Flesh-eater Courts – Warscrolls


Leader, Behemoth


16
4+
10
WARSCROLL

Abhorrant Ghoul King on Royal Terrorgheist

To an abhorrant vampire, their Terrorgheist steed appears as a glorious white-feathered lord of the sky. The reality is that these bat-like goliaths are ferocious and foul - traits they share with their cannibal masters, as they descend upon their prey.
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"43+3+-12
Fanged Maw
Fanged Maw3"34+3+-2D6
Skeletal Claws
Skeletal Claws2"4+3+-12
DAMAGE TABLE
Wounds SufferedMoveDeath ShriekSkeletal Claws
0-614"67
7-812"56
9-1110"45
12+8"34
PITCHED BATTLE PROFILE

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

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

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

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

FLY: This unit can fly.

MOUNT: This unit’s Royal Terrorgheist is armed with a Death Shriek, Fanged Maw and Skeletal Talons.

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 unit’s Death Shriek. Instead, roll a dice and add the Death Shriek value shown on this unit’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 unit’s Fanged Maw is 6, the target suffers 6 mortal wounds 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 unit is destroyed, before it is removed from play, each enemy unit within 3" of this unit suffers D3 mortal wounds.

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

Ferocious Hunger: The abhorrant is assailed by visions of the glorious feast to come, filling his undead form and that of his steed with a hunger-driven impetus.
Ferocious Hunger is a spell that has a casting value of 6 and a range of 12". If successfully cast, pick 1 friendly ROYAL TERRORGHEIST wholly within range. You can re-roll hit rolls for attacks made with that unit’s Fanged Maw until your next hero phase.

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


16
4+
10
WARSCROLL

Abhorrant Ghoul King on Royal Zombie Dragon

To fly a noble drake into battle is the desire of many an abhorrant liege. Though these corpse-beasts are, in truth, rotting and pestilent, there is a certain morbid majesty to them that serves to stoke the hunger of their fellow undead beasts.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pestilential Breath
Pestilential Breath12"D63+3+-13
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gory Talons and Fangs
Gory Talons and Fangs1"43+3+-12
Snapping Maw
Snapping Maw3"34+3+-33
Sword-like Claws
Sword-like Claws2"4+3+-12
DAMAGE TABLE
Wounds SufferedMoveSword-like Claws
0-614"7
7-812"6
9-1110"5
12+8"4
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 440
Battlefield Role: Leader, Behemoth
Base size: 130mm
Notes: Single

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

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

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

FLY: This unit can fly.

MOUNT: This unit’s Royal Zombie Dragon is armed with Pestilential Breath, a Snapping Maw and Sword-like Claws.

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

Draconic Terror: To behold such a majestic beast as a dragon in the grip of undeath evokes awe and abject terror in equal measure.
Enemy units cannot receive the Inspiring Presence command while they are within 3" of any friendly units with this ability.

Monstrous Hunger: The Ghoul King imposes his will upon the larger creatures of his court's menagerie, awakening a glimmer of predatory hunger in the long-dead beasts that sees them close upon their prey with greater swiftness.
Monstrous Hunger is a spell that has a casting value of 6 and a range of 18". If successfully cast, friendly FLESH-EATER COURTS MONSTERS wholly within range of the caster are filled with monstrous hunger until your next hero phase. A unit filled with monstrous hunger can run and still charge later in the turn.

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


18
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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Alakanash
Alakanash3"43+3+-3D6
Zefet-nebtar
Zefet-nebtar2"43+3+-23
Spectral Claws and Daggers
Spectral Claws and Daggers1"64+4+-1
DAMAGE TABLE
Wounds SufferedMoveThe Nine Books of NagashInvocation of Nagash
0-910"Cast up to 8 spells24"
10-129"Cast up to 6 spells18"
13-158"Cast up to 5 spells12"
16+7"Cast up to 4 spells9"
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 860
Battlefield Role: Leader, Behemoth
Notes: Single, Unique

Nagash, Supreme Lord of the Undead, is armed with Alakanash and Zefet-nebtar.

WIZARD: The number of spells this unit can attempt to cast in your hero phase is determined using the Nine Books of Nagash ability below. This unit can attempt to unbind any number of 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 3 to casting, unbinding and dispelling rolls for this unit.

Invocation of Nagash: With but a thought, Nagash can call forth fresh minions to assail his foes.
At the start of your hero phase, for each friendly SUMMONABLE, MORDANT or OSSIARCH BONEREAPERS unit wholly within range of this unit, you can either heal up to 3 wounds allocated to that unit or, if no wounds have been allocated to that unit, you can return a number of slain models to it that have a combined Wounds characteristic of 3 or less. The range of this ability is shown on this unit’s damage table.

Morikhane: This ensorcelled armour channels the necromantic power of the Death God to his servants, enveloping them in an aura of deathly protection.
Friendly DEATH units wholly within 12" of this unit have a ward of 5+.

