Flesh-eater Courts – Warscrolls

Leader, Behemoth


14
4+
10
WARSCROLL

Abhorrant Ghoul King on Royal Terrorgheist

A spine-chilling shadow against the sky, the Abhorrant Ghoul King and his Terrorgheist embody the eternal darkness of undeath. From the gaping maw of the massive bat-beast, a shrill scream cuts across the battlefield, turning blood to ice.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Death Shriek
Death Shriek10"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gory Talons and Fangs
Gory Talons and Fangs1"53+3+-11
Skeletal Claws
Skeletal Claws2"4+3+-1D3
Fanged Maw
Fanged Maw3"34+3+-2D6
DAMAGE TABLE
Wounds SufferedMoveDeath ShriekSkeletal Claws
0-314"64
4-612"54
7-910"43
10-128"33
13+6"22
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 450
Battlefield Role: Leader, Behemoth
Base size: 130mm
Notes: Single

BATTALIONS

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

DESCRIPTION

An Abhorrant Ghoul King on Royal Terrorgheist is a single model armed with Gory Talons and Fangs.

MOUNT: This model’s Royal Terrorgheist attacks with its Death Shriek, Skeletal Claws and Fanged Maw.

FLY: This model can fly.

ABILITIES

Death Shriek: The terrifying shriek of a Terrorgheist is enough to stop a warrior’s heart.
Do not use the attack sequence for an attack made with this model’s Death Shriek. Instead roll a dice and add the Death Shriek value shown on this model’s damage table. If the total is higher than the target unit’s Bravery characteristic, the target unit suffers a number of mortal wounds equal to the difference between its Bravery characteristic and the total.

Gaping Maw: This horrific creature bites a great chunk out of its prey, or even swallows it whole.
If the unmodified hit roll for an attack made with this model’s Fanged Maw is 6, that attack inflicts 6 mortal wounds on the target unit and the attack sequence ends (do not make a wound or save roll).

Infested: When a Terrorgheist is finally destroyed, it explodes into a swarm of bats that feast on those nearby.
If this model is slain, before this model is removed from play each unit within 3" of this model suffers D3 mortal wounds.

Royal Blood: The vampiric blood that courses through a Ghoul King’s veins can heal even the most terrible wounds.
In your hero phase, you can heal up to D3 wounds allocated to this model.

MAGIC

This model is a WIZARD. It can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Unholy Vitality spells.

Unholy Vitality: The Abhorrant Ghoul King infuses the crooked bodies of his minions with dark magic, making it nigh impossible for their enemies to stop their ravenous onslaught.
Unholy Vitality has a casting value of 6. If successfully cast, pick 1 friendly FLESH-EATER COURTS unit wholly within 24" of the caster and visible to them. Until your next hero phase, roll a dice each time you allocate a wound or mortal wound to that unit. On a 5+ that wound or mortal wound is negated.

COMMAND ABILITIES

Summon Royal Guard: With a snarled command, the Ghoul King calls forth his most elite retainers.
You can use this command ability at the end of your movement phase. If you do so, pick 1 friendly model that has this command ability and has not used it before in the battle. That model summons 1 unit of up to 3 KNIGHTS to the battlefield. The summoned unit is added to your army, and must be set up wholly within 6" of the edge of the battlefield and more than 9" from any enemy units.

KEYWORDS
DEATH, VAMPIRE, FLESH-EATER COURTS, ABHORRANT, MONSTER, HERO, WIZARD, ABHORRANT GHOUL KING


14
4+
10
WARSCROLL

Abhorrant Ghoul King on Royal Zombie Dragon

Surrounded by an aura of potent dark magic, the Abhorrant Ghoul King and his Zombie Dragon are death incarnate. As the monster shreds foes with fangs the size of swords, the king pulls warriors apart with his bare hands.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pestilential Breath
Pestilential Breath9"13+-3D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gory Talons and Fangs
Gory Talons and Fangs1"53+3+-11
Snapping Maw
Snapping Maw3"34+3+-2D6
Sword-like Claws
Sword-like Claws2"4+3+-12
DAMAGE TABLE
Wounds SufferedMovePestilential BreathSword-like Claws
0-314"2+7
4-612"3+6
7-910"4+5
10-128"5+4
13+6"6+3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 430
Battlefield Role: Leader, Behemoth
Base size: 130mm
Notes: Single

BATTALIONS

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

DESCRIPTION

An Abhorrant Ghoul King on Royal Zombie Dragon is a single model armed with Gory Talons and Fangs.

MOUNT: This model’s Royal Zombie Dragon attacks with its Pestilential Breath, a Snapping Maw and Sword-like Claws.

FLY: This model can fly.

ABILITIES

Pestilential Breath: When a Zombie Dragon looses its breath, the killing miasma withers flesh and saps life from the living.
When you attack with this model’s Pestilential Breath, roll a dice before making the hit roll for the attack. If the roll is less than or equal to the number of models in the target unit, the attack scores a hit without needing to make a hit roll.

Royal Blood: The vampiric blood that courses through a Ghoul King’s veins can heal even the most terrible wounds.
In your hero phase, you can heal up to D3 wounds allocated to this model.

MAGIC

This model is a WIZARD. It can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Malefic Hunger spells.

Malefic Hunger: As the Abhorrant Ghoul King imposes his dark will upon his minions, they see a ripe banquet before them and descend upon it with ravening fury.
Malefic Hunger has a casting value of 6. If successfully cast, until your next hero phase you can re-roll wound rolls for attacks made with melee weapons by friendly FLESH-EATER COURTS units wholly within 16" of the caster.

