Flesh-eater Courts – Varghulf Courtier

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10"
8
5+
10
WARSCROLL

Varghulf Courtier

Blood gushing from its fanged maw and matting its fur, the Varghulf Courtier kills without restrain or reason. Even as enemies are heaped broken at its feet, it looses a piercing howl, calling the warriors of the court to its side.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Immense Claws
Immense Claws2"43+3+-12
Dagger-like Fangs
Dagger-like Fangs1"13+2+-2D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: Leader
Base size: 60mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Royal Mordants
 • Mortevell’s Helcourt

DESCRIPTION

A Varghulf Courtier is a single model armed with Immense Claws and Dagger-like Fangs.

FLY: This model can fly.

ABILITIES

Muster Royal Household: With a cry, the courtier calls forth more of the king’s minions.
In your hero phase, roll 6 dice for each friendly VARGHULF COURTIER on the battlefield. For each 2+ you can return 1 slain model to a friendly SERFS unit within 10" of that VARGHULF COURTIER. For each 5+ you can return 1 slain model to a friendly KNIGHTS unit within 10" of that VARGHULF COURTIER instead. Slain models can be returned to more than one unit if you wish, but each successful dice roll can only be used to return a model to a single unit.

Feed on Dark Magic: These strange creatures can lap up dark magic from the air.
If a friendly ABHORRANT within 18" of this model successfully casts a spell, and it is not unbound, you can re-roll hit rolls for this model until the start of your next hero phase.

King’s Champion: A Varghulf enters a terrifying frenzy when surrounded by foes.
Add 2 to the Attacks characteristic of this model’s Immense Claws if it is within 3" of 10 or more enemy models when you pick the target unit(s) for its attacks.

Victory Feast: When a Varghulf swallows chunks of flesh ripped from its foes, its own wounds disappear.
At the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can heal up to D3 wounds allocated to this model.

KEYWORDS
DEATH, MORDANT, FLESH-EATER COURTS, COURTIER, HERO, VARGHULF COURTIER

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

Leader
Battleline
None

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

Leader
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 ABHORRANT keyword is used in the following Flesh-eater Courts warscrolls:

Leader, Behemoth
Leader

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

Battleline
None
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.
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.

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

None
© Vyacheslav Maltsev 2013-2023