Flesh-eater Courts

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

BookKindEditionLast update
  Flesh-eater Courts
  Flesh-eater CourtsBattletome3February 2024
  Battlescroll: Nullstone Cache
  Battlescroll: Nullstone CacheRulebook3February 2024
  Regiments of Renown
  Regiments of RenownWarscroll3February 2024
  Broken Realms: Teclis
  Broken Realms: TeclisExpansion2August 2021

Designers’ Commentary

Battletome: Flesh-eater Courts

Q:If an enemy unit is in combat with Ushoran for more than one turn, can his Shroudcage Fragment ability reduce that unit’s Bravery characteristic by more than 1?
A:
Yes.
Q:When setting up a replacement unit using the Summon Loyal Subjects battle trait, do I need to factor in the half of the models in that unit that count as having been slain for the purposes of battleshock?
A:
No.
Q:When picking a delusion using Ushoran’s Epicentre of Delusion ability, can I pick the same delusion as the one I picked before the start of the first turn?
A:
No.
Q:If I have picked The Feast Day delusion, does Ushoran still need to have 6 noble deeds points for friendly Flesh-eater Courts units wholly within 24" of him to be affected by Feeding Frenzy?
A:
Yes. Although friendly FLESH-EATER COURTS units wholly within 12" would be affected by Feeding Frenzy when Ushoran has 4 or more noble deeds points, those units that are more than 12" away but wholly within 24" of him would be affected only when he has 6 noble deeds points.

Allies

FACTIONALLIES
Flesh-eater CourtsSoulblight Gravelords

Battle Traits

Grand Courts

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

You can pick 1 of the following subfactions for your army (core rules, 27.2.1). All FLESH-EATER COURTS units in your army gain the keyword of the subfaction you picked, and you can use the allegiance abilities for that subfaction. If a unit already has a different subfaction keyword on its warscroll, it can not gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its subfaction.

Deathless Courtiers

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

Friendly FLESH-EATER COURTS units have a ward of 6+.

Noble Deeds

Each member of a ghoulish court is constantly seeking to prove their valour and increase their standing, performing worthy exploits on the battlefield that send their loyal subjects into a furore.

  • Each time a friendly FLESH-EATER COURTS HERO successfully casts a spell that is not unbound, give 1 noble deeds point to that HERO.
  • Each time a prayer chanted by a friendly FLESHEATER COURTS HERO is answered, give 1 noble deeds point to that Hero.
  • Each time a friendly FLESH-EATER COURTS HERO fights, after all of its attacks have been resolved, give that HERO a number of noble deeds points equal to the number of wounds and/or mortal wounds caused by that HERO in that phase that were allocated to enemy units. Do not count wounds and/or mortal wounds caused by that HERO’s mount. Each time a friendly ABHORRANT fights, if that unit is mounted, any wounds caused by attacks made by the rider must be allocated first, followed by wounds allocated by attacks made by its mount.
Each FLESH-EATER COURTS HERO can have a maximum of 6 noble deeds points at any one time (it cannot be given any more until the number of noble deeds points it has is reduced to less than 6).

Feeding Frenzy

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

Add 1 to the Attacks characteristic of melee weapons used by friendly FLESH-EATER COURTS units while they are wholly within 12" of any friendly HEROES that have 6 noble deeds points.

Muster Guard

Courtiers are perceived by their fellow Flesh-eaters as ranking officers who possess the charisma to rally wavering troops in the midst of battle.

At the end of your movement phase, each friendly COURTIER can spend 1 of their noble deeds points to return 1 slain model to a friendly SERFS unit that is within 10" of them, or 2 of their noble deeds points to return 1 slain model to a friendly KNIGHTS unit that is within 10" of them. You can use this ability multiple times each turn as long as the required noble deeds points are available.

Summon Loyal Subjects

To the mordants, an ear-splitting howl from the throat of an abhorrant is a clarion call to defend the kingdom, issued from one of noble blood.