COMMAND ABILITIES

Summon Courtier: With a keening cry, the Ghoul King summons one of his most loyal servants to join the fray.
You can use this command ability at the end of your movement phase. If you do so, pick 1 friendly model that has this command ability and has not used it before in the battle. That model summons 1 COURTIER unit to the battlefield. The summoned unit is added to your army, and must be set up wholly within 6" of the edge of the battlefield and more than 9" from any enemy units.

KEYWORDS
DEATH, VAMPIRE, FLESH-EATER COURTS, ABHORRANT, MONSTER, HERO, WIZARD, ABHORRANT GHOUL KING


9"
16
3+
10
WARSCROLL

Nagash, Supreme Lord of the Undead

Nagash is the Great Necromancer, Supreme Lord of the Undead and master of all that passes beyond the mortal coil. He is nothing less than an evil-hearted god, and those who earn his displeasure are soon turned to dust upon the wind.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gaze of Nagash
Gaze of Nagash12"13+2+-1D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Alakanash
Alakanash3"43+3+-3D6
Zefet-nebtar
Zefet-nebtar2"3+4+-23
Spectral Claws and Daggers
Spectral Claws and Daggers1"63+4+-1
DAMAGE TABLE
Wounds SufferedThe Nine Books of NagashZefet-nebtarStaff of Power
0-6Cast and unbind 5 extra spells6+3 cast /+3 unbind or dispel
7-9Cast and unbind 3 extra spells4+3 cast /+2 unbind or dispel
10-12Cast and unbind 2 extra spells3+2 cast /+1 unbind or dispel
13+Cast and unbind 1 extra spells2+1 cast /+1 unbind or dispel
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 900
Battlefield Role: Leader, Behemoth
Base size: 130mm
Notes: Single, Unique

Nagash is armed with Alakanash, Zefet-nebtar and Gaze of Nagash.

WIZARD: This unit can attempt to cast 3 spells in your hero phase and attempt to unbind 3 spells in the enemy hero phase. If this unit is part of a Nighthaunt, Flesh-eater Courts, Ossiarch Bonereapers or Soulblight Gravelords army, it knows all of the spells from the spell lores in that faction’s allegiance abilities in addition to the other spells it knows.

WARMASTER: This unit can be included in a Nighthaunt, Flesh-eater Courts, Ossiarch Bonereapers or Soulblight Gravelords army. If it is, it is treated as a general even if it is not the model picked to be the army’s general. In addition, you can still use the army’s allegiance abilities even though this unit is not from the army’s faction; however, this unit does not benefit from them.

FLY: This unit can fly.

COMPANION: This unit is accompanied by a host of spirits armed with Spectral Claws and Daggers.

Alakanash, the Staff of Power: This staff is capped with gems of purest Shyishan realmstone.
Add the Staff of Power value shown on this unit’s damage table to casting, dispelling and unbinding rolls for this unit. In addition, this unit can attempt to cast Arcane Bolt any number of times in the same hero phase, even if another WIZARD has already attempted to cast the spell in that phase.

The Nine Books of Nagash: Nagash has committed to memory much of his vast library but carries nine of the most potent tomes with him at all times.
The Nine Books of Nagash allow this unit to cast extra spells in your hero phase and unbind extra spells in the enemy hero phase. The number of extra spells this unit can attempt to cast or unbind is shown on this unit’s damage table.

Invocation of Nagash: With but a thought, Nagash can call forth fresh minions to assail his foes.
At the start of your hero phase, if this unit is on the battlefield, you can pick up to 5 different friendly SUMMONABLE units or friendly OSSIARCH BONEREAPERS units in any combination. For each of those units, you can either heal up to 3 wounds that have been allocated to that unit or, if no wounds have been allocated to it, you can return a number of slain models to that unit that have a combined Wounds characteristic of 3 or less.

Morikhane: This ensorcelled armour protects Nagash from arcane as well as physical attacks and can even cause an intense magical backlash on those who dare strike him.
This unit has a ward of 4+ for damage inflicted by mortal wounds. In addition, if the unmodified ward roll for this unit is 6, that attacking unit suffers 1 mortal wound.

Supreme Lord of the Undead: Nagash is the undisputed master of all undead creatures.
If this unit is on the battlefield when you use an ability that returns slain models to a friendly DEATH unit, you can either re-roll the dice that determines the number of slain models returned to that unit or add 1 to the number of slain models that are returned to that unit.

Death Magic Incarnate: Nagash stands at the apex of the necromantic hierarchy.
You can use this command ability if this unit is on the battlefield at the start of the combat phase. The unit that receives this command must be a different friendly DEATH unit. Add 1 to ward rolls for that unit until the end of that phase.

Hand of Dust: It is said that the touch of Nagash can wither and age any mortal, turning them to little more than a pile of dusty bones in mere moments.
Hand of Dust is a spell that has a casting value of 8 and a range of 3". If successfully cast, pick 1 enemy model within range and visible to the caster. Then, take a dice and hide it in one of your hands or under one of two appropriate containers. Your opponent must pick one of your hands or containers. If they pick the one holding the dice, the spell has no effect. If they pick the empty hand or container, the enemy model is slain.

Soul Stealer: Nagash can siphon souls from the living to heal his own wounds.
Soul Stealer is a spell that has a casting value of 6 and a range of 24". If successfully cast, pick 1 enemy unit within range and visible to the caster and roll 2D6. If the roll is greater than that unit’s Bravery characteristic, it suffers D3 mortal wounds. If the roll is at least double that unit’s Bravery characteristic, it suffers D6 mortal wounds instead. You can heal up to 1 wound that has been allocated to the caster for each mortal wound caused by this spell that is not negated.