Supreme Lord of the Undead: Nagash is the undisputed master of all undead creatures.
At the start of your hero phase, you can pick 1 friendly SUMMONABLE, MORDANT or OSSIARCH BONEREAPERS unit with a Wounds characteristic of 3 or less that has been destroyed and roll a dice. On a 3+, a new replacement unit with half of the models from the unit that was destroyed (rounding up) is added to your army. Replacement units must be set up wholly within 12" of this unit and more than 9" from all enemy units. Units set up in this way cannot move in the following movement phase. Each destroyed unit can only be replaced once - replacement units cannot themselves be replaced.

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 number of spells this unit can attempt to cast is shown on this unit’s damage table.

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 7 and a range of 24". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D3 mortal wounds. If the unmodified casting roll for this spell is 9+ and this spell is not unbound, that unit suffers D6 mortal wounds instead of D3. 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, HERO, MONSTER, WIZARD, NAGASH


10"
16
4+
10
WARSCROLL

Ushoran, Mortarch of Delusion

An ancient and monstrous lord amongst vampires, Ushoran is amongst the most dreaded of Nagash’s Mortarch servants. He is a font of cursed madness that escalates the mania of his ghoul servants, even as he annihilates foes with talon and gore-splattered sceptre.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sceptre of the Carrion King
Sceptre of the Carrion King3"33+2+-2D3+3
Monstrous Claws and Fangs
Monstrous Claws and Fangs2"3+3+-12
DAMAGE TABLE
Wounds SufferedMonstrous Claws and FangsEpicentre of Delusion
0-71030"
8-9824"
10-11618"
12+412"
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 460
Battlefield Role: Leader, Behemoth
Notes: Single, Unique

Ushoran, Mortarch of Delusion, is armed with the Sceptre of the Carrion King and Monstrous Claws and Fangs.

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

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

WARMASTER: If this unit is included in your army, it is treated as a general even if it is not the model picked to be the army’s general.

Epicentre of Delusion: Ushoran is the primogenitor of the abhorrant curse. As his fractured mind warps and writhes, his delusions also seize those ghouls in his presence, inspiring new and insane impetuses.
If this unit is part of a Flesh-eater Courts army, in your hero phase, you can pick 1 delusion from the Courts of Delusion battle trait. Until your next hero phase, that delusion applies to friendly FLESH-EATER COURTS units while they are wholly within the Epicentre of Delusion range shown on this unit’s damage table, in addition to the delusion you picked before the start of the first turn.

The Carrion King: Such is the renown of Ushoran amongst his cursed subjects that news of his mighty deeds spreads like wildfire through their ranks.
While this unit has 6 noble deeds points, friendly FLESH-EATER COURTS units are affected by the Feeding Frenzy battle trait while they are wholly within 24" of this unit instead of 12".

Shroudcage Fragment: Embedded in Ushoran’s crown of bone is a gem of vitrified grave-sand, a fragment of the mythical Shroudcage to which he was once bound. The energies of raw madness pulse from this jewel, overwhelming those who draw too close to him.
At the start of the combat phase, subtract 1 from the Bravery characteristic of each enemy unit within 3" of this unit until the end of the battle. Then, roll 2D6 for each enemy unit within 1" of this unit. If the result is higher than the Bravery characteristic of that unit, the strike-last effect applies to that unit until the end of the phase.

The King’s Chalice: The dark magics that swirl within Ushoran’s sacred chalice grant him incredible resilience and vitality.
This unit has a ward of 5+. In addition, in your hero phase, you can heal up to 2D3 wounds allocated to this unit.

Glimpse of Delusion: Ushoran’s sheer conviction pulls an enemy into his delusion, causing them to see friends as vicious monsters and driving them to lose grasp of their sanity.
Glimpse of Delusion is a spell that has a casting value of 7 and a range of 18". If successfully cast, pick 1 enemy model within range and visible to the caster. Then, pick 1 melee weapon that enemy model is armed with and pick 1 other enemy unit within range of that weapon. That enemy model immediately makes combat attacks with that weapon targeting that other enemy unit.

KEYWORDS
DEATH, FLESH-EATER COURTS, HOLLOWMOURNE, VAMPIRE, ABHORRANT, HERO, MONSTER, WIZARD, MORTARCH, USHORAN

Leader


6"
7
4+
10
WARSCROLL

Abhorrant Archregent

An Abhorrant Archregent rules over an entire empire of crazed cannibals. These vampires, amongst the oldest and most formidable of Ushoran’s brood, are unliving beacons of madness, commanding the devotion of innumerable ghouls.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gory Talons and Fangs
Gory Talons and Fangs1"53+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 150
Battlefield Role: Leader
Base size: 40mm
Notes: Single

An Abhorrant Archregent is armed with Gory Talons and Fangs.

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

WIZARD: Uris unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

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

Countless Servants: With a chilling shriek, the Archregent summons some of their most trusted warriors to the battlefield.
At the start of your hero phase, you can return up to 3 slain models to 1 friendly SERFS unit that is within 18" of this unit, or you can return 1 slain model to 1 friendly KNIGHTS unit that is within 18" of this unit.

