Flesh-eater Courts

Hidden among the ruins of the Mortal Realms are the Flesh-eater Courts. Bound by the madness of their cursed monarchs, throngs of creatures known as mordants eke out a wretched existence, waging wars against kingdom after kingdom in order to feast on the flesh of their enemies.

This page contains all of the rules you need to field your Flesh-eater Courts miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:


Books

BookKindEditionLast update
  Flesh-eater Courts
  Flesh-eater CourtsBattletome4August 2025
  Nighthaunt
  NighthauntBattletome4August 2025
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4August 2025
  Scourge of Ghyran - Flesheater Courts
  Scourge of Ghyran - Flesheater CourtsExpansion4May 2025
  Legends compendium
  Legends compendiumWarscroll4April 2025
  Soulblight Gravelords
  Soulblight GravelordsBattletome4April 2025
  Sons of Behemat
  Sons of BehematFaction Pack4January 2025
  Grotmas Advent: Regiments of Renown
  Grotmas Advent: Regiments of RenownWarscroll4December 2024
  Regiments of Renown
  Regiments of RenownWarscroll4November 2024

Designers’ Commentary

Battletome: Flesh-eater Courts

Q:Can I use the ‘Muster Guard’ ability, spend 0 noble deeds points to return 0 models to a unit, then use the ‘Raise the Banners’ ability to return an additional model to that unit?
A:
No. The word ‘any’ means ‘1 or more’. Therefore, you would have to spend 1 or more noble deeds points to resolve the effect of ‘Muster Guard’, and an ability would have to have returned 1 or more slain models to a unit for the effect of ‘Raise the Banners’ to apply. In the case above, neither has happened.
Q:When the target of ‘Glimpse of Delusion’ makes combat attacks as a result of the effect of that spell, can the ‘All-out Attack’ command or the ‘All-out Defence’ command be used as reactions to those attacks?
A:
No.

Faction Rules


Battle Traits

Flesh-eater Courts armies can use the following abilities:

Once Per Turn (Army), Start of Any Turn
A KINGDOM DELUDED: The mass delusions suffered by these cannibals are volatile but intense.

Declare: You must use this ability at the start of each turn. If it is the first turn of the battle, pick a DELUSION from these battle traits or, unless otherwise specified, from the warscroll of a friendly unit on the battlefield. If it is not the first turn, make a delusion roll of D6.

Effect: On a delusion roll of 1-2, you must pick a different DELUSION to the one you picked last turn. On a 3-4, you must pick the same DELUSION as the one you picked last turn, even if it is on the warscroll of a unit that has been destroyed. On a 5-6, you must pick a DELUSION like you did in the first turn. For the rest of the turn, you believe the DELUSION you picked.

Passive
A SPLENDID PAGEANT: Believing they follow some grand religious icon and its holy custodians, devoted ghouls surge across the field.

Effect: While you believe this DELUSION:
  • Each time a friendly FLESH-EATER COURTS unit wholly within 12" of a friendly FLESH-EATER COURTS HERO uses a RUN ability, if you roll a 1-3 when determining the distance that unit can move, you can use a value of 4 instead.
  • While a friendly FLESH-EATER COURTS INFANTRY HERO is within the combat range of a friendly FLESH-EATER COURTS INFANTRY unit that has 5 or more models, that HERO is not visible to enemy units more than 6" away.
KEYWORDSDELUSION

Passive
A GLORIOUS BANQUET: As the court closes on its prey, the nobility signal for the feast to begin.

Effect: While you believe this DELUSION, add 1 to hit rolls for combat attacks made by friendly FLESH-EATER COURTS units that charged in the same turn while they are wholly within 12" of any friendly FLESH-EATER COURTS HEROES.
KEYWORDSDELUSION

Once Per Turn (Army), Your Hero Phase
ROYAL BLOOD: The blood coursing through an abhorrant’s veins has restorative properties.

Declare: Pick any number of friendly ABHORRANTS to be the targets.

Effect: Heal (D3) each target.

Once Per Turn (Army), Your Movement Phase
1
SUMMON LOYAL SUBJECTS: To the ghouls, an abhorrant’s howl is a call to defend their lands.

