Flesh-eater CourtsCrypt Infernal Courtier
12"
6
4+
10
WARSCROLL

Crypt Infernal Courtier

Leathery wings tucked against its body, the Crypt Infernal Courtier dives down from the sky, shrieking its rage. Plunging into the midst of its enemies with killing force, the vicious beast impales its prey in a shower of steaming gore.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Foetid Breath
Foetid Breath9"14+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Skewering Talons
Skewering Talons1"54+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader

DESCRIPTION

A Crypt Infernal Courtier is a single model armed with Foetid Breath and Skewering Talons.

FLY: This model can fly.

ABILITIES

Skewering Strike: Sometimes a Crypt Infernal Courtier will strike with such force that the victim is skewered upon its piercing talons.
If the unmodified hit roll for an attack made with Skewering Talons is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Muster Royal Guard: With a cry, the courtier calls forth more of the Ghoul King’s minions.
In your hero phase, roll 6 dice for each friendly CRYPT INFERNAL COURTIER on the battlefield. For each 5+ you can return 1 slain model to a friendly CRYPT FLAYERS unit that is within 10" of that CRYPT INFERNAL COURTIER. Slain models can be returned to more than one unit if you wish, but each successful dice roll can only be used to return a model to a single unit.

KEYWORDS
DEATH, MORDANT, FLESH-EATER COURTS, COURTIER, HERO, CRYPT INFERNAL COURTIER
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.
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.
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 CRYPT INFERNAL COURTIER keyword is used in following Flesh-eater Courts warscrolls:

Leader

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

None

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

None
Battleline
Leader

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

Leader
© Vyacheslav Maltsev 2013-2020