Carrion Call: A triumphant bellowing blast echoes across the land, beckoning the ghoulish hordes to battle.
Carrion Call is a spell that has a casting value of 6. If successfully cast, in the following movement phase, friendly FLESH-EATER COURTS units that are set up at the end of the movement phase can immediately move D6".

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


6"
5
5+
10
WARSCROLL

Abhorrant Cardinal

Abhorrant Cardinals seek to spread the glory of Ushoran across every land. Having drunk from the Carrion King’s chalice, they have gained a measure of unwitting control over the delusion, using bloody rites to stoke their flocks’ rabid fury.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cursed Crosier
Cursed Crosier1"33+4+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Notes: Single

An Abhorrant Cardinal is armed with a Cursed Crosier.

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

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

Speak in Tongues: The Cardinal begins chanting a stream of gibberish that seeps into the minds of his enemies and drives them to a maddened state of distraction.
Speak in Tongues is a prayer that has an answer value of 3 and a range of 18". If answered, pick 1 enemy unit within range and visible to the chanter. Until your next hero phase, roll a dice each time that enemy unit receives a command. On a 4+, that command has no effect.

KEYWORDS
DEATH, FLESH-EATER COURTS, VAMPIRE, ABHORRANT, HERO, PRIEST, ABHORRANT CARDINAL


6"
6
4+
10
WARSCROLL

Abhorrant Ghoul King

From ruling their subjects to serving as part of a sprawling, monstrous royal family, abhorrant vampires possess great power amongst the ghoulish courts. Many display a warped honour, hunting enemy champions to tear apart in single combat.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gory Talons and Fangs
Gory Talons and Fangs1"53+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 130
Battlefield Role: Leader
Base size: 32mm
Notes: Single

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

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

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

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

Code of Honour: Delusions of chivalry and honourable combat swirling in their fevered mind, the Ghoul King issues a direct challenge to an enemy champion - and then immediately pounces upon them like a frenzied beast.
At the start of the combat phase, you can pick an enemy HERO within 1" of this unit and say that this unit will duel that enemy HERO. If you do so, add 1 to the Damage characteristic of this unit’s melee weapons until the end of the phase, but it can only target that enemy HERO.

Unnatural Speed: Deathly energies swell the abhorrant’s muscles and strengthen their sinews before they explode into motion, bounding towards the foe with terrifying swiftness.
Unnatural Speed is a spell that has a casting value of 6. If successfully cast, this unit can immediately attempt a charge and you can roll 3D6 for the charge roll. If the charge is successful, the strike-first effect applies to this unit in the following combat phase.

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


12"
7
4+
10
WARSCROLL

Abhorrant Gorewarden

Gorewardens are honoured with bearing the keys of the kingdom, and serve to guard the borders of their liege’s territory. Clad in what they perceive as great finery, these vampires lead flights of bloodthirsty predators, falling on foes from above to savage them.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gory Talons and Fangs
Gory Talons and Fangs1"53+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 150
Battlefield Role: Leader
Notes: Single

An Abhorrant Gorewarden is armed with Gory Talons and Fangs.

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

FLY: This unit can fly.

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

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

Royal Hunting Party: A Gorewarden is responsible for patrolling the borders of their liege’s greater territory, leading flights of winged warriors to suddenly fall upon and eviscerate trespassers.
Instead of setting up this unit on the battlefield, you can place it to one side and say that it is circling in the skies as a reserve unit. If you do so, when you would set up a friendly CRYPT FLAYERS or MORBHEG KNIGHTS unit during deployment, that unit can join this unit circling in the skies as a reserve unit. A maximum of 1 unit can join this unit.

At the end of your movement phase, you can set up this unit more than 9" from all enemy units. If you do so, set up the unit that joined this unit wholly within 9" of this unit and more than 9" from all enemy units.

Winds of Shyish: The Gorewarden and their entourage are carried swiftly across the battlefield by a spectral gale.
Winds of Shyish is a spell that has a casting value of 6 and a range of 9". If successfully cast, pick 1 friendly FLESH-EATER COURTS unit that can fly and is wholly within range and visible to the caster. Remove this unit and the unit you picked from the battlefield and set them up again more than 9" from all enemy units and wholly within 9" of each other. Neither unit can move in the following movement phase.

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


6"
4
5+
10
WARSCROLL

Crypt Ghast Courtier

Amongst the lowliest of an abhorrant’s courtiers, Crypt Ghasts are nevertheless vicious and cunning creatures. They rally behind them great throngs of snarling cannibals, leading them into battle with howls of murderous fury.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bone Club and Filthy Claws
Bone Club and Filthy Claws1"54+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: Leader
Base size: 32mm
Notes: Single

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

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

Marshal of the Peasantry: Leading from the front, the Crypt Ghast inspires the lowliest warriors of a kingdom to new heights of murderous ‘valour’.
In the combat phase, after this unit has fought for the first time in that phase, you can pick 1 friendly SERFS unit that has not yet fought in that phase, is within 3" of an enemy unit and is wholly within 9" of this unit. That unit can fight immediately.

