Flesh-eater Courts – Varghulf Courtier

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SPEARHEAD WARSCROLL
Varghulf Courtier
10"
8
5+
2
6+
In the eyes of the ghouls, Varghulfs are saintly warriors, aglow with divine power. Undeniably, they are amongst the most monstrous examples of the abhorrant bloodline, misbegotten horrors whose lust for blood and meat has overwhelmed whatever trace of self-control that remained. Only the most lordly of their kin can hope to command a Varghulf; any other who approaches will be torn apart in a shower of gore. Even then, one can do little more than goad these beasts into the fray before letting the Varghulf indulge its flesh-mangling hungers as it wishes, feasting on the fallen before darting away to strike elsewhere with preternatural swiftness.
SPEARHEAD WARSCROLL
Varghulf Courtier
MELEE WEAPONS
AtkHitWndRndDmg
Immense Claws
Immense Claws74+3+12
Dagger-like Fangs
Dagger-like Fangs13+2+23
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, and this unit can immediately use the ‘Retreat’ ability without any mortal damage being inflicted on it.

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

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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.
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).
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).
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

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

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

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

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

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 2013-2026