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

Show History
BookKindEditionLast update
  Flesh-eater Courts
  Flesh-eater CourtsBattletome4August 2025
  Legends Warscrolls
  Legends WarscrollsWarscroll4October 2026
  Battle Profiles
  Battle ProfilesRulebook4October 2026
  Rules Updates
  Rules UpdatesRulebook4October 2026
  Regiments of Renown
  Regiments of RenownWarscroll4October 2026
  Sons of Behemat
  Sons of BehematBattletome4September 2026
  Ogor Mawtribes
  Ogor MawtribesBattletome4July 2026
  Scourge of Aqshy - Flesh-Eater Courts
  Scourge of Aqshy - Flesh-Eater CourtsExpansion4July 2026
  Sylvaneth
  SylvanethBattletome4March 2026
  Legions of Nagash
  Legions of NagashWhite Dwarf4March 2026
  Disciples of Tzeentch
  Disciples of TzeentchBattletome4February 2026
  Ossiarch Bonereapers
  Ossiarch BonereapersBattletome4February 2026
  Scourge of Ghyran - Flesheater Courts
  Scourge of Ghyran - Flesheater CourtsExpansion4December 2025
  Spearhead: Flesh Eater-Courts - Carrion Retainers
  Spearhead: Flesh Eater-Courts - Carrion RetainersExpansion4November 2025
  Grotmas Advent: Regiments of Renown
  Grotmas Advent: Regiments of RenownWarscroll4September 2025
  Nighthaunt
  NighthauntBattletome4August 2025
  Spearhead: Flesh-eater Courts - Charnel Watch
  Spearhead: Flesh-eater Courts - Charnel WatchExpansion4August 2025
  Cities of Sigmar
  Cities of SigmarBattletome4July 2025
  Soulblight Gravelords
  Soulblight GravelordsBattletome4April 2025

Designers’ Commentary

Battletome: Flesh-eater Courts

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.
Q:Does the ‘Delusions and Madness’ ability of the Charnel Watch Spearhead army allow me to pick the DELUSION regiment ability that I did not pick at the start of the battle?
A:
No. You can pick from the DELUSION regiment ability that you picked at the start of the battle, ‘Delusion of the Great Feast’ or ‘Delusion of the Knightly Host’.
Q:If a MAGGOTKIN OF NURGLE unit is picked as the target of Ushoran’s ‘Glimpse of Delusion’ ability and resolving that ability results in a model in that unit being slain, would that trigger the ‘Vectors of Contagion’ ability on that MAGGOTKIN OF NURGLE unit?
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. In such cases, the effect of that DELUSION applies as if the unit had not 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.

Errata

Show
Battle Traits
Change the second sentence of the effect of ‘A Kingdom Deluded’ to:
‘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. In such cases, the effect of that DELUSION applies as if the unit had not been destroyed.'

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 another 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.

Errata

Show
Battle Formations, Lords of the Manor
In the effect of ‘Raise the Banners’, replace ‘Each time an ability returns’ with ‘Each time another ability returns’.

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 MADNESS10
SAVAGE BEYOND REASON40
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 not 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 PENNANT10
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 and removed from play.

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.

Errata

Show
Artefacts of Power
In the final bullet point of the effect of ‘The Splintered Femur’, replace ‘it is banished’ with ‘it is banished and removed from play’.

The Royal Treasury

HERO only

BATTLE PROFILE
NamePoints
FOOL’S CAP0
FLAYED FLAGS0
RING OF NIGHTMARISH VISIONS0
Any Movement Phase
FOOL’S CAP: This warrior has manipulated the bones of a Mancrusher Gargant’s skeletal hand into the shape of a jester’s hat. Prancing about with it on their head ensures they acquire an audience...

Declare: Pick a visible enemy unit within 12" of this unit to be the target.

Effect: Spend 1 rage dice. If your opponent’s fury level is lower than yours, they must increase their fury level by 1, to a maximum of 7.

Then, for the rest of the turn:
  • Add 1 to charge rolls for the target.
  • Each time the target uses a CHARGE ability, if possible, it must end the charge move within 1/2" of this unit.
  • While the target is in combat with this unit, subtract 1 from hit rolls for the target’s combat attacks that do not target this unit.

Your Hero Phase
FLAYED FLAGS: When these mighty banners are unfurled in the name of Ushoran, foes find themselves losing heart. Mostly because they are made of rotting skin.

Declare: Pick an objective you do not control within 18" of this unit to be the target.

Effect: Until the start of your next turn, when resolving the damage sequence for enemy units contesting the target objective, your opponent cannot spend rage dice as part of the ‘Fight Through the Pain’ ability

Any Combat Phase
RING OF NIGHTMARISH VISIONS: This ring enhances the wearer’s delusion, twisting foes into even more hideous monsters that they attack in a rabid frenzy.

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

Effect: Roll a number of dice equal to your fury level. Add 1 to each roll if this unit charged this turn. For each 4+, inflict 1 mortal damage on the target.

Monstrous Traits

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

BATTLE PROFILE
NamePoints
REVERED MONSTROSITY10
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

Noble Pursuits

Noble Pursuits are unique enhancements that can be given to NON-HERO FLESH-EATER COURTS INFANTRY or CAVALRY units. A unit can only have 1 Noble Pursuit.

BATTLE PROFILE
NamePoints
HOMAGE AND FEALTY10
DEFENDERS OF CHIVALRY10
LOYAL SQUIRES10
Deployment Phase
HOMAGE AND FEALTY: Just as in the feudal days of yore, where lord and vassal made commitments to one another, so do these cannibals make similar reciprocal arrangements.

Declare: If this unit is a KNIGHT, pick a friendly SERF unit wholly within 12" of it to be the target. If this unit is a SERF, pick a friendly KNIGHT unit wholly within 12" of it to be the target.

Effect: For the rest of the battle, add 1 to save rolls for this unit and the target while they are within 3" of and visible to each other.

Passive
DEFENDERS OF CHIVALRY: With righteous anger, these ghouls set upon those who flout the chivalric code with bone clubs and filthy talons.

Effect: While your fury level is 7, add 1 to the Rend characteristic of this unit’s melee weapons.

Any Charge Phase
LOYAL SQUIRES: These ghouls follow their holy paladins into battle, seeking to aid them however they can.

Declare: Pick an enemy unit in combat with a friendly Varghulf Courtier to be the target.

Effect: For the rest of the phase:
  • Add 2 to charge rolls for this unit.
  • If this unit uses a CHARGE ability, it must end the charge move in combat with the target.

Warhammer Legends: Army of Renown

Legions of Nagash

When you pick the SOULBLIGHT GRAVELORDS, OSSIARCH BONEREAPERS, FLESH-EATER COURTS or NIGHTHAUNT faction for your army, you can choose for it to be a LEGIONS OF NAGASH Army of Renown instead. If you do so, use the faction rules on these pages instead of any other faction rules. Every unit in your army must be drawn from the units listed in the roster options box opposite. All units in your army gain the LEGIONS OF NAGASH keyword. In addition, when you pick a manifestation lore for your army, you can pick 1 of the following lores: ‘Manifestations of the Grave’, ‘Horrors of the Necropolis’, ‘Infernal Sorceries’ or ‘Manifested Insanity’.

Legends Rules: The rules in this article are Legends rules. This means that these rules cannot be used in competitive Matched Play events.

ROSTER OPTIONS

Battle Traits

Passive
ETHEREAL: Nighthaunt spirits can rarely be harmed by blows delivered by those caught in the grip of a spiritual terror.

Effect: Ignore negative modifiers to save rolls for friendly LEGIONS OF NAGASH NIGHTHAUNT units, excluding Nagash.

Passive
LEGIONS OF ENDLESS DEAD: The sight of Nagash’s legions united under a single deathly banner, a near-infinite sea of undead as far as the eye can see, can bury even the stoutest soul in the deepest pits of sorrow and dread.

Effect: Subtract 5 from the control scores of enemy units while they are in combat with 2 or more friendly units if any of those friendly units is Nagash or if none of those friendly units share any of the following keywords: SOULBLIGHT GRAVELORDS, FLESH-EATER COURTS, NIGHTHAUNT or OSSIARCH BONEREAPERS.


Heroic Traits

(HERO only)
Once Per Battle, End of Any Turn
INESCAPABLE FATE: This undead lord has been long suspected of base treachery. Nagash is no stranger to such upstarts and has cursed this underling to return to his side each time they would fail him, to remind them just who holds the leash to their collar.

Declare: This unit can only use this ability if it has been destroyed.

Effect: If the friendly Nagash is on the battlefield, set up a replacement of this unit wholly within 12" of that Nagash and more than 9" from all enemy units. If this unit is not INFANTRY or CAVALRY, allocate 8 damage points to it (ward rolls cannot be made for those damage points).


Artefacts of Power

(HERO only)
Once Per Battle, Any Hero Phase
SOUL-SHRIVE AMULET: This amulet, a powerful artefact in its own right that grants the one who wears it incredible might, also hides a sinister purpose. Great Nagash trusts no-one, and should he desire it, he will sacrifice the bearer in an eyeblink to further his own agenda with no more thought than a man who blows out a candle.

Declare: Pick empowered agent or sacrificial pawn.

Effect: If you picked empowered agent, for the rest of the turn:
  • Add 2 to the Attacks characteristic of this unit’s melee weapons.
  • Add 1 to the Rend characteristic of this unit’s melee weapons.

