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==Allegiance Abilities== ===Battle Traits=== *'''Ranks Unbroken by Dissent:''' [[Awesome|Do not take battleshock tests for friendly OSSIARCH BONEREAPER units]]. Yes, you read that right, immunity to Battleshock. Your enemy's only options are killing, flee or be killed. *'''Relentless Discipline:''' 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). **Generate a Relentless Discipline Point if: *** EACH {{AOSKeyword|Ossiarch Bonereapers Hero}} - 1 *** EACH Warscroll Battalion - 1 *** EACH Friendly {{AOSKeyword|LIEGE}} - 1 *** If KATAKROS is the general and on the battlefield - 3 *** Roll a die for each UNIT with the {{AOSKeyword|OSSIARCH BONEREAPERS}} keyword, including the previous {{AOSKeyword|HEROES}}. On a 6, you get 1. **Unfortunately, you can'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. **Fortunately, you can use each command ability more than once a turn. Since other armies can't use the same command ability more than once, this is a good consolation prize. *'''Deathless Warriors''': It allows you to ignore wounds and mortal wounds on a 6+. However, you'll be able to get more mileage out of it than other Death armies, as any unit wholly within 12" of a {{AOSKeyword|BONEREAPERS Hero}} or 6" 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. *'''Unstoppable Advance (CA)''': In Movement Phase. Pick 1 unit within X" of a hero or hekatos. +3" movement. It can still run OR charge. You cannot pick the same unit more than once per phase. *'''Reknit Constructs (CA)''': A friendly Ossiarch Bonereaper unit that hasn't moved and is more than 3" from an enemy unit can heal up to D3 wounds or return a number of slain models with a combined wounds characteristic of D3 or less. More healing is good, and it reduces the sting of losing Harvesters/Boneshapers/certain named characters (while also buffing them). *'''Unflinching Coordination (CA)''': Pick a non-hero friendly Ossiarch unit that has not already fought for the first time in the combat phase and is within 3" of an enemy unit if an Ossiarch hero has already fought in that combat phase. This unit can fight immediately. Bonereapers learned how to double-tap. Use on a big unit of Mortek Guard for maximum effect. *'''Relentless Leadership (HA)''': That's right, we get a unique Heroic Action. This one allows one Hero to issue free command abilities for a turn, as long as they're from the “Ossiarch Command Abilities” list. While RDP are rarely in short supply, this is good, especially later in the game or if most of the army's heroes have been slain. *'''Necromantic Mastery (HA)''': Yep, another Heroic Action for us, and what a doozy it is! Mortisan Heroes (Mir Kainan, Boneshapers, Soulmasons and Soulreapers) can use this Heroic Action to mean that the first spell they cast each round ''cannot be unbound''. The only other model in the game who can have spells that can't be unbound is Teclis, a literal god. And it's superior to "Deep Thinkers" as it can't be unbound. Suck it, [[Lumineth Realm-Lords|Lu-methheads]]! ===Command Traits=== ====Liege-Kavalos==== *'''Ancient Knowledge:''' While on the battlefield, get an extra RDP at the start of the battle round. *'''Immortal Ruler:''' Deathless Warrior trait works on a 5+ for this general. Always good. *'''Dark Acolyte:''' Becomes a 1 cast/unbind {{AOSKeyword|WIZARD}} with one Mortisan Lore spell. *'''Peerless Warrior:''' Melee wound rolls of 6 deal an extra mortal wound. *'''Hatred of the Living:''' +1 to hit in melee (including their mount) against non-{{AOSKeyword|DEATH}} units. *'''Life-stealer:''' If they kill any models in combat, heal 1d3 wounds at the end of that phase. Have a taste of the Soulblight Gravelord experience. ====Mortisan==== *'''Ancient Knowledge:''' While on the battlefield, get an extra RDP at the start of the battle round. *'''Immortal Ruler:''' Deathless Warrior trait works on a 5+ for this general. Always good. *'''Dire Ultimatum:''' -2 to Bravery for enemies within 12". 