Die Teratic Cohort besteht aus Kriegern und Anführern der Ossiarch Bonereapers, die Nagash, den Großen Nekromanten, verärgert haben. Ihre Strafe besteht darin, in bestialischer Form neu erschaffen zu werden, während sie das Wissen behalten, wer sie waren, und einen Funken Hoffnung bewahren, eines Tages in ihre ursprüngliche Gestalt zurückgebracht zu werden.
Background and Lore of the Teratic Cohort Warband
The Ossiarch Bonereapers are bone constructs created by Nagash aeons ago when preparing for taking over all Mortal Realms. They are efficient and disciplined killers and nothing can stand in their way. All who fall, are “recycled” and their bones used to expand their army.
Their skeletal body is made of bones, collected from anywhere in the Mortal Realms and assembled by the Mortisans, the magic caste adept in the bone-shaping art. Their souls, however, are taken from the most talented leaders and warriors who ever walked the mortal realms. They are often fragmented so that the new construct maintains the knowledge of their former life but not a past identity as their only loyalty is now to Nagash.
They are made to be perfect and failure is unacceptable. And Nagash, the God of Undeath, has a creative way to distribute punishments. The Teratic Cohort are made of all those that one way or another failed him: they could have found a village due their tithe deserted because they were slaughtered by other people, or they may have lost an important battle. It doesn’t really matter what they did, as long as Nagash thinks they are not “perfect”.
In their new form, they all serve a new purpose. The Kavalos Centauri are formed from the top half of a Liege-Kavalos merged with his mount, so that they are now fast and can lead the Teratic Cohort thanks to their previous role in the Ossiarch legions. However, they are constantly kept under control through their single eye made of Nadirite which works also as a way for the Mortisans to spy on the progress of the Teratic Cohort. Same eye placed also on the Cykloptian, which maintained a humanoid form but they were equipped with bestial legs to be faster and never be outpaced again.
The Aviarch Harpies have been transformed in winged beings without hands, so that they will forever remember they are not allowed to wield the nadirite weapons because of their past failure, letting their charge escape before they could pay their bone-tithe. In exchange, they are now able to hover the battlefield from above providing a terrific advantage to the troops on the ground.
The worst destiny however is the one befallen to the Teratic Prowlers, deemed broken or corrupted and then reformed in the shape of a canine so that they can forever hunt their victims. And should they fall prey to the call of Ghur, the Realm of Beast, is the duty of a Kavalos to put them down.
Nagash initially decided to burn down the Gnarlwood, the cursed forest created by the magic out of control coming out of Talaxis, the ruin of a fallen Seraphon vessel. For this reason he sent the Pyregheists, but soon discovered that clearing up the forest meant also giving a chance to all other warbands aiming at the treasures contained in Talaxis.
So, the Teratic Cohorts were sent deep into the forest to sack everything worth of use, and their progress was relentless and swift thanks to the fact that, being made of bones, they were mostly ignored by the flesh-hungry forest denizens. In addition, the Gnarloaks which feed on living beings, digest the flesh part of their preys maintaining in their digestive sacks plenty of bones which are perfect for the Teratic Cohort to have an infinite supply of material to reform themselves.
Once they got deep in the forest, they encountered the Twistweald, a group of Sylvaneth infested by the Gnarlwood parasites and hell-bent in sacrificing themselves to bury forever the entirety of Talaxis. Ans so the Briar and Bone war started.
But how do the Teratic Cohorts plan to overcome the Sylvaneth challenge? Let’s see what they have in their arsenal.

Fighters in the Teratic Cohort Warband
Hinweis: Wenn du die Grundregeln von Warcry noch nicht gelesen hast, bevor du diesen Artikel liest, ist es vielleicht hilfreich zu wissen, dass die Fähigkeiten des Spiels durch 6 Würfel aktiviert werden, die du zu Beginn deines Zuges wirfst.
Zeigen zwei der Würfel den gleichen Wert, können sie zur Aktivierung einer Doppelfähigkeit verwendet werden. Zeigen drei Würfel den gleichen Wert, können sie für eine Dreifach-Fähigkeit verwendet werden, usw.
Wenn also in diesem Artikel von einer Fähigkeit als Double, Triple oder Quad die Rede ist, bezieht sich das auf dieses System. Es mag ein wenig verwirrend klingen, aber man gewöhnt sich schnell daran, wenn man anfängt zu spielen
Die Kriegsbande der Teratischen Kohorte besteht aus 5 verschiedenen Kämpfern, von denen 1 der Anführer ist.