At the end of your movement phase, each friendly ABHORRANT can spend 6 of their noble deeds points to summon loyal subjects. If they do so, pick 1 friendly SERFS or KNIGHTS unit that has been destroyed and add a new replacement unit identical to that unit to your army with half of the models from the unit that was destroyed (rounding up). Replacement units must be set up wholly within 6" of the edge of the battlefield and more than 9" from all enemy units. Each destroyed unit can only be replaced once - replacement units cannot themselves Ee replaced. Remaining models which are not set up as part of the replacement unit count as having been slain and can be returned to the replacement unit using, for example, the Muster Guard ability or Rally command ability.

Courts of Delusion

The Flesh-eaters are warped by their delusional curse, seeing the worst slaughters as feats of high chivalry.

In the first battle round, after the players have received their starting command points but before the start of the first turn, you can pick 1 of the following delusions to apply during the battle:
  • The Royal Hunt: Add 1 to wound rolls for attacks made by friendly FLESH-EATER COURTS units that target a MONSTER.
  • Crusading Army: Add 1 to run rolls and charge rolls for friendly FLESH-EATER COURTS units.
  • Defenders of the Realm: Add 1 to save rolls for friendly FLESH-EATER COURTS units while they are contesting an objective that you control.
  • The Grand Tournament: Add 1 to hit rolls for attacks made by friendly FLESH-EATER COURTS HEROES that are not a general if they made a charge move in the same turn.
  • The Feast Day: The Feeding Frenzy ability applies to friendly FLESH-EATER COURTS units while they are wholly within 12" of any friendly HEROES that have 4 or more noble deeds points instead of 6 noble deeds points.

Delusions of Grandeur

At the start of the hero phase, you can carry out a heroic action from the table below with a friendly FLESH-EATER COURTS HERO instead of any other heroic action you can carry out with that HERO.

FLESH-EATER COURTS HEROIC ACTIONS
Rousing Oration: Pick 1 friendly FLESH-EATER COURTS HERO and roll a dice for each other friendly FLESH-EATER COURTS unit wholly within 12" of that HERO. For each 5+, give 1 noble deeds point to that HERO.
Scent of Blood: Pick 1 friendly FLESH-EATER COURTS HERO and roll a dice. On a 3+, you can make a D6" move with that HERO, but it must finish that move more than 3" from all enemy units and closer to an enemy unit that has any wounds allocated to it.

Undead Monstrosities

When you carry out a monstrous rampage with a ROYAL TERRORGHEIST or ROYAL ZOMBIE DRAGON, you can carry out 1 of the monstrous rampages below instead of any other monstrous rampage you can carry out with that unit.

FLESH-EATER COURTS MONSTROUS RAMPAGES
Delectable Appetisers: Pick 1 enemy unit that has a Wounds characteristic of 2 or less and is within 3" of this unit and roll a dice. On a 3+, that enemy unit suffers D3 mortal wounds. Then, for each mortal wound that was caused to that enemy unit and not negated, this unit heals 1 wound.
Bloodcurdling Shriek: Pick 1 enemy unit within 3" of this unit and roll a dice. On a 3+, subtract 2 from the Bravery characteristic of that enemy unit until the end of the turn.

Command Traits

Royalty

ABHORRANT general only.

Shadowy Obfuscation

This scion of Ushoran is shrouded by an aura of darkness that makes them difficult to target.

This general is not visible to enemy models that are more than 12" away from them.

Feverish Scholar

Though bestial, this abhorrant has devoured countless works of Shyishan arcane lore.

Add 1 to casting rolls, dispelling rolls and unbinding rolls for this general. If this general has 6 noble deeds points, add 2 to casting rolls, dispelling rolls and unbinding rolls for this general instead of 1.

Master of the Menagerie

This abhorrant prides themselves on the number of great beasts in their royal collection, and they eagerly unleash them upon the enemy in times of war.

When using the Summon Loyal Subjects battle trait, you can pick 1 friendly FLESH-EATER COURTS MONSTER that is not a HERO and that has been destroyed, instead of a unit of SERFS or KNIGHTS. Set up a replacement unit as described in the battle trait and allocate 6 wounds to that replacement MONSTER that cannot be negated. In addition, when that unit is set up, it can be set up wholly within 7" of the edge of the battlefield instead of 6".