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


7"
6
4+
10
WARSCROLL

Crypt Haunter Courtier

Masters of a kingdom’s knightly echelons, Crypt Haunters are amongst the most physically powerful of an abhorrant’s courtiers. They lead their misbegotten kin in bone-crunching charges, and revel in tearing foes’ limb from bloody limb.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Massive Bone Club and Rancid Talons
Massive Bone Club and Rancid Talons2"54+3+-23
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader
Base size: 50mm
Notes: Single

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

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

Noble Blood: The blood of their liege grants Crypt Haunters a supernatural regenerative capacity.
In your hero phase, you can heal up to D3 wounds allocated to this unit.

Knightly Retinue: A Crypt Haunter Courtier forms the lance-tip for a charging pack of Crypt Horrors, their impact heralding the blood-spraying orgy of violence that follows.
In the combat phase, after this unit has fought for the first time in that phase, you can pick 1 friendly CRYPT HORRORS unit that has not yet fought in that phase, is within 3" of an enemy unit and is wholly within 9" of this unit. That unit can fight immediately.

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


12"
6
4+
10
WARSCROLL

Crypt Infernal Courtier

Crypt Infernals are terrors of the skies and often lead the bodyguard of an abhorrant monarch. Blessed with leathery wings, they soar upon thermals and keep watch for prey, before spewing clouds of rancid fumes that melt the lungs of their prey.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Foetid Breath
Foetid Breath10"44+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Skewering Talons
Skewering Talons2"54+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader
Base size: 50mm
Notes: Single

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

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

FLY: This unit can fly.

Mind-shattering Cacophony: When a Crypt Infernal Courtier directs their retinue to focus their death screams on an enemy, the resulting discordant soundwaves can fell the mightiest of foes.
If any enemy models are slain by wounds caused by this unit’s Foetid Breath, until the end of the phase, add 1 to the Damage characteristic of missile weapons used by friendly CRYPT FLAYERS units while they are wholly within 9" of this unit. The same CRYPT FLAYERS unit cannot benefit from this ability more than once per phase.

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


6"
6
4+
10
WARSCROLL

Grand Justice Gormayne

Grand Justice Gormayne ensures that the Carrion King’s insane laws are followed, and those who transgress are punished. A cunning orator, he spurs his ghoulish ‘jury’ into a frothing rage, condemning foes to be bloodily torn apart.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gore-streaked Gavel
Gore-streaked Gavel1"44+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader
Notes: Single, Unique

Grand Justice Gormayne is armed with a Gore-streaked Gavel.

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

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

Pronounce Judgement: Should an enemy transgress Ushoran’s laws, Gormayne’s powerful oratory is quick to condemn them, and the ghouls of his bloodthirsty jury are forever salivating to exact the necessary punishment.
In your hero phase, pick 1 of the following judgements to pronounce. The same unit cannot be affected by more than 1 judgement at the same time.

Petty Transgression: Pick 1 enemy unit that is visible to this unit and roll a dice. On a 3+, add 1 to wound rolls for attacks made by friendly FLESH-EATER COURTS units that target that unit until the end of the turn.

Dishonourable Conduct in Battle: Pick 1 enemy unit that is visible to this unit and more than 3" from all friendly units. Roll a dice. On a 3+, until the end of the turn, friendly FLESH-EATER COURTS units can charge even if they ran earlier in the turn, as long as they finish the charge move within 1/2" of the enemy unit you picked.

Grievous Insult to the Court: Pick 1 enemy unit that is visible to this unit and within 3" of a friendly ABHORRANT. Roll a dice. On a 3+, add 1 to hit rolls for attacks made by friendly FLESH-EATER COURTS units that target that enemy unit until the end of the turn.

Regicide: Pick 1 enemy unit that is visible to this unit and has slain a friendly ABHORRANT. Roll a dice. On a 3+, until the end of the turn, add 1 to the Damage characteristic of weapons used by friendly FLESH-EATER COURTS units for attacks that target that unit.

KEYWORDS
DEATH, FLESH-EATER COURTS, HOLLOWMOURNE, VAMPIRE, ABHORRANT, HERO, GRAND JUSTICE GORMAYNE


6"
5
5+
10
WARSCROLL

Marrowscroll Herald

Marrowscroll Heralds are senior delegates of the court, sent to deliver entreaties to the other nations of the realms. In doing so, they spread the curse of Ushoran far and wide, leaving in their wake desolation and madness.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bone Scythe
Bone Scythe2"53+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader
Notes: Single

A Marrowscroll Herald is armed with a Bone Scythe.

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

The King’s Entreaty: The message carried by a Marrowscroll Herald is an entreaty to madness and carnage.
At the end of the charge phase, you can pick 1 enemy unit within 3" of this unit and say that this unit will offer it an infected bone. If you do so, your opponent must choose whether that enemy unit accepts or refuses the bone.

If it refuses, the strike-first effect applies to friendly FLESH-EATER COURTS units within 3" of this unit until the end of the following combat phase.

