Flesh-eater Courts – Crypt Infernal Courtier

This warscroll does not meet the selection criteria (see Settings tab).
FLESH-EATER COURTS WARSCROLL
Crypt Infernal Courtier
12"
6
5+
2
6+
Crypt Infernals are terrors of the skies and often lead the bodyguard of an abhorrant monarch. Blessed with leathery wings, they soar upon thermals and keep watch for the enemy - upon sighting them, they let loose a sonic bombardment that blasts the mind.
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: 140
Base size: 50mm
Can be reinforced: No
Regiment Options: Any Crypt Flayers (2 models), 0-1 SERFS, Any Crypt Flayers, 0-1 BEAST
Notes: This HERO can join an eligible regiment as a Royal Attendant.

Once Per Turn (Army), Your Movement Phase
ON WINGED STEEDS
Declare: Pick a friendly Crypt Flayers unit that used the ‘To Our Liege!’ ability this turn and is wholly within 9" of this unit to be the target.

Effect: The target can immediately move D3" but cannot end that move in combat.

Once Per Turn (Army), Your Shooting Phase
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.

Declare: Pick an enemy unit that had any damage points allocated to it this turn by attacks made with this unit’s Piercing Death Screech to be the target.

Effect: For the rest of the turn, add 1 to the Damage characteristic of ranged weapons used by friendly Crypt Flayers units for attacks that target that enemy unit.

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

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

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

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
Those HEROES can join an eligible regiment as a Royal Attendant.

Infantry Hero
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

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

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
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.
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!
© Vyacheslav Maltsev 2013-2025