Flesh-eater Courts – Crypt Horrors

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FLESH-EATER COURTS WARSCROLL
Crypt Horrors
7"
4
5+
1
6+
Creatures of truly imposing size and might, Crypt Horrors are formidable linebreakers. In their own minds, they are valorous knights, and their hunger to perform worthy deeds under their lord’s gaze drives them into a rabid frenzy.
FLESH-EATER COURTS WARSCROLL
Crypt Horrors
MELEE WEAPONS
AtkHitWndRndDmg
Club and Septic Talons [Anti-CAVALRY (+1 Rend), Crit (Auto-wound)]
Club and Septic Talons
Anti-CAVALRY (+1 Rend), Crit (Auto-wound)
44+3+12
BATTLE PROFILE

Unit Size: 3      Points: 160
Base size: 50mm
Can be reinforced: Yes

Once Per Turn (Army), Any Combat Phase
HOLY BLADES OF BONE: Crypt Horrors wield huge, monstrous femurs – as well as other grisly relics – as if they were blessed weapons.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll 2 dice for each model in this unit. Add 2 to each roll if the target is CAVALRY. For each 5+, inflict 1 mortal damage on the target.

KEYWORDS
INFANTRY, CHAMPION, WARD (6+)
DEATH, FLESH-EATER COURTS, KNIGHTS
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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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).
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
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:

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.
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).
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.

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

© Vyacheslav Maltsev 2013-2025