If it accepts, that enemy unit becomes infected. For the rest of the battle, roll 2D6 before an infected unit issues or receives a command, attempts to cast a spell, or chants a prayer. Make the roll before the action is carried out. If the roll is greater than that unit’s Bravery characteristic, that unit cannot perform that action in that phase.

Don’t Shoot the Messenger: Marrowscroll Heralds are viewed as divine messengers by their ghoulish minions, who will go to any lengths to protect them.
This unit is not visible to enemy models while it is wholly within 6" of 5 or more other friendly FLESH-EATER COURTS models.

KEYWORDS
DEATH, FLESH-EATER COURTS, MORDANT, COURTIER, HERO, MARROWSCROLL HERALD


6"
5
5+
10
WARSCROLL

Royal Decapitator

Viewed with unease even by fellow ghouls, the Royal Decapitators care only for the dealing of death. Dragging huge, tarnished axes behind them, they serve their lieges as gibbering executioners and delight in taking worthy heads.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Headsman’s Axe
Headsman’s Axe1"34+3+-23
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader
Notes: Single

A Royal Decapitator is armed with a Headsman’s Axe.

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

Executioner’s Entourage: Though Royal Decapitators are often shunned by their fellow ghouls, when the blood starts flying, these sinister figures can attract quite the following.
In the combat phase, after this unit has fought for the first time in that phase, you can pick 1 friendly SERFS unit that has not yet fought in that phase, is within 3" of an enemy unit and is wholly within 9" of this unit. That unit can fight immediately.

Off with their Head!: A Royal Decapitator’s axe hungers to cleave through necks in one fell swing.
At the end of the combat phase, if any wounds caused by this unit’s Headsman’s Axe in that phase were allocated to an enemy HERO and that enemy HERO has not been slain, roll a dice. On a 5+, that enemy HERO is slain.

KEYWORDS
DEATH, FLESH-EATER COURTS, MORDANT, COURTIER, HERO, ROYAL DECAPITATOR


10"
8
4+
10
WARSCROLL

Varghulf Courtier

Varghulfs are the most degenerate of all Ushoran’s vampiric brood, their bestial nature reflected in their unholy form. Nevertheless, to the ghouls, the Varghulfs are saintly champions indeed, and they follow them to battle with a rapturous joy.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Immense Claws
Immense Claws2"53+3+-12
Dagger-like Fangs
Dagger-like Fangs2"13+2+-23
PITCHED BATTLE PROFILE

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

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

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

King’s Champion: A Varghulf enters a terrifying frenzy when surrounded on all sides by foes.
At the start of the combat phase, you can say that this unit will use this ability. If you do so, in that phase, you can add 2 to the Attacks characteristic of this unit’s melee weapons, but it can only target units that have a Wounds characteristic of 1 or 2 and do not have a mount.

Bounding Strides: Varghulfs leap and bound across the battlefield with uncanny bestial agility.
When this unit makes a move, it can pass across terrain features in the same manner as a model that can fly.

Victory Feast: A Varghulf rampages through the enemy’s ranks at will, its wounds sealing with unholy rapidity as it guzzles the flesh of the savaged foe.
At the end of the combat phase, if any enemy models were slain by wounds caused by this unit’s attacks in that phase, you can heal up to D6 wounds allocated to this unit. In addition, at the end of the combat phase, this unit can immediately retreat.

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

Battleline


6"
1
6+
10
WARSCROLL

Crypt Ghouls

Crypt Ghouls form the lowly and indentured serfs of an abhorrant’s domain. Though they are individually stunted and wild, their madness grants them a fiendish form of courage, and in numbers they can overwhelm even the mightiest warriors.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sharpened Teeth and Filthy Claws
Sharpened Teeth and Filthy Claws1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 20      Points: 160
Battlefield Role: Battleline
Base size: 25mm

Each model in a Crypt Ghouls unit is armed with Sharpened Teeth and Filthy Claws.

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

CHAMPION: 1 model in this unit can be a Crypt Ghast. Add 1 to the Attacks characteristic of that model’s Sharpened Teeth and Filthy Claws.

Boundless Ferocity: When Crypt Ghouls gather in large numbers their ferocity knows no bounds.
If the unmodified hit roll for an attack made by this unit is 6, that attack automatically wounds the target (do not make a wound roll). If this unit has 20 or more models, unmodified hit rolls of 5 or 6 automatically wound the target.

Royal Approval: Crypt Ghouls will always do their utmost to attract the attention of their sovereign.
Improve the Rend characteristic of this unit’s melee weapons by 1 while it is wholly within 9" of any friendly COURTIERS or 18" of any friendly ABHORRANTS.

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

None


12"
4
5+
10
WARSCROLL

Crypt Flayers

Having gorged on the flesh of monsters and the blood of vampires, Crypt Flayers have mutated into winged abominations. Other ghouls exalt them for their boldness and the ‘purity’ of their voices - sonic screeches that can kill outright.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Death Scream
Death Scream10"44+3+-21
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Piercing Talons
Piercing Talons2"44+3+-11
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 160
Battlefield Role: None
Base size: 50mm
Notes: Battleline in a Blisterskin army

Each model in a Crypt Flayers unit is armed with a Death Scream and Piercing Talons.

