Flesh-eater Courts – Corpsemare Stampede

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FLESH-EATER COURTS WARSCROLL
Corpsemare Stampede
12"
10
5+
7+
With a mad bellow, an abhorrant vampire unleashes foul sorcery upon the earth, causing soil, roots and littered corpses to heave violently upwards. Bursting from below comes a host of rotting, cadaverous horses, whinnying and screeching in a rabid frenzy. Those in the path of the Corpsemare Stampede are dragged down underneath it, crushed and torn beneath gore-encrusted hooves as the steeds ride onwards across the battlefield, wheeling and charging in erratic patterns. Even the most stubborn shieldwall cannot stand in the face of this onslaught, and those who attempt to strike a blow against the rampaging beasts find their blades repulsed by raw arcane matter. The concept of a noble steed is a common one amongst the courts of delusion, reflecting their knightly roots. To the fiend that summons a Corpsemare Stampede, it appears as a herd of graceful beasts formed of purest light. The caster sees them surging forwards in radiant splendour, driven by inherent nobility to lay low all who are wicked of heart. Mordants who behold the stampede are overcome with a sense of awed humility, for they know that the beasts will deliver the king’s fury upon them if they are found wanting.
FLESH-EATER COURTS WARSCROLL
Corpsemare Stampede
MELEE WEAPONS
AtkHitWndRndDmg
Corpsemare Trample
Corpsemare Trample105+3+-1
Your Movement Phase
TRAMPLE UNDERFOOT: As a Corpsemare Stampede charges across the battlefield, it tramples over anything that gets in its way.

Effect: This MANIFESTATION can move a distance up to its Move characteristic. This MANIFESTATION can pass through models and the combat ranges of enemy units, but it cannot end that move in combat.

Then, pick up to 3 enemy units that this MANIFESTATION passed across during that move to be the targets. Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

Designer’s Note: This MANIFESTATION can use this ability even if it is in combat.
KEYWORDSCORE, MOVE

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)
DEATH, FLESH-EATER COURTS
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.
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.

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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).
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!

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

Endless Spell

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

Endless Spell
© Vyacheslav Maltsev 2013-2024