Flesh-eater Courts – Varghulf Courtier

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FLESH-EATER COURTS WARSCROLL
Varghulf Courtier
10"
8
5+
1
6+
Varghulfs are the most degenerate of all Ushoran’s vampiric brood, their bestial nature reflected in their unholy form. Nevertheless, to the ghouls, the Varghulfs are saintly champions indeed, and they follow them to battle with a rapturous joy.
FLESH-EATER COURTS WARSCROLL
Varghulf Courtier
MELEE WEAPONS
AtkHitWndRndDmg
Immense Claws [Anti-INFANTRY (+1 Rend)]
Immense Claws
Anti-INFANTRY (+1 Rend)
74+3+12
Dagger-like Fangs [Anti-INFANTRY (+1 Rend)]
Dagger-like Fangs
Anti-INFANTRY (+1 Rend)
13+2+23
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 60mm
Can be reinforced: No

Passive
BEAST
Effect: This unit has a maximum control score of 1.

End of Any Turn
VICTORY FEAST: Varghulf rampages through the enemy’s ranks at will, its wounds sealing with unholy rapidity as it guzzles the flesh of the savaged foe.

Effect: If any models were slain by this unit this turn:
  • Heal (D6) this unit.
  • If this unit is in combat, this unit can immediately move 10". It can move through the combat ranges of enemy units but must end that move in combat with the units it was already in combat with at the start of the move.
  • If this unit is not in combat, this unit can immediately move 10" but cannot end that move in combat.

KEYWORDS
BEAST, WARD (6+)
DEATH, FLESH-EATER COURTS
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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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.
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).
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.
© Vyacheslav Maltsev 2013-2025