Flesh-eater Courts – Crypt Flayers

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FLESH-EATER COURTS WARSCROLL
Crypt Flayers
12"
4
5+
1
On those nights when fell winds howl and the flesh of monsters passes across the feast tables, the Crypt Flayers emerge into unnatural half-life. Serfs who have distinguished themselves in battle are permitted to consume the flesh of Terrorgheists and other creatures of the chiropterid godbeast Morbheg’s line mixed with the blood of their sovereign. Bodies already convulsing and bloating, they slink away into the darkness of their vile fortresses, becoming enveloped by a fleshy cocoon of pulsating skin and muscle. Within this larval sac, a foul metamorphosis occurs – until, with a shriek and the flap of leathery wings, a Crypt Flayer tears free, crazed with hunger. To the ghouls, this is a marvellous blessing indeed, and the bloodslick Crypt Flayers soon become icons of religious veneration. As well as possessing shredding talons and the power of flight, Crypt Flayers are infamous for the sonic force of their screeches. Any subjected to this auditory onslaught find their blood turning to ice and their mind shattering. To ghouls, however, each utterance by a Flayer is a glorious battle-hymn or seraphic catechism, befitting of the winged saints that the delusion portrays them as.
FLESH-EATER COURTS 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
BATTLE PROFILE

Unit Size: 3      Points: 170
Base size: 50mm
Can be reinforced: Yes

Once Per Turn (Army), Your Movement Phase
ESCORT COURTIER: There are many ghoulish legends of Crypt Flayers winging down to lift noble heroes into the sky, either plucking them from danger or carrying them into the fray.

Declare: If this unit is not in combat, pick a friendly FLESH-EATER COURTS INFANTRY HERO that does not have FLY and is within this unit’s combat range to be the target.

Effect: Remove the target from the battlefield. Then, this unit can move a distance up to its Move characteristic. It cannot end that move in combat. Then, set up the target within this unit’s combat range and more than 3" from all enemy units.
KEYWORDSCORE, MOVE

KEYWORDS
INFANTRY, CHAMPION, FLY, WARD (6+)
DEATH, FLESH-EATER COURTS, KNIGHTS
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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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.

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

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).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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 KNIGHTS keyword is used in the following Flesh-eater Courts warscrolls:

© Vyacheslav Maltsev 2013-2024