Flesh-eater Courts – Warscrolls


Infantry Hero


FLESH-EATER COURTS WARSCROLL
Abhorrant Archregent
6"
6
5+
2
Whereas the majority of abhorrant royalty might command a single fiefdom of cannibal thralls, an Archregent rules over an entire nation. These vampiric sovereigns carry the full potency of Ushoran’s curse in their blood, granting them ferocious strength, magical talents and the dark charisma to enthral thousands of followers with a single, rasping word. Their talons are sharp as meteoric iron, their fangs capable of biting through a knight’s gorget to puncture the veins beneath. Where an Archregent walks, the air shimmers with madness as if caught in a heat haze, the line between what is real and imagined blurring to indistinction. Ghouls look upon Abhorrant Archregents as the pinnacle of courtly grandeur, seeing them as benevolent monarchs utterly devoted to peace and prosperity for their people. In truth, of course, they are nothing more than blood-starved maniacs who launch endless wars against mortalkind in the deluded belief that they are fighting some holy war. When an Archregent beckons, a flood of cannibal horrors comes scrabbling forward to serve their will, hurling themselves upon the enemy in a frenzied attempt to earn the vampire’s favour.
FLESH-EATER COURTS WARSCROLL
Abhorrant Archregent
MELEE WEAPONS
AtkHitWndRndDmg
Gory Talons and Fangs
Gory Talons and Fangs53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 190
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Flesh-eater Noble, Any FLESH-EATER COURTS

Your Hero Phase
6
CARRION CALL: A triumphant bellowing blast echoes across the land, beckoning the ghoulish hordes to battle.

Declare: Make a casting roll of 2D6.

Effect: The first friendly FLESH-EATER COURTS unit to be set up in the following movement phase can immediately move D6". That unit cannot move into combat during any part of that move.
KEYWORDSSPELL

Your Hero Phase
COUNTLESS SERVANTS: With a chilling shriek, the Archregent summons some of their most trusted warriors.

Declare: Pick a friendly SERFS or KNIGHTS unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+:
  • If the target is a SERFS unit, you can return up to 3 slain models to that unit.
  • If the target is a KNIGHTS unit, you can return 1 slain model to that unit.
KEYWORDSCORE

KEYWORDS
HERO, WIZARD (2), INFANTRY, WARD (6+)
DEATH, FLESH-EATER COURTS, ABHORRANT


FLESH-EATER COURTS WARSCROLL
Abhorrant Cardinal
6"
5
6+
2
On rare occasions, a newly sired abhorrant will display some mark of divine favour, such as glowing red eyes or the propensity to speak in tongues. To prevent these vampires seizing power through the acclamation of devout serfs, their sires give them to the Cardinal order. Cardinals provide spiritual guidance to the monarchy but ultimately owe loyalty only to Ushoran. To join them, an abhorrant must make pilgrimage to the Mortarch’s court and sup the Summerking’s ichor and spittle from his sacred chalice. Only those of unshakeable faith can endure the resulting convulsions; in doing so, they gain an unconscious ability to shape the delusions of ghouls around them. They deliver bloody offerings to Nagash and perform miraculous feats that pitch their flocks into even greater frenzies. This ability to manipulate delusions sees the Cardinals leading missionary efforts into Sigmarite nations. They enter enemy territory through hidden catacombs and densely packed meat-wagons, drawing mortals who have been infected by Ushoran’s curse into their embrace. In forgotten crypts, forest clearings and abandoned strongpoints, Cardinals now lead cults that give praise to the Summerking, and not even the feared witch-hunters of Sigmar’s Order of Azyr can fully determine their spread.
FLESH-EATER COURTS WARSCROLL
Abhorrant Cardinal
MELEE WEAPONS
AtkHitWndRndDmg
Cursed Crosier
Cursed Crosier34+3+-D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Flesh-eater Noble, 0-1 KNIGHTS, Any SERFS

Any Hero Phase
ROUSING ORATION: The Cardinal espouses the virtues of the noble heroes of the court.

Declare: Pick a friendly FLESH-EATER COURTS HERO wholly within 12" of this unit to be the target.

Effect: Roll a D3. On a 2+, give the target a number of noble deeds points equal to the roll.

KEYWORDS
HERO, PRIEST (1), INFANTRY, WARD (6+)
DEATH, FLESH-EATER COURTS, ABHORRANT


FLESH-EATER COURTS WARSCROLL
Abhorrant Ghoul King
6"
6
5+
2
At the heart of every cannibal court lurks an abhorrant monarch known as a Ghoul King or Queen. These vampires are tied by blood to their beloved Ushoran, and both his power and his madness flow thickly in their veins. As deranged as their dread master, Abhorrant Ghoul Kings see themselves as honourable lords in service to a benevolent liege, and they feel a patrician’s imperative to ensure that their loyal populace is well fed and happy. In reality, this means that they launch constant raids against the lands of the living, gorging themselves on fresh blood and meat while spreading madness and horror wherever they go. Like the noblest martial monarchs, many Ghoul Kings choose to fight at the vanguard of their army. Delusions of chivalric glory swirl in their fevered minds as they seek out and challenge the mightiest foes to single combat. Needless to say, there is little that is honourable about the resulting bloodshed. Pouncing upon their prey with terrifying speed, the Ghoul King will proceed to eat the luckless victim alive, ripping and tearing with filth-encrusted talons as their fangs sink deep into their prey’s flesh, drawing up great draughts of warm, vitalising ichor.
FLESH-EATER COURTS WARSCROLL
Abhorrant Ghoul King
MELEE WEAPONS
AtkHitWndRndDmg
Gory Talons and Fangs
Gory Talons and Fangs53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Flesh-eater Noble, Any FLESH-EATER COURTS

Any Combat Phase
CODE OF HONOUR: Delusions of chivalry and honourable combat swirling in their fevered mind, the Ghoul King issues a direct challenge to an enemy champion – and then immediately pounces upon them like a frenzied beast.

Declare: Pick an enemy HERO in combat with this unit to be the target.

Effect: For the rest of the turn, add 1 to the Damage characteristic of this unit’s melee weapons, but all of this unit’s attacks must target that HERO.

Your Charge Phase
UNNATURAL SPEED: Deathly energies swell the abhorrant’s muscles and strengthen their sinews before they explode into motion, bounding towards the foe with terrifying swiftness.

Effect: If this unit charged this phase, it has STRIKE-FIRST for the rest of the turn.

KEYWORDS
HERO, WIZARD (1), INFANTRY, WARD (6+)
DEATH, FLESH-EATER COURTS, ABHORRANT


FLESH-EATER COURTS WARSCROLL
Abhorrant Gorewarden
12"
7
5+
2
Gorewardens are the guardians of a charnel kingdom’s borders and marches. These winged vampires squat atop tumbled fortifications, forever alert for trespassers and salivating in anticipation of fresh meat. When a foolish foe passes some unspoken boundary, the vampire releases a soul-shredding shriek before taking flight upon leathery wings, soon joined by a hunting party of other airborne horrors. Gorewardens are natural predators, able to sniff out vulnerability at a glance before descending to rip their prey into shreds. Before long, whatever remains of the enemy retreats back over the border in disarray, leaving their wounded to be dragged to the Gorewarden’s lair and devoured. Gorewardens are drawn from the most loyal members of a sovereign’s extended family. They are rewarded for their faithful service not only through blood rites that see them sprout powerful wings but also by being granted the ‘keys to the kingdom’, rusted relics plundered from overrun castles that they regard as symbols of authority. Gorewardens are prone to fanaticism; after all, Ushoran himself entrusted them with their sacred duties, and to fail him would be a terrible crime. Many wear the bones of slain enemies as ruffs imitating a sunburst, marking themselves as holy warriors of the Summerking.
FLESH-EATER COURTS WARSCROLL
Abhorrant Gorewarden
MELEE WEAPONS
AtkHitWndRndDmg
Gory Talons and Fangs
Gory Talons and Fangs53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Flesh-eater Noble, 0-1 SERFS, Any KNIGHTS

Your Movement Phase
ROYAL HUNTING PARTY: A Gorewarden is responsible for patrolling the borders of their liege’s greater territory, leading flights of warriors to suddenly fall upon and eviscerate trespassers.

Declare: If this unit is not in combat, you can pick up to 2 friendly Crypt Flayers or Morbheg Knights units that are not in combat and are wholly within 12" of this unit to be the targets.

