Flesh-eater Courts – Cadaverous Barricade

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Endless Spell WARSCROLL

Cadaverous Barricade

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

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

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

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

Grasping Hands: The animated corpses trapped in a Cadaverous Barricade grab at any living creature that comes too close.
Enemy units within 3" of this terrain feature cannot run or retreat. In addition, if an enemy model starts a move within 3" of this terrain feature, halve the distance that model can move when it makes that move.

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19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.

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

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

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
© Vyacheslav Maltsev 2013-2024