Declare: Pick a friendly ABHORRANT to use this ability, then pick a friendly SERFS or KNIGHTS unit that has been destroyed to be the target.

Effect: Set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 6" of a battlefield edge and more than 9" from all enemy units.

Once Per Turn (Army), Your Movement Phase
MUSTER GUARD: Cannibal nobles have the charisma to rally wavering troops.

Declare: Pick any number of friendly NOBLES to be the targets.

Effect: For each target, pick 1 of the following:
  • Return up to 3 slain models to a friendly SERFS unit wholly within 12" of it.
  • Return 1 slain model to a friendly KNIGHTS unit wholly within 12" of it.
The same unit cannot have models returned to it by this ability more than once per turn.

Once Per Battle (Army), Any Combat Phase
FEEDING FRENZY: The presence of an abhorrant drives their followers into a furore

Declare: Pick a friendly FLESH-EATER COURTS HERO in combat to be the target.

Effect: For the rest of the turn, add 1 to the Attacks characteristic of melee weapons, including Companion weapons, used by friendly FLESH-EATER COURTS units while they are wholly within 12" of the target.

Battle Formations

You can pick 1 of the following battle formations for a Flesh-eater Courts army. Each battle formation grants a different ability you can use in the battle.

BATTLE PROFILE
NamePoints
Knightly Echelon0
The Royal Hunt0
Lords of the Manor0
Royal Menagerie0
Impassioned Serfs0
Questing Courtiers0

Knightly Echelon

Passive
SOUND THE CHARGE: Those foolish enough to stand before the cannibal courts’ knights are inevitably trampled beneath claw and foot.

Effect: Add 1 to the Rend characteristic of melee weapons used by friendly KNIGHTS that charged in the same turn while they are wholly within 12" of any friendly FLESH-EATER COURTS HEROES.


The Royal Hunt

Once Per Turn (Army), End of Any Turn
LIKE SNAPPING HOUNDS: When a noble commences a hunt, packs of serfs are sent ahead of the royal houses to savage prey out of hiding.

Declare: Pick each friendly SERFS unit in combat to be the targets.

Effect: For each target:
  • Make a pile-in move.
  • Then, pick an enemy unit in combat with the target and roll a D3. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll.


Lords of the Manor

Passive
RAISE THE BANNERS: When an abhorrant royal family and their courtiers mass, many loyal knights and serfs inevitably follow.

Effect: Each time an ability returns at least 1 slain model to a friendly unit that is not in combat, after that ability has been resolved, if that unit is a SERFS unit, you can return 1 additional slain model to it, and if it is a KNIGHTS unit, roll a dice. On a 4+, you can return 1 additional slain model to it.


Royal Menagerie

Passive
INDULGE, MY PRETTIES: Abhorrants often toss their pet monstrosities choice cuts of flesh, resulting in a burst of strength and ferocity.

Effect: While a friendly non-HERO FLESH-EATER COURTS MONSTER or BEAST is wholly within 12" of any friendly FLESH-EATER COURTS HEROES:
  • That non-HERO unit can use a RAMPAGE ability on its warscroll even if that ability has already been used by another friendly MONSTER in the same turn.
  • If that non-HERO unit charged in the same turn and the unmodified charge roll was 9+, it has STRIKE-FIRST for the rest of the turn.


Impassioned Serfs

Any Combat Phase
1
OVERWHELMING HORDES: As masses of crazed ghouls drag their foes to the ground, the horror and anger of the victims’ allies shifts into a disorienting delusion that leaves them paralysed by indecision.

Declare: Pick a friendly SERFS unit that did not charge this turn and is in combat to use this ability, then pick an enemy unit in combat with that SERFS unit to be the target.

Effect: The target cannot make pile-in moves for the rest of the turn.


Questing Courtiers

Passive
THE BLESSING OF THE CHALICE: Eager to earn favour with their masters, the heroes compete to earn honourable trophies for their court.

Effect: Friendly FLESH-EATER COURTS HEROES have WARD (5+) if they have destroyed a unit this battle.