Effect: Remove this unit and the targets (if any) from the battlefield. Set up this unit again on the battlefield more than 9" from all enemy units. Then, set up each target wholly within 12" of this unit and more than 9" from all enemy units.
KEYWORDSCORE

KEYWORDS
HERO, WIZARD (1), INFANTRY, FLY, WARD (6+)
DEATH, FLESH-EATER COURTS, ABHORRANT


FLESH-EATER COURTS WARSCROLL
Crypt Haunter Courtier
7"
6
5+
2
Crypt Haunter Courtiers are respected and, in many cases, feared by lower-ranking ghouls, for as the marshals of their kingdom’s knightly orders, they possess a brutal prowess. Twisted creatures of bulging muscles and protruding bone, they have been utterly transformed by necromantic energies and are now barely recognisable as the debased humans they once were. That same necrotic power also grants Crypt Haunters formidable regenerative abilities, allowing them to shrug off all but the most devastating blows. In battle, these warlike courtiers stampede to the front alongside other swollen ghoul-things, forming a terrifying wedge of ferocity that barrels right into the thickest concentration of enemy soldiers. Consumed by bloodlust and a need to distinguish themselves in their liege’s eyes, a Crypt Haunter Courtier seeks to outdo their kin with displays of blood-spraying savagery. They smash away with a gigantic bone club or simply rely upon their dagger-length talons to rend flesh and metal alike. As crimson ichor sprays from foes savaged by the Courtier, more ‘knights’ flock to their side, recognising that where these champions fight, the greatest feasts are found.
FLESH-EATER COURTS WARSCROLL
Crypt Haunter Courtier
MELEE WEAPONS
AtkHitWndRndDmg
Massive Bone Club and Rancid Talons
Massive Bone Club and Rancid Talons54+3+23
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 SERFS, Any Crypt Horrors
Notes: This HERO can join an eligible regiment as a Flesh-eater Noble.

Your Hero Phase
NOBLE BLOOD: The blood of their liege grants these Flesh-eaters a supernatural regenerative capacity.

Effect: Heal (D3) this unit.

Reaction: You declared a FIGHT ability for this unit
KNIGHTLY EXEMPLAR: Witnessing a Crypt Haunter Courtier’s frenzied, blood-spraying assault sends the warriors in their pack into a murderous frenzy.

Effect: Pick a friendly Crypt Horrors unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, add 1 to hit rolls for the target’s attacks for the rest of the turn.

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


FLESH-EATER COURTS WARSCROLL
Crypt Infernal Courtier
12"
6
5+
2
Crypt Infernal Courtiers are winged abominations whose hooked talons can shred steel and whose screeches can freeze a mortal heart. To become a Crypt Infernal, a ghoul must consume their sovereign’s blood mixed with drake-flesh. By doing so, they are granted a monstrous form, albeit one exalted by ghoulkind. In the eyes of fellow cannibals, they shine with a holy radiance, their purity further proven by the alabaster pinions that adorn their backs. Those who have not received Ushoran’s blessing are instead greeted by the sight of leather-winged fiends dropping from the sky to land amongst them, unleashing sonic shrieks that burst eardrums and eyeballs even as the rancid stench of rotting carrion fills their mouths. Crypt Infernal Courtiers command the Deadwatch, the winged bodyguards of the nobility. When an abhorrant takes to the skies upon a mighty beast from their menagerie, they are often accompanied by their most loyal Infernals, hand-picked and bearing their own noble epithets and titles. To be permitted to touch a Crypt Infernal’s wings is a rare honour amongst ghouls, though any who approach these champions without permission risk being messily devoured.
FLESH-EATER COURTS WARSCROLL
Crypt Infernal Courtier
RANGED WEAPONS
RngAtkHitWndRndDmg
Piercing Death Screech [Shoot in Combat]
Piercing Death Screech
Shoot in Combat
10"44+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Skewering Claws
Skewering Claws54+3+12
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 SERFS, Any Crypt Flayers
Notes: This HERO can join an eligible regiment as a Flesh-eater Noble.

Passive
MIND-SHATTERING CACOPHONY: When a Crypt Infernal Courtier directs their retinue to focus their death screams on an enemy, the resulting discordant soundwaves can fell the mightiest of foes.

Effect: If any enemy models were slain by this unit’s Piercing Death Screech this turn, for the rest of the turn, add 1 to the Damage characteristic of ranged weapons used by friendly Crypt Flayers units while they are wholly within 12" of this unit.

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


FLESH-EATER COURTS WARSCROLL
Grand Justice Gormayne
6"
5
5+
2
It is the duty of Grand Justice Gormayne to deliver the king’s justice to those who break his laws, sentencing the guilty to a brutal, messy execution. It matters not to Ushoran that Gormayne was once a criminal himself, for the abhorrant possesses an uncanny ability of great interest to the Mortarch: some quirk of the Grand Justice’s curse sees him afflicted by traumatic flashes of sanity. This grants him insight unique amongst the Carrion King’s flock, including the means to decipher the writings of mortalkind. Intrigued by – and suspicious of – his underling, Ushoran keeps a close eye on Gormayne, demanding that he prove his loyalty with ever more zealous displays of judicial excess. Despite his position of prestige, the Grand Justice exists in a constant state of torment. To reveal the truth of his condition or to grant undue clemency to those confused mortals who stumble into his gore-splattered court would see Gormayne condemned as a traitor. Thus, he must bury himself in madness, throwing himself completely into his monstrous role. Should an enemy transgress against Ushoran’s decrees. Gormayne’s snarling oratory is quick to condemn them to public dismemberment – a sentence that he and his ‘jury’ of jabbering ghouls are only too happy to carry out.
FLESH-EATER COURTS WARSCROLL
Grand Justice Gormayne
MELEE WEAPONS
AtkHitWndRndDmg
Gore-streaked Gavel
Gore-streaked Gavel44+3+-D3
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 KNIGHTS, Any SERFS

Once Per Turn (Army), Your Hero Phase
DELUSION OF JUSTICE SERVED: Should an enemy transgress Ushoran’s laws, Gormayne’s powerful oratory is quick to condemn them.

Declare: Pick a visible enemy unit to be the target.

Effect: Roll a dice. On a 3+, pick 1 of the following effects to apply to the target until the start of your next turn:

Petty Transgression: Add 1 to wound rolls for combat attacks that target that unit.

Dishonourable Conduct in Battle: Friendly non-MONSTER FLESH-EATER COURTS units can use CHARGE abilities even if they used a RUN ability in the same turn, but if they do so, they must end the charge move within ½" of the target.

Grievous Insult to the Court: While the target is in combat with a friendly ABHORRANT, add 1 to hit rolls for attacks made by friendly FLESH-EATER COURTS units that target that unit.

Regicide: If the target destroyed a friendly ABHORRANT this battle, add 1 to the Damage characteristic of melee weapons used by friendly FLESH-EATER COURTS units that target that unit.

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


FLESH-EATER COURTS WARSCROLL
Marrowscroll Herald
6"
5
5+
2
The Marrowscroll Heralds are the warrior diplomats of Ushoran’s empire. Though often found maintaining lines of communication between the cannibal nations and other strongholds of undeath, these chosen ghouls are loyal only to the Carrion King. Their fellows perceive the Heralds as dashing and selfless orators, bedecked in gifts from allied nations as they seek out and rouse oppressed peasants to join Ushoran’s kingdom. Yet the Herald’s message is one of pure madness. Where a mortal diplomat might carry a scroll within an elegant sealed case, the Marrowscroll Heralds instead bear bones ripped from Ushoran’s throne, relics suffused with insanity. When these are cracked and the ensorcelled marrow within unfurled like strips of vellum, arcane derangement bursts forth, crushing minds beneath the force of the Carrion King’s delusion. To resist requires a stern soul indeed, but to reject Ushoran’s benevolence incites the Heralds and their ghoulish throngs to a frothing rage. Having eviscerated any apostates with their osseous scythe, the Herald and their new disciples press on to bring the Carrion King’s message of love to pastures new.
FLESH-EATER COURTS WARSCROLL
Marrowscroll Herald
MELEE WEAPONS
AtkHitWndRndDmg
Bone Scythe
Bone Scythe54+3+12
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: Any SERFS
Notes: This HERO can join an eligible regiment as a Flesh-eater Noble.

Once Per Turn (Army), Any Charge Phase
THE KING’S ENTREATY: The message within the infected bone carried by a Marrowscroll Herald is an entreaty to madness and carnage; to reject it is to rouse the ire of the ghoulish throngs.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, pick 1 of the following effects:

Attack the Apostate!: Friendly FLESH-EATER COURTS units in combat with the target have STRIKE-FIRST for the rest of the turn.

Welcome the Disciple!: The target has the INFECTED keyword for the rest of the battle. Each time your opponent declares a command, SPELL ability or PRAYER ability for an INFECTED unit, roll a dice as a reaction. On a 5+:
  • If they declared a command, that command has no effect. The command still counts as having been used and the command points spent to use the command are still lost.
  • If they declared a SPELL or PRAYER ability, that spell or prayer fails.

Passive
DON’T SHOOT THE MESSENGER: Marrowscroll Heralds are viewed as divine messengers by their ghoulish minions, who will go to any lengths to protect them.

Effect: While this unit is not in combat and is wholly within the combat ranges of 3 or more other friendly FLESH-EATER COURTS INFANTRY models, it is not visible to enemy units.

