Wahapedia8 site header

Hidden among the ruins of the Mortal Realms are the Flesh-eater Courts. Bound by the madness of their cursed monarchs, throngs of creatures known as mordants eke out a wretched existence, waging wars against kingdom after kingdom in order to feast on the flesh of their enemies.

This page contains all of the rules you need to field your Flesh-eater Courts miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.

Books

BookKindEditionVersionLast update
  Flesh-eater CourtsBattletome21.0July 2019

Designers’ Commentary

Battletome: Flesh-eater Courts

 Q: Can I duplicate mount traits for my Flesh-eater Courts army if I can take more than one?
 A
Yes.
 Q: Can a Ghoul King on Terrorgheist or Zombie Dragon use the Ruler of All He Surveys scenery rule from the Charnel Throne warscroll?
 A
No.
 Q: Can any number of Abhorrant Archregents and Abhorrant Ghoul Kings use the Ruler of All He Surveys scenery rule for a single Charnel Throne on the same turn?
 A
Yes.
 Q: When I use a Muster ability for a COURTIER, do I roll separately for each COURTIER? And do I only roll 6 dice for each COURTIER, no matter how many COURTIERS are on the battlefield?
 A
Yes to both questions. For example, if you had three COURTIERS, you would pick one COURTIER, then roll 6 dice and resolve the results for that COURTIER, then move onto the next COURTIER and roll 6 dice, and so on.
 Q: Is it intended that the Royal Zombie Dragon does not benefit from a healing ability?
 A
Yes.
 Q: In a Pitched Battle, Royal Terrorgheists and Royal Zombie Dragons from a Gristlegore army are Battleline. Are they still counted Behemoths as well?
 A
No.
 Q: Some abilities allow you to return a slain model to a unit. When you do so, does the slain model have to originally have come from the unit that it is returned to?
 A
Yes.
 Q: If I have 3 Abhorrant Ghoul Kings on the battlefield, can I spend 3 command points to use the Summon Menat-arms command ability 3 times at the end of the same movement phase?
 A
Yes.
 Q: Call to War allows a GRISTLEGORE HERO to pile in and then attack as a reaction to being slain. Can I use Feeding Frenzy to fight again after using Call to War?
 A
Yes. Call to War happens before the slain model is removed play, temporarily halting the normal game sequence at that point. The Feeding Frenzy command ability can be used after Call to War to allow the model to fight for a second time. The normal game sequence is then returned to, and the slain model is removed from play.

Allies

DEATHALLIES
Flesh-eater CourtsDeadwalkers, Deathlords, Deathmages

Battle Traits

Deathless Courtiers

When Flesh-eaters linger in the shadow of their stronger kin, their sundered flesh heals in an instant.

Roll a dice each time you allocate a wound or mortal wound to a friendly FLESH-EATER COURTS unit wholly within 12" of a friendly FLESH-EATER COURTS HERO. On a 6 that wound or mortal wound is negated.

Grand Courts

Some courts are infamous across the Mortal Realms for their depravity and slaughter.

After you have chosen the Flesh-eater Courts allegiance for your army, you can choose one of the following Grand Court keywords. All FLESH-EATER COURTS units in your army gain that keyword. You cannot pick or roll a delusion for a Grand Court, but all units with that keyword benefit from the extra abilities detailed for that Grand Court.

MORGAUNT
HOLLOWMOURNE
BLISTERSKIN
GRISTLEGORE

Feeding Frenzy

As the court closes upon its enemies, the nobility signal for the feasting to begin.

You can use this command ability in the combat phase after a friendly FLESH-EATER COURTS unit has fought for the first time in that phase and is wholly within 12” of a friendly FLESH-EATER COURTS HERO, or wholly within 18” of a friendly FLESH-EATER COURTS HERO that is a general. If you do so, that unit can immediately make a pile-in move and then attack with all of the melee weapons it is armed with for a second time. You cannot pick the same unit to benefit from this ability more than once per phase.

Muster Abilities

Several Flesh-eater Courts units have Muster abilities, such as Muster Royal Guard, that allow you to return slain models to a unit. If you use a Muster ability, set up the returning models one at a time within 1" of a model from the unit they are returning to (this can be a model returned earlier that phase). The models can only be set up within 3" of an enemy unit if any models from their unit are already within 3" of that enemy unit.

Courts of Delusion

The warriors of a Flesh-eater Court believe themselves noble soldiers serving a glorious king.

