Flesh-eater Courts – Warscrolls


Infantry Hero


FLESH-EATER COURTS WARSCROLL
Abhorrant Archregent
6"
5
5+
2
6+
An Abhorrant Archregent rules over an entire empire of crazed cannibals. These vampires, amongst the oldest and most formidable of Ushoran’s brood, are unliving beacons of madness, commanding the devotion of innumerable ghouls.
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: 160
Base size: 40mm
Can be reinforced: No
Regiment Options: Any FLESH-EATER COURTS, 0-1 Royal Attendant

Passive
MUSICIANS, PLAY!: On the Archregent’s signal, the court musicians strike up an exhilarating tune to which the joyful revellers begin to dance.

Effect: While you believe this DELUSION, subtract 1 from hit rolls for shooting attacks that target friendly FLESH-EATER COURTS units while they are wholly within 12" of a friendly FLESH-EATER COURTS HERO.
KEYWORDSDELUSION

Once Per Turn (Army), 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.

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


FLESH-EATER COURTS WARSCROLL
Abhorrant Cardinal
6"
5
6+
2
6+
Abhorrant Cardinals seek to spread the glory of Ushoran across every land. Having drunk from the Carrion King’s chalice, they have gained a measure of unwitting control over the delusion, using bloody rites to stoke their flock’s rabid fury.
FLESH-EATER COURTS WARSCROLL
Abhorrant Cardinal
MELEE WEAPONS
AtkHitWndRndDmg
Cursed Crosier
Cursed Crosier34+3+-D3
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Royal Attendant, 0-1 KNIGHTS, Any SERFS, 0-1 BEAST

Passive
INSULAR CONTEMPLATIONS: A Cardinal’s ability to bend reality with their ranting is all the more potent when there are no questioning ‘heretics’ nearby.

Effect: While this unit is more than 6" from all enemy units, add 1 to chanting rolls for this unit.

Passive
BANISHING LITURGY: The solemn sacraments of a Cardinal and their faithful congregation can nullify the most hostile magics.

Effect: While you believe this DELUSION:
Add 2 to banishment rolls for friendly FLESH-EATER COURTS units.
Friendly FLESH-EATER COURTS units have WARD (4+) against damage points inflicted by SPELL abilities, PRAYER abilities and abilities used by MANIFESTATIONS.
KEYWORDSDELUSION

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


FLESH-EATER COURTS WARSCROLL
Abhorrant Ghoul King
6"
5
5+
2
6+
From ruling their subjects to serving as part of a sprawling, monstrous royal family, abhorrant vampires possess great power amongst the ghoulish courts. Many display a warped honour, hunting enemy champions to tear apart in single combat.
FLESH-EATER COURTS WARSCROLL
Abhorrant Ghoul King
MELEE WEAPONS
AtkHitWndRndDmg
Bloodstained Talons and Fangs [Anti-HERO (+1 Rend)]
Bloodstained Talons and Fangs
Anti-HERO (+1 Rend)
53+3+12
BATTLE PROFILE

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

Passive
CODE OF HONOUR: Delusions of chivalry and honourable combat swirling, the Ghoul King issues direct challenges to enemy champions.

Effect: While you believe this DELUSION, add 1 to the Damage characteristic of melee weapons used by friendly non-UNIQUE FLESH-EATER COURTS HEROES for attacks that target an enemy HERO.
KEYWORDSDELUSION

Once Per Turn (Army), Reaction: You declared a FIGHT ability for this unit
VASSALS, TO ARMS!: Standing tall in the midst of the melee, this regal lord swiftly delivers an impassioned speech that inspires nearby serfs.

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. If it is picked to do so, add 1 to wound rolls for the target’s attacks 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
6+
Gorewardens bear the keys to the kingdom and oversee the protection of their liege’s borderlands. Clad in what they perceive to be great finery, they lead flights of bloodthirsty predators to savage unwary intruders.
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: 170
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Royal Attendant, 0-1 SERFS, Any KNIGHTS, 0-1 BEAST

Deployment Phase
LORD OF THE MARCHES: A Gorewarden is responsible for patrolling the borders of their liege’s territory, leading flights of warriors to ambush their enemies.

Declare: Pick this unit and up to 2 friendly FLESH-EATER COURTS units in this unit’s regiment that have not been deployed to be the targets.

Effect: Set up the target units in reserve patrolling the borders. They have now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
TRESPASSERS!: When intruders are sighted, a Gorewarden and their flock make haste towards them, shrieking bloody murder

Declare: Pick this unit if it is patrolling the borders, then pick an enemy unit to be the target.

Effect: Set up this unit more than 6" from the target and more than 9" from all other enemy units. Then, set up the units that were patrolling the borders with this unit wholly within 12" of this unit and more than 9" from all enemy units.

Passive
DEFENDERS OF THE KINGDOM: The Gorewarden and their sworn swords quickly repel any intrusion over the kingdom’s borders.

Effect: While you believe this DELUSION and this unit is on the battlefield, add 1 to charge rolls for friendly FLESH-EATER COURTS units while they are wholly within 12" of a friendly FLESH-EATER COURTS HERO. Add 2 to charge rolls instead if they were also set up in the same turn.

When using the ‘A Kingdom Deluded’ ability, you can pick this DELUSION even if this unit is patrolling the borders.
KEYWORDSDELUSION

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


FLESH-EATER COURTS WARSCROLL
Crypt Haunter Courtier
7"
6
5+
2
6+
Masters of a kingdom’s knightly echelons, Crypt Haunters are amongst the most physically powerful of an abhorrant’s courtiers. They lead their misbegotten kin in bone-crunching charges and revel in tearing foes limb from bloody limb.
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: 120
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 SERFS, Any Crypt Horrors, Any Crypt Horrors (2 models), 0-1 BEAST
Notes: This HERO can join an eligible regiment as a Royal Attendant.