Heroic Traits

Regal Dispositions

HERO only

BATTLE PROFILE
NamePoints
STRONGER IN MADNESS0
SAVAGE BEYOND REASON0
CRUEL TASKMASTER0
Passive
STRONGER IN MADNESS: The Boon of Ushoran has rendered this warrior’s physical form near indestructible.

Effect: Ignore the first damage point that would be allocated to this unit each phase.
In addition, other than the Companion weapon ability, weapon abilities for combat attacks that target this unit have no effect.

Passive
SAVAGE BEYOND REASON: The fury of battle drives this general into an intense rage.

Effect: Add 1 to the Attacks characteristic of this unit’s melee weapons, including Companion weapons, if it did not use a FIGHT ability in the previous turn. Add 2 to the Attacks characteristic of those weapons instead while this unit has no used a FIGHT ability this battle.

Your Charge Phase
CRUEL TASKMASTER: The warriors under this courtier’s command instantly obey their summons.

Declare: Pick a friendly non-HERO FLESH-EATER COURTS unit wholly within 12" of this unit to be the target.

Effect: For the rest of the turn, you can re-roll charge rolls for the target.

Artefacts of Power

The Royal Treasury

HERO only

BATTLE PROFILE
NamePoints
THE SPLINTERED FEMUR0
CHARNEL VESTMENTS20
THE GRISLY PENNANT0
End of Your Turn
THE SPLINTERED FEMUR: A venerated relic of the infamous Spell-eater Queen, this club can easily break not only limbs but also the arcane.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a D3. On a 2+, pick 1 of the following:
  • Inflict an amount of mortal damage on the target equal to the roll.
  • Subtract 1 from the target’s power level, to a minimum of 0, until the start of your next turn.
  • If the target is a MANIFESTATION, it is banished.

Passive
CHARNEL VESTMENTS: Strips of flayed skin and crudely stitched sinew form a gruesome parody of priestly robes.

Effect: If this unit is not a PRIEST, it has PRIEST (1). If this unit is already a PRIEST, add 1 to chanting rolls for this unit. If this unit is a WIZARD, it cannot use SPELL abilities and PRAYER abilities in the same phase.

Any Combat Phase
THE GRISLY PENNANT: This raggedy flag of flesh, recently torn from an unfortunate victim, is an icon of purity and nobility to the cannibal army but a terrifying spectacle to their enemies.

Declare: If this unit charged this turn, pick an enemy unit in combat with it to be the target.

Effect: Roll a dice. If the roll is greater than the target’s Control characteristic or is a 6, the following effects apply for the rest of the turn:
  • Subtract 1 from hit rolls for the target’s combat attacks.
  • Add 1 to hit rolls for combat attacks made by friendly units that target that enemy unit.

Monstrous Traits

Monstrous Traits are enhancements that can only be given to MONSTERS.

BATTLE PROFILE
NamePoints
REVERED MONSTROSITY0
SAVAGE ABOMINATION0
HORRIBLY RESILIENT0
Passive
REVERED MONSTROSITY: This noble beast has long served the court and exerts a strange dominance

Effect: Add 1 to hit rolls for combat attacks made with Companion weapons by other friendly non-NON‐UNIQUE FLESH-EATER COURTS MONSTERS while they are wholly within 12" of this unit.

Passive
SAVAGE ABOMINATION: Any foe in reach of this beast’s snapping jaws and fearsome claws is unlikely to see another dawn.

Effect: Add 1 to the Attacks characteristic of this unit’s Companion melee weapons.

End of Any Turn
HORRIBLY RESILIENT: Grown strong on great lakes of death magic that coalesced around the remains of a butchered empire, the desiccated form of this monstrosity is nearly impossible to destroy.

Effect: Heal (D3) this unit. If this unit is not a HERO, Heal (2D3) this unit instead.

Spell Lore

BATTLE PROFILE
NamePoints
Lore of Madness0

Lore of Madness

Your Hero Phase
6
CHARNEL FEAST: The caster draws out the life essence of nearby foes and uses it to heal the injured warriors of the court.

