Flesh-eater Courts – Cryptguard

This warscroll does not meet the selection criteria (see Settings tab).
FLESH-EATER COURTS WARSCROLL
Cryptguard
6"
1
6+
1
It is commonly held that for a ghoul to rise above the peasant masses, they must be invited to ‘drink from their lord’s table’ – that is, consume vampiric blood. Yet there are elite formations in which a serf may earn a place through worthy deeds alone. The Cryptguard numbers amongst these. They are the guardians of a monarch’s estates and, more vitally, the lifewards of a court’s elite, marked by a rabid tenacity in the face of danger. Advancing to the thump of human-hide drums beneath pennants of flayed flesh, they form a sallow-faced bulwark against the enemy, showing devotion to protecting their masters beyond that of any common serf. Eager to reward loyal service, their lieges afford the Cryptguard various privileges, including leftovers from their personal abattoirs and slightly more comfortable caves to serve as barracks. The most profound reward, however, is a chance for these ghouls to earn a weapon from their monarch’s private armoury. That these blades are often blunt is a deceptive weakness; they have spent years marinating in not only toxic corpse-juices but also the aetheric madness of the abhorrants. To suffer even a shallow wound can plunge even a perfectly rational warrior into the throes of insanity.
FLESH-EATER COURTS WARSCROLL
Cryptguard
MELEE WEAPONS
AtkHitWndRndDmg
Cursed Weapon
Cursed Weapon34+4+11
BATTLE PROFILE

Unit Size: 10      Points: 120
Base size: 25mm
Can be reinforced: Yes

Reaction: You declared a FIGHT ability for this unit
ARMOURY OF MADNESS: The weapons wielded by the Cryptguard are infused with their delusional curse, and they can drive the wits from any they strike.

Effect: If any damage points inflicted by attacks made as part of that FIGHT ability are allocated to any enemy units, those enemy units cannot use commands until the start of your next turn.

Passive
ROYAL BODYGUARD: In battle, it falls to the tenacious Cryptguard to form a half-living shield for their vampiric overlords.

Effect: While any friendly FLESH-EATER COURTS HEROES are wholly within this unit’s combat range, both this unit and those HEROES have WARD (5+).

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10), WARD (6+)
DEATH, FLESH-EATER COURTS, SERFS
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.

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!
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:

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

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).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

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

32.2 Objective Control
At the start of the first battle round 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.
3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

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

© Vyacheslav Maltsev 2013-2024