KEYWORDS
DEATH, DEATHLORDS, HERO, MONSTER, WIZARD, NAGASH

Leader


6"
7
4+
10
WARSCROLL

Abhorrant Archregent

Archregents are Ghoul Kings that have ruled for hundreds upon hundreds of years and have grown terrifyingly powerful. They are supremely mighty vampiric warriorkings, and are accustomed to the instant obedience of all around them.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gory Talons and Fangs
Gory Talons and Fangs1"73+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 240
Battlefield Role: Leader
Base size: 40mm
Notes: Single

BATTALIONS

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

DESCRIPTION

An Abhorrant Archregent is a single model armed with Gory Talons and Fangs.

ABILITIES

Imperial Blood: An Archregent has an unnatural vitality that heals ghastly wounds in moments.
In your hero phase, you can heal up to 3 wounds allocated to this model.

MAGIC

This model is a WIZARD. It can attempt to cast two spells in your hero phase, and attempt to unbind two spells in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Ferocious Hunger spells.

Ferocious Hunger: The Archregent’s dark sorcery raises its minions’ cravings to still greater heights.
Ferocious Hunger has a casting value of 6. If successfully cast, pick 1 friendly FLESH-EATER COURTS unit wholly within 24" of the caster and visible to them, and roll a D3. Add the roll to the Attacks characteristic of melee weapons used by that unit until your next hero phase.

COMMAND ABILITIES

Summon Imperial Guard: With a snap of its fingers, the Archregent summons some of its most trusted warriors to the battlefield.
You can use this command ability at the end of your movement phase. If you do so, pick 1 friendly model that has this command ability and has not used it before in the battle. That model summons 1 of the following units to the battlefield: 1 COURTIER; or 1 unit of up to 3 KNIGHTS; or 1 unit of up to 20 SERFS. The summoned unit is added to your army, and must be set up wholly within 6" of the edge of the battlefield and more than 9" from any enemy units.

KEYWORDS
DEATH, VAMPIRE, FLESH-EATER COURTS, ABHORRANT, HERO, WIZARD, ABHORRANT ARCHREGENT


6"
6
4+
10
WARSCROLL

Abhorrant Ghoul King

On foot, the Abhorrant Ghoul King fights among his infantry. With his necromantic magic, the king imbues his followers with even greater fury, urging them into battle even as he rends apart foes with dripping claws and razor fangs.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gory Talons and Fangs
Gory Talons and Fangs1"63+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 170
Battlefield Role: Leader
Base size: 32mm
Notes: Single

BATTALIONS

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

DESCRIPTION

An Abhorrant Ghoul King is a single model armed with Gory Talons and Fangs.

ABILITIES

Royal Blood: The vampiric blood that courses through a Ghoul King’s veins can heal even the most terrible wounds.
In your hero phase, you can heal up to D3 wounds allocated to this model.

MAGIC

This model is a WIZARD. It can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Black Hunger spells.

Black Hunger: The Ghoul King invokes a terrifying frenzy in his deranged minions.
Black Hunger has a casting value of 5. If successfully cast, pick 1 friendly FLESH-EATER COURTS unit wholly within 24" of the caster and visible to them. Add 1 to the Attacks characteristic of melee weapons used by that unit until your next hero phase.

COMMAND ABILITIES

Summon Men-at-arms: With a curt command, the Ghoul King calls forth his finest men-at-arms.
You can use this command ability at the end of your movement phase. If you do so, pick 1 friendly model that has this command ability and has not used it before in the battle. That model summons 1 unit of up to 10 SERFS to the battlefield. The summoned unit is added to your army, and must be set up wholly within 6" of the edge of the battlefield and more than 9" from any enemy units.

KEYWORDS
DEATH, VAMPIRE, FLESH-EATER COURTS, ABHORRANT, HERO, WIZARD, ABHORRANT GHOUL KING


6"
4
5+
10
WARSCROLL

Crypt Ghast Courtier

Hissing captains of the mordants, Crypt Ghast Courtiers move among the pale ranks of the king’s army to direct the cannibal formations. They drive more Ghouls into the fray, while seeking out gruesome trophies to bestow upon their ‘men’.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bone Club
Bone Club1"33+3+-1
Filthy Claws
Filthy Claws1"24+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 70
Battlefield Role: Leader
Base size: 32mm
Notes: Single

BATTALIONS

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

DESCRIPTION

A Crypt Ghast Courtier is a single model armed with a Bone Club and Filthy Claws.

ABILITIES

Muster Serfs: With a cry, the courtier calls forth more of the Ghoul King’s lowest minions.
In your hero phase, roll 6 dice for each friendly CRYPT GHAST COURTIER on the battlefield. For each 2+ you can return 1 slain model to a friendly SERFS unit that is within 10" of that CRYPT GHAST COURTIER. 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.

Trophy Hunter: Crypt Ghast Courtiers inspire their followers by holding aloft trophies torn from the bodies of their slain foes.
If any enemy models are slain by wounds inflicted by this model’s attacks, until the end of the phase in which the attacks were made add 1 to the Attacks characteristic of melee weapons used by friendly SERFS units while they are wholly within 16" of this model.

KEYWORDS
DEATH, MORDANT, FLESH-EATER COURTS, COURTIER, HERO, CRYPT GHAST COURTIER


7"
6
4+
10
WARSCROLL

Crypt Haunter Courtier

A Crypt Haunter Courtier charges into the fray to the sound of ripping flesh and splintering bones. Broken and battered, their foes die by the dozen, even as the carrion knight’s own misshapen body knits itself back together again with terrifying speed.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Massive Bone Club
Massive Bone Club1"34+3+-3
Rancid Talons
Rancid Talons1"24+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader
Base size: 50mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Abattoir
 • Attendants at Court
 • Mortevell’s Helcourt

DESCRIPTION

A Crypt Haunter Courtier is a single model armed with a Massive Bone Club and Rancid Talons.

ABILITIES

Noble Blood: The blood of their liege grants Crypt Haunter Courtiers a supernatural ability to heal any damage they suffer.
In your hero phase, you can heal 1 wound allocated to this model.