Declare: Pick a friendly FLESH-EATER COURTS WIZARD to cast this spell and pick a visible enemy unit within 18" of them to be the target. You can also pick a friendly SERFS unit within 6" of the target to be the raised ranks. Then, make a casting roll of 2D6.

Effect: Inflict D3 mortal damage on the target. For each damage point allocated to the target by this ability, you can return 1 slain model to the raised ranks.
KEYWORDSSPELL

Your Hero Phase
6
DERANGED TRANSFORMATION: The spellcaster causes the limbs of a nearby pack to bulge and lengthen, allowing the creatures to charge forwards at a furious pace and imbuing them with greater strength.

Declare: Pick a friendly FLESH-EATER COURTS WIZARD to cast this spell, pick a visible friendly FLESH-EATER COURTS INFANTRY or CAVALRY unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn:
  • Add 2" to the target’s Move characteristic.
  • Add 1 to wound rolls for the target’s combat attacks.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
7
MIASMA OF MADNESS: The wizard calls forth a sanity-warping mist to engulf the foe.

Declare: Pick a friendly FLESH-EATER COURTS WIZARD to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, for each unmodified hit roll of 1 for a combat attack made by the target, inflict 1 mortal damage on the target after the FIGHT ability has been resolved.
KEYWORDSSPELL

Prayer Lore

BATTLE PROFILE
NamePoints
Rites of Delusion0

Rites of Delusion

Your Hero Phase
4
EXCOMMUNICATION!: Having espied unworthy warriors exiled from the Summerking’s court, the priest extends a finger and vociferously denounces them.

Declare: Pick a friendly FLESH-EATER COURTS PRIEST to chant this prayer, pick a visible enemy unit within 18" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, ignore positive modifiers to save rolls for the target. In addition, if the chanting roll was 10+, ward rolls cannot be made for the target until the start of your next turn.
KEYWORDSPRAYER, UNLIMITED

Your Hero Phase
4
CHARNEL CONVICTION: Anointed with libations by their priest, ghouls believe themselves to be invincible warriors of faith.

Declare: Pick a friendly FLESH-EATER COURTS PRIEST to chant this prayer, pick a visible friendly FLESH-EATER COURTS unit wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, the target has WARD (5+). If the chanting roll was 10+, you can pick another eligible unit to be a second target.
KEYWORDSPRAYER

Your Hero Phase
5
THE SUMMERKING’S FAVOUR: The priest delivers a blistering sermon lionising the deeds of a courtly champion, marking them out as an Ushorite saint in their followers’ eyes.

Declare: Pick a friendly FLESH-EATER COURTS PRIEST to chant this prayer, pick a visible friendly FLESH-EATER COURTS HERO wholly within 12" of them to be the target, then make a chanting roll of D6. You cannot pick Nagash to be the target of this prayer.

Effect: Resolve the effect of ‘Renowned Might’ below. If the chanting roll was 10+, resolve the effect of either ‘Renowned Might’ or ‘Righteous Tenacity’ instead.

Renowned Might: Add 1 to the Damage characteristic of the target’s melee weapons for the rest of the turn.

Righteous Tenacity: The target can use 2 FIGHT abilities this turn. After the first is used, however, the target has STRIKE-LAST for the rest of the turn.
KEYWORDSPRAYER

Manifestation Lore

BATTLE PROFILE
NamePoints
Manifested Insanity0

Manifested Insanity

Your Hero Phase
6
SUMMON CADAVEROUS BARRICADE: With a word of command, the corpses of those who once served Ushoran rise up from the grave, dragging with them the detritus of a forgotten civilisation and clawing at the living.

Declare: If there is not a friendly Cadaverous Barricade on the battlefield, pick a friendly FLESH-EATER COURTS WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Cadaverous Barricade wholly within 18" of the caster and visible to them.
KEYWORDSSPELL, SUMMON

Your Hero Phase
6
SUMMON CORPSEMARE STAMPEDE: Imbued with grisly vigour, the undead beasts of a Corpsemare Stampede burst from the blood-soaked ground to trample across the battlefield.