Nobility

COURTIER general only.

Stronger in Madness

Titis courtier’s physical form has been rendered near-indestructible by the Boon of Ushoran.

Add 2 to this general’s Wounds characteristic. While this general has 6 noble deeds points, they have a ward of 5+.

Cruel Taskmaster

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

If this general uses the Muster Guard ability to return models to a unit, reduce the noble deeds cost of each returned model by 1, or if the cost was already 1, you can bring back 1 additional model instead.

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 scores 2 hits on the target instead of 1. If this general has 6 noble deeds points, that attack scores 3 hits on the target instead of 2.

Artefacts of Power

Royal Treasury

ABHORRANT HERO only.

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 9" of the bearer.

Blood-river Chalice

When the blood contained in this vessel is quaffed, the grisly fluid rapidly heals the imbiber’s ravaged body.

Once per battle, in the hero phase, the bearer can use this artefact. If they do so, heal up to 2D3 wounds allocated to the bearer.

Heart of the Gargant

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

Once per battle, at the start of the combat phase, the bearer can use this artefact. If they do so, add 1 to the Attacks characteristic of melee weapons used by the bearer and their mount in that phase.


Noble Heirlooms

COURTIER HERO only.

Medal of Madness

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

Once per battle round, the bearer can issue a command without a command point being spent, and they are treated as if they were a general when they do so.

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 while they are wholly within 12" of the bearer.

Charnel Vestments

Strips of flayed skin and crudely stitched sinew form a gruesome parody of priestly robes.

The bearer gains the PRIEST keyword.

Spell Lores

Lore of Madness

FLESH-EATER COURTS WIZARD (including Unique units) only.

Miasmal Shroud

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

Miasmal Shroud is a spell that has a casting value of 6 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster, and roll 6 dice. If 2 or more dice share the same value, that unit suffers 1 mortal wound. If 3 or more dice share the same value, subtract 1 from hit rolls for attacks made by that unit until your next hero phase (in addition to the previous effect). If 4 or more dice share the same value, subtract 1 from wound rolls for attacks made by that unit until your next hero phase (in addition to the previous effects).

If the casting roll was 10 or more, roll 8 dice instead of 6. Each effect can only be triggered once, even if there is more than one set of dice with the same value.

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 is a spell that has a casting value of 6 and a range of 24". If successfully cast, pick 1 friendly FLESH-EATER COURTS unit wholly within range and visible to the caster that has a Wounds characteristic of 7 or less. Until your next hero phase, add 2" to that unit’s Move characteristic and add 1 to wound rolls for attacks made by that unit.

If the casting roll was 10 or more, you can pick up to 3 different friendly units to be affected by the spell instead of 1.

Crimson Victuals

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

Crimson Victuals is a spell that has a casting value of 6 and a range of 18". If successfully cast, pick 1 enemy unit within range of the caster, and a friendly FLESH-EATER COURTS unit that has a Wounds characteristic of 1 and is within 6" of that enemy unit. The enemy unit suffers D3 mortal wounds. Then, for each mortal wound that was caused to the enemy unit and not negated, you can return 1 slain model to the friendly unit.

If the casting roll was 10 or more, the enemy unit suffers 2D3 mortal wounds instead of D3 mortal wounds.

Prayer Scriptures

Rites of Delusion

FLESH-EATER COURTS PRIEST (including Unique units) only.

Bless This Meal

The priest intones a sacred rite, ‘blessing’ his followers’ next meal to bring health and happiness to those who partake.

Bless This Meal is a prayer that has an answer value of 3 and a range of 18". If answered, pick 1 enemy unit within range that is visible to the chanter. Each time a model from that enemy unit is slain, you can heal 1 wound allocated to 1 friendly FLESH-EATER COURTS unit within 6" of that enemy unit.

The Summerking’s Favour

The priest delivers a blistering sermon lionising the deeds of a courtly champion, marking them out as a saint in their followers’ eyes.