Chosen of the King: Crypt Haunters are amongst the most ardent of courtiers.
You can re-roll hit rolls for attacks made by this model while it is within 18" of any friendly ABHORRANTS.

Muster King’s Chosen: With a cry, the courtier calls forth more of the Ghoul King’s minions.
In your hero phase, roll 6 dice for each friendly CRYPT HAUNTER COURTIER on the battlefield. For each 5+ you can return 1 slain model to a friendly CRYPT HORRORS unit that is within 10" of that CRYPT HAUNTER COURTIER. 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.

KEYWORDS
DEATH, MORDANT, FLESH-EATER COURTS, COURTIER, HERO, CRYPT HAUNTER COURTIER


12"
6
4+
10
WARSCROLL

Crypt Infernal Courtier

Leathery wings tucked against its body, the Crypt Infernal Courtier dives down from the sky, shrieking its rage. Plunging into the midst of its enemies with killing force, the vicious beast impales its prey in a shower of steaming gore.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Foetid Breath
Foetid Breath9"14+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Skewering Talons
Skewering Talons1"54+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 130
Battlefield Role: Leader
Base size: 50mm
Notes: Single

BATTALIONS

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

DESCRIPTION

A Crypt Infernal Courtier is a single model armed with Foetid Breath and Skewering Talons.

FLY: This model can fly.

ABILITIES

Skewering Strike: Sometimes a Crypt Infernal Courtier will strike with such force that the victim is skewered upon its piercing talons.
If the unmodified hit roll for an attack made with Skewering Talons is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Muster Royal Guard: With a cry, the courtier calls forth more of the Ghoul King’s minions.
In your hero phase, roll 6 dice for each friendly CRYPT INFERNAL COURTIER on the battlefield. For each 5+ you can return 1 slain model to a friendly CRYPT FLAYERS unit that is within 10" of that CRYPT INFERNAL COURTIER. 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.

KEYWORDS
DEATH, MORDANT, FLESH-EATER COURTS, COURTIER, HERO, CRYPT INFERNAL COURTIER


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


6"
4
5+
10
WARSCROLL

Duke Crakmarrow

Duke Crakmarrow is the liege-lord of the Grymwatch. This cadaverous creature is seen as an exemplar of glorious gallantry by his kin, and a blood-spattered, carriondevouring monstrosity by the foes he meets in battle.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Halberd
Halberd2"33+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Base size: 32mm
Notes: Single, Unique. Duke Crakmarrow and The Grymwatch must be taken as a set. Although taken as a set, each is a separate unit.

BATTALIONS

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

DESCRIPTION

Duke Crakmarrow is a named character that is a single model. He is armed with a Halberd.

ABILITIES

Muster the Grymwatch: At the Duke’s beckoning, the Grymwatch are summoned forth.
In your hero phase, you can pick 1 friendly GRYMWATCH unit within 3" of this model and roll 6 dice. For each 2+, you can return 1 slain model to that unit.

Gallant Champion: Duke Crakmarrow has embarked upon a noble quest to slay the great beast that threatens his kingdom.
Add 1 to the damage inflicted by each successful attack made by this model that targets a MONSTER.

KEYWORDS
DEATH, MORDANT, FLESH-EATER COURTS, HOLLOWMOURNE, COURTIER, HERO, DUKE CRAKMARROW

Battleline


6"
1
6+
10
WARSCROLL

Crypt Ghouls

Filled with a dark hunger, Crypt Ghouls pounce upon their prey. They are ferocious in great numbers, as each mordant competes with its kin for food. Should a ghoul catch a glimpse of their king, they will fight all the harder, eager to prove their worth.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sharpened Teeth and Filthy Claws
Sharpened Teeth and Filthy Claws1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 80
Battlefield Role: Battleline
Base size: 25mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Abattoir
 • Ghoul Patrol
 • King’s Ghouls
 • Royal Mordants
 • Mortevell’s Helcourt

DESCRIPTION

A unit of Crypt Ghouls has any number of models, each armed with Sharpened Teeth and Filthy Claws.

CRYPT GHAST: The leader of this unit is a Crypt Ghast. Add 1 to the Attacks characteristic of a Crypt Ghast’s Sharpened Teeth and Filthy Claws.

ABILITIES

Boundless Ferocity: When Crypt Ghouls gather in large numbers their ferocity knows no bounds.
Add 1 to the Attacks characteristic of this unit’s Sharpened Teeth and Filthy Claws while this unit has 20 or more models.

Royal Approval: Crypt Ghouls will always do their utmost to attract the attention of their sovereign.
You can re-roll hit rolls of 1 for attacks made by this unit while it is wholly within 18" of any friendly ABHORRANTS.

KEYWORDS
DEATH, MORDANT, FLESH-EATER COURTS, SERFS, CRYPT GHOULS

None


12"
4
5+
10
WARSCROLL

Crypt Flayers

Monstrous predators of the sky, Crypt Flayers flock together in a beating of dark wings and hissing maws. Enemies are snatched up by their sudden strikes and torn asunder while the creatures’ keening call is enough to break a warrior’s spirit.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Death Scream
Death Scream10"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Piercing Talons
Piercing Talons1"44+3+-11
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 180
Battlefield Role: None
Base size: 50mm
Notes: Battleline in a Blisterskin army or if general is a Crypt Infernal Courtier

BATTALIONS

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

DESCRIPTION

A unit of Crypt Flayers has any number of models, each armed with a Death Scream and Piercing Talons.

CRYPT INFERNAL: The leader of this unit is a Crypt Infernal. Add 1 to the Attacks characteristic of a Crypt Infernal’s Piercing Talons.

FLY: This unit can fly.