Declare: If there is not a friendly Corpsemare Stampede on the battlefield, pick a friendly FLESH-EATER COURTS WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Corpsemare Stampede wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

Your Hero Phase
6
SUMMON CHALICE OF USHORAN: The wizard conjures forth a manifestation of the sacred cup held by Ushoran. This bone-wrought goblet is filled with the blood of those slain in its presence.

Declare: If there is not a friendly Chalice of Ushoran on the battlefield, pick a friendly FLESH-EATER COURTS WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Chalice of Ushoran wholly within 12" of the caster and visible to them.
KEYWORDSSPELL, SUMMON

Army of Renown

The Equinox Feast

When you pick the Flesh-eater Courts faction for your army, you can choose for it to be the Equinox Feast Army of Renown. If you do so, use the faction rules in this section instead of the Flesh-eater Courts faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the EQUINOX FEAST keyword.

ROSTER OPTIONS
  • High Falconer Felgryn (must be included)
  • Any NON-UNIQUE NON-MONSTER HEROES
  • Any SERFS units
  • You cannot include Regiments of Renown

Battle Traits

Passive
THE EQUINOX PARADE: Clad in tatterdemalion garments of flayed flesh and swaying to the sound of shrieks and bone flutes, the serfs of the ghoul kingdoms skitter as a mad, jubilant procession.

Effect: In the first battle round:
  • Add 1 to run rolls for friendly EQUINOX FEAST units for each other friendly EQUINOX FEAST unit that has used a RUN ability this phase.
  • Add D6" to the distance friendly EQUINOX FEAST units can move when they use a RETREAT ability.

Once Per Turn (Army), Any Charge Phase
A DISPLAY OF FALCONRY: As the ‘foreign revellers’ approach, the shrieking beasts that follow the ghouls swoop down to greet them.

Declare: You can only use this ability in the second battle round. Pick each enemy unit that used a CHARGE ability this phase to be the targets.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

Passive
THE RITUAL DANCE: To properly welcome high summer and its magnificent king, the peasantfolk cavort and caper around grand maypoles and idols – even those that are carried by rival revellers.

Effect: In the third battle round, while a friendly EQUINOX FEAST unit is in combat with an enemy unit that contains any champions, musicians or standard bearers, it can move 6" instead of 3" when it makes a pile-in move.

Passive
EAT YOUR FILL!: Now comes the most anticipated part of the celebrations: the great banquet.

Effect: In the fourth battle round, each time a friendly EQUINOX FEAST unit uses a FIGHT ability, after that ability has been resolved:
  • If that unit is damaged, Heal (D3) that unit.
  • If that unit is not damaged, return up to 3 slain models to it.

Passive
MAKE MERRY ’TIL THE MORN: Sated, the revellers toast, staggering about in cackling mobs as they quaff the finest ‘red wines’…

Effect: In the fifth battle round, friendly EQUINOX FEAST units have WARD (4+) while they are within 3" of 2 or more other visible friendly EQUINOX FEAST units.


Heroic Traits

HERO only
Passive
LORD OF REVELRIES: This cackling creature is consumed by the feast’s joys and inured to pain.

Effect: Ignore the first damage point that would be allocated to this unit in each phase.


Artefacts of Power

HERO only
Once Per Battle, Your Movement Phase
BROKEN SCEPTRE OF THE SOLSTICE: An image of the bone sunburst crown atop this staff burns in the ghouls’ minds, drawing more of them into the fray.

Declare: Pick a friendly EQUINOX FEAST unit that has been destroyed to be the target. This unit can use this ability if it has been destroyed, but if it does, this unit must be the target.

Effect: Set up a replacement unit identical to the target wholly within 6" of a friendly EQUINOX FEAST unit and more than 9" from all enemy units.


Spell Lore

Your Hero Phase
6
SOLARITE FLARES: The caster conjures blasts of blinding, red-stained radiance to dizzy and disorient.

Declare: Pick a friendly EQUINOX FEAST WIZARD to cast this spell, pick a point on the battlefield that is visible to them, then pick each unit (friendly and enemy) within 3" of that point to be the targets. Then, make a casting roll of 2D6.