The Summerking’s Favour is a prayer that has an answer value of 3 and a range of 18". If answered, pick 1 friendly FLESH-EATER COURTS HERO wholly within range and visible to the chanter. Until your next hero phase, that Hero gains 1 additional noble deeds point each time they slay an enemy model.

Charnel Conviction

Anointed with gory libations by their priest, ghouls believe themselves to be invincible warriors of faith.

Charnel Conviction is a prayer that has an answer value of 3 and a range of 18". If answered, pick 1 friendly FLESH-EATER COURTS unit wholly within range and visible to the chanter. That unit has a ward of 5+ until your next hero phase.

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.

Royal Zombie Dragon Traits

FLESH-EATER COURTS HERO mounted on Royal Zombie Dragon only.

Baneful Breath

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

Improve the Rend characteristic of this unit’s Pestilential Breath by 1.

Death from the Skies

This steed and its rider soar above the ghoulish hordes before swooping to assail their prey.

Instead of setting up this unit 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 all enemy units.

Venerated Zombie Dragon

This noble beast has long served the court and exerts a strange dominance over the other members of its menagerie.

Add 1 to hit rolls for friendly FLESH-EATER COURTS MONSTERs while they are wholly within 12" of this unit.


Royal Terrorgheist Traits

FLESH-EATER COURTS HERO mounted on Royal Terrorgheist only.

Gruesome Bite

Any foe in reach of this beast’s snapping jaws is unlikely, to see another dawn.

Add 1 to the Attacks characteristic of this unit’s Fanged Maw.

Horribly Resilient

The rotting form of this Terrorgheist is nearly impossible to destroy.

This unit’s Royal Blood ability heals up to 2D3 wounds instead of up to D3 wounds.

Morbheg’s Swiftness

This creature is freakishly agile for its great size and mouldering state.

This unit can retreat and still charge later in the turn.

Grand Courts

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. Great deeds are expected of the Morgaunt nobility - they are found forever at the front of the host, laying about the foe with talon and rusty blade.

Morgaunt Kingdoms: The Morgaunt are incredibly territorial, and they see it as their noble duty to both protect and expand their kingdoms.
Give 1 noble deeds point to each friendly MORGAUNT FLESH-EATER COURTS HERO at the end of the turn if that HERO is contesting an objective.

Hollowmourne

The Hollowmourne grand court serve as Ushoran’s most devoted knightly orders. 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.

Grisly Cavaliers: The elite of Hollowmourne’s armies see themselves as bold warriors astride snorting destriers and other noble beasts. Though this is far from the awful reality, their devastating charges are still famous among Ushoran’s followers for the carnage they cause.
Add 1 to the Damage characteristic of melee weapons used by friendly HOLLOWMOURNE KNIGHTS units that have made a charge move in the same turn. This ability has no effect on attacks made by mounts.

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 sunworshipping empire, these zealous cannibals now terrorise Aqshy and beyond, leaving trails of devastation in their wake as they spread their twisted beliefs. The old theocrats have been supplanted by ranting abhorrant war-preachers, creatures who unknowingly shape their delusional aura with sheer force of conviction.

Pious Nobility: The rulers of the Blisterskin grand court are devout champions of what they believe is a righteous crusade.
Friendly ABHORRANTS gain the PRIEST keyword but they cannot cast spells and chant prayers in the same hero phase.

Gristlegore

The Gristlegore were once pacifists, seeking unity with their savage Ghurish homelands. The nobles of the court still believe they pursue these virtuous ideals, even as they ride into battle astride hideous undead monstrosities, tearing apart all who stand before them in a truly aweinspiring display of bloodlust.

Savage Strike: The champions and great beasts of Gristlegore fight with a savagery that is exceptional even among their monstrous kind.
At the start of your combat phase, you can pick 1 friendly GRISTLEGORE MONSTER on the battlefield. The strike-first effect applies to that MONSTER until the end of the phase.

PATH TO GLORY

The following section includes rules for your Path to Glory campaign if you are using a Flesh-eater Courts army.

