039;&#039;&#039;Shade Claw:&#039;&#039;&#039; The Medusa&#039;s Whisperclaw is now -2 Rend. Helps out your Medusa in melee, so worth considering if you have them on a Bloodwrack Shrine.&lt;br /&gt;
&lt;br /&gt;
===Relics of Khaine=== &lt;br /&gt;
(Daughters of Khaine Priests only)&lt;br /&gt;
#&#039;&#039;&#039;Blood Sigil:&#039;&#039;&#039; Bearer gains one additional Prayer. More options is never bad.&lt;br /&gt;
#&#039;&#039;&#039;Iron Circlet:&#039;&#039;&#039; Bearer re-rolls 1&#039;s when seeing if a prayer is successful. Prayers Manifest on a 3+ and all have very useful buffs so this can be helpful&lt;br /&gt;
#&#039;&#039;&#039;Rune of Khaine:&#039;&#039;&#039; Bearer explodes on death. Roll a dice. One 1 nothing happens. On 2-5 the unit that killed them takes D3 Mortal Wounds. On a 6, the unit takes D6. Works against any attack and doesn&#039;t have a ranged restriction so going by RAW, [[Just As Planned| your Hero can explode and do the Mortal Wounds against something across the table.]]. Main problem is that you want your Hag Queens alive as much as possible because Witchbrew is just that good. Witch Elves are your cannon fodder, and should really be dying instead.&lt;br /&gt;
#&#039;&#039;&#039;Crimson Shard:&#039;&#039;&#039; Add 2 to wound to wound rolls for one of the bearers melee attacks. Pretty solid on a Cauldron as they will be getting stuck into melee anyway.&lt;br /&gt;
#&#039;&#039;&#039;Khaineite Pendant:&#039;&#039;&#039; Bearer can Pray three times in one Hero Phase, but the first time you roll a 1 to manifest a prayer, they take d3 Mortal Wounds instead of 1. Extremely useful as your Prayers are all very useful. Being able to spam them is awesome. Probably your default choice.&lt;br /&gt;
#&#039;&#039;&#039;Hagbrew:&#039;&#039;&#039; Add +1 to Wound Rolls for the Bearer&#039;s melee weapons. Nice on a Hag Queen on Cauldron of Blood. [[Rape |Turns the Slaughter Queen on Cauldron into a death machine.]]&lt;br /&gt;
&lt;br /&gt;
===Prayers of the Khainite Cult=== &lt;br /&gt;
#&#039;&#039;&#039;Catechism of Murder:&#039;&#039;&#039; Pick a Friendly Daughters of Khaine unit wholly within 14&amp;quot;. Any 6&#039;s to hit explode and deal 2 hits.&lt;br /&gt;
#&#039;&#039;&#039;Blessing of Khaine:&#039;&#039;&#039; Pick a friendly Daughters of Khaine unit wholly within 14&amp;quot;. They re-roll failed FNP rolls from Fanatical Faith. With Hagg Nar, bucklers and the Cauldron buff, your units now have a 4+, then rerollable 5+ saves. You can take a charge quite happily, then murder whatever dared getting close in your turn with ease...&lt;br /&gt;
#&#039;&#039;&#039;Martyr&#039;s Sacrifice:&#039;&#039;&#039;  Pick a friendly Daughters of Khaine unit wholly within 14&amp;quot;. Each time a model is killed in the Combat Phase, roll a d6. The dead model deals an extra Mortal Wound on a 5+ to a unit within 3&amp;quot;. Stacks with the Bucklers.&lt;br /&gt;
#&#039;&#039;&#039;Crimson Rejuvination:&#039;&#039;&#039; Pick a friendly Daughters of Khaine unit within wholly 14&amp;quot;, That unit heals 1d3 Wounds. Still can&#039;t target Morathi since her special rules don&#039;t allow her to be healed&lt;br /&gt;
#&#039;&#039;&#039;Covenant of the Iron Heart:&#039;&#039;&#039;  Pick a friendly Daughters of Khaine unit wholly within 14&amp;quot;. That unit does not need to take Battleshock tests.&lt;br /&gt;
#&#039;&#039;&#039;Sacrament of Blood:&#039;&#039;&#039; Pick a friendly Daughters of Khaine unit wholly within 14&amp;quot;. That unit counts the current battle round as being 1 higher for determining Blood Rites traits. Stacks with other abilities that give this effect.&lt;br /&gt;
&lt;br /&gt;
===Lore of Shadows=== &lt;br /&gt;
The Lore of Shadows we all know and love is back! Note that Doomfire Warlocks are Wizards and can take a spell from here despite not being a Hero unit. EDIT: Doomfires cannot cast spells outside of their warscroll. But they are an impressive melee unit to compensate. &lt;br /&gt;
#&#039;&#039;&#039;Steed of Shadows:&#039;&#039;&#039; Casting Value 6. Caster can Fly and has a 16&amp;quot; Move.&lt;br /&gt;
#&#039;&#039;&#039;Pit of Shades:&#039;&#039;&#039; Casting Value 7. Pick an Enemy Unit within 18&amp;quot; of the caster, within line of sight, and roll 2d6. That unit takes 1 Mortal Wound for each point the 2d6 exceeds their Movement. Awesome against tough, but slow units. That Death player who keeps tarpitting you with blobs of 40 Skeletons? This spell was designed for you, followed up with a Bloodwrack Stare.&lt;br /&gt;
#&#039;&#039;&#039;Mirror Dance:&#039;&#039;&#039; Casting Value 6. Pick two Daughters of Khaine Heroes wholly within 18&amp;quot; of the Caster. Set them up more than 9&amp;quot; away from enemy unit, they cannot move in the following movement phase.&lt;br /&gt;
#&#039;&#039;&#039;The Withering:&#039;&#039;&#039; Casting Value 7. Pick an enemy unit within 18&amp;quot; of the caster within Line of Sight. [[Awesome |Until the next Hero Phase add +1 to Wound Rolls for &#039;&#039;&#039;all attacks&#039;&#039;&#039; that target that unit]]. You should always have this.&lt;br /&gt;
#&#039;&#039;&#039;Mindrazor:&#039;&#039;&#039; Casting Value 8. Nerf Bat Edition. Pick a friendly Daughters of Khaine unit wholly within 18&amp;quot; of the caster. All of that units melee weapons gain an additional -1 Rend and gain 1 extra damage if that unit charged. Our Most used spell and a must have for the -1 Rend alone. No longer gives +1 dmg for having higher bravery, better against demons and undead, but in extended combat. But with the Khelt Nar sub faction you can retreat and charge, and you get an additional rend on the charge with Elves in Drachi Ganeth. But it also has a CV of 8 now making it harder to cast&lt;br /&gt;
#&#039;&#039;&#039;Shroud of Despair:&#039;&#039;&#039; Casting Value 4. Pick an enemy unit within 18&amp;quot; and within Line of Sight. They take -1 to Bravery until the next Hero Phase. If the Casting roll was 8+, they take -d3 Bravery Instead.&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
1. &#039;&#039;&#039;Bloodwrack Viper:&#039;&#039;&#039; 40 points.  Casting value 7.  After this model has moved, pick one unit within 1&amp;quot; of it and roll 3 dice.  For each dice roll that beats the wounds characteristic per model for that unit, one model from the unit is slain.  Good at weakening units of multi-wound models, and will be a major thorn in the side of elite armies.  &lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Bladewind:&#039;&#039;&#039; 40 points.  Casting value 6.  Any unit that was passed across by this model or is within 1&amp;quot; when it ends its movement suffers D3 Mortal Wounds.  Enemy units within 12&amp;quot; also don&#039;t get the cover modifier for their save rolls. &lt;br /&gt;
 &lt;br /&gt;
3. &#039;&#039;&#039;Heart of Fury:&#039;&#039;&#039; 80 points.  An Invocation rather than a spell.  Subtract 1 from the damage inflicted (to a minimum of 1) for each successful attack targeting a Daughters of Khaine unit wholly within 12&amp;quot; of this model.  Very nice defensively, but there&#039;s a catch.  At the start of each battle round, Heart of Fury ends unless you roll a 4+ (add +1 if there&#039;s any friendly Avatars of Khaine within 6&amp;quot;).  Good against armies with high damage weapons, though the caveat is a minor inconvenience and it doesn&#039;t work on special tricks (eg; attacks that deal Mortal Wounds in addition to normal damage).&lt;br /&gt;
&lt;br /&gt;
==Temples of Blood==&lt;br /&gt;
You may claim your army hails from one of the six temples listed here. Each has unique rules for your army, a new artifact, command trait, or command ability.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hagg Nar&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability - Daughters of the First Temple:&#039;&#039;&#039; Add 1 to the current battle round when determining the abilities gained from Blood Rites.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Send Forth the Cauldrons&#039;&#039;&#039;: Pick a friendly &#039;&#039;&#039;Hagg Nar&#039;&#039;&#039; Cauldron within 3&amp;quot; of a unit with 3 or more models and within 12&amp;quot; of a &#039;&#039;&#039;Hagg Nar&#039;&#039;&#039; hero.  That Cauldron can move and extra 3&amp;quot;, but this can&#039;t stack.  While it&#039;s not easy to daisy chain your units and heroes to make it work, consider that the tax for this pretty good buff.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait - Devoted Disciples:&#039;&#039;&#039;A&#039;&#039;&#039;Hagg Nar&#039;&#039;&#039; Daughters of Khaine model wholly within 12&amp;quot; of the general gets a 5+ Fanatical Faith save as opposed to a 6+. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artifact: The Ulfuri:&#039;&#039;&#039; Add 1 to the Damage characteristic of one of the bearer&#039;s melee weapons if they made a charge.&lt;br /&gt;
&lt;br /&gt;
The nerf bat came for Hagg Nar, but left them with a couple of consolation prizes.  It allows one selected unit to do its fanatical faith on 5+ combined with blessing of khaine and the +1 save from you cauldron you can give a unit of 30 witches a 5+ save (4+ with bladed buckler) and a 5++ fanatical save making the unit able to survive longer. By turn 3 your army is a killing machine and would be already in combat this is when things swing dramatically for Hagg Nar.  While they can&#039;t re-roll hits anymore, they&#039;re faster and more survivable.  On a unit of 20 witches that is 80 attacks and if you add mindrazor into the mix it&#039;s unlikely any single opponent can survive that number of paper cuts on the charge.  While no longer OP or a must-take, it is now a good &amp;lt;s&amp;gt;Jack&amp;lt;/s&amp;gt; Jill of all trades, master of none that&#039;s worth considering.&lt;br /&gt;
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&#039;&#039;&#039;Draichi Ganeth&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Ability - Bladed Killers:&#039;&#039;&#039; Imrpove the rend characteristics of weapons weilded by the Witch Aelves and Sisters of Slaughter by 1 on the turn they charge.  &lt;br /&gt;
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*&#039;&#039;&#039;Command Ability - A Thousand Bladeforms:&#039;&#039;&#039;  Add 1 to the hit rolls of a friendly Draichi Ganeth Witch Aelves or Sisters of Slaughter unit within 12&amp;quot; of a friendly Draichi Ganeth Hero.  &lt;br /&gt;
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*&#039;&#039;&#039;Command Trait: - Victor of Yaith&#039;ril: Add 1&amp;quot; to the Bravery characteristic of all friendly Draichi Ganeth Daughters of Khaine units wholly within 12&amp;quot; of the general.  &lt;br /&gt;
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*&#039;&#039;&#039;Artifact - Death&#039;s Kiss:&#039;&#039;&#039; Add +2 attacks of one of the bearer&#039;s weapons on the turn they charged. &lt;br /&gt;
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*&#039;&#039;&#039;Battalion - Slaughter Troupe:&#039;&#039;&#039; You may take up to two units of Witch Aelves in addition to any of the other required units in this Battalion&lt;br /&gt;
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They swapped favoring snake heavy armies for favoring Witch Aelves and destroying armor.  If you take the general on a Cauldron of Blood, that adds 2 to the Bravery of Draichi Ganeth units wholly within 12.  Add a Bloodwrack Medusae and/or Morathi-Khaine to throw Mindrazor on units and you&#039;ll rain on the parade of armies like Stormcast, non-horde Chaos armies and Ossiarch Bonereapers.  Combining the numbers of a horde army with the hitting power of an elite army, they&#039;re the best option for a melee-focused force.  &lt;br /&gt;
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&#039;&#039;&#039;The Kraith&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Ability - Disciples of Slaughter:&#039;&#039;&#039; At the end of the combat phase, roll a dice for each Kraith Sister of Slaughter that fought once in that phase.  On a 5+, they can fight again.  &lt;br /&gt;
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*&#039;&#039;&#039;Command Trait - Bathe in Their Blood!:&#039;&#039;&#039; At the end of the combat phase, if the general is on the battlefield and any enemy units were destroyed by an attack made by friendly Kraith units, you receive a command point.&lt;br /&gt;
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*&#039;&#039;&#039;Command Ability - Inspired by Carnage:&#039;&#039;&#039; Add 1 to wound rolls for unit for that combat phase.&lt;br /&gt;
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*&#039;&#039;&#039;Artifact - The Venom of Nagendra: Once per battle, you can use it to deal D6 Mortal Wounds to an enemy but the bearer can&#039;t fight with their weapons in that round of combat. &lt;br /&gt;
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When the ability goes off, you&#039;ll feel like top of the world, but when it doesn&#039;t you&#039;ll feel like a chump.  Also, hope you like Sisters of Slaughter, because this Temple is near worthless without them.  As it is, a decent option but inferior to the others unless you really want command points.&lt;br /&gt;
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&#039;&#039;&#039;Khailebron&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Ability - Concealment and Stealth:&#039;&#039;&#039; Your enemy gets -1 to hit in the shooting phase against Khailebron units. This plugs one of your army&#039;s major weaknesses (getting shot to pieces)&lt;br /&gt;
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*&#039;&#039;&#039;Command Trait - Mistress of Illusion:&#039;&#039;&#039; Subtract 1 from hit rolls for melee attacks made against the general.  &lt;br /&gt;
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*&#039;&#039;&#039;Command Ability - Masters of the Shadowpaths:&#039;&#039;&#039; At the start of the Hero Phase choose a friendly unit wholly within 12&amp;quot; of a Khailebron general.  Pull them off the battlefield and Deep Strike them anyplace outside of 9 inches of the enemy. This unit cannot move in the next movement phase.  Essentially turns all of your units into pseudo Khinerai units and [[Awesome|can even be used to pull them out of an unfavorable combat]]. Put Mindrazor and Catechism of Murder on a unit of Blood Sisters, teleport them behind enemy lines and watch them wreak havoc. &lt;br /&gt;
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*&#039;&#039;&#039;Artifact - Whisperdeath:&#039;&#039;&#039; Pick one of the bearer&#039;s melee weapons.  Hit rolls of 6 with this weapon deal 1 mortal wound to the target in addition to normal damage.&lt;br /&gt;
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A tricksy temple, but amazing when you know how to use it.  Having 1- to being shot at is wonderful given your low saves.  Between the shooting debuff and teleportation abilities, shooting armies will hate the Khailebron Temple, especially Kharadron Overlords (suck it, you godless stunties!).   Since the command trait is an ability not a spell your opponent will have to play around it every round. Just remember to keep your general out of harms way.&lt;br /&gt;
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&#039;&#039;&#039;Khelt Nar&#039;&#039;&#039; &lt;br /&gt;
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*&#039;&#039;&#039;Ability - Strike and Fade:&#039;&#039;&#039; Khelt Nar units can retreat and charge later in the same turn.&lt;br /&gt;
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*&#039;&#039;&#039;Command Ability: Bleed the Mind&#039;&#039;&#039;: Pick one friendly Khelt Nar unit wholly within 12&amp;quot; of a Khelt Nar hero.  For every time a melee attack targeting the Khelt Nar unit rolls an unmodified 1, the attacking suffers 1 mortal wound. This, with bladed bucklers and the martyrs sacrifice prayer creates a very prickly unit that can easily bleed the enemy dry in a round of combat.&lt;br /&gt;
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*&#039;&#039;&#039;Command Trait - The Circling Flock&#039;&#039;&#039;: Once per battle, you can summon 1 free Khinerai unit consisting of 5 Khinerai Harpies of either type, deployed as per their &amp;quot;Descent from Above&amp;quot; rules.&lt;br /&gt;
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*&#039;&#039;&#039;Artifact: Gaisa&#039;s Falx:&#039;&#039;&#039; Pick one melee weapon carried by the bearer.  Each unmodified hit roll of 6 becomes two hits, roll to wound and save for each hit.  Best used on a Slaughter Queen.&lt;br /&gt;
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A Temple with a lot of dirty tricks.  It lacks the punch of the Draichi Ganeth or the defensive power of Hagg Nar, but it gives a lot of unique ways to mess with your opponent.  While a fun playstyle, and recommended if you really like Khinerai Harpies or want to mess with your opponent, if you want to play competitively, other temples are recommended.&lt;br /&gt;
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&#039;&#039;&#039;Zainthar Kai&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Abilities - Khaine’s Essence:&#039;&#039;&#039; Add 1 to the Bravery of Melusai and Khinerai units &#039;&#039;&#039;Vault of the First Blood:&#039;&#039;&#039; Get a free artifact from the Gifts of Morathi table.&lt;br /&gt;
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*&#039;&#039;&#039;Command Trait -  Curse of the Bloody Handed:&#039;&#039;&#039; At the end of combat on a roll a die for each enemy unit within 3”, deal d3 mortal wounds on a 5+.&lt;br /&gt;
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*&#039;&#039;&#039;Command Ability - Power in the Blood:&#039;&#039;&#039; Once per phase pick a friendly Melusai or Khinerai unit wholly within 12” and add 1 to their melee weapons until the end of that phase.&lt;br /&gt;
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*&#039;&#039;&#039;Artifact - Crimson Talisman:&#039;&#039;&#039; Subtract 1 from wound rolls that target the bearer&lt;br /&gt;
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The new Snake Heavy Army.  Although the Command Trait is kinda eh, the command ability is where this subfaction shines. The Blood Sisters are already pretty crazy, then add on all the buffs, and this command ability to delete whatever you point them at. The bonus Bravery and a free artifact are always welcome.&lt;br /&gt;
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For competitive play, Hagg Nar has been eclipsed by Draichi Ganeth, with Khailebron arguably being the best choice given the current shooting meta.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
The common keywords of these warscrolls are: &#039;&#039;&#039;ORDER&#039;&#039;&#039;, &#039;&#039;&#039;AELF&#039;&#039;&#039; and &#039;&#039;&#039;DAUGHTERS OF KHAINE&#039;&#039;&#039;.&lt;br /&gt;
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===Named Characters===&lt;br /&gt;
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;&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Morathi-Khaine.pdf Morathi-Khaine] and [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_TheShadowQueen.pdf The Shadow Queen]&#039;&#039;&#039;: New from Broken Realms: Morathi, this version of Morathi costs 600 points and has both versions of the new goddess of murder on the board at the same time. Their stats are largely unchanged including importantly the 3 wound per turn rule (there are some changes: The shooting attack on the Shadow Queen is now a straight D6 damage attack, Morathi doesn&#039;t double casting range anymore but her personal spell is range 36), but there are some important changes. For starters, both versions are now immune to instant death (suck it Nagash) and wounds done to Morathi-Khaine now carry over to Shadow Queen, with both disappearing when the Shadow Queen goes down. You should also note that Morathi always counts as a general, even if you have another general, and the old trick of dealing wounds to her outside of the turn to get around her 3 wounds per turn thing no longer works. All in all, the selling point here is that you get her powerhouse casting, and command ability, while still getting the brutal close combat power, which is a hell of a selling point. These two can take on almost any named character in the game (even Gotrek will struggle) and at 600 points, they better. &lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos_the_blade-coven_en.pdf Morgwaeth the Bloodied and Hag Coven] : (80 points) The models from the recent Daughters of Khaine Underworlds warband. Functionally just a named Hag Queen with a range 2 dagger and a handful of extra models. Can now take artifacts and command traits, plus comes with the Hagg Narr keyword, but can take another Prayer. Let&#039;s get real here: the selling point is that her Warband can intercept wounds for her on a 4+. Almost auto include in the new battletome (unless it is indeed a typo and needs errata) as she is now 10pts cheaper than a Hag Queen with essentially 4-5 more wounds.&lt;br /&gt;
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===Heroes===&lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-slaughter-queen-en.pdf Slaughter Queen] : (100pts) The old Death Hag got split in two, the Slaughter Queen has pair of weapons: The &amp;quot;meh&amp;quot; Blade of Khaine which is pretty much a bog-standard weapon, combined with the a stronger but ridiculously named &amp;quot;Deathsword&amp;quot; which has a slightly better profile and does D3 damage; She is your primary priest, always casting on a 3+ but wounding herself on a 1. Unfortunately, her prayers are... weird, she isn&#039;t really a fantastic buffer for friendly units.  is an incredibly unreliable way of tossing Mortal Wounds at your enemy and the other is a buff. That can only target her. Though to be fair, the buff is pretty good, increasing her meh knife&#039;s damage to D3, essentially matching her Deathsword, which will put the lady at 7 damage D3 attacks, enough to kill bigger units all on her own. Her other good prayer is the ability to fight twice in the combat phase, which you should use if she goes up against hordes rather than monsters. She can also have this ability as a command ability, allowing a friendly unit to pile in during the hero phase. The last prayer is an odd one, forcing your opponent to play &amp;quot;[[What|guess which hand]]&amp;quot; or suffer D3 mortal wounds... essentially a bizarre throwback to old legacy rules. In short, altogether she is a 5 wound 5+ save model who will die to angry thoughts if she gets to close to an actual combat. Leave her at home unless she&#039;s your general or you&#039;re running Shadowhammer compact; IF you take her as general her command ability makes your Witch Aelves kill more than what a Hag Queen would do, making her a better option in this case. *One thing to remember is that priests get an extra prayer from the list of khainite prayers, and therefore can actually pray twice in your hero phase.&lt;br /&gt;
:*She can also attempt to unbind one spell in your enemy&#039;s hero phase as if she were a wizard, which is nothing to be sniffed at. If you have Bloodwracks as well, you can effectively shut down your opponent&#039;s magic every turn.&lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-hag-queen-en.pdf Hag Queen] : (90pts) The slaughter queen&#039;s little sister and amazing supporting choice. She doesn&#039;t have the Deathsword, the &#039;&#039;Dance of Doom&#039;&#039; prayer, the ability to unbind spells, or any command ability. Instead she has a chalice of Witchbrew which allows a friendly DoK unit within 3&amp;quot; to re-roll wounds until your next hero phase AND makes your units immune to battle shock. She can turn a unit of 30 Witch Aelves into an unstoppable orgy of slaughter. &amp;lt;s&amp;gt;Until AoS2 comes in, two Hag queens are mandatory in pretty much any DoK list.&amp;lt;/s&amp;gt; AoS3 is here and hags went to 100pts. This mixed with increase of the shooting meta makes hags an issue. However, for an extra 40pts (140pts total) its recommended to take Morgwaeth’s Blade-coven, the beastgrave unit. Same as a standard had except has a mini unit to assist, and on a 4+ you can transfer wounds from Morgwaeth to the unit. Side unit is two witch aelves, a sister of slaughter and a blood stalker. With the new battletome you have to roll to see if you get the rerolling and no battleshock on a 5+. But as the rounds go on these you get +1&#039;s as you get buffs. +1 on rounds 2, 3, and 4, so by the time round 4 comes you&#039;ll be rolling for it on a 2+, if she&#039;s still alive by then.&lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-hag-queen-caludron-blood-en.pdf Hag Queen on Cauldron of Blood] 220pts &amp;amp; [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-slaughter-queen-on-cauldron-of-blood-en.pdf Slaughter Queen on Cauldron of Blood] 270pts : (Behemoth) A centerpiece in every sense of the word. It draws the eye and is absolutely essential for turning an assortment of powerful units into a coherent army. Basically a straight upgrade for one of the Queens with an Avatar of Khaine strapped to the same model; needing to be animated with prayers each turn &#039;&#039;(or wait for Blood Rites to kick in by turn 3)&#039;&#039; This also means that there is practically no situation where the Avatar will be without a Priestess to animate him since they are both sharing the same model in this case, making it a safer bet than marching either of them around solo where one or the other can get picked off. It also has extra attacks thanks to the attendant sisters and an added charge bonus which inflicts Mortal Wounds. It also allows DoK units within a diminishing range to add +1 to their save rolls, so this unit is definitely worth having considering how fragile the army is in general, though there really isn&#039;t much more to say beyond the standard rules for the Hag/Slaughter Queens. The Slaughter Queen on Cauldron of Blood is almost always going to be the general in any Daughters of Khaine army. It&#039;s buffs, bulk, command ability, and output are just too good not to use.&lt;br /&gt;
:*If you are still considering which way to go between the Shrine or the Cauldron. You are mostly weighing up whether you want the Aura of Agony for causing mortal wounds in a radius, or the Bloodshield for giving your sisters a +1 to saves. Everything else is pretty much the sum of the model&#039;s parts since the actual Shrine/Cauldron itself has mostly the same profile and attacks in either version simply added to whatever hero is mounted on top of it, which you could have deployed separately. However one big factor to remember is that the Cauldron of Blood can still move around the tabletop without having to animate the Avatar, leaving your Priestess to use a different prayer in her hero phase if you want to.&lt;br /&gt;