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

FLY: This unit can fly.

CHAMPION: 1 model in this unit can be a Crypt Infernal. Add 1 to the Attacks characteristic of that model’s Piercing Talons.

Death Scream: Crypt Flayers can unleash an ultrasonic cry that can kill or debilitate their victims.
Add 1 to wound rolls for attacks made with a Death Scream if the target unit has a Bravery characteristic of 6 or less.

Escort Courtier: There are many ghoulish legends of Crypt Flayers winging down to lift noble heroes into the sky, either plucking them from danger or carrying them into the fray.
When you pick this unit to move in the movement phase, you can pick 1 friendly FLESH-EATER COURTS HERO that has a Wounds characteristic of 7 or less, that cannot fly, and that is wholly within 3" of this unit. If you do so, remove that HERO from the battlefield. After this unit has finished moving, set up that HERO wholly within 3" of this unit and more than 3" from all enemy units.

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


7"
4
5+
10
WARSCROLL

Crypt Horrors

Creatures of truly imposing size and might, Crypt Horrors are formidable linebreakers. In their own minds they are valorous knights, and their hunger to perform worthy deeds under their lord’s gaze drives them into a rabid frenzy.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Club and Septic Talons
Club and Septic Talons2"44+3+-2
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 130
Battlefield Role: None
Base size: 50mm
Notes: Battleline in a Hollowmourne army

Each model in a Crypt Horrors unit is armed with a Club and Septic Talons

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

CHAMPION: 1 model in this unit can be a Crypt Haunter. Add 1 to the Attacks characteristic of that model’s Club and Septic Talons.

Noble Blood: The blood of their liege grants Crypt Horrors a supernatural regenerative capacity.
In your hero phase, you can heal up to D3 wounds allocated to this unit.

Chosen of the King: Crypt Horrors are the most devoted servants in a Ghoul King’s army.
Improve the Rend characteristic of this unit’s melee weapons by 1 while it is wholly within 6" of any friendly COURTIERS or 18" of any friendly ABHORRANTS.

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 weapon has a Damage characteristic of 3 instead of 2 for that attack.

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


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


12"
3
4+
10
WARSCROLL

Morbheg Knights

The grisly cavaliers known as Morbheg Knights are amongst the proudest of a court’s warriors. They bound to battle atop the half-living nightshriekers, spawn of the ur-bat Morbheg, creatures whose shrieks can induce a gnawing madness.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Grisly Lance
Grisly Lance2"23+3+-11
Vicious Claws and Teeth
Vicious Claws and Teeth2"33+3+-12
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 150
Battlefield Role: None
Notes: Battleline if general is an Abhorrant Gorewarden

Each model in a Morbheg Knights unit is armed with a Grisly Lance.

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

FLY: This unit can fly.

MOUNT: This unit’s nightshriekers are each armed with Vicious Claws and Teeth.

CHAMPION: 1 model in this unit can be a Champion of Morbheg. Add 1 to the Attacks characteristic of that model’s Grisly Lance.

STANDARD BEARER: 1 in every 3 models in this unit can be a Standard Bearer. While this unit includes any Standard Bearers, if it made a charge move in the same turn, each model in this unit counts as 3 models for the purposes of contesting objectives.

MUSICIAN: 1 in every 3 models in this unit can be a Hornblower. Add 1 to run rolls and charge rolls for this unit while it includes any Hornblowers.

Shrieking Charge: Nightshriekers emit bursts of maniacal, screech-like laughter that carry the curse of madness, leaving their prey staggering in the critical moments before being pounced upon.
After this unit makes a charge move, you can pick 1 enemy unit within 1" of this unit. That enemy unit cannot receive the Unleash Hell command in this phase. In addition, roll 1 dice for each model in this unit that is within 1" of that enemy unit. For each 4+, that enemy unit suffers D3 mortal wounds.

Predator’s Pounce: Though they lack the power of true flight, nightshriekers can leap clean over obstacles and the heads of the foe, allowing Morbheg Knights to strike and disengage at will.
This unit can retreat and still charge later in the turn.

KEYWORDS
DEATH, FLESH-EATER COURTS, MORDANT, KNIGHTS, MORBHEG KNIGHTS


6"
1
5+
10
WARSCROLL

Royal Beastflayers

Led by vampiric Flaymasters, the Royal Beastflayers are obsessed with hunting those monsters that lurk across the realms. It matters not if their prey are genuine abominations or noble beasts - all make for a fine banquet indeed.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sharpened Teeth and Filthy Claws
Sharpened Teeth and Filthy Claws1"24+4+-1
Hunting Polearm
Hunting Polearm2"23+3+-13
Fearsome Fangs and Claws
Fearsome Fangs and Claws1"34+3+-12
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 110
Battlefield Role: None
MODELBASE SIZE
Royal Flaymaster, Beastflayer Baron32mm
2 x Offal Hounds40mm
3 x Ghoul Trackers25mm
3 x Ghoul Gore-Squires28.5mm

Each model in a Royal Beastflayers unit is armed with Sharpened Teeth and Filthy Claws.

