Flesh-eater Courts – Marrowscroll Herald

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FLESH-EATER COURTS WARSCROLL
Marrowscroll Herald
6"
5
5+
2
6+
Marrowscroll Heralds are senior delegates of the court, sent to deliver entreaties to the other nations of the realms. In doing so, they spread the curse of Ushoran far and wide, leaving desolation and madness in their wake.
FLESH-EATER COURTS WARSCROLL
Marrowscroll Herald
MELEE WEAPONS
AtkHitWndRndDmg
Bone Scythe
Bone Scythe54+3+12
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 32mm
Can be reinforced: No
Regiment Options: Any SERFS, 0-1 BEAST
Notes: This HERO can join an eligible regiment as a Royal Attendant.

Once Per Turn (Army), Enemy 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 a visible enemy unit within 6" of this unit to be the target.

Effect: Roll a dice. On a 3+, your opponent must decide whether the target will accept or reject the entreaty offered by this unit.

Accept: The target has the INFECTED keyword for the rest of the battle.
Reject: The target has STRIKE-LAST for the rest of the turn.

Reaction: Opponent declared a command, SPELL ability or PRAYER ability for an INFECTED unit
INFECTED: As they start to lose their grip on reality, the infected find tasks that were previously second nature to them increasingly difficult.

Effect: Roll a dice. On a 5+:

  • If they declared a command, that command has no effect, it 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.

This reaction can be used more than once per phase but only once per command, SPELL ability or PRAYER ability.

KEYWORDS
HERO, INFANTRY, 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
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 a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • 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.
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 after any non-FIGHT combat phase abilities have been used, 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.
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:

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