:*If you want a death-train, make a Slaughterqueen on this thing your general, then give her Mistress of Poisons, the Crone Blade and Catechism of Murder, wait for Turn 3 then charge something; you&#039;ll get +1 to the damage of all your melee hits since Mistress of Poisons works for all of the cauldron&#039;s attacks, and with Crone Blade on the Avatar&#039;s attack you get more than a chance to cause casualties and recover wounds, since it now does 4 damages per non saved attack, compensating for your fragility ( you still have 13 wounds with a 4+ save but some generals can be tougher); factor in Catechism of Murder ( solid, given this model has 19 attacks) and a self cast Orgy of Slaughter and... well, you won&#039;t regret skipping one of the temples for this. IF you don&#039;t care about the Crone Blade, take a Hagbrew instead.&lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-bloodwrack-medusa-en.pdf Bloodwrack Medusa] : (100pts) Oh boy, looks like GW gained a bit of our love for [[Monstergirls]], because the Bloodwrack Medusa got better &#039;&#039;and&#039;&#039; 40 points cheaper.  They&#039;ve gone from &amp;quot;a good choice for any list&amp;quot; to &amp;quot;you are playing this game wrong if you don&#039;t have one&amp;quot; status, expect to see them everywhere until nerfed into the ground.  In addition to her pervious bits of goodness, her Whisperclaw now deals a Mortal Wound on an unmodified hit roll of 6, and while still a Wizard she gained an extra attack with her spear and can unbind an extra spell.  Kept her absolutely brutal shooting attack, where you roll a dice for every model in a unit and every 5+ is a Mortal Wound, and has a metric ton of close combat attacks, with a theoretical maximum of 16 wounds (average dice rolls will probably render it closer to 5 or 6, depending on what turn it is).  &lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bloodwrack-shrine-en.pdf Bloodwrack Shrine] : (160pts, Behemoth) While you should probably get a Cauldron of Blood first, if you wanted to keep the Queens and Avatar separate you will be left with a Bloodwrack Shrine, either that or you bought a second model.  Benefitting from GW&#039;s seeming new case of [[Monstergirl]] love, it&#039;s only 50 points more than the Medusa on her own and 50 points cheaper than its previous cost while keeping all its goodies. It costs you 2 inches of movement but it more than doubles your wounds, gives you the Shrinekeepers attacks, the Bladed Impact rule AND gives you the Aura of Agony, which causes D3 mortal wounds ALL ENEMY UNITS within a 7&amp;quot; radius on a diminishing die roll, starting at 2+, which coupled with her Bloodwrack Stare means that the Shrine has the potential to be doling out a lot of mortal wounds in a given turn. They are also Wizards now, being able to cast/unbind a single spell per turn.&lt;br /&gt;
:* If you&#039;ve got an extra Cauldron to assemble as one of these, remember that it&#039;s only 50 points more than a normal Bloodwrack Medusa, trading in those 80 points and 2 points of movement for double the wounds, the Shrine Keepers attacks and the Aura of Agony. That&#039;s pretty cheap all told, and since it&#039;s not a monster, it&#039;s still harder to shoot in AoS2, so it&#039;s worth considering.&lt;br /&gt;
:*Remember that a Bloodwrack Shrine can cast Steed of Shadows on itself to fly 16&amp;quot; and get that Aura of Agony + Bloodwrack Stare where it would hurt the most.&lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos_Melusai_Ironscale_eng.pdf Melusai Ironscale] : (110pts) Daughters of Khaine&#039;s newest Hero! Decently killy with okay survivability having 6 wounds ignoring spells effects on a 5+. But where she shines is in her abilities. Anytime she kills a model in combat she can give a unit of Melusai wholly within 12&amp;quot; an extra attack (Seeing as how her attacks do D3 dmg this should be relatively easy to get off, more so if you give her an artifact). Combine this with the new command ability given by the Zainthar Kai Temple and you&#039;ll have your squad of 10 blood sisters doing 50 attacks(!) along with whatever other buffs you&#039;ve given them. Her command ability allows her to patch up a major weakness in snake armies allowing a unit to run with 2d6 instead of 1d6 and allowing them to run and charge for that phase. And finally at the end of combat on a 3+ an enemy within an inch takes a mortal wound it&#039;s not gonna win you games but it&#039;s nice. Overall a must have if you are running a Melusai army.&lt;br /&gt;
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===Troops===&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-witch-aelves-en.pdf Witch Aelves] : (BATTLELINE, Min:10, Max:30 100) The new battletome went and mixed it up a bit, giving Witch Aelves the Bladed Buckler rule which used to be unique to the Sisters of Slaughter. If you take the Buckler then they get a 5+ save (4+ within the blood shield aura) with any roll of a six causing an immediate mortal wound on the attacker. This and the &#039;&#039;Fanatical Faith&#039;&#039; allegiance ability has increased the Witch Aelves survivability somewhat. If you&#039;d rather have them be more killy, you can swap the buckler for an extra sacrificial knife which grants them another attack, up to three per model, which makes them rather choppy for a cheap unit, this can be further upgraded thanks to the &#039;&#039;Frenzied Fervour&#039;&#039; rule which grants them a +1 bonus to wound whenever they are WHOLLY within 12&amp;quot; of DoK Hero in the combat phase, with each potentially throwing out 3 3+/3+/-/1 attacks per turn with rerolls depending on what turn it is, which isn&#039;t too terrible for a front-line unit. No matter what option you take they are still fragile though. Big units of 30 are currently staples of the tournament scene so make sure you take big unit so they can reach the enemy.&lt;br /&gt;
:*It&#039;s worth bearing in mind that if you took bucklers you should always take your save even if the enemy has a good rend value and your Witches actually have no hope of surviving. The save inflicts the mortal wound on a six after any rerolls but &#039;&#039;before modifiers&#039;&#039; such as rend or debuffs, thus you might get a free mortal wound or two on your opponent even though your ladies are caught in the headlights and can&#039;t do anything about it.&lt;br /&gt;
:*If you do the math, bucklers are better: slightly lower damage output ( a difference of decimals even when counting stacks of bonuses to attacks) but they double your odds of surviving a hit, which will leave more witches on the table for more attacks and chances of mortal wounds; consider giving the buckler to all of your witches or at least most of them.&lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-sisters-slaughter-en.pdf Sisters of Slaughter] : (BATTLELINE, Min:10, Max:30 120) The counterpart to the Witch Aelves took a different role with the recent update. They lost their bonus to saves in close combat and are just as fragile as Witch Aelves, who now share the Bladed Buckler rule. They can trade their shield in for the Sacrificial knife, which gives them an additional short ranged attack at the expense of some durability. Their unique special rule is that they can be chosen to pile in and fight up from up to 6&amp;quot; away rather than 3&amp;quot;, which means they have a massive threat radius without even charging and can jump on to the enemy during his own Combat Phase. A good use of these ladies might be to hover around your own units and perform a counter-charge whenever one of your weaker units gets threatened, dog-piling on the enemy when he thought he had the advantage. Their long pile in means that they&#039;re also one of the only units in the game that can bypass the Idoneth Deepkin&#039;s Turn 3 combat priority or the weird Gloomspite Gitz Fanatic &amp;quot;Always Strikes First&amp;quot; ability. No longer recieve a horde bonus and are more expensive than Witch Aelves now.&lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-morathi-blood-sisters-en.pdf Blood Sisters] : (Optional BATTLELINE: Bloodwrack Medusa General, Min:5, Max:20 130). Your gorgon snake-chicks whose job is to be the army&#039;s elite melee anchor unit. Armed with Glaives and their Crystal Touch attacks, they can throw out a reliable amount of damage every turn. Glaives have three 3+/3+/-1/1 attacks at 2&amp;quot; range which would be decent before you consider rerolls from Blood Rites or further buffs from prayers. Sadly Crystal touch took a nerf and now activates at the end of combat and targets 1 enemy unit within 1&amp;quot;. The main problem is that they cost quite a lot for only a few models, yes they have two-wounds each but they are still fragile with a 5+ save(unless you bring a cauldron, which you should) and even with Fanatical Faith they really don&#039;t have a ton of staying power (for example despite being an elite unit they are less durable than a Liberator or Chaos Warrior) so you will be feeling the loss of each one heavily. Keep them protected with the massive number of buffs you can pile onto them. Large units are also a must simply because of the MASSIVE discount they get in groups of 20. They still pack a punch, and with Morathi&#039;s new ability they can get +1 Attack, as well as +1 attack from the new Ironscale. They can also benefit from the ironscales command ability which lets them run and charge with a 2d6 Run move. &lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-morathi-blood-stalkers-en.pdf Blood Stalkers] : (Optional BATTLELINE: Bloodwrack Medusa General, Min:5, Max:20 140) Not Longer terrible! In the shadow and pain box blood stalkers have had an upgrade. Now back to 140pts, they have 2 shots each at a 3+/3+/-1/1 with unmodified 6&#039;s still causing a mortal wound. This means a unit of 5 can pump out 10 shots now. Added with the changes to Morathri, this means they can also shoot in the hero phase for a command point. So a unit of 20 could do 80 shots a turn! They still have their 24&amp;quot; range and movement 8, with 2 basic attacks in combat. These can now make a solid backbone of a low drop force as you can alpha strike your biggest threat turn one. Worth looking into. Can no longer re roll hit&#039;s with blood rites, but are now battleline. &lt;br /&gt;
&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-khinerai-lifetakers-en.pdf Khinerai Lifetakers] : (Min:5, Max:20 80pts) One of the new Khinerai Harpy units. Lifetakers behave pretty much like flying Witch Aelves. With a pair of average attacks and a version of the Bladed Buckler called the Heartpiercer Shield, which is essentially the same thing; granting them a 5+ save that causes mortal wounds to attackers on six. Strictly speaking they are worse in close combat than Witch Aelves, but they can FLY for one, as well as bein able to Deep Strike onto the battlefield anywhere more than 9&amp;quot; from the enemy. The real draw with Lifetakers over other similar units is that they gain +1 damage whenever they charge into combat and can also fall back from combat &#039;&#039;&#039;after&#039;&#039;&#039; they have completed all of their attacks on a die roll of 4+, so you can escape during an enemy turn and just charge them again on your own. Get enough of these together and they&#039;ll be taking anything down. &lt;br /&gt;
:* In the new meeting engagement format, these ladies are golden. At 14&amp;quot; movement and a smaller board size in meeting engagement, you are better off deploying them at the edge of the board with a Hag queen. Buffed with Witch Brew and Catechism of Murder, a small unit of 5 will rip any light unit of 10 to shreds. Battleshock will finish the job and you even have a 50/50 chance of backing off to capture the nearby objective. Since they are just 1 wound per model, it works to your advantage when counting wounds to compete for victory points in meeting engagement. &lt;br /&gt;
&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-khinerai-heartrenders-en.pdf Khinerai Heartrenders] : (Min:5, Max:20 80pts) The other of your two new Khinerai Harpy units. The Heartrender variant are your ranged specialists who can fling their barbed javelins up to 12&amp;quot; doing decent 3+/3+/-1/1 damage; although that&#039;s only one attack each. While this is actually pretty decent when you compare them to a similar unit like Prosecutors with Stormcall Javelins, Lifetakers come with even more special rules that make them useful. Firstly, they can Deep Strike, arriving anywhere on the table more than 9&amp;quot; from the enemy when you feel like, which is still happily within their shooting range, which also has their Rend characteristic boosed to -2 for that alpha strike attack. Allowing you to genuinely strategise with where to put them and what they can hurt. They can also shoot after running and fall back after shooting on a die roll of 4+, meaning that although 12&amp;quot; is quite a short range for a ranged weapon you have a chance of darting in and out an inevitable counter-charge when the enemy gets annoyed with you. They also have the Heartpiercer Shield which makes them more resilient though admittedly you don&#039;t want this unit in melee because they do so much better as a harassing unit.&lt;br /&gt;
:* At 90 points, it&#039;s not hard to get your points back for this unit in ways other than simply killing something outright. Drop two Draichi Ganeth Slaughter Troupe 5-Harpy units in your opponents back field and pepper a hiding hero with your Javelins until you can aggro one of his units to come take care of you. Note: Be mindful of your surroundings and don&#039;t drop into a bunch of gun lines... but if you do, they&#039;ll spend a turn shooting two 80 point units rather than your 300 point blobs of Witch&#039;s and Sister&#039;s. Anyways, if you get something to bite, let them charge you, then fly/run/retreat out of there &#039;&#039;towards&#039;&#039; your opponents now-isolated Hero and decide where to go from there. &lt;br /&gt;
:* Heartrenders can also serve as line backers, able to move and support your units where needed. Use this when faced against armies that put out more damage than they can handle, sitting them behind your hordes of Witches/Sisters to take the brunt of your opponents abuse and chucking Javelins at them then moving into combat to mop up whatever is left. &lt;br /&gt;
&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doomfire-warlocks-en.pdf Doomfire Warlocks] : (Min:5, Max:20 120pts) The only males in the faction that you&#039;ll see on the tabletop. These guys are actually incredible. They are excessively fast at 14&amp;quot; and they now come with two-shot crossbows they are still great, as they&#039;re pretty tough and units of them are collectively Wizards. This makes them incredibly versatile already, letting you play small units to either shoot Mortal Wounds or buff your squishy ladies, but the really great part is their unique spell. First, it&#039;s casting value 6, so very easy to get off, then you get +1 to cast if the unit has 5+ models and then its a damage spell that scales to your unit size, topping at a flat 6 Mortal Wounds at 10+ models. Six. Mortal. Wounds. If your opponent sees that even once, he will focus your Warlocks down, but that&#039;s alright, since it means ignoring your Sisters of Slaughter and as soon as those ladies are in melee, your Warlocks are safe again.&lt;br /&gt;
:*Another way to use them is to ignore their trademark spell and see them as a mobile buff support unit. Most time than not DOK tends to be a single directed steam roller which not many units to sit back and cap objectives. This is where The warlocks comes in, they are fast enough to cap and tough enough to stick a little longer vs smaller opposing units compared to using harpies for the similar role esp if they are within range to the blood shield! To top it off their insane 14&amp;quot; movement allows you to position your warlocks in such a way what they can be outside the 30&amp;quot; dispel radius from your opponent and still in range to buff your own units - So use them like the fluff - males whom are only useful as support units to empower our witches and cap objectives so the killing can be done by the girls of khaine.. I mean morathi... &lt;br /&gt;
:*[[Eldar |Even though they are Cavalry, there are multiple ways of being able to Teleport them into the face of your opponent on Turn 1]]. Taking a Shadow Patrol with two units of 10 Warlocks and a General with the Khailebron Command Trait can do just this. [[Rape |That is 6 Mortal Wounds plus 40 4+/4+/-/1 Crossbow shots, and whatever spells you loaded onto the second unit hitting your opponent at once]].* &lt;br /&gt;
:*Actually worth considering now since a 5 man unit gets +1 to casting now. Keep them out of range of ranged units and pump out those mortal wounds&lt;br /&gt;
&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Khainite_Shadowstalkers_ENG.pdf Khainite Shadowstalkers] : (Min:9, Max:18, 100 points). Your Warcry Warband put into the main game. Unlike most Warcry Warbands however, it&#039;s actually pretty decent in Age of Sigmar. It has semi-decent damage output (a 6 inch range shooting attack that hits on 4s and wounds on 3s with no rend, 6s to hit are mortal wounds, and 2 4+, 3+ 1 damage melee attacks per model) with the main event being the unit champion (3, 3+, 3+, rend -1, D3 damage attacks). Enemies also have -1 to hit them in melee (making them tougher than they look), but none of that is why you take them. No, you take them because they can teleport around the battlefield at will. Even after being set up, they can bounce to any point on the field outside  of 9 inches of the enemy, with no requirements (no CP, no magic, not even being in combat can stop them). The sheer level of mind games this lets you play with your opponent makes them worth taking right off the bat; Attacking isolated heroes, slipping past enemy lines to get at war machines, hopping onto abandoned objectives, all of it is incredibly easy for the Shadowstalkers and your opponent will have to account for all of it. And even if they do and you can&#039;t slip past enemy lines, you can still deploy them as a normal, if fragile, melee unit. Definitely worth a look, especially if you&#039;re rocking Khailebron (where they&#039;re at their most thematically appropriate).&lt;br /&gt;
&lt;br /&gt;
===Behemoth===&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-avataar-en.pdf Avatar of Khaine] : (Behemoth 130pts) So you built a Bloodwrack Shrine and had the statue of Khaine left over? Well GW have fixed that for you. Like 40k Eldar players you can bring your very own incarnation of war and murder to the tabletop. Except this one is an spiky iron golem animated by the prayers of the nearest Death Hag rather than a [[Grimdark|burning daemon animated by the soul of a dead warrior]]. This means that the Avatar &#039;&#039;&#039;&amp;lt;u&amp;gt;NEEDS&amp;lt;/u&amp;gt;&#039;&#039;&#039; to be accompanied by a Priestess and keep her protected, otherwise it stands on the battlefield doing nothing each turn and you&#039;ll have wasted your points. This becomes less of an issue if you have the &#039;&#039;Blood Rites&#039;&#039; allegiance ability, which automatically animates your statue from turn three onwards, but seriously, you want this thing moving before then because it&#039;s a heavy hitter. In close combat it throws out four attacks at -2 rend and 3 damage, making it your primary character slayer. It also has a ranged attack that spews blood all over the enemy, with six shots at 3+/3+/-2/1 (higher rend than its version on Cauldron) it is nothing to scoff at, making it the near equivalent of whole ranged units in other armies &#039;&#039;(for example: it causes more wounds than a 10 man squad of Glade Guard)&#039;&#039;. &lt;br /&gt;
:*One problem? The Avatar does very little other than be a simple beaststick, it does provide Daughter of Khaine a +1 bravery bonus within 7&amp;quot; although bravery is not one of the major problems the Daughters have to face &#039;&#039;(poor saves come higher on the list)&#039;&#039; though thankfully the bravery bonus applies whether the Avatar is animated or not, because it&#039;s still a giant religious icon of their war god.&lt;br /&gt;
:*Buff your Avatar with Mindrazor and watch him wreck everything in range. His attacks will always be four attacks with -3 rend and 4(!) damage each on the charge. And once in if he is in blood shield aura range he can last quite a while with a 3+ save and 9 wounds&lt;br /&gt;
:*Unfortunately the big issue with the Avatar of Khaine is that it comes on the Cauldron of Blood, which is just a much better use of it. It misses out on 3 inches of movement, but on the other hand, it can still move without being awoken and is accompanied by a Hag/Slaughter Queen and the extra attacks from her handmaidens, turning the Cauldron into an incredible beat stick once the Avatar is awake.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and dodads are going to be likely added to the faction rules as default.&lt;br /&gt;
===From Start Collecting===&lt;br /&gt;
; Blood Coven (not legal in pitched battles) : &#039;&#039;A Hag Queen, one unit of Witch Elves and a Bloodwrack Shrine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
; Brides Of The Blade (from the new Start Collecting) : &#039;&#039;A Slaughter Queen, a Hag Queen, an Avatar of Khaine, one unit of Blood Stalkers or Blood Sisters and a Bloodwrack Shrine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once per battle, the Slaughter Queen can automatically unbind a spell instead of rolling the dice like normal.&lt;br /&gt;
&lt;br /&gt;
===From Battletome Daughters of Khaine===&lt;br /&gt;
;Cauldron Guard (120/540pt. min.) : &#039;&#039;A Hag Queen, two units of Witch Elves and two units of Khinerai Lifetakers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adds 1 to the units in the Cauldron Guards run and charge rolls. Anything that lets you move into combat faster is good. The Witch Aelves can charge after running, making them ridiculously fast (especially with rerolls  of 1s) and now your Lifetakers make their charge on an 8 rather than a 9 after landing, letting them more consistently get the charge and their charging bonuses.&lt;br /&gt;
&lt;br /&gt;
;Slaughter Troupe (130/630pt. min.) : &#039;&#039;A Slaughter Queen, two units of Sisters of Slaughter and two units of Khinerai Heartrenders.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lets all the units in the Battalion fall back and still shoot/charge. Given that in 2nd Edition of Age of Sigmar, you can only shoot at units you&#039;re in combat with, this lends the Heartrenders a lot of versatility, not needed in the Khelt Nar subfaction but it still has a use since know you need to have charged to get +1 dmg from Mindrazor&lt;br /&gt;
&lt;br /&gt;
;Shadow Patrol (130/770pt. min.) : &#039;&#039;Two units of Doomfire Warlocks and a total four units of Khinerai Heartrenders or Lifetakers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In your movement phase, instead of making a normal move with a unit from this battalion, you can say that it will navigate the shadowpaths. If you do so, remove that unit from the battlefield and set it up again anywhere on the battlefield more than 9&amp;quot; from any enemy units. Holy shit. 6 units teleport around each turn all with very annoying ranged spells and attacks. Threaten objectives, snipe heros, and just generally be annoying.&lt;br /&gt;
&lt;br /&gt;
===From Grand Alliance Order===&lt;br /&gt;
;Bloodwrack Sisterhood (940 pt. min.) : &#039;&#039;A Cauldron of Blood, a unit of Bloodwrack Medusae, a Death Hag, and 3-6 units choose between the following: Witch Aelves Doomfire Warlocks or Sisters of Slaughter.&#039;&#039;&lt;br /&gt;
: During your hero phase roll a D6 for each battalion unit within 3&amp;quot; of an enemy unit and within 9&amp;quot; of the Cauldron of Blood. On a 6 that unit can immediately pile in and attack as if it were the combat phase. This does not stop them from piling in and attacking again later that turn.&lt;br /&gt;
&lt;br /&gt;
===From Broken Realms: Morathi===&lt;br /&gt;
;Vyperic Guard (140/1160 pt. min.) : &#039;&#039;A Morathi-Khaine, a Shadow Queen, 1-2 Bloodwrack Medusae or Melusai Ironscales in any combination, 2-3 units of Blood Sisters or Blood Stalkers in any combination.&#039;&#039;&lt;br /&gt;
:Once per battle, a hero from this battalion can use a command ability without spending a command point. Now fits all your battleline.&lt;br /&gt;
&lt;br /&gt;
;Scathcoven (140/560 pt. min.) : &#039;&#039;1 Bloodwrack Medusa or Melusai Ironscale, 1-4 Blood Sisters, 1-2 Blood Stalkers, 0-2 Khinerai Harpie units.&#039;&#039;&lt;br /&gt;
:Units from this battalion do not take battleshock tests.&lt;br /&gt;
&lt;br /&gt;
;Shrine Brood (120/980 pt. min.) : &#039;&#039;2 Bloodwrack Shrines, 2 Units of Blood Sisters or Blood Stalkers in any combination, 2 Khinerai Harpie units.&#039;&#039;&lt;br /&gt;
:In your hero phase, you can pick any number of units from this battalion that are within 6 inches of Shrine from the same Battalion. 1 model from each unit picked is slain. You can heal 1 wound allocated to the Shrine for each Khinerai model slain and 2 wounds for each Melusai model that was slain. Not sure why you would take 2 Bloodwrack Shrines, and Melusai are pretty expensive per model to be sacrificing to keep your Shrine alive.&lt;br /&gt;
&lt;br /&gt;
==Super-Battalions==&lt;br /&gt;
===From Battletome Daughters of Khaine===&lt;br /&gt;
&lt;br /&gt;
;War Coven of Morathi (100/3160pt. min.) : &#039;&#039;1 Vyperic Guard, 1 Cauldron Guard, 1 Slaughter Troupe, 1 Scathcoven, 1 Shadow Patrol&#039;&#039;&lt;br /&gt;
Do not take a battleshock test for War Coven of Morathi units while Morathi-Khaine is on the board&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
If it ever come back in stock, begin with the Daughters of Khaine Blood Coven box, and magnetize the Cauldron/Shrine so you can reconfigure it as needed.&lt;br /&gt;
&lt;br /&gt;
Start out with ten Sisters of Slaughter and two boxes Doomfire Warlocks. If you happen to have the Mistweaver Saih from Silver Tower, add her.&lt;br /&gt;
&lt;br /&gt;
Then, add a second box Sisters of Slaughter and a third box Doomfire Warlocks. You now have twenty crazy murder ladies and fifteen crazy mounted murder mages and possibly a Wizard to keep them company.&lt;br /&gt;
&lt;br /&gt;
If you desperately want Witch Aelves, get thirty of them at once. That MIGHT be enough to get them into combat. &#039;&#039;With Khailebron, you are not so vulnerable to enemy shooting = more surviving Witch Aelves, and you can buff them and then teleport them to take out any key units the enemy has (preferably on turn 2+ for that secure charge). Peachy says that he has seen a full unit of buffed Witch Aelves go through a Great Unclean One in a turn, so Witch Aelves are definitely not &amp;quot;bad&amp;quot; as an unit choice. But still take them in groups of 30.&#039;&#039; &lt;br /&gt;
Witch Aelves are expen$ive as fuck, though, so look for bargains or used models if you want several boxes worth of them.&lt;br /&gt;
&lt;br /&gt;
Two boxes Khinerai Heartrenders add even more ranged damage and allow you play a Slaughter Troupe.&lt;br /&gt;
&lt;br /&gt;
Alternatively if you want to start a Melusai get two halfs of the new Shadow and Pain set (Hell get three it&#039;s such a good deal and you can just sell off the extra Ironscales) and get two Start Collecting box&#039;s. This will leave you will 30 Melusai, 10 Hapries, and as many Heroes as you could want. From there either expand with some more Melusai, add in some wildcards with Sisters of slaughter/Doomfire Warlocks, or hell add in Morathi.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cities of Sigmar:&#039;&#039;&#039; Darkshards and Sorceresses give you good ranged support, but their melee infantry moves too slowly to work well with yours.  Sorceress on Black Dragon can be fun if you have the points to spare, but anything she can do Morathi does better, her only advantage is being cheaper. Scourgerunner Chariots throw out some good ranged support and 3 of them can take up a lot of room. Shadow warriors can be a alternative to Khinari due to their infiltration rules and shadow ability.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Idoneth Deepkin:&#039;&#039;&#039; Ideally you want to grab some Ishlaenn Guard, as those guys will soak up obscene amounts of damage for you. Nothing else is really worth considering.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gotrek:&#039;&#039;&#039; Big Daddy Gotrek is back, and is one of the best killers in the game. Takes up half the average army if teamed up with Morathi and makes an awesome hammer and anvil combo. Hes slow through, so build around that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
Rules are here&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-caludron-blood-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-witch-aelves-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-sisters-slaughter-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bloodwrack-shrine-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doomfire-warlocks-en.pdf&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:59C6:3652:4A4F:28F2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35706</id>