Before you select your general’s command trait, pick one of the delusions below for the army to have. Alternatively, you can roll a dice to randomly determine the delusion the army has. The delusion applies to all friendly FLESH-EATER COURTS units for the duration of the battle, even if the general is slain (if you must select a new general during the battle, do not generate a new delusion for the army).
D6Delusion
1Crusading Army: The wicked and impious must be ridden down wherever they are.
Add 1 to run and charge rolls for friendly FLESH-EATER COURTS units. 
2The Royal Hunt: It is a great honour to slay the largest quarry in preparation for the feast.
You can re-roll hit rolls of 1 and wound rolls of 1 for attacks made by friendly FLESH-EATER COURTS units that target a MONSTER. 
3The Feast Day: All members of the court make merry on this day of celebration.
Once per turn, you can use the Feeding Frenzy command ability without a command point being spent. 
4A Matter of Honour: The enemy will repent only when their wretched leaders are dead.
You can re-roll hit rolls of 1 for attacks made by friendly FLESH-EATER COURTS units that target a HERO. If the target is a general, you can re-roll wound rolls of 1 as well. 
5The Grand Tournament: Noble warriors vie for the admiration of their king.
You can re-roll hit rolls of 1 for attacks made by friendly FLESH-EATER COURTS HEROES other than your general. 
6Defenders of the Realm: The sovereign’s domain must be purged of evil.
You can re-roll save rolls of 1 for friendly FLESH-EATER COURTS units that have at least half their models wholly within their own territory. 

Command Traits

Royalty

ABHORRANT HEROES only.

D6COMMAND TRAIT
1

Bringer of Death

This general sees every enemy as a wretch that must be put out of its misery.

You can re-roll wound rolls for attacks made by this general.

2

Frenzied Flesh-eater

The sight of a bleeding foe spurs this ghoulish creature into a frenzy.

You can re-roll hit and wound rolls for attacks made by this general if there are any enemy models that have suffered any wounds within 3" of this general.

3

Savage Beyond Reason

The fury of battle drives this general into an intense rage.

If the unmodified hit roll for an attack made with a melee weapon by this general is 6, that attack inflicts 2 hits on the target instead of 1. Make a wound and save roll for each hit.

4

Majestic Horror

The champion’s grim regality draws countless cannibalistic warriors to his banner.

If this general is chosen as the model that uses a command ability that summons FLESH-EATER COURTS models to the battlefield, they can use it without a command point having to be spent.

5

Dark Wizardry

An aura of necromantic energy hangs thick around this creature.

Add 1 to casting, dispelling and unbinding rolls for this general.

6

Completely Delusional

The followers of this general see all that is in his mind’s eye.

Once per battle, if this general has not been slain, you can pick a new delusion in your hero phase to replace the original delusion you chose for your army.


Nobility

COURTIER HEROES only.

D6COMMAND TRAIT
1

Bringer of Death

This general sees every enemy as a wretch to be put out of their misery.

You can re-roll wound rolls for attacks made by this general.

2

Frenzied Flesh-eater

The sight of a bleeding foe spurs this ghoulish creature into a frenzy.

You can re-roll hit and wound rolls for attacks made by this general if there are any enemy models that have suffered any wounds within 3" of this general.

3

Savage Beyond Reason

The fury of battle drives this general into an intense rage.

If the unmodified hit roll for an attack made with a melee weapon by this general is 6, that attack inflicts 2 hits on the target instead of 1. Make a wound and save roll for each hit.

4

Hulking Brute

This courtier towers above others of its kin.

Add 1 to this general’s Wounds characteristic.

5

Cruel Taskmaster

The warriors under this courtier’s command instantly obey his summons.

If this general uses a Muster ability you can re-roll the dice for this general that determine if slain models are returned to units (you must re-roll all of the dice).

6

Dark Acolyte

This courtier has learnt some of the dark arts of wizardry.

This general gains the WIZARD keyword and can cast and unbind spells in the same manner as an ABHORRANT GHOUL KING from the Abhorrant Ghoul King warscroll.


Artefacts of Power

Royal Treasury

ABHORRANT HEROES only.

D6ARTEFACT OF POWER
1

Signet of the First Court

Carved into the tangled sinew of this ancient ring is a deranged symbol that bestows the wearer with monstrous strength.

If the unmodified wound roll for an attack made by the bearer with a melee weapon is 6, add 1 to the damage inflicted by that attack.