ABILITIES

Death Scream: Crypt Flayers can unleash an ultrasonic cry that can kill or debilitate their victims.
Do not use the attack sequence for an attack made with a Death Scream. Instead roll 2D6. Subtract 2 if the target unit is more than 3" from the attacking model. If the result is higher than the target unit’s Bravery characteristic, the target unit suffers a number of mortal wounds equal to the difference between its Bravery characteristic and the result.

Skewering Strike: Sometimes a Crypt Flayer will strike with such force that the victim is skewered upon its piercing talons.
If the unmodified hit roll for an attack made with Piercing Talons is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

KEYWORDS
DEATH, MORDANT, FLESH-EATER COURTS, KNIGHTS, CRYPT FLAYERS


7"
4
5+
10
WARSCROLL

Crypt Horrors

Each sweep of a Crypt Horror’s claws ladles heaps of dripping meat into its gaping maw. Blessed by the abhorrant’s blood, their own flesh heals quickly, and even mortal wounds close over as if they never were.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Club and Septic Talons
Club and Septic Talons1"34+3+-2
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 110
Battlefield Role: None
Base size: 50mm
Notes: Battleline in a Hollowmourne army or if general is a Crypt Haunter Courtier

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Abattoir
 • Attendants at Court
 • King’s Ghouls
 • Royal Mordants
 • Mortevell’s Helcourt

DESCRIPTION

A unit of Crypt Horrors has any number of models, each armed with a Club and Septic Talons.

CRYPT HAUNTER: The leader of this unit is a Crypt Haunter. Add 1 to the Attacks characteristic of a Crypt Haunter’s Club and Septic Talons.

ABILITIES

Chosen of the King: Crypt Horrors are the most devoted servants in a Ghoul King’s army.
You can re-roll hit rolls for attacks made by this unit while it is wholly within 18" of any friendly ABHORRANT.

Noble Blood: The blood of their liege grants Crypt Horrors a supernatural ability to heal any damage that they suffer.
In your hero phase, you can heal 1 wound allocated to this unit.

Warrior Elite: Crypt Horrors are amongst the most deadly warriors in a court.
If the unmodified wound roll for an attack made with a Club and Septic Talons is 6, that attack has a Damage characteristic of 3 instead of 2.

KEYWORDS
DEATH, MORDANT, FLESH-EATER COURTS, KNIGHTS, CRYPT HORRORS


6"
1
6+
10
WARSCROLL

The Grymwatch

Believing themselves to be heroic paladins on a mission of the utmost import, the deluded cannibals of the Grymwatch scrabble forth to tear apart their foes in a flurry of fangs and grasping claws.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bone Weapons and Filthy Claws
Bone Weapons and Filthy Claws1"24+4+-1
Fangs
Fangs1"D64+4+-1
PITCHED BATTLE PROFILE

Unit Size: 6      Points: 120
Battlefield Role: None
MODELBASE SIZE
Duke’s Harriers32mm
Gristlewel, Valreek, the Night’s Herald, the Royal Butcher, Master Talon25mm
Notes: Single, Unique. Duke Crakmarrow and The Grymwatch must be taken as a set. Although taken as a set, each is a separate unit.

BATTALIONS

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

DESCRIPTION

The Grymwatch is a unit that has 6 models. Gristlewel, Valreek, the Night’s Herald, the Royal Butcher and Master Talon are each armed with Bone Weapons and Filthy Claws; and the Duke’s Harriers are armed with Fangs.

ABILITIES

Royal Retinue: To the Grymwatch, the Duke is their liege, the one to whom they have pledged their undying fealty.
Roll a dice before you allocate a wound or mortal wound to a friendly DUKE CRAKMARROW while he is within 3" of this unit. On a 4+, that wound or mortal wound is allocated to this unit instead of DUKE CRAKMARROW.

Quest to Slay the Monster: Under the command Duke Crakmarrow, these ghouls believe themselves noble knights charged with slaying a great beast that threatens their kingdom.
Add 1 to the damage inflicted by each successful attack made by this unit that targets a MONSTER.

KEYWORDS
DEATH, MORDANT, FLESH-EATER COURTS, HOLLOWMOURNE, GRYMWATCH

Behemoth


14
4+
10
WARSCROLL

Royal Terrorgheist

The Terrorgheist is a bloodthirsty undead beast whose piercing cry scythes through the enemy as it plunges into the fray. Should the creature be slain, another horror awaits its foes, as hundreds of shrieking bats burst from its remains to ravage those nearby.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Death Shriek
Death Shriek10"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Skeletal Claws
Skeletal Claws2"4+3+-1D3
Fanged Maw
Fanged Maw3"34+3+-2D6
DAMAGE TABLE
Wounds SufferedMoveDeath ShriekSkeletal Claws
0-314"64
4-612"54
7-910"43
10-128"33
13+6"22
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 290
Battlefield Role: Behemoth
Base size: 130mm
Notes: Single. Battleline in a Gristlegore army

BATTALIONS

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

DESCRIPTION

A Royal Terrorgheist is a single model armed with a Death Shriek, Fanged Maw and Skeletal Claws.

FLY: This model can fly.

ABILITIES

Death Shriek: The terrifying shriek of a Terrorgheist is enough to stop a warrior’s heart.
Do not use the attack sequence for an attack made with this model’s Death Shriek. Instead roll a dice and add the Death Shriek value shown on this model’s damage table. If the total is higher than the target unit’s Bravery characteristic, the target unit suffers a number of mortal wounds equal to the difference between its Bravery characteristic and the total.

Gaping Maw: This horrific creature bites a great chunk out of its prey, or even swallows it whole.
If the unmodified hit roll for an attack made with this model’s Fanged Maw is 6, that attack inflicts 6 mortal wounds on the target unit and the attack sequence ends (do not make a wound or save roll).