		<title>Age of Sigmar/Tactics/Order/Lumineth Realm-Lords</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35706"/>
		<updated>2021-10-22T09:02:16Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:59C6:3652:4A4F:28F2: /* Named Leaders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Lumineth Realm-Lords|Logo=Eltharion&#039;s essence.jpg|Alliance=Order|Motto=FOR &amp;lt;s&amp;gt;ULTHUAN&amp;lt;/s&amp;gt; HYSH!!!!!}}&lt;br /&gt;
&lt;br /&gt;
The time of isolation is over, and now the Lumineth Realm-lords (not capitalizing the &amp;quot;-L&amp;quot;) finally rise to defeat the forces of chaos with their unwavering resolve, unstoppable magic, angry cow people, stupid and impractical headgear even by this setting&#039;s standards and crippling drug addiction! (No really, that last part is actually part of their rules)&lt;br /&gt;
&lt;br /&gt;
New battletome incoming!&lt;br /&gt;
&lt;br /&gt;
==Why Play Lumineth Realm Lords?==&lt;br /&gt;
*You were a big fan of High Elves in The World that Was.&lt;br /&gt;
*You saw &amp;lt;s&amp;gt;300&amp;lt;/s&amp;gt; Alexander the Great and thought to yourself &amp;quot;Yeah, this is cool, but you know what would be awesome? If they had pointy ears and a drug addiction!&amp;quot;&lt;br /&gt;
*Because you agree with most people that Eltharion was done dirty in The [[End Times]] and thought he deserved a new chance to shine.&lt;br /&gt;
*Because you want a more defensive playstyle with very durable infantry and a lot of flanking and ranged firepower.&lt;br /&gt;
*While you are an Elf fan, you also secretly like Dwarfs and want a factions that mixes elements of both.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Extremely durable core options with your Vanari units being able to automatically give enemies -1 to hit for your standard spears, archers and cavalry.&lt;br /&gt;
*If you absolutely need to hit a unit before it gets away or fights back, you can with Lightning Reactions.&lt;br /&gt;
*You can give your units buffs out the ass, and you don&#039;t need magic to do so.&lt;br /&gt;
*Speaking of magic, did we mention all your Vanari units are mages? You are *the* magic army, with only the likes of Tzeentch being able to keep up with you... and then you could take Teclis, who gives Lords of Change penis envy. Nobody expects Geminds and Lifeswarms to come out of your battleline.&lt;br /&gt;
*You can&#039;t throw a rock without hitting something that deals Mortal Wounds.&lt;br /&gt;
*Very powerful HQ choices. Obviously they have Teclis but if you don&#039;t want/can&#039;t afford him their other options are pretty damn good. &lt;br /&gt;
*Sweet spell lores. Being able to drop all enemy Bravery, make all your opponent&#039;s command abilities cost double, giving one of your units Ethereal or teleporting them to name a few... you have a spell for every situation.  &lt;br /&gt;
*You have a ton of buffs you can give to yours units, even disregarding ones from spells.&lt;br /&gt;
*Horde factions are going to hate your guts because you have a lot of ways to get cheap, plentiful models off the field.&lt;br /&gt;
*You can turn the main weakness of using Aetherquartz, the -1 to bravery, and give it to your enemy, giving factions like Grots and Skaven a massive middle finger.&lt;br /&gt;
*You have a tool for nearly every situation.  Units immune to spells?  Got em&#039;.  Units that can teleport?  They can with a spell.  Want casting bonuses?  Take your pick.&lt;br /&gt;
*Several shooty units can hit-and-run.&lt;br /&gt;
*Between all your monsters, Alarith units and Severith, you are the bane of terrain features and siege warfare.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*Remember all those buffs we mentioned above? Well, most come with &amp;lt;s&amp;gt;withdrawal&amp;lt;/s&amp;gt; drawbacks. Sure, you can get your wardens to give the enemy -1 to hit having their models all touching, but now they can&#039;t run or charge. Sure you can break into your Aetherquartz reserve to give your troops a rush, but now they have -1 to bravery. You need to make sure you are using them at the best time to mitigate the drawbacks.&lt;br /&gt;
*They&#039;re a very synergy-heavy army, so all the interacting mechanics can be hard to keep track of and easy to forget.&lt;br /&gt;
*The models are bad to transport. There&#039;s a lot of bits sticking off them like weapons, tassels, crests and braids. The Vanari Dawnrider models are only connected to their bases by one hoof from their horsies. They&#039;ll likely need the Nighthaunt or Sylvaneth solution.&lt;br /&gt;
*Their bravery is mediocre, and gets even worse if they use aetherquartz, with a cumulative -1 debuff per use of aetherquartz.  While the Scinari Callathar can nullify this, they&#039;re frail on the defense and a prime target for a smart opponent.  &lt;br /&gt;
*Your only allies are your edgy siblings from the sea, questionable lore be damned.&lt;br /&gt;
*Though you have the military style down from the High Elves, you traded the awesome stuff like Dragons, Lions, and eagles for weird &amp;lt;s&amp;gt;furry&amp;lt;/s&amp;gt; Elemental spirits and amalgamation mounts.&lt;br /&gt;
*Remember how everyone complained about Disciples of Tzeentch (especially Arcanites) being [[Powergamer|overpowered]]?  Then Hedonites of Slaanesh?  Then Ossiarch Bonereapers (especially Petrifex)?  Then Kharadron Overlords?  That&#039;s where you are now; you can mitigate your few weaknesses and excel at one-upsmanship.  Around half of these &amp;quot;Cons&amp;quot; are about the models and lore.  Be prepared for possible nerfs in the future.&lt;br /&gt;
*The models are so detailed they take an eternity to paint.&lt;br /&gt;
&lt;br /&gt;
==Army Rules==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
*&#039;&#039;&#039;AETHERQUARTZ RESERVE:&#039;&#039;&#039; This is your big army-wide resource, more akin to the Kharadron&#039;s Aethergold in application. Every unit in your army has a single share of Aetherquartz. Once per phase, you can let one unit blow their reserves for one of the following powers below. However, using it has drawbacks: After using it, the unit suffers &amp;lt;s&amp;gt;Drug withdrawal&amp;lt;/s&amp;gt; -1 to their Bravery for the rest of the game. &lt;br /&gt;
**&#039;&#039;Heightened Senses:&#039;&#039; Triggered before the unit shoots or fights. The unit adds +1 to hit with any attacks they make for this phase (Shooting/Combat Phase).&lt;br /&gt;
**&#039;&#039;Heightened Reflexes:&#039;&#039; +1 Save when chosen as an attack target (Shooting/Combat Phase).&lt;br /&gt;
**&#039;&#039;Magical Boost:&#039;&#039; +1 or reroll cast (Your Hero Phase).&lt;br /&gt;
**&#039;&#039;Magical Insight:&#039;&#039; Cast an extra spell (Your Hero Phase).&lt;br /&gt;
*&#039;&#039;&#039;ABSORB DESPAIR:&#039;&#039;&#039; Once per phase, a Cathallar wholly within 18&amp;quot; of a unit who uses an Aetherquartz can absorb it. If they do, don&#039;t reduce that units Bravery by 1 and instead choose an enemy unit within 18&amp;quot; of the Cathallar and reduce its Bravery by 1 for the rest of the battle. An enemy unit can&#039;t be affected by this more than once per battle. Its effectiveness depends on your opponent. It&#039;s great against some armies (nearly all Destruction armies will hate this), but worthless against others (it&#039;s a drop in the ocean against most Death armies... and Ossiarch Bonereapers laugh this off). However, your unit still shrugs off the -1 to its Bravery, even if there is no eligible enemy target.&lt;br /&gt;
*&#039;&#039;&#039;LIGHTNING REACTIONS:&#039;&#039;&#039; When you get to select a unit to fight, instead of picking only 1, you get to pick 2 units with this ability. They then fight one after the other.&lt;br /&gt;
*&#039;&#039;&#039;SHINING COMPANY:&#039;&#039;&#039; Any {{AOSKeyword|Vanari}} units (Auralan Sentinels, Wardens, bladelords, and Dawnriders) that is set up where a model is touching bases with two other models is automatically made a Shining Company, encouraging block-like tactics of old. Units in this fashion are harder to hit with a -1 to hit them., but they can&#039;t run or charge and they only get a pile-in distance of 1&amp;quot;. It&#039;s better to stagger your models in the crook of the circle bases than it is to line up in a proper rectangle. BE VERY CAREFUL when pulling casualties to make sure you don&#039;t accidentally lose the buff, since it&#039;s gone for good once it is. &lt;br /&gt;
*&#039;&#039;&#039;DEEP THINKERS:&#039;&#039;&#039; Any {{AOSKeyword|Scinari Wizards}} can choose to skip casting spells to think really hard. If they do so, next turn the first spell they cast is automatically cast at a 9 that can not be modified, but can be unbound. They learned a little from Teclis, but not quite enough it seems. &lt;br /&gt;
*&#039;&#039;&#039;ENDURING AS ROCK:&#039;&#039;&#039; Before the first battle round of the game and at the start of your hero phases, you can set up any number of {{AOSKeyword|Alarith}} units (Hammerboys, stonemages, and Moontains) into the Mountain Stance. Until the end of your next Hero Phase, your units now ignore Rend -1. There is currently no reason to opt out of doing this. Always have it on. &lt;br /&gt;
*&#039;&#039;&#039;TECTONIC FORCE:&#039;&#039;&#039; At the end of all combat phases, your {{AOSKeyword|Alarith}} units can each nominate an enemy unit within 1&amp;quot; of them (Though two units can&#039;t nominate the same enemy). The enemy is then shoved 2&amp;quot; in any direction so long as they are more than 1&amp;quot; from any {{AOSKeyword|Alarith}} unit and then you can let these units within 3&amp;quot; pile in 1&amp;quot; to continue fighting. This is your means of dominating the objective game and tossing enemies into deadly terrain.&lt;br /&gt;
*&#039;&#039;&#039;MOVE LIKE THE WIND:&#039;&#039;&#039; Any time a {{AOSKeyword|Hurakan}} unit piles in, it doesn&#039;t need to pile in to the closest enemy model. In addition, when they charge, they can fly and move 3&amp;quot; for piling in. All of it helps establish their role as alpha-strikers, the pile-in trick helping them move to more favorable fights.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lords of the Warhosts&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Vanari}} only.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Grand Strategist:&#039;&#039;&#039; If your general is on the field during the first turn, you gain 1 CP.&lt;br /&gt;
#&#039;&#039;&#039;Consummate Warrior:&#039;&#039;&#039; Once per turn, your general can re-roll a failed hit, wound or save roll they make. &lt;br /&gt;
#&#039;&#039;&#039;Astute Commander:&#039;&#039;&#039; When your general is on the field, you can roll a die any time you spend a CP and regain that CP on a 6+.&lt;br /&gt;
&lt;br /&gt;
It&#039;s more a toss-up between Consummate Warrior and Astute Commander, hinging on how much you need your CP. If you don&#039;t spend them much, then Consummate Warrior will give a  bit of an edge in combat. Otherwise, Astute Commander gives a meager chance of winning back some CP.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lords of Brilliance&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Scinari}} only.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Spellmaster:&#039;&#039;&#039; Once per turn in your Hero phase, you can re-roll 1 failed casting attempt. &lt;br /&gt;
#&#039;&#039;&#039;Loremaster:&#039;&#039;&#039; Your General knows 1 extra spell from the Lore of Hysh.&lt;br /&gt;
#&#039;&#039;&#039;Warmaster:&#039;&#039;&#039; When your general is on the field, at the start of your Hero phase, you get a CP on a 4+.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re bringing a Cathallar you could honestly go for any of these. Spellmaster is strong enough, as there&#039;s so many good spells you really want to go off. Loremaster is good if you want some more versatility from your spellcaster and if you give it a Silver Wand you could get a caster that can get a ton of magical value in one turn. Warmaster can get you some nice CP if you&#039;re lucky though if you want consistency from your general you&#039;re better off with the other two.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lords of the Air&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Hurakan}} only, meaning only your nimbus-wizard.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Grand Windrider:&#039;&#039;&#039; When a Windchargers unit wholly within 24&amp;quot; of the general moves, their movement is upped to 16&amp;quot; and they can fly.&lt;br /&gt;
#&#039;&#039;&#039;Swift:&#039;&#039;&#039; Your general adds +3&amp;quot; to movement.&lt;br /&gt;
#&#039;&#039;&#039;Loremaster:&#039;&#039;&#039; Your general knows 1 extra spell from the Lore of the Winds.&lt;br /&gt;
&lt;br /&gt;
Grand Windrider pretty much expects that you&#039;ll be running a windcharger-heavy list so it can actually see use, as it provides nothing to the archery foxes. Swift serves as a decent choice if you plan to sprint a lot between supporting foxes and charges as you&#039;ll be needing to heal the former while making sure the latter can be free to move where they wish. Naturally, Loremaster is as powerful here as it is in any other list.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lords of Stone&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Alarith}} only, so for right now, just floaty rock guy&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Majestic:&#039;&#039;&#039; Add 1 to Bravery of friendly Lumineth wholly within 12&amp;quot; of the General. Also, your enemies subtract 1 from Bravery while they are within 18&amp;quot; of the General. &lt;br /&gt;
#&#039;&#039;&#039;Enduring:&#039;&#039;&#039; Add 3 to the General&#039;s wounds characteristic. &lt;br /&gt;
#&#039;&#039;&#039;Loremaster:&#039;&#039;&#039; General knows 1 extra spell from the Lore of High Peaks.&lt;br /&gt;
&lt;br /&gt;
Majestic seems boring, but with all the bravery debuffs in this army, you could easily have most of the opposing army at -3 Bravery while you&#039;re able to at least walk off the Bravery penalty of spending your share of Aetherquartz. A few casualties over multiple units could see elite armies heading for the hills real quick. Enduring isn&#039;t bad when the big hat man is public enemy number one for keeping your war cows at top bracket, improving Rend of Cow Elves around him, and providing re-rolls to saves in the Moo Cow battalion. A very good choice when mixing the various defensive buffs available to him. Loremaster is, obviously, a solid enough choice.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Heirlooms of the Sun&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Vanari Heroes}} only.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Syari Pommel:&#039;&#039;&#039; The bearer gets another share of Aetherquartz. &lt;br /&gt;
#&#039;&#039;&#039;Senlui Amulet:&#039;&#039;&#039; The bearer can run and charge in the same turn.&lt;br /&gt;
#&#039;&#039;&#039;Sun Stone:&#039;&#039;&#039; The bearer can now dispel endless spells and unbind normal spells as if they were a wizard. If they were already wizards, then they can add +1 to their first unbind and dispel rolls.&lt;br /&gt;
&lt;br /&gt;
The Syari Pommel is not as potent as Syar&#039;s ability to give everyone extra shares, this is enough to help boost your forces once over or grant the Cathallar another shot at debuffing the enemy. The Senlui Amulet is pretty much tailor made for the lord regent who absolutely needs a massive charge range, though the bannerblade can also benefit from it if they&#039;re not bothering with supporting their allies. The Sun Stone pretty much is there as an insurance policy if you&#039;re not expecting your wizard to survive.&lt;br /&gt;
Addendum: Do NOT underestimate the Syari Pommel on a Lord Regent. Using a quartz whilst keeping and getting a second wind of their in-built -1 against them and magic buffs is crazy-good in a non-Syar list. Makes your Lord Regent ever more capable of overstaying his welcome at your foe&#039;s expense.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Heirlooms of Hysh&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Scinari Heroes}} only.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Phoenix Stone:&#039;&#039;&#039; If a friendly {{AOSKeyword|Lumineth Realm-Lords Hero}} is slain within 12&amp;quot; of the bearer, before removing that model from play, roll a dice. On a 6 that model is not slain, all wounds allocated to it are healed and any wounds that currently remain to be allocated to it or its unit are negated&lt;br /&gt;
#&#039;&#039;&#039;Silver Wand:&#039;&#039;&#039; The bearer can cast 1 extra spell in their hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Blade of Leaping Gold:&#039;&#039;&#039; Pick 1 of the Bearer&#039;s weapons. Add 3 to the Attacks characteristic of that weapon. &lt;br /&gt;
&lt;br /&gt;
You will be taking the Silver Wand. Nothing else even has half as much versatility in use. The Phoenix Stone has it&#039;s uses, with it not being 1 use, but it&#039;s still very unreliable. Maybe in a hero heavy list it has a place. The Blade of Leaping Gold is best used on the Calligrave as they have the best melee profile of any of the non-unique Scinari&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gifts of the Winds&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Hurakan Heroes}} only.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Windblast Fan:&#039;&#039;&#039; Once per game during the enemy&#039;s movement phase, you can pick a unit within 3&amp;quot; of the bearer. This unit most move and must retreat from the enemy, no questions asked. &lt;br /&gt;
#&#039;&#039;&#039;Wind Stone:&#039;&#039;&#039; You get a single-use grenade you can throw at an enemy unit within 18&amp;quot; of the bearer. On a 2+, that unit takes 3 mortal wounds, but a 5+ makes it d6. &lt;br /&gt;
#&#039;&#039;&#039;Buffeting Aspiragillum:&#039;&#039;&#039; 5+ FNP save.&lt;br /&gt;
&lt;br /&gt;
The Windblast Fan can provide some breathing room when dealing with battles, but it also means that you&#039;re still in range for a second charge if you don&#039;t bail immediately. The Wind Stone gives you a single shot at some undeniable damage, but nothing else. The Buffeting Asipragillum is perhaps the one with the most uses, as they&#039;re likely more of an target since they are so vital for keeping the spirits of the wind alive.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gifts of the Mountain&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Alarith Heroes}} only.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Hearthstone Amulet:&#039;&#039;&#039; 5+ FNP save.&lt;br /&gt;
#&#039;&#039;&#039;Ebony Stone:&#039;&#039;&#039; Each time the bearer is affected by a spell or endless spell, you can roll a die. On a 4+ Ignore the effects of that spell on the bearer.&lt;br /&gt;
#&#039;&#039;&#039;Magmic Hammer:&#039;&#039;&#039; If the bearer is a {{AOSKeyword|Wizard}} (Which the only one model to take this item is), add 1 to the number of mortal wounds inflicted by Arcane Bolt spells that are cast by the bearer.&lt;br /&gt;
&lt;br /&gt;
All 3 have their uses, but the Ebony stone is probably the weakest of the bunch as you should have no problem stopping any and all harmful spells headed your way via other means. The Amulet adds even more survivability to your already potentially hyper-tanky mages (between ignoring rend, the sanctum, and this, you could have a pretty annoying model to remove), and the Magmic hammer just adds more punch in case your don&#039;t need to buff any Alarith squads.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Great Nations===&lt;br /&gt;
your bog standard subfaction list. We only have 6 so far, with a theoretical max of 10. &lt;br /&gt;
&lt;br /&gt;
====Syar====&lt;br /&gt;
*&#039;&#039;&#039;Gleaming Brightness:&#039;&#039;&#039; All your {{AOSKeyword|Syar}} units get 2 Aetherquartz reserves instead of 1. With how powerful these boosts are, you&#039;ll definitely appreciate a second wave of these working without worry about Morale. Pair with a Cathallar to avoid a permanent -2 to your bravery. &lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Deplete Reserves:&#039;&#039; If a {{AOSKeyword|Syar}} unit uses an aetherquartz reserve ability, you may pick another {{AOSKeyword|Syar}} unit within 18&amp;quot; that still has a reserve. You may spend that reserve to give them the same ability. Great for boosting your forces in a big charge&lt;br /&gt;
*&#039;&#039;&#039;Command Trait - Goading Arrogance:&#039;&#039;&#039; Choose 1 enemy hero within 6&amp;quot; of this hero. That enemy hero must attack your general, and your general gets +1 to hit for attacks against that enemy hero.  Best on a Lord Regent, but can be pure troll even with a spellcaster.  For example, park your Cathallar 6&amp;quot; from Archaon and watch as he spends the rest of combat seething helplessly while she makes fun of his daddy issues from behind a wall of spears he can&#039;t attack. &lt;br /&gt;
*&#039;&#039;&#039;Artefact - The Perfect Blade:&#039;&#039;&#039; Unmodified 3+ hits always hits, Unmodified 3+ wounds always wound, and unmodified 3s to save always fail. Absolutely worth it for your Lord Regent or Bannerblade.&lt;br /&gt;
&lt;br /&gt;
These guys will make your aetherquartz last much longer, and feel more impactful. &amp;lt;s&amp;gt;The meth lab workers among the Lumineth, hence their larger stash&amp;lt;/s&amp;gt;. A Cathallar is pretty much a requirement in this army because otherwise your troops will have the bravery of most Skaven troops after blowing their reserves. Have a Vanari Lord Regent somewhere so you&#039;ll actually have someone reasonable to give the Perfect Blade to.&lt;br /&gt;
&lt;br /&gt;
====Iliatha====&lt;br /&gt;
*&#039;&#039;&#039;Unity in Purpose:&#039;&#039;&#039; Once per phase, after a {{AOSKeyword|Iliatha Vanari}} uses a command ability, you may select another {{AOSKeyword|Iliatha Vanari}} within 3&amp;quot;. That unit gains the same ability for free.&lt;br /&gt;
*&#039;&#039;&#039;Connected Souls:&#039;&#039;&#039; +2 Bravery to all Vanari and Aelemantari troops, making up your your mediocre base bravery. You can use an Aetherquartz now and still be in a better bravery position than normal&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Strike in Unison:&#039;&#039; During your shooting or combat phase you may select one {{AOSKeyword|Iliatha Vanari}} unit with 2 or more models and they reroll hit rolls of one.&lt;br /&gt;
*&#039;&#039;&#039;Artefact&#039;&#039;&#039; - &#039;&#039;Simulacra Amulet:&#039;&#039; The &amp;lt;s&amp;gt;Chad&amp;lt;/s&amp;gt; Stacy Simulacra Amulet vs The &amp;lt;s&amp;gt;Virgin&amp;lt;/s&amp;gt; Becky Phoenix Stone. The first time the bearer dies, roll a dice. On a 4+ heal them back to full.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re a sucker for good &#039;ole High Elf aesthetic, then this is your choice. While it doesn&#039;t explicitly buff your aelementari stuff, it doesn&#039;t mean they don&#039;t fit in with the +2 bravery. This will probably be your best choice if you wanna go for quantity rather than quality, though you&#039;re still going to be fairly elite.&lt;br /&gt;
&lt;br /&gt;
====Zaitrec====&lt;br /&gt;
*&#039;&#039;&#039;Lambent Mystics:&#039;&#039;&#039; The first cast, dispell, or unbind from *EACH* wizard in your army gets +1 every command phase. Each wizard hero knows one extra spell, and each wizard in the army gets the spell overwhelming heat in addition to the spells they know.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039; - &#039;&#039;Fast Learner:&#039;&#039; General can dispel 1 additional spell and can reroll the second unbinding roll.&lt;br /&gt;
*&#039;&#039;&#039;Lore of Zaitrec&#039;&#039;&#039; - &#039;&#039;Overwhelming Heat:&#039;&#039; Casts on 7. Enemy unit within 24&amp;quot; has halved movement, and if you roll a die and its equal to or higher than their save, they take D3 MWs. It&#039;s a solid little spell, but you&#039;ll usually be casting if you&#039;ve already done everything else. &lt;br /&gt;
*&#039;&#039;&#039;Artefact&#039;&#039;&#039; - &#039;&#039;Gift of Celennar:&#039;&#039; 6+ shrug for MWs, +2 if Teclis is on the battlefield&lt;br /&gt;
&lt;br /&gt;
The magic choice. Taking Teclis with this Great Nation will probably bring the most out of them for that sweet, sweet MW avoidance - although he isn&#039;t an auto-include. Obviously protecting your mages is paramount and if the heroes die early you&#039;re pretty much screwed. ALWAYS combine this with the twin stones for more magic shenanigans.&lt;br /&gt;
&lt;br /&gt;
====Ymetrica====&lt;br /&gt;
*&#039;&#039;&#039;Mountain Realm:&#039;&#039;&#039; Ignore up to -2 Rend for units in Mountain Stance, instead of -1&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Redoubled Force:&#039;&#039; End of combat phase, one unit that&#039;s used Tectonic Force and within 18&amp;quot; of a {{AOSKeyword|Ymetrica Hero}} can use Tectonic Force again against another enemy unit within 1&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039; - &#039;&#039;Almighty Blow:&#039;&#039; When you pick the general to fight, instead of fighting you can pick an enemy unit within 1&amp;quot; and deal D3 MW on a 2+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact&#039;&#039;&#039; - &#039;&#039;Mountain&#039;s Gift:&#039;&#039; +1 damage to a single attack made by a single weapon, 6+ FNP, and 5+ Spell ignore&lt;br /&gt;
&lt;br /&gt;
Obviously, this one is meant of Alarith units, so you should be going with a stoneguard, mountain spirit and stonemage army for this one. It&#039;s not quite as powerful as it was in the 2020 battletome, but it remains very focused on using the Alarith, tanking blows and shoving around enemies.&lt;br /&gt;
&lt;br /&gt;
====Alumnia====&lt;br /&gt;
*&#039;&#039;&#039;Claim the Field:&#039;&#039;&#039; Right before the battle begins you can pick up to three {{AOSKeyword|Alumnia Vanari}} or {{AOSKeyword|Alumnia Scinari}} units to move immediately, but they can&#039;t run.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Seize the Moment:&#039;&#039; During the charge phase, pick a friendly unit that already ran. This unit can charge after running.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039; - &#039;&#039;Burning Gaze:&#039;&#039; At the start of the fight phase, your general can target one enemy unit within 3&amp;quot; ad deal a MW on a 2+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact&#039;&#039;&#039; - &#039;&#039;Waystone:&#039;&#039; Once per game, the bearer can forgo moving and pick a unit within 12&amp;quot; of them. The bearer can immediately teleport to any spot 1&amp;quot; from that chosen location so long as it&#039;s not within 3&amp;quot; of an enemy unit.&lt;br /&gt;
&lt;br /&gt;
Another mobility-focused nation, though not nearly as focused on any single faction like Helon. The battle trait grants your troops a much-needed scouting move, while the command ability gives all your units a very useful perk when stuck in combat.&lt;br /&gt;
&lt;br /&gt;
====Helon====&lt;br /&gt;
*&#039;&#039;&#039;Gale of Killing Shafts:&#039;&#039;&#039; All {{AOSKeyword|Helon}} missile units within 3&amp;quot; of an enemy gain +1 attacks.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Gone Like the Wind:&#039;&#039; At the end of combat you may pick one {{AOSKeyword|Helon}} unit that is within 12&amp;quot; of a {{AOSKeyword|Helon}} hero. That unit may move but not run.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039; - &#039;&#039;Skyrace Grand Champion:&#039;&#039; Your general can reroll one run, charge and casting roll per battle.&lt;br /&gt;
*&#039;&#039;&#039;Artefact&#039;&#039;&#039; - &#039;&#039;Metalith Dust:&#039;&#039; Once per battle you may select one enemy unit within 3&amp;quot; of the bearer. That unit suffers -1 to hit and wound rolls until the end of the phase.&lt;br /&gt;
&lt;br /&gt;