Effect: Roll a dice for each target. On a 3+, subtract 1 from hit rolls for the target’s attacks until the start of your next turn.
KEYWORDSSPELL, UNLIMITED


Prayer Lore

Your Hero Phase
4
A MIDSUMMER MANIA: The screeched canticles and gibberings of this Cardinal fill the ghouls with madness enough to shrug off fatal injury.

Declare: Pick a friendly EQUINOX FEAST PRIEST to chant this prayer, pick a visible friendly unit wholly within 12" of them that has not been picked to be the target of this prayer this turn to be the target, then make a chanting roll of D6.

Effect: Return D3 slain models to the target unit. If the chanting roll was 8+, return D3+3 slain models to the target unit instead.
KEYWORDSPRAYER, UNLIMITED


Manifestation Lore

Your Hero Phase
6
SUMMON CHALICE OF USHORAN: The wizard conjures forth a manifestation of the sacred cup held by Ushoran. This bone-wrought goblet is filled with the blood of those slain in its presence.

Declare: If there is not a friendly Chalice of Ushoran on the battlefield, pick a friendly EQUINOX FEAST WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Chalice of Ushoran wholly within 12" of the caster and visible to them.
KEYWORDSSPELL, SUMMON

Army of Renown

The Knights of New Summercourt

When you pick the Flesh-eater Courts faction for your army, you can choose for it to be the Knights of New Summercourt Army of Renown. If you do so, use the faction rules in this section instead of the Flesh-eater Courts faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the NEW SUMMERCOURT keyword.

ROSTER OPTIONS

Battle Traits

Once Per Battle (Army), Deployment Phase
THE SUMMERKING’S COLOURS: Ushoran’s flayed-flesh battle standards inspire his followers to dizzying heights of greatness – but should the colours fall, the ghouls would be left utterly bereft.

Declare: Pick a friendly NEW SUMMERCOURT unit that contains any standard bearers to be the target.

Effect: For the rest of the battle:
  • While the target unit contains any standard bearers, add 10 to the control scores of friendly NEW SUMMERCOURT units while they are wholly within 24" of the target.
  • Once all of the standard bearers in the target unit have been slain, subtract 5 from the control scores of friendly NEW SUMMERCOURT units.

Once Per Turn (Army), Any Combat Phase
A DUEL, GOOD SIR!: To refuse an honourable duel with Ushoran is always to one’s detriment.

Declare: You must use this ability if the friendly Ushoran is in combat with the enemy general. Pick the enemy general to be the target.

Effect: Your opponent must decide whether the target will accept or refuse Ushoran’s challenge.

Accept: For the rest of the turn, when the friendly Ushoran and the target are picked to use a FIGHT ability, all of their attacks must target each other.
Refuse: The target has STRIKE-LAST for the rest of the turn.

Once Per Battle (Army), Any Charge Phase
IN THEIR SIRE’S SHADOW: When Ushoran himself takes to the field, his knights are seized by an irrepressible mania to follow at his monstrous heels.

Declare: If the friendly Ushoran is not in combat and has not used any RUN or RETREAT abilities this turn, pick that Ushoran and up to 2 friendly NEW SUMMERCOURT KNIGHTS units within his combat range that are not in combat and have not used any RUN or RETREAT abilities this turn to be the targets. Then, make a charge roll of 2D6.

Effect: The targets can each move a distance up to the value of the charge roll. They can move through the combat ranges of enemy units and must end that move within ½" of a visible enemy unit. The friendly Ushoran must move before any other targets, and each target must end that move within that Ushoran’s combat range. If the friendly Ushoran is unable to end that move within ½" of a visible enemy unit, none of the targets can move. If they move, the targets have charged.
KEYWORDSCORE, MOVE, CHARGE

Once Per Turn (Army), Any Combat Phase
THE KNIGHT’S VOW: Ushoran’s chosen spawn are fanatical in defending what they deem to be his.

Declare: Pick each friendly NEW SUMMERCOURT unit that did not charge this turn to be the targets.

Effect: Start rolling dice, one at a time and one for each target, and stop when you roll a 6. The target you rolled a 6 for can use 2 FIGHT abilities this phase. After the first is used, however, the target has STRIKE-LAST for the rest of the turn. If you rolled for each target and did not roll a 6, this ability has no effect.