Intrigues of the Court

Ghoul courts are hotbeds of intrigue. Each noble is forever conspiring to ascend in the eyes of their sovereign - though, rather than clever political manoeuvring, they advance their position through outbursts of insane, flesh-mangling violence.

During your Path to Glory campaign, each friendly HERO on your order of battle has a standing within the court, which is either in favour or out of favour. Keep track of each HERO’s current standing in their Notes section on your order of battle.

When a HERO is first added to your order of battle, their standing is out of favour, with the exception of your warlord, who begins in favour.

In step 7 of the aftermath sequence, update the current standing of each HERO on your order of battle as follows:
  • If that HERO did not take part in the battle, they are now out of favour.
  • If that HERO took part in the battle and gained any renown points, they are now in favour.
  • If that HERO took part in the battle and had 6 noble deeds points at any point in the battle, they are now in favour.
  • If none of the above conditions are met and the Hero did not survive the battle, they are now out of favour.
  • If none of the above conditions are met, the standing of that HERO is unchanged.
At the start of each Path to Glory battle, roll 2 dice for each friendly HERO that is currently in favour. For each 4+, give 1 noble deeds point to that HERO.

Growing Delusion

Each battle brings another opportunity for the madness to spread and for new loyal subjects to join the court.

At the start of step 2 of the aftermath sequence, roll a dice for each territory that your opponent controls to see if the abhorrant curse has spread to any inhabitants of that territory. For each 6, you can choose one SERFS unit in your army that had any models slain or was destroyed during the battle. You do not have to make a casualty roll for that unit, as newly infected replacements flood from your opponent’s territory to fill their ranks.

During step 7 of the aftermath sequence, each time you add a new unit to your order of battle, you may subtract 1 from the glory points cost of adding a new unit if you summoned a unit of that type during the battle and the summoned unit was still on the battlefield at the end of the battle.

Quests

When you pick a quest, you can pick from the following quests in addition to those in the Core Book.

QUEST

The Grand Tournament

The lord has challenged their courtiers to a contest of arms. Whoever performs the most valiant feats shall earn the approval of the monarch and be the talk of all the land.
During each Path to Glory battle, add 1 quest point to the progress section of your quest log each time an enemy unit is destroyed by an attack made by a friendly COURTIER unit.

At the end of a Path to Glory battle, if you have gained 3 or more quest points, you complete this quest. When you complete this quest, pick 1 COURTIER on your order of battle to be the favoured of the court. That COURTIER gains 10 renown points.

QUEST

Recruit New Subjects

A wise monarch is always looking to expand their kingdom and ensure prosperity reigns across the lands by inducting former foes into their ranks...
During each Path to Glory battle, after deployment but before the first battle round begins, choose 1 enemy unit on the battlefield to be driven to cannibalism.

At the end of the battle, roll a dice if that enemy unit survived the battle, and add 1 for each friendly ABHORRANT within 9" of that enemy unit. On a 4+, you complete this quest. When you complete this quest, you can add a unit of 10 Crypt Ghouls to your order of battle or reinforce an existing unit of Crypt Ghouls on your order of battle without spending any glory points.

QUEST

The Great Banquet

Mordants have heard rumour of a rotting Mega-Gargant corpse nearby that is ripe for the picking.
At the end of each Path to Glory battle, roll a dice for each friendly FLESH-EATER COURTS unit that is wholly within enemy territory. For each 4+, you discover 1 clue as to the whereabouts of the Mega-Gargant corpse. Keep a tally of how many clues you discover.

Once you have discovered 3 or more clues, you can fight Path to Glory battles using the ‘A Gargantuan Bounty’ battleplan. Once you have fought a Path to Glory battle using that battleplan, you complete this quest. The rewards for completing this quest are listed in the battleplan.

QUEST

A Mount Fit for a King

A glorious liege must have a similarly glorious mount upon which to soar into battle - and such majesty is achieved only through bloody slaughter.
Pick 1 MONSTER unit from your order of battle that does not have a mount trait, and pick 1 mount trait from the relevant Flesh-eater Courts Mount Traits table. Note these down in your quest log. At the end of a Path to Glory battle, you complete this quest if the MONSTER you picked destroyed any enemy units during the battle.