2

Splintervane Brooch

Those pierced by this shard of bone grow spiny protrusions from their flesh that absorb the flow of magic.

Subtract 1 from casting rolls for enemy WIZARDS while they are within 18" of the bearer.

3

Blood-river Chalice

When the blood contained in this vessel is quaffed, the grisly fluid reknits even the most grievous wound.

Once per battle, at the start of your hero phase, the bearer can use this artefact. If they do so, heal up to D6 wounds allocated to the bearer.

4

The Grim Garland

Formed from the skulls of kings and emperors, this morbid wreath evokes fear in even the bravest champion.

Subtract 2 from the Bravery characteristic of enemy units while they are within 6" of the bearer.

5

The Dermal Robe

Once the skin of a powerful sorcerer, this cloak can only be donned by eating the current wearer out of it.

Add 1 to casting, dispelling and unbinding rolls for the bearer.

6

Heart of the Gargant

This quivering slab of flesh still beats with the strength of the gargant from which it was torn, and each bite bestows colossal might.

Once per battle, at the start of the combat phase, the bearer can use this artefact. If they do so, you can re-roll failed wound rolls for the bearer and their mount in that phase.


Noble Heirlooms

COURTIER HEROES only.

D6ARTEFACT OF POWER
1

Keening Bone

After this gnarled club has been hurled at an enemy, it will return to the hand of the last fiend to have tasted its juicy marrow.

Pick one of the bearer’s melee weapons. Increase the Range characteristic of that weapon to 3".

2

Medal of Madness

This gruesome badge is staked to the chest and allows the bearer to speak with the voice of their abhorrant.

Once per battle round, the bearer can use the At the Double, Forward to Victory or Inspiring Presence command ability from the core rules as if they were a general, without a command point being spent.

3

The Flayed Pennant

This dripping flag sends denizens of the courts into a frenzy.

You can re-roll charge rolls for friendly FLESH-EATER COURTS units wholly within 12" of the bearer.

4

Carrion Wand

The thigh bone of this Ghoul King still carries a portion of his mad magic.

In your hero phase, the bearer can attempt to cast the Arcane Bolt spell as if they were a WIZARD. If the bearer is a WIZARD, add 1 to the casting roll when they attempt to cast Arcane Bolt instead.

5

The Fleshform Raiment

This cloak gives the wearer the form of their enemies’ deepest nightmares.

Subtract 1 from the Bravery characteristic of enemy units while they are within 3" of the bearer.

6

The Bilious Decanter

The fluid in this offal flask fills the drinker with unquenchable rage.

Once per battle, at the start of the combat phase, the bearer can use this artefact. If they do so, add 2 to the Attacks characteristic of the bearer’s melee weapons in that phase.


Spell Lores

You can choose or roll for one of the following spells for each WIZARD in a Flesh-eater Courts army.

Lore of Madness

D6SPELL
1

Bonestorm

The wizard summons a swirling whirlwind of splintered bone to slice through his enemies.

Bonestorm has a casting value of 5. If successfully cast, roll a dice for each enemy unit within 12" of the caster. On a 2+ that unit suffers 1 mortal wound.

2

Spectral Host

The mage intones a prayer to their forebears, summoning a flurry of gheists that lifts their allies high in the air and carries them forwards before bringing them safely back to the ground.

Spectral Host has a casting value of 6. If successfully cast, pick 1 friendly unit wholly within 12" of the caster that is visible to them. That unit can fly until your next hero phase. If that unit can already fly, until your next hero phase it can run and still charge in the same turn. If the casting roll was 10 or more, you can pick up to 3 friendly units to be affected by the spell instead of 1.

3

Monstrous Vigour

The wizard summons forth a burst of sustaining energy, allowing a grievously wounded creature to fight with renewed strength.

Monstrous Vigour has a casting value of 5. If successfully cast, pick 1 friendly FLESH-EATER COURTS MONSTER within 24" of the caster that is visible to them. Until your next hero phase, when you look up a value on that MONSTER’s damage table, that MONSTER is treated as if it has suffered 0 wounds.

4

Miasmal Shroud

The wizard calls forth a pale mist that engulfs the foe, making it impossible for the enemy to breathe or see their foes.

Miasmal Shroud has a casting value of 5. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them and roll 3 dice. For each 5+ that unit suffers 1 mortal wound. In addition, if you rolled a triple, subtract 1 from hit and wound rolls for that unit until your next hero phase. If you rolled a double, subtract 1 from hit rolls only for that unit until your next hero phase.

