Flesh-eater Courts

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

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


Books

BookKindEditionLast update
  Flesh-eater Courts
  Flesh-eater CourtsFaction Pack4September 2024
  Soulblight Gravelords
  Soulblight GravelordsFaction Pack4October 2024
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4September 2024
  Sons of Behemat
  Sons of BehematFaction Pack4September 2024
  Warhammer Underworlds Legends
  Warhammer Underworlds LegendsWarscroll4August 2024
  Miscellaneous Legends
  Miscellaneous LegendsWarscroll4August 2024

Faction Rules


Battle Traits

Flesh-eater Courts armies can use the following abilities:

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

Effect: Each friendly FLESH-EATER COURTS HERO starts the battle with 0 noble deeds points and can have a maximum of 6 noble deeds points at once.

Each time a friendly FLESH-EATER COURTS HERO uses a FIGHT ability, after that ability has been resolved, give that HERO a number of noble deeds points equal to the number of damage points inflicted by that ability. Do not count attacks made with Companion weapons.

Each time a friendly FLESH-EATER COURTS PRIEST HERO uses a PRAYER ability and the prayer is answered, after that ability has been resolved, give that Hero 1 noble deeds point.

Each time a friendly FLESH-EATER COURTS WIZARD HERO uses a SPELL ability and the spell is successfully cast, after that ability has been resolved, give that HERO 1 noble deeds point.

Passive
FEEDING FRENZY: As the court closes in upon its enemies, the nobility signal for the feasting to begin.

Effect: 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 any friendly HEROES that have 6 noble deeds points.

Your Movement Phase
MUSTER GUARD
Declare: Pick a friendly COURTIER HERO that has 1 or more noble deeds points to use this ability, then pick a friendly unit wholly within 12" of it to be the target.

Effect: Spend any of that HERO’s noble deeds points. If the target is a SERFS unit, for each noble deeds point spent, return 1 slain model to it. If the target is a KNIGHTS unit, for every 2 noble deeds points spent, return 1 slain model to it.

Your Movement Phase
SUMMON LOYAL SUBJECTS: To the mordants, an ear-splitting howl from the throat of an abhorrant is a clarion call to defend the kingdom.

Declare: Pick a friendly ABHORRANT HERO that has 6 noble deeds points to use this ability, then pick a friendly SERFS or KNIGHTS unit that has been destroyed to be the target.

Effect: Spend all of that HERO’s noble deeds points. 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 Hero Phase
ROYAL BLOOD: The vampiric blood that courses through an abhorrant’s veins can heal even the most terrible wounds.

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

Effect: Heal (D3) each target.

Battle Formations

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

Cannibal Court

Once Per Turn (Army), End of Any Turn
A HUNGER FOR GLORY: Seeking to rise up the depraved hierarchy of their kind, champions of the courts will attempt to outdo one another with acts of derring-do, such as launching bold and bloody raids deep into enemy territory.

Effect: Give 1 noble deeds point to each friendly FLESH-EATER COURTS HERO wholly outside friendly territory.


Ghoul Patrol

Passive
GORE-SPLATTERED HUNTERS: The mordants of the Ghoul Patrols scuttle through their perceived kingdoms in deranged warbands, ready to assail the enemy in coordinated strikes.

Effect: When players are alternating picking units to use a FIGHT ability, when it is your turn to pick a unit, you can pick 2 Crypt Ghouls units instead of 1. Neither unit can have STRIKE-LAST. Resolve the second FIGHT ability immediately after the first.


Lords of the Manor

Passive
RAISE THE BANNERS: In the dominating presence of their royal masters, courtiers of every rank call forth their minions in ever greater numbers.

Effect: Each time a friendly unit uses an ability that returns any slain models to a friendly SERFS or KNIGHTS unit, add 1 to the number of slain models returned to that unit.


Royal Menagerie

Once Per Turn (Army), Your Combat Phase
MEAT FOR THE BEAST: In battle, Flesh-eater monarchs often toss their pet monstrosities choice cuts of flesh, granting them a burst of strength and ferocity.

Declare: Pick a friendly FLESH-EATER COURTS MONSTER to be the target.

Effect: Roll a dice. On a 3+, the target has STRIKE-FIRST for the rest of the turn.

Heroic Traits

Royal Traits

HERO only

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

Effect: Each time a friendly unit wholly within 12" of this unit uses the ‘Rally’ command, you can make 3 additional rally rolls of D6.

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

Effect: While this unit has fewer than 6 noble deeds points, its melee weapons have Crit (2 Hits). While it has 6 noble deeds points, its melee weapons have Crit (Mortal).