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

ROYAL FLAYMASTER: 1 in every 10 models in this unit must be a Royal Flaymaster. That model has a Wounds characteristic of 3 and is armed with a Hunting Polearm instead of Sharpened Teeth and Filthy Claws. Royal Flaymasters can issue commands to their own unit.

OFFAL HOUNDS: 2 in every 10 models in this unit must be an Offal Hound. Offal Hounds have a Wounds characteristic of 2 and are armed with Fearsome Fangs and Claws instead of Sharpened Teeth and Filthy Claws.

Hunter’s Instincts: Royal Beastflayers believe themselves to be the finest monster-slayers in all the land. Certainly, they possess a knack for hindering and ensnaring their prey before moving in to make the kill.
Enemy MONSTERS within 3" of this unit cannot carry out monstrous rampages. In addition, reduce the Damage characteristic of weapons used by enemy MONSTERS by 1 while they are within 3" of any friendly units with this ability, to a minimum of 1.

Offal Hounds: Offal Hounds have a keen sense of smell and help guide the Beastflayers to vulnerable prey.
While this unit includes any Offal Hounds, add 2" to the Move characteristic of this unit if it is within 18" of any enemy MONSTERS that have any wounds allocated to them.

KEYWORDS
DEATH, FLESH-EATER COURTS, MORDANT, SERFS, ROYAL BEASTFLAYERS

Behemoth


14
4+
10
WARSCROLL

Royal Terrorgheist

Terrorgheists are the rotten, reanimated carcasses of ancient chiropteran titans. Consumed by hunger, their screams blast souls free of their bodies, and should they somehow be slain, from their innards bursts a swarm of shrieking bat-creatures.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Death Shriek
Death Shriek10"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fanged Maw
Fanged Maw3"34+3+-2D6
Skeletal Talons
Skeletal Talons2"4+3+-12
DAMAGE TABLE
Wounds SufferedMoveDeath ShriekSkeletal Talons
0-614"67
7-812"56
9-1110"45
12+8"34
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 260
Battlefield Role: Behemoth
Base size: 130mm
Notes: Single. Battleline in a Gristlegore army

A Royal Terrorgheist is armed with a Death Shriek, Fanged Maw and Skeletal Talons.

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

FLY: This unit can fly.

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 unit’s Death Shriek. Instead, roll a dice and add the Death Shriek value shown on this unit’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 unit’s Fanged Maw is 6, the target suffers 6 mortal wounds and the attack sequence ends (do not make a wound roll or save roll).

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

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


14
4+
10
WARSCROLL

Royal Zombie Dragon

A Zombie Dragon forms the crown jewel of any abhorrant’s royal menagerie, though these creatures inspire more revulsion than awe in sane folk. They are capable of savaging swathes of foes, either with their pestilential breath or sword-length fangs.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pestilential Breath
Pestilential Breath12"D63+3+-13
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Snapping Maw
Snapping Maw3"34+3+-33
Sword-like Claws
Sword-like Claws2"4+3+-12
DAMAGE TABLE
Wounds SufferedMoveSword-like Claws
0-614"7
7-812"6
9-1110"5
12+8"4
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 240
Battlefield Role: Behemoth
Base size: 130mm
Notes: Single. Battleline in a Gristlegore army

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

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

FLY: This unit can fly.

Terror: To behold such a majestic beast as a dragon in the grip of undeath evokes awe and abject terror in equal measure.
Enemy units cannot receive the Inspiring Presence command while they are within 3" of any friendly units with this ability.

Loathsome Descent: With a deafening roar, the Zombie Dragon dives into battle like a foul comet, eye sockets aglow with unholy energy.
During deployment, instead of setting up this unit on the battlefield, you can place it to one side and say that it is circling high above as a reserve unit. If you do so, at the end of your movement phase, you can set up this unit on the battlefield more than 9" from all enemy units.

KEYWORDS
DEATH, FLESH-EATER COURTS, 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 Flesh-eaters.
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 that has a Wounds characteristic of up to 7.

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

Ruler of All They Survey: A Charnel Throne forms a nexus of delusion, and a cannibal champion seated upon such a grisly construct becomes convinced of their own grandeur.
At the start of your hero phase, add D3 noble deeds points to any friendly FLESH-EATER COURTS HERO that is garrisoning this terrain feature.

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 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, 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 comes too close.
Enemy units within 3" of this terrain feature cannot run or retreat. In addition, if an enemy model starts a move within 3" of this terrain feature, halve the distance that model can move when it makes that move.


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 granted 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.

PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 8" and can fly.

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 that has 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 6 dice for each unit that has any models it passes across. For each roll that is greater 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

Royal Family

ABILITIES

Body-part Acquisition: The insatiable ghouls of the court have an uncanny talent for acquiring culinary provisions in battle.
At the end of the combat phase, roll a dice for each enemy unit within 3" of any friendly units in this battalion. On a 4+, that enemy unit suffers D3 mortal wounds.