5

Deranged Transformation

The spellcaster causes the limbs of a nearby pack to bulge and lengthen, allowing the creatures to charge forwards at a furious pace.

Deranged Transformation has a casting value of 6. If successfully cast, pick 1 friendly unit with a Wounds characteristic of up to 6 that is wholly within 24" of the caster and visible to them. Add that unit’s Wounds characteristic to its Move characteristic until your next hero phase. For example, if the unit had a Wounds characteristic of 6, you would add 6" to its Move characteristic. If the casting roll was 10 or more, you can pick up to 3 friendly units to be affected by the spell instead of 1.

6

Blood Feast

The caster draws out the life essence of nearby foes and uses it to heal the injured warriors of their court.

Blood Feast has a casting value of 7. If successfully cast, pick 1 enemy unit within 12" of the caster that is visible to them, and a friendly FLESH-EATER COURTS unit within 6" of that enemy unit. The enemy unit suffers D3 mortal wounds. If the casting roll was 10 or more, the enemy unit suffers D6 mortal wounds instead of D3 mortal wounds.

Then, for each mortal wound that was inflicted on the enemy unit, you can heal 1 wound allocated to the friendly unit. If the friendly unit has a Wounds characteristic of 1, for each mortal wound that was inflicted on the enemy unit, you can return 1 slain model to the friendly unit instead.


Mount Traits

If a Flesh-eater Courts army includes any HEROES mounted on a Royal Terrorgheist or Royal Zombie Dragon, one of those HEROES can have a mount trait. Declare which HERO has the mount trait: you can then choose or roll for a mount trait from the appropriate table. You can choose one extra HERO to have a mount trait for each warscroll battalion in your army. A HERO cannot have more than one mount trait.

Terrorgheist Traits

HERO mounted on Royal Terrorgheist only.

D6MOUNT TRAIT
1

Deathly Fast

This monstrous creature strikes with terrifying swiftness.

This model can run and still shoot in the same turn.

2

Razor-clawed

Over the centuries, this beast’s claws and fangs have been honed to a razor edge.

Improve the Rend characteristic of this mount’s melee weapons by 1.

3

Horribly Infested

The bats that infest this deathly monster are especially ferocious.

This model’s Infested ability inflicts 3 mortal wounds instead of D3 mortal wounds.

4

Horribly Resilient

This undead monster is nearly impossible to kill.

This model’s Royal Blood ability heals up to 3 wounds instead of up to D3 wounds.

5

Gruesome Bite

Few can avoid the bites inflicted by this creature’s fanged maw.

You can re-roll failed hit rolls for attacks made with this mount’s Fanged Maw.

6

Devastating Scream

This Terrorgheist’s death shriek can overwhelm even the bravest of foes.

Add 1 to each of the Death Shriek values on this model’s damage table.


Zombie Dragon Traits

HERO mounted on Royal Zombie Dragon only.

D6MOUNT TRAIT
1

Deathly Fast

This monstrous creature strikes with terrifying swiftness.

This model can run and still shoot in the same turn.

2

Razor-clawed

Over the centuries, this beast’s claws and fangs have been honed to a razor edge.

Improve the Rend characteristic of this mount’s melee weapons by 1.

3

Baneful Breath

The killing miasma that this beast breathes out is deadly beyond reason.

You can re-roll wound rolls for attacks made with this model’s Pestilential Breath.

4

Horribly Resilient

This undead monster is nearly impossible to kill.

This model’s Royal Blood ability heals up to 3 wounds instead of up to D3 wounds.

5

Necrotic Fangs

Flesh turns to dust when pierced by this creature’s jagged teeth.

You can re-roll the Damage characteristic roll for this model’s Snapping Maw.

6

Death From The Skies

This steed soars above its master’s army, before swooping to attack.

Instead of setting up this model on the battlefield, you can place it to one side and say that it is soaring in the skies in reserve. If you do so, at the end of your first movement phase, you must set up this unit on the battlefield more than 9" from any enemy units.


Grand Courts

These rules can be used by units in a Flesh-eater Courts army that have been given the appropriate keyword (see the Grand Courts Battle Trait).

Blisterskin

Charred and blistered bodies fill the sky as winged Flesh-eaters of the Blisterskin Grand Court flock to battle. Having risen from the ashes of a sun-worshipping empire, these zealous cannibals now terrorise Aqshy and beyond, leaving trails of devastation in their wake as they spread their twisted beliefs.

ABILITIES
Blistering Speed: The armies of the Blisterskin Grand Court advance at a terrifying pace.
Add 2" to the Move characteristic of BLISTERSKIN units.

COMMAND ABILITY
Lords of the Burning Skies: The winged warriors of the Blisterskin Grand Court take to the skies in order to encircle their foes.
You can use this command ability at the start of your movement phase. If you do so, pick 1 friendly BLISTERSKIN unit that can fly and which is wholly within 12" of a friendly BLISTERSKIN HERO, or wholly within 18" of a friendly BLISTERSKIN HERO that is a general. Remove that unit from the battlefield and then set it up again anywhere on the battlefield more than 9" from any enemy units. It may not move later in that movement phase.

COMMAND TRAIT
A BLISTERSKIN general must have this command trait instead of one listed in Command Traits section.

Hellish Orator: The subjects of the Blisterskin Grand Court blindly follow the divine commands of their rulers.
If this general is on the battlefield at the start of your hero phase, roll a dice. On a 4+ you receive 1 additional command point.

ARTEFACT OF POWER
The first BLISTERSKIN HERO to receive an artefact of power must be given the Eye of Hysh.

Eye of Hysh: Gouged from the eye socket of a crystal drake, this orb still emits blinding beams of light that fill the mind with visions of horror.
Subtract 1 from hit rolls for attacks made with missile weapons that target a friendly BLISTERSKIN unit wholly within 6" of the bearer.

Gristlegore

The bestial Flesh-eaters of the Gristlegore Grand Court started their hunts in Ghur before preying upon lands across other Mortal Realms. In their minds’ eye they see themselves as exemplars of tranquillity, but in truth the Gristlegore royalty are savagery made manifest.

ABILITIES
Peerless Ferocity: The champions and great beasts of the Gristlegore Grand Court fight with a savage fury.
If the unmodified hit roll for an attack made by a GRISTLEGORE HERO or GRISTLEGORE MONSTER is 6, that attack inflicts 2 hits on that target instead of 1. Make a wound and save roll for each hit.

COMMAND ABILITY
Call to War: The rulers of the Gristlegore Grand Court can compel their subjects to bursts of horrific violence, even when they are at the verge of death.
You can use this command ability in the combat phase if a friendly GRISTLEGORE HERO or GRISTLEGORE MONSTER that has not fought in that phase is slain while it is wholly within 12" of a friendly GRISTLEGORE HERO, or wholly within 18" of a friendly GRISTLEGORE HERO that is a general. If you do so, before that model is removed from play, it can make a pile-in move and then attack with all of the melee weapons it is armed with. You cannot pick the same unit to benefit from this ability more than once per phase.

COMMAND TRAIT
A GRISTLEGORE general must have this command trait instead of one listed in Command Traits section.

Savage Strike: A Gristlegore abhorrant can overwhelm a foe before they get a chance to fight back.
This general and their mount fight at the start of the combat phase if they made a charge move in the same turn. This general and their mount cannot fight again in that combat phase unless a spell or ability allows them to fight more than once.

ARTEFACT OF POWER
The first GRISTLEGORE HERO to receive an artefact of power must be given the Ghurish Mawshard.

Ghurish Mawshard: This splinter of realmstone allows the bearer’s jaw to gape wide and devour a victim.
Once per battle, at the start of the combat phase, you can pick 1 enemy model within 1" of the bearer and roll a dice. If the roll is greater than that model’s Wounds characteristic, that model is slain.

Hollowmourne

The Hollowmourne Grand Court is formed of the wretched descendants of heavily armoured and mounted knights from Chamon. Their numbers are replete with hulking mordants who charge headlong into battle, eviscerating their enemies with brutal ease before gorging themselves on the mangled corpses.

ABILITIES
Shattering Charge: The largest warriors of the Hollowmourne Grand Court charge with devastating ferocity.
You can re-roll wound rolls of 1 for attacks made with melee weapons by friendly HOLLOWMOURNE COURTIER units and friendly HOLLOWMOURNE KNIGHTS units that have made a charge move in the same turn.

COMMAND ABILITY
Ravenous Crusaders: The rulers of the Hollowmourne Grand Court urge their followers ever onwards.
You can use this command ability at the start of your hero phase. If you do so, pick 1 friendly HOLLOWMOURNE unit wholly within 9" of a friendly HOLLOWMOURNE HERO, or wholly within 18" of a friendly HOLLOWMOURNE HERO that is a general. Add 1 to run and charge rolls for that unit until your next hero phase. In addition, until your next hero phase, that unit can run and still charge later in the same turn.