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


FLESH-EATER COURTS WARSCROLL
Royal Decapitator
6"
5
5+
2
In the minds of most ghouls, even the foulest foes are entitled to an honourable end. Certain cannibals, however, become fixated on the act of killing, even over the devouring of the dead. Other ghouls view such wretches as touched by the hand of Nagash, chosen to become deliverers of his pitiless justice. Far from refuting such claims, these foreboding figures embrace this stigma. Taking the title of Royal Decapitator, they don filthy patchwork hoods and take up rusted axes recovered from the midden heaps, weapons that have taken so many lives that they seem to hunger for death. Seen as dour and uncultured by their fellows, Decapitators are shunned figures, forced to dwell in isolated bone-strewn lairs. Yet they are nevertheless permitted to accompany the royal host to battle, and when these cannibals spy an enemy who excites their murderous impulses, a slavering mania seizes them. The Decapitator lopes forwards with a single minded focus, shrugging off arrows and lead shot, dragging their axe in a furrow through the mud. So occupied are their targets with fighting off hordes of rabid ghouls that few notice the heavy blade whistling towards them until it cleaves them in two.
FLESH-EATER COURTS WARSCROLL
Royal Decapitator
MELEE WEAPONS
AtkHitWndRndDmg
Headsman’s Axe
Headsman’s Axe34+3+23
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 32mm
Can be reinforced: No
Regiment Options: Any SERFS
Notes: This HERO can join an eligible regiment as a Flesh-eater Noble.

Reaction: You declared a FIGHT ability for this unit
EXECUTIONER’S ENTOURAGE: Though Royal Decapitators are often shunned by their fellow ghouls, when the blood starts flying, these sinister figures can attract quite the following.

Effect: Pick a friendly SERFS unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved.

End of Any Turn
OFF WITH THEIR HEAD!: A Royal Decapitator’s axe hungers to cleave through necks in one fell swing.

Declare: Pick an enemy INFANTRY HERO that had any damage points allocated to it this turn by this unit’s attacks to be the target.

Effect: Roll a dice. On a 5+, the target is automatically destroyed.

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


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


FLESH-EATER COURTS WARSCROLL
Crypt Ghast Courtier
6"
4
5+
2
Amongst the lowliest of an abhorrant’s courtiers, Crypt Ghasts are nevertheless vicious and cunning creatures. They rally behind them great throngs of snarling cannibals, leading them into battle with howls of murderous fury.
FLESH-EATER COURTS WARSCROLL
Crypt Ghast Courtier
MELEE WEAPONS
AtkHitWndRndDmg
Bone Club and Filthy Claws
Bone Club and Filthy Claws54+4+-2
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 32mm
Can be reinforced: No
Regiment Options: Any SERFS
Notes: This HERO can join an eligible regiment as a Flesh-eater Noble.

Reaction: You declared a FIGHT ability for this unit
MARSHAL OF THE PEASANTRY: Leading from the front, the Crypt Ghast Courtier inspires the lowliest warriors of a kingdom to new heights of murderous ‘valour’.

Effect: Pick a friendly Crypt Ghouls unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, add 1 to hit rolls for the target’s attacks for the rest of the turn.

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

Monster Hero


FLESH-EATER COURTS WARSCROLL
Abhorrant Ghoul King
on Royal Terrorgheist
12"
16
4+
5
At the heart of every cannibal court lurks an abhorrant monarch known as a Ghoul King or Queen. These vampires are tied by blood to their beloved Ushoran, and both his power and his madness flow thickly in their veins. As deranged as their dread master, Abhorrant Ghoul Kings see themselves as honourable lords in service to a benevolent liege, and they feel a patrician’s imperative to ensure that their loyal populace is well fed and happy. In reality, this means that they launch constant raids against the lands of the living, gorging themselves on fresh blood and meat while spreading madness and horror wherever they go. Possessing a vampire’s physical might and innate mastery over the magic of death, Abhorrant Ghoul Kings are able to animate and control the remains of long-dead titans. A favoured choice of royal mount is the Terrorgheist, a chiropterid nightmare of rotting wings and bone. These creatures are capable of unleashing a sonic cry so terrible that it can cause a mortal warrior’s heart to explode within their chest. Even should the Ghoul King be dismounted and his loyal steed slain, the enemy must still beware: inside a Terrorgheist’s foulsmelling innards lurks a swarm of corpse-bats, ready to burst free of their foetid cage and feast upon those close at hand.
FLESH-EATER COURTS WARSCROLL
Abhorrant Ghoul King
on Royal Terrorgheist
RANGED WEAPONS
RngAtkHitWndRndDmg
Death Shriek [Shoot in Combat, Companion]
Death Shriek
Shoot in Combat, Companion
10"14+2+2D6
MELEE WEAPONS
AtkHitWndRndDmg
Terrorgheist’s Skeletal Talons [Companion]
Terrorgheist’s Skeletal Talons
Companion
64+2+12
Terrorgheist’s Fanged Maw [Companion]
Terrorgheist’s Fanged Maw
Companion
34+2+2D6
Gory Talons and Fangs
Gory Talons and Fangs53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 380
Base size: 130mm
Can be reinforced: No
Regiment Options: 0-1 Flesh-eater Noble, Any FLESH-EATER COURTS

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Terrorgheist’s Skeletal Talons is 4.

Passive
GAPING MAW: This horrific creature bites a great chunk out of its prey – or even swallows it whole.

Effect: Each time an attack made with this unit’s Terrorgheist’s Fanged Maw scores a critical hit, that attack inflicts 6 mortal damage on the target unit and the attack sequence ends.

Once Per Turn (Army), Any Combat Phase
FEROCIOUS HUNGER: Assailed by visions of the glorious feast to come, the abhorrant’s steed is filled with a hunger-driven impetus.

Declare: Pick an enemy HERO in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, attacks made with this unit’s Terrorgheist’s Fanged Maw that target that enemy unit score critical hits on unmodified hit rolls of 5+ for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, WIZARD (1), FLY, WARD (6+)
DEATH, FLESH-EATER COURTS, ABHORRANT


FLESH-EATER COURTS WARSCROLL
Abhorrant Ghoul King
on Royal Zombie Dragon
12"
16
4+
5
At the heart of every cannibal court lurks an abhorrant monarch known as a Ghoul King or Queen. These vampires are tied by blood to their beloved Ushoran, and both his power and his madness flow thickly in their veins. As deranged as their dread master, Abhorrant Ghoul Kings see themselves as honourable lords in service to a benevolent liege, and they feel a patrician’s imperative to ensure that their loyal populace is well fed and happy. In reality, this means that they launch constant raids against the lands of the living, gorging themselves on fresh blood and meat while spreading madness and horror wherever they go. Possessing a vampire’s physical might and innate mastery over the magic of death, Abhorrant Ghoul Kings are able to animate and control the remains of long-dead titans. Greatly prized is the mighty cadaver of a great drake, for in death, the draconic beasts of the realms maintain a morbid majesty befitting a monarch. Almost immune to conventional attacks, the Zombie Dragon carries its master into the thick of the slaughter, raking with teeth and claws and belching gouts of pestilential fumes that cause flesh to bubble and run like hot wax.
FLESH-EATER COURTS WARSCROLL
Abhorrant Ghoul King
on Royal Zombie Dragon
RANGED WEAPONS
RngAtkHitWndRndDmg
Pestilential Breath [Shoot in Combat, Companion]
Pestilential Breath
Shoot in Combat, Companion
10"D62+4+13
MELEE WEAPONS
AtkHitWndRndDmg
Draconic Claws [Companion]
Draconic Claws
Companion
74+2+12
Draconic Maw [Companion]
Draconic Maw
Companion
34+2+23
Gory Talons and Fangs
Gory Talons and Fangs53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 380
Base size: 130mm
Can be reinforced: No
Regiment Options: 0-1 Flesh-eater Noble, Any FLESH-EATER COURTS

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Draconic Claws is 5.

Once Per Turn (Army), Any Combat Phase
DRACONIC TERROR: To behold such a majestic beast as a dragon in the grip of undeath evokes awe and abject terror in equal measure.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. If the roll exceeds the target’s Control characteristic, the target cannot use commands for the rest of the turn.
KEYWORDSRAMPAGE

Passive
MONSTROUS HUNGER: The Ghoul King imposes his will upon the larger creatures of his court’s menagerie, awakening a glimmer of predatory hunger in the long-dead beasts that sees them close upon their prey with greater swiftness.

Effect: While they are wholly within 12" of this unit, friendly non-HERO FLESH-EATER COURTS MONSTERS can use CHARGE abilities even if they used a RUN ability in the same turn.