You pick this one if you REALLY want to piss your opponent off. Giving you ranged units extra shots and the ability to escape from close quarters combat will drive them to want to bash your face in with a hammer. It&#039;s also great if you want to go with a Hurakan themed army.&lt;br /&gt;
&lt;br /&gt;
===Spell Lores===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power of Hysh:&#039;&#039;&#039; Casts on 6. This can be cast by the battleline units with Sunmetal Weapons, and allows them to dish out mortal wounds on a 5+ instead of a 6+. Very, VERY good, especially on &amp;lt;strike&amp;gt;Bladelords&amp;lt;/strike&amp;gt; (Bladelords have Sunmetal weapons but not the ability as the spell states, therefore it won’t work on them), Wardens or Sentinels.&lt;br /&gt;
**&#039;&#039;&#039;Greater Power of Hysh:&#039;&#039;&#039; Casts on 7. The version given to Lord Regents and Lyrior Uthralle essentially lets you spread this to d3 other units wielding Sunmetal weapons within 18&amp;quot; of them. Pretty much there so you&#039;re not fretting about which unit you want to use Power of Hysh on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lore of Hysh&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Teclis}}, {{AOSKeyword|Vanari}} and {{AOSKeyword|Scinari Wizards}} only.&lt;br /&gt;
#&#039;&#039;&#039;Speed of Hysh:&#039;&#039;&#039; Casts on 5. Double the movement of a friendly unit within 18&amp;quot; of the caster. Amazing for sprinting onto objectives, stealing away an important enemy charge, or slinging some cavalry almost 30&amp;quot; across the board. &lt;br /&gt;
#&#039;&#039;&#039;Solar Flare:&#039;&#039;&#039; Casts on 8. Pick a point on the battlefield within 10&amp;quot; of the caster. If there is an endless spell there, dispel it. If there is a unit there, roll # of models dice, Each +6 does 1 MW and until next hero phase -2 to enemy wizards cast, unbinds, and dispels. Very useful in mirror matches. &lt;br /&gt;
#&#039;&#039;&#039;Lambent Light:&#039;&#039;&#039; Casts on 5. Pick an enemy unit within 18&amp;quot;, you can reroll missile weapon attacks against that unit until your next hero phase. Remember you can reroll even if you don&#039;t miss. Your other &amp;quot;auto-include&amp;quot; if you&#039;re following the competitive route of a decent number of archers. &lt;br /&gt;
#&#039;&#039;&#039;Ethereal Blessing:&#039;&#039;&#039; Casts on 6. Give Ethereal to a friendly unit within 18&amp;quot;. Remember that this also includes positive buffs like cover or drugs. Think before you cast. &lt;br /&gt;
#&#039;&#039;&#039;Total Eclipse:&#039;&#039;&#039; Casts on 8. Until next hero phase, your opponent has to spend 2 CP instead of 1 when using command abilities. Easily our most trolly spell, use it to absolutely cripple some of the stronger combinations in the game by stopping almost all Command ability shenanigans. You should almost always have this, just in case. &lt;br /&gt;
#&#039;&#039;&#039;Protection of Hysh:&#039;&#039;&#039; Casts on 8. Give friendly units wholly within 9&amp;quot; of the caster 5+ FNP. Doesn&#039;t stack with Teclis&#039; sadly.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lore of the High Peaks&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Teclis}} and {{AOSKeyword|Alarith Wizards}} only.&lt;br /&gt;
#&#039;&#039;&#039;Unyielding Calm:&#039;&#039;&#039; Casts on 4. Unit wholly within 18&amp;quot; doesn&#039;t have to take Battleshock tests. Super nice if you didn&#039;t bring Eltharion for some reason. &lt;br /&gt;
#&#039;&#039;&#039;Crippling Vertigo:&#039;&#039;&#039; Casts on 6. Pick an an enemy unit within 18&amp;quot; of the caster. Until your next hero phase, roll 2d6 each time the unit tries to make a normal move, pile in, or charge. If the roll is higher than the unit&#039;s bravery, it cannot make that move. The most obnoxious spell in this tree, use it to even further stall that big monster who got hit by your stonemage&#039;s signature spell. &lt;br /&gt;
#&#039;&#039;&#039;Voice of the Mountains:&#039;&#039;&#039; Casts on 6. -2 Bravery to all enemy units until end of turn, and then -1 until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Living Fissure:&#039;&#039;&#039; Casts on 6. Draw a 1mm line to a point 9&amp;quot; from the caster, on a 2+ deal D3 MWs to a unit that lines passes over&lt;br /&gt;
#&#039;&#039;&#039;Entomb:&#039;&#039;&#039; Casts on 7. Pick an enemy model within 18&amp;quot; and visible to the caster. Roll a dice, if the result is higher than the model&#039;s Wound characteristic, it is slain. If you roll a 6 and it is not enough to kill, deal D6 MW instead.&lt;br /&gt;
#&#039;&#039;&#039;Assault of Stone:&#039;&#039;&#039; Casts on 8. Choose an enemy unit wholly within 24&amp;quot; and visible to the caster. Roll a number of dice equal to the casting roll. For each result *lower* than the enemy unit&#039;s save value, they take 1 MW. Rolls of 1 or 2 never deal a mortal wound and Saves of &amp;quot;-&amp;quot; count as 6 for this rule. Really god for digging through chaff, but not much else. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lore of the Winds&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Teclis}} and {{AOSKeyword|Hurakan Wizards}} only.&lt;br /&gt;
#&#039;&#039;&#039;Freezing Squall:&#039;&#039;&#039; Casts on 5. An enemy unit within 12&amp;quot; is unable to run until your next Hero Phase. Annoying, though it may not matter much to certain armies.&lt;br /&gt;
#&#039;&#039;&#039;Howling Gale:&#039;&#039;&#039; Casts on 7. An enemy unit within 12&amp;quot; will be unable to use or benefit from command abilities. Oh, this can prove to be a right pain, especially in armies that really rely on their leaders.&lt;br /&gt;
#&#039;&#039;&#039;Guiding Flurries:&#039;&#039;&#039; Casts on 7. One friendly Lumineth unit wholly within 12&amp;quot; of the wizard can pick between either adding 6&amp;quot; to the range of their missile weapons or adding +1 to hit with their missile weapons. This is a pretty handy support option, though it can be hamstrung depending on circumstances.&lt;br /&gt;
#&#039;&#039;&#039;Calming Zephyr:&#039;&#039;&#039; Casts on 6. A friendly Lumineth unit wholly within 16&amp;quot; of the wizard heals d3 wounds and ignores battleshock for the turn. Pretty solid for support.&lt;br /&gt;
#&#039;&#039;&#039;Burning Simoom:&#039;&#039;&#039; Casts on 6. Pick an enemy unit within 12&amp;quot; of the wizard and roll a number of die equal to the number of models in this unit; Each model suffers a mortal wound on a 6, though this can be improved to a 5+ if you scored a 10 or better on the casting check. An absolute doozie with Teclis. See that block of 60 Grotz? Now you don&#039;t--...I smell something burning...&lt;br /&gt;
#&#039;&#039;&#039;Transporting Vortex:&#039;&#039;&#039; Casts on 8. One friendly Lumineth unit wholly within 12&amp;quot; can now immediately redeploy anywhere on the field so long as it&#039;s over 9&amp;quot; away from any enemy unit. You&#039;ll definitely be needing this for your more mundane forces, as your Hurakan units can easily skip around where needed.&lt;br /&gt;
#* Worth mentioning that you can redeploy a Vanari unit that exited out of shining company, back into shining company, as per the last FAQ. So dropping a hurt unit of wardens on a point will make them quite immovable.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Endless Spells&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Sanctum of Amyntok:&#039;&#039;&#039; 30 points, creates a triangle around the caster and now counts as part of their model. Gives the enemy -1 to hit against the caster, gives the caster +1 to their save and a 50/50 shot to deal some MWs to anyone standing too close. Cheap and a good way to protect your squishy wizard, plus since the spell counts as part of their model, it makes their bubbles slightly bigger, which is good for those rules which require the unit to be &amp;quot;Wholly within&amp;quot; range.&lt;br /&gt;
#&#039;&#039;&#039;Hyshian Twinstones:&#039;&#039;&#039; 30 points, starts at 1 and gets a charge every time a spell is cast within 12 inches of it (maxes out at 6). While within 12&amp;quot; of it, your wizards can choose to add the value of the charges to their casting roll. Easily your best endless spell. As per the FAQ on its order of operations, after one spell is cast, it can give the rest of your wizards within range a permanent +2 to cast every single time. This means you&#039;re looking at a +4 to cast on nearly every spell you sling if you bring Teclis and Zaitrec. Since our stuff is expensive, if you have &amp;lt;100 points left over, bring it. Always. &lt;br /&gt;
#&#039;&#039;&#039;Rune of Petrification:&#039;&#039;&#039; 70 points, subtracts 1 from the run and charge rolls of non-Lumineth within 6, and does d3 Mortal Wounds to non-Lumineth within 6 on a 4+ at &#039;&#039;&#039;both&#039;&#039;&#039; the start and end of &#039;&#039;&#039;both players&#039;&#039;&#039; movement phases. That&#039;s 3d3 minimum if your opponent moves out of range on their first turn. If you get a double turn that&#039;s 5d3 &#039;&#039;if&#039;&#039; they can move out of range at the first opportunity. It&#039;s a good way of controlling enemy movement, but it&#039;s expensive. Probably the hardest to use of the three, plus being more expensive than both of the other spells combined means this is less than ideal most of the time, but still holds potential.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unit Analyis==&lt;br /&gt;
===Named Leaders===&lt;br /&gt;
* &#039;&#039;&#039;Archmage [[Teclis]] [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Teclis%20-%20eng.pdf and Celennar, Spirit of Hysh] (740 pts):&#039;&#039;&#039; One of the dual gods of Hysh and another of the [[Everqueen|big]] [[Lord Kroak|literal]] [[Nagash|god]]-[[Be&#039;lakor|tier]] [[Archaon|models]]. He went from &amp;quot;the best wizard who&#039;s not a daemon, demigod or Slann&amp;quot; to &amp;quot;gives Greater Daemons penis envy and makes Slann second-guess themselves&amp;quot;. While he&#039;s not a slouch in CC, he shouldn&#039;t try to take on big scary things alone, as he&#039;d rather be slinging spells and ruining your opponents day. &lt;br /&gt;
**He can cast 1, 2, or 4 spells. Depending on the number of spells he choses, they cast at differing values (1 spell meaning a 12 with no unbinding allowed, 2 spells means a 12, but otherwise normal, and 3/4 spells going off on a 10)&lt;br /&gt;
**Celennar’s Aura: +1 to cast, dispel, and unbind to everyone within range. Keep this in mind for when you cast the twinstones in a Zaitrec list for +3-8 on your casts.&lt;br /&gt;
**Can auto dispel 1 endless spell in your hero phase and auto unbind 1 enemy spell in their hero phase, and can still unbind unlimited enemy spells after his auto-unbind.&lt;br /&gt;
**Friendly units in Celennar&#039;s aura ignore spells on a 4+, and bounces a handful of MWs at an enemy within 18&amp;quot; of said unit when it works. &lt;br /&gt;
**Spells: (1) &#039;&#039;Protection of Teclis&#039;&#039;: 10 to cast. 5+ FNP within 18&amp;quot;, can&#039;t be cast same turn as Hysh Protection. (2)&#039;&#039;Storm of Searing White Light&#039;&#039;: 10 to cast. Roll a dice for each enemy unit within 18&amp;quot; and visible. 1, nothing happens; 2-4 D3 MW, 5+ D6 MW. Oh, plus EVERY spell from all three Lumineth trees. And when new elemental temples get released, they generally get a new accompanying spell lore, meaning that he&#039;s only going to get stronger as time goes on.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Eltharion_EN.pdf Light of Eltharion]:&#039;&#039;&#039; (220 pts) [[Eltharion]] returns to us as a living suit of armor. A melee beat-stick with ethereal bonuses, a ranged d3 mortal wound shot, and a massive leadership bonus tied to his command ability. He wants to aim at a character and rip and tear untill it is done. Once your enemies duelists/buffs/characters who looked at you funny are down, aim Eltharion at whatever you want and have fun. Tanky, killy, and obnoxious, Eltharion is easily one of your best HQs. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Avalenor%20-%20eng.pdf Avalenor, the Stoneheart King]:&#039;&#039;&#039; (360 points) The Mega Moo himself. Avalenor is a great support character for your army, He has a 30” ranged attack which can do D6W at rend 2 (range decreases with damage) and has 6 attacks (7 if it didn’t make a charge move this turn) that are Rend 1 with 5 Damage each in melee. He also has a debuff aura which makes all enemy units within 12” have a -1 to hit, which is awesome when he&#039;s properly positioned in the middle of your front line. He also has a command ability which can give D3 Alarith Aelf units +1 attack, sorry other moontains. All these nice things get a bit worse with damage taken, but if you have a Stonemage within 12&amp;quot; of him, he can pretend to be max health, so keep your little mage friend safe. His last ability, Elder Wisdom, allows a hero within 6&amp;quot; to use a command ability for free next turn, so keep him within &amp;lt;s&amp;gt;grumbling&amp;lt;/s&amp;gt; advising range of your dudes.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Sevireth.pdf Sevireth, Lord of the Seventh Wind]:&#039;&#039;&#039;  (300pts) DO YOU NEED SPEED? Just as Avalenor is king of the earth-moos, this guy is one of the seventy-seven most powerful winds (or &amp;lt;s&amp;gt;kitsunes&amp;lt;/s&amp;gt;). Unlike Avalenor, his stats never degrade, which means that he can always shoot at maximum efficiency. Since unlike Avalenor he isn&#039;t a mountain but a wind, he is also fast. Fast as in 24&amp;quot; flying - something necessary because his bow is actually quite short-ranged at 18&amp;quot; but comes with a dangerous -3 rend and D3 damage. To keep his 5+ save out of trouble he can move another 12&amp;quot;, but he can slso still charge. That&#039;s great since his melee power&#039;s not too bad. Impact damage on the charge and doing more Mortal Wounds as he flies over enemies, debuffing enemies close to him. As he&#039;s quite fragile for a monster, he does need support - Take a Windmage so they can heal him up. Remember, he is a Hurakan unit, so should you find yourself in a fight you are unlikely to survive, just leave and laugh as you do, Hurakanspirits were playful and giggling once. His last ability is Scour, which allows him to essentially render enemy setpieces into ineffective hunks of plastic on a 2+. If you ever wanted to tell the OBR Obelisk to shove it, here you go.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Ellania_Ellathor.pdf Ellania and Ellathor]:&#039;&#039;&#039; (260pts) The new hot pair of Elven twins, one of whom is a master mage and the other a peerless warrior. This totally-not-Tyrion-and-Teclis combo will probs take the place of them, especially since one serves Tyrion and the other serves Teclis. Like Syll&#039;esske and the Sisters of Twilight, these two are effectively one model. To no one&#039;s surprise &amp;lt;s&amp;gt;Ellathor&#039;s&amp;lt;/s&amp;gt; not-Tyrion&#039;s new sword is terrifying, with damage equal to the turn number and a one-off batch of mortal wounds in a line a la Sunfang, while &amp;lt;s&amp;gt;Ellania&amp;lt;/s&amp;gt; not-Teclis&#039; staff is merely decent with a -1 rend. Riding on top of this, the end of each fight phase gives the chance of vanishing if you roll a dice and it&#039;s under the turn number or amount of wounds suffered they vanish to a spot 12&amp;quot; away from any enemies as well as healing d6 wounds - likely very useful earlier on, but prone to wearing out its welcome as the game carries on. Not Teclis can also cast/unbind two spells, and comes with a unique spell that grants a 5+ FNP, which you will be using.&lt;br /&gt;
**Their neatest gimmick is that they can be taken as allies with any army who&#039;s general has the {{AOSKeyword|Order}} Keyword and can generate Command Points on a 4+ if they are within 3&#039; of them, though this comes at the cost of never being generals themselves. Internationally focused elves? What a unique and interesting idea, cough cough. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_LyriorUthralle.pdf Lyrior Uthralle, Warden of Ymetrica]:&#039;&#039;&#039; (210 pts) The head general of the Lumineth and Tyrion&#039;s right hand man. He&#039;s your named lord-regent, and much like the other forms of named &amp;quot;melee HQ on bigger than average mount&amp;quot; that AOS released, he&#039;ll probably be a bit better, but a bit less flexible than his normal form. If his lance wounds a {{AOSKeyword|Chaos}} or {{AOSKeyword|Daemon}} Keyword model, he automatically does 3 damage instead of d3, but it still only has 1 attack, so don&#039;t get too excited about it. It&#039;s worth noting he lets you get more CP when you don&#039;t have Teclis hanging around, and since he has the same spell as the lord regent, it becomes clear that he&#039;s meant to be hanging around the other Vanari units. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Myari_Lightcaller_en.pdf Myari Lightcaller]:&#039;&#039;&#039; (220 pts) The new character from the Warhammer Underworlds: Direchasm box set. While he’s a single model unit, he must be accompanied by his retinue, and their points are included in his points cost. Same stat-line as the Stonemage, he trades tankyness for a decent shooting attack and okay close combat. His Scryowl Familiar adds 1 to his casting, unbinding and dispelling rolls and, similar to the Sentinels, can choose a unit 24” away and out of line of sight to have LOS on. His unique spell, &#039;&#039;&#039;Dazzling Light&#039;&#039;&#039; subtracts 1 from hit rolls from missile weapons that target him, or a unit wholly within 6” of him. Mathematically, this will mean you can fit a Cow Mountain in this bubble, giving a -2 modifier to hit when stacked with Avalenor’s &#039;&#039;&#039;Guardian of Hysh&#039;&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Myaris_Purifiers_en.pdf Myari’s Purifiers]:&#039;&#039;&#039; (220 pts) A separate unit from Myari Lightcaller, but included in his points cost. You get one Bladelord, one Sentinel, and one Stoneguard. The Bow gets two shots, but only has the 18” profile, the Mallet retains the &#039;&#039;&#039;Crushing Blow&#039;&#039;&#039; ability to do extra damage, and Greatsword and Bow are both Sunmetal weapons, but they cannot access Power of Hysh. Their &#039;&#039;&#039;Guardians&#039;&#039;&#039; ability is their saving grace, allowing them to intercept a wound or mortal wound on Myari Lightcaller while he is within 3”. Basically, they’re here to be a tax to bringing Myari, which was a bit of a pain before all the new HQs got announced.&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Alarith%20Stonemage%20-%20eng.pdf Alarith Stonemage]:&#039;&#039;&#039; (130 pts) Floaty cow-kin him/herself. You will be seeing him in every list with Cow Elves (Stonegaurd) and Spirits of the Mountain. Fairly squishy at 5 wounds and only a 5+ save, until you remember he is ignoring Rend 1 (and Rend 2 in &#039;&#039;&#039;YMETRICA&#039;&#039;&#039; armies) among other defensive buffs. She is your standard 1 cast/1 unbind wizard that provides a powerful buff in the form of his &#039;&#039;&#039;STONEMAGE STANCE&#039;&#039;&#039;. In the start of the combat phase, the Stonemage can strike a pose that allows every &#039;&#039;&#039;ALARITH AELEMNTIRI&#039;&#039;&#039; WHOLLY WITHIN 12 inches an additional Rend on their melee weapons in exchange for not making a pile in move. Easy Rend 2 on all my Stoneguard? Yes please. His spell, &#039;&#039;&#039;Gravitic Redirection&#039;&#039;&#039; is cast on a 5+. The stonemage gains fly, and picks an enemy units within 18&amp;quot;, cutting their speed in half and turning off fly. It also does a mortal wound, but that&#039;s definitely not the main point. Pick the enemy&#039;s big flying threat and laugh at the waster 400+ points. S/He&#039;s got a pretty standard mage melee statline, but his/her real job is to buff till the cows come home. If you can&#039;t tell, the model&#039;s sex is hard to tell, go elves! &lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Scinari%20Cathallar%20-%20eng.pdf Scinari Cathallar]:&#039;&#039;&#039; (140 pts) These professional mourners are excellent at debuffing foes and mitigating the drawbacks of &amp;lt;s&amp;gt;crystal meth&amp;lt;/s&amp;gt; aetherquartz. Aside from the obvious Scinari benefits, she also gains the &#039;&#039;&#039;Emotional Transference&#039;&#039;&#039; ability, allowing her to target any Lumineth unit within 18&amp;quot; and let them ignore battleshock. What&#039;s more, if that unit lost models, you can later target an enemy with 18&amp;quot; and add their casualties to their bravery roll. Basically her job is to ruin the fun your opponent thought he was having when his Scary charge killed 15 elves. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_ScinariLoreseeker.pdf Scinari Loreseeker]:&#039;&#039;&#039; (160pts) LOREMASTERS OF HOETH RETURN TO US NOW, AT THE TURN OF THE TIDE. Since they embody the balance of tyrionic and teclian ideals like none other, they perform well in both melee, a 12&amp;quot; shooting atack and casting a single spell a turn. That however is not what you take them for. You take him for his special rules. With &amp;quot;Loreseeker&amp;quot; he generates a CP everytime a enemy with an artifact dies within 3&amp;quot; of him, but the real ticket is the Rule &amp;lt;s&amp;gt;&amp;quot;In Addition&amp;quot;&amp;lt;/s&amp;gt; &amp;quot;Lone Agent&amp;quot; He gets +1 to his save if he is away 9&amp;quot; from friendlies, he gets to set up 3&amp;quot; away from enemy models and not your territory. If you set him up near an objective without enemies it&#039;s his and it cannot be stolen until he dies. Either game breaking or a neat trick, the jury is still out on this one.   &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_ScinariCalligrave.pdf Scinari Calligrave]:&#039;&#039;&#039; (100pts) A new wizard who&#039;s job it is to un-chaos lands he visits with totally-not-dwarf-runes. Their unique spell is a like arcane bolt, but it only works against other heroes and instead of rolling really high, you need to spend a turn marking an enemy hero with this spell before casting it again to deal D6 MW. Since 2D3 is statistically better than 1D6, it&#039;s pretty meh, even more so since you also need to cast the spell again to get the chance to completely botch your D6 roll; the other side of the coin is D6 MW sounds terrifying in prospect, especially on marked support heroes that could get instascrubbed on a favourable roll, which could lead to enemy players treading mega conservatively to let you get into better position or leave one of their units without their support. Once per game, he can pick a spot ANYWHERE on the map. Roll a dice and add the current battle round to the result. On a 5+, he paints out a rune on the chosen spot; this rune makes it so that no friendly Lumineth units wholly within 9&amp;quot; need to make battleshock tests while wizards within this area can add +1 to their casting/dispelling/unbinding checks. Don&#039;t expect to get this off early in the game, and whilst it sounds crappy on paper, the rune could add some much-needed stability in late/endgame cycles in matches when your army has taken a beating. You pay a generous 100 points for a mediocre spell and an ability that requires waiting a few turns before it can be reliably cast, so whilst you&#039;ll be uhm-ing and ahh-ing about this guy, there isn&#039;t much to whinge about! He&#039;s cheap, he has his uses, can give a bloody nose in a fight, and it&#039;s one more spell to add to your Hero phase! Have him contemplate and spam Total Eclipse whilst babysitting some Starshard Ballistae, people will hate you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_HurakanWindmage.pdf Hurakan Windmage]:&#039;&#039;&#039; (120pts) The not-last Airbender/Son Wukong with Horns comes in fast with 16&amp;quot; on his little cloud friend. A 5+ Save and standard mage whacky stick is nothing to write home about, he is your buff boy for all things windy. With the rule on the &amp;quot;Windmage Symbiosis&amp;quot; on the Windspirit scroll he replenishes their power, with his own &amp;quot;Windleap&amp;quot; he has your Windchargers go a bit faster and since Calming Zephyr from his spell lore is kind of the default he has some more heals to go around. For his own protection his little fan redirects enemy missile attacks to give him a better save and on an unmodified 6 on his save he can send a mortal wound back to an enemy within 9&amp;quot;. No matter how small or big your Hurakan temple will be, he&#039;s a part of it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_VanariLordRegent.pdf Vanari Lord Regent]:&#039;&#039;&#039; (150pts) Your new generic melee hero on a bomb ass amalga-mount. His addition means you finally have something other than wizards to give those melee focused artifacts to, as well as an HQ who can actually keep up with the dream of a cav-spam list. 14&amp;quot;, 6 wounds and a 3+ save as well as good melee sees him pose a mobile threat. His Pure Aetherquartz not only makes his casting a little better but also offers an innate -1 to hit against him, so he shines bright like a diamond until he uses his Quartz up, then the ability dies. Greater Power of Hysh is your safety net, should a Vanari unit fail to get their power of Hysh cast. On a 7 you can give the same Power of Hysh to D3 units wholly within 18&amp;quot;. A fantastic all around choice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_VanariBannerblade.pdf Vanari Bannerblade]:&#039;&#039;&#039; (110pts) An elf with a massive banner. Friendly Lumineth within 18&amp;quot; add +1 to their bravery just by seeing this flag, but this is boosted to +3 when this guy&#039;s within 3&amp;quot; of an enemy. In addition, once per game during any phase you can trigger the power of their banner - enemy units within 18&amp;quot; need to roll a d6 and if they roll under the current turn number, they eat D3 MWs and a -1 to hit in melee for the phase. Despite being no slouch in Melee, he is more of a niche choice, but not one you&#039;ll have to feel bad about.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Wardens_EN.pdf Auralan Wardens]:&#039;&#039;&#039; (Battleline, 120pts, Min:10, Max:30) The Elven phalanxes finally return home, and they come equipped with 3&amp;quot; range Sunmetal &amp;lt;s&amp;gt;spears&amp;lt;/s&amp;gt; pikes that get -1 rend and +1 to wound when they are charged. Like all the other Sunmetal weapons, each hit roll of a natural 6 causes a MW. The unit champion comes with a -1 rend sword, a one-use mortal wound bomb used at the &#039;&#039;start&#039;&#039; of the combat phase. On top of that he is a wizard as long as there are at least 5 models in the unit. All this combined with the shining company bonus makes these guys amazing charge screens for your archers and objective holders. Wardens are the only unconditional Battleline unit of the Lumineth. But for every unit of Auralan Wardens, you can take a unit of Auralan Sentinels or Auralan Dawnriders as Battleline.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Dawnriders_EN.pdf Auralan Dawnriders]:&#039;&#039;&#039; (Conditional Battleline, 130pts, Min:5, Max:15) Their Deathly Furrows ability grants bonuses for attacking infantry: 1 additional attack for all weapons (ie rider &amp;amp; mount) if the target has 2 wounds or 2 additional attacks if the target has 1. This *ONLY* works against units without mounts, so try to aim for infantry if you can. This Translates to a lot of dead chaff and 1-wound elite infantry. If speed is your game, cast speed of Hysh on them and you&#039;ll be looking at a 28&amp;quot; standard move, meaning you have no excuse to not pick the perfect charges.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Sentinals%20-%20eng.pdf Vanari Auralan Sentinels]:&#039;&#039;&#039; (Conditional Battleline, 140pts, Min:10, Max:30) More MWs, delivered at a distance &amp;amp; w/o line of sight. While the spear elves poke &amp;amp; hold the line against heavy hitters (or Stoneguard, if that&#039;s how you swing) with your horses mulching chaff, Sentinels are ideal assassins- pumping mortal wounds into the opposing (support) heroes from 30&amp;quot; away with Sunmetal arrows. Since mortal wounds trigger on natural 6+ (Or 5+ with Power of Hysh) &#039;Look out, Sir!