COMMAND TRAIT
A HOLLOWMOURNE general must have this command trait instead of one listed in Command Traits section.

Grave Robber: The regents of the Hollowmourne Grand Court have sworn a sacred oath to recover the artefacts lost by their emperor centuries ago.
Add 1 to the Attacks characteristic and Damage characteristic of this general’s melee weapons while this general is within 3" of any enemy HEROES with an artefact of power.

ARTEFACT OF POWER
The first HOLLOWMOURNE HERO to receive an artefact of power must be given the Corpsefane Gauntlet.

Corpsefane Gauntlet: This glove of decrepit flesh seeps black blood as its wearer charges into battle.
After this model makes a charge move, you can pick 1 enemy unit within 1" of this model and roll a dice. On a 2+ that enemy unit suffers D3 mortal wounds.

Morgaunt

Driven by an unshakable belief in their long-dead chivalric codes, Flesh-eaters of the Morgaunt Grand Court surge out to devour all who encroach upon their domains. Their courts are amongst the oldest in the Mortal Realms, and they gather mordants to their tattered banners in overwhelming numbers.

ABILITIES
Bloody Loyalty: The courtiers and serfs of the Morgaunt Grand Court share a bond of loyalty and fight fiercely on each other’s behalf.
You can re-roll hit rolls of 1 for friendly MORGAUNT COURTIER units that are wholly within 12" of a friendly MORGAUNT SERFS unit. In addition, while a friendly MORGAUNT SERFS unit is wholly within 12" of a friendly MORGAUNT COURTIER, its Boundless Ferocity ability activates if the SERFS unit has 10 or more models.

COMMAND ABILITY
Heaving Masses: Morgaunt courts crush their enemies with wave after wave of pallid warriors.
You can use this command ability when a friendly MORGAUNT SERFS unit is destroyed. If you do so, roll a dice. On a 4+ a new unit identical to the one that was destroyed is added to your army. Set up the new unit wholly within 6" of the edge of the battlefield and more than 9" from any enemy models. You cannot use this command ability more than once per phase.

COMMAND TRAIT
A MORGAUNT general must have this command trait instead of one listed in Command Traits section.

Savage Chivalry: The rulers of the Morgaunt Grand Court fight ferociously to protect the weak and unfortunate.
You can re-roll hit rolls of 1 for this general while this general is within 12" of a friendly MORGAUNT SERFS unit.

ARTEFACT OF POWER
The first MORGAUNT HERO to receive an artefact of power must be given the Decrepit Coronet.

Decrepit Coronet: Wrought from ancient bone and stitched together with sinew, this gruesome crown is the ultimate symbol of Morgaunt sovereignty.
Do not take battleshock tests for friendly MORGAUNT units while they are wholly within 12" of the bearer, or wholly within 18" of the bearer if the bearer is your general.

Battleplans

Battleplan

Stirring the Nest

Such is the decrepit nature of the lands ruled over by the Abhorrant Ghoul Kings that it is common for armies on the march to be entirely unaware of the danger they are advancing into until it is far too late. As they advance into territory that has seemingly been long abandoned, swarms of Flesh-eaters burst forth from every angle to overwhelm the unwitting invaders.

THE ARMIES
Each player picks an army as described in the core rules. One player is the Flesh-eater Courts player and their opponent is the Intruder. The Flesh-eater Courts player must use a Flesh-eater Courts army.

Each army has a unique command ability, as follows.

FLESH-EATER COURTS COMMAND ABILITY
Encircle the Prey: The general clenches their outstretched fist – a simple command that orders their minions to surround their foes and cut off their escape.
You can use this command ability at the start of your hero phase. If you do so, pick 1 friendly unit wholly within 16" of your general. That unit can run and still charge later in the same turn.

INTRUDER COMMAND ABILITY
Force a Passage: With a desperate command, the general calls upon their warriors to disengage and attempt to breach a different section of the enemy lines.
You can use this command ability at the start of your hero phase. If you do so, pick 1 friendly unit wholly within 16" of your general. That unit can retreat and still charge later in the same turn.

SET-UP
Before setting up, the Flesh-eater Courts player must divide their army into two groups consisting of a roughly equal number of units.