KEYWORDS
HERO, MONSTER, WIZARD (1), FLY, WARD (6+)
DEATH, FLESH-EATER COURTS, ABHORRANT


FLESH-EATER COURTS WARSCROLL
Nagash
Supreme Lord of the Undead
10"
18
3+
10
All living beings dread the name of Nagash, the God of Undeath. Cruel and tyrannical, the overlord of Shyish intends to conquer the Mortal Realms and transform them into a lifeless Necrotopia, in which not a speck of dust moves unless it is by his will. Wielding Alakanash, the Staff of Power, the cursed blade Zefet-nebtar, and surrounded by the Nine Books of Nagash, the Great Necromancer commands the full, terrible power of Shyishan magic. With a contemptuous gesture, he tears the souls from the living, their last moments of agonising horror providing the fuel for his next arcane onslaught. Nagash despises the unpredictable madness of the Flesh-eater Courts, which he sees as entirely antithetical to his own desire for sterile domination. In ages past, Ushoran drew Nagash’s ire with some great transgression, for which the Mortarch was punished terribly. In spite of this, many Flesh‑eaters – in their own deranged way – worship the Great Necromancer with disturbing fervour, envisioning him as a benevolent master of the underworlds. In his presence, they fight with unrestrained ferocity, believing that they honour him with every foe they rip into pieces and messily devour.
FLESH-EATER COURTS WARSCROLL
Nagash
Supreme Lord of the Undead
MELEE WEAPONS
AtkHitWndRndDmg
Alakanash
Alakanash43+3+2D6
Zefet-nebtar
Zefet-nebtar43+3+23
BATTLE PROFILE

Unit Size: 1      Points: 880
Base size: 130mm
Can be reinforced: No
Regiment Options: 0-1 Flesh-eater Noble, Any FLESH-EATER COURTS

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, subtract 3 from its power level.

Passive
THE STAFF OF POWER: Alakanash is capped with gems of purest grave-sand.

Effect: Add 2 to casting rolls for this unit while it has not miscast any spells this turn. If this unit miscasts a spell, ignore the restriction that would stop this unit from casting any more spells this turn.

Once Per Turn (Army), End of Any Turn
HAND OF DUST: Nagash’s touch can turn a foe to a pile of dusty bones in moments.

Declare: Pick a visible enemy HERO or MONSTER in combat with this unit to be the target.

Effect: Hide a dice in one of your hands or under one of two appropriate containers. Your opponent must pick one of your hands or containers. If they pick the one hiding the dice, this ability has no effect. If they pick the empty one, the target is automatically destroyed.
KEYWORDSRAMPAGE

Once Per Battle, Your Hero Phase
SUPREME LORD OF THE UNDEAD
Declare: Pick a friendly non-HERO NON-UNIQUE DEATH unit that has been destroyed to be the target.

Effect: Set up a replacement unit identical to the target wholly within 12" of this unit and more than 9" from all enemy units.

Your Hero Phase
7
INVOCATION OF NAGASH: In a storm of morbid sorcery, Nagash blasts his foes’ souls or re-knits his minions’ bodies.

Declare: This unit can cast this spell more than once per phase. Pick a visible unit wholly within 18" of this unit that has not been picked to be the target of this spell this turn to be the target, then make a casting roll of 2D6.

Effect: If the target is an enemy unit, inflict D3 mortal damage on it. If the target is a friendly DEATH unit, pick 1 of the following effects:
  • Return a number of slain models to the target unit with a combined Health characteristic of up to 3.
  • The target has WARD (5+) until the start of your next turn.
KEYWORDSSPELL

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (9), FLY, WARD (5+)
DEATH, FLESH-EATER COURTS


FLESH-EATER COURTS WARSCROLL
Ushoran
Mortarch of Delusion
10"
16
4+
5
Master of the abhorrants, progenitor of monsters and locus of a dreadful curse, Ushoran is nightmarish in the truest sense of the word. The Mortarch of Delusion towers above other vampires, his grotesquely swollen frame rippling with muscle and his mad–eyed visage shining with a terrible delight. So terrifying is he to look upon that it is easy to miss the fluctuating voices and inflections that spill from his gore-stained mouth – personas donned and discarded like so many masks, further proof of the Mortarch’s utter insanity. The only hint of Ushoran’s self-proclaimed regality is the crown that protrudes from his skull and the ‘royal sceptre’ he cradles in his taloned hands. At any moment, Ushoran might tremble with rasping laughter or fly into a bloodthirsty rage that sees him tear enemies and allies alike limb from limb. This unpredictable madness is not only a shield against those seeking to manipulate or control him but also a weapon with which the Mortarch might dominate his foes. When the sickly haze of Ushoran’s mania is channelled through his crown and unleashed upon the sane, they are pulled into his web of derangement, turning upon their former comrades in a violent frenzy.
FLESH-EATER COURTS WARSCROLL
Ushoran
Mortarch of Delusion
MELEE WEAPONS
AtkHitWndRndDmg
Monstrous Talons
Monstrous Talons83+3+12
Sceptre of the Carrion King
Sceptre of the Carrion King43+2+2D3+3
BATTLE PROFILE

Unit Size: 1      Points: 470
Base size: 130mm
Can be reinforced: No
Regiment Options: 0-1 Flesh-eater Noble, Any FLESH-EATER COURTS

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Monstrous Talons is 6.

Passive
THE CARRION KING: News of Ushoran’s mighty deeds spreads like wildfire through the Flesh-eater ranks.

Effect: While this unit has 6 noble deeds points, the effect of the ‘Feeding Frenzy’ ability applies to friendly FLESH-EATER COURTS units while they are wholly within 24" of this unit instead of 12".

Your Hero Phase
7
GLIMPSE OF DELUSION: Ushoran pulls an enemy into his delusion, causing them to see friends as vicious monsters.

Declare: Pick a visible enemy model within 18" of this unit to be the target, pick another enemy unit within the target’s combat range to be the victim, then make a casting roll of 2D6.

Effect: Pick 1 of the target’s melee weapons. Immediately resolve combat attacks made with that weapon against the victim.
KEYWORDSSPELL

Once Per Turn (Army), Any Combat Phase
SHROUDCAGE FRAGMENT: Madness pulses from the gem in Ushoran’s crown, overwhelming those who draw too close.

Declare: Pick up to 3 enemy units in combat with this unit to be the targets.

Effect: Roll a dice for each target. If the roll exceeds the target’s Control characteristic, the target has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

Your Hero Phase
EPICENTRE OF DELUSION
Effect: Pick 1 of the following effects to apply until the start of your next turn:

The Royal Hunt: Add 1 to wound rolls for attacks made by friendly FLESH-EATER COURTS units that target a MONSTER.

Crusading Army: Add 1 to run rolls and charge rolls for friendly FLESH-EATER COURTS units.

Defenders of the Realm: Add 1 to save rolls for friendly FLESH-EATER COURTS units while they are contesting an objective you control.

The Grand Tournament: Add 1 to hit rolls for attacks made by other friendly FLESH-EATER COURTS HEROES if they charged in the same turn.

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (2), WARD (5+)
DEATH, FLESH-EATER COURTS, ABHORRANT

Cavalry


FLESH-EATER COURTS WARSCROLL
Morbheg Knights
12"
4
4+
1
Few ghouls have the presence of mind to ride beasts of war. Those who do possess such talents join the order of the Morbheg Knights, an august company who ride to battle atop the horrific, bat-like monstrosities known as nightshriekers. These aberrations are of the line of Morbheg, godbeast father to the great bats of yore. Though unable to truly fly, they echo their primogenitor’s infamous, realm-piercing scream with a screeching cry like insane laughter – a sound infused with madness that drives those who hear it to their knees. To ride such a fiend is a mark of honour amongst ghoulkind. The lesser thralls of Ushoran see the Morbheg Knights as shining paladins that epitomise their liege-lord’s chivalric code and the beasts they ride as glorious winged horses. For all that this image is another grotesque symptom of the Flesh-eater curse, the bond between rider and nightshrieker is undeniably strong. The chiropteran mounts favour any beings that guide them to a bloody feast, and they carry their riders faithfully into the churn of melee, smashing enemies to the ground and glutting themselves upon warm blood while their ghoul masters strike out with rusty lances.
FLESH-EATER COURTS WARSCROLL
Morbheg Knights
MELEE WEAPONS
AtkHitWndRndDmg
Nightshrieker’s Claws and Teeth [Companion]
Nightshrieker’s Claws and Teeth
Companion
34+3+12
Grisly Lance [Charge (+1 Damage)]
Grisly Lance
Charge (+1 Damage)
23+4+11
BATTLE PROFILE

Unit Size: 3      Points: 170
Base size: 75 × 42mm
Can be reinforced: Yes

Any Charge Phase
SHRIEKING CHARGE: Nightshriekers emit bursts of maniacal, screech-like laughter that carry the curse of madness, leaving their prey staggering.

Declare: If this unit charged this phase, pick an enemy unit within 1" of this unit to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

Passive
PREDATOR’S POUNCE: Though they lack the power of true flight, nightshriekers can leap clean over obstacles and the heads of the foe, allowing the Morbheg Knights to strike and disengage at will.

Effect: This unit can use CHARGE abilities even if it used a RETREAT ability in the same turn. In addition, no mortal damage is inflicted on this unit by RETREAT abilities.

