Flesh-eater Courts – Cryptguard

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6"
1
5+
10
WARSCROLL

Cryptguard

To join the Cryptguard, a ghoul must perform some great feat of endurance in the sight of their vampiric liege. Charged with protecting their unholy masters, they wield weapons from the monarch’s armoury - rusted blades inundated with maddening energies.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cursed Weapon
Cursed Weapon2"23+3+-11
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 140
Battlefield Role: None
Notes: Battleline in a Morgaunt army

Each model in a Cryptguard unit is armed with a Cursed Weapon.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • King’s Ghouls
 • Mortevell’s Helcourt

CHAMPION: 1 model in this unit can be a Crypt Captain. Add 1 to the Attacks characteristic of that model’s melee weapon.

STANDARD BEARER: 1 in every 10 models in this unit can be a Standard Bearer. While this unit includes a Standard Bearer, if this unit fails a battleshock test, halve the number of models that flee (rounding down).

MUSICIAN: 1 in every 10 models in this unit can be a Drummer. Add 1 to run rolls and charge rolls for this unit while it includes any Drummers.

Armoury of Madness: The weapons wielded by the Cryptguard are infused with their delusional curse, and they can drive the wits from any they strike.
If any wounds caused by this unit’s attacks are allocated to an enemy unit, that enemy unit cannot issue or receive commands until the end of the turn.

Royal Bodyguard: In battle, it falls to the tenacious Cryptguard to form a half- living shield for their vampiric overlords.
This unit has a ward of 5+. In addition, add 1 to ward rolls for friendly FLESH-EATER COURTS HEROES wholly within 3" of any units with this ability.

KEYWORDS
DEATH, FLESH-EATER COURTS, MORDANT, SERFS, CRYPTGUARD
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.

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

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

Leader
Battleline
None

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

Battleline
None
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.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
© Vyacheslav Maltsev 2013-2024