The Intruder sets up their army wholly within their own territory. The Flesh-eater Courts player then sets up all of the units in one of the groups from their army wholly within their own territory. The territories are shown on the map below. The units in the other group are placed to one side as reserves – they arrive as reinforcements during the second battle round as described below.

FIRST TURN
The Flesh-eater Courts player decides who takes the first turn in the first battle round.

THE NEST EMPTIED
The landscape is suddenly filled with the Ghoul King’s minions.
At the end of the Flesh-eater Court player’s second movement phase, the Flesh-eater Courts player sets up all of their reserve units wholly within their own territory and more than 6" from enemy models.

ESCAPE
The intruders must break through the Flesh-eater army if they wish to escape.
At the start of the Intruder’s hero phase, and at the end of the fifth battle round, any units from the Intruder’s army that are wholly within 6" of the edge of the battlefield and more than 3" from any enemy units can escape the battle. Remove the models in those units from play, but do not count them as being slain.

GLORIOUS VICTORY
The battle ends at the end of the fifth battle round, or when all the Intruder’s units have escaped from the battle or have been destroyed, whichever happens first.

If none of the Intruder’s units have escaped from the battle at the end of the game, the Flesh-eater Court’s player wins a major victory.

If fewer than a third of the Intruder’s units (rounding down) have escaped from the battle at the end of the game, the Flesh-eater Court’s player wins a minor victory.

If more than half of the Intruder’s units (rounding down) have escaped from the battle at the end of the game, the Intruder wins a major victory.

In any other circumstances, the Intruder wins a minor victory.


Path to Glory

Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.

In order to play Path to Glory campaigns you have to follow rules described here.

Flesh-eater Courts Warband Tables

Use the following tables to determine the champion that leads your warband, the followers that make up the units which fight at their side, and the rewards they can receive after battle.
RETINUE FOLLOWERS TABLE
D6Followers
1-610 Crypt Ghouls
ELITE RETINUE FOLLOWERS TABLE (uses 2 rolls, or 1 roll and 1 Glory Point)
D6Followers
1-33 Crypt Flayers
4-63 Crypt Horrors
MIGHTY HERO FOLLOWERS TABLE (uses 2 rolls, or 1 roll and 1 Glory Point)
D6Followers
1-6Varghulf Courtier
BEHEMOTH FOLLOWERS TABLE (uses 3 rolls, or 1 roll and 2 Glory Points)
D6Followers
1-3Royal Terrorgheist
4-6Royal Zombie Dragon

Followers Rewards Table

D6REWARD
1

King’s Own

At their lord’s command, these loyal followers hurl themselves at the foe.

In the combat phase, after this unit has fought in that combat phase for the first time, when it is your turn to pick a unit to fight with later in the same combat phase, this unit can be selected to fight for a second time if it is within 3" of any enemy units and within 6" of your champion.

2

Hungry For Flesh

These demented warriors are driven into a ravenous frenzy when they smell blood.

Once per battle, at the start of the combat phase, you can add 1 to the Attacks characteristic of any melee weapons used by this unit in that combat phase.

3

Vendetta

These followers hold an unshakeable hatred for one of their foes.

After armies are set up, but before the first battle round begins, pick 1 enemy unit. Add 1 to hit rolls for attacks made by this unit that target that enemy unit.

4

Gruesome Harvest

These warriors display an uncanny talent for acquiring culinary provisions in battle.

In your hero phase, roll 1 dice for each enemy model within 3" of this unit. For each 6, that model’s unit suffers 1 mortal wound.

5

Fanatical Loyalty

These trusted subjects will stand by their lord come what may.

You can re-roll battleshock tests for this unit.

6

Martial Excellence

These well-drilled mordants fight with iron discipline.

Once per turn, you can re-roll 1 hit roll or 1 wound roll for an attack made by this unit, or 1 save roll for an attack that targets this unit.


Champion Rewards Table

2D6REWARD
2

Lord of Darkness

An aura of dark power surrounds this champion, empowering nearby courtiers.

When a friendly COURTIER within 10" of this champion uses a Muster ability, you can roll 1 extra dice for that COURTIER when determining how many slain models the Muster ability allows you to return (usually this will mean that you roll 7 dice instead of 6 dice).

3

Enmity

Memories of slights and grievances inspire this champion to commit terrible acts of vengeance.

At the end of each battle, note down the name of the warband you fought the battle against. Add 1 to hit rolls and wound rolls for attacks made by this champion that target models from that warband for the rest of the campaign.

4

Terrifying Appearance

The appearance of this champion is horrific even for a Flesh-eater.