Infested: When a Terrorgheist is finally destroyed, it explodes into a swarm of bats that feast on those nearby.
If this model is slain, before this model is removed from play each unit within 3" of this model suffers D3 mortal wounds.

Royal Menagerie: A Royal Terrorgheist’s decrepit flesh seethes with dark magic, and reknits as the beast slaughters its way across the battlefield.
In your hero phase, you can heal up to D3 wounds allocated to this model if this model is within 6" of a friendly ABHORRANT.

KEYWORDS
DEATH, FLESH-EATER COURTS, MENAGERIE, MONSTER, ROYAL TERRORGHEIST


14
4+
10
WARSCROLL

Royal Zombie Dragon

With a deafening roar, the Zombie Dragon dives into battle, eye sockets aglow with necromantic energy. The beast shreds flesh, bone and steel with equal ease, its talons and maw matched in their lethality only by its billowing pestilential breath.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pestilential Breath
Pestilential Breath9"13+-3D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Snapping Maw
Snapping Maw3"34+3+-2D6
Sword-like Claws
Sword-like Claws2"4+3+-12
DAMAGE TABLE
Wounds SufferedMovePestilential BreathSword-like Claws
0-314"2+7
4-612"3+6
7-910"4+5
10-128"5+4
13+6"6+3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 270
Battlefield Role: Behemoth
Base size: 130mm
Notes: Single. Battleline in a Gristlegore army

BATTALIONS

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

DESCRIPTION

A Royal Zombie Dragon is a single model armed with Pestilential Breath, a Snapping Maw and Sword-like Claws.

FLY: This model can fly.

ABILITIES

Pestilential Breath: When a Zombie Dragon looses its breath, the killing miasma withers flesh and saps life from the living.
When you attack with this model’s Pestilential Breath, roll a dice before making the hit roll for the attack. If the roll is less than or equal to the number of models in the target unit, the attack scores a hit without needing to make a hit roll.

KEYWORDS
DEATH, FLESH-EATER COURTS, MENAGERIE, MONSTER, ROYAL ZOMBIE DRAGON

Faction Terrain Feature


FACTION TERRAIN WARSCROLL

Charnel Throne

Formed from the bones of those killed by an abhorrant’s insane magic, a Charnel Throne exudes madness and necrotic energies. They are the seats of power for Archregents and Ghoul Kings, blazing beacons to mordants and structures of abject horror for the enemies of the Flesheaters.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 0
Battlefield Role: Faction Terrain Feature
Base size: Use model

FACTION TERRAIN: Only Flesh-eater Courts armies can include this faction terrain feature.

SET-UP: After territories are determined, you can set up this faction terrain feature wholly within your territory and more than 3" from all objectives and other terrain features. If both players can set up faction terrain features at the same time, they must roll off, and the winner chooses who sets up their faction terrain features first.

DEFENSIBLE: This terrain feature is a defensible terrain feature that can be garrisoned by 1 FLESH-EATER COURTS HERO with a Wounds characteristic of 8 or less.

Ghoulish Landmark: To those unaffected by the delusion, the grotesque structure imbues a deep sense of hopelessness and despair.
While an enemy unit is within 12" of any terrain features with this scenery rule, it cannot be affected by any abilities that allow units to ignore battleshock tests.

Ruler of All He Surveys: When an abhorrant sits upon a Charnel Throne, his followers flock to his feet and his lieutenants heed his commands.
While a friendly FLESH-EATER COURTS HERO is garrisoning a terrain feature with this scenery rule, friendly FLESH-EATER COURTS HEROES wholly within 12" of this terrain feature can issue the Summon Men-at-arms, Summon Courtier, Summon Royal Guard and Summon Imperial Guard commands without a command point being spent.

Endless Spell


Endless Spell WARSCROLL

Cadaverous Barricade

With a word of command the buried dead are brought writhing to the surface. The corpses of those who once served Ushoran rise up from the grave, dragging with them the detritus of their forgotten civilisation, and with lifeless hands they claw at the living who draw too near.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 20
Battlefield Role: Endless Spell
Base size: Use model

SUMMONING: This endless spell is summoned with a spell that has a casting value of 5 and a range of 24". If successfully cast, set up this endless spell wholly within range and visible to the caster, and more than 1" from all models, terrain features, other endless spells and invocations. Only FLESH-EATER COURTS WIZARDS can attempt to summon this endless spell.

TERRAIN FEATURE: After it is set up, this endless spell is treated as a terrain feature that has the Grasping Hands scenery rule below, except that it can still be dispelled as if it were an endless spell.

Grasping Hands: The animated corpses trapped in a Cadaverous Barricade grab at any living creature that approaches too closely.
If a model starts a move within 3" of this terrain feature, halve the distance that model can move when it makes that move. DEATH models are not affected by this scenery rule.


Endless Spell WARSCROLL

Chalice of Ushoran

Believed to be a manifestation of the sacred cup held by Ushoran, this bone-wrought goblet is continually filled with the blood of those slain in its presence. When the gore inside overflows, the Flesh-eaters upon whom it slops are bestowed with unnatural vitality, their most grievous wounds healing and their dead rising to fight once more.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 50
Battlefield Role: Endless Spell
Base size: 50mm

SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 24". If successfully cast, set up this endless spell wholly within range and visible to the caster, and more than 1" from all models, other endless spells and invocations. Only FLESH-EATER COURTS WIZARDS can attempt to summon this endless spell.

Soul Stealer: When a creature falls in battle, their screaming essence is trapped by the Chalice of Ushoran and can be used to heal the wounds suffered by nearby Flesh-eaters.
Keep track of the number of models that are slain within 12" of this endless spell each turn. At the end of each turn, roll a dice for each model that was slain within 12" of this endless spell during that turn. For each 4+, the commanding player can heal 1 wound allocated to 1 FLESH-EATER COURTS model within 12" of this endless spell or return 1 slain model to 1 FLESH-EATER COURTS unit with a Wounds characteristic of 1 that is wholly within 12" of this endless spell.