If you picked sacrificial pawn, instead of making a casting roll for the next spell cast by the friendly Nagash this turn, you can use a value of 7 for the roll that cannot be modified and that spell cannot be unbound. Then, allocate 3 damage points to this unit (ward rolls cannot be made for those damage points).


Spell Lore

Your Hero Phase
7
RISE! RISE IN MY NAME!: With both arms raised high and enveloped in an aura of power so intense it drains the very light from the sky, the caster re-knits the broken forms of Nagash’s minions that they might continue to do battle in his name.

Declare: Pick a friendly WIZARD to cast this spell, pick each other visible friendly LEGIONS OF NAGASH unit wholly within 24" of the caster to be the targets, then make a casting roll of 2D6.

Effect: If a target unit has a Health characteristic of 1, return 3 slain models to the target unit.

If a target unit has a Health characteristic of 2 or 3, return 1 slain model to the target unit and Heal (2) the target unit.

If a target unit has a Health characteristic of 4 or more, Heal (D6) the target unit.
KEYWORDSSPELL

Your Hero Phase
7
MY UNDYING DEMAND: The Lord of the Undead suffuses his creations with a vigour that causes blades to snap in greying flesh, arrows to bounce from shields of reinforced bone, and even the spells of the enemies to flicker and die in an amethyst flash of unearthly power.

Declare: Pick the friendly Nagash to cast this spell, then make a casting roll of 2D6.

Effect: Ignore the first damage point that would be allocated to each visible friendly LEGIONS OF NAGASH unit each phase while it is wholly within 24" of the friendly Nagash.
KEYWORDSSPELL

Your Hero Phase
7
INSANITY AND NIGHTMARES MADE MANIFEST: The horror of battling invigorated Flesh-eaters lends a deadly strength to the rusting blades of the Nighthaunt procession.

Declare: Pick a friendly WIZARD to cast this spell, pick a friendly FLESH-EATER COURTS unit and a different friendly NIGHTHAUNT unit that are both wholly within 18" of and visible to the caster and wholly within 12" of each other to be the targets, then make a casting roll of 2D6.

Effect: Until the start of your next turn, while the targets are wholly within 12" of and visible to each other:
  • Add 10 to the FLESH-EATER COURTS target’s control score.
  • Subtract 1 from ward rolls for enemy units while they are in combat with the NIGHTHAUNT target.
KEYWORDSSPELL

Your Hero Phase
7
REAP A BLOODY TITHE: The caster’s will drives Nagash’s Soulblight and Ossiarch minions forward, the wealth of blood and bone on the gore-strewn battlefield acting as fuel for his mightiest elites.

Declare: Pick a friendly WIZARD to cast this spell, pick a friendly SOULBLIGHT GRAVELORDS unit and a different friendly OSSIARCH BONEREAPERS unit that are both wholly within 18" of and visible to the caster and wholly within 12" of each other to be the targets, then make a casting roll of 2D6.

Effect: Until the start of your next turn, add 1 to hit rolls for combat attacks made by the SOULBLIGHT GRAVELORDS target while it is wholly within 12" of and visible to the OSSIARCH BONEREAPERS target.

In addition, pick 1 of the following effects for the OSSIARCH BONEREAPERS target:
  • Heal (D3) that unit.
  • If that unit has a Health characteristic of 1 or 2, return D3 slain models to it.
  • If that unit has a Health characteristic of 3 or more, return 1 slain model to it.
KEYWORDSSPELL

Your Hero Phase
7
RIVERS OF BLOOD AND SHALLOW GRAVES: As the Flesh-eaters mangle, tear and rip their enemies into bloody chunks, the charnel stink of blood lies heavy in the air. The resulting rivers of blood and fresh piles of potential chattel handily replenish the Soulblight ranks.

Declare: Pick a friendly WIZARD to cast this spell, pick a friendly FLESH-EATER COURTS unit and a different friendly SOULBLIGHT GRAVELORDS unit that are both wholly within 18" of and visible to the caster and wholly within 12" of each other to be the targets, then make a casting roll of 2D6.

Effect: Until the start of your next turn, add 1 to the Rend characteristic of the friendly FLESH-EATER COURTS target’s weapons while it is wholly within 12" of and visible to the SOULBLIGHT GRAVELORDS target.

In addition, pick 1 of the following effects for the SOULBLIGHT GRAVELORDS target:
  • Heal (D3) that unit.
  • If that unit has a Health characteristic of 1 or 2, return D3 slain models to it.
  • If that unit has a Health characteristic of 3 or more, return 1 slain model to it.
KEYWORDSSPELL

Your Hero Phase
7
DELUSION AND DISCIPLINE: Loyal bannermen of the Summerking see themselves rallying alongside the greatest martial elites ever to have lived. For the Ossiarchs, they simply follow orders and take every advantage offered by the crazed attacks of their erstwhile allies.

Declare: Pick a friendly WIZARD to cast this spell, pick a friendly OSSIARCH BONEREAPERS unit and a different friendly FLESH-EATER COURTS unit that are both wholly within 18" of and visible to the caster and wholly within 12" of each other to be the targets, then make a casting roll of 2D6.

Effect: Until the start of your next turn, the OSSIARCH BONEREAPERS target has WARD (5+) while it is wholly within 12" of and visible to the FLESH-EATER COURTS target.

In addition, pick 1 of the following effects for the FLESH-EATER COURTS target:
  • Heal (D3) that unit.
  • Return 1 slain KNIGHT model to it.
  • Return D3 slain SERF models to it.
KEYWORDSSPELL

Your Hero Phase
7
BRINGING ORDER TO HORROR: With an unearthly bellow, the caster drives the Nighthaunt before them like hunting hounds while the Ossiarchs silently withdraw, redirect and return to the battle in a seamless fashion.

Declare: Pick a friendly WIZARD to cast this spell, pick a friendly NIGHTHAUNT unit and a different friendly OSSIARCH BONEREAPERS unit that are both wholly within 18" of and visible to the caster and wholly within 12" of each other to be the targets, then make a casting roll of 2D6.

Effect: The NIGHTHAUNT target can use a CHARGE ability as if it were your charge phase and even if it is in combat. However, if it does so (regardless of whether it is in combat) and the charge roll is 3 or less, that unit does not count as having charged.

In addition, the OSSIARCH BONEREAPERS target can use a RETREAT ability as if it were your movement phase, and for the rest of the turn, it can use CHARGE abilities even if it used a RUN or RETREAT ability in the same turn.
KEYWORDSSPELL

Your Hero Phase
7
FELL BLADES AND BLOODY FANGS: As foes cower in fear from the spectral terror of the Nighthaunt, the Soulblight Gravelords carve a bloody path through the enemy’s ranks. The resulting terror feeds nearby Nighthaunt, triggering a bloody cycle of slaughter from which there is no escape.

Declare: Pick a friendly WIZARD to cast this spell, pick a friendly NIGHTHAUNT unit and a different friendly SOULBLIGHT GRAVELORDS unit that are both wholly within 18" of and visible to the caster and wholly within 12" of each other to be the targets, then make a casting roll of 2D6.

Effect: Until the start of your next turn, add 1 to the Rend characteristic of the SOULBLIGHT GRAVELORDS target’s weapons while it is wholly within 12" of and visible to the NIGHTHAUNT target.

In addition, pick 1 of the following effects for the NIGHTHAUNT target:
  • Heal (D3) that unit.
  • If that unit has a Health characteristic of 1 or 2, return D3 slain models to it.
  • If that unit has a Health characteristic of 3 or more, return 1 slain model to it.
KEYWORDSSPELL

Your Hero Phase
7
THE GAZE OF NAGASH: A swirling witchlight burns within Nagash’s eye sockets, building in intensity until a solid beam of amethyst light blazes forth to annihilate whatever the Lord of Shyish looks upon.

Declare: Pick the friendly Nagash to cast this spell. Then, pick 2 points on the battlefield within 18" of and visible to him and within 12" of each other. Then, draw a line between those points. Each visible enemy unit the line passes across is a target. Then, make a casting roll of 2D6.

Effect: Pick normal gaze or empowered gaze.

If you picked normal gaze, inflict D3 mortal damage on each target.

If you picked empowered gaze, make an empowerment roll of 2D6. On a 6+, the roll succeeds; otherwise, the roll fails. You can keep making empowerment rolls until a roll fails. If an empowerment roll fails, the spell fails and its effect is not resolved. Otherwise, inflict D3+X mortal damage on each target, where X is the number of empowerment rolls that succeeded.
KEYWORDSSPELL


•LEGIONS OF NAGASH WARSCROLL•
Nagash
Supreme Lord of the Underworlds
10"
18
3+
10
5+
All living beings dread the name of Nagash, the God of Undeath. Cruel and tyrannical, the overlord of Shyish intends to conquer the Mortal Realms and transform them into a lifeless Necrotopia, in which not a speck of dust moves unless it is by his will.
•LEGIONS OF NAGASH WARSCROLL•
Nagash
Supreme Lord of the Underworlds
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Alakanash, the Staff of Power
Alakanash, the Staff of Power43+3+2D6
Zefet-nebtar, the Mortis Blade
Zefet-nebtar, the Mortis Blade43+3+23
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 1      Points: 670
Base size: 130mm
Can be reinforced: No
Regiment Options: Any non-UNIQUE DEATH
Notes: Can only be included in a LEGIONS OF NAGASH Army of Renown.

Passive
THE STAFF OF POWER: Alakanash is capped with gems of purest grave-sand.

Effect: Add 2 to casting rolls for this unit while it has not miscast any spells this turn. If this unit miscasts a spell, ignore the restriction that would stop this unit from casting any more spells this turn.