Subtract 2 from the Bravery characteristic of enemy units while they are within 6" of this champion.

5

Arcane Abomination

This champion has mastered the arcane arts, and is one of the mightiest spellcasters of his kind.

Add 1 to casting, dispelling and unbinding rolls for this champion.

6

Haunted Blade

One of the weapons wielded by this champion is a prison for the soul of a champion from the world-that-was.

Pick one weapon used by this champion. Improve the Rend characteristic of that weapon by 1. This reward has no effect on this model’s mount.

7

Hard to Kill

Your champion is able to withstand injuries that would fell a lesser warrior.

Add 1 to this champion’s Wounds characteristic.

8

Feared Leader

The minions that serve under this champion’s command have learnt never to disobey his commands.

Add 1 to the Bravery characteristic of friendly units while they are wholly within 12" of this champion.

9

Death Incarnate

This champion strikes with a savage fury that inflicts terrible wounds.

You can re-roll wound rolls of 1 for this champion.

10

Frenzied Charge

This champion hurls himself at the foe, his madness lending his attacks incredible speed.

Add 1 to the Attacks characteristic of this champion’s melee weapons until the end of the phase if this champion made a charge move in the same turn. This reward has no effect on this model’s mount.

11

Immortal Fiend

This Flesh-eater’s polluted blood grants him resilience in battle, allowing him to shrug off serious injuries with ease.

Once per battle, in your hero phase, you can heal up to D6 wounds allocated to this champion.

12

Charismatic Fiend

This champion’s grim regality draws countless cannibalistic warriors to his banner.

If this champion is chosen as the model that uses a command ability that summons FLESH-EATER COURTS models to the battlefield, they can use it without a command point having to be spent. If they do not have such a command ability, they can use the Summon Men-atarms ability from the Abhorrant Ghoul King warscroll instead.

The COURTIER keyword is used in following Flesh-eater Courts warscrolls:

Leader
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.
Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.

The FLESH-EATER COURTS keyword is used in following Flesh-eater Courts warscrolls:

The FLESH-EATER COURTS and HERO keywords are used in following Flesh-eater Courts warscrolls:

Leader
Leader, Behemoth
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Command Traits
Whether cunning strategist or berserk butcher, every general has a unique style of command. If your general is a HERO and the allegiance abilities for your army include any command traits, you can choose or roll for one for your general. If, for any reason, you must select a new general during a battle, immediately choose or roll for a trait for them. Command traits have no effect on attacks made by a general’s mount unless noted otherwise.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The ABHORRANT and HERO keywords are used in following Flesh-eater Courts warscrolls:

Leader
Leader, Behemoth
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.

The COURTIER and HERO keywords are used in following Flesh-eater Courts warscrolls:

Leader

The ABHORRANT GHOUL KING keyword is used in following Flesh-eater Courts warscrolls:

Leader
Leader, Behemoth
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
At the Double
You can use this command ability after you make a run roll for a friendly unit that is within 6" of a friendly HERO, or 12" of a friendly HERO that is a general. If you do so, the run roll is treated as being a 6.
Forward to Victory
You can use this command ability after you make a charge roll for a friendly unit that is within 6" of a friendly HERO, or 12" of a friendly HERO that is a general. If you do so, re-roll the charge roll.
Inspiring Presence
You can use this command ability at the start of the battleshock phase. If you do so, pick a friendly unit that is within 6" of friendly HERO, or 12" of a friendly HERO that is a general. That unit does not have to take battleshock tests in that phase.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.

The WIZARD keyword is used in following Flesh-eater Courts warscrolls:

Leader
Leader, Behemoth
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.

The FLESH-EATER COURTS and MONSTER keywords are used in following Flesh-eater Courts warscrolls:

Leader, Behemoth
Behemoth
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.

The GRISTLEGORE and MONSTER keywords are used in following Flesh-eater Courts warscrolls:

Leader, Behemoth
Behemoth

The HOLLOWMOURNE and COURTIER keywords are used in following Flesh-eater Courts warscrolls:

Leader

The HOLLOWMOURNE and KNIGHTS keywords are used in following Flesh-eater Courts warscrolls:

None

The MORGAUNT and COURTIER keywords are used in following Flesh-eater Courts warscrolls:

Leader

The MORGAUNT and SERFS keywords are used in following Flesh-eater Courts warscrolls:

Battleline
© Vyacheslav Maltsev 2013-2019