&#039; does not help those supporting heroes. Conveniently their bows have a second firing mode that deals more consistent normal damage with higher Rend, this is at a &amp;quot;shorter&amp;quot; range though (18&amp;quot;) so really is more for supporting your spears or whatever flavor of tarpit needs the firepower after the opponent&#039;s general is kaput. Remember that the unit leader does not have a bow, so to maximize shooting and mortal wounds taking max size units is probably better. Remember that rules that remove specific models can remove your ability to fire out of line of sight if they kill the squad leader. Thanks to AoS 3.0 you can now run a unit of 30 of these bastards if they&#039;re battleline. With the new Unleash Hell command they become unfavorable to charge and worse to leave alone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Alarith%20Stoneguard%20-%20eng.pdf Alarith Stoneguard]:&#039;&#039;&#039; (Conditional Battleline, 100pts, Min:5, Max:15) Your elite infantry choice and a battleline if you&#039;re playing Ymetrica. They come in two types, a dual handed diamondpick hammer or stone mallet with -1 rend and a captain with *OPTIONAL* dual Stratum Hammers for more attacks. If you roll an natural 6 with the stone mallets you get 1 extra damage and if you get a 6 with diamond picks you get 1 mortal wound. This means mallets are better at killing crowds where as picks are better at dealing with armored units. Flexible elite choice depending on how you build them. Even if you&#039;re not focusing on Alarith units, a squad of 5-10 of these guys work great at one end of your phalanx to prevent flanking and losing your buffs. How historical.&lt;br /&gt;
Never take the Stratum Hammers in lieu of the chosen unit weapon on the leader- they&#039;re utter horsecack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_HurakanWindchargers.pdf Hurakan Windchargers]:&#039;&#039;&#039; (Conditional Battleline, 130pts, Min:5, Max:15) Aelven archers riding battle tauntaun-furdino-kanga-joust mounts. 14&amp;quot; pseudo-flying movement, 2 wounds and a whimpy 5+ save. Their Bows hit and wound on the aelven standard of 3+, at range with -1 rend and -2 rend when used in melee. Yes, they use their Bows as sticks in melee and are rewarded with an extra rend for it. The Bows only have 12&amp;quot; or range when shot, which can place them in harms way, but remember that you can use the Hurakan rules to just have them leave.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_VanariBladelords.pdf Vanari Bladelords]:&#039;&#039;&#039; (120pts, Min:5, Max:10) Swordmasters reborn. Now you can have heavy infantry without the need for stupid hats/conversions, HOORAY! Each one comes with a sunmetal greatblade that doesn&#039;t have the Sunmetal rule, so no Mortal Wounds. Instead they can use in one of two ways: either a single high rend stabs that auto-hits (to hunt characters and monsters), or an anti-horde swings based on how many enemies are nearby. Paired with their innate extra magic protection, and you have a flexible unit to plug gaps in your line, HOWEVER don&#039;t be overconfident. 10 of these guys only kill 3 chaos warriors a turn or ~13 marauders (or equivalents), so don&#039;t expect them to be fully self sufficient. They also don&#039;t get to cast spells, which makes them rather dependent on others. In exchange they are bodyguards. Before a Scinari allocates suffers a wound nearby Bladelords can take the hit instead for 1 MW on a 2+. 10 Bladelords make any Scinai functionally immortal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Hurakan_Spirit_Wind.pdf Hurakan Spirit of the Wind]:&#039;&#039;&#039; (250 pts). The generic Fox is Severith, but lesser. Eight wounds instead of ten, a slightly less impressive bow and he loses some rules. No &amp;quot;Scour&amp;quot; to take the rules off of faction terrain, no fly-over Mortal Wounds and his quiver is way less cool. But he retains the movement shenannigans of his named counterpart, same regeneration from the Windmage, same absolutely insane 24&amp;quot; move.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_VanariStarshardBallistas.pdf Vanari Starshard Ballista]:&#039;&#039;&#039; (100pts) Your new and only artillery unit, ultimately proving to be more like a classic ballistae than the Stormcast&#039;s machine gun blasts. It fires twice at -2 Rend and d3 Damage, making it a bit of a menace - especially if you manage to get a hero in position so they can grant a ballista a +1 to hit so the attack is pretty much guaranteed to hit. Keep it still in the movement phase, and it gets another shot, meaning another nasty potential D3 dead dudes. They also have a once-per-game ability to stun an enemy in addition to the sweet damage potential, dealing a -1 to hit whilst you gib them, so you can annoy and put the pressure on enemies until you can have someone else handle them.&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Alarith%20Spirit%20of%20the%20Mountain-%20eng.pdf Alarith Spirit of the Mountain]:&#039;&#039;&#039; (340 pts). The Moontain. Your primary beat-stick and use for command points when you bring &#039;em. Outside of heroes, your only source of &amp;gt;1 damage attacks (well, the Stoneguard can get it on a 6 to wound with the Mallets) - at full health, his hammer is hitting on 3s, wounding on 2s, -2 rend, and 5 damage each. Keeping a stonemage within 12&amp;quot; of him allows you to ignore his damage table. Finally, his command ability allows you to add 1 to the attack characteristic of 1 unit&#039;s melee weapons.&lt;br /&gt;
&lt;br /&gt;
===Terrain===&lt;br /&gt;
*&#039;&#039;&#039;Shrine Luminor&#039;&#039;&#039;: A floating shrine meant to power up your already crazy strong mages. It lets you nominate a hero to be the shrine guardian, who gets to use their command ability for free, as well as giving heroes 1 free reroll on cast/deny/dispell a turn within 12&amp;quot;, growing to 24&amp;quot; turn 2 onwards. &lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and doodads are going to be likely added to the faction rules as default.&lt;br /&gt;
*&#039;&#039;&#039;Alarith Temple:&#039;&#039;&#039; (120) &#039;&#039;&#039;MIN:&#039;&#039;&#039;690/&#039;&#039;&#039;MAX:&#039;&#039;&#039;1510&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 1x Avalenor or Alarith Spirit of the Mountain, 1x Alarith Stonemage, 1-3x Alarith Stoneguard.&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; At the start of your combat phase, a Stoneguard unit from this battalion that is wholly within 12&amp;quot; of a hero from the same batalion can reroll saves until end of phase but can only pile in 1&amp;quot;.&lt;br /&gt;
If you are playing Ymetrica you may as well take this one with Avalenor. Makes your already annoyingly tough units even tougher. &lt;br /&gt;
*&#039;&#039;&#039;Auralan Legion:&#039;&#039;&#039; (120) &#039;&#039;&#039;MIN:&#039;&#039;&#039;780/&#039;&#039;&#039;MAX:&#039;&#039;&#039;2820&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 1x Scinari Cathallar, 2-4x Vanari Auralan Sentinels, with an equal amount of Vanari Auralan Wardens&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; Units within 3&amp;quot; of another unit from this Battalion can reroll saves of 1.&lt;br /&gt;
Again, make your top objective holders better at holding objectives. Cast Etherial Blessing vs Rend or otherwise use your Aetherquartz against that key charge and you will definitely keep control of that objective. This is particularly good for Iliatha armies, since you want to keep your Auralan units near each other anyway.&lt;br /&gt;
*&#039;&#039;&#039;Dawnrider Lance:&#039;&#039;&#039; (120) &#039;&#039;&#039;MIN:&#039;&#039;&#039;380/&#039;&#039;&#039;MAX:&#039;&#039;&#039;1680&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 2-3x Vanari Dawnriders&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; Units from this Battalion may reroll 1’s to hit on the charge.&lt;br /&gt;
A cute buff that pumps up the offensive half of your cavalry are a fairly manageable cost. Toss 2 10-man squads in here for a solid enough flanking force.&lt;br /&gt;
*&#039;&#039;&#039;Hurakan Temple:&#039;&#039;&#039; (180) &#039;&#039;&#039;MIN: &#039;&#039;&#039;680/&#039;&#039;&#039;MAX:&#039;&#039;&#039;1770&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 1x Sevireth or Hurakan Spirit of the Wind, 1x Hurakan Windmage, 1-3x Hurakan Windchargers.&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; Any unit from this battalion wholly within 12&amp;quot; of a hero at the start of the fight phase will count as having charged this round.&lt;br /&gt;
Useful for movement and kiting shenanigans. If you&#039;re playing Helon you may as well pick this up.&lt;br /&gt;
*&#039;&#039;&#039;Starshard Battery:&#039;&#039;&#039; (120) &#039;&#039;&#039;MIN: &#039;&#039;&#039;520/&#039;&#039;&#039;MAX:&#039;&#039;&#039;720&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 1x Scinari Calligrave, 3-5x Vanari Starshard Ballistas&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; The ballista&#039;s Warding Lanterns ability now triggers on a 5+ instead of a 6 if they&#039;re within 3&amp;quot; of another pack of ballistas.&lt;br /&gt;
A pretty decent grab if you&#039;re focusing on the ballistas, as this makes them a bit more durable. The calligrave gives you a wizard that can also grant you a decent safezone for your army as well.&lt;br /&gt;
*&#039;&#039;&#039;Vanari Bladehost:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 1x {{AOSKeyword|Vanari}} or {{AOSKeyword|Scinari}} hero, 2-3x Vanari Bladelords&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; Any units that charged this turn can re-roll 1s to hit.&lt;br /&gt;
Pretty much an auto-take if you&#039;re running any builds not focused on Teclis or any temple heroes. The units are pretty much going to be taken anyways.&lt;br /&gt;
&lt;br /&gt;
===Super Battalions===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Teclian Vanguard:&#039;&#039;&#039; (80) &#039;&#039;&#039;MIN:&#039;&#039;&#039;2370/&#039;&#039;&#039;MAX:&#039;&#039;&#039;14,470&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 1x Archmage Teclis and Celennar, 0-1x The Light of Eltharion, 1x Alarith Temple, 1-3x Auralan Legions, 2x Dawnriders Battations.&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; While wholly within its own territory, every friendly unit from this Battalion has a 6+ Feel No Pain. &lt;br /&gt;
&lt;br /&gt;
Not a terribly bad bonus, better than a poke in the eye with a Sunmetal Spear. If you&#039;re playing 2,500 point games for some reason, the value of this battalion is VERY mission dependent, depending almost exclusively on the size of the territory.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lumineth Battlehost:&#039;&#039;&#039; (50) &#039;&#039;&#039;MIN:&#039;&#039;&#039;2430/&#039;&#039;&#039;MAX:&#039;&#039;&#039;15,290&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 1x Vanari Lord Regent, 1x Vanari Bannerblade, 0-3x Scinari Heroes, 0-1x Alarith Temple, 0-1x Hurakan Temple, 1-2x Auralan Legion, 1-2x Dawnrider Lance, 1x Bladelord Host, 1x Starshard Battery&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; For every hero in this battalion, roll a dice, and for every 6 you get a command point.&lt;br /&gt;
&lt;br /&gt;
Considering that you can have up to 11 heroes in this army that is up to 11 chances at more CP, which is always appreciated. If you take Lyrior Uthralle as your General (He does have the Hero and Lord Regent keywords after all) you can get 12 chances of regaining CP.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
Oddly, the army may only take Idoneth Deepkin as allies. Some of them have gotten over their Teclis hate/fear boner, good for them (Or they&#039;ve realized there&#039;s shit out there that&#039;s way scarier than their estranged father and his new favorite kids). The Akhelian half of the army patch the speed issues of Lumineth. You don&#039;t need more anvils, so the trident eels and allopexes are definitely the right choice. With the Broken Realms: Morathi update to their warscroll, a squad of 3 Alopexes with nets may be just the high rending damage, speed, and flying that this army is greatly missing. Alternatively you can take a soulscryer and two Allopexes to give your army some much needed backline deployment. Another option to consider is bringing an Akhelian king and a single squad of trident eels for two mobile, multidamage units to help your cav deal with their primary weakness. &lt;br /&gt;
&lt;br /&gt;
Your also have the Order option of &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//ENG_Gotrek_Warscroll.pdf Gotrek Gurnisson]&#039;&#039;&#039;. For a similar point cost you are probably better off taking Teclis.  While he doesn&#039;t benefit from speed of Hysh, his speed isn&#039;t as detrimental to the Lumineth compared to other armies since you&#039;re already slow as sin if you don&#039;t bring Hurakan units.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: A Kraken-eater Mega-Gargant mercenary available to all Order factions. He could be a useful way to play up your strength by moving midfield objectives back into your defensive line, but his cost is a very large hurdle to deal with, as you&#039;re nearing Teclis levels of points and cheese.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;High Elf roleplaying&#039;&#039;&#039;: For those of us who remember the halcyon days of WHFB, focusing on your Vanari units can let you relive peak High-elf fun! 2 or 3 spear bricks and a lot of archers as your backbone, with a ballista and some totally-not-Swordmasters. Not the most effective list we could run, but good enough to handle most things. This list gets significantly more viable come all the new generic HQs.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Moontains march to war!&#039;&#039;&#039;: Building your list around 2 Alarith temples (1 of which has Avalenor) and a buncha hammers as ymetrica lets you build a surprisingly tanky list that hits like a bull. 2-3 moontains will mulch through anything short of a god or mega-gargant without much worry, though you should try to keep in mind that this list only has 2 casters, and none of the spells that really screw with your opponent. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Tryhard&#039;&#039;&#039;: Sticking Teclis, 2 units of minimum spears, and FAR too many archers with the twinstones enables you to run the competitive tryhard list of your dreams! No one likes you for doing it, and you&#039;ll have minimal actual fun, but it can be done for an easy way to guarantee a win against most factions. &lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:59C6:3652:4A4F:28F2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24526</id>
		<title>Age of Sigmar/Tactics/Death/Ossiarch Bonereapers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24526"/>
		<updated>2021-10-22T08:57:48Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:59C6:3652:4A4F:28F2: /* Named Leaders */&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;
* You want a sneak peek at what civilization would be like if Nagash wins.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* [[Awesome|&#039;&#039;&#039;Immunity to Battleshock!&#039;&#039;&#039;]]  In addition to being 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 (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;
* Bonereaper legions bring awesome upgrades to your skellies.  Want to reduce bravery and stockpile RDP?  go Mortis Praetorians.  Want to worsen the enemy&#039;s rend?  go Petrifex Elite.&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 hinder them from using Command Abilities.&lt;br /&gt;
* [[Awesome|In 3.0 they are the only army that can use command abilities more than once in the same phase due to the relentless discipline points mechanic]].&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;
* If you&#039;re sick of those magic-heavy armies like Tzeentch&#039;s forces, the Lizardmen and the Lumineth, the Null Myriad Bonereaper Legion is for you with army-wide +5 immunity to spells that can be buffed.&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 nearby - the more they attack you, the more they die!  [[Awesome|Rinse and repeat, since you can bring back slain models!]]&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 - or bring back dead models from units.&lt;br /&gt;
* Our Endless Spells are awesome.  Not only that, they&#039;re Bonded, so no friendly fire and they&#039;re always under the casting player&#039;s control.  Also no more -1 to cast from the old &amp;quot;Soul-linked&amp;quot; rule.&lt;br /&gt;
* If you like bone puns...&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Most of your army is slow.  As a result, shooting armies can really hurt Bonereapers (especially the Kharadron Overlords), though there are a few ways to take the sting off.&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;
* There were several sweet generic Command Point abilities added... that Bonereapers alone are unable to use due to the RDP mechanic (the price Bonereapers pay for being the only ones able to spam CA now).  Also, you still gain a regular command point each turn which you can&#039;t use... but some opponents can steal and then use against you.&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;
* Few consistent to get Mortal Wounds.  While most units and characters have at least one way to deal with Mortal Wounds, it often relies on the situation (Kavalos Bonereapers charging) or is one use only (Mortek Crawler&#039;s Cursed Lodestone) in addition to the dice. Even when spamming MW dealers including the Crematorians Legion and anyone with &amp;quot;Kavalos&amp;quot; in their name, it 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, Lumineth and Seraphon).&lt;br /&gt;
* Nagash is overcosted.  Despite what he brings, his points cost is way too high.&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;
* If you know the Greek language, it&#039;ll be hard to take any unit or hero with &amp;quot;Kavalos&amp;quot; in their name seriously.&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.  Mediocre.&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;
#&#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.  Situational, it&#039;s overall less useful than the other options available.  However armies with widespread mechanics revolving around rolling those 6&#039;s will hate this, such as the [[Lumineth Realm Lords|Lu-methheads]], the [[Nighthaunt|ghosties]] and [[Daughters of Khaine|Morathi&#039;s cheerleaders]].&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;Bonded&#039;&#039;&#039; ability, meaning they are always under the control of the casting wizard (no chance for them to go wild) whatever their range. The caster can not attempt to summon another Endless spell while Bonded. If the caster is removed, the bonded Endless spell is also removed.&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;: 85 points, 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;: 85 points, 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. The COMBO with this spell is to cast it near a horde unit, snipe a model with the nexus in the hero phase, and then also shoot some stuff in the shooting phase with the crawler. This has the potential to produce a multi-phase aoe mortal wound pulsing engine. Too expensive at 85 points. What the fuck were you thinking GW.&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;: 65 points, 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.&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... until 3rd edition, where Petrifex gained the ability to reduce rend as a consolation prize.  And given that Mystic Shield now gives a +1 to saves bonus... Guess who&#039;s back, back again.  Petrifex&#039;s back, tell a friend.  Now it&#039;s more even with a wider range of strategies.&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 decent but not an auto-take.  Plus other death armies capitalize on &amp;quot;fear-bombing&amp;quot; a bit more effectively (looking at you, Nighthaunt).  Also recommended to take Zandtos if you insist on a Liege-Kavalos unless you have another plan in mind.&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;: Worsen the Rend characteristic of weapons that target Petrifex Elite units by 1, to a minimum of ‘-’.&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) mostly 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.  It went from great to meh then good.  One of the best choices, but no longer the auto-take.&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;&amp;lt;s&amp;gt;Cheese&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Chad&amp;lt;/s&amp;gt; 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 absolute worst. This army has +1 to hit falling out its ass, why the fuck would you take a -1 to save (fucking huge in 3.0) for a buff you can get from a Liege with the Crown or the Shrieker. The worst choice crunch-wise compared to the others.&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.  Especially lulzy against Sons of Behemat, given how reliant they are on combat... which is ground zero for 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;: (470pts) 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 boost Katakros&#039; movement to 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 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;: (970pts) Changed from his early forms, Nagash is now &#039;&#039;&#039;95&#039;&#039;&#039; 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 resilient.&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. Also worth noting that Arkhan is one of the few ways to actually bring back models in the hero phase, and he does it quite well. An extremely strong choice as a recursion and magic defender unit. &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;: (205pts) 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.  Due to being 20 points cheaper and keeping all his goodies, he&#039;s even more valuable in a Mortis Praetorians list.&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 Vokmortian, Master of the Bone-tithe]&#039;&#039;&#039;: (155pts) HOT GARBAGE.  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. &lt;br /&gt;
**A bit unreliable is the undersell of the century.  First, a caster with a terrible save profile has to be within 1&amp;quot; of an enemy. Then this caster, with NO BONUS TO CAST, has to roll an 8 to get this garbage spell off. BUT OH, you say, THOSE THINGS HAVE HAPPENED! Well hold up friend, now you have a 33% chance of the spell actually doing anything.  Not even for 155 points. Overall, he should be in the garbage, on your shelf if you like the model.  If you insist on running him for whatever reason, standing behind your troops (ideally Immortis Guard or Mortek Guard), providing the debuff and using his 2 spells per turn.&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;: (185pts) 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;: (115pts) 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;: (135pts) Your only generic hero way to heal units in the hero phase, 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, 140pts, Min:10, Max:30) Your basic skellies are a decently-protected lot with a 4+ save. Their basic weapons are 2 attacks with -1 Rend sword or a spear, both can double the hits inflicted on a 6+ to hit. The greatblade, on the other hand, trades that for a slightly better wound score, which isn&#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, 190pts, Min:5, Max:15) Your basic skellies, but on a horse! When compared to their foot-slogging brothers, these guys have +1 attack and 3 wounds each, the 2 extra pony swings we all know and love (actually, even their horses are on steroids, wounding on a 3+), and a whopping 12&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;: (190pts, Min:3, Max:6)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. Unfortunately, OBR doesn&#039;t have the luxury to be spending points on these awesome bodyguard chads so these guys have to date never seen any competitive play. &lt;br /&gt;
&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;: (190/185pts, Min:2, Max:4) 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;: (215pts, 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 another source of precious calcium/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;: (215pts, 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. Great as a general all-rounder, and in MOST scenarios is strictly better than going for one of the situational special shots below.&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. Worth noting that forcing support heros to make saves or take 5 damage from the normal shot is often also enough to kill the hero outright. Did that daemon prince swoop in and drop you to 1 wound? Wouldn&#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;
Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and doodads are going to be likely added to the faction rules as default.&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.  Solid choice, pun intended, the only drawback is if you want a more offensive playstyle since this is defensive-based and you&#039;re focused on bubble-wrapping a character. &lt;br /&gt;
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&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. Especially useful in Stalliarch Lords as those units can then run and charge after. This is OBR&#039;s best way to alpha strike.&lt;br /&gt;
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&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;
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&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. A decent way to keep your crawlers alive, but this will likely just result in your opponent blowing up entire units of guard instead, which likely means you lose the game. &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. It&#039;s a good safety net if a unit loses their Hekatos. A valid option if you find yourself having the points to spare and want another artefact, as you will likely be running these units anyway.  Pro-tip; as is, don&#039;t take Vormortion with this battalion, he&#039;s not worth it here.&lt;br /&gt;
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&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. Very situational and not very impressive for the points. Simply needs a lot of specific conditions to occur for this to even be activated. For example, unless you are charged turn one, this ability will not be active as your harvester won&#039;t be within 3&amp;quot; of any enemies. &lt;br /&gt;
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&amp;lt;big&amp;gt; &#039;&#039;&#039;Vokmortian’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. It does require you to run Vokmortian, who is probably the worst unit in the entire army, so that&#039;s quite a downside to dream this big. &lt;br /&gt;
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&amp;lt;big&amp;gt; &#039;&#039;&#039;Vokmortian’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;Vokmortian, 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. However, it still requires you to pay for Vokmortian, the overcosted caster with a terrible warscroll spell and no natural bonus to cast. &lt;br /&gt;
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&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;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Horrek&#039;s Dreadlance&#039;&#039;&#039;&amp;lt;/big&amp;gt; -- pts (min points: &#039;&#039;&#039;---&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Arch-Kavalos (Horrek), 2 Kavalos Deathriders.&#039;&#039;&lt;br /&gt;
A battallion from Broken Realms. This battallion must be taken with the Stalliarch Lords legion.&lt;br /&gt;