KEYWORDS
CAVALRY, CHAMPION, MUSICIAN (1/3), STANDARD BEARER (1/3), FLY, WARD (6+)
DEATH, FLESH-EATER COURTS, KNIGHTS

Infantry


FLESH-EATER COURTS WARSCROLL
Crypt Flayers
12"
4
5+
1
On those nights when fell winds howl and the flesh of monsters passes across the feast tables, the Crypt Flayers emerge into unnatural half-life. Serfs who have distinguished themselves in battle are permitted to consume the flesh of Terrorgheists and other creatures of the chiropterid godbeast Morbheg’s line mixed with the blood of their sovereign. Bodies already convulsing and bloating, they slink away into the darkness of their vile fortresses, becoming enveloped by a fleshy cocoon of pulsating skin and muscle. Within this larval sac, a foul metamorphosis occurs – until, with a shriek and the flap of leathery wings, a Crypt Flayer tears free, crazed with hunger. To the ghouls, this is a marvellous blessing indeed, and the bloodslick Crypt Flayers soon become icons of religious veneration. As well as possessing shredding talons and the power of flight, Crypt Flayers are infamous for the sonic force of their screeches. Any subjected to this auditory onslaught find their blood turning to ice and their mind shattering. To ghouls, however, each utterance by a Flayer is a glorious battle-hymn or seraphic catechism, befitting of the winged saints that the delusion portrays them as.
FLESH-EATER COURTS WARSCROLL
Crypt Flayers
RANGED WEAPONS
RngAtkHitWndRndDmg
Death Scream [Shoot in Combat]
Death Scream
Shoot in Combat
10"44+3+21
MELEE WEAPONS
AtkHitWndRndDmg
Piercing Talons
Piercing Talons44+3+11
BATTLE PROFILE

Unit Size: 3      Points: 170
Base size: 50mm
Can be reinforced: Yes

Once Per Turn (Army), Your Movement Phase
ESCORT COURTIER: There are many ghoulish legends of Crypt Flayers winging down to lift noble heroes into the sky, either plucking them from danger or carrying them into the fray.

Declare: If this unit is not in combat, pick a friendly FLESH-EATER COURTS INFANTRY HERO that does not have FLY and is within this unit’s combat range to be the target.

Effect: Remove the target from the battlefield. Then, this unit can move a distance up to its Move characteristic. It cannot end that move in combat. Then, set up the target within this unit’s combat range and more than 3" from all enemy units.
KEYWORDSCORE, MOVE

KEYWORDS
INFANTRY, CHAMPION, FLY, WARD (6+)
DEATH, FLESH-EATER COURTS, KNIGHTS


FLESH-EATER COURTS WARSCROLL
Crypt Flayers (2 models)
12"
4
5+
1
On those nights when fell winds howl and the flesh of monsters passes across the feast tables, the Crypt Flayers emerge into unnatural half-life. Serfs who have distinguished themselves in battle are permitted to consume the flesh of Terrorgheists and other creatures of the chiropterid godbeast Morbheg’s line mixed with the blood of their sovereign. Bodies already convulsing and bloating, they slink away into the darkness of their vile fortresses, becoming enveloped by a fleshy cocoon of pulsating skin and muscle. Within this larval sac, a foul metamorphosis occurs – until, with a shriek and the flap of leathery wings, a Crypt Flayer tears free, crazed with hunger. To the ghouls, this is a marvellous blessing indeed, and the bloodslick Crypt Flayers soon become icons of religious veneration. As well as possessing shredding talons and the power of flight, Crypt Flayers are infamous for the sonic force of their screeches. Any subjected to this auditory onslaught find their blood turning to ice and their mind shattering. To ghouls, however, each utterance by a Flayer is a glorious battle-hymn or seraphic catechism, befitting of the winged saints that the delusion portrays them as.
FLESH-EATER COURTS WARSCROLL
Crypt Flayers (2 models)
RANGED WEAPONS
RngAtkHitWndRndDmg
Death Scream [Shoot in Combat]
Death Scream
Shoot in Combat
10"44+3+21
MELEE WEAPONS
AtkHitWndRndDmg
Piercing Talons
Piercing Talons44+3+11
BATTLE PROFILE

Unit Size: 2      Points: 110
Base size: 50mm
Can be reinforced: No
Notes: You can include 1 unit of this type for each Crypt Infernal Courtier in your army. This unit cannot be reinforced.

Once Per Turn (Army), Your Movement Phase
ESCORT COURTIER: There are many ghoulish legends of Crypt Flayers winging down to lift noble heroes into the sky, either plucking them from danger or carrying them into the fray.

Declare: If this unit is not in combat, pick a friendly FLESH-EATER COURTS INFANTRY HERO that does not have FLY and is within this unit’s combat range to be the target.

Effect: Remove the target from the battlefield. Then, this unit can move a distance up to its Move characteristic. It cannot end that move in combat. Then, set up the target within this unit’s combat range and more than 3" from all enemy units.
KEYWORDSCORE, MOVE

KEYWORDS
INFANTRY, CHAMPION, FLY, WARD (6+)
DEATH, FLESH-EATER COURTS, KNIGHTS


FLESH-EATER COURTS WARSCROLL
Crypt Ghouls
6"
1
6+
1
Nests of Crypt Ghouls are found throughout the foul places of the realms. On the darkest nights, stooped cannibals spill from ruined castles and bonestrewn graveyards, drooling as they seek out trespassers. Some of their prey fall swiftly, throats clawed out or hearts torn free by long, grasping fingers. Those less fortunate are still alive as the cannibals devour them. Despite this, ghouls believe themselves to be bringing salvation to the realms, and in the presence of the Flesh-eater nobility, their ‘valour’ reaches a manic intensity. Part of this ferocity is born from genuine devotion to the vampiric monarchy, but also responsible is the charnel stench of the abhorrants, which incites a frantic hunger in their underlings. As lowly serfs, ghouls exist upon the edge of starvation. The scent of gore drives them wild with hunger, and when the odour mixes with that of their prey’s terror, the feeding frenzy that follows is horrific. Scrabbling across the earth on all fours, the Crypt Ghouls prove difficult targets to strike and close upon their prey with shocking swiftness. Though most are armed with nothing more than their claws and a few rancid bone clubs, ghouls attack in huge packs, bearing enemies down with their sheer weight of numbers and indulging their horrific cravings.
FLESH-EATER COURTS WARSCROLL
Crypt Ghouls
MELEE WEAPONS
AtkHitWndRndDmg
Sharpened Teeth and Filthy Claws [Crit (Auto-wound)]
Sharpened Teeth and Filthy Claws
Crit (Auto-wound)
24+4+-1
BATTLE PROFILE

Unit Size: 20      Points: 170
Base size: 25mm
Can be reinforced: Yes

Passive
ROYAL APPROVAL: These mordants will always do their utmost to attract the attention of their sovereign.

Effect: Add 1 to the Rend characteristic of this unit’s melee weapons while it is wholly within 12" of any friendly COURTIERS or ABHORRANTS.

KEYWORDS
INFANTRY, CHAMPION, WARD (6+)
DEATH, FLESH-EATER COURTS, SERFS


FLESH-EATER COURTS WARSCROLL
Crypt Horrors
7"
4
5+
1
Though ghouls are vile cannibals, their appearance retains enough vestigial humanity to evoke some pity. The same cannot be said for Crypt Horrors. These are monstrous beasts, each as brawny as an ogor and equally eager for meat. Hideously strong, they rip organs right out of their victims, stuffing glistening handfuls of offal into their maws. While they wear no armour, neither do they feel pain; by the time a Crypt Horror is cut down, they will have bludgeoned a gory path through anything standing before them. Crypt Horrors are created when a ghoul performs a feat of arms so worthy of renown that they are permitted to sup from their vampiric liege’s blood, a substance charged with dark sorcery. As they swell in stature, becoming able to sprint as fast as a charging destrier, they begin to view themselves as a mounted elite under the command of the blessed courtiers. This delusion is deepened by the plaudits heaped upon them by the serfs, and this sense of their own majestic status perhaps spawns the compulsion to hoard remnants of past massacres like sacred relics.
FLESH-EATER COURTS WARSCROLL
Crypt Horrors
MELEE WEAPONS
AtkHitWndRndDmg
Club and Septic Talons [Crit (Auto-wound)]
Club and Septic Talons
Crit (Auto-wound)
44+3+-2
BATTLE PROFILE

Unit Size: 3      Points: 150
Base size: 50mm
Can be reinforced: Yes

Passive
ROYAL APPROVAL: These mordants will always do their utmost to attract the attention of their sovereign.

Effect: Add 1 to the Rend characteristic of this unit’s melee weapons while it is wholly within 12" of any friendly COURTIERS or ABHORRANTS.

Your Hero Phase
NOBLE BLOOD: The blood of their liege grants these Flesh-eaters a supernatural regenerative capacity.

Effect: Heal (D3) this unit.