Passive
STRONGER IN MADNESS: The Boon of Ushoran has rendered this warrior’s physical form near-indestructible.

Effect: Add 2 to this unit’s Health characteristic. In addition, while this unit has 6 noble deeds points, it has WARD (5+).

Artefacts of Power

Royal Treasury

HERO only

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.

Passive
THE GRIM GARLAND: Formed from the skulls of kings and emperors, this morbid wreath evokes fear in all who see it.

Effect: Subtract 2 from the control scores of enemy units while they are within 12" of this unit.

Once Per Battle, Any Combat Phase
HEART OF THE GARGANT: This slab of muscle still beats with the strength of the gargant from which it was torn, and each bite of it grants colossal might.

Effect: If this unit is in combat, add 1 to the Attacks characteristic of its melee weapons for the rest of the turn. This ability also affects Companion weapons.

Spell Lore

Lore of Madness

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
5
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: Roll 7 dice and apply the corresponding effect:

Ravaged Mind: If 2 or more dice have the same value, inflict 1 mortal damage on the target.

Gory Visions: If 3 or more dice have the same value, in addition to the effect of ‘Ravaged Mind’, subtract 1 from hit rolls for the target’s attacks until the start of your next turn.

Drooling Stupor: If 4 or more dice have the same value, in addition to the effects of ‘Ravaged Mind’ and ‘Gory Visions’, subtract 1 from wound rolls for the target’s attacks until the start of your next turn.
KEYWORDSSPELL

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, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Inflict D3 mortal damage on the target. Then, you can pick a friendly FLESH-EATER COURTS INFANTRY unit within 6" of the target. For each damage point allocated to the target by this ability, you can return 1 slain model to that friendly unit.
KEYWORDSSPELL

Prayer Lore

Rites of Delusion

Your Hero Phase
5
BLESSED FEAST: The priest blesses his followers’ next meal to bring health and happiness to those who partake.

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, each time a model in the target unit is slain, Heal (1) a friendly FLESH-EATER COURTS unit in combat with the target. If the chanting roll was 10+, Heal (D3) that friendly unit instead.
KEYWORDSPRAYER, UNLIMITED

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 a 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 18" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, each time an enemy model is slain by a combat attack made by the target, give the target 1 additional noble deeds point after the FIGHT ability has been resolved. If the chanting roll was 10+, until the start of your next turn, each time an enemy model is slain by a combat attack made by the target, give all friendly FLESH-EATER COURTS HEROES wholly within 18" of the target 1 additional noble deeds point after the FIGHT ability has been resolved instead of only the target.
KEYWORDSPRAYER

Your Hero Phase
5
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 18" 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+, pick another friendly FLESH-EATER COURTS unit wholly within 18" of the target. That unit also has WARD (5+) until the start of your next turn.
KEYWORDSPRAYER

Manifestation Lore

Manifested Insanity

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 continually 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.
KEYWORDSSUMMON, SPELL

Your Hero Phase
7
SUMMON CORPSEMARE STAMPEDE: Imbued with grisly vigour by the insane magics of the abhorrants, the undead beasts of a Corpsemare Stampede burst from the blood-soaked ground to trample across the battlefield with reckless abandon.

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 9" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSUMMON, SPELL

Your Hero Phase
5
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 with lifeless hands.

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.
KEYWORDSSUMMON, SPELL

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.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
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.

The COURTIER and HERO keywords are used in the following Flesh-eater Courts warscrolls:

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

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

24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

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

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.
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).
Passive
NOBLE DEEDS: Each member of a ghoulish court constantly seeks to prove their valour by performing worthy exploits on the battlefield.

Effect: Each friendly FLESH-EATER COURTS HERO starts the battle with 0 noble deeds points and can have a maximum of 6 noble deeds points at once.

Each time a friendly FLESH-EATER COURTS HERO uses a FIGHT ability, after that ability has been resolved, give that HERO a number of noble deeds points equal to the number of damage points inflicted by that ability. Do not count attacks made with Companion weapons.

Each time a friendly FLESH-EATER COURTS PRIEST HERO uses a PRAYER ability and the prayer is answered, after that ability has been resolved, give that Hero 1 noble deeds point.

Each time a friendly FLESH-EATER COURTS WIZARD HERO uses a SPELL ability and the spell is successfully cast, after that ability has been resolved, give that HERO 1 noble deeds point.
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.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

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

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

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

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.

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

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.
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.
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.
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.
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.

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.

On a chanting roll of 2 or more, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

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

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

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
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 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.
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

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.
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).

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