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 Courts
  Flesh-eater CourtsBattletome21.3July 2021
  General’s Handbook ’2021
  General’s Handbook ’2021Expansion31.0September 2021
  Broken Realms: Teclis
  Broken Realms: TeclisExpansion21.2August 2021
  Warhammer Underworlds: Beastgrave
  Warhammer Underworlds: BeastgraveWarscroll2September 2019

Designers’ Commentary

Battletome: Flesh-eater Courts

 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.

Allies

DEATHALLIES
Flesh-eater CourtsSoulblight Gravelords

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

If a model already has a Grand Court keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its Grand Court.

COMMAND ABILITY

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 issue the At the Double, Forward to Victory or Inspiring Presence command from the core rules as if they were a general and 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

Lore of Madness

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

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.
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.

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.

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.

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 the following Flesh-eater Courts warscrolls:

Leader
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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.

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

Leader
Leader, Behemoth
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).
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.
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.
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.
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.
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).
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.
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).
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.
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.

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

Leader
Leader, Behemoth
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).
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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).
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.
19.3.2 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.
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.

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

Leader
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).
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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).
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.
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.

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

Leader
Leader, Behemoth
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).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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.
19.1 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.
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).
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
At the Double
Eager for battle, the warriors pick up their pace and surge towards the enemy.
You can use this command ability after you declare that a friendly unit will run. That unit must receive the command. The run roll is not made for that unit. Instead, 6" is added to that unit’s Move characteristic in that phase. The unit is still considered to have run.
Forward to Victory
Nothing will stop these ferocious warriors from reaching combat.
You can use this command ability after you make a charge roll for a friendly unit. That unit must receive the command. You can re-roll the charge roll for that unit.
Inspiring Presence
The stoic leaders of these mighty warriors never falter, inspiring their comrades to fight no matter the odds.
You can use this command ability at the start of the battleshock phase. The unit that receives the command does not have to take battleshock tests in that phase.
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.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

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

Leader
Leader, Behemoth
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.
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.
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.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
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.
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 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.

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

Leader, Behemoth
Behemoth
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.
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.
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.
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 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 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.
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.
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.
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.
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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).
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.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
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.
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack. The range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.
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.

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

Leader, Behemoth
Behemoth
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).
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

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

Leader

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

None
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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.

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

Leader

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

Battleline

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

Battleline
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.
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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.
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.
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).
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.
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.
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.
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.
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.
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).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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.
© Vyacheslav Maltsev 2013-2021