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, subtract 3 from its power level.

Once Per Turn (Army), Any Combat Phase
NECROMANTIC EMPOWERMENT: Nagash’s weapons are truly terrifying artefacts, their power that of ending and the inevitable cessation of all life in creation. Nagash can further imbue them with terrible might, drawing the deathly energies needed from nearby minions.

Declare: Pick a visible friendly LEGIONS OF NAGASH unit within this unit’s combat range to be the target.

Effect: Allocate D3 mortal damage to the target (ward rolls cannot be made for those damage points). If any models are slain by this ability, for the rest of the turn:

  • This unit’s Alakanash has Crit (Mortal).
  • This unit’s Zefet-nebtar has Crit (2 Hits).
KEYWORDSRAMPAGE

Your Hero Phase
FATHER OF NECROMANCY: Nagash is the unholy lord of the dead, their bodies and souls his to manipulate at will.

Declare: Pick 2 visible friendly LEGIONS OF NAGASH units that are wholly within 18" of this unit. Pick 1 of those units to be the target, then pick the other to be drained.

Effect: Up to 3 models in the drained unit are automatically slain. Then, return a number of slain models to the target unit with a combined Health characteristic of up to the combined Health characteristic of models slain in the drained unit.

End of Any Turn
SOUL DEVOURER: Nagash has devoured the souls of mortal and god alike, and his hunger to conquer all of creation is unslakeable. To battle him, or even stand by his side, is to risk being similarly consumed.

Declare: Pick any number of units (friendly or enemy) within this unit’s combat range to be the targets.

Effect: Inflict D6 mortal damage on each target. For each model slain by this ability, Heal (1) this unit.
KEYWORDSRAMPAGE

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (9), FLY, WARD (5+)
DEATH, LEGIONS OF NAGASH, FLESH-EATER COURTS, NIGHTHAUNT, OSSIARCH BONEREAPERS, SOULBLIGHT GRAVELORDS
Army of Renown

The Equinox Feast

High Falconer Felgryn is a creature of divided reputation. To the serfs, he is something of a folk hero: a cheerful rogue who protects the wilds of their kingdoms with his loyal menagerie. To many abhorrant nobles, he is a gluttonous menace, given to ransacking their pantries and falling into gory indulgences that even his hosts find off-putting. Both viewpoints have merit, for Felgryn is a cunning and savage beast – and he revels in this fact.

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

Though cannibal courts infest many forlorn regions, and Shyish most of all, it is not in that morbid realm that their liege resides. Lord Ushoran has instead made his lair in Ghyran, where life ever blooms. His fortress of New Summercourt dominates the mountains of the Neck, its shadow falling over the plains of Verdia.

Though cannibal courts infest many forlorn regions, and Shyish most of all, it is not in that morbid realm that their liege resides. Lord Ushoran has instead made his lair in Ghyran, where life ever blooms. His fortress of New Summercourt dominates the mountains of the Neck, its shadow falling over the plains of Verdia.

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 him to use this ability. Then, pick up to 2 friendly NEW SUMMERCOURT KNIGHTS units within his combat range that are not in combat and have not used a RUN or RETREAT ability this turn to be his royal retinue. Then, make a charge roll of 2D6.

Effect: The friendly Ushoran can move a distance up to the value of the charge roll. He can move through the combat ranges of enemy units and must end that move within ½" of a visible enemy unit. If he does so, he has charged. If he charged, then after this ability has been resolved, each unit in his royal retinue can immediately use the ‘Charge’ ability even if it is not your charge phase and you can use the charge roll from this ability instead of making a charge roll when it does so, but it must end the charge move within 3" of the friendly Ushoran.
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

Errata

Show
Army of Renown, The Knights of the New Summercourt
Change ‘In Their Sire’s Shadow’ to:
Army of Renown, The Knights of the New Summercourt
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 him to use this ability. Then, pick up to 2 friendly NEW SUMMERCOURT KNIGHTS units within his combat range that are not in combat and have not used a RUN or RETREAT ability this turn to be his royal retinue. Then, make a charge roll of 2D6.

Effect: The friendly Ushoran can move a distance up to the value of the charge roll. He can move through the combat ranges of enemy units and must end that move within ½" of a visible enemy unit. If he does so, he has charged. If he charged, then after this ability has been resolved, each unit in his royal retinue can immediately use the ‘Charge’ ability even if it is not your charge phase and you can use the charge roll from this ability instead of making a charge roll when it does so, but it must end the charge move within 3" of the friendly Ushoran.
KEYWORDSCORE, CHARGE, MOVE

PATH TO GLORY

Here, you will find additional rules to use with a Flesh-eater Courts army while playing through a Path to Glory campaign. The Path to Glory content in this book is divided into two parts: the Anvil of Apotheosis and Paths for Flesh-eater Courts units.

The Anvil of Apotheosis

You can have 1 Anvil of Apotheosis hero on your Order of Battle and/or army roster, unless otherwise specified in the battlepack you are using. They can be your warlord.

There are 7 steps to follow to create your hero:
1. Set a destiny point limit.
2. Fill out the starting warscroll.
3. Choose an Archetype.
4. Pick your hero’s origin and/or flaw.
5. Choose a Battle Mount.
6. Pick any Battle Mount Upgrades.
7. Pick any other upgrades.

Your Hero's Warscroll

You can download a blank warscroll from warhammer-community.com on which to record all of your hero’s details.

The Anvil of Apotheosis is a hero creator. Using the rules in this section, you can create a custom warscroll for a HERO to use in your Path to Glory campaign. This can represent any miniature of your choosing, including one you have lovingly kitbashed or converted.

After the Anvil of Apotheosis, you will find 2 Paths for Flesh-eater Courts units. These follow the rules outlined for Paths in the Path to Glory battlepack you are using (e.g. Path to Glory: Ascension in the Core Book).

Step 1 - Set a Destiny Point Limit

The Anvil of Apotheosis uses a currency called destiny points. First, you need to set a destiny point limit. This will determine how many destiny points you have to spend on your hero, what type of hero they will be and what their battle profile points cost will be.

Pick 1 of the following:
HERO TYPEDESTINY POINT LIMITBATTLE PROFILE POINTS COST
Cannibal Courtier10150
Ghoulish Earl30250
Abhorrant Duke50350

Over the next few steps, you will pick options for your hero. Each option has a destiny point cost, abbreviated as DP. Keep a record of the number of destiny points you have spent. You cannot exceed the limit you have set.

Step 2 - Fill Out The Starting Warscroll

To begin with, your hero has the following warscroll:

•FLESH-EATER COURTS WARSCROLL•
Flesh-eater Courts Hero
6"
5
5+
2
6+
•FLESH-EATER COURTS WARSCROLL•
Flesh-eater Courts Hero
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Tainted Talons and Fangs
Tainted Talons and Fangs54+3+12

KEYWORDS
HERO, INFANTRY, WARD (6+)
DEATH, FLESH-EATER COURTS

Step 3 - Choose an Archetype

You must pick 1 of the following Archetypes for your hero:

Landed Noble
0DP
Your hero has the NOBLE keyword and the following regiment options:

Regiment OptionsAny SERFS or KNIGHTS units

Ushorite Cleric
-4DP
Your hero has the PRIEST (1) and ABHORRANT keywords and the following regiment options:

Regiment OptionsAny FLESH-EATER COURTS units

Blooded Royalty
-6DP
Your hero gains the WIZARD (1) and ABHORRANT keywords and the following regiment options:

Regiment OptionsAny FLESH-EATER COURTS units

In addition, replace your hero’s melee weapon with the following weapon:
MELEE WEAPONSAtkHitWndRndDmg
Sharpened Talons and Fangs53+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Sharpened Talons and Fangs
53+3+12

Step 4 - Pick Your Hero's Origin And/Or Flaw

You can pick up to 1 origin and up to 1 flaw for your hero. Each adds an ability to your hero’s warscroll. However, instead of costing destiny points, flaws give you extra destiny points to spend elsewhere.

Origins

Passive
-2DP
TERRIFYINGLY REGAL: A genuine aura of magnificence - even of a grotesque sort - emanates from this cannibal lord.

Effect: Add 10 to this unit’s control score while it is contesting an objective that is not being contested by any other friendly units.

Passive
-2DP
FAR-TRAVELLING SELLSWORD: This warrior is used to travelling great distances while plying their bloody trade.

Effect: When this unit uses the 'Run' ability, if you roll a 1-3 when determining the distance this unit can move, you can use a value of 4 instead.

Passive
-4DP
BLIND TO THE WORLD: This especially deranged cannibal appears almost insensate to arrows and fusil shot.

Effect: Subtract 1 from wound rolls for shooting attacks that target this unit.

Passive
-4DP
BLESSED BYUSHORAN: Seen as marked by their semi-divine sire, this pious champion can overcome any 'unholy' ward.

Effect: Subtract 1 from ward rolls for enemy units while they are in combat with this unit.


Flaws

Passive
+2DP
FRENZIED BUTCHER: In the bloody thrill of melee, this ghoul lordling often forgets such trifling matters as 'tactics' and 'strategy'.

Effect: This unit cannot use commands while it is in combat.

Passive
+2DP
TILTING AT WINDMILLS: To this ghoul, every enemy - no matter how minor - is a dire threat that must be ridden down with haste.

Effect: In your charge phase, if this unit is not in combat and there is an enemy unit within 12" of it, this unit must use a CHARGE ability, and if the charge roll would allow it to end the move within ½" of an enemy unit, it must do so.

Passive
+4DP
COURT PARIAH: Dark rumours chase this cannibal, and though they are held in fear, they have little true authority amongst their fellows.