Passive
NIGHTMARISH CHARGE: The sight of hulking ghoul-breeds crashing into the fray can stun any foe.

Effect: Subtract 1 from hit rolls for combat attacks that target friendly NEW SUMMERCOURT units that charged in the same turn.

Once Per Turn (Army), Your Movement Phase
RED ERRANTRY HOSTS: Many banners of ‘knights’ jostle for a chance to fight at Ushoran’s side.

Declare: Pick a friendly KNIGHTS unit that has been destroyed to be the target.

Effect: Set up a replacement unit with half the number of models from the target unit (rounding up) wholly within friendly territory, wholly within 6" of a battlefield edge and more than 9" from all enemy units.


Heroic Traits

HERO only
Any Combat Phase
TIP OF THE KING’S LANCE: This champion’s bulk sees them smash through defensive formations.

Effect: If this unit charged this turn, it can move 2D6". It can pass through models in enemy units, but it must end that move in combat.


Artefacts of Power

HERO only
Passive
FETED CORONET: This crown wards the wearer so long as all their warriors chant in adoration.

Effect: This unit has WARD (4+) until a friendly NEW SUMMERCOURT unit is destroyed.


Spell Lore

Your Hero Phase
6
DERANGED TRANSFORMATION: The spellcaster causes the limbs of nearby ghouls to bulge and lengthen, allowing them to charge forwards at a furious pace and imbuing them with greater strength.

Declare: Pick a friendly NEW SUMMERCOURT WIZARD to cast this spell, pick a visible friendly NEW SUMMERCOURT INFANTRY or CAVALRY unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn:
  • Add 2" to the target’s Move characteristic.
  • Add 1 to wound rolls for the target’s combat attacks.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
7
MIASMA OF MADNESS: The wizard calls forth a sanity-warping mist to engulf the foe.

Declare: Pick a friendly NEW SUMMERCOURT WIZARD to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, for each unmodified hit roll of 1 for a combat attack made by the target, inflict 1 mortal damage on the target after the FIGHT ability has been resolved.
KEYWORDSSPELL


Prayer Lore

Your Hero Phase
4
EXCOMMUNICATION!: Having espied exiled warriors, the priest vociferously denounces them.

Declare: Pick a friendly NEW SUMMERCOURT PRIEST to chant this prayer, pick a visible enemy unit within 18" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, ignore positive modifiers to save rolls for the target. In addition, if the chanting roll was 10+, ward rolls cannot be made for the target until the start of your next turn.
KEYWORDSPRAYER, UNLIMITED


Manifestation Lore

Your Hero Phase
6
SUMMON CORPSEMARE STAMPEDE: Imbued with grisly vigour, the undead beasts of a Corpsemare Stampede burst from the blood-soaked ground to trample across the battlefield.

Declare: If there is not a friendly Corpsemare Stampede on the battlefield, pick a friendly NEW SUMMERCOURT WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Corpsemare Stampede wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

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

18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.

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

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

Once Per Turn (Army), Your Movement Phase
MUSTER GUARD: Cannibal nobles have the charisma to rally wavering troops.

Declare: Pick any number of friendly NOBLES to be the targets.

Effect: For each target, pick 1 of the following:
  • Return up to 3 slain models to a friendly SERFS unit wholly within 12" of it.
  • Return 1 slain model to a friendly KNIGHTS unit wholly within 12" of it.
The same unit cannot have models returned to it by this ability more than once per turn.
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
Passive
RAISE THE BANNERS: When an abhorrant royal family and their courtiers mass, many loyal knights and serfs inevitably follow.

Effect: Each time an ability returns at least 1 slain model to a friendly unit that is not in combat, after that ability has been resolved, if that unit is a SERFS unit, you can return 1 additional slain model to it, and if it is a KNIGHTS unit, roll a dice. On a 4+, you can return 1 additional slain model to it.
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Reaction: You declared an ATTACK ability
1
ALL-OUT ATTACK: The warriors fight with a frenzied vigour.

Used By: The unit using that ATTACK ability.