Warscroll Battalion

Attendants at Court

ORGANISATION
 • 1 Crypt Haunter Courtier
 • 2 Crypt Horrors units
ABILITIES

Body-part Acquisition: The insatiable ghouls of the court have an uncanny talent for acquiring culinary provisions in battle.
At the end of the combat phase, roll a dice for each enemy unit within 3" of any friendly units in this battalion. On a 4+, that enemy unit suffers D3 mortal wounds.


Warscroll Battalion

Deadwatch

ORGANISATION
 • 1 Crypt Infernal Courtier or Abhorrant Gorewarden
 • 3 Crypt Flayers units or Morbheg Knights units in any combination
ABILITIES

Body-part Acquisition: The insatiable ghouls of the court have an uncanny talent for acquiring culinary provisions in battle.
At the end of the combat phase, roll a dice for each enemy unit within 3" of any friendly units in this battalion. On a 4+, that enemy unit suffers D3 mortal wounds.


Warscroll Battalion

Abattoir

ORGANISATION
 • 1 Crypt Haunter Courtier
 • 0-1 Marrowscroll Herald
 • 2 Crypt Horrors units
 • 1 Crypt Ghouls unit
ABILITIES

Body-part Acquisition: The insatiable ghouls of the court have an uncanny talent for acquiring culinary provisions in battle.
At the end of the combat phase, roll a dice for each enemy unit within 3" of any friendly units in this battalion. On a 4+, that enemy unit suffers D3 mortal wounds.


Warscroll Battalion

Ghoul Patrol

ORGANISATION
 • 1 Crypt Ghast Courtier or Royal Decapitator
 • 3 Crypt Ghouls units or Royal Beastflayers units in any combination
ABILITIES

Body-part Acquisition: The insatiable ghouls of the court have an uncanny talent for acquiring culinary provisions in battle.
At the end of the combat phase, roll a dice for each enemy unit within 3" of any friendly units in this battalion. On a 4+, that enemy unit suffers D3 mortal wounds.


Warscroll Battalion

King’s Ghouls

ORGANISATION
 • 1 Crypt Ghast Courtier
 • 1 Crypt Horrors unit
 • 2 Crypt Ghouls or Cryptguard units in any combination
ABILITIES

Body-part Acquisition: The insatiable ghouls of the court have an uncanny talent for acquiring culinary provisions in battle.
At the end of the combat phase, roll a dice for each enemy unit within 3" of any friendly units in this battalion. On a 4+, that enemy unit suffers D3 mortal wounds.


Warscroll Battalion

Royal Mordants

ORGANISATION
 • 1 Varghulf Courtier
 • 1 Crypt Horrors unit
 • 1 Crypt Flayers or Morbheg Knights unit
 • 1 Crypt Ghouls unit
ABILITIES

Body-part Acquisition: The insatiable ghouls of the court have an uncanny talent for acquiring culinary provisions in battle.
At the end of the combat phase, roll a dice for each enemy unit within 3" of any friendly units in this battalion. On a 4+, that enemy unit suffers D3 mortal wounds.


Warscroll Battalion

Royal Menagerie

ORGANISATION
 • 3+ Royal Terrorgheists or Royal Zombie Dragons in any combination
ABILITIES

Body-part Acquisition: The insatiable ghouls of the court have an uncanny talent for acquiring culinary provisions in battle.
At the end of the combat phase, roll a dice for each enemy unit within 3" of any friendly units in this battalion. On a 4+, that enemy unit suffers D3 mortal wounds.


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 though its number of units and points value exceeds the amount allowed for allied units.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 190
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.
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.
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).
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.
14.4 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.

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

Leader, Behemoth
Behemoth

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

Leader, Behemoth
Leader

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

Leader, Behemoth
Behemoth
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.

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

Leader, Behemoth
Behemoth
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.

The ROYAL ZOMBIE DRAGON keyword is used in the following Flesh-eater Courts warscrolls:

Leader, Behemoth
Behemoth
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
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:

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

Leader
Battleline
None
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.

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

Death: Flesh-eater Courts, Nighthaunt, Ossiarch Bonereapers, Soulblight Gravelords.

The DEATH keyword is used in the following warscrolls:

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.

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

Battleline
None

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

None
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.
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).
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.
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.

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
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.
8.2 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. Units cannot retreat if they are not within 3" of an enemy unit.

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

Battleline
None

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

None
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.
Unleash Hell
These warriors have prepared their missile weapons so they can unleash a devastating volley at the last possible moment.
You can use this command ability after an enemy unit finishes a charge move. The unit that receives the command must be within 6" of that enemy unit and more than 3" from all other enemy units. Models in the unit that receives the command that are within 6" of the target unit can shoot in that phase, but when they do so, you must subtract 1 from hit rolls for their attacks and they can only target the unit that made the charge move.
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 WIZARD keywords are used in the following Flesh-eater Courts warscrolls:

Leader, Behemoth
Leader
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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