Kavalos Centauri: 235 points
Die Kavalos Centauri ist der Anführer der Kriegsbande und der teuerste Kämpfer. 7″ Bewegung macht ihn auch der schnellste, leider "beritten" zu sein hat einige Einschränkungen, wie nicht klettern oder durch Torbögen und geschlossene Türen passieren können. Nicht, dass ihm das Erklimmen einer kurzen Plattform entgehen würde, dank seiner 3″-Reichweitenangriffe (5) bei Stärke 4 für 2/4 Schaden.
Everyone in the warband has access to a Double, Eye of Katakros, which allows to roll as many dice as the ability’s value and for each 5+ obtain a wild dice. They also have access to a Triple, Unleashed Rage, which allows to score two critical hits for each critical hit rolled in the next melee attack. For a Triple is quite a gamble, made even worse if you discard two of your wild dice (maybe in the last round?) so that the critical hits become 3.
All other abilities depend on the fighter’s profile of which there are two: the Elite like the Centauri, and the Beasts. The Elite have access to a series of abilities starting from the Double Bestial Leaps which allows a free bonus action flying of 3″ (or 4″ if a wild dice is discarded in addition), the Double Nadirite Strike, which adds +2 to the attacks in the next melee attack action (and allows critical hits on a 5+ if two wild dice are discarded as well) to conclude to the only Quad, Savagery Unbound which allows every fighter in the same battle group (or all in the warband if two wild dice are discarded) to perform a bonus move.
The warband reaction also uses wild dice to remove the malus when attacking back a fighter who just attacked in melee: normally the reaction would give -1 to attack and damage to hits and critical hits, but discarding 1 wild dice removes this malus. This reaction is actually interesting when already engaged and potentially receiving two attack actions in sequence, to interrupt them and either give a last blow to the enemy before succumbing with the second attack, or even dispatch it before he can act again.

Mortek Cykloptians
- Mortek Cykloptian with Dread Glaive: 145 points
- Mortek Cykloptian with Nadirite Bident: 145 points
The Mortek Cykloptians work similarly to the Centauri: they have the same Toughness 4, good wounds and Elite runemark which provides access to all abilities mentioned above. They do go down to 4″ movement but they are not mounted.
The main difference between the profiles is that the Mortek Cykloptian mit Schreckensklinge ist der schwere Schläger mit 3 Angriffen bei Stärke 5 für 2/4 Schaden, während der Mortek Cykloptian mit Nadirite Bident hat 2″ Reichweite, aber 1/5 Schaden.
Both have their own use, as they represent the core of the warband, especially if there are treasures to carry or doors to open. The Double Bestial Leaps is probably more useful for them than for the Centauri. And the Bident has the obvious advantage to be able to attack without being engaged.

Aviarch Harpy: 115 points
Die Aviarchharpyie is a Beast with 5″ flying movement. As a Beast, there are many limitations like not being able to open doors or carry treasures, but it also introduces the last ability of the warband, available to both the Harpy and the Prowler: Artery-severing Strike. It is a Triple that puts the opponent in a tough position: any action or reaction he performs with the targeted fighter will risk bleeding him to death (roll as many dice as the ability’s value and allocate a damage point for each 2+).
Aside from that, the Harpy has good attacks (4 at Strength 4 for 1/4 damage) and average Toughness (4). It is more of a scouting unit, able to attack from the flanks and double down on weaker opponents or to relieve the pressure.

Teratic Prowler: 80 points
Die Teratic Prowler is the base fighter of this warband, unfortunately a Beast as well with all limitations aforementioned. 4″ movement, Toughness 4 and 3 attacks at Strength 3 for 2/4 damage, makes it a decent fighter at its point cost, and one of which you’ll need few considering the cost of the other fighters.
Fähigkeiten für die Teratic Cohort Warband
- Bestialischer Sprungs (Double, Kavalos Centauri und beide Zyklopen): Führe eine 3″-Bonusbewegung wie beim Fliegen aus (oder 4″, wenn du einen Jokerwürfel ausgibst).
- Die Augen von Katakros (Double, Everyone): Einmal pro Kampfrunde kannst du bis zu 6 Würfel werfen und für jede 5+ einen Jokerwürfel erhalten.