Endless Spell WARSCROLL

Corpsemare Stampede

Imparted with grisly vigour by the insane magics of the abhorrants, the undead beasts of a Corpsemare Stampede burst from the blood-soaked ground. Once loosed they trample across the battlefield with reckless abandon, crushing any foolish enough to be caught in their path.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 60
Battlefield Role: Endless Spell
Base size: 120 x 92mm

SUMMONING: This endless spell is summoned with a spell that has a casting value of 7 and a range of 3D6". If successfully cast, set up this endless spell wholly within range and visible to the caster, and more than 1" from all models, other endless spells and invocations. Only FLESH-EATER COURTS WIZARDS can attempt to summon this endless spell.

PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 12" and can fly.

Trampled Underfoot: As a Corpsemare Stampede charges across the battlefield, it tramples over anyone that gets in its way.
After this endless spell has moved, roll 5 dice for each unit that has any models it passed across. For each roll that is more than that unit’s Wounds characteristic, that unit suffers 1 mortal wound. For each 6, that unit instead suffers 1 mortal wound regardless of its Wounds characteristic.

Warscroll Battalion


Warscroll Battalion

Abattoir

ORGANISATION
An Abattoir consists of the following units:
 • 1 Crypt Haunter Courtier
 • 2 units of Crypt Horrors
 • 1 unit of Crypt Ghouls
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Cannibal Court

ABILITIES

Body-part Acquisition: True to their purpose, the Abattoir displays an uncanny talent for acquiring culinary provisions in battle.
At the end of the combat phase, roll 1 dice for each enemy model within 3" of any models from this battalion. For each 6, that enemy model’s unit suffers 1 mortal wound.


Warscroll Battalion

Attendants at Court

ORGANISATION
An Attendants at Court battalion consists of the following units:
 • 1 Crypt Haunter Courtier
 • 2 units of Crypt Horrors
PITCHED BATTLE PROFILE

Unit Size: -      Points: 110
Battlefield Role: Warscroll Battalion

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Cannibal Court

ABILITIES

Loyal Subjects: The Crypt Horrors known as the Lickspittles are the king’s most trusted subjects, and can be relied upon to fight with murderous fury even when they are far from their master’s gaze.
You can re-roll hit rolls for attacks made by models from this battalion if your general is an ABHORRANT ARCHREGENT or ABHORRANT GHOUL KING and has not been slain.


Warscroll Battalion

Cannibal Court

Upon scenting the fresh meat of an enemy army, an entire court is roused to frenzy. Packs of mordants scrabble behind snarling courtiers, who in turn flock to the maddened howls of the abhorrants, and as one they surge across the land in search of their next gruesome feast.
ORGANISATION
A Cannibal Court consists of the following warscroll battalions:
 • 1 Royal Family
 • 1 Attendants at Court
 • 1 Deadwatch
 • 1 Abattoir
 • 1 Ghoul Patrol
 • 1 King’s Ghouls
 • 1 Royal Mordants
 • 1 Royal Menagerie
PITCHED BATTLE PROFILE

Unit Size: -      Points: 60
Battlefield Role: Warscroll Battalion

ABILITIES

Dark Master: The supreme ruler of a court can summon forth minions and sycophants from across his domain at will.
If your general is an ABHORRANT ARCHREGENT or ABHORRANT GHOUL KING from this battalion, treat their warscroll as having the command abilities found on the warscrolls of any other units included in this battalion.


Warscroll Battalion

Deadwatch

ORGANISATION
A Deadwatch consists of the following units:
 • 1 Crypt Infernal Courtier
 • 3 units of Crypt Flayers
PITCHED BATTLE PROFILE

Unit Size: -      Points: 110
Battlefield Role: Warscroll Battalion

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Cannibal Court

ABILITIES

The Lord’s Own: Nominally the king’s bodyguard, the winged monstrosities that form the ranks of the Deadwatch epitomise the belief that the best defence is a good offence.
In your hero phase, 1 unit from this battalion that is within 3" of an enemy unit can make a pile-in move and then attack with all of the melee weapons it is armed with.


Warscroll Battalion

Ghoul Patrol

ORGANISATION
A Ghoul Patrol consists of the following units:
 • 1 Crypt Ghast Courtier
 • 3 units of Crypt Ghouls
PITCHED BATTLE PROFILE

Unit Size: -      Points: 180
Battlefield Role: Warscroll Battalion

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Cannibal Court

ABILITIES

On Patrol: Scuttling through the shadows, the mordants of the Ghoul Patrol burst from the darkness to ambush their prey.
Instead of setting up a unit from this battalion on the battlefield, you can place it to one side and say that it is on patrol in reserve. At the end of your first movement phase, you must set up all of the units from this battalion that are in reserve. Set up each unit wholly within 6" of the edge of the battlefield and more than 9" from any enemy units.


Warscroll Battalion

King’s Ghouls

ORGANISATION
A King’s Ghouls battalion consists of the following units:
 • 1 Crypt Ghast Courtier
 • 1 unit of Crypt Horrors
 • 2 units of Crypt Ghouls
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Cannibal Court

ABILITIES

Guardians of the Court: Tasked with protecting the lair of their master, the King’s Ghouls would rather fight to the last than see it ransacked by intruders.
Do not take battleshock tests for units from this battalion while they are wholly within 18" of the Crypt Ghast Courtier from the same battalion.


