Flesh-eater Courts – The Grymwatch

This warscroll does not meet the selection criteria (see Settings tab).
FLESH-EATER COURTS WARSCROLL
The Grymwatch
6"
1
6+
1
Duke Crakmarrow is the liege-lord of the Grymwatch. This cadaverous creature is seen as an example of glorious gallantry by his kin and a blood-spattered, carrion-devouring monstrosity by the foes he meets in battle. Believing themselves to be heroic paladins on a mission of the utmost import, the deluded cannibals of the Grymwatch scrabble forth to tear apart their foes in a flurry of fangs and grasping claws.
FLESH-EATER COURTS WARSCROLL
The Grymwatch
MELEE WEAPONS
AtkHitWndRndDmg
Knightly Weapons [Anti-MONSTER (+1 Rend), Crit (Auto-wound)]
Knightly Weapons
Anti-MONSTER (+1 Rend), Crit (Auto-wound)
34+4+-1
Great Halberd [Anti-MONSTER (+1 Rend), Crit (Auto-wound)]
Great Halberd
Anti-MONSTER (+1 Rend), Crit (Auto-wound)
43+4+12
BATTLE PROFILE

Unit Size: 7      Points: 80
MODELBASE SIZE
Duke’s Harriers32mm
Gristlewel, Valreek, the Night’s Herald, the Royal Butcher, Master Talon25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

The models in this unit are:
  • Duke Crakmarrow (champion, armed with a Great Halberd)
  • Gristlewel (armed with Knightly Weapons)
  • Valreek the Tracker (armed with Knightly Weapons)
  • The Royal Butcher (armed with Knightly Weapons)
  • Master Talon (armed with Knightly Weapons)
  • The Night’s Herald (armed with Knightly Weapons)
  • The Duke’s Harriers (armed with Knightly Weapons)

Any Combat Phase
QUEST TO SLAY THE MONSTER: Under the command of Duke Crakmarrow, these ghouls believe themselves to be noble knights charged with slaying a great beast that threatens their kingdom.

Effect: For the rest of the turn, while this unit is in combat with any enemy MONSTER or BEAST units, it has STRIKE-FIRST. However, for the rest of the turn, while it is in combat with any enemy MONSTER or BEAST units, all of this unit’s combat attacks must target an enemy MONSTER or BEAST unit.

KEYWORDS
UNIQUE, INFANTRY, CHAMPION, WARD (6+)
DEATH, FLESH-EATER COURTS, SERFS
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
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!
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:

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

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.
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

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

© Vyacheslav Maltsev 2013-2024