The Shrouded Isles

Casket of Resurrections

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Casket of Resurrections

Casket of Resurrections

Points

200

Composition

1 Casket of Resurrections

Applicable Factions

Flesh-eater Courts, Ossiarch Bonereapers, Soulblight Gravelords

The Casket of Resurrections is said to be all that remains of a ghost ship that stalks the fog-banks of the Shrouded Isles, gliding where no wind blows and anchoring where the dead are thickest. It answers the wail of banshees and the summons of necromancers, bearing back ruined champions and spite-haunted revenants who should have stayed in Shyish. To sight its lantern glow through the mist is to know that something long-dead has been called to war once more.

Regiment Abilities

Once Per Turn (Army), End of Any Turn

Dark Resurrection: The casket’s occupant is fed the amethyst energies drawn by the slaughter, fuelling their return to undeath.

Declare: If any damage points were allocated to an enemy unit by this unit’s combat attacks this turn and that enemy unit was destroyed this turn, pick a friendly non-UNIQUE DEATH INFANTRY HERO that has been destroyed to be the target.

Effect: Set up a replacement unit identical to the target wholly within 12“ of this unit. The replacement unit can only be set up in combat with enemy units that are in combat with this unit.

Passive

Ethereal: Deathly spirits can rarely be harmed by blows delivered by those caught in the grip of supernatural terror.

Effect: Ignore negative modifiers to save rolls for units in this Regiment of Renown.

After a Battle

Grave-Coin Tithe: The Casket of Resurrections draws more than souls from a battlefield. Those slain in its shadow leave behind grave-coins, cursed heirlooms and relics prized by necromancers, spirit mediums and the desperate.

Declare: If the Casket of Resurrections was included in your army and was not destroyed at the end of the battle, you can use this ability.

Effect: For each enemy HERO destroyed during the battle, roll a D6, to a maximum of 3 rolls. For each 4+, gain 1 additional Salvage.

Warscroll

MOVE CONTROL SAVE HEALTH
10"
5
12
5+
Ward
5+

Warscroll

Casket of Resurrections

200 pts · Unit Size 1 · Base 170 × 105mm

Ranged Weapons
Rng
Atk
Hit
Wnd
Rnd
Dmg
Soulreach Grasp CRIT (AUTO-WOUND), SHOOT IN COMBAT
10" 2 4+ 3+ 2 2
Melee Weapons
Atk
Hit
Wnd
Rnd
Dmg
Relic Bearers' Claws and Ethereal Steeds' Hooves CRIT (AUTO-WOUND), COMPANION
14 4+ 4+ - 1
Wraith's Spectral Weapons ANTI-INFANTRY (+1 REND), CRIT (AUTO-WOUND)
5 3+ 3+ 1 2
Any Charge Phase

Runaway Coach: This nightmare-drawn carriage crushes any who attempt to withstand its momentum.

Declare: If this unit charged this phase, pick an enemy unit within 1“ of it to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage equal on the target equal to the roll.

Once Per Turn (Army), Your Movement Phase

Nimbus of Power: Dark magic lends the vehicle blurring speed that allows it to disappear, only to reappear in a more advantageous position.

Effect: If this unit is not in combat, remove it from the battlefield and set it up again on the battlefield more than 9“ from all enemy units.

End of Any Turn

Evocation of Death: The dormant occupant feeds upon the energies of death and uses them to bring spectral champions back from the underworlds.

Declare: If any damage points were allocated to an enemy unit by this unit’s combat attacks this turn and that enemy unit was destroyed this turn, pick a friendly non-UNIQUE DEATH HERO that has been destroyed.

Effect: Set up a replacement unit wholly within 12“ of this unit. The replacement unit can only be set up in combat with enemy units that are in combat with this unit.

Keywords
WAR MACHINE, FLY, WARD, DEATH, CASKET OF RESURRECTIONS