Warscroll Battalion

Royal Family

ORGANISATION
A Royal Family consists of the following units:
 • 1 Abhorrant Archregent, or 1 Abhorrant Ghoul King on Royal Terrorgheist, or 1 Abhorrant Ghoul King on Royal Zombie Dragon
 • 2-6 Abhorrant Ghoul Kings that do not have mounts
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Cannibal Court

ABILITIES

Lords of the Manor: In the dominating presence of their royal masters, courtiers of every rank call forth their minions in ever greater numbers.
When a friendly COURTIER within 10" of any models from this battalion 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).


Warscroll Battalion

Royal Menagerie

ORGANISATION
A Royal Menagerie consists of the following units:
 • 3+ Royal Terrorgheists or Royal Zombie Dragons in any combination
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Cannibal Court

ABILITIES

Monstrous Ensemble: When massed together, the creatures of the Royal Menagerie gain mutual benefit from the dark energies coursing through their vast bodies.
In your hero phase, you can heal up to D3 wounds allocated to each model from this battalion that is within 5" of any other models from the same battalion.


Warscroll Battalion

Royal Mordants

ORGANISATION
A Royal Mordants battalion consists of the following units:
 • 1 Varghulf Courtier
 • 1 unit of Crypt Horrors
 • 1 unit of Crypt Flayers
 • 1 unit of Crypt Ghouls
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Cannibal Court

ABILITIES

Delusional Discipline: Well-drilled on parade and instilled with iron discipline – to their deluded minds, at least – the Royal Mordants heed the bestial roars of their courtier without a moment’s hesitation.
In your hero phase, pick 1 unit from this battalion wholly within 16" of the Varghulf Courtier from the same battalion. That unit can make a normal move.


Warscroll Battalion

Mortevell’s Helcourt

Amongst the deluded cannibals of the Ymetrican Flesh-eaters, there are none more devoted to Nagash than Gorstane Mortevell. With screeching, howling invective, the ghoulish emperor drives his ‘court’ into a frenzy of religious devotion. To their victims, it is nothing more than a rabid display of madness.
ORGANISATION
 • 1 Abhorrant Archregent (Gorstane Mortevell)
 • 1 Crypt Horrors unit
 • 1 Crypt Ghouls unit
The Abhorrant Archregent from this battalion is a unique named character. All units from this battalion must have the HOLLOWMOURNE keyword.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 100
Battlefield Role: Warscroll Battalion

ABILITIES

Religious Fervour: Mortevell’s followers are chosen only from the most fervent of those Flesh-eaters who worship Nagash.
Do not take battleshock tests for units from this battalion that are wholly within 12" of the ABHORRANT ARCHREGENT from the same battalion.

COMMAND TRAIT

If Gorstane Mortevell is your army’s general, he must have this command trait instead of one from Battletome: Flesh-eater Courts:

The Bright Emperor: Gorstane Mortevell seems himself as the foremost leader of Nagash’s church, and directs his flock with a feverish, self-possessed authority.
Once per battle, this general can use the Ravenous Crusaders command ability without a command point being spent.

Regiment of Renown


Regiment of Renown

Veremord’s Shamblers

Crypt-keepers dread the coming of Veremord. This foul student of necromancy has a talent for appropriating and twisting the wards that protect the dead to enhance his rotting minions. Just as dangerous is the smoke that billows from his Corpse Cart’s brazier, which has been enchanted to corrode a foe’s arcane defences.
ORGANISATION
 • 1 Corpse Cart with Balefire Brazier (Leader)
 • 20 Deadwalker Zombies
If your army has a DEATH general but is not a Soulblight Gravelords army, you can include this regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army even if its points value exceeds the amount allowed for allied units.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 180
Battlefield Role: Warscroll Battalion
Notes: Unique, Single. These units must be taken as a set referred to as Veremord’s Shamblers. Although taken as a set, each is a separate unit.

ABILITIES

Legend Among Graverobbers: Veremord’s reputation as a graverobber is unsurpassed.
The CORPSE CART in this regiment of renown has the HERO keyword.

Repurposed Wards: Veremord has long studied methods to unpick the sanctifying wards employed by many Shyishans to safeguard the dead, scavenging their energies to bolster himself and his minions.
The DEADWALKER ZOMBIES unit in this regiment of renown has a ward of 6+ while it is wholly within 12" of the CORPSE CART in this regiment of renown.

The CORPSE CART in this regiment of renown has a ward of 5+ while it is wholly within 12" of the DEADWALKER ZOMBIES unit in this regiment of renown.

Vitiating Vapours: The cursed flames that billow from Veremord’s Corpse Cart can wither even the staunchest arcane defences.
Subtract 1 from ward rolls for enemy units within 12" of the CORPSE CART in this regiment of renown.
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.
14.5 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).
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.
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.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
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.
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 KNIGHTS keyword is used in the following Flesh-eater Courts warscrolls:

None

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

Leader, Behemoth
Leader

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

Leader, Behemoth
Leader

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

Leader, Behemoth
Behemoth

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

Leader, Behemoth
Leader

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

Leader, Behemoth
Leader
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 COURTIER keyword is used in the following Flesh-eater Courts warscrolls:

Leader
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

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

The warscrolls using SUMMONABLE keyword can be found in the following Factions:

Death: Nighthaunt, Soulblight Gravelords.

The SUMMONABLE keyword is used in the following warscrolls:

Battleline
None

The warscrolls using OSSIARCH BONEREAPERS keyword can be found in the following Factions:

: .
Death: Ossiarch Bonereapers.

The OSSIARCH BONEREAPERS keyword is used in the following warscrolls:

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.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound. 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. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model.

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

Battleline

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

Leader

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

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

Leader

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

None

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

Leader

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

None

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

Leader

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

None

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

None

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

Leader

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

Behemoth
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.

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

Leader, Behemoth
Leader
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.

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

Leader, Behemoth
Leader

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

Leader
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.
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.
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.
8.1 Normal Move
When you pick a unit to make a normal move, 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. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.
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.

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