Flesh-eater Courts – Crypt Haunter Courtier

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FLESH-EATER COURTS WARSCROLL
Crypt Haunter Courtier
7"
6
5+
2
Crypt Haunter Courtiers are respected and, in many cases, feared by lower-ranking ghouls, for as the marshals of their kingdom’s knightly orders, they possess a brutal prowess. Twisted creatures of bulging muscles and protruding bone, they have been utterly transformed by necromantic energies and are now barely recognisable as the debased humans they once were. That same necrotic power also grants Crypt Haunters formidable regenerative abilities, allowing them to shrug off all but the most devastating blows. In battle, these warlike courtiers stampede to the front alongside other swollen ghoul-things, forming a terrifying wedge of ferocity that barrels right into the thickest concentration of enemy soldiers. Consumed by bloodlust and a need to distinguish themselves in their liege’s eyes, a Crypt Haunter Courtier seeks to outdo their kin with displays of blood-spraying savagery. They smash away with a gigantic bone club or simply rely upon their dagger-length talons to rend flesh and metal alike. As crimson ichor sprays from foes savaged by the Courtier, more ‘knights’ flock to their side, recognising that where these champions fight, the greatest feasts are found.
FLESH-EATER COURTS WARSCROLL
Crypt Haunter Courtier
MELEE WEAPONS
AtkHitWndRndDmg
Massive Bone Club and Rancid Talons
Massive Bone Club and Rancid Talons54+3+23
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 SERFS, Any Crypt Horrors
Notes: This HERO can join an eligible regiment as a Flesh-eater Noble.

Your Hero Phase
NOBLE BLOOD: The blood of their liege grants these Flesh-eaters a supernatural regenerative capacity.

Effect: Heal (D3) this unit.

Reaction: You declared a FIGHT ability for this unit
KNIGHTLY EXEMPLAR: Witnessing a Crypt Haunter Courtier’s frenzied, blood-spraying assault sends the warriors in their pack into a murderous frenzy.

Effect: Pick a friendly Crypt Horrors unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, add 1 to hit rolls for the target’s attacks for the rest of the turn.

KEYWORDS
HERO, INFANTRY, WARD (6+)
DEATH, FLESH-EATER COURTS, COURTIER

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

3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Flesh-eater Noble.

Infantry Hero
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.

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

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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).
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.
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).
© Vyacheslav Maltsev 2013-2024