KEYWORDS
INFANTRY, CHAMPION, WARD (6+)
DEATH, FLESH-EATER COURTS, KNIGHTS


FLESH-EATER COURTS WARSCROLL
Crypt Horrors (2 models)
7"
4
5+
1
Though ghouls are vile cannibals, their appearance retains enough vestigial humanity to evoke some pity. The same cannot be said for Crypt Horrors. These are monstrous beasts, each as brawny as an ogor and equally eager for meat. Hideously strong, they rip organs right out of their victims, stuffing glistening handfuls of offal into their maws. While they wear no armour, neither do they feel pain; by the time a Crypt Horror is cut down, they will have bludgeoned a gory path through anything standing before them. Crypt Horrors are created when a ghoul performs a feat of arms so worthy of renown that they are permitted to sup from their vampiric liege’s blood, a substance charged with dark sorcery. As they swell in stature, becoming able to sprint as fast as a charging destrier, they begin to view themselves as a mounted elite under the command of the blessed courtiers. This delusion is deepened by the plaudits heaped upon them by the serfs, and this sense of their own majestic status perhaps spawns the compulsion to hoard remnants of past massacres like sacred relics.
FLESH-EATER COURTS WARSCROLL
Crypt Horrors (2 models)
MELEE WEAPONS
AtkHitWndRndDmg
Club and Septic Talons [Crit (Auto-wound)]
Club and Septic Talons
Crit (Auto-wound)
44+3+-2
BATTLE PROFILE

Unit Size: 2      Points: 100
Base size: 50mm
Can be reinforced: No
Notes: You can include 1 unit of this type for each Crypt Haunter Courtier in your army. This unit cannot be reinforced.

Passive
ROYAL APPROVAL: These mordants will always do their utmost to attract the attention of their sovereign.

Effect: Add 1 to the Rend characteristic of this unit’s melee weapons while it is wholly within 12" of any friendly COURTIERS or ABHORRANTS.

Your Hero Phase
NOBLE BLOOD: The blood of their liege grants these Flesh-eaters a supernatural regenerative capacity.

Effect: Heal (D3) this unit.

KEYWORDS
INFANTRY, CHAMPION, WARD (6+)
DEATH, FLESH-EATER COURTS, KNIGHTS


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


FLESH-EATER COURTS WARSCROLL
Royal Beastflayers
6"
1
6+
1
As in any mortal court, ghouls have their cliques and figures of roguish renown. So it is with the Royal Beastflayers. At the centre of these warbands strut the Flaymasters, vampires regarded as the most adroit monster hunters of a court, wearing the skins of their most memorable kills. Alongside these daring undead swarm all manner of hangers-on, including trackers drawn from the local peasantry, minor nobles wearing trophies seized during past hunts, and hunched ghouls grown brutish after consuming the flesh of slain beasts. Most dreadful of all are the macabre Offal Hounds – ghouls overwhelmed by bestial magic until they devolve into slavering abominations somewhere between a hunting hound, cave bat and monstrous simian. A lust for glory motivates even the lowliest squire of a Beastflayer party, yet all instinctively know their purpose: to prise open their prey’s defences through frenzied aggression, allowing their Flaymaster to strike a glorious coup de grâce. Following the keen scent of their Offal Hounds, these whooping hunters track their quarry across the chaos of the battlefield, surrounding them and cutting off every possible escape route before closing in to feast.
FLESH-EATER COURTS WARSCROLL
Royal Beastflayers
MELEE WEAPONS
AtkHitWndRndDmg
Beastflayer Weapons [Anti-MONSTER (+1 Rend), Anti-BEAST (+1 Rend)]
Beastflayer Weapons
Anti-MONSTER (+1 Rend), Anti-BEAST (+1 Rend)
34+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 120
MODELBASE SIZE
Royal Flaymaster, Beastflayer Baron32mm
2 x Offal Hounds40mm
3 x Ghoul Trackers25mm
3 x Ghoul Gore-Squires28.5mm
Can be reinforced: No

Passive
HUNTER’S INSTINCTS: Royal Beastflayers believe themselves to be the finest monster-slayers in all the land. Certainly, they possess a knack for hindering and ensnaring their prey before moving in to make the kill.

Effect: Enemy MONSTERS cannot use RAMPAGE abilities while they are in combat with this unit.

In addition, subtract 1 from the Damage characteristic of melee weapons used by enemy MONSTERS and BEAST units while they are in combat with this unit.

Any Combat Phase
ROYAL FLAYMASTER: The Royal Flaymaster skewers enemies using their hunting polearm as the Offal Hounds pounce to finish off their prey.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll. Add 1 to the amount of mortal damage inflicted, if any, if the target is a MONSTER or BEAST unit.

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


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


FLESH-EATER COURTS WARSCROLL
The Skinnerkin
6"
2
6+
1
Foremost of the Summerking’s butchers are the Skinnerkin, who work to secure the most delicious viands for his feasts. These masters of the slaughter carry racks of meat hooks in their very flesh, intent on stringing up their prey upon these blades alive – for the sake of freshness, of course.
FLESH-EATER COURTS WARSCROLL
The Skinnerkin
MELEE WEAPONS
AtkHitWndRndDmg
Butchering Weapons [Crit (Auto-wound)]
Butchering Weapons
Crit (Auto-wound)
24+4+-1
BATTLE PROFILE

Unit Size: 5      Points: 80
MODELBASE SIZE
Gristla Tenderhooke32mm
Young Master Kretch, Flensemaster Pewdrig, Seddrik the Chain and The Carnskyr25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Butchering Weapons. The models in this unit are:
  • Gristla Tenderhooke (champion)
  • The Carnskyr
  • Seddrik the Chain
  • Young Master Kretch
  • Flensemaster Pewdrig

Passive
PRIME CUTS: With cuts and swipes of surprising precision, the Skinnerkin’s foes unwittingly find themselves the main ingredient of the upcoming feast.

Effect: Each time a combat attack made by this unit scores a critical hit, give 1 prime cut point to this unit, to a maximum of 6.

End of Any Turn
DINNER IS SERVED: A grisly platter of splintered bones, rotten meat and spilled entrails is offered up to the nobility.

Declare: Pick a friendly FLESH-EATER COURTS HERO wholly within 12" of this unit to be the target.

Effect: Heal (X) the target, where X is the number of prime cut points this unit has. Then, reset this unit’s prime cut points to 0.

KEYWORDS
UNIQUE, INFANTRY, CHAMPION, WARD (6+)
DEATH, FLESH-EATER COURTS, SERFS

Monster


FLESH-EATER COURTS WARSCROLL
Royal Terrorgheist
12"
14
4+
5
In ages past, colossal chiropteran predators haunted the skies of the Mortal Realms, preying upon their fellow megafauna and leeching them dry of blood. Many of these leather-winged titans were hunted to extinction or otherwise starved when the spread of civilisation robbed them of their favoured prey. They slunk away into dismal caves and echoing vaults to slowly die out, embittered and voracious. It was the carcasses of these beasts that were raised through necromancy and bound to the will of the abhorrant monarchs as Royal Terrorgheists. Filled with a vampiric thirst equal to that of their masters, they soar over the throng of combat, their otherworldly senses seeking foes to slay. Their teeth and claws are the length of Sigmarite greatswords and are capable of cleaving through armour with ease, but these monstrous creatures possess an even more fearsome weapon in their arsenal: their infamous killing shriek. The beast’s scream is as unmistakable as it is devastating. The high-pitched wail cuts across the battlefield, shattering the minds of nearby foes. Those not slain outright are reduced to gibbering wrecks, howling as blood runs freely from their ears and eyes, soon to be devoured by the bat-like monstrosity.
FLESH-EATER COURTS WARSCROLL
Royal Terrorgheist
RANGED WEAPONS
RngAtkHitWndRndDmg
Death Shriek [Shoot in Combat, Companion]
Death Shriek
Shoot in Combat, Companion
10"14+2+2D6
MELEE WEAPONS
AtkHitWndRndDmg
Fanged Maw [Companion]
Fanged Maw
Companion
34+2+2D6
Skeletal Talons [Companion]
Skeletal Talons
Companion
64+2+12
BATTLE PROFILE

Unit Size: 1      Points: 260
Base size: 130mm
Can be reinforced: No

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Skeletal Talons is 4.

Passive
GAPING MAW: This horrific creature bites a great chunk out of its prey – or even swallows it whole.

Effect: Each time an attack made with this unit’s Fanged Maw scores a critical hit, that attack inflicts 6 mortal damage on the target unit and the attack sequence ends.

Once Per Turn (Army), Any Combat Phase
DEATH SHRIEK: The terrifying shriek of a Terrorgheist is enough to stop a warrior’s heart.

Declare: Pick an enemy INFANTRY unit in combat with this unit to be the target.

Effect: Roll a dice for each model in the target unit. For each 6, inflict 1 mortal damage on the target. If 3 or more damage points are allocated to the target by this ability, subtract 1 from hit rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER, FLY, WARD (6+)
DEATH, FLESH-EATER COURTS


FLESH-EATER COURTS WARSCROLL
Royal Zombie Dragon
12"
14
4+
5
The sky shudders to the beat of leathery wings as a Royal Zombie Dragon descends to savage its prey. As the stench of the beast washes over the enemy, the air becomes chill, for the aura of death around the drake is potent. Raw amethyst magic emanates from this monster’s skull; though the Zombie Dragon’s eye sockets glimmer with what appears to be a ghostly intelligence, this is simply an illusion created by the vast quantities of dark energy used to animate it. Only the strongest wielders of necromantic power can command these undead drakes, and without their will, the beasts are swiftly rendered inert once more. The darkness that animates a Zombie Dragon is never more evident than when it expels its breath, spewing it forth as a coiling cloud of withering death magic. This killing miasma shrivels flesh and corrodes the soul, instantly sapping the life from living beings. Husks are left in its wake where once there were soldiers. These desiccated statues are soon torn to pieces by the rampaging Zombie Dragon, while those fortunate enough to avoid its hellish exhalation flee in abject terror.
FLESH-EATER COURTS WARSCROLL
Royal Zombie Dragon
RANGED WEAPONS
RngAtkHitWndRndDmg
Pestilential Breath [Shoot in Combat, Companion]
Pestilential Breath
Shoot in Combat, Companion
10"D62+4+13
MELEE WEAPONS
AtkHitWndRndDmg
Draconic Claws [Companion]
Draconic Claws
Companion
74+2+12
Draconic Maw [Companion]
Draconic Maw
Companion
34+2+23
BATTLE PROFILE

Unit Size: 1      Points: 270
Base size: 130mm
Can be reinforced: No

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Draconic Claws is 5.