- Nadirite Strike (Doppelt, Kavalos Centauri und beide Zyklopen): Addiere +2 zu den Angriffen in der nächsten Nahkampfangriffsaktion. Wenn zwei wilde Würfel abgeworfen werden, werden kritische Treffer mit einer 5+ erzielt.
- Arterienabtrennende Schläge (Dreifach, Aviarch und Prowler): Nachdem du einem Gegner Schaden zugefügt hast, wirfst du für den Rest der Runde jedes Mal, wenn das Ziel eine Reaktion oder Aktion (außer Warten) ausführt, bis zu 6 Würfel und gibst für jede 2+ einen Schadenspunkt dazu.
- Entfesselte Wut (Dreifach, Alle): Ein kritischer Treffer bei der nächsten Nahkampfaktion erzeugt einen zusätzlichen kritischen Treffer (oder zwei, wenn zwei wilde Würfel ausgegeben werden).
- Ungezügelte Wildheit (Quad, Kavalos Centauri und beide Zyklopen): Jeder Kämpfer innerhalb dieser Kampfgruppe (oder die gesamte Kriegsbande, wenn zwei wilde Würfel ausgegeben werden) kann eine Bonusbewegung ausführen.
Reaktion für die Teratic Cohort Warband
Eingeführt in der neuen Staffel von Warcry, Reaktionen sind Dinge, die unter bestimmten Umständen getan werden können, aber immer während des gegnerischen Zuges. Sie kosten eine Aktion, so dass sie nur von Kämpfern eingesetzt werden können, die noch nicht aktiviert wurden oder noch warten. Es gibt 3 universelle Reaktionen und eine spezifische für jeden Kriegsverband:
Räuberische Verwüstung (Alle)
- Wenn: Nachdem du einen Nahkampfangriff erhalten hast, wird dir der gesamte Schaden zugewiesen.
- Was: Führe eine Nahkampfangriffsaktion gegen den Angreifer durch, wobei -1 auf den Angriff und den Schaden (sowohl normale als auch kritische Treffer) angerechnet wird, es sei denn, ein wilder Würfel wird ausgegeben.
Kampfeigenschaft für die Teratische Kohorte Warband
Die Kampfeigenschaft ist ein Zusatz, der in Briar and Bone eingeführt wurde und der eine zusätzliche optionale Regel hinzufügt, die alle Charaktere mit der gleichen Runenmarke betrifft, ohne dass ein Fähigkeitswürfel verwendet wird. Jede Fraktion hat ihre eigene, aber die der Großen Allianz kann stattdessen verwendet werden:
- Bestellung - Mutige Beschützer: Bei der Verwendung von In Deckung gehen Reaktion wird der kritische Treffer bei einer 3+ statt 4+ zum normalen Treffer.
- Chaos - Streben nach Ruhm: Einmal pro Kampfrunde, addiere 1 zum ersten kritischen Treffer eines Nahkampfangriffs eines Kämpfers, dessen Kosten 125 Punkte oder weniger betragen.
- Tod - Unsterbliche Schergen: Einmal pro Kampfrunde wird ein kritischer Treffer eines Dieners durch einen Schussangriff als normaler Treffer gewertet.
- Zerstörung - Unerbittliche Zerstörer: Bei Nahkampfangriffen kann das Ziel nicht den +1 Zähigkeitsbonus aus der Deckung beanspruchen.
Räuberische Außenseiter: Vor dem Aufmarsch kannst du eine Kampfgruppe wählen, die nicht in Reserve ist, und sie innerhalb von 6″ ihrer Aufmarschzone, aber 6″ entfernt von feindlichen Einheiten aufstellen.
Strategy and Tactics for the Teratic Cohort Warband
The Teratic Cohort is a weird warband. They play on the concept of wild dice, which are quite powerful to seize initiative. They have one ability which can be played only once per battle round, with a slim chance to obtain a wild dice for each dice rolled (33%). Assuming you have a Double 6 to use, on statistical average you’ll get three wild dice per round (one is given automatically during the initiative phase).
Then you have a list of abilities which get strengthened by spending these wild dice, leaving you with the conundrum: do you want to seize initiative or improve your dice next round, or do you want to activate an effect immediately?