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). *'''Grave-sand Bones:''' Knows an extra spell from the Lore of the Mortisans. *'''Oathbreaker Curse:''' 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. *'''Soul Energy:''' You can re-roll casting, unbinding and dispelling rolls, but whenever you do you take a mortal wound. ===Artefacts=== *'''Relics of the Kavaloi (Liege-Kavalos)''' #'''Mind Blade:''' 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. #'''Lordly Phylactery:''' Once per battle start of any phase, gain D3 RD points. #'''Scroll of Command:''' Subtract 2 Bravery from enemy units within 6” of bearer. Only really recommended if you'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, which becomes -5 with Mortis Praetorians! #'''Grave-sand Boneplates:''' 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. #'''Marrow Pact:''' 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. #'''Helm of the Ordained:''' 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's the best unless you have a very specific playstyle in mind. *'''Tools of the Boneshaper (Boneshapers)''' #'''Artisan's key:''' 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. #'''Lode of Saturation:''' At the start of the Hero phase, choose a unit within 1”, deathless warrior battle trait on 5+ instead of 6. #'''Crafter Gems:''' Hero phase, heal up to 3 wounds. Once the total wounds healed in the battle is 3 you cannot use it any longer. *'''Treasures of the Soulmason (Soulmasons)''' #'''Gothizzar Cartouche:''' +1 to melee wound rolls for units wholly within 9” of bearer if target does not have Death keyword. The best option if you're not facing {{AOSKeyword|DEATH}} armies. #'''Soul Reservior:''' +2 to cast, but if casting roll is unmodified 10+ artifact cannot be used again. #'''Thorne of Dzendt:''' +2 to wounds and +2 attacks for mount. A good all around choice, especially for keeping your chair bound wizard safe. *'''Weapons of the Soulreaper (Soulreapers)''' #'''Luminscythe:''' minus 1 for hit rolls targeting bearer. +1 casting rolls for bearer for Lore of Mortisans or warscroll spell. #'''Vial of Binding:''' Once per battle in hero phase, pick enemy model within 12" 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. #'''Guardian Reavesoul:''' Negate wound on a 5+ instead of 6+ for deathless minions. Can shatter to negate last wound if about to die. If you're not taking Vial of Binding, this is the go-to choice. ===Spell Lore=== #'''Arcane Command:''' CV5. Gain D3 Relentless Discipline Points. Nice if you've got an extra spell, or had some bad luck with your rolls. # '''Empower Nadirite Weapons: ''' CV5. Pick 1 {{AOSKeyword|BONEREAPERS}} unit wholly within 24" 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. # '''Protection of Nagash: ''' CV6. 5+ FNP for the caster. If any wounds get through your FNP, and the caster isn't slain, remove them from the battlefield after all wounds have been allocated, and place them anywhere on the board 9" 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. # '''Reinforce Battle-shields: ''' CV6. Pick 1 {{AOSKeyword|BONEREAPERS}} unit armed with Shields or Nadirite Battle-shields wholly within 24" 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. # '''Drain Vitality: ''' CV6. Pick 1 enemy unit within 18" and visible. Until your next hero phase, reroll unmodified hit and save rolls of 6 made by that unit. Situational, but decent in the current meta. Armies with widespread mechanics revolving around rolling those 6's will hate this, such as the [[Lumineth Realm Lords|Lu-methheads]], the [[Nighthaunt|ghosties]] and [[Daughters of Khaine|Morathi's cheerleaders]]. # '''Mortal Contract: ''' CV7. Pick 1 enemy unit within 18" and visible. For the rest of the '''BATTLE''', 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. ===Endless Spells=== An important distinction to note between these Endless Spells and others that exist is that the ones presented below have the '''Bonded''' 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Bone-tithe-Shrieker-en.pdf Bone-tithe Shrieker]''': 50 points, Enemies cannot receive the Inspiring Presence or Rally commands, and +1 to be hit to enemy units within 12" 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Soulstealer-Carrion-en.pdf Soulstealer Carrion]''': 50 points, Gives LOS to the Soul-Linked wizard, but that's not it's selling point. That would be the ability "Soul Thief". Roll a D6 at the end of each Phase if any Chaos, Order, or Destruction models were slain within 6" 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" of it, and on a 5-6, it does both effects. This would be AMAZINGLY fun if you're not playing against another Death army, as a potential a multi-phase aoe mortal wound pulsing engine... but it's too expensive, even at 50 points. Skip this horrible Endless Spell. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nightmare-Predator-en.pdf The Nightmare Predator]''': 40 points, Your standard causes Mortal Wounds Endless Spell (dealing D3 Mortal Wounds to all non-bonecasts within 3" of it), but with a twist - when cast, pick an enemy Hero to be marked as its prey. If this spell gets within range of them, it spits out D6 mortal wounds instead.
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