Effect: This unit has a maximum control score of 1.

Passive
+4DP
OLD VALOUR WOUND: This cannibal once took a grievous wound, either on the battlefield or tourney field, and it has never fully healed.

Effect: Ignore positive modifiers to hit rolls for this unit’s attacks.


Step 5 - Choose a Battle Mount

You can pick up to 1 Battle Mount for your hero.

Battle Mount
-5DP
NIGHTSHRIEKER: This stooped, bat-like monster is drawn straight from the champion’s personal stables.

Add the following weapon to your hero’s warscroll:

MELEE WEAPONSAtkHitWndRndDmg
Nightshrieker’s Claws and Teeth
Companion
34+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Nightshrieker’s Claws and Teeth
Companion
34+3+12
In addition, make the following changes to your hero’s warscroll:
  • Change the Move characteristic to 12".
  • Change the Health characteristic to 8.
  • Replace the INFANTRY keyword with the following keywords: CAVALRY, FLY.

Battle Mount
-20DP
ROYAL WINGED ABOMINATION: Leather-winged and wicked, this behemoth screams with insatiable bloodlust.

Add the following weapon and ability to your hero’s warscroll:

RANGED WEAPONSRngAtkHitWndRndDmg
Fearsome Scream
Shoot in Combat, Companion
10"14+2+2D6
RANGED WEAPONS
RngAtkHitWndRndDmg
Fearsome Scream
Shoot in Combat, Companion
10"14+2+2D6

MELEE WEAPONSAtkHitWndRndDmg
Winged Abomination’s Maw
Crit (Mortal), Companion
34+2+2D3+3
Winged Abomination's Talons
Crit (Mortal), Companion
64+2+12
MELEE WEAPONS
AtkHitWndRndDmg
Winged Abomination's Maw
Crit (Mortal), Companion
34+2+2D3+3
Winged Abomination's Talons
Crit (Mortal), Companion
64+2+12

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Winged Abomination’s Talons is 4.


In addition, make the following changes to your hero’s warscroll:
  • Change the Move characteristic to 12".
  • Change the Health characteristic to 16.
  • Change the Control characteristic to 5.
  • Change the Save characteristic to 4+.
  • Replace the INFANTRY keyword with the following keywords: MONSTER, FLY.

Battle Mount
-20DP
ROYAL CORPSE-BEAST: Rotting wyrms, alpha preyton corpses, necro-gargants with crude howdahs: all may bear a ghoul lord to war.

Add the following weapon and ability to your hero’s warscroll:

RANGED WEAPONSRngAtkHitWndRndDmg
Diseased Breath
Shoot in Combat, Companion
10"D62+4+13
RANGED WEAPONS
RngAtkHitWndRndDmg
Diseased Breath
Shoot in Combat, Companion
10"D62+4+13

MELEE WEAPONSAtkHitWndRndDmg
Corpse-beast’s Maw
Crit (Auto-wound), Companion
44+2+24
Corpse-beast's Talons
Crit (Auto-wound), Companion
74+2+12
MELEE WEAPONS
AtkHitWndRndDmg
Corpse-beast’s Maw
Crit (Auto-wound), Companion
44+2+24
Winged Abomination's Talons
Crit (Auto-wound), Companion
74+2+12

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Corpse-beast’s Talons is 5.


In addition, make the following changes to your hero’s warscroll:
  • Change the Move characteristic to 12".
  • Change the Health characteristic to 16.
  • Change the Control characteristic to 5.
  • Change the Save characteristic to 4+.
  • Replace the INFANTRY keyword with the MONSTER keyword.

Step 6 - Pick any Battle Mount Upgrades

If your hero has a Battle Mount, you can pick any number of Battle Mount Upgrades for them. The same upgrade cannot be picked more than once.

UpgradeEffect
Regal Presence
-2DP
Add the following ability to your hero's warscroll:

Passive
REGAL PRESENCE: Foes are overcome with awe when confronted by this creature.

Effect: Subtract 3 from the control scores of enemy units while they are in combat with this unit.

Speed of Undeath
-3DP
Add 2" to your hero's Move characteristic.
Vile Exhalation
-3DP
CAVALRY only. Add the following ranged weapon to your hero’s warscroll:

RANGED WEAPONSRngAtkHitWndRndDmg
Vile Exhalation
Crit (2 Hits), Companion
10"D3+34+2+11
RANGED WEAPONS
RngAtkHitWndRndDmg
Vile Exhalation
Crit (2 Hits), Companion
10"D3+34+2+11
Infested Corpse
-5DP
Add the following ability to your hero's warscroll:

Passive
INFESTED CORPSE: Bats, half-dead rats and other beasts seethe in this creature's corpus.

Effect: If this unit is destroyed, before removing it from play, roll a D3 for each enemy unit in combat with it. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.

Preferred Prey
-4DP
CAVALRY only. Your hero’s Companion melee weapons have Anti-X (+1 Rend), where X is a faction keyword or 1 of the following keywords: INFANTRY, CAVALRY, MONSTER, WAR MACHINE, HERO, WIZARD or PRIEST.
Powerful Maw
-6DP
MONSTER only. Add the following ability to your hero’s warscroll. You cannot pick this upgrade if your hero has another RAMPAGE ability.

End of Any Turn
POWERFUL MAW: This foul creature can swallow unprepared enemies whole.

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

Effect: You and your opponent must each roll 2D6. If you roll higher, inflict an amount of mortal damage on the target equal to the difference between your roll and your opponent’s roll.
KEYWORDSRAMPAGE

Memories of Hate
-10DP
MONSTER only. Replace this hero’s 'Battle Damaged' ability with the following ability:

Passive
MEMORIES OF HATE: Pain evokes angry memories of the creature's first death.

Effect: While this unit has 10 or more damage points:
  • Add 2 to the Attacks characteristic of this unit’s Companion melee weapons.
  • Subtract 1 from save rolls for this unit.

Magnificent Monstrosity
-10DP
MONSTER only. Add the following ability to your hero’s warscroll. You cannot pick this upgrade if your hero has another RAMPAGE ability.

Any Charge Phase
MAGNIFICENT MONSTROSITY: This creature is a truly formidable undead horror.

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

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


Step 7 - Pick any Other Upgrades

Pick any number of other upgrades for your hero. The same upgrade cannot be picked more than once.

UpgradeEffect
Imposing Ruler
-1DP
Add 1 to your hero’s Control characteristic.
Elongated Talons
-2DP
The Rend characteristic of your hero’s Tainted Talons and Fangs or Sharpened Talons and Fangs is 2 .
Hulking Corpus
-2DP
Add 2 to your hero's Health characteristic.
Filth-caked Claws
-3DP
Your hero’s non-Companion melee weapons have Crit (Auto-wound).
Court Champion
-4DP
INFANTRY only. Add 3 to the Attacks characteristic of your hero’s melee weapons.
Colony of Bats
-4DP
INFANTRY only. Add the following weapon to your hero’s warscroll:

RANGED WEAPONSRngAtkHitWndRndDmg
Colony of Bats
Crit (Mortal)
10"2D63+5+-1
RANGED WEAPONS
RngAtkHitWndRndDmg
Colony of Bats
Crit (Mortal)
10"2D63+5+-1
Leathery Wings
-4DP
INFANTRY only. Your hero has FLY. Change your hero’s Move characteristic to 12".
Knight of the Realm
-4DP
Your hero’s non-Companion melee weapons have Charge (+1 Damage).
Infectious Mania
-4DP
Add the following ability to your hero's warscroll:

Reaction: Opponent declared a command for a unit in combat with this unit
INFECTIOUS MANIA: The madness that spills out from this ghoulish champion can suddenly overwhelm the most composed of foes.

Effect: Roll a dice. On a 5+, that command has no effect, it still counts as having been used and the command points spent to use it are still lost.

Agitator to the Masses
-6DP
Add the following ability to your hero's warscroll:

Once Per Battle (Army), Your Movement Phase
AGITATOR TO THE MASSES: The zealous force of this cannibal's shrieked oratory draws out ghouls from every darksome nook and cranny.

Declare: Pick a visible friendly SERFS or KNIGHTS unit wholly within 12" of this unit to be the target.

Effect: Roll a number of dice equal to the number of models in the target unit that have been slain. For each 4+, return 1 slain model to the target unit. No more than 3 slain models can be returned to a friendly KNIGHTS unit by this ability.

Sorcerer-Royarch
-6DP
WIZARD only. Add 1 to casting rolls and banishment rolls for your hero.
Cannibal Saint
-6DP
PRIEST only. Add 1 to chanting rolls and banishment rolls for your hero.

Path of Royalty

(FLESH-EATER COURTS HERO only)

ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
SKILL-AT-ARMS: This creature retains some vestige of martial prowess.

Effect: Ignore negative modifiers to hit rolls for this unit’s combat attacks.

Passive
UNNATURAL PARRY: Whipcord-fast and cunning, this creature bats away enemy blows.

Effect: Combat attacks that target this unit cannot score critical hits (treat them as regular hits instead).

ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
UNNATURAL WARDS: No foul sorcery or spellcraft may harm this most 'saintly' of champions.

Effect: This unit has WARD (4+) against damage points inflicted by SPELL abilities, PRAYER abilities and abilities used by MANIFESTATIONS.

Once Per Battle, Reaction: You declared a FIGHT ability for this unit
UNHOLY THIRST: Battle stokes this ghoul's fury.

Effect: Add 1 to the Attacks characteristic of this unit’s melee weapons, including Companion weapons, for the rest of the turn.

MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
LET US BREAK BREAD!: Something in this creature's gibbering howls still seizes enemies in a hypnotic bind.

Effect: Enemy units cannot use RETREAT abilities while they are in combat with this unit.

Passive
GLORIOUS CHARGE: A true ruler knows that their place is at the tip of the lance.

Effect: When making charge rolls for this unit, add 1 to the number of dice rolled, to a maximum of 3, then remove 1 dice of your choice and use the remaining dice as the charge roll.

LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Once Per Turn (Army) Reaction: Opponent declared a CHARGE ability for an enemy unit within 12" of this unit
REGAL AUTHORITY: A true royal may be approached only when they desire it ...

Effect: You and your opponent must roll off. If you roll higher, subtract 3 from the charge roll. If your roll is at least double your opponent’s roll, pick 1 dice in the charge roll instead. Your opponent must remove that dice and use the remaining dice as the charge roll.

Once Per Battle, Any Movement Phase
BELOVED OF THE KINGDOM: Serfs and champions of all kinds rise up at this ghoul's word.

Declare: Pick a friendly non-UNIQUE FLESH-EATER COURTS unit that has been destroyed to be the target.

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


Path of The Subjects

(non-HERO FLESH-EATER COURTS unit only)

ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Start of Battle Round
ROVING PACK: Whether they see themselves as outlaws, mercenaries or travelling war-troubadours, these ghouls are used to crossing long distances fast.

Effect: If this unit is not in combat, roll a dice. On a 4+, this unit can move 3". It cannot move into combat during any part of that move.

Any Combat Phase
SENTRIES-AT-ARMS: These ghouls vigilantly keep the borders of the kingdom, repelling trespassers.

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

Effect: Roll a dice. On a 4+, for the rest of the turn, add 1 to hit rolls for this unit’s combat attacks that target that enemy unit.

ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

End of Any Turn
CULINARY ARTISTES: A stint in the monarch's kitchens have made these ghouls expert flesh-slicers.

Declare: Pick up to 3 enemy units in combat with this unit and that have any damage points allocated to them to be the targets.

Effect: Inflict 1 mortal damage on each target.

Passive
ONE WITH THE LAND: Royal gamekeepers and scouts, these ghouls are naturally talented at blending into the terrain.

Effect: While this unit is wholly within 3" of a terrain feature, it is not visible to enemy units more than 6" away.

MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:

Passive
GUARDS OF THE ROYAL MENAGERIE: These ghouls are skilled in dealing with savage beasts.

Effect: Subtract 2 from the Damage characteristic of Companion weapons used for attacks that target this unit.

Once Per Battle, Any Combat Phase
GLORY OR DEATH: Battle is all to these ghouls.

Effect: For the rest of the turn:
  • Add 2 to the Attacks characteristic of this unit’s melee weapons, including Companion weapons.
  • This unit cannot contest objectives.

LEGENDARY: When a unit on this Path gains this rank, it gains the following ability:

Passive
ROYAL ELITE: These ghouls stand amongst the finest warriors of the kingdom.

Effect: This unit’s melee weapons have Crit (Mortal).

Once Per Battle, Any Movement Phase
FAMED PILGRIMS: With each new night, more cannibals swarm to join these zealous champions.

Effect: Return D6 slain models to this unit.

SPEARHEAD


Carrion Retainers

Hark! For when the noble liege of the lands wishes to survey their domain or embark upon a mighty quest, they will bring with them a royal entourage. After all, it would never do for a true monarch to be seen without their loyal bodyguard, courtly knights mounted upon winged steeds and the saintly paladins at their beck and call. Should they encounter villains or curs on their procession, why, such evil-doers must be struck down – and a grand feast held to mark the victory…

Reality, alas, never matches these visions. For these bands of deluded knights are monsters themselves, ghouls and feral vampires hungry for flesh and blood. The lens of madness through which they perceive the world does not dilute their ravenous frenzy. Ghouls are little given to strategy or complex manoeuvres; they prefer to swarm in a rabid horde, trusting in ferocity to carry the day. However, the chivalric nature of the ghouls’ hallucinations renders them devoted to their lieges. Should an abhorrant vampire perform deeds of bloodthirsty ‘valour’, their entourage will strive all the more viciously to emulate them.

Errata

Show
Flesh-eater Courts, Carrion Retainers
Add the REINFORCEMENTS keyword to the keyword bar on the Cryptguard’s warscroll.

This Spearhead army consists of the following units:
General
  • Abhorrant Archregent
Units
  • 10 Cryptguard
  • 3 Morbheg Knights
  • Varghulf Courtier

Battle Traits

Passive
NOBLE DEEDS: Each member of a ghoulish court is constantly seeking to prove their valour by performing worthy exploits on the battlefield.

Effect: Each time a friendly HERO uses a FIGHT ability, after its attacks have been resolved, give that HERO a number of noble deeds points equal to the number of damage points allocated by that ability. Each HERO can have a maximum of 6 noble deeds points at any time.

Passive
FEEDING FRENZY: To witness an abhorrant at war spurs a mad hunger in the ghouls

Effect: Add 1 to the Attacks characteristic of melee weapons used by friendly units while they are wholly within 12" of any friendly HEROES that have 6 noble deeds points.

Your Movement Phase
SUMMON LOYAL SUBJECTS: Ghouls flock to their vampiric masters.

Declare: Pick a friendly HERO with any noble deeds points to use this ability.

Effect: Spend any number of that HERO’s noble deeds points as follows:

Pick a friendly Cryptguard unit within 9" of this unit and spend 1 noble deeds point to return 1 model to that unit.

Pick a friendly Morbheg Knights unit within 9" of this unit and spend 2 noble deeds points to return 1 model to that unit.


Regiment Abilities

Pick 1 of the following regiment abilities.

Passive
CRUSADING ARMY: The warriors of this court see themselves a crusading paladins venturing out into the realms with a holy cause.

Effect: Add 1 to run rolls and charge rolls for friendly units.

Passive
DEFENDERS OF THE REALM: These deluded ghouls see themselves as noble defenders, selling their lives dearly to drive back the invader from beyond.

Effect: Add 1 to save rolls for friendly units that are contesting an objective you control.


Enhancements

Give your general 1 of the following enhancements.

Passive
ULGUAN CLOAK: This Archregent is shrouded by an aura of darkness – holiness, as they would see it – which makes them difficult to target.

Effect: Your general is not visible to enemy models that are more than 12" away from them.

Your Hero Phase
ROUSING ORATION: The Archregent looses a soul-chilling howl, which is perceived as an inspiring call to gallantry by their deranged followers.

Effect: Roll a dice for each friendly unit wholly within 12" of your general. Do not roll a dice for your general. For each 5+, give 1 noble deeds point to your general.

Once Per Battle, Your Hero Phase
BLOOD-RIVER CHALICE: The Archregent guzzles from a bloodstained chalice, roaring as their deathless form swells with restored vitality.

Effect: Heal (2D3) your general.

Your Hero Phase
CRIMSON VICTUALS: Hissing an incantation, the Archregent saps the life essence of nearby foes.

Declare: Pick a visible enemy unit within 18" of your general to be the target, then make a casting roll of 2D6.

Effect: On a 6+, inflict D3 mortal damage on the target. Then, if your Cryptguard unit is within 6" of the target, you can return 1 slain model to your Cryptguard unit for each damage point allocated by this ability.


Warscrolls

•SPEARHEAD WARSCROLL•
Abhorrant Archregent
6"
6
5+
2
6+
The vampiric abhorrants known as Archregents are amongst the most powerful of all their degenerate brood. Through crazed bloodlust and the sheer force of their deluded will, they have bound vast cannibal empires to them, and they command the loyalty of innumerable gibbering ghouls. Though Archregents are more than capable of tearing foes apart in a flurry of fangs, they take a warped satisfaction in watching their minions carry the day. Many wield their dark magics to ‘bless’ those under their command, turning them into even more ferocious killing machines.
•SPEARHEAD WARSCROLL•
Abhorrant Archregent
MELEE WEAPONS
AtkHitWndRndDmg
Gory Talons and Fangs
Gory Talons and Fangs53+3+12
Your Hero Phase
DERANGED TRANSFORMATION: Wielding the power of their curse, the abhorrant causes the limbs of a nearby pack to bulge and lengthen, allowing the creatures to charge forwards at a furious pace.

Declare: Pick a visible friendly unit wholly within 18" of this unit to be the target, then make a casting roll of 2D6.

Effect: On a 6+, until the start of your next turn, add 2" to the target’s Move characteristic and add 1 to wound rolls for its attacks.

KEYWORDS
HERO, INFANTRY, WARD (6+)

•SPEARHEAD WARSCROLL•
Cryptguard
6"
1
6+
1
5+
Cryptguard are drawn from the cannibal ‘serfs’ of an abhorrant’s kingdom. Each has impressed their liege through some great feat of endurance – perhaps catching a blade intended for the vampire, deliberately or otherwise. As a reward, they are inducted into their monarch’s bodyguard, given better scraps from the feasting table and a pick of weapons from the royal armoury – relics that have long been steeped in a miasma of madness. Cryptguard take great pride in their tenacity, and their proximity to the abhorrants’ necromantic energies render them remarkably difficult to slay.
•SPEARHEAD WARSCROLL•
Cryptguard
MELEE WEAPONS
AtkHitWndRndDmg
Cursed Weapon
Cursed Weapon34+4+11
Passive
ROYAL BODYGUARD: In battle, it falls to the tenacious Cryptguard to form a half-living shield for their vampiric overlords.