Your Hero Phase
BLESSED 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+), NOBLE
DEATH, FLESH-EATER COURTS


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


FLESH-EATER COURTS WARSCROLL
Grand Justice Gormayne
6"
5
5+
2
6+
Grand Justice Gormayne ensures that the Carrion Kings insane laws are followed and those who transgress are punished. A cunning orator, he spurs his ghoulish jury' into a frothing rage, condemning foes to be bloodily torn apart.
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, 0-1 BEAST, Any SERFS
Notes: This HERO can join an eligible regiment as a Royal Attendant.

Your Charge Phase
ARREST THOSE MISCREANTS!: Should an enemy break Ushoran’s laws, Gormayne is quick to condemn them.

Declare: Pick a visible enemy unit within 18" of this unit to be the target.

Effect: Roll a dice. On a 3+, until the start of your next turn, the target has STRIKE-LAST while it is in combat with any friendly FLESH-EATER COURTS HEROES and any friendly SERFS or KNIGHTS units.

Passive
ACCUSATIONS OF REGICIDE: Of the many crimes Gormayne is empowered to punish, few stir his jury to a frenzy more than an attempt to harm the nobility.

Effect: While you believe this DELUSION, add 1 to the Damage characteristic of melee weapons used by friendly SERFS and KNIGHTS units while they are wholly within 12" of any friendly FLESH-EATER COURTS HEROES that had any damage points allocated to them in the same turn.
KEYWORDSDELUSION

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


FLESH-EATER COURTS WARSCROLL
High Falconer Felgryn
6"
5
4+
2
6+
Beloved by the serf masses and reviled by his fellow abhorrants, Felgryn is an especially beastly example of an already monstrous lineage. It is fitting that this blood-crazed vampire has a particular affinity with wild creatures; these delusion-wracked beasts heed his garbled commands, spying hidden foes and setting on them with flashing talons.
FLESH-EATER COURTS WARSCROLL
High Falconer Felgryn
RANGED WEAPONS
RngAtkHitWndRndDmg
Carrion Flock [Shoot in Combat, Companion]
Carrion Flock
Shoot in Combat, Companion
12"14+4+-D6
MELEE WEAPONS
AtkHitWndRndDmg
Filthy Talons and Fangs
Filthy Talons and Fangs53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 120
MODELBASE SIZE
High Falconer Felgryn32mm
Grype28mm
Can be reinforced: No
Regiment Options: 0-1 MONSTER, Any BEAST, Any SERFS
Notes: This HERO can join an eligible regiment as a Royal Attendant.

Your Hero Phase
BE MINE EYES: Felgryn and his favoured ‘falcon’, Grype, are adept at rooting out hidden prey.

Declare: This unit’s Grype is a token. If this unit’s Grype is not on the battlefield, pick an enemy unit within 18" of this unit and not in combat to be the target.

Effect: Place this unit’s Grype next to the target. If the target is destroyed while this unit’s Grype is next to it, remove this unit’s Grype from the battlefield.

Passive
WINGED RECONNOITRER: The screeches of Felgryn’s twisted ‘falcon’ act as a beacon to other cannibal hunters.

Effect: While this unit’s Grype is next to an enemy unit, ward rolls cannot be made for damage points inflicted on that enemy unit by combat attacks made by this unit and friendly SERFS units.

Passive
SIR FELGRYN IS ABROAD!: Felgryn’s roguish example and affinity with animals make him beloved of commonfolk and creature alike, each resisting all the more fiercely when he takes to the field.

Effect: While you believe this DELUSION, subtract 10 from the control scores of enemy units while they are in combat with any friendly SERFS units or any friendly non-HERO FLESH-EATER COURTS MONSTER or BEAST units.
KEYWORDSDELUSION

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


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


FLESH-EATER COURTS WARSCROLL
Royal Decapitator
6"
5
5+
2
6+
Viewed with unease even by fellow ghouls, the Royal Decapitators care only for the dealing of death. Dragging huge, tarnished axes behind them, they serve their lieges as gibbering executioners and delight in taking worthy heads.
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, 0-1 BEAST
Notes: This HERO can join an eligible regiment as a Royal Attendant.

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. If it is picked to do so, the target’s melee weapons have Crit (2 Hits) for the rest of the turn.

Reaction: You declared a FIGHT ability for this unit
OFF WITH THEIR HEAD!: A Royal Decapitator’s axe hungers to cleave through necks in one fell swing.

Effect: Immediately after that FIGHT ability has been resolved, pick an enemy INFANTRY HERO in combat with this unit to be the target. Roll 2D6. If the roll exceeds the target’s Health characteristic, it is automatically destroyed.

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


FLESH-EATER COURTS WARSCROLL
Scourge of Ghyran Abhorrant Ghoul King
6"
5
5+
2
6+
Utterly deranged, the Abhorrant Ghoul Kings of the Everspring Swathe believe themselves to be good and just rulers of forest kingdoms, rather than the flesh-eating nightmares they truly are. Their cadaverous minions are equally deluded. Such is their devotion to their vampiric master that should the Ghoul King fall they will enter a berserk rage, ripping and tearing those responsible to shreds.
FLESH-EATER COURTS WARSCROLL
Scourge of Ghyran Abhorrant Ghoul King
MELEE WEAPONS
AtkHitWndRndDmg
Blood-stained Talons and Fangs [Anti-HERO (+1 Rend)]
Blood-stained Talons and Fangs
Anti-HERO (+1 Rend)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: Any FLESH-EATER COURTS, Any Flesh-eater Noble
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Passive
THE KINGS COURT: Ghoul Kings are often surrounded by their personal attendants, courtiers and royal family, who fight passionately to compete for their liege’s approval and whose loyalty fires the blood of their monarch in turn.

Effect: Add 1 to the Attacks characteristic of melee weapons used by other friendly non-MONSTER FLESH-EATER COURTS HEROES while they are wholly within 12" of this unit. In addition, add 1 to the Attacks characteristic of this unit’s melee weapons for each other friendly NON-MONSTER FLESH-EATER COURTS HERO wholly within 12" of this unit, to a maximum of +3.

Passive
LONG LIVE THE KING: The death of a member of the royal family sends shockwaves through the cannibal court, sending them into an impassioned rage.