When you complete this quest, you can add the mount trait you picked to your vault but it can only be given to the MONSTER you picked when you embarked on this quest (note down the MONSTER’s name next to the mount trait). If that MONSTER is removed from your order of battle, then remove the mount trait from your vault too.

Veteran Abilities

Each time a FLESH-EATER COURTS unit on your Path to Glory roster gains a veteran ability, you can pick from the following veteran abilities in addition to those in the Core Book.

FLESH-EATER COURTS VETERAN ABILITIES
Hungry for Flesh: These demented warriors are driven into a ravenous frenzy when they smell blood.
This unit can use this veteran ability once per battle when it is picked to fight in the combat phase. If it does so, until the end of that phase, if the unmodified hit roll for an attack made with a melee weapon by this unit is 6, that attack scores 2 hits on the target instead of 1.
Muster Reinforcements: When the situation is dire, the veterans’ champion calls on the king’s loyal servants to buttress their numbers.
This unit can use this veteran ability once per battle in your hero phase. If it does so, roll 3 dice. If this unit is a SERFS unit, for each 2+, you can return 1 slain model to this unit. If this unit is a KNIGHTS unit, for each 5+, you can return 1 slain model to this unit.
King’s Own: At their lord’s command, these loyal followers hurl themselves at the foe.
This unit can use this veteran ability once per battle at the start of the combat phase, if it is within 6" of your warlord. If it does so, you can add 1 to the Attacks characteristic of this unit’s melee weapons in that combat phase.
Gaze of Ushoran: These warriors claim to have once fought in the Carrion King’s shadow and been blessed by his holy presence.
This unit can use this veteran ability once per battle when it is picked as the target of an attack. If it does so, it has a ward of 5+ until the end of that phase.
Defenders of the Court: These loyal servants will do their utmost to keep their masters safe from harm.
This unit can use this veteran ability once per battle at the start of the combat phase. If it does so, pick 1 friendly ABHORRANT or COURTIER wholly within 6" of this unit. Add 1 to save rolls for that unit until the end of the phase.
Gluttons for Flesh: After working up an appetite in combat, these warriors indulge in feasting upon the bodies of their fallen enemies.
This unit can use this veteran ability once per battle at the end of the combat phase, if this unit fought in that phase. If it does so, heal up to D6 wounds allocated to this unit. If there are no wounds allocated to this unit, you can return a number of slain models to this unit that have a combined Wounds characteristic that is equal to or less than the number of wounds you could have healed.

Territories

When making an exploration roll, if the roll is 61-66, that roll will correspond to a territory on the table below. Alternatively, you can pick 1 result from the Territories table in the Core Book that corresponds to a roll of 21-42.

FLESH-EATER COURTS FACTION TERRITORIES (D66)
61-62 PIT OF BONES
After picking them clean of meat, the mordants search for the ideal bones to adorn their bodies in order to impress the court with the latest grotesque fashion.
In step 3 of the aftermath sequence, you can pick 1 unit on your order of battle that took part in the battle and roll a dice. On a 4+, that unit gains 1 renown point.
[Upgrade 5GP] Gallery of Bones: You can pick 2 units instead of 1.

63-64 CHARNEL DEN
The grim remains of the casualties of war are massed in a horrific den. Every day, the banquet begins at sundown.
You can never have more than 1 territory of this type.
In step 7 of the aftermath sequence, you can pick 1 unit to benefit from this territory. If that unit took part in the battle, reduce its casualty score by D3. If it did not take part in the battle, reduce its casualty score by D6.
[Upgrade 10GP] Plentiful Feast: You can pick 2 units instead of 1.

65-66 DRAGON GRAVEYARD
The ancient remains of forgotten descendants of Dracothion form an eerie landscape made up of jutting shards of bone and ribcages the size of houses.
This territory has no effect until it is upgraded.
[Upgrade 15GP] Awakened: Increase your MONSTERS limit by 4. In addition, you can pick 1 mount trait from the Flesh-eater Courts mount traits tables, add it to your vault, and then give it to 1 MONSTER on your order of battle that does not already have a mount trait. If that MONSTER is removed from your order of battle, then remove the mount trait from your vault too.