Effect: Add 1 to ward rolls for friendly HEROES that are wholly within this unit’s combat range.

KEYWORDS
INFANTRY, REINFORCEMENTS, WARD (5+)

•SPEARHEAD WARSCROLL•
Morbheg Knights
12"
4
4+
1
6+
The Morbheg Knights believe themselves to be proud and chivalric warriors mounted upon noble feathered steeds of the sky. This could not be further from the truth, for their mounts are in fact vile Nightshriekers, the latter-day spawn of Morbheg – ancient godbeast sire to all chiropteran beasts. Though Nightshriekers cannot fly in the conventional sense, they possess immensely powerful hind limbs with which to leap far through the air, allowing the Morbheg Knights to crash into unsuspecting foes and wreak havoc.
•SPEARHEAD WARSCROLL•
Morbheg Knights
MELEE WEAPONS
AtkHitWndRndDmg
Grisly Lance [Charge (+1 Damage)]
Grisly Lance
Charge (+1 Damage)
23+4+11
Nightshrieker’s Claws and Teeth [Companion]
Nightshrieker’s Claws and Teeth
Companion
34+3+12
Passive
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.

Effect: This unit can use CHARGE abilities even if it used a RETREAT ability in the same turn. In addition, no mortal damage is inflicted on this unit when it uses RETREAT abilities.

KEYWORDS
CAVALRY, FLY, WARD (6+)

•SPEARHEAD WARSCROLL•
Varghulf Courtier
10"
8
5+
2
6+
In the eyes of the ghouls, Varghulfs are saintly warriors, aglow with divine power. Undeniably, they are amongst the most monstrous examples of the abhorrant bloodline, misbegotten horrors whose lust for blood and meat has overwhelmed whatever trace of self-control that remained. Only the most lordly of their kin can hope to command a Varghulf; any other who approaches will be torn apart in a shower of gore. Even then, one can do little more than goad these beasts into the fray before letting the Varghulf indulge its flesh-mangling hungers as it wishes, feasting on the fallen before darting away to strike elsewhere with preternatural swiftness.
•SPEARHEAD WARSCROLL•
Varghulf Courtier
MELEE WEAPONS
AtkHitWndRndDmg
Immense Claws
Immense Claws74+3+12
Dagger-like Fangs
Dagger-like Fangs13+2+23
End of Any Turn
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.

Effect: If any models were slain by this unit this turn, Heal (D6) this unit, and this unit can immediately use the ‘Retreat’ ability without any mortal damage being inflicted on it.

KEYWORDS
HERO, INFANTRY, WARD (6+)

Charnel Watch

The sovereign domains of the Flesh‑eater Courts are accursed places, where death comes quickly even in the outermost reaches. Cannibal packs lope through dark forests with eyes gleaming; the scent of meat is enough to have their vampiric masters create all manner of deluded casus belli. The Charnel Watches that serve the abhorrants as border ‘guardians’ are, therefore, a menace to all neighbouring lands; these rabid packs of especially unstable ghouls seize any maddened impulse as an excuse to hunt fresh prey.

An Abhorrant Gorewarden inevitably commands a Charnel Watch detachment, for theirs is the duty of overseeing the marches of their lord’s domain. They are joined by Crypt Horror ‘knights’ who take up residence in their keeps, plying their monstrous martial skills against trespassers. Winged Crypt Flayers patrol the skies alongside their vampire liege, while Beastflayer warbands harry the prey more directly – their familiarity with each hill and furrow of their hunting grounds ensures that there is no easy escape.

This Spearhead army consists of the following units:
General
  • Abhorrant Gorewarden
Units
  • 10 Royal Beastflayers
  • 3 Crypt Horrors
  • 3 Crypt Flayers

Battle Traits

Once Per Battle Round (Army), Start of Battle Round
DELUSIONS AND MADNESS: The Flesh‑eaters’ delusions can change on a whim.

Declare: You must use this ability at the start of each battle round. If it is the first battle round, pick a DELUSION. Otherwise, make a delusion roll by rolling a D6.

Effect: On a 1-3, you must pick a different DELUSION to the one you picked last time. On a 4+, you must pick the same DELUSION as last time. For the rest of the battle round, you believe the DELUSION you picked.

Once Per Turn (Army), End of Any Turn
DELUSION OF THE GREAT FEAST: In victory’s wake, the ghouls gorge upon their ‘bounty’…

Declare: If you believe this DELUSION, pick each friendly unit on the battlefield to be the targets.

Effect: Heal (1) each target. If the target is a SERFS unit, return D3 slain models to it instead.
KEYWORDSDELUSION

Passive
DELUSION OF THE KNIGHTLY HOST: The earth shakes and the sky screams as the ghouls charge.

Effect: While you believe this DELUSION, if the unmodified charge roll for a friendly HERO or KNIGHTS unit is 8+, add 1 to hit rolls for that unit’s combat attacks for the rest of the turn.
KEYWORDSDELUSION

FAQ

Show
Q:Does the ‘Delusions and Madness’ ability of the Charnel Watch Spearhead army allow me to pick the DELUSION regiment ability that I did not pick at the start of the battle?
A:
No. You can pick from the DELUSION regiment ability that you picked at the start of the battle, ‘Delusion of the Great Feast’ or ‘Delusion of the Knightly Host’.

Regiment Abilities

Pick 1 of the following regiment abilities.

Passive
DELUSION OF THE SENTINEL: Convinced that they are the last line of defence, the ghouls fight on with a shrieking grit.

Effect: While you believe this DELUSION, add 1 to ward rolls for friendly units while each model in the unit is contesting an objective.
KEYWORDSDELUSION

Passive
DELUSION OF THE HUNTER: The ghouls opt to pounce on trespassers rather than hold ground.

Effect: While you believe this DELUSION, add 1 to wound rolls for combat attacks made by friendly units while no models in the unit are contesting an objective.
KEYWORDSDELUSION


Enhancements

Give your general 1 of the following enhancements.

Once Per Battle, Reaction: You declared the ‘Delusions and Madness’ ability
ALMOST LUCID: This vampire has just enough sanity to faintly manipulate their madness.

Effect: You can re-roll the delusion roll.

Once Per Battle, Any Combat Phase
A WORTHY CHALLENGE: The pinnacle of chivalry is a noble duel between virtuous warriors.

Declare: Pick an enemy unit that started the battle with 3 or fewer models and is in combat with your general to be the target.

Effect: Your opponent must decide whether the target will accept or refuse your general’s challenge. If they accept, for the rest of the phase, when your general and the target are picked to use a FIGHT ability, all of their attacks must target each other. If they refuse, the target has STRIKE-LAST for the rest of the phase.

End of Any Turn
COMPANION OF THE HUNT: This vampire has oft excelled in their monarch’s hunting parties.

Effect: If your general is not in combat, they can move 3". They cannot move into combat during any part of that move.

Once Per Battle, Your Shooting Phase
CHOIRMASTER: The shrieks of this Gorewarden further bolster the howls of their Crypt Flayers.

Declare: Pick a visible enemy unit within 6" of your general to be the target.

Effect: For the rest of the turn, add 1 to the Damage characteristic of friendly units’ ranged weapons for attacks that target that enemy unit.


Warscrolls

•SPEARHEAD WARSCROLL•
Abhorrant Gorewarden
12"
7
5+
2
6+
A Gorewarden bears the keys to the kingdom and oversees the protection of their liege’s borderlands. They perch, gargoyle-like, atop toppled spires and battlements for days and nights on end, eyes blazing. Once they sight their prey, the vampire throws their head back, shrieking for the hunt. Clad in what they perceive to be great finery, the Gorewarden leads a flight of bloodthirsty predators to savage the unwary intruders.
•SPEARHEAD WARSCROLL•
Abhorrant Gorewarden
MELEE WEAPONS
AtkHitWndRndDmg
Gory Talons and Fangs
Gory Talons and Fangs53+3+12
Your Hero Phase
SOUND THE PURSUIT!: With a howl that echoes like a winding horn, the Gorewarden infuses their minions with a feverish desire to hunt and feast.

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

Effect: On a 6+, until the start of your next turn, when making charge rolls for the target, add 1 to the number of dice rolled, to a maximum of 3, then remove 1 dice of your choice and use the remaining dice as the charge roll.

KEYWORDS
HERO, WIZARD, INFANTRY, FLY, WARD (6+)

•SPEARHEAD WARSCROLL•
Crypt Horrors
7"
4
5+
1
6+
Crypt Horrors have been granted a heady boon – the chance to sip from the veins of an abhorrant and be empowered by their unholy vitae. The transformation that seizes these ghouls is harrowing; their bodies distend as muscles swell in grotesque fashion and their spines crack and burst from their backs. Despite their beastly appearance, as knights charged with defending the kingdom and punishing its enemies, they enjoy a place of honour amongst the cannibal courts.
•SPEARHEAD WARSCROLL•
Crypt Horrors
MELEE WEAPONS
AtkHitWndRndDmg
Club and Septic Talons
Club and Septic Talons44+3+12
Any Combat Phase
HOLY BLADES OF BONE: Crypt Horrors wield huge, monstrous femurs – as well as other grisly relics – as if they were blessed weapons.

Declare: Pick an enemy unit in combat with this unit and that charged this turn to be the target.

Effect: Roll a dice for each model in the target unit. For each 5+, inflict 1 mortal damage on the target unit.