The Arch-Kavalos is a named character (Horrek) and has to be the first &#039;&#039;&#039;LIEGE&#039;&#039;&#039; to take an artifact and take the Nadir-bound Mount (his legions artifact), if he is chosen as general he has the Twisted Challenge Command Trait (His legion&#039;s again).&lt;br /&gt;
This battallion allows you to regain the RDP you spent on Rally Back (The Stalliarch Lord&#039;s unique command abilitty) on a 4+.. It is extremely boring and probably not worth the cost since you can just spend the battallion cost on another unit of deathriders.&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 in 2.0 and the slight buff in 3.0, Mortis Praetorians and Petrifex share the top spot.&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 a penalty to rend rolls making the Liege basically indestructible, as Nagash would want.  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, blobs of 30 guard and a support unit or two.  Taking Arkhan and Katakros together is a potent alternative to taking Nagash, especially following Nagash&#039;s points increase and Katakros&#039; points drop.&lt;br /&gt;
&lt;br /&gt;
==== Battleline ====&lt;br /&gt;
&lt;br /&gt;
Mortek Guard, usually a pair of 2 30 blobs are great (and also almost half your army, so its probably best to run them in smaller groups to have more board presence.) Then, fill out the battleline with some of those dead ponies. Seriously, Mortek Guard are only 140 points right now, can be given exploding 5+s and additional rend (in Petrifix Elite.)  They&#039;re practically the backbone of any Ossiarch army.&lt;br /&gt;
&lt;br /&gt;
==== Other Models ====&lt;br /&gt;
&lt;br /&gt;
Necropolis Stalkers are your can-openers, popping heavily armored units.  They can also move as if flying, opening up more options, and are cheaper than the other Hekatos units.&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 4+/6+ save turns into a 4+/4+/6+ save.  Now, add in one of those Harvesters, meaning that you have a 4+/4+/4+/6+ save, or a 10% chance to fail incoming non-rend armor saves. That means that for every 20 armor saves, less than three 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 specific legion artefact. 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 RDP, plus an Endless Spell or two.&lt;br /&gt;
&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. The army formerly known as 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:FFC0:59C6:3652:4A4F:28F2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24525</id>
		<title>Age of Sigmar/Tactics/Death/Ossiarch Bonereapers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24525"/>
		<updated>2021-10-22T08:57:04Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:59C6:3652:4A4F:28F2: /* Named Leaders */&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;
* You want a sneak peek at what civilization would be like if Nagash wins.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* [[Awesome|&#039;&#039;&#039;Immunity to Battleshock!&#039;&#039;&#039;]]  In addition to being 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 (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;
* Bonereaper legions bring awesome upgrades to your skellies.  Want to reduce bravery and stockpile RDP?  go Mortis Praetorians.  Want to worsen the enemy&#039;s rend?  go Petrifex Elite.&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 hinder them from using Command Abilities.&lt;br /&gt;
* [[Awesome|In 3.0 they are the only army that can use command abilities more than once in the same phase due to the relentless discipline points mechanic]].&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;
* If you&#039;re sick of those magic-heavy armies like Tzeentch&#039;s forces, the Lizardmen and the Lumineth, the Null Myriad Bonereaper Legion is for you with army-wide +5 immunity to spells that can be buffed.&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 nearby - the more they attack you, the more they die!  [[Awesome|Rinse and repeat, since you can bring back slain models!]]&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 - or bring back dead models from units.&lt;br /&gt;
* Our Endless Spells are awesome.  Not only that, they&#039;re Bonded, so no friendly fire and they&#039;re always under the casting player&#039;s control.  Also no more -1 to cast from the old &amp;quot;Soul-linked&amp;quot; rule.&lt;br /&gt;
* If you like bone puns...&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Most of your army is slow.  As a result, shooting armies can really hurt Bonereapers (especially the Kharadron Overlords), though there are a few ways to take the sting off.&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;
* There were several sweet generic Command Point abilities added... that Bonereapers alone are unable to use due to the RDP mechanic (the price Bonereapers pay for being the only ones able to spam CA now).  Also, you still gain a regular command point each turn which you can&#039;t use... but some opponents can steal and then use against you.&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;
* Few consistent to get Mortal Wounds.  While most units and characters have at least one way to deal with Mortal Wounds, it often relies on the situation (Kavalos Bonereapers charging) or is one use only (Mortek Crawler&#039;s Cursed Lodestone) in addition to the dice. Even when spamming MW dealers including the Crematorians Legion and anyone with &amp;quot;Kavalos&amp;quot; in their name, it 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, Lumineth and Seraphon).&lt;br /&gt;
* Nagash is overcosted.  Despite what he brings, his points cost is way too high.&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;
* If you know the Greek language, it&#039;ll be hard to take any unit or hero with &amp;quot;Kavalos&amp;quot; in their name seriously.&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.  Mediocre.&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;
#&#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.  Situational, it&#039;s overall less useful than the other options available.  However armies with widespread mechanics revolving around rolling those 6&#039;s will hate this, such as the [[Lumineth Realm Lords|Lu-methheads]], the [[Nighthaunt|ghosties]] and [[Daughters of Khaine|Morathi&#039;s cheerleaders]].&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;Bonded&#039;&#039;&#039; ability, meaning they are always under the control of the casting wizard (no chance for them to go wild) whatever their range. The caster can not attempt to summon another Endless spell while Bonded. If the caster is removed, the bonded Endless spell is also removed.&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;: 85 points, 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;: 85 points, 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. The COMBO with this spell is to cast it near a horde unit, snipe a model with the nexus in the hero phase, and then also shoot some stuff in the shooting phase with the crawler. This has the potential to produce a multi-phase aoe mortal wound pulsing engine. Too expensive at 85 points. What the fuck were you thinking GW.&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;: 65 points, 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.&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... until 3rd edition, where Petrifex gained the ability to reduce rend as a consolation prize.  And given that Mystic Shield now gives a +1 to saves bonus... Guess who&#039;s back, back again.  Petrifex&#039;s back, tell a friend.  Now it&#039;s more even with a wider range of strategies.&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 decent but not an auto-take.  Plus other death armies capitalize on &amp;quot;fear-bombing&amp;quot; a bit more effectively (looking at you, Nighthaunt).  Also recommended to take Zandtos if you insist on a Liege-Kavalos unless you have another plan in mind.&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;: Worsen the Rend characteristic of weapons that target Petrifex Elite units by 1, to a minimum of ‘-’.&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) mostly 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.  It went from great to meh then good.  One of the best choices, but no longer the auto-take.&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;&amp;lt;s&amp;gt;Cheese&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Chad&amp;lt;/s&amp;gt; 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 absolute worst. This army has +1 to hit falling out its ass, why the fuck would you take a -1 to save (fucking huge in 3.0) for a buff you can get from a Liege with the Crown or the Shrieker. The worst choice crunch-wise compared to the others.&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.  Especially lulzy against Sons of Behemat, given how reliant they are on combat... which is ground zero for 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;: (470pts) 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 boost Katakros&#039; movement to 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 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;: (970pts) Changed from his early forms, Nagash is now &#039;&#039;&#039;95&#039;&#039;&#039; 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 resilient.&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. Also worth noting that Arkhan is one of the few ways to actually bring back models in the hero phase, and he does it quite well. An extremely strong choice as a recursion and magic defender unit. &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;: (205pts) 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 Vokmortian, Master of the Bone-tithe]&#039;&#039;&#039;: (155pts) HOT GARBAGE.  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. &lt;br /&gt;
**A bit unreliable is the undersell of the century.  First, a caster with a terrible save profile has to be within 1&amp;quot; of an enemy. Then this caster, with NO BONUS TO CAST, has to roll an 8 to get this garbage spell off. BUT OH, you say, THOSE THINGS HAVE HAPPENED! Well hold up friend, now you have a 33% chance of the spell actually doing anything.  Not even for 155 points. Overall, he should be in the garbage, on your shelf if you like the model.  If you insist on running him for whatever reason, standing behind your troops (ideally Immortis Guard or Mortek Guard), providing the debuff and using his 2 spells per turn.&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;: (185pts) 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;: (115pts) 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;: (135pts) Your only generic hero way to heal units in the hero phase, 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, 140pts, Min:10, Max:30) Your basic skellies are a decently-protected lot with a 4+ save. Their basic weapons are 2 attacks with -1 Rend sword or a spear, both can double the hits inflicted on a 6+ to hit. The greatblade, on the other hand, trades that for a slightly better wound score, which isn&#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, 190pts, Min:5, Max:15) Your basic skellies, but on a horse! When compared to their foot-slogging brothers, these guys have +1 attack and 3 wounds each, the 2 extra pony swings we all know and love (actually, even their horses are on steroids, wounding on a 3+), and a whopping 12&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;: (190pts, Min:3, Max:6)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. Unfortunately, OBR doesn&#039;t have the luxury to be spending points on these awesome bodyguard chads so these guys have to date never seen any competitive play. &lt;br /&gt;
&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;: (190/185pts, Min:2, Max:4) 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;
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===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;: (215pts, 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 another source of precious calcium/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;: (215pts, 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. Great as a general all-rounder, and in MOST scenarios is strictly better than going for one of the situational special shots below.&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. Worth noting that forcing support heros to make saves or take 5 damage from the normal shot is often also enough to kill the hero outright. Did that daemon prince swoop in and drop you to 1 wound? Wouldn&#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;
Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and doodads are going to be likely added to the faction rules as default.&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;
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&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.  Solid choice, pun intended, the only drawback is if you want a more offensive playstyle since this is defensive-based and you&#039;re focused on bubble-wrapping a character. &lt;br /&gt;
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&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. Especially useful in Stalliarch Lords as those units can then run and charge after. This is OBR&#039;s best way to alpha strike.&lt;br /&gt;
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&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;
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&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. A decent way to keep your crawlers alive, but this will likely just result in your opponent blowing up entire units of guard instead, which likely means you lose the game. &lt;br /&gt;
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&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. It&#039;s a good safety net if a unit loses their Hekatos. A valid option if you find yourself having the points to spare and want another artefact, as you will likely be running these units anyway.  Pro-tip; as is, don&#039;t take Vormortion with this battalion, he&#039;s not worth it here.&lt;br /&gt;
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&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. Very situational and not very impressive for the points. Simply needs a lot of specific conditions to occur for this to even be activated. For example, unless you are charged turn one, this ability will not be active as your harvester won&#039;t be within 3&amp;quot; of any enemies. &lt;br /&gt;
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&amp;lt;big&amp;gt; &#039;&#039;&#039;Vokmortian’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. It does require you to run Vokmortian, who is probably the worst unit in the entire army, so that&#039;s quite a downside to dream this big. &lt;br /&gt;
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&amp;lt;big&amp;gt; &#039;&#039;&#039;Vokmortian’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;Vokmortian, 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. However, it still requires you to pay for Vokmortian, the overcosted caster with a terrible warscroll spell and no natural bonus to cast. &lt;br /&gt;
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&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;
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&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;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Horrek&#039;s Dreadlance&#039;&#039;&#039;&amp;lt;/big&amp;gt; -- pts (min points: &#039;&#039;&#039;---&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Arch-Kavalos (Horrek), 2 Kavalos Deathriders.&#039;&#039;&lt;br /&gt;
A battallion from Broken Realms. This battallion must be taken with the Stalliarch Lords legion.&lt;br /&gt;
The Arch-Kavalos is a named character (Horrek) and has to be the first &#039;&#039;&#039;LIEGE&#039;&#039;&#039; to take an artifact and take the Nadir-bound Mount (his legions artifact), if he is chosen as general he has the Twisted Challenge Command Trait (His legion&#039;s again).&lt;br /&gt;
This battallion allows you to regain the RDP you spent on Rally Back (The Stalliarch Lord&#039;s unique command abilitty) on a 4+.. It is extremely boring and probably not worth the cost since you can just spend the battallion cost on another unit of deathriders.&lt;br /&gt;
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==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;
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=== 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 in 2.0 and the slight buff in 3.0, Mortis Praetorians and Petrifex share the top spot.&lt;br /&gt;
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==== 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 a penalty to rend rolls making the Liege basically indestructible, as Nagash would want.  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, blobs of 30 guard and a support unit or two.  Taking Arkhan and Katakros together is a potent alternative to taking Nagash, especially following Nagash&#039;s points increase and Katakros&#039; points drop.&lt;br /&gt;
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==== Battleline ====&lt;br /&gt;
&lt;br /&gt;
Mortek Guard, usually a pair of 2 30 blobs are great (and also almost half your army, so its probably best to run them in smaller groups to have more board presence.) Then, fill out the battleline with some of those dead ponies. Seriously, Mortek Guard are only 140 points right now, can be given exploding 5+s and additional rend (in Petrifix Elite.)  They&#039;re practically the backbone of any Ossiarch army.&lt;br /&gt;
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==== Other Models ====&lt;br /&gt;
&lt;br /&gt;
Necropolis Stalkers are your can-openers, popping heavily armored units.  They can also move as if flying, opening up more options, and are cheaper than the other Hekatos units.&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;
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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;
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==== 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;
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==== 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 4+/6+ save turns into a 4+/4+/6+ save.  Now, add in one of those Harvesters, meaning that you have a 4+/4+/4+/6+ save, or a 10% chance to fail incoming non-rend armor saves. That means that for every 20 armor saves, less than three 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 specific legion artefact. 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 RDP, plus an Endless Spell or two.&lt;br /&gt;
&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. The army formerly known as 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:FFC0:59C6:3652:4A4F:28F2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24524</id>
		<title>Age of Sigmar/Tactics/Death/Ossiarch Bonereapers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24524"/>
		<updated>2021-10-22T08:55:04Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:59C6:3652:4A4F:28F2: /* Named Leaders */&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;
* You want a sneak peek at what civilization would be like if Nagash wins.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* [[Awesome|&#039;&#039;&#039;Immunity to Battleshock!&#039;&#039;&#039;]]  In addition to being 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 (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;
* Bonereaper legions bring awesome upgrades to your skellies.  Want to reduce bravery and stockpile RDP?  go Mortis Praetorians.  Want to worsen the enemy&#039;s rend?  go Petrifex Elite.&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 hinder them from using Command Abilities.&lt;br /&gt;
* [[Awesome|In 3.0 they are the only army that can use command abilities more than once in the same phase due to the relentless discipline points mechanic]].&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;
* If you&#039;re sick of those magic-heavy armies like Tzeentch&#039;s forces, the Lizardmen and the Lumineth, the Null Myriad Bonereaper Legion is for you with army-wide +5 immunity to spells that can be buffed.&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 nearby - the more they attack you, the more they die!  [[Awesome|Rinse and repeat, since you can bring back slain models!]]&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 - or bring back dead models from units.&lt;br /&gt;
* Our Endless Spells are awesome.  Not only that, they&#039;re Bonded, so no friendly fire and they&#039;re always under the casting player&#039;s control.  Also no more -1 to cast from the old &amp;quot;Soul-linked&amp;quot; rule.&lt;br /&gt;
* If you like bone puns...&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Most of your army is slow.  As a result, shooting armies can really hurt Bonereapers (especially the Kharadron Overlords), though there are a few ways to take the sting off.&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;
* There were several sweet generic Command Point abilities added... that Bonereapers alone are unable to use due to the RDP mechanic (the price Bonereapers pay for being the only ones able to spam CA now).  Also, you still gain a regular command point each turn which you can&#039;t use... but some opponents can steal and then use against you.&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;
* Few consistent to get Mortal Wounds.  While most units and characters have at least one way to deal with Mortal Wounds, it often relies on the situation (Kavalos Bonereapers charging) or is one use only (Mortek Crawler&#039;s Cursed Lodestone) in addition to the dice. Even when spamming MW dealers including the Crematorians Legion and anyone with &amp;quot;Kavalos&amp;quot; in their name, it 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, Lumineth and Seraphon).&lt;br /&gt;
* Nagash is overcosted.  Despite what he brings, his points cost is way too high.&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;
* If you know the Greek language, it&#039;ll be hard to take any unit or hero with &amp;quot;Kavalos&amp;quot; in their name seriously.&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.  Mediocre.&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;
#&#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.  Situational, it&#039;s overall less useful than the other options available.  However armies with widespread mechanics revolving around rolling those 6&#039;s will hate this, such as the [[Lumineth Realm Lords|Lu-methheads]], the [[Nighthaunt|ghosties]] and [[Daughters of Khaine|Morathi&#039;s cheerleaders]].&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;Bonded&#039;&#039;&#039; ability, meaning they are always under the control of the casting wizard (no chance for them to go wild) whatever their range. The caster can not attempt to summon another Endless spell while Bonded. If the caster is removed, the bonded Endless spell is also removed.&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;: 85 points, 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;: 85 points, 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. The COMBO with this spell is to cast it near a horde unit, snipe a model with the nexus in the hero phase, and then also shoot some stuff in the shooting phase with the crawler. This has the potential to produce a multi-phase aoe mortal wound pulsing engine. Too expensive at 85 points. What the fuck were you thinking GW.&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;: 65 points, 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.&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... until 3rd edition, where Petrifex gained the ability to reduce rend as a consolation prize.  And given that Mystic Shield now gives a +1 to saves bonus... Guess who&#039;s back, back again.  Petrifex&#039;s back, tell a friend.  Now it&#039;s more even with a wider range of strategies.&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 decent but not an auto-take.  Plus other death armies capitalize on &amp;quot;fear-bombing&amp;quot; a bit more effectively (looking at you, Nighthaunt).  Also recommended to take Zandtos if you insist on a Liege-Kavalos unless you have another plan in mind.&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;: Worsen the Rend characteristic of weapons that target Petrifex Elite units by 1, to a minimum of ‘-’.&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) mostly 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.  It went from great to meh then good.  One of the best choices, but no longer the auto-take.&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;&amp;lt;s&amp;gt;Cheese&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Chad&amp;lt;/s&amp;gt; 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 absolute worst. This army has +1 to hit falling out its ass, why the fuck would you take a -1 to save (fucking huge in 3.0) for a buff you can get from a Liege with the Crown or the Shrieker. The worst choice crunch-wise compared to the others.&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.  Especially lulzy against Sons of Behemat, given how reliant they are on combat... which is ground zero for 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;: (470pts) 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 boost Katakros&#039; movement to 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 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;: (970pts) Changed from his early forms, Nagash is now &#039;&#039;&#039;95&#039;&#039;&#039; 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 resilient.&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. Also worth noting that Arkhan is one of the few ways to actually bring back models in the hero phase, and he does it quite well. An extremely strong choice as a recursion and magic defender unit. &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;: (205pts) 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 Vokmortian, Master of the Bone-tithe]&#039;&#039;&#039;: (155pts) He is a HOT GARBAGE 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. &lt;br /&gt;
**A bit unreliable is the undersell of the century.  First, a caster with a terrible save profile has to be within 1&amp;quot; of an enemy. Then this caster, with NO BONUS TO CAST, has to roll an 8 to get this garbage spell off. BUT OH, you say, THOSE THINGS HAVE HAPPENED! Well hold up friend, now you have a 33% chance of the spell actually doing anything. 180 points btw. Overall, he should be in the garbage, or if you insist on running him, 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;: (185pts) 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;: (115pts) 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;: (135pts) Your only generic hero way to heal units in the hero phase, 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, 140pts, Min:10, Max:30) Your basic skellies are a decently-protected lot with a 4+ save. Their basic weapons are 2 attacks with -1 Rend sword or a spear, both can double the hits inflicted on a 6+ to hit. The greatblade, on the other hand, trades that for a slightly better wound score, which isn&#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, 190pts, Min:5, Max:15) Your basic skellies, but on a horse! When compared to their foot-slogging brothers, these guys have +1 attack and 3 wounds each, the 2 extra pony swings we all know and love (actually, even their horses are on steroids, wounding on a 3+), and a whopping 12&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;: (190pts, Min:3, Max:6)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. Unfortunately, OBR doesn&#039;t have the luxury to be spending points on these awesome bodyguard chads so these guys have to date never seen any competitive play. &lt;br /&gt;
&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;: (190/185pts, Min:2, Max:4) 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;