Effect: Add 1 to hit rolls for attacks made as part of that ATTACK ability. This also affects weapons that have the Companion weapon ability. For the rest of the turn, subtract 1 from save rolls for the unit using this ability.

Reaction: Opponent declared an ATTACK ability
1
ALL-OUT DEFENCE: The soldiers close ranks to hold off an incoming attack.

Used By: A unit targeted by that ATTACK ability.

Effect: Add 1 to save rolls for that unit until that ATTACK ability has been resolved.

6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).

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

14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat after any non-FIGHT combat phase abilities have been used, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.

The non-HERO FLESH-EATER COURTS keyword is used in the following Flesh-eater Courts warscrolls:

Endless Spell
1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.

MULTIPLE POWER LEVELS
  • If an ability references a unit’s power level and that unit has more than one power level, use whichever power level is higher.
  • If an ability modifies a unit’s power level and that unit has more than one power level, it modifies both.
18.4 Destroyed Units
When the last model in a unit is slain, the unit is destroyed and all remaining damage points inflicted on that unit have no effect. Similarly, if something causes a unit to be destroyed, all models in the unit are slain and removed from play.
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

  • Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Your Shooting Phase
SHOOT: The warriors take aim and unleash a deadly volley.

Declare: Pick a friendly unit that has not used a RUN or RETREAT ability this turn to use this ability. Then, pick one or more enemy units as the target(s) of that unit’s attacks (see 16.0).

Effect: Resolve shooting attacks against the target unit(s).
KEYWORDSCORE, ATTACK, SHOOT
Any Combat Phase
FIGHT: Locked in a deadly melee, the fighters strike out at their foes.

Declare: Pick a friendly unit that is in combat or that charged this turn to use this ability. That unit can make a pile-in move. Then, if that unit is in combat, you must pick one or more enemy units as the target(s) of that unit’s attacks.

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn.
ALL MANIFESTATIONS
Models can move through them but cannot end a move on them.
Units can finish a charge move within ½" of an enemy manifestation instead of within ½" of an enemy unit.
They can be damaged and destroyed as if they were units but do not count as destroyed units for the purposes of battle tactics and abilities.
They are affected by all enemy abilities as if they were units.
They can use CORE abilities as if they were units, and they can use abilities on their warscroll. Unless specified otherwise, they cannot use and are not affected by any other friendly abilities, and they do not count as units for the purposes of battle tactics or friendly abilities.
They can only use the ‘Shoot’ or ‘Fight’ abilities if they have weapons of the appropriate type.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC OF ‘-’
They cannot move.
They only count as being in combat in the combat phase, and enemy units only count as being in combat with them in the combat phase.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC GREATER THAN ‘-’
They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
7.2 Banishing Manifestations
Instead of using a SPELL or PRAYER ability (including when using the ‘Magical Intervention’ ability), each WIZARD and PRIEST can use the ‘Banish Manifestation’ ability:

Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

Otherwise, pick one of the following
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number of ritual points to the PRIEST equal to the chanting roll.
KEYWORDSPRAYER, UNLIMITED



EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

4.1 Enhancements
Each set of faction rules include a number of enhancements that can be given to units, e.g. heroic traits and artefacts of power. You can take 1 enhancement from each enhancement table in your faction rules. Each enhancement table lists which units are eligible to be given that enhancement. UNIQUE units cannot be given enhancements.

While some abilities allow you to take extra enhancements, the same unit can never have more than 1 enhancement of the same type, and you can never include the same enhancement in your army more than once. Enhancements cannot be given to Regiment of Renown units unless they have a keyword that matches that faction’s name.

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

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

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than one Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

Those HEROES can join an eligible regiment as a EQUINOX FEAST WIZARD.

Infantry Hero
Those HEROES can join an eligible regiment as a NEW SUMMERCOURT.

Infantry
Monster Hero
Cavalry
Infantry Hero
Beast

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

3.2 The General
You must pick 1 HERO in your army that is leading a regiment to be your general. If any units in your army have the WARMASTER keyword, you must pick one of those units to be your general. Your general’s regiment can include up to 4 non-HERO units in addition to your general.

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

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