KEYWORDS
INFANTRY, REINFORCEMENTS, WARD (6+)

•SPEARHEAD WARSCROLL•
Royal Beastflayers
6"
1
6+
1
6+
The noble hunt is a hallowed thing to the Flesh‑eater Courts, and the Royal Beastflayers play a key role in this joyous celebration. Led by a vampiric Flaymaster, these ghouls plunge into the tangled wilds of their domains, beating out both prey and trespassers so they might be pursued and ripped apart. Some wear the skins of totem beasts. Others have been seized by mutation themselves, degenerating further into the creatures known as Offal Hounds. All are foul things, forever salivating and wild.
•SPEARHEAD WARSCROLL•
Royal Beastflayers
MELEE WEAPONS
AtkHitWndRndDmg
Beastflayer Weapons
Beastflayer Weapons34+4+-1
Your Movement Phase
LIE OF THE LAND: The Beastflayers’ familiarity with their hunting grounds allows them to easily outflank their prey.

Effect: If this unit is not in combat and is wholly within 6" of a battlefield edge, remove this unit from the battlefield and set it up again wholly within 6" of a battlefield edge and more than 6" from all enemy units

KEYWORDS
INFANTRY, WARD (6+)

•SPEARHEAD WARSCROLL•
Crypt Flayers
12"
4
5+
1
6+
Winged and bloated, Crypt Flayers are perceived as angelic beings by the cannibal masses – a far cry from their monstrous true nature. Taking flight upon ragged, leathery pinions, bones driven through their flesh and fangs caked in gore, they seek out prey to descend upon. While they are viciously capable of tearing apart foes with talon and fang, the Crypt Flayers’ true threat is the soul-shredding shrieks they can let loose. What the ghouls hear as soft, divine choruses are instead blood-curdling cacophonies that can rip the mind in twain.
•SPEARHEAD WARSCROLL•
Crypt Flayers
RANGED WEAPONS
RngAtkHitWndRndDmg
Death Scream [Shoot in Combat]
Death Scream
Shoot in Combat
10"44+3+21
MELEE WEAPONS
AtkHitWndRndDmg
Piercing Talons
Piercing Talons44+3+11
Your Shooting Phase
UNHOLY CHORUS: The shrieks of a Crypt Flayer pack leave their enemies disoriented and harrowed.

Declare: Pick a visible enemy unit within 10" of this unit to be the target.

Effect: For the rest of the turn, subtract an amount from the target’s control score equal to the number of damage points allocated to the target this phase by this unit’s shooting attacks.

KEYWORDS
INFANTRY, FLY, WARD (6+)
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.
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 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
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.
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).
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
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.

FAQ / Errata

FAQ
Q:If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model?
A:
No.
Errata
Addenda: 7.0 Combat Range
Add the following:

‘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.’
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.
Obscuring
While every model in a non-MONSTER non‐WAR MACHINE unit that does not have the FLY keyword is within 1" of this terrain feature, the following apply:
  • That unit is only visible to enemy units that are within its combat range.
  • The Range characteristic of that unit’s ranged weapons is halved (rounding down to the nearest inch).
Unstable
Models can move across but cannot be set up on or end any type of move on any part of this terrain feature that is more than 1" tall.
1.4.2 Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
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.

FAQ / Errata

FAQ
Q:If a non-FLY INFANTRY HERO (e.g. a Scinari Cathallar) is a Shrine Guardian of a Shrine Luminor, and that Shrine Guardian is within 1" of an obscuring terrain feature, is the Shrine Guardian visible to enemy abilities that target the Shrine Guardian?
A:
Yes.
Errata
6.0 Visibility
Add the following:

‘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.’
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).

FAQ

Q:When making shooting attacks, can all models in the attacking unit shoot even if the target unit is not visible to some of those models?
A:
No, the only models in the attacking unit that can make shooting attacks are those that the target unit is visible to.
Q:When a unit uses a SHOOT ability, does it have to shoot with all of the ranged weapons that it is armed with?
A:
Yes.
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
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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.

Manifestations are not units but can be interacted with in similar ways, as explained next:
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.
They cannot make shooting attacks with ranged weapons that do not have Shoot in Combat while there is a visible enemy unit within 3" of them.
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.

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.
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 (see 15.3). Then, if that unit is in combat, you must pick one or more enemy units as the target(s) of that unit’s attacks (see 16.0).

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
1.5 Faction Terrain
Some factions have special terrain features called faction terrain features. Faction terrain features have their own warscrolls. They are not considered to be units, with the following exceptions:
  • In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat.
  • They are affected by all enemy abilities as if they were units.
  • They can be damaged in the same manner as units. However, when they are removed from play, they count as being demolished instead of slain or destroyed (this means that they do not count as destroyed units for the purposes of abilities, scoring battle tactics, etc.).
  • Enemy units can finish a charge move within ½" of a terrain feature that is garrisoned (see 1.5.1). Faction terrain features cannot contest objectives even while they are garrisoned.
  • If a terrain feature has any melee or ranged weapons, it can use the 'Fight' and 'Shoot' CORE abilities as if it were a unit.
  • Terrain features that have a Move characteristic of 0" ('-') cannot move (note that pile-in moves are a type of move).
  • Faction terrain features with a Move characteristic greater than '-' are treated as if they were units in all phases for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

Some faction terrain features allow you to place a unit on them (this will be clearly specified in that terrain feature’s rules). When doing so, instead of measuring range or visibility to and from the unit that is on that terrain feature, measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature cannot use FIGHT abilities.

If a unit placed on a terrain feature is removed from it (e.g. if an ability removes them from the battlefield), that unit counts as having left that terrain feature and loses any special role or benefits it had as a result of being placed on it.

The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature.

Enemy Shooting Phase
1
COVERING FIRE: The warriors unleash a quick volley at a nearby enemy unit before it charges into combat.

Declare: Pick a friendly unit that did not use a RUN ability this turn and that is not in combat to use this ability, then pick the closest enemy unit (to that unit) that can be picked as the target of shooting attacks to be the target. You cannot pick MANIFESTATIONS or faction terrain features as the target of this ability.

Effect: Resolve shooting attacks for the unit using this ability against the target. You must subtract 1 from the hit rolls for those attacks.
KEYWORDSSHOOT, ATTACK
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 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.

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

Passive
SEED OF REBIRTH: Should the bearer of this seed ever fall, its rejuvenating energies will grant them new life.

Effect: The first time this unit would be destroyed, before removing it from play, roll a dice. On a 3+, this unit is not destroyed and any remaining damage points inflicted on it have no effect. Then, Heal (D3) this unit.
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).

FAQ

Q:If an ability (e.g. ‘Seed of Rebirth’) would allow a unit that would be destroyed to negate all remaining damage points then heal to prevent that unit from being destroyed, and another ability (e.g. ‘Quenching the Flames’) prevents that unit from healing, would that unit still be destroyed?
A:
Yes.

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

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

Cavalry
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.
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.

If the original unit was reinforced and the replacement unit has more than half the number of models from the original unit, the replacement unit is considered to be reinforced.

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.

FAQ / Errata

FAQ
Q:If a destroyed unit had an enhancement, and an ability allows me to set up a replacement of that unit, would the replacement unit also have that enhancement?
A:
No.
Q:If an ability allows a replacement unit to be set up with half the models from the original unit, and the original unit has to have a certain proportion of models equipped with specific weapons, does the new unit also need to adhere to the same restrictions?
A:
No. As stated in 24.2, you can pick any models from the original unit to be set up in the replacement unit.
Q:If an ability allows a replacement unit to be set up with half the models from the original unit, could I then use an ability such as ‘Rally’ to return models to that unit until it reached the unit size of the original unit?
A:
No. A replacement unit is treated as a new unit with a new unit size.
Errata
Addenda: 24.2 Replacement Units
Add the following:
‘If the original unit was reinforced and the replacement unit has more than half the number of models from the original unit, the replacement unit is considered to be reinforced.'

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

15.1 Coherency
Any time a unit is set up or ends a move, it must be in a single group. A unit is considered to be in a coherent group if each model in that unit is within coherency range, measured horizontally, of at least 1 other model in that unit (ignore differences in height between the two models).

For the majority of units, coherency range is 1/2", though some units (particularly those with large models with overhanging parts) have a longer coherency range noted on their warscroll for ease of play. While there are 7 or more models in a unit, that unit is considered to be in a coherent group if each model in that unit is within coherency range of at least 2 other models in that unit.

If it is not possible for a unit to end a move in a single coherent group, that move cannot be made.

  • After finishing a move, a unit must be in a single group.
  • Coherency range is 1/2" horizontally.
  • Each model must be within coherency range of a different model from the same unit.
  • While a unit has 7+ models, each model must be in coherency with 2 other models in the unit.
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.

FAQ / Errata

FAQ
Q:Do models removed as a result of a unit being out of coherency count as having been slain?
A:
Yes.
Errata
Addenda: 18.3 Slain models
Add the following:

‘You must remove the fewest models possible to make the unit a single coherent group.’
Addenda: removed from play/removed from the battlefield
Add the following definition:

‘removed from play/removed from the battlefield: When a model or unit is removed from the battlefield, it no longer has any effect on the battle, though it can still be relevant for abilities that allow you to return models or replace units.’
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’).

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

The BEAST 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

FAQ

Q:When using the ‘Charge’ ability, does my unit need to end the charge move within 1⁄2" of an enemy unit that was visible to the charging unit at the start of that charge move?
A:
No. It must end the charge move within 1⁄2" of an enemy unit that is visible to the charging unit when it finishes that charge move.
Q:If an ability adds to or subtracts from the number of dice that make up a charge roll, is that a modifier to the charge roll?
A:
No.
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.