Battleplan

A Gargantuan Bounty

After scouring the lands in search of treasure, your patience has been rewarded as you finally arrive at a valley containing a glorious bounty: the rotting corpse of a massive Mega-Gargant, half-buried and torn to pieces by carrion beasts. Now, there is only one more obstacle left in your path - an enemy army on the march, oblivious to the delicious feast laid out at their doorstep and seemingly only interested in the piles of useless gold that have spilled from the gargant’s guts.

QUEST BATTLEPLAN
You can use this battleplan if one player is using a Flesh-eater Courts army, has embarked on the ‘The Great Banquet’ quest and has discovered 3 or more clues. Use the Path to Glory battlepack.

THE ARMIES
The player embarked on the ‘The Great Banquet’ quest is the Flesh-eater and must use a Flesh-eater Courts army. Their opponent is the defender.

THE BATTLEFIELD
The players roll off. The winner sets up the battlefield’s terrain features and then the other player chooses which edge of the battlefield is the northern edge. After the terrain features have been set up, starting with the player who won the roll-off, each player picks 1 terrain feature and rolls on the Mysterious Terrain table (core rules, 28.1.3) to determine which scenery rule applies to that terrain feature during the battle.

DEPLOYMENT
The defender sets up their army first, wholly within their territory. Then the Flesh-eater sets up their army wholly within their territory and more than 9" from all enemy units.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

FIRST TURN
The defender chooses which player takes the first turn in the first battle round.

MEGA-GARGANT BODY PARTS
Each objective on the battlefield is associated with a different part of the Mega-Gargant corpse. At the end of each of the Flesh-eater’s turns, they can choose to consume the body part(s) associated with any of the objectives they control. If they do so, they pick 1 friendly Flesh-eater Courts unit that is contesting the chosen objective to consume the body part. When a body part is consumed, remove its objective from the battlefield and give the unit that consumed the body part the relevant bonus from the following list:
  • Intestines: Heal D3+3 wounds allocated to the unit
  • Lungs: Add 1 to run rolls and charge rolls for the unit for the rest of the battle
  • Brain: Add 1 to casting rolls, unbinding rolls and chanting rolls for the unit for the rest of the battle
  • Liver: Add 1 to ward rolls for the unit for the rest of the battle
  • Heart: Score 2 victory points instead of 1 (see below)

VICTORY POINTS
The Flesh-eater scores victory points at the end of each of their turns as follows:

- Score 1 victory point for each body part that was consumed during that turn (2 for the heart).

The defender scores victory points at the end of each of their turns as follows:

- Score 1 victory point if you control the heart objective.

GLORIOUS VICTORY
The player with the most victory points at the end of the battle wins a major victory.

If the players are tied on victory points at the end of the battle and the Flesh-eater has consumed at least 3 body parts, the Flesh-eater wins a minor victory.

If the players are tied on victory points at the end of the battle and the Flesh-eater has consumed fewer than 3 body parts, the defender wins a minor victory.

PATH TO GLORY REWARDS
If the Flesh-eater wins a major victory, they complete the ‘The Great Banquet’ quest and gain 10 glory points. In addition, set the casualty score for all units on your order of battle to 0, and do not make casualty rolls for units in step 2 of the aftermath sequence of this battle. If the defender wins a major victory, they can pick 1 artefact of power that their faction has access to and that is not already on their Path to Glory roster and add it to their vault.

BONUS RENOWN
Each unit in the Flesh-eater’s army that consumed one of the Mega-Gargant body parts gains 1 bonus renown point.

If the defender controls the heart objective at the end of the battle, each unit in the defender’s army that is contesting that objective at the end of the battle gains 1 bonus renown point.

MATCHED PLAY

If the battlepack you are using says that you must pick grand strategies and battle tactics for your army, you can pick from the following lists as well as those found in the battlepack you are using.

