Flesh-eater Courts – Crypt Horrors

This warscroll does not meet the selection criteria (see Settings tab).
SPEARHEAD WARSCROLL
Crypt Horrors
7"
4
5+
1
6+
Crypt Horrors have been granted a heady boon – the chance to sip from the veins of an abhorrant and be empowered by their unholy vitae. The transformation that seizes these ghouls is harrowing; their bodies distend as muscles swell in grotesque fashion and their spines crack and burst from their backs. Despite their beastly appearance, as knights charged with defending the kingdom and punishing its enemies, they enjoy a place of honour amongst the cannibal courts.
SPEARHEAD WARSCROLL
Crypt Horrors
MELEE WEAPONS
AtkHitWndRndDmg
Club and Septic Talons
Club and Septic Talons44+3+12
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 and that charged this turn to be the target.

Effect: Roll a dice for each model in the target unit. For each 5+, inflict 1 mortal damage on the target unit.

KEYWORDS
INFANTRY, REINFORCEMENTS, WARD (6+)
Army List
Warscrolls collated

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
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).
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

© Vyacheslav Maltsev 2013-2026