Errata

Addenda: fought
Add the following definition:

‘fought: A unit has fought if it used any FIGHT abilities in the same turn.’
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.

FAQ / Errata

FAQ
Q:Can I use an ability that allows a friendly unit that does not have STRIKE-FIRST to fight immediately after a friendly unit that has STRIKE-FIRST if there are one or more enemy units with STRIKE-FIRST that have not yet been picked to fight?
A:
No. As mentioned in the sidebar next to 19.0, abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST constraints, so you cannot pick a unit that does not have STRIKE-FIRST to fight until all other units that have STRIKE-FIRST have fought.
Q:If a friendly unit is the only unit that has STRIKE-FIRST on the battlefield and it has an ability that allows a friendly unit to fight immediately after it, in what order would units be picked to fight?
A:
If you are the active player, the unit that has STRIKE-FIRST would fight first, then you could use the ability to allow another friendly unit to fight immediately after it, and then you would pick the next unit to fight (i.e. three friendly units would fight back to back). If your opponent is the active player, the unit that has STRIKE-FIRST would fight first, you could still use the ability to allow another friendly unit to fight, and then your opponent would pick the next unit to fight.
Q:In the combat phase, if all eligible non-STRIKE‑LAST units have used a FIGHT ability, which player gets to pick the first STRIKE-LAST unit to fight?
A:
The alternating sequence of picking units to use a FIGHT ability would continue and so the player who did not pick the last non-STRIKE-LAST unit would get to pick the first eligible STRIKE-LAST unit in their army to use a FIGHT ability.
Errata
19.0 STRIKE-FIRST and STRIKE-LAST
In the first sentence, replace ‘at the start of the phase’ with ‘after any non-FIGHT Combat Phase abilities have been used’.
STRIKE-LAST
Remove the following text from STRIKE-LAST:
‘If both players have units with STRIKE-LAST, they alternate fighting with those units after all other eligible units have fought, starting with the active player.’
STRIKE-LAST
In the glossary entry for STRIKE-LAST, remove ‘, starting with the active player’.
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.

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

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.
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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.

Manifestations are not units but can be interacted with in similar ways, as explained next:
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.
They cannot make shooting attacks with ranged weapons that do not have Shoot in Combat while there is a visible enemy unit within 3" of them.
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. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

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).
  • You can 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 to ritual points to the PRIEST equal to the unmodified chanting roll and do not reset the PRIEST’s ritual points to 0.
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

32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.

Errata

32.1 Contesting Objectives
Change the second paragraph to:

‘Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.’
Contesting
Change the definition of contesting to:
‘contesting: Models contest objectives within their combat range (3"). When determining objective control, the same unit cannot contest more than 1 objective at the same time; the player must pick 1 if more than 1 is within range. (Core Rules, 32.1)’
18.2 Allocating Damage
After resolving the effect of any ability that inflicts damage points (whether via attacks, mortal damage or both), you must allocate the damage points.

When allocating damage points to a unit, the damage points in its damage pool are allocated to it one at a time. Each time the number of damage points allocated to the unit equals the Health characteristic of that unit, 1 model in that unit is slain (and removed from play) and the number of damage points allocated to that unit is reset to 0. Keep allocating damage points until there are none left in the damage pool.

If the number of damage points allocated to a unit is not enough to slay a model, keep track of the number of damage points currently allocated to the unit (most players place a dice or markers next to the unit). While a unit has any damage points allocated to it, it is damaged.
FIGHT THROUGH THE PAIN
Passive
FIGHT THROUGH THE PAIN: Anger can grant one the resilience to shrug off grievous wounds – if the promise of vengeance is close at hand.

Effect: Before allocating damage to a friendly unit, you can spend any number of rage dice. For each rage dice spent, reduce your fury level by 1, to a minimum of 0, then roll a dice. On a 3+, remove 1 damage point from that unit’s damage pool.

FAQ

Q:When applying the effect of ‘Fight Through the Pain’, are rage dice spent one at a time or all at once?
A:
All at once.
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.

FAQ

Q:If an ability allows a unit to gain an enhancement during a battle (for example, the Kharadron Overlords ‘Special Procurement’ ability) and I pick an enhancement that costs points, do I need to have sufficient spare points in my army roster in order to pay for that enhancement?
A:
No. Enhancements added to your army during a battle do not cost any points.

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

FAQ

Q:Is mortal damage inflicted by a miscast considered to be ‘mortal damage inflicted by a SPELL ability’ for the purposes of abilities like a Morghast Archai unit’s ‘Ebon-wrought Armour’ ability?
A:
No.
The non-HERO FLESH-EATER COURTS INFANTRY keyword is used in the following Flesh-eater Courts warscrolls:

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

Cavalry

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

Cavalry
Units eligible for the LEGIONS OF NAGASH Army of Renown:

Infantry Hero
War Machine Hero
Beast
Faction Terrain
Faction Terrain
Cavalry
Faction Terrain
Faction Terrain
Beast
Cavalry Hero
War Machine Hero
4.2 Lores
You can pick 1 spell lore available to your faction. If you do, all WIZARDS in your army with the same faction keyword as your general know all spells from that lore.

You can pick 1 prayer lore available to your faction. If you do, all PRIESTS in your army with the same faction keyword as your general know all prayers from that lore.

You can pick 1 manifestation lore available to your faction. If you do, all WIZARDS in your army know all spells from that lore, and all PRIESTS in your army know all prayers from that lore.
Non-UNIQUE DEATH units eligible for LEGIONS OF NAGASH:

Infantry Hero
War Machine Hero
Beast
Faction Terrain
Faction Terrain
Cavalry
Faction Terrain
Faction Terrain
Beast
Cavalry Hero
War Machine Hero
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, unless they have a keyword that matches that faction’s name.
  • 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.

32.2 Objective Control
In the deployment phase after all Deployment Phase abilities have been used 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.

Errata

32.2 Objective Control
Change the first sentence to:
‘In the deployment phase after all Deployment Phase abilities have been used and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:’
Non-UNIQUE INFANTRY units eligible for LEGIONS OF NAGASH:

Infantry Hero
Non-UNIQUE CAVALRY units eligible for LEGIONS OF NAGASH:

Cavalry
Cavalry Hero
Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll for the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

Non-UNIQUE KNIGHT units eligible for LEGIONS OF NAGASH:

Cavalry
Non-UNIQUE SERF units eligible for LEGIONS OF NAGASH:

Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.

The WARMASTER keyword is used in the following Soulblight Gravelords warscrolls:

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

Order: Cities of Sigmar, Daughters of Khaine, Fyreslayers, Idoneth Deepkin, Kharadron Overlords, Lumineth Realm-lords, Seraphon, Stormcast Eternals, Sylvaneth.
Destruction: Bonesplitterz, Gloomspite Gitz, Ironjawz, Kruleboyz, Ogor Mawtribes, Sons of Behemat.
Death: Flesh-eater Courts, Nighthaunt, Ossiarch Bonereapers, Soulblight Gravelords.
Chaos: Beasts of Chaos, Blades of Khorne, Disciples of Tzeentch, Hedonites of Slaanesh, Helsmiths of Hashut, Maggotkin of Nurgle, Skaven, Slaves to Darkness.

The UNIQUE keyword is used in the following warscrolls:

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
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

FAQ

Q:If an ability that allows a unit to move states that the unit cannot move into combat (e.g. Normal Move), does FLY allow that unit to move across an enemy unit’s combat range?
A:
Yes.

The WARD keyword is used in the following Soulblight Gravelords warscrolls:

War Machine Hero
Beast
Faction Terrain
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.

FAQ

Q:If a HERO is able to join another HERO's regiment (e.g. The Shadow Queen joining Morathi-Khaine, do they take the place of a non-HERO unit in that regiment?
A:
Yes.
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.

FAQ / Errata

FAQ
Q:If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model?
A:
No.
Errata
Addenda: 7.0 Combat Range
Add the following:

‘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.’
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. If this unit is a BEAST, this ability affects this unit’s Companion weapons.

Errata

Champion
Change the definition of Champion to:
‘Champion: Model’s weapons have +1 to Attacks characteristic. (Command Models, 1.0)’
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.

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.

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 and they must lead a regiment. Your general’s regiment can include up to 4 non-HERO units in addition to your general.
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.
1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.

FAQ

Q:If a unit has multiple power levels (e.g. a HERO that is both a WIZARD and a PRIEST), and another ability modifies that unit’s power level (e.g. the ‘Witchbane Curse’ prayer), which power level does it modify?
A:
If that ability only targets WIZARDS or only targets PRIESTS, it modifies the corresponding power level. If it could target either or does not specify the target, it modifies both.
Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
Banish Manifestation
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. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

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

Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.
Passive
NOBLE DEEDS: Each member of a ghoulish court is constantly seeking to prove their valour by performing worthy exploits on the battlefield.

Effect: Each time a friendly HERO uses a FIGHT ability, after its attacks have been resolved, give that HERO a number of noble deeds points equal to the number of damage points allocated by that ability. Each HERO can have a maximum of 6 noble deeds points at any time.
Once Per Battle Round (Army), Start of Battle Round
DELUSIONS AND MADNESS: The Flesh‑eaters’ delusions can change on a whim.

Declare: You must use this ability at the start of each battle round. If it is the first battle round, pick a DELUSION. Otherwise, make a delusion roll by rolling a D6.

Effect: On a 1-3, you must pick a different DELUSION to the one you picked last time. On a 4+, you must pick the same DELUSION as last time. For the rest of the battle round, you believe the DELUSION you picked.

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