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===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;: (215pts, 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 another source of precious calcium/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;: (215pts, 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. Great as a general all-rounder, and in MOST scenarios is strictly better than going for one of the situational special shots below.&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. Worth noting that forcing support heros to make saves or take 5 damage from the normal shot is often also enough to kill the hero outright. Did that daemon prince swoop in and drop you to 1 wound? Wouldn&#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;
Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and doodads are going to be likely added to the faction rules as default.&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;
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&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.  Solid choice, pun intended, the only drawback is if you want a more offensive playstyle since this is defensive-based and you&#039;re focused on bubble-wrapping a character. &lt;br /&gt;
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&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. Especially useful in Stalliarch Lords as those units can then run and charge after. This is OBR&#039;s best way to alpha strike.&lt;br /&gt;
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&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;
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&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. A decent way to keep your crawlers alive, but this will likely just result in your opponent blowing up entire units of guard instead, which likely means you lose the game. &lt;br /&gt;
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&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. It&#039;s a good safety net if a unit loses their Hekatos. A valid option if you find yourself having the points to spare and want another artefact, as you will likely be running these units anyway.  Pro-tip; as is, don&#039;t take Vormortion with this battalion, he&#039;s not worth it here.&lt;br /&gt;
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&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. Very situational and not very impressive for the points. Simply needs a lot of specific conditions to occur for this to even be activated. For example, unless you are charged turn one, this ability will not be active as your harvester won&#039;t be within 3&amp;quot; of any enemies. &lt;br /&gt;
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&amp;lt;big&amp;gt; &#039;&#039;&#039;Vokmortian’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. It does require you to run Vokmortian, who is probably the worst unit in the entire army, so that&#039;s quite a downside to dream this big. &lt;br /&gt;
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&amp;lt;big&amp;gt; &#039;&#039;&#039;Vokmortian’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;Vokmortian, 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. However, it still requires you to pay for Vokmortian, the overcosted caster with a terrible warscroll spell and no natural bonus to cast. &lt;br /&gt;
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&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;
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&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;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Horrek&#039;s Dreadlance&#039;&#039;&#039;&amp;lt;/big&amp;gt; -- pts (min points: &#039;&#039;&#039;---&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Arch-Kavalos (Horrek), 2 Kavalos Deathriders.&#039;&#039;&lt;br /&gt;
A battallion from Broken Realms. This battallion must be taken with the Stalliarch Lords legion.&lt;br /&gt;
The Arch-Kavalos is a named character (Horrek) and has to be the first &#039;&#039;&#039;LIEGE&#039;&#039;&#039; to take an artifact and take the Nadir-bound Mount (his legions artifact), if he is chosen as general he has the Twisted Challenge Command Trait (His legion&#039;s again).&lt;br /&gt;
This battallion allows you to regain the RDP you spent on Rally Back (The Stalliarch Lord&#039;s unique command abilitty) on a 4+.. It is extremely boring and probably not worth the cost since you can just spend the battallion cost on another unit of deathriders.&lt;br /&gt;
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==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;
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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;
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=== 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 in 2.0 and the slight buff in 3.0, Mortis Praetorians and Petrifex share the top spot.&lt;br /&gt;
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==== 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 a penalty to rend rolls making the Liege basically indestructible, as Nagash would want.  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;
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You can also build Nagash or Arkhan centric lists, and those typically look like Nagash/Arkhan, blobs of 30 guard and a support unit or two.  Taking Arkhan and Katakros together is a potent alternative to taking Nagash, especially following Nagash&#039;s points increase and Katakros&#039; points drop.&lt;br /&gt;
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==== Battleline ====&lt;br /&gt;
&lt;br /&gt;
Mortek Guard, usually a pair of 2 30 blobs are great (and also almost half your army, so its probably best to run them in smaller groups to have more board presence.) Then, fill out the battleline with some of those dead ponies. Seriously, Mortek Guard are only 140 points right now, can be given exploding 5+s and additional rend (in Petrifix Elite.)  They&#039;re practically the backbone of any Ossiarch army.&lt;br /&gt;
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==== Other Models ====&lt;br /&gt;
&lt;br /&gt;
Necropolis Stalkers are your can-openers, popping heavily armored units.  They can also move as if flying, opening up more options, and are cheaper than the other Hekatos units.&lt;br /&gt;
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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;
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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;
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==== 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;
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==== 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 4+/6+ save turns into a 4+/4+/6+ save.  Now, add in one of those Harvesters, meaning that you have a 4+/4+/4+/6+ save, or a 10% chance to fail incoming non-rend armor saves. That means that for every 20 armor saves, less than three should convert to a wound.&lt;br /&gt;
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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;
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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;
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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 specific legion artefact. 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;
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==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 RDP, plus an Endless Spell or two.&lt;br /&gt;
&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;
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===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;
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Alternatively, take 2 of Ballistari battalions. Lose the Soulmason but gain some mad defenses.&lt;br /&gt;
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=== 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. The army formerly known as 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:FFC0:59C6:3652:4A4F:28F2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24523</id>
		<title>Age of Sigmar/Tactics/Death/Ossiarch Bonereapers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24523"/>
		<updated>2021-10-22T08:54:30Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:59C6:3652:4A4F:28F2: /* Cons */&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;
* You want a sneak peek at what civilization would be like if Nagash wins.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* [[Awesome|&#039;&#039;&#039;Immunity to Battleshock!&#039;&#039;&#039;]]  In addition to being 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 (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;
* Bonereaper legions bring awesome upgrades to your skellies.  Want to reduce bravery and stockpile RDP?  go Mortis Praetorians.  Want to worsen the enemy&#039;s rend?  go Petrifex Elite.&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 hinder them from using Command Abilities.&lt;br /&gt;
* [[Awesome|In 3.0 they are the only army that can use command abilities more than once in the same phase due to the relentless discipline points mechanic]].&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;
* If you&#039;re sick of those magic-heavy armies like Tzeentch&#039;s forces, the Lizardmen and the Lumineth, the Null Myriad Bonereaper Legion is for you with army-wide +5 immunity to spells that can be buffed.&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 nearby - the more they attack you, the more they die!  [[Awesome|Rinse and repeat, since you can bring back slain models!]]&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 - or bring back dead models from units.&lt;br /&gt;
* Our Endless Spells are awesome.  Not only that, they&#039;re Bonded, so no friendly fire and they&#039;re always under the casting player&#039;s control.  Also no more -1 to cast from the old &amp;quot;Soul-linked&amp;quot; rule.&lt;br /&gt;
* If you like bone puns...&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Most of your army is slow.  As a result, shooting armies can really hurt Bonereapers (especially the Kharadron Overlords), though there are a few ways to take the sting off.&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;
* There were several sweet generic Command Point abilities added... that Bonereapers alone are unable to use due to the RDP mechanic (the price Bonereapers pay for being the only ones able to spam CA now).  Also, you still gain a regular command point each turn which you can&#039;t use... but some opponents can steal and then use against you.&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;
* Few consistent to get Mortal Wounds.  While most units and characters have at least one way to deal with Mortal Wounds, it often relies on the situation (Kavalos Bonereapers charging) or is one use only (Mortek Crawler&#039;s Cursed Lodestone) in addition to the dice. Even when spamming MW dealers including the Crematorians Legion and anyone with &amp;quot;Kavalos&amp;quot; in their name, it 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, Lumineth and Seraphon).&lt;br /&gt;
* Nagash is overcosted.  Despite what he brings, his points cost is way too high.&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;
* If you know the Greek language, it&#039;ll be hard to take any unit or hero with &amp;quot;Kavalos&amp;quot; in their name seriously.&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.  Mediocre.&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;
#&#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.  Situational, it&#039;s overall less useful than the other options available.  However armies with widespread mechanics revolving around rolling those 6&#039;s will hate this, such as the [[Lumineth Realm Lords|Lu-methheads]], the [[Nighthaunt|ghosties]] and [[Daughters of Khaine|Morathi&#039;s cheerleaders]].&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;Bonded&#039;&#039;&#039; ability, meaning they are always under the control of the casting wizard (no chance for them to go wild) whatever their range. The caster can not attempt to summon another Endless spell while Bonded. If the caster is removed, the bonded Endless spell is also removed.&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;: 85 points, 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;: 85 points, 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. The COMBO with this spell is to cast it near a horde unit, snipe a model with the nexus in the hero phase, and then also shoot some stuff in the shooting phase with the crawler. This has the potential to produce a multi-phase aoe mortal wound pulsing engine. Too expensive at 85 points. What the fuck were you thinking GW.&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;: 65 points, 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.&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... until 3rd edition, where Petrifex gained the ability to reduce rend as a consolation prize.  And given that Mystic Shield now gives a +1 to saves bonus... Guess who&#039;s back, back again.  Petrifex&#039;s back, tell a friend.  Now it&#039;s more even with a wider range of strategies.&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 decent but not an auto-take.  Plus other death armies capitalize on &amp;quot;fear-bombing&amp;quot; a bit more effectively (looking at you, Nighthaunt).  Also recommended to take Zandtos if you insist on a Liege-Kavalos unless you have another plan in mind.&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;: Worsen the Rend characteristic of weapons that target Petrifex Elite units by 1, to a minimum of ‘-’.&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) mostly 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.  It went from great to meh then good.  One of the best choices, but no longer the auto-take.&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;&amp;lt;s&amp;gt;Cheese&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Chad&amp;lt;/s&amp;gt; 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 absolute worst. This army has +1 to hit falling out its ass, why the fuck would you take a -1 to save (fucking huge in 3.0) for a buff you can get from a Liege with the Crown or the Shrieker. The worst choice crunch-wise compared to the others.&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.  Especially lulzy against Sons of Behemat, given how reliant they are on combat... which is ground zero for 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;: (470pts) 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 boost Katakros&#039; movement to 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 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;: (970pts) Changed from his early forms, Nagash is now &#039;&#039;&#039;95&#039;&#039;&#039; 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. Also worth noting that Arkhan is one of the few ways to actually bring back models in the hero phase, and he does it quite well. An extremely strong choice as a recursion and magic defender unit. &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;: (205pts) 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 Vokmortian, Master of the Bone-tithe]&#039;&#039;&#039;: (155pts) He is a HOT GARBAGE 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. &lt;br /&gt;
**A bit unreliable is the undersell of the century.  First, a caster with a terrible save profile has to be within 1&amp;quot; of an enemy. Then this caster, with NO BONUS TO CAST, has to roll an 8 to get this garbage spell off. BUT OH, you say, THOSE THINGS HAVE HAPPENED! Well hold up friend, now you have a 33% chance of the spell actually doing anything. 180 points btw. Overall, he should be in the garbage, or if you insist on running him, 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;: (185pts) 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;: (115pts) 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;: (135pts) Your only generic hero way to heal units in the hero phase, 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, 140pts, Min:10, Max:30) Your basic skellies are a decently-protected lot with a 4+ save. Their basic weapons are 2 attacks with -1 Rend sword or a spear, both can double the hits inflicted on a 6+ to hit. The greatblade, on the other hand, trades that for a slightly better wound score, which isn&#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, 190pts, Min:5, Max:15) Your basic skellies, but on a horse! When compared to their foot-slogging brothers, these guys have +1 attack and 3 wounds each, the 2 extra pony swings we all know and love (actually, even their horses are on steroids, wounding on a 3+), and a whopping 12&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;: (190pts, Min:3, Max:6)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. Unfortunately, OBR doesn&#039;t have the luxury to be spending points on these awesome bodyguard chads so these guys have to date never seen any competitive play. &lt;br /&gt;
&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;: (190/185pts, Min:2, Max:4) 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;: (215pts, 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 another source of precious calcium/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;: (215pts, 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. Great as a general all-rounder, and in MOST scenarios is strictly better than going for one of the situational special shots below.&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. Worth noting that forcing support heros to make saves or take 5 damage from the normal shot is often also enough to kill the hero outright. Did that daemon prince swoop in and drop you to 1 wound? Wouldn&#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;
Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and doodads are going to be likely added to the faction rules as default.&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.  Solid choice, pun intended, the only drawback is if you want a more offensive playstyle since this is defensive-based and you&#039;re focused on bubble-wrapping a character. &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. Especially useful in Stalliarch Lords as those units can then run and charge after. This is OBR&#039;s best way to alpha strike.&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. A decent way to keep your crawlers alive, but this will likely just result in your opponent blowing up entire units of guard instead, which likely means you lose the game. &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. It&#039;s a good safety net if a unit loses their Hekatos. A valid option if you find yourself having the points to spare and want another artefact, as you will likely be running these units anyway.  Pro-tip; as is, don&#039;t take Vormortion with this battalion, he&#039;s not worth it here.&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. Very situational and not very impressive for the points. Simply needs a lot of specific conditions to occur for this to even be activated. For example, unless you are charged turn one, this ability will not be active as your harvester won&#039;t be within 3&amp;quot; of any enemies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Vokmortian’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. It does require you to run Vokmortian, who is probably the worst unit in the entire army, so that&#039;s quite a downside to dream this big. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Vokmortian’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;Vokmortian, 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. However, it still requires you to pay for Vokmortian, the overcosted caster with a terrible warscroll spell and no natural bonus to cast. &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;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Horrek&#039;s Dreadlance&#039;&#039;&#039;&amp;lt;/big&amp;gt; -- pts (min points: &#039;&#039;&#039;---&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Arch-Kavalos (Horrek), 2 Kavalos Deathriders.&#039;&#039;&lt;br /&gt;
A battallion from Broken Realms. This battallion must be taken with the Stalliarch Lords legion.&lt;br /&gt;
The Arch-Kavalos is a named character (Horrek) and has to be the first &#039;&#039;&#039;LIEGE&#039;&#039;&#039; to take an artifact and take the Nadir-bound Mount (his legions artifact), if he is chosen as general he has the Twisted Challenge Command Trait (His legion&#039;s again).&lt;br /&gt;
This battallion allows you to regain the RDP you spent on Rally Back (The Stalliarch Lord&#039;s unique command abilitty) on a 4+.. It is extremely boring and probably not worth the cost since you can just spend the battallion cost on another unit of deathriders.&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 in 2.0 and the slight buff in 3.0, Mortis Praetorians and Petrifex share the top spot.&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 a penalty to rend rolls making the Liege basically indestructible, as Nagash would want.  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, blobs of 30 guard and a support unit or two.  Taking Arkhan and Katakros together is a potent alternative to taking Nagash, especially following Nagash&#039;s points increase and Katakros&#039; points drop.&lt;br /&gt;
&lt;br /&gt;
==== Battleline ====&lt;br /&gt;
&lt;br /&gt;
Mortek Guard, usually a pair of 2 30 blobs are great (and also almost half your army, so its probably best to run them in smaller groups to have more board presence.) Then, fill out the battleline with some of those dead ponies. Seriously, Mortek Guard are only 140 points right now, can be given exploding 5+s and additional rend (in Petrifix Elite.)  They&#039;re practically the backbone of any Ossiarch army.&lt;br /&gt;
&lt;br /&gt;
==== Other Models ====&lt;br /&gt;
&lt;br /&gt;
Necropolis Stalkers are your can-openers, popping heavily armored units.  They can also move as if flying, opening up more options, and are cheaper than the other Hekatos units.&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 4+/6+ save turns into a 4+/4+/6+ save.  Now, add in one of those Harvesters, meaning that you have a 4+/4+/4+/6+ save, or a 10% chance to fail incoming non-rend armor saves. That means that for every 20 armor saves, less than three 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 specific legion artefact. 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 RDP, plus an Endless Spell or two.&lt;br /&gt;
&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. The army formerly known as 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:FFC0:59C6:3652:4A4F:28F2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24522</id>
		<title>Age of Sigmar/Tactics/Death/Ossiarch Bonereapers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24522"/>
		<updated>2021-10-22T08:54:14Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:59C6:3652:4A4F:28F2: /* Cons */&lt;/p&gt;
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&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;
* You want a sneak peek at what civilization would be like if Nagash wins.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* [[Awesome|&#039;&#039;&#039;Immunity to Battleshock!&#039;&#039;&#039;]]  In addition to being 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 (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;
* Bonereaper legions bring awesome upgrades to your skellies.  Want to reduce bravery and stockpile RDP?  go Mortis Praetorians.  Want to worsen the enemy&#039;s rend?  go Petrifex Elite.&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 hinder them from using Command Abilities.&lt;br /&gt;
* [[Awesome|In 3.0 they are the only army that can use command abilities more than once in the same phase due to the relentless discipline points mechanic]].&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;
* If you&#039;re sick of those magic-heavy armies like Tzeentch&#039;s forces, the Lizardmen and the Lumineth, the Null Myriad Bonereaper Legion is for you with army-wide +5 immunity to spells that can be buffed.&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 nearby - the more they attack you, the more they die!  [[Awesome|Rinse and repeat, since you can bring back slain models!]]&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 - or bring back dead models from units.&lt;br /&gt;
* Our Endless Spells are awesome.  Not only that, they&#039;re Bonded, so no friendly fire and they&#039;re always under the casting player&#039;s control.  Also no more -1 to cast from the old &amp;quot;Soul-linked&amp;quot; rule.&lt;br /&gt;
* If you like bone puns...&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Most of your army is slow.  As a result, shooting armies can really hurt Bonereapers (especially the Kharadron Overlords), though there are a few ways to take the sting off.&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;
* There were several sweet generic Command Point abilities added... that Bonereapers alone are unable to use due to the RDP mechanic (the price Bonereapers pay for being the only ones able to spam CA now).  Also, you still gain a regular command point each turn which you can&#039;t use... but your opponent can steal and then use against you.&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;
* Few consistent to get Mortal Wounds.  While most units and characters have at least one way to deal with Mortal Wounds, it often relies on the situation (Kavalos Bonereapers charging) or is one use only (Mortek Crawler&#039;s Cursed Lodestone) in addition to the dice. Even when spamming MW dealers including the Crematorians Legion and anyone with &amp;quot;Kavalos&amp;quot; in their name, it 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, Lumineth and Seraphon).&lt;br /&gt;
* Nagash is overcosted.  Despite what he brings, his points cost is way too high.&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;
* If you know the Greek language, it&#039;ll be hard to take any unit or hero with &amp;quot;Kavalos&amp;quot; in their name seriously.&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.  Mediocre.&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;
