Flesh-eater Courts – Crypt Horrors

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FLESH-EATER COURTS WARSCROLL
Crypt Horrors
7"
4
5+
1
Though ghouls are vile cannibals, their appearance retains enough vestigial humanity to evoke some pity. The same cannot be said for Crypt Horrors. These are monstrous beasts, each as brawny as an ogor and equally eager for meat. Hideously strong, they rip organs right out of their victims, stuffing glistening handfuls of offal into their maws. While they wear no armour, neither do they feel pain; by the time a Crypt Horror is cut down, they will have bludgeoned a gory path through anything standing before them. Crypt Horrors are created when a ghoul performs a feat of arms so worthy of renown that they are permitted to sup from their vampiric liege’s blood, a substance charged with dark sorcery. As they swell in stature, becoming able to sprint as fast as a charging destrier, they begin to view themselves as a mounted elite under the command of the blessed courtiers. This delusion is deepened by the plaudits heaped upon them by the serfs, and this sense of their own majestic status perhaps spawns the compulsion to hoard remnants of past massacres like sacred relics.
FLESH-EATER COURTS WARSCROLL
Crypt Horrors
MELEE WEAPONS
AtkHitWndRndDmg
Club and Septic Talons [Crit (Auto-wound)]
Club and Septic Talons
Crit (Auto-wound)
44+3+-2
BATTLE PROFILE

Unit Size: 3      Points: 150
Base size: 50mm
Can be reinforced: Yes

Passive
ROYAL APPROVAL: These mordants will always do their utmost to attract the attention of their sovereign.

Effect: Add 1 to the Rend characteristic of this unit’s melee weapons while it is wholly within 12" of any friendly COURTIERS or ABHORRANTS.

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

Effect: Heal (D3) this unit.

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.

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).
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:

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).

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

© Vyacheslav Maltsev 2013-2024