Deployment Phase
VANTAGE POINT: The Zombie Dragon approaches the front line from above, eye sockets aglow with unholy energy.

Declare: Pick this unit if it has not been deployed.

Effect: Set up this unit in reserve high above the battlefield. It has now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
LOATHSOME DESCENT: With a deafening roar, the Zombie Dragon dives into battle like a foul comet.

Declare: Pick this unit if it is high above the battlefield.

Effect: Set up this unit anywhere on the battlefield more than 9" from all enemy units.

Once Per Turn (Army), Any Combat Phase
SOARING TERROR: The Zombie Dragon soars over the enemy warriors, scouring those below with its corrosive breath.

Effect: If this unit charged this turn, roll a dice. On a 3+, this unit can move 2D6". It can pass through the combat ranges of enemy units but must end that move in combat. Then, pick an enemy unit that this unit passed across during that move. Inflict D3 mortal damage on that enemy unit.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER, FLY, WARD (6+)
DEATH, FLESH-EATER COURTS

Faction Terrain


FLESH-EATER COURTS WARSCROLL
Charnel Throne
-
10
4+
-
Every monarch requires a seat worthy of their majesty, and for the Abhorrant Ghoul Kings and Archregents, only a Charnel Throne will suffice. These constructs are fashioned from the bones of those an abhorrant has devoured, fused together by necrotic sorcery and the craftsmanship of ghoul subjects. From its very creation, a Charnel Throne exudes an aura of death. This is only heightened through constant proximity to its abhorrant owner, whose madness and delusion seeps into the bones of the seat and transforms it into a pulsing nexus of insanity. Abhorrant lords often demand that their thralls drag their Charnel Throne into a commanding position on the battlefield, so that the vampire might oversee their surroundings from a regal vantage point before entering the slaughter personally. Sat atop such a mighty shrine to their own glory, the abhorrant cannot help but be convinced of their own grandeur – and it is this confidence that makes them even more dangerous. If they are forced to descend from their seat and enter the fray, an abhorrant ruler might select a steward from amongst their most trusted companions to sit the throne in their absence. This honour is only ever a temporary one, and those who abuse it are gruesomely punished for their hubris.
FLESH-EATER COURTS WARSCROLL
Charnel Throne
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Impassable

Passive
STEWARD OF THE REALM: Those who sit upon a Charnel Throne rule over all they survey, but they must be wary of foes who would see them violently cast down.

Effect: While this terrain feature has a Steward:
  • The Steward cannot use MOVE abilities.
  • Instead of measuring range or visibility to the Steward, measure to this terrain feature instead.
  • All attacks that would target the Steward target this terrain feature instead.
  • If this terrain feature is destroyed, before removing it from the battlefield, inflict D3 mortal damage on the Steward. Then, set up the Steward on the battlefield within 3" of this terrain feature and not in combat. That unit is no longer the Steward. If it is not possible to set up the Steward, it is slain.

Your Hero Phase
REIGNING CHAMPION: A trusted member of the court may sit the throne in the absence of their liege-lord, though they must abdicate immediately on their return.

Declare: If this terrain feature does not have a Steward, pick a friendly FLESH‐EATER COURTS INFANTRY HERO within 3" of it and not in combat to be the target.

Effect: Place the target on this terrain feature. The target is now the Steward (see ‘Steward of the Realm’).

Your Movement Phase
DUTY CALLS: When duty demands it, an abhorrant monarch or their regent will descend from the throne to take up the sword and defend the kingdom.

Effect: If this terrain feature has a Steward that was not placed on it this turn, set up the Steward on the battlefield wholly within 6" of this terrain feature and not in combat. That unit is no longer the Steward.

Your Hero Phase
RULER OF ALL THEY SURVEY: A Charnel Throne forms a nexus of delusion, and a cannibal champion seated upon such a grisly construct becomes convinced of their own grandeur.

Effect: Give D3 noble deeds points to this terrain feature’s Steward.

KEYWORDS
FACTION TERRAIN
DEATH, FLESH-EATER COURTS

Endless Spell


FLESH-EATER COURTS WARSCROLL
Cadaverous Barricade
-
10
4+
7+
Those Flesh-eaters who believe themselves to be especially pious may call upon ancestral spirits to aid them in battle. By invoking oaths sworn many centuries ago by civilisations that bowed before Ushoran, an abhorrant gives life to the buried dead that served their sovereign in bygone times. From lands soaked in the blood and tragedy of war they rise, once more fighting for the cause of their beloved lord. In the eyes of an abhorrant, the dead manifest as mighty spectral warriors, clad in ornate armour and carrying broad shields. But these spectral defenders are an illusion seen only in the insane minds of the Flesh-eaters. It is not gleaming warriors that rise from the grave but mouldering corpses imbued with mindless hunger and rage. As they claw their way up through the ground, they drag with them twisted remnants of the ancient civilisation to which they once belonged – rusted palisades covered with gore and barbed fences that formerly surrounded mass graves. Blood spills forth from the wound in the earth, releasing a nauseating stench into the air, while cadaverous hands grasp at any foes foolish enough to stray within reach.
FLESH-EATER COURTS WARSCROLL
Cadaverous Barricade
Passive
GRASPING HANDS: The animated corpses trapped in a Cadaverous Barricade grab at any living creature that comes too close.

Effect: Enemy units cannot use RUN or RETREAT abilities while they are within this MANIFESTATION’s combat range.

In addition, if an enemy unit is picked to use a MOVE ability while it is within this MANIFESTATION’s combat range, halve that unit’s Move characteristic (rounding up) for the rest of the turn.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
DEATH, FLESH-EATER COURTS


FLESH-EATER COURTS WARSCROLL
Chalice of Ushoran
-
6
6+
7+
Before his corruption, Ushoran crafted an ensorcelled goblet with which he could bestow blessings upon his loyal subjects. Wrought from gold and silver and encrusted with realmstone from the lands he conquered, it was said that this goblet drew into itself the finest vintages from each liberated domain and, consequently, never ran dry. Those who supped this wine were imbued with a portion of their king’s majesty and could stay the hand of death with a mere command. Abhorrants who invoke the name of the Carrion King can summon a simulacrum of this famed chalice to the battlefield. When manifested, the Chalice of Ushoran appears as a colossal construction of polished bone. This oversized cup is filled not with wine but with the blood and viscera of those butchered on the battlefield. The screaming spirits of the slain bear the chalice aloft, and with every fresh kill, the gore rises higher inside the receptacle until it overflows and drenches nearby Flesh-eaters. Bathed in this necromantic harvest, wounds close and severed limbs regrow, and even those mordants who have been cut down may rise to fight once more.
FLESH-EATER COURTS WARSCROLL
Chalice of Ushoran
Passive
FILL THE CHALICE: The blood of slain warriors is siphoned into this fell manifestation.

Effect: Each time a model (friendly or enemy) is slain within 12" of this MANIFESTATION, give this MANIFESTATION a blood point, to a maximum of 6.

End of Any Turn
OVERFLOWING GORE: When the gore inside the chalice overflows, the Flesh‑eaters upon whom it slops are granted unnatural vitality.

Declare: Pick a friendly FLESH-EATER COURTS unit wholly within 18" of this MANIFESTATION to be the target.

Effect: Add the number of blood points this MANIFESTATION has to the target’s control score for the rest of the turn. Then, reset this MANIFESTATION’s blood points to 0.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)
DEATH, FLESH-EATER COURTS


FLESH-EATER COURTS WARSCROLL
Corpsemare Stampede
12"
10
5+
7+
With a mad bellow, an abhorrant vampire unleashes foul sorcery upon the earth, causing soil, roots and littered corpses to heave violently upwards. Bursting from below comes a host of rotting, cadaverous horses, whinnying and screeching in a rabid frenzy. Those in the path of the Corpsemare Stampede are dragged down underneath it, crushed and torn beneath gore-encrusted hooves as the steeds ride onwards across the battlefield, wheeling and charging in erratic patterns. Even the most stubborn shieldwall cannot stand in the face of this onslaught, and those who attempt to strike a blow against the rampaging beasts find their blades repulsed by raw arcane matter. The concept of a noble steed is a common one amongst the courts of delusion, reflecting their knightly roots. To the fiend that summons a Corpsemare Stampede, it appears as a herd of graceful beasts formed of purest light. The caster sees them surging forwards in radiant splendour, driven by inherent nobility to lay low all who are wicked of heart. Mordants who behold the stampede are overcome with a sense of awed humility, for they know that the beasts will deliver the king’s fury upon them if they are found wanting.
FLESH-EATER COURTS WARSCROLL
Corpsemare Stampede
MELEE WEAPONS
AtkHitWndRndDmg
Corpsemare Trample
Corpsemare Trample105+3+-1
Your Movement Phase
TRAMPLE UNDERFOOT: As a Corpsemare Stampede charges across the battlefield, it tramples over anything that gets in its way.