#&#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.  Situational, it&#039;s overall less useful than the other options available.  However armies with widespread mechanics revolving around rolling those 6&#039;s will hate this, such as the [[Lumineth Realm Lords|Lu-methheads]], the [[Nighthaunt|ghosties]] and [[Daughters of Khaine|Morathi&#039;s cheerleaders]].&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;Bonded&#039;&#039;&#039; ability, meaning they are always under the control of the casting wizard (no chance for them to go wild) whatever their range. The caster can not attempt to summon another Endless spell while Bonded. If the caster is removed, the bonded Endless spell is also removed.&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;: 85 points, 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;: 85 points, 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. The COMBO with this spell is to cast it near a horde unit, snipe a model with the nexus in the hero phase, and then also shoot some stuff in the shooting phase with the crawler. This has the potential to produce a multi-phase aoe mortal wound pulsing engine. Too expensive at 85 points. What the fuck were you thinking GW.&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;: 65 points, 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.&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... until 3rd edition, where Petrifex gained the ability to reduce rend as a consolation prize.  And given that Mystic Shield now gives a +1 to saves bonus... Guess who&#039;s back, back again.  Petrifex&#039;s back, tell a friend.  Now it&#039;s more even with a wider range of strategies.&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 decent but not an auto-take.  Plus other death armies capitalize on &amp;quot;fear-bombing&amp;quot; a bit more effectively (looking at you, Nighthaunt).  Also recommended to take Zandtos if you insist on a Liege-Kavalos unless you have another plan in mind.&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;: Worsen the Rend characteristic of weapons that target Petrifex Elite units by 1, to a minimum of ‘-’.&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) mostly 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.  It went from great to meh then good.  One of the best choices, but no longer the auto-take.&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;&amp;lt;s&amp;gt;Cheese&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Chad&amp;lt;/s&amp;gt; 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 absolute worst. This army has +1 to hit falling out its ass, why the fuck would you take a -1 to save (fucking huge in 3.0) for a buff you can get from a Liege with the Crown or the Shrieker. The worst choice crunch-wise compared to the others.&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.  Especially lulzy against Sons of Behemat, given how reliant they are on combat... which is ground zero for 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;: (470pts) 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 boost Katakros&#039; movement to 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 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;: (970pts) Changed from his early forms, Nagash is now &#039;&#039;&#039;95&#039;&#039;&#039; 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. Also worth noting that Arkhan is one of the few ways to actually bring back models in the hero phase, and he does it quite well. An extremely strong choice as a recursion and magic defender unit. &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;: (205pts) 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 Vokmortian, Master of the Bone-tithe]&#039;&#039;&#039;: (155pts) He is a HOT GARBAGE 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. &lt;br /&gt;
**A bit unreliable is the undersell of the century.  First, a caster with a terrible save profile has to be within 1&amp;quot; of an enemy. Then this caster, with NO BONUS TO CAST, has to roll an 8 to get this garbage spell off. BUT OH, you say, THOSE THINGS HAVE HAPPENED! Well hold up friend, now you have a 33% chance of the spell actually doing anything. 180 points btw. Overall, he should be in the garbage, or if you insist on running him, 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;: (185pts) 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;: (115pts) 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;: (135pts) Your only generic hero way to heal units in the hero phase, 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, 140pts, Min:10, Max:30) Your basic skellies are a decently-protected lot with a 4+ save. Their basic weapons are 2 attacks with -1 Rend sword or a spear, both can double the hits inflicted on a 6+ to hit. The greatblade, on the other hand, trades that for a slightly better wound score, which isn&#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, 190pts, Min:5, Max:15) Your basic skellies, but on a horse! When compared to their foot-slogging brothers, these guys have +1 attack and 3 wounds each, the 2 extra pony swings we all know and love (actually, even their horses are on steroids, wounding on a 3+), and a whopping 12&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;: (190pts, Min:3, Max:6)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. Unfortunately, OBR doesn&#039;t have the luxury to be spending points on these awesome bodyguard chads so these guys have to date never seen any competitive play. &lt;br /&gt;
&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;: (190/185pts, Min:2, Max:4) 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;: (215pts, 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 another source of precious calcium/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;: (215pts, 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. Great as a general all-rounder, and in MOST scenarios is strictly better than going for one of the situational special shots below.&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. Worth noting that forcing support heros to make saves or take 5 damage from the normal shot is often also enough to kill the hero outright. Did that daemon prince swoop in and drop you to 1 wound? Wouldn&#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;
Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and doodads are going to be likely added to the faction rules as default.&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.  Solid choice, pun intended, the only drawback is if you want a more offensive playstyle since this is defensive-based and you&#039;re focused on bubble-wrapping a character. &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. Especially useful in Stalliarch Lords as those units can then run and charge after. This is OBR&#039;s best way to alpha strike.&lt;br /&gt;
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&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;
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&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. A decent way to keep your crawlers alive, but this will likely just result in your opponent blowing up entire units of guard instead, which likely means you lose the game. &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. It&#039;s a good safety net if a unit loses their Hekatos. A valid option if you find yourself having the points to spare and want another artefact, as you will likely be running these units anyway.  Pro-tip; as is, don&#039;t take Vormortion with this battalion, he&#039;s not worth it here.&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. Very situational and not very impressive for the points. Simply needs a lot of specific conditions to occur for this to even be activated. For example, unless you are charged turn one, this ability will not be active as your harvester won&#039;t be within 3&amp;quot; of any enemies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Vokmortian’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. It does require you to run Vokmortian, who is probably the worst unit in the entire army, so that&#039;s quite a downside to dream this big. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Vokmortian’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;Vokmortian, 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. However, it still requires you to pay for Vokmortian, the overcosted caster with a terrible warscroll spell and no natural bonus to cast. &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;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Horrek&#039;s Dreadlance&#039;&#039;&#039;&amp;lt;/big&amp;gt; -- pts (min points: &#039;&#039;&#039;---&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Arch-Kavalos (Horrek), 2 Kavalos Deathriders.&#039;&#039;&lt;br /&gt;
A battallion from Broken Realms. This battallion must be taken with the Stalliarch Lords legion.&lt;br /&gt;
The Arch-Kavalos is a named character (Horrek) and has to be the first &#039;&#039;&#039;LIEGE&#039;&#039;&#039; to take an artifact and take the Nadir-bound Mount (his legions artifact), if he is chosen as general he has the Twisted Challenge Command Trait (His legion&#039;s again).&lt;br /&gt;
This battallion allows you to regain the RDP you spent on Rally Back (The Stalliarch Lord&#039;s unique command abilitty) on a 4+.. It is extremely boring and probably not worth the cost since you can just spend the battallion cost on another unit of deathriders.&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 in 2.0 and the slight buff in 3.0, Mortis Praetorians and Petrifex share the top spot.&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 a penalty to rend rolls making the Liege basically indestructible, as Nagash would want.  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, blobs of 30 guard and a support unit or two.  Taking Arkhan and Katakros together is a potent alternative to taking Nagash, especially following Nagash&#039;s points increase and Katakros&#039; points drop.&lt;br /&gt;
&lt;br /&gt;
==== Battleline ====&lt;br /&gt;
&lt;br /&gt;
Mortek Guard, usually a pair of 2 30 blobs are great (and also almost half your army, so its probably best to run them in smaller groups to have more board presence.) Then, fill out the battleline with some of those dead ponies. Seriously, Mortek Guard are only 140 points right now, can be given exploding 5+s and additional rend (in Petrifix Elite.)  They&#039;re practically the backbone of any Ossiarch army.&lt;br /&gt;
&lt;br /&gt;
==== Other Models ====&lt;br /&gt;
&lt;br /&gt;
Necropolis Stalkers are your can-openers, popping heavily armored units.  They can also move as if flying, opening up more options, and are cheaper than the other Hekatos units.&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 4+/6+ save turns into a 4+/4+/6+ save.  Now, add in one of those Harvesters, meaning that you have a 4+/4+/4+/6+ save, or a 10% chance to fail incoming non-rend armor saves. That means that for every 20 armor saves, less than three 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 specific legion artefact. 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 RDP, plus an Endless Spell or two.&lt;br /&gt;
&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. The army formerly known as 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:FFC0:59C6:3652:4A4F:28F2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24521</id>
		<title>Age of Sigmar/Tactics/Death/Ossiarch Bonereapers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24521"/>
		<updated>2021-10-22T08:48:57Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:59C6:3652:4A4F:28F2: /* Pros */&lt;/p&gt;
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&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;
* You want a sneak peek at what civilization would be like if Nagash wins.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* [[Awesome|&#039;&#039;&#039;Immunity to Battleshock!&#039;&#039;&#039;]]  In addition to being 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 (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;
* Bonereaper legions bring awesome upgrades to your skellies.  Want to reduce bravery and stockpile RDP?  go Mortis Praetorians.  Want to worsen the enemy&#039;s rend?  go Petrifex Elite.&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 hinder them from using Command Abilities.&lt;br /&gt;
* [[Awesome|In 3.0 they are the only army that can use command abilities more than once in the same phase due to the relentless discipline points mechanic]].&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;
* If you&#039;re sick of those magic-heavy armies like Tzeentch&#039;s forces, the Lizardmen and the Lumineth, the Null Myriad Bonereaper Legion is for you with army-wide +5 immunity to spells that can be buffed.&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 nearby - the more they attack you, the more they die!  [[Awesome|Rinse and repeat, since you can bring back slain models!]]&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 - or bring back dead models from units.&lt;br /&gt;
* Our Endless Spells are awesome.  Not only that, they&#039;re Bonded, so no friendly fire and they&#039;re always under the casting player&#039;s control.  Also no more -1 to cast from the old &amp;quot;Soul-linked&amp;quot; rule.&lt;br /&gt;
* If you like bone puns...&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Most of your army is slow.  As a result, shooting armies can really hurt Bonereapers (especially the Kharadron Overlords), though there are a few ways to take the sting off.&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;
* There were several sweet generic Command Point abilities added... that Bonereapers alone are unable to use due to the RDP mechanic (the price Bonereapers pay for being the only ones able to spam CA now).  Also, you still gain a regular command point each turn which you can&#039;t use... but your opponent can steal.&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 including 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, Lumineth and Seraphon).&lt;br /&gt;
* Nagash is overcosted.  Despite what he brings, his points cost is way too high.&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;
* If you know the Greek language, it&#039;ll be hard to take any unit or hero with &amp;quot;Kavalos&amp;quot; in their name seriously.&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.  Mediocre.&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;
#&#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.  Situational, it&#039;s overall less useful than the other options available.  However armies with widespread mechanics revolving around rolling those 6&#039;s will hate this, such as the [[Lumineth Realm Lords|Lu-methheads]], the [[Nighthaunt|ghosties]] and [[Daughters of Khaine|Morathi&#039;s cheerleaders]].&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;Bonded&#039;&#039;&#039; ability, meaning they are always under the control of the casting wizard (no chance for them to go wild) whatever their range. The caster can not attempt to summon another Endless spell while Bonded. If the caster is removed, the bonded Endless spell is also removed.&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;: 85 points, 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;: 85 points, 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. The COMBO with this spell is to cast it near a horde unit, snipe a model with the nexus in the hero phase, and then also shoot some stuff in the shooting phase with the crawler. This has the potential to produce a multi-phase aoe mortal wound pulsing engine. Too expensive at 85 points. What the fuck were you thinking GW.&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;: 65 points, 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.&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... until 3rd edition, where Petrifex gained the ability to reduce rend as a consolation prize.  And given that Mystic Shield now gives a +1 to saves bonus... Guess who&#039;s back, back again.  Petrifex&#039;s back, tell a friend.  Now it&#039;s more even with a wider range of strategies.&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 decent but not an auto-take.  Plus other death armies capitalize on &amp;quot;fear-bombing&amp;quot; a bit more effectively (looking at you, Nighthaunt).  Also recommended to take Zandtos if you insist on a Liege-Kavalos unless you have another plan in mind.&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;: Worsen the Rend characteristic of weapons that target Petrifex Elite units by 1, to a minimum of ‘-’.&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) mostly 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.  It went from great to meh then good.  One of the best choices, but no longer the auto-take.&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;&amp;lt;s&amp;gt;Cheese&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Chad&amp;lt;/s&amp;gt; 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 absolute worst. This army has +1 to hit falling out its ass, why the fuck would you take a -1 to save (fucking huge in 3.0) for a buff you can get from a Liege with the Crown or the Shrieker. The worst choice crunch-wise compared to the others.&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.  Especially lulzy against Sons of Behemat, given how reliant they are on combat... which is ground zero for 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;: (470pts) 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 boost Katakros&#039; movement to 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 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;: (970pts) Changed from his early forms, Nagash is now &#039;&#039;&#039;95&#039;&#039;&#039; 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. Also worth noting that Arkhan is one of the few ways to actually bring back models in the hero phase, and he does it quite well. An extremely strong choice as a recursion and magic defender unit. &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;: (205pts) 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 Vokmortian, Master of the Bone-tithe]&#039;&#039;&#039;: (155pts) He is a HOT GARBAGE 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. &lt;br /&gt;
**A bit unreliable is the undersell of the century.  First, a caster with a terrible save profile has to be within 1&amp;quot; of an enemy. Then this caster, with NO BONUS TO CAST, has to roll an 8 to get this garbage spell off. BUT OH, you say, THOSE THINGS HAVE HAPPENED! Well hold up friend, now you have a 33% chance of the spell actually doing anything. 180 points btw. Overall, he should be in the garbage, or if you insist on running him, 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;: (185pts) 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;: (115pts) 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;: (135pts) Your only generic hero way to heal units in the hero phase, 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, 140pts, Min:10, Max:30) Your basic skellies are a decently-protected lot with a 4+ save. Their basic weapons are 2 attacks with -1 Rend sword or a spear, both can double the hits inflicted on a 6+ to hit. The greatblade, on the other hand, trades that for a slightly better wound score, which isn&#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, 190pts, Min:5, Max:15) Your basic skellies, but on a horse! When compared to their foot-slogging brothers, these guys have +1 attack and 3 wounds each, the 2 extra pony swings we all know and love (actually, even their horses are on steroids, wounding on a 3+), and a whopping 12&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;: (190pts, Min:3, Max:6)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. Unfortunately, OBR doesn&#039;t have the luxury to be spending points on these awesome bodyguard chads so these guys have to date never seen any competitive play. &lt;br /&gt;
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*&#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;: (190/185pts, Min:2, Max:4) 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;
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===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;: (215pts, 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 another source of precious calcium/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;: (215pts, 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. Great as a general all-rounder, and in MOST scenarios is strictly better than going for one of the situational special shots below.&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. Worth noting that forcing support heros to make saves or take 5 damage from the normal shot is often also enough to kill the hero outright. Did that daemon prince swoop in and drop you to 1 wound? Wouldn&#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;
Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and doodads are going to be likely added to the faction rules as default.&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;
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&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.  Solid choice, pun intended, the only drawback is if you want a more offensive playstyle since this is defensive-based and you&#039;re focused on bubble-wrapping a character. &lt;br /&gt;
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&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. Especially useful in Stalliarch Lords as those units can then run and charge after. This is OBR&#039;s best way to alpha strike.&lt;br /&gt;
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&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;
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&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. A decent way to keep your crawlers alive, but this will likely just result in your opponent blowing up entire units of guard instead, which likely means you lose the game. &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. It&#039;s a good safety net if a unit loses their Hekatos. A valid option if you find yourself having the points to spare and want another artefact, as you will likely be running these units anyway.  Pro-tip; as is, don&#039;t take Vormortion with this battalion, he&#039;s not worth it here.&lt;br /&gt;
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&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. Very situational and not very impressive for the points. Simply needs a lot of specific conditions to occur for this to even be activated. For example, unless you are charged turn one, this ability will not be active as your harvester won&#039;t be within 3&amp;quot; of any enemies. &lt;br /&gt;
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&amp;lt;big&amp;gt; &#039;&#039;&#039;Vokmortian’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. It does require you to run Vokmortian, who is probably the worst unit in the entire army, so that&#039;s quite a downside to dream this big. &lt;br /&gt;
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&amp;lt;big&amp;gt; &#039;&#039;&#039;Vokmortian’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;Vokmortian, 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. However, it still requires you to pay for Vokmortian, the overcosted caster with a terrible warscroll spell and no natural bonus to cast. &lt;br /&gt;
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&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;
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&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;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Horrek&#039;s Dreadlance&#039;&#039;&#039;&amp;lt;/big&amp;gt; -- pts (min points: &#039;&#039;&#039;---&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Arch-Kavalos (Horrek), 2 Kavalos Deathriders.&#039;&#039;&lt;br /&gt;
A battallion from Broken Realms. This battallion must be taken with the Stalliarch Lords legion.&lt;br /&gt;
The Arch-Kavalos is a named character (Horrek) and has to be the first &#039;&#039;&#039;LIEGE&#039;&#039;&#039; to take an artifact and take the Nadir-bound Mount (his legions artifact), if he is chosen as general he has the Twisted Challenge Command Trait (His legion&#039;s again).&lt;br /&gt;
This battallion allows you to regain the RDP you spent on Rally Back (The Stalliarch Lord&#039;s unique command abilitty) on a 4+.. It is extremely boring and probably not worth the cost since you can just spend the battallion cost on another unit of deathriders.&lt;br /&gt;
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==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;
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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;
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=== Currently Competitive ===&lt;br /&gt;
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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 in 2.0 and the slight buff in 3.0, Mortis Praetorians and Petrifex share the top spot.&lt;br /&gt;
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==== Heroes ====&lt;br /&gt;
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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 a penalty to rend rolls making the Liege basically indestructible, as Nagash would want.  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;
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You can also build Nagash or Arkhan centric lists, and those typically look like Nagash/Arkhan, blobs of 30 guard and a support unit or two.  Taking Arkhan and Katakros together is a potent alternative to taking Nagash, especially following Nagash&#039;s points increase and Katakros&#039; points drop.&lt;br /&gt;
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==== Battleline ====&lt;br /&gt;
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Mortek Guard, usually a pair of 2 30 blobs are great (and also almost half your army, so its probably best to run them in smaller groups to have more board presence.) Then, fill out the battleline with some of those dead ponies. Seriously, Mortek Guard are only 140 points right now, can be given exploding 5+s and additional rend (in Petrifix Elite.)  They&#039;re practically the backbone of any Ossiarch army.&lt;br /&gt;
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==== Other Models ====&lt;br /&gt;
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Necropolis Stalkers are your can-openers, popping heavily armored units.  They can also move as if flying, opening up more options, and are cheaper than the other Hekatos units.&lt;br /&gt;
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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;
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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;
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==== Spells ====&lt;br /&gt;
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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;
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==== Using Battalions ====&lt;br /&gt;
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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 4+/6+ save turns into a 4+/4+/6+ save.  Now, add in one of those Harvesters, meaning that you have a 4+/4+/4+/6+ save, or a 10% chance to fail incoming non-rend armor saves. That means that for every 20 armor saves, less than three should convert to a wound.&lt;br /&gt;
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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;
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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;
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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 specific legion artefact. 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;
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==Tactics==&lt;br /&gt;
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===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 RDP, plus an Endless Spell or two.&lt;br /&gt;
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* 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;
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===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;
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Alternatively, take 2 of Ballistari battalions. Lose the Soulmason but gain some mad defenses.&lt;br /&gt;
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=== Feast of Bones upgrades ===&lt;br /&gt;
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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;
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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;
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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;
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==Allied Armies==&lt;br /&gt;
No Allies. Nope, none. Nighthaunt hate your guts. The army formerly known as 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;
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There is... one... however...&lt;br /&gt;
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*&#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;
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{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
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