To answer this question, we need to analyse these effects: +1″ on a bonus move? Skip in most cases.
Adding an extra critical hit on the next melee attack action? If you like gambles, then this is the type of all-in that make-or-break. Personally we wouldn’t use this Triple over the universal Double Ansturm, which gives +1 attack for the rest of the activation unless the opponent had really high Toughness (6) or you had a single activation this round.
Giving everyone a free move action instead of those in the same battle group? Again, extremely situational the ability itself. It does not provide a free disengage or attack action, so some fighters may be disqualified immediately. It may be a good second activation ability on the first turn to close the gap with the enemy, but the universal Quad Rampage is the one to beat.
This leaves the Double Nadirite Strike which allows to perform critical hits on a 5+. Is it worth two wild dice? Again, situational, but with 2 attacks more and critical hit damage on the warband being on average 4, it may be a good use of those dice.
And the warband reaction, is a great way to interrupt an opponent who starts before you and activates a fighter already engaged. This way, between the two attack actions, the defending fighter has a chance to fight back, maybe dispatch his adversary, maybe swing one last time before going down. Either way, spending a wild dice to not get a malus on this reaction is a great way to use them if you can afford it. Note that you can’t use the reaction if the fighter is taken down.
In summary, the warband’s abilities are ok, but there’s none ranged. They use a mechanic that does not always work the way it is intended (wild dice used in the Initiative phase are much stronger than those used as extra currency for abilities) and you may often look at the universal abilities as an alternative. However, in some situations the reaction can be quite devastating.
For the rest, the list building of the warband is extremely straight-forward: the Kavalos Centauri is the mandatory leader and best fighter, the Aviarch Harpies are needed for the flying movement and the Prowlers are there to fill the gaps. The only choice is about 2 or 3 Mortek Cykloptians and if Bidents or Glaives. The Glaive is the most damaging weapon, but the 2″ of the Bident, in conjunction with the Double Nadirite Strike is equally worth consideration.
This the warband who most can benefit from allies, like a Soulmason to add more attacks, or a Boneshaper to heal them back, both with a decent 7″ ranged attack.
In an open field, like the Gnarlwood, this warband can use their mobility to reduce the distance with the opponents, although they will struggle against ranged attacks, especially those with decent movement. In closed environments, like Catacombs, the mounted character and the beasts, will struggle to go around, and there’s a limit on how many Bestial Leaps a Kavalos can make in a game, to jump archways and doors.
It is a thematic warband, but is missing something to give an edge against other warbands.
Vor- und Nachteile der Teratic Cohort Warband
Vorteile:
+ Geradlinige Kriegsbande
Nachteile:
- Einfache Listenerstellung, nicht viele Optionen
- Mechanik auf Basis von Jokerwürfeln nicht lohnend
- Kein einziger Fernkampfangriff/keine einzige Fähigkeit
Some thematic warbands for the Teratic Cohort
Nur zum Spaß stellen wir hier ein paar thematische Warbands vor, die mehr für den Spaß oder den erzählerischen Kontext als für das kompetitive Spiel gedacht sind. Beachtet, dass ihr im narrativen Spiel eine Quest abschließen müsst, die es euch erlaubt, einen Helden zu rekrutieren, bevor ihr ihn zu eurem Dienstplan hinzufügen könnt.
Aus der Box heraus: 1 Kavalos Centauri, 1 Mortek Cykloptian with Dread Glaive, 1 Mortek Cykloptian with Nadirite Bident, 2 Aviarch Harpies, 3 Teratic Prowlers.

How to buy a Teratic Cohort Warband
The Teratic Cohort were initially released in the quarterly box Briar and One, but a new individual box has since been released.
Ein einziger Anguss ermöglicht den Zusammenbau:
- 1 Kavalos Centauri
- 2 Mortek Cykloptian with either option of weapon
- 2 Aviarch Harpy
- 3 Teratic Prowlers
Tips on painting a Teratic Cohort Warband for Warcry
The Teratic Cohort are part of the Ossiarch Bonereapers and as such they can be painted in any colour scheme of your preference. And as they are mostly made of bone material, they are perfect for many speed painting techniques, like those presented by Ninjon for his Ossiarch army.
Games Workshop has their own take on how to speed-paint a Teratic Cohort in less than 4 hours. Otherwise you can take inspiration by an older tutorial for a Mortek Guard using contrast paints.