Effect: This MANIFESTATION can move a distance up to its Move characteristic. This MANIFESTATION can pass through models and the combat ranges of enemy units, but it cannot end that move in combat.

Then, pick up to 3 enemy units that this MANIFESTATION passed across during that move to be the targets. Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

Designer’s Note: This MANIFESTATION can use this ability even if it is in combat.
KEYWORDSCORE, MOVE

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)
DEATH, FLESH-EATER COURTS

Regiment of Renown


REGIMENT OF RENOWN
Big Drogg Fort-Kicka
Of all of Behemat’s spawn, Gatebreakers are the most sinister, filled with the need to destroy. More specifically, these gargants harbour considerable ill will towards the metropolises raised by Sigmar’s folk. The sight of a glorious city, with its proud spires and resolute walls, awakens a bitter fury within these creatures. With a bellow of hate, a Gatebreaker advances on an enemy settlement without fear, shrugging off panicked arrows and cannon fire with little more than a malicious chuckle. Across the Prime Innerlands of Shyish, the name Big Drogg Fort-kicka is dreaded. Admittedly, this is as much for the Gatebreaker’s grievous halitosis – a side effect of eating decomposing corpses – as his skill at destroying cities. Drogg is known to many undead tyrants, who willingly offer him a portion of their servants to consume in return for his aid. Yet Drogg’s true goal has always been to get close enough to Nagash to clobber him in a show of strength. The Great Necromancer’s shattering at the hands of the Lumineth has set this plan back. Taking this as a personal insult, Drogg has vowed revenge. He eagerly hires his services out to any undead wishing to fight the aelves – and he has no shortage of clients.
REGIMENT OF RENOWN
Big Drogg Fort-Kicka

BATTLE PROFILE

Points: 480

Once Per Turn (Army), Any Combat Phase
GRIEVOUS HAILTOSIS: Drogg has dined well on the spoils of war, having smashed and eaten the contents of many a fortified town – yet he has never picked his teeth clean. His breath is so foul that it can stun an ox at ten paces.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice for each model in the target unit. For each 6, inflict 1 mortal damage on the target.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.


REGIMENT OF RENOWN
Neferata’s Royal Echelon
As the Queen of Nulahmia and first of the vampires, Neferata can call on many servants to do her sinister work. Yet there are times when the Mortarch must personally attend to a battle in order to ensure some delicate manipulation reaches its desired outcome. She is accompanied by skeletal warriors bearing the livery of her city, a manifest display of Nulahmian might
REGIMENT OF RENOWN
Neferata’s Royal Echelon
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 760

Your Hero Phase
7
SOULPIKE: The caster places a hex on a group of foes so that, should they move too hastily or aggressively, they risk impaling their own souls on a shimmering forest of purple-black spears.

Declare: Pick the Neferata in this Regiment of Renown to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, each time the target uses a CHARGE ability, immediately after that ability has been resolved, roll a number of dice equal to the unmodified charge roll for that ability. For each 4+, inflict 1 mortal damage on the target.
KEYWORDSSPELL, UNLIMITED

Once Per Battle (Army), End of Any Turn
THE BLOOD QUEEN’S WILL: When Neferata takes to the field, she does so only to ensure the completion of plans long since spun.

Declare: Pick an enemy unit contesting an objective that the Neferata in this Regiment of Renown is contesting to be the target.

Effect: Roll a dice. On a 2-5, subtract 10 from the control score of the target for the rest of the turn. On a 6, the target has a maximum control score of 1 for the rest of the turn.

Once Per Turn (Army), Your Hero Phase
PREMEDITATED DEMISE: Neferata’s guile has already ensured that her foe’s defences will falter at a critical point.

Declare: Pick an enemy unit within 12" of the Neferata in this Regiment of Renown to be the target.

Effect: Until the start of your next turn, ward rolls cannot be made for damage points inflicted on the target by attacks made by units in this Regiment of Renown.


REGIMENT OF RENOWN
The Sternieste Garrison
Mannfred von Carstein is an often unlooked-for and unwelcome presence amongst his fellow undead, for his self-serving nature is infamous. Yet the Mortarch of Night can tip the balance of an engagement, both through personal might and by leading bloodthirsty Fell Bats and the wights of his own Castle Sternieste in devious ambushes. The only question is what ulterior motive Mannfred serves by offering aid...
REGIMENT OF RENOWN
The Sternieste Garrison
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 700

Your Hero Phase
7
STALKING BLADES: The enemy’s minds are filled with doubts as to their allies’ true loyalties, which manifest as tenebrous shades that stalk among their ranks. As soon as the victims’ backs are turned, these gheists dart forth to plunge spectral daggers between the shoulders of those overcome with paranoia.

Declare: Pick the Mannfred von Carstein in this Regiment of Renown to cast this spell, pick a visible enemy unit within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Inflict 1 mortal damage on the target for each other enemy unit within 3" of the target.
KEYWORDSSPELL, UNLIMITED

Passive
ENGULFING SHADOWS: Those who serve Mannfred von Carstein excel in the unforeseen strike.

Effect: Each time a unit in this Regiment of Renown is set up, add 1 to the Attacks characteristic of that unit’s melee weapons for the rest of the turn.

Once Per Turn (Army), Your Hero Phase
COVER OF NIGHT: Mannfred is a master of misdirection; few can predict where his hosts will strike from next.

Declare: Pick 1 friendly unit in this Regiment of Renown that is not in combat to be the target.

Effect: Remove that unit from the battlefield and set it up again more than 6" from all enemy units.


REGIMENT OF RENOWN
Veremord’s Shamblers
Crypt-keepers dread the coming of Veremord. This student of necromancy is a master at breaking wards set around tombs and corpse-pits, pilfering the bodies within for his growing horde. Key to Veremord’s success is the arcane smoke that billows from his Corpse Cart, vapours that eat through magical defences.
REGIMENT OF RENOWN
Veremord’s Shamblers
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 240

Passive
VITIATING VAPOURS: By burning grains of grave-sand in his brazier, Veremord creates smoke that can corrode eldritch defences.

Effect: Subtract 1 from ward rolls for enemy units while they are within 12" of the Corpse Cart in this Regiment of Renown.

End of Any Turn
LEGEND AMONG GRAVEROBBERS: Veremord’s reputation as a graverobber is unsurpassed.

Declare: Pick the Corpse Cart in this Regiment of Renown to use this ability if it is within 3" of the Deadwalker Zombies unit in this Regiment of Renown. Then, pick each enemy INFANTRY, CAVALRY and BEAST unit within 12" of the Corpse Cart to be the targets.

Effect: For each target that had any models slain this turn, you can return D3 slain models to the Deadwalker Zombies unit in this Regiment of Renown.
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
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
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.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

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

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

18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

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.
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.
15.4 Flying
Units with the FLY keyword have the following passive ability:

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.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!
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).
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.
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).

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

Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
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:

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.
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).
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

Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).

The non-HERO MONSTER keyword is used in the following Flesh-eater Courts warscrolls:

1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.

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

Passive
NOBLE DEEDS: Each member of a ghoulish court constantly seeks to prove their valour by performing worthy exploits on the battlefield.

Effect: Each friendly FLESH-EATER COURTS HERO starts the battle with 0 noble deeds points and can have a maximum of 6 noble deeds points at once.

Each time a friendly FLESH-EATER COURTS HERO uses a FIGHT ability, after that ability has been resolved, give that HERO a number of noble deeds points equal to the number of damage points inflicted by that ability. Do not count attacks made with Companion weapons.

Each time a friendly FLESH-EATER COURTS PRIEST HERO uses a PRAYER ability and the prayer is answered, after that ability has been resolved, give that Hero 1 noble deeds point.

Each time a friendly FLESH-EATER COURTS WIZARD HERO uses a SPELL ability and the spell is successfully cast, after that ability has been resolved, give that HERO 1 noble deeds point.
Passive
FEEDING FRENZY: As the court closes in upon its enemies, the nobility signal for the feasting to begin.

Effect: Add 1 to the Attacks characteristic of melee weapons, including Companion weapons, used by friendly FLESH-EATER COURTS units while they are wholly within 12" of any friendly HEROES that have 6 noble deeds points.
14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

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.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
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:

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:

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

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.
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.

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

Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Impassable
Models cannot move across, be set up on or end moves on any part of this terrain feature.

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

Endless Spell

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

Endless Spell
3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.

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