Flesh-eater Courts – Varghulf Courtier

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FLESH-EATER COURTS WARSCROLL
Varghulf Courtier
10"
8
5+
2
Long-limbed and bestial in appearance, a Varghulf is a vampiric creature within whose cursed blood the Boon of Ushoran runs deep. While they often prowl low to the ground like some creeping sloggoth or bog-haunter, these are no mere carrion-feeders; they prefer fresh meat, especially if it fights back. Their jaws have strength enough to crush plate armour or tear out the throat of a rhinox in one powerful yank. When truly overcome by hunger, Varghulfs have been witnessed punching through the thick hulls of Ironweld steam-hulks, their disturbingly dexterous fingers dragging out the crew like a famished soldier scrabbling for their rations. So feral are Varghulfs that they rarely walk amongst a court, even on feast days; instead, they dwell in sacred cloisters deep beneath the earth. Only righteous battle can entice a Varghulf to quit their abode. Surrounded by swaying and howling ghouls, they are festooned by the Cardinals with garlands of slick sinew and organs before taking to the field. There, they enter a rabid frenzy that is terrible to behold, rampaging through the enemy ranks at will. Any wounds they suffer soon close again, for the Varghulf’s gory feast infuses its very being with necrotic power.
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: 180
Base size: 60mm
Can be reinforced: No
Regiment Options: Any KNIGHTS, Any SERFS
Notes: This HERO can join an eligible regiment as a Flesh-eater Noble.

Passive
BOUNDING STRIDES: Varghulfs leap and bound across the battlefield with uncanny bestial agility.

Effect: This unit can pass across terrain features as if it had Fly.

End of Any Turn
VICTORY FEAST: A 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.
  • This unit can immediately use the ‘Retreat’ ability as if it were your movement phase without any mortal damage being inflicted on it.

KEYWORDS
HERO, INFANTRY, WARD (6+)
DEATH, FLESH-EATER COURTS, COURTIER

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

3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Flesh-eater Noble.

Infantry Hero
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 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.

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

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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).

The KNIGHTS 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).
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.
Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.
Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT
© Vyacheslav Maltsev 2013-2024