Grand Strategies

After you have picked your army, you can pick 1 of the grand strategies below and record it on your army roster.

ROYAL DELUSIONS
Flesh-eater Courts army only.

Legendary Exploits: When the battle ends, you complete this grand strategy if there are at least 3 friendly FLESH-EATER COURTS HEROES on the battlefield that each have 6 noble deeds points.
Expand the Kingdom: When the battle ends, you complete this grand strategy if a friendly ABHORRANT is wholly within enemy territory and the enemy general is not wholly within enemy territory.
Defend the Throne: When the battle ends, you complete this grand strategy if a friendly Charnel Throne is on the battlefield, it is garrisoned by a friendly FLESH-EATER COURTS HERO, and there are no enemy units within 6" of it.

Battle Tactics

At the start of your hero phase, you can pick 1 of the battle tactics below. You must reveal your choice to your opponent, and if your battle tactic instructs you to pick something, you must tell your opponent what you pick. You have until the end of that turn to complete the battle tactic. You cannot pick the same battle tactic more than once per battle.

DUTIES TO THE COURT
Flesh-eater Courts army only.

Screamed to Death: Pick 1 enemy unit on the battlefield. You complete this battle tactic if that unit is destroyed this turn by an attack made with a missile weapon used by a friendly CRYPT FLAYERS unit, CRYPT INFERNAL COURTIER or ROYAL TERRORGHEIST.
Valiant Slaying: Pick 1 enemy MONSTER on the battlefield. You complete this battle tactic if that unit is destroyed during this turn by an attack made by a friendly ABHORRANT.
Overrun: You complete this battle tactic if every enemy unit on the battlefield is within 3" of a friendly FLESH-EATER COURTS unit at the end of the turn.
Glorious Feast: You complete this battle tactic if every friendly unit on the battlefield is wholly within 12" of a friendly FLESH-EATER COURTS HERO that has 6 noble deeds points at the end of the turn.
Lance Formation: You complete this battle tactic if 2 or more friendly KNIGHTS units made a charge move this turn and the charge roll for each of those units was 7 or more.
The Ties of Chivalry: Pick 1 objective on the battlefield that your opponent controls. You complete this battle tactic if you control that objective at the end of your turn and it is contested by at least 1 friendly SERFS model, 1 friendly KNIGHTS model and 1 friendly COURTIER model.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.

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

Leader
14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.

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

Battleline
None

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

None
Rally
At a shouted command, injured warriors stagger back to their feet and prepare to fight once more.
You can use this command ability at the start of the hero phase. The unit that receives the command must be more than 3" from all enemy units. Roll 1 dice for each slain model from that unit. For each 6, you can return 1 slain model to that unit.

You can only return models to that unit that have a combined Wounds characteristic of 10 or less. For example, if the unit that received the command has a Wounds characteristic of 2, you can return a maximum of 5 models to that unit.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).

The ROYAL TERRORGHEIST keyword is used in the following Flesh-eater Courts warscrolls:

Leader, Behemoth
Behemoth

The ROYAL ZOMBIE DRAGON keyword is used in the following Flesh-eater Courts warscrolls:

Leader, Behemoth
Behemoth
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.

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

Leader, Behemoth
Behemoth

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

Leader, Behemoth
Leader

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

Leader
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).

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

Leader, Behemoth
Leader
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.

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

None

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

Leader, Behemoth
Behemoth
25.3.2 Reinforced Units
A reinforced unit has twice as many models as its minimum unit size. If you can include reinforced units in your army, you can reinforce units with the Battleline battlefield role twice. A unit that is reinforced twice has 3 times as many models as its minimum unit size and counts as 2 units towards the number of reinforced units you can include in your army. If the description for a unit says that it is a single model, it cannot be reinforced.
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.
27.3.3 Artefacts of Power
Each time you take an artefact of power enhancement, you can pick 1 artefact of power and give it to a HERO in your army. A HERO cannot have more than 1 artefact of power. An army cannot include duplicates of the same artefact of power.

Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples).

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