Effect: If this unit would be destroyed, before removing it from play, friendly non-UNIQUE FLESH-EATER COURTS units wholly within 12" of this unit become enraged until the start of your next turn. Melee weapons used by friendly enraged units have Crit (Auto-wound) and score critical hits on unmodified hit rolls of 5+ .

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


FLESH-EATER COURTS WARSCROLL
Scourge of Ghyran Abhorrant Gorewarden
12"
7
5+
2
6+
Flying terrors on tattered wings, Abhorrant Gorewardens patrol the mordant kingdoms of Ghyran, seeking intruders or precious relics that their liege might desire. Should they spot such a target they will descend in a screeching dive, reclaiming the lands in the name of their Ghoul King and disembowelling any trespassers with raking talons.
FLESH-EATER COURTS WARSCROLL
Scourge of Ghyran Abhorrant Gorewarden
MELEE WEAPONS
AtkHitWndRndDmg
Gory Talons and Fangs
Gory Talons and Fangs53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Flesh-eater Noble, 0-1 SERFS, Any KNIGHTS
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Passive
GLORIOUS CHARGE: The Gorewarden launches into battle alongside their trusted knights.

Effect: While this unit is within the combat range of a friendly KNIGHTS unit and has charged this turn, this unit has WARD (5+) and its Gory Talons and Fangs have Charge (+1 Damage).

Once Per Turn (Army), End of Enemy Turn
SWOOPING DESCENT: The Gorewarden takes to the skies, swooping across the battlefield to secure a glorious treasure for the court.

Effect: Remove this unit from the battlefield, then set it up again more than 9" from all enemy units and either:
  • Wholly within 6" of the edge of the battlefield, or
  • Within 3" of an objective you do not control.

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


FLESH-EATER COURTS WARSCROLL
Crypt Ghast Courtier
6"
4
5+
2
6+
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: 80
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
6+
To an abhorrant vampire, their Terrorgheist steed appears as a glorious, white‑feathered lord of the sky. The reality is that these bat-like goliaths are ferocious and foul – traits that they share with their cannibal masters as they descend upon their prey.
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
Gory Talons and Fangs
Gory Talons and Fangs53+3+12
Terrorgheist’s Fanged Maw [Crit (Mortal), Companion]
Terrorgheist’s Fanged Maw
Crit (Mortal), Companion
34+2+2D3+3
Terrorgheist’s Skeletal Talons [Crit (Mortal), Companion]
Terrorgheist’s Skeletal Talons
Crit (Mortal), Companion
64+2+12
BATTLE PROFILE

Unit Size: 1      Points: 350
Base size: 130mm
Can be reinforced: No
Regiment Options: Any FLESH-EATER COURTS, 0-1 Royal Attendant

Passive
NECROMANTIC LIMITS
Effect: This unit’s Terrorgheist’s Skeletal Talons have a maximum Attacks characteristic of 10.

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

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.

Effect: Roll a dice. On a 3+, add 1 to hit rolls for attacks made with this unit’s Companion melee weapons for the rest of the turn.
KEYWORDSRAMPAGE

Passive
A MAJESTIC MENAGERIE: Magnificent are the courtly warbeasts, resplendent in glittering armour and utterly loyal to their noble masters.

Effect: While you believe this DELUSION, add 1 to the Attacks characteristic of Companion melee weapons used by friendly FLESH-EATER COURTS units while they are wholly within 12" of any friendly FLESH-EATER COURTS HEROES.
KEYWORDSDELUSION

Once Per Turn (Army), Any Combat Phase
WICKED PREDATOR: In life, Terrorgheists were cruel and spiteful monsters, dark instincts driving them to terrify prey into submission. Little has changed in death.

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

Effect: For each champion, standard bearer and musician in the target unit, add 1 to the Attacks characteristic of this unit’s Terrorgheist’s Skeletal Talons, to a maximum of 10, for the rest of the phase. Those additional attacks must target that enemy unit.

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
6+
To fly a noble drake into battle is the desire of many an abhorrant liege. Though these corpse-beasts are, in truth, rotting and pestilent, there is a certain morbid majesty to them that serves to stoke the hunger of their fellow undead beasts.
FLESH-EATER COURTS WARSCROLL
Abhorrant Ghoul King
on Royal Zombie Dragon
RANGED WEAPONS
RngAtkHitWndRndDmg
Baneful Breath [Shoot in Combat, Companion]
Baneful Breath
Shoot in Combat, Companion
10"D62+4+13
MELEE WEAPONS
AtkHitWndRndDmg
Gory Talons and Fangs
Gory Talons and Fangs53+3+12
Draconic Jaws [Crit (Auto-wound), Companion]
Draconic Jaws
Crit (Auto-wound), Companion
44+2+24
Draconic Claws [Crit (Auto-wound), Companion]
Draconic Claws
Crit (Auto-wound), Companion
74+2+12
BATTLE PROFILE

Unit Size: 1      Points: 360
Base size: 130mm
Can be reinforced: No
Regiment Options: Any FLESH-EATER COURTS, 0-1 Royal Attendant

Passive
NECROMANTIC LIMITS
Effect: This unit’s Draconic Claws have a maximum Attacks characteristic of 10.

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

Passive
FOR THE KINGDOM!: Brave nobles lead the thunderous charge of the court’s knights and royal warbeasts, but none are as inspirational as this abhorrant.

Effect: While you believe this DELUSION, add 2 to charge rolls for friendly KNIGHTS units and friendly FLESH-EATER COURTS MONSTERS while they are wholly within 12" of this unit.

Add 1 to charge rolls for friendly KNIGHTS units and friendly FLESH-EATER COURTS MONSTERS instead while they are wholly within 12" of any other friendly FLESH-EATER COURTS HEROES.
KEYWORDSDELUSION

Passive
MONSTROUS HUNGER: The Ghoul King imposes their will upon the creatures of the court’s menagerie, awakening a glimmer of predatory hunger in long-dead senses.

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.

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

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
5+
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.
FLESH-EATER COURTS WARSCROLL
Nagash
Supreme Lord of the Undead
MELEE WEAPONS
AtkHitWndRndDmg
Alakanash, the Staff of Power
Alakanash, the Staff of Power43+3+2D6
Zefet-nebtar, the Mortis Blade
Zefet-nebtar, the Mortis Blade43+3+23
BATTLE PROFILE

Unit Size: 1      Points: 830
Base size: 130mm
Can be reinforced: No
Regiment Options: Any FLESH-EATER COURTS, 0-1 Royal Attendant

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

Passive
UTTER CONTEMPT: Nagash is disgusted by the rabid mania of the Flesh-eaters, but their usefulness to his goals is beyond doubt.

Effect: This unit ignores the effects of DELUSION abilities.

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

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

Once Per Battle, Your Hero Phase
SUPREME LORD OF THE UNDEAD: Nagash is the undisputed master of all undead creatures.

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.

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
5+
An ancient and monstrous lord amongst vampires, Ushoran is one of the most dreaded of Nagash’s Mortarch servants. He is a font of cursed madness, escalating the mania of his ghoul servants even as he annihilates foes with talon and gore-splattered sceptre.
FLESH-EATER COURTS WARSCROLL
Ushoran
Mortarch of Delusion
MELEE WEAPONS
AtkHitWndRndDmg
Sceptre of the Carrion King
Sceptre of the Carrion King43+2+2D3+3
Monstrous Talons
Monstrous Talons83+3+12
BATTLE PROFILE

Unit Size: 1      Points: 450
Base size: 130mm
Can be reinforced: No
Regiment Options: Any FLESH-EATER COURTS, Any Royal Attendant

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

Passive
THE ONE TRUE KING: News of Ushoran’s mighty deeds spreads like wildfire through the Flesh‑eater ranks, inspiring his subjects to carry out their duties with greater vigour.

Effect: While you believe this DELUSION:
  • Add 1 to run rolls and charge rolls for friendly FLESH-EATER COURTS units.
  • Subtract 1 from run rolls and charge rolls for enemy units.
  • The melee weapons used by friendly SERFS units have Anti-charge (+1 Rend) while they are wholly within friendly territory and did not charge in the same turn.
KEYWORDSDELUSION

Passive
EPICENTRE OF DELUSION: In fleeting moments of near lucidity, Ushoran has a small degree of control over the delusion believed by the cannibal army.

Effect: Each time you make a delusion roll, you can add 1 to or subtract 1 from the roll.

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 an enemy unit that is visible to the target and within the target’s combat range to be the victim, then make a casting roll of 2D6. You can only pick the target’s unit to be the victim if that unit has 2 or more models.

Effect: Pick 1 of the target’s melee weapons. Immediately resolve combat attacks for the target 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

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

Beast


FLESH-EATER COURTS WARSCROLL
Varghulf Courtier
10"
8
5+
1
6+
Varghulfs are the most degenerate of all Ushoran’s vampiric brood, their bestial nature reflected in their unholy form. Nevertheless, to the ghouls, the Varghulfs are saintly champions indeed, and they follow them to battle with a rapturous joy.
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: 130
Base size: 60mm
Can be reinforced: No

Passive
BEAST
Effect: This unit has a maximum control score of 1.

End of Any Turn
VICTORY FEAST: 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.
  • If this unit is in combat, this unit can immediately move 10". It can move through the combat ranges of enemy units but must end that move in combat with the units it was already in combat with at the start of the move.
  • If this unit is not in combat, this unit can immediately move 10" but cannot end that move in combat.

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

Cavalry


FLESH-EATER COURTS WARSCROLL
Morbheg Knights
12"
4
4+
1
6+
The grisly cavaliers known as Morbheg Knights are amongst the proudest of a court’s warriors. They bound to battle atop the half-living nightshriekers, hideous spawn of the ur-bat Morbheg.
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: 180
Base size: 75 × 42mm
Can be reinforced: Yes

Once Per Turn (Army), End of Enemy Turn
PREDATOR KNIGHTS: 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.

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

Effect: Inflict D3 mortal damage on the target. Then, this unit can use a RETREAT ability as if it were your movement phase. No mortal damage is inflicted on this unit by that RETREAT ability.

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
6+
Having gorged on the flesh of monsters and the blood of vampires, Crypt Flayers have mutated into winged abominations. Other ghouls exalt them for their boldness and the ‘purity’ of their voices – sonic screeches that can burst eardrums.
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: 150
Base size: 50mm
Can be reinforced: Yes

Once Per Turn (Army), Your Movement Phase
TO OUR LIEGE!: There are many ghoulish legends of Crypt Flayers winging down to join their lieges upon the battlefield.

Effect: If this unit is not in combat, remove it from the battlefield and set it up again wholly within 12" of a friendly FLESH-EATER COURTS HERO and more than 9" from all enemy units.

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


FLESH-EATER COURTS WARSCROLL
Crypt Flayers (2 models)
12"
4
5+
1
6+
Having gorged on the flesh of monsters and the blood of vampires, Crypt Flayers have mutated into winged abominations. Other ghouls exalt them for their boldness and the ‘purity’ of their voices – sonic screeches that can burst eardrums.
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: 80
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
TO OUR LIEGE!: There are many ghoulish legends of Crypt Flayers winging down to join their lieges upon the battlefield.

Effect: If this unit is not in combat, remove it from the battlefield and set it up again wholly within 12" of a friendly FLESH-EATER COURTS HERO and more than 9" from all enemy units.

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


FLESH-EATER COURTS WARSCROLL
Crypt Ghouls
6"
1
6+
1
6+
Crypt Ghouls form the lowly and indentured serfs of an abhorrant's domain. Though they are individually stunted and wild, their madness grants them a fiendish form of courage, and in numbers, they can overwhelm even the mightiest warriors.
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: 160
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 NOBLES or ABHORRANTS.

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


FLESH-EATER COURTS WARSCROLL
Crypt Horrors
7"
4
5+
1
6+
Creatures of truly imposing size and might, Crypt Horrors are formidable linebreakers. In their own minds, they are valorous knights, and their hunger to perform worthy deeds under their lord’s gaze drives them into a rabid frenzy.
FLESH-EATER COURTS WARSCROLL
Crypt Horrors
MELEE WEAPONS
AtkHitWndRndDmg
Club and Septic Talons [Anti-CAVALRY (+1 Rend), Crit (Auto-wound)]
Club and Septic Talons
Anti-CAVALRY (+1 Rend), Crit (Auto-wound)
44+3+12
BATTLE PROFILE

Unit Size: 3      Points: 160
Base size: 50mm
Can be reinforced: Yes

Once Per Turn (Army), Any Combat Phase
HOLY BLADES OF BONE: Crypt Horrors wield huge, monstrous femurs – as well as other grisly relics – as if they were blessed weapons.

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

Effect: Roll 2 dice for each model in this unit. Add 2 to each roll if the target is CAVALRY. For each 5+, inflict 1 mortal damage on the target.

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


FLESH-EATER COURTS WARSCROLL
Crypt Horrors (2 models)
7"
4
5+
1
6+
Creatures of truly imposing size and might, Crypt Horrors are formidable linebreakers. In their own minds, they are valorous knights, and their hunger to perform worthy deeds under their lord’s gaze drives them into a rabid frenzy.
FLESH-EATER COURTS WARSCROLL
Crypt Horrors (2 models)
MELEE WEAPONS
AtkHitWndRndDmg
Club and Septic Talons [Anti-CAVALRY (+1 Rend), Crit (Auto-wound)]
Club and Septic Talons
Anti-CAVALRY (+1 Rend), Crit (Auto-wound)
44+3+12
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.

Once Per Turn (Army), Any Combat Phase
HOLY BLADES OF BONE: Crypt Horrors wield huge, monstrous femurs – as well as other grisly relics – as if they were blessed weapons.

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

Effect: Roll 2 dice for each model in this unit. Add 2 to each roll if the target is CAVALRY. For each 5+, inflict 1 mortal damage on the target.

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


FLESH-EATER COURTS WARSCROLL
Cryptguard
6"
1
6+
1
6+
To join the Cryptguard, a ghoul must perform some great feat of endurance in the sight of their vampiric liege. Charged with protecting their unholy masters, they wield weapons from the monarch’s armoury – rusted blades inundated with maddening energies.
FLESH-EATER COURTS WARSCROLL
Cryptguard
MELEE WEAPONS
AtkHitWndRndDmg
Cursed Weapon [Anti-charge (+1 Rend), Crit (Auto-wound)]
Cursed Weapon
Anti-charge (+1 Rend), Crit (Auto-wound)
34+4+11
BATTLE PROFILE

Unit Size: 10      Points: 100
Base size: 25mm
Can be reinforced: Yes

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+).

Once Per Turn (Army), Any Combat Phase
ELITE GUARDIANS: The Cryptguard will gladly give their lives to protect their liege from any who might do them harm.

Effect: If this unit is in combat with any enemy units that charged this turn, roll a dice. On a 3+, for the rest of the turn, this unit has STRIKE-FIRST but ward rolls cannot be made for it.

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
6+
Led by vampiric Flaymasters, the Royal Beastflayers are obsessed with hunting the monsters that lurk throughout the realms. It matters not if their prey are genuine abominations or noble beasts – all make for a fine banquet indeed.
FLESH-EATER COURTS WARSCROLL
Royal Beastflayers
MELEE WEAPONS
AtkHitWndRndDmg
Beastflayer Weapons [Anti-BEAST (+1 Rend), Anti-MONSTER (+1 Rend)]
Beastflayer Weapons
Anti-BEAST (+1 Rend), Anti-MONSTER (+1 Rend)
34+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 100
MODELBASE SIZE
Royal Flaymaster, Beastflayer Baron32mm
2 x Offal Hounds40mm
3 x Ghoul Trackers25mm
3 x Ghoul Gore-Squires28.5mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

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.

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


FLESH-EATER COURTS WARSCROLL
The Grymwatch
6"
1
6+
1
6+
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
6+
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
6+
Terrorgheists are the rotten, reanimated carcasses of ancient chiropteran titans, as bitter and sinister in life as they are in death. Consumed by hunger, their screams blast free of their vile bodies, shredding the very souls of any who hear them.
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 [Crit (Mortal), Companion]
Fanged Maw
Crit (Mortal), Companion
34+2+2D3+3
Skeletal Talons [Crit (Mortal), Companion]
Skeletal Talons
Crit (Mortal), Companion
64+2+12
BATTLE PROFILE

Unit Size: 1      Points: 230
Base size: 130mm
Can be reinforced: No

Passive
NECROMANTIC LIMITS
Effect: This unit’s Skeletal Talons have a maximum Attacks characteristic of 10.

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

Once Per Turn (Army), Any Combat Phase
SHRIEK OF TERROR: The soul-rending 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

Once Per Turn (Army), Any Combat Phase
WICKED PREDATOR: In life, Terrorgheists were cruel and spiteful monsters, dark instincts driving them to terrify prey into submission. Little has changed in death.

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

Effect: For each champion, standard bearer and musician in the target unit, add 1 to the Attacks characteristic of this unit’s Skeletal Talons, to a maximum of 10, for the rest of the phase. Those additional attacks must target that enemy unit.

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


FLESH-EATER COURTS WARSCROLL
Royal Zombie Dragon
12"
14
4+
5
6+
A Zombie Dragon forms the crown jewel of any abhorrant’s royal menagerie, though these creatures inspire more revulsion than awe in sane folk. They circle above their prey before arrowing down into battle, a wave of charnel stink and horror stretching out before them.
FLESH-EATER COURTS WARSCROLL
Royal Zombie Dragon
RANGED WEAPONS
RngAtkHitWndRndDmg
Baneful Breath [Shoot in Combat, Companion]
Baneful Breath
Shoot in Combat, Companion
10"D62+4+13
MELEE WEAPONS
AtkHitWndRndDmg
Draconic Jaws [Crit (Auto-wound), Companion]
Draconic Jaws
Crit (Auto-wound), Companion
44+2+24
Draconic Claws [Crit (Auto-wound), Companion]
Draconic Claws
Crit (Auto-wound), Companion
74+2+12
BATTLE PROFILE

Unit Size: 1      Points: 240
Base size: 130mm
Can be reinforced: No

Passive
NECROMANTIC LIMITS
Effect: This unit’s Draconic Claws have a maximum Attacks characteristic of 10.

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

Once Per Turn (Army), Your Movement Phase
ON ROTTEN WINGS: Hurling itself skyward, a Zombie Dragon descends on new and tantalising prey.

Effect: Remove this unit from the battlefield and set up it again 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+
-
Formed from the bones of those killed by an abhorrant, Charnel Thrones exude madness and necrotic energies. They are seats of power for Archregents and Ghoul Kings, blazing beacons to mordants and structures of abject horror for the enemies of the Flesh-eaters.
FLESH-EATER COURTS WARSCROLL
Charnel Throne
BATTLE PROFILE

Unit Size: 1      Points: 0
Base size: Use model
Can be reinforced: No

The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Impassable

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.

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 Movement Phase
RULER OF ALL THEY SURVEY: A steward may become convinced of their own grandeur and bid troops sally forth in their glorious name.

Declare: If this terrain feature has a Steward, pick a visible friendly non-HERO FLESH-EATER COURTS unit to be the target.

Effect: The target can move D3". If the target was set up this turn, it can move D6" instead. It cannot move into combat during that move.

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.

KEYWORDS
FACTION TERRAIN
DEATH, FLESH-EATER COURTS

Endless Spell


FLESH-EATER COURTS WARSCROLL
Cadaverous Barricade
-
10
5+
8+
6+
With a word of command, the buried dead are brought writhing to the surface. The corpses of those who once served Ushoran rise up from the grave, dragging with them the detritus of forgotten civilisation and clawing at those who draw too near.
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+
6+
Believed to be a manifestation of the sacred cup held by Ushoran, this bone-wrought goblet is continually filled with the blood of those slain in its presence. One sip will see minds twist and reality distort, but to refuse to drink is to invoke the ghouls’ wrath.
FLESH-EATER COURTS WARSCROLL
Chalice of Ushoran
Any Combat Phase
DRAUGHTS OF DELUSION: The contents of Ushoran’s chalice will warp the minds of those who drink from it, although to refuse to toast the Summerking risks affronting his subjects.

Declare: Pick an enemy unit within 6" of this MANIFESTATION to be the target.

Effect: Roll a dice. On a 3+, your opponent must pick 1 of the following to apply for the rest of the turn:

Drink Deep from the Chalice: Other than the Companion weapon ability, weapon abilities for attacks made by the target have no effect.

Turn Aside and Suffer the Consequences: Combat attacks that target that enemy unit score critical hits on unmodified hit rolls of 5+.

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


FLESH-EATER COURTS WARSCROLL
Corpsemare Stampede
12"
10
5+
7+
6+
Imparted with grisly vigour by the insane magics of the abhorrants, the undead beasts of a Corpsemare Stampede burst from the blood-soaked ground. Once loosed, they trample across the battlefield with reckless abandon, crushing any foolish enough to be caught in their path.
FLESH-EATER COURTS WARSCROLL
Corpsemare Stampede
MELEE WEAPONS
AtkHitWndRndDmg
Corpsemare Trample [Crit (2 Hits)]
Corpsemare Trample
Crit (2 Hits)
65+3+11
Your Charge Phase
TRAMPLED UNDERFOOT: As a Corpsemare Stampede charges across the battlefield, it tramples over anything that gets in its way.

Declare: This MANIFESTATION can use this ability even if it is in combat.

Pick a point on a battlefield edge to be the target. Then, make a stampede roll of 2D6. Add 1D6 to the roll for each battle round that this MANIFESTATION has been on the battlefield and has not been banished. For example, the stampede roll would be 2D6 in the turn in which it was summoned, 3D6 in your next turn, and so on.

Effect: This MANIFESTATION can move a distance up to the value of the stampede roll in a straight line directly towards the target. It can move through the combat ranges of enemy units. It cannot end that move in combat unless it ends that move within ½" of a visible enemy unit. If it does so, this MANIFESTATION has charged.

Roll a D3 for each enemy unit that this MANIFESTATION passed across during that move. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll.

In addition, if this MANIFESTATION charged this turn, add the value of the stampede roll to the Attacks characteristic of this MANIFESTATION’s Corpsemare Trample for the rest of the turn.
KEYWORDSCORE, MOVE, CHARGE

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: 450

Once Per Turn (Army), Any Combat Phase
GRIEVOUS HALITOSIS: 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
Blades of the Hollow King
Cado Ezechiar is an outcast and exile, and his destiny leads him on a path drenched with blood. Two companions accompany him on this dark odyssey. The first is the vampire warrior Sissendra, a ruthless and graceful killer who shares none of Cado’s self-restraint. The second is the Nulahmian death-priest Aurelias, a trusted servant of her majesty Neferata. There are few foes this trio cannot overcome.
REGIMENT OF RENOWN
Blades of the Hollow King
INCLUSION

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

MELEE WEAPONS
AtkHitWndRndDmg
Ezechiarian Greatsword [Crit (Auto-wound)]
Ezechiarian Greatsword
Crit (Auto-wound)
53+3+22
Sissendra’s Twin Blades [Crit (Mortal)]
Sissendra’s Twin Blades
Crit (Mortal)
83+3+11
Kennistrix’s Fangs [Companion]
Kennistrix’s Fangs
Companion
24+2+3D3
BATTLE PROFILE

Points: 280

Once Per Turn (Army), End of Any Turn
THE HUNGER: Those who bear the Soulblight curse constantly crave blood and are empowered by feasting upon their foes.

Effect: If this unit used a FIGHT ability this turn, Heal (D3) this unit. Heal (2D3) this unit instead if it destroyed an enemy unit this turn using a FIGHT ability.


REGIMENT OF RENOWN
Casket of Resurrections
The dark pacts sworn to ascertain the immortal power of a Black Coach are only spoken of in whispers, for these maligned conveyances are potent in the essence of Shyish. Deathly lords vanquished by their enemies know that banishment to the underworlds is but an ephemeral inconvenience should their minions manage to align themselves with one of these revivifying carriages of the night.
REGIMENT OF RENOWN
Casket of Resurrections
INCLUSION

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

BATTLE PROFILE

Points: 200

End of Any Turn
DARK RESURRECTION: The Black Coach's occupant is fed the amethyst energies drawn by the slaughter, fuelling their return to undeath.

Declare: If any damage points were allocated to an enemy unit by this unit’s combat attacks this turn and that enemy unit was destroyed this turn, pick a friendly non-UNIQUE DEATH INFANTRY HERO that has been destroyed to be the target.

Effect: Set up a replacement unit identical to the target wholly within 12" of this unit. The replacement unit can only be set up in combat with enemy units that are in combat with this unit.


REGIMENT OF RENOWN
Craventhrone Executioners
Without hesitation will Kurdoss Valentian send out his vassals in service of his deathly allies. For the Craven King, it allows some semblance of the agency otherwise denied him, as well as the grim satisfaction that his every deed is dictated by his queen. Such is their disdain for their liege-lord that these cruel-hearted executioners will readily lend their bows to the highest bidder, as mercenary in death as they were in life.
REGIMENT OF RENOWN
Craventhrone Executioners
INCLUSION

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

BATTLE PROFILE

Points: 300

Passive
ENEMY OF THE THRONE: Sent by royal decree against those known to have mocked or derided Kurdoss Valentian, the bolts of the Craven throne Executioners are guided by spite-filled sentence scribed on the mark's death warrant.

Effect: Add 1 to hit rolls and wound rolls for units in this Regiment of Renown for attacks that target a SENTENCED unit.


REGIMENT OF RENOWN
The Beast of Castle Sternieste
Dreadful are the stories of the death-titan that makes its lair atop the spires of Castle Sternieste, a draconic fiend enslaved to the will of Mannfred von Carstein. When the Beast of Sternieste flies forth to prey upon the living, it does so with the blessings of its master. It will fight alongside any of Nagash’s hosts, so long as it can fill its gullet with warm flesh and rend terrified mortals with its monstrous talons.
REGIMENT OF RENOWN
The Beast of Castle Sternieste
INCLUSION

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

BATTLE PROFILE

Points: 240

Once Per Turn (Army), Your Hero Phase
DEATHLESS MONSTROSITY: Mannfred von Carstein has ever been a deathmage of terrifying power. This risen Draconith, which resides among the highest spires of Castle Sternieste, is a masterwork of his arcane talent and almost impossible to vanquish.

Effect: Heal (3) this unit


REGIMENT OF RENOWN
Enforcers of the Tithe
Unlike most undead, the Ossiarchs are willing to compromise – provided their tithe is not waylaid. Though they bear little trust for the forces of Chaos, a desperate or cunning general may be able to direct them towards a mutual foe. After all, the Bonereapers will happily harvest the corpses of both sides…
REGIMENT OF RENOWN
Enforcers of the Tithe

BATTLE PROFILE

Points: 490

Once Per Turn (Army), Any Combat Phase
COLLECT THE TITHE: Such is Arkhan’s command of necromancy that even magic withers in his presence.

Declare: Pick the Gothizzar Harvester in this Regiment of Renown to use this ability, then pick a NON-HERO INFANTRY unit (friendly or enemy) within its combat range to be the target.

Effect: Roll a dice. If the roll equals or exceeds the target’s Health characteristic, 1 model in the target unit is slain, then give the unit using this ability 1 bone-tithe point.

Your Hero Phase
7
SOUL TAX: Part of the Ossiarchs’ tithe is inevitably a portion of their allies’ souls.

Declare: Pick the Mortisan Ossifector in this Regiment of Renown to cast this spell, then:
  • Pick a friendly unit, excluding units in this Regiment of Renown, to be the target.
  • Pick a unit in this Regiment of Renown to be the recipient.

The target and the recipient must be wholly within 12" of and visible to the caster. Then, make a casting roll of 2D6.

Effect: Until the start of your next turn:
  • The target has a maximum control score of 1.
  • Add 1 to hit rolls and wound rolls for the recipient’s combat attacks.
KEYWORDSSPELL

Your Movement Phase
REBUILD ON THE MARCH: Ossiarch warconstructs can fashion new warriors at a fearsome rate if bone is in ample supply.

Declare: Pick the Gothizzar Harvester in this Regiment of Renown to use this ability if it has 6 bone-tithe points. Then, pick another unit in this Regiment of Renown that has been destroyed to be the target.

Effect: Reset the Gothizzar Harvester’s bone-tithe points to 0. Then, set up a replacement of the target unit with half the number of models (rounding up) wholly within 9" of the Gothizzar Harvester and more than 9" from all enemy units.


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

Neferata, Mortarch of Blood


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 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.

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.


REGIMENT OF RENOWN
Scions of the Necropolis
Though Katakros is a master of orchestrating numerous campaigns at once, sometimes the Mortarch of the Necropolis deems he must oversee a battle in person. He is accompanied by echelons of the Scions Praetoris, his elite bodyguard and the embodiment of his relentless will.
REGIMENT OF RENOWN
Scions of the Necropolis
INCLUSION

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

BATTLE PROFILE

Points: 810

End of Any Turn
BULWARK OF THE NECROPOLIS: No meagre foe may exert their will over the warriors of Katakros’s elite guard, the Scions Praetoris.

Declare: Pick an enemy unit in combat with a unit in this Regiment of Renown to be the target.

Effect: Subtract 2D6 from the target’s control score for the rest of the turn.


REGIMENT OF RENOWN
Stumblefoot Gargant
The rise of the Mega-Gargants has focused many of their smaller mates, but there are always some who loot great kegs of ale and get a bit carried away. Staggering across the land in a drunken stupor, these gargants just turn up on one side of the battlefield and canny commanders simply move their troops out of the way…
REGIMENT OF RENOWN
Stumblefoot Gargant

BATTLE PROFILE

Points: 140

Once Per Turn (Army), Any Shooting Phase
PROJECTILE VOMIT: Better out than in, as they say…

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn. Then, pick a point on the battlefield within 6" of this unit and pick all other units (friendly and enemy) within 3" of that point to be the targets.

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

Once Per Turn (Army), Any Combat Phase
BELLOWING MOCKERY: Drunken gargants often holler incoherent insults to aggravate and taunt.

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn, then pick an enemy unit within this unit’s combat range to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from hit rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

Once Per Turn (Army), Any Charge Phase
WHAT’RE YOU LOOKIN’ AT?: Bleary eyes narrowed, the gargant picks a fight with a cocky-looking target.

Declare: Pick this unit to use this ability if it charged this turn and has not used a RAMPAGE ability this turn. Then, pick an enemy unit within 9" of this unit to be the target.

Effect: Roll 2D6. This unit can move a number of inches equal to the roll. It can pass through enemy models and must end that move in combat with the target.
KEYWORDSRAMPAGE


REGIMENT OF RENOWN
The Liche’s Hand
Arkhan the Black is Nagash’s most loyal and long-serving servant. Though supposedly destroyed by the Light of Eltharion, there are whispers of the ancient liche and his Morghast bodyguard being spied in the far lands of the realms, exploiting or snuffing out sources of magic.
REGIMENT OF RENOWN
The Liche’s Hand
INCLUSION

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

BATTLE PROFILE

Points: 830

Passive
UNHOLY SACRAMENTS: Such is Arkhan’s command of necromancy that even magic withers in his presence.

Effect: Add 1 to the number of dice rolled when making banishment rolls for the Arkhan the Black in this Regiment of Renown, to a maximum of 3.

Your Hero Phase
8
SKELETAL SPLINTERING: The magics weaved by the caster calcify the bones of their enemies, causing them to break as they try to move.

Declare: This spell can be cast by the same WIZARD more than once per phase. Pick the Arkhan the Black in this Regiment of Renown to cast this spell, pick a visible enemy unit within 18" of them 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: Roll a number of dice equal to the number of models in the target unit. For each 5+, inflict 1 mortal damage on that unit.
KEYWORDSSPELL, UNLIMITED


REGIMENT OF RENOWN
The Lost-Song Spirits
Natives of the morbid isle of Decrepita, the Sylvaneth of the Lost-Song Forest have become deafened to the spirit-song. They hear only the mournful cries of wayward souls, which has driven them to cruelty and madness. Followed by the chilling fogs of their homeland, these Outcasts follow the dead and the half-souled, hoping to vent their own bitterness.
REGIMENT OF RENOWN
The Lost-Song Spirits
INCLUSION

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

BATTLE PROFILE

Points: 430

Once Per Turn (Army), Enemy Hero Phase
ENDLESS WANDERING: The spirits of the Lost-Song Forest are ever in motion, desperately seeking the ancestral harmonies denied to them.

Declare: Pick a unit in this Regiment of Renown that is not in combat to use this ability.

Effect: That unit can use the ‘Normal Move’ ability as if it were your movement phase.

Passive
OMINOUS FOG: A thick fog follows the Lost- Song Spirits, making them difficult to identify until it is too late.

Effect: Units in this Regiment of Renown are not visible to enemy units more than 12" from them while they are wholly within 9" of the Treelord in this Regiment of Renown.


REGIMENT OF RENOWN
The Sorrowmourn Choir
Witness her now: Lady Olynder, Unrequited Queen of dread Dolorum. Swirling around her ethereal majesty come her handmaidens, bound to share their lady’s torment and wail their soul-freezing wails for all eternity. Those mortals they set upon have their hearts seized by terror, moments before ghostly blades are driven into them.
REGIMENT OF RENOWN
The Sorrowmourn Choir
INCLUSION

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

Lady Olynder, Mortarch of Grief

  • 1 Dreadscythe Harridans unit with 10 models
  • 1 Myrmourn Banshees unit with 4 models
  • 1 Myrmourn Banshees unit with 4 models

BATTLE PROFILE

Points: 590

Your Hero Phase
7
GHOSTLY PATHS: Guided by the sorrowful wails of the dead, the Sorrowmourn Choir rapidly traverse the battlefield along unseen pathways.

Declare: This spell can be cast by the same WIZARD more than once per phase. Pick the Lady Olynder in this Regiment of Renown to cast this spell, pick a visible friendly unit in this Regiment of Renown that is wholly within 12" of them, that is not in combat and 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: Remove the target from the battlefield and set it up again more than 9" from all enemy units.
KEYWORDSSPELL, UNLIMITED

Passive
INSUBSTANTIAL: Nighthaunt spirits are nigh impossible to land a blow upon.

Effect: Ignore modifiers to save rolls (positive and negative) for units in the Regiment of Renown.

Once Per Turn (Army), Any Charge Phase
HARVESTERS OF SORROW: For the handmaidens of the Unrequited Queen, only the choicest despair can alleviate their torment.

Declare: Pick an enemy unit in combat with a unit in this Regiment of Renown to be the target.

Effect: Roll a dice. On a 3+, the target cannot use commands for the rest of the turn.


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: 220

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 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
Once Per Turn (Army), Start of Any Turn
A KINGDOM DELUDED: The mass delusions suffered by these cannibals are volatile but intense.

Declare: You must use this ability at the start of each turn. If it is the first turn of the battle, pick a DELUSION from these battle traits or, unless otherwise specified, from the warscroll of a friendly unit on the battlefield. If it is not the first turn, make a delusion roll of D6.

Effect: On a delusion roll of 1-2, you must pick a different DELUSION to the one you picked last turn. On a 3-4, you must pick the same DELUSION as the one you picked last turn, even if it is on the warscroll of a unit that has been destroyed. On a 5-6, you must pick a DELUSION like you did in the first turn. For the rest of the turn, you believe the DELUSION you picked.
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).
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).

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.
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.

3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

Otherwise, pick one of the following
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number of ritual points to the PRIEST equal to the chanting roll.
KEYWORDSPRAYER, UNLIMITED



EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

Banish Manifestation
Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

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

18.4 Destroyed Units