Flesh-eater Courts – Crypt Flayers

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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+)
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.
Army List
Warscrolls collated

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Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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.
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).
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.
© Vyacheslav Maltsev 2013-2026