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.Book | Kind | Edition | Last update | |
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![]() | Battletome | 2 | September 2023 | |
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![]() | Rulebook | 3 | September 2023 | |
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![]() | Battletome | 3 | September 2023 | |
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![]() | Rulebook | 3 | August 2023 | |
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![]() | Warscroll | 3 | July 2023 | |
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![]() | Expansion | 3 | June 2023 | |
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![]() | Warscroll | 3 | May 2023 | |
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![]() | White Dwarf | 3 | June 2022 | |
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![]() | Expansion | 2 | August 2021 | |
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![]() | Warscroll | 2 | September 2019 |
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: | 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: | Can a Crypt Flayers unit use their ‘Escort Courtier’ ability to move a friendly FLESH-EATER COURTS HERO when that Crypt Flayers unit uses the ‘Redeploy’ command? |
A: | No. |
Q: | Can a FLESH-EATER COURTS HERO that was not within 3" of an enemy unit at the start of the movement phase make a normal move or run after it has been set up by a friendly Crypt Flayers unit using the ‘Escort Courtier’ ability? |
A: | Yes. |
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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+.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.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.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).D6 | Delusion |
1 | Crusading 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. |
2 | The 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. |
3 | The 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. |
4 | A 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. |
5 | The 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. |
6 | Defenders 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. |
When a lord calls out for support, their devoted servants are attracted from miles around.
At the start of your hero phase, you can carry out this heroic action with a friendly FLESH-EATER COURTS HERO instead of any other heroic action you can carry out with that HERO.
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RoyaltyABHORRANT HEROES only.
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NobilityCOURTIER HEROES only.
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Royal TreasuryABHORRANT HEROES only.
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Noble HeirloomsCOURTIER HEROES only.
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Lore of MadnessFLESH-EATER COURTS WIZARDS (including Unique units) only.
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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 TraitsHERO mounted on Royal Terrorgheist only.
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Zombie Dragon TraitsHERO mounted on Royal Zombie Dragon only.
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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).
BlisterskinCharred 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. | ||
GristlegoreThe 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. The strike-first effect applies to this general and their mount if they made a charge move in the same turn. 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. | ||
HollowmourneThe 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. | ||
MorgauntDriven 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 at the end of your movement phase. If you do so, pick 1 friendly HERO to issue the command and pick 1 friendly SERFS unit that has been destroyed. Then roll a dice. On a 4+, a new replacement unit with half of the models from the unit that was destroyed (rounding up) is added to your army. Set up the new unit wholly within 6" of the edge of the battlefield and more than 9" from all enemy models. Each destroyed unit can only be replaced once – replacement units cannot themselves be replaced. 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. | ||
Battleplan Stirring the NestSuch 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 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.These Path to Glory campaign rules are not compatible with the latest version of the Path to Glory rules from the Core Book. You can still use them to run a ‘classic’ Path to Glory campaign, or you can use the rules from the Core Book to run a ‘modern’ Path to Glory campaign. | ||
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Followers Rewards Table
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Champion Rewards Table
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This section contains rules for using a Flesh-eater Courts army on a Path to Glory campaign. It includes additional rules, quests, veteran abilities and unique territories that can only be used by a Flesh-eater Courts army.
Each battle brings another opportunity for the madness to spread and for new loyal subjects to join the court.
During step 7 of the aftermath sequence, each time you add a new unit to your order of battle, reduce the glory points cost of adding a new unit by 1 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.
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QUEST The Grand TournamentThe lord has challenged their courtiers to a contest of arms. Whoever performs the most valiant feats shall earn additional favour and rise in renown. In 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.Once you have gained 3 or more quest points, at the end of a Path to Glory battle, you complete this quest. When you complete this quest, choose 1 COURTIER on your order of battle to be the favoured of the court. That COURTIER gains 10 renown points. | ||
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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.
ROYAL DELUSIONS Flesh-eater Courts army only.
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DUTIES TO THE COURT Flesh-eater Courts army only.
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If the players are using the Open War battlepack from the Warhammer Age of Sigmar Core Book, players using a Flesh-eater Courts army can use the following rules as well as those found in the battlepack.
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The COURTIER keyword is used in the following Flesh-eater Courts warscrolls:
The FLESH-EATER COURTS and HERO keywords are used in the following Flesh-eater Courts warscrolls:
The FLESH-EATER COURTS keyword is used in the following Flesh-eater Courts warscrolls:
You do not have to pick a target for a charge attempt before making the charge roll. | ||
The SERFS keyword is used in the following Flesh-eater Courts warscrolls:
The KNIGHTS keyword is used in the following Flesh-eater Courts warscrolls:
The ABHORRANT and HERO keywords are used in the following Flesh-eater Courts warscrolls:
The COURTIER and HERO keywords are used in the following Flesh-eater Courts warscrolls:
The ABHORRANT GHOUL KING keyword is used in the following Flesh-eater Courts warscrolls:
The FLESH-EATER COURTS and WIZARD keywords are used in the following Flesh-eater Courts warscrolls:
The FLESH-EATER COURTS and MONSTER keywords are used in the following Flesh-eater Courts warscrolls:
The HERO keyword is used in the following Flesh-eater Courts warscrolls:
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. | ||
The BLISTERSKIN keyword is used in the following Flesh-eater Courts warscrolls:
The BLISTERSKIN and HERO keywords are used in the following Flesh-eater Courts warscrolls:
The GRISTLEGORE and HERO keywords are used in the following Flesh-eater Courts warscrolls:
The GRISTLEGORE and MONSTER keywords are used in the following Flesh-eater Courts warscrolls:
The HOLLOWMOURNE and COURTIER keywords are used in the following Flesh-eater Courts warscrolls:
The HOLLOWMOURNE and KNIGHTS keywords are used in the following Flesh-eater Courts warscrolls:
The HOLLOWMOURNE keyword is used in the following Flesh-eater Courts warscrolls:
The HOLLOWMOURNE and HERO keywords are used in the following Flesh-eater Courts warscrolls:
The MORGAUNT and COURTIER keywords are used in the following Flesh-eater Courts warscrolls:
The MORGAUNT and SERFS keywords are used in the following Flesh-eater Courts warscrolls:
The MORGAUNT and HERO keywords are used in the following Flesh-eater Courts warscrolls:
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. | ||
The ABHORRANT keyword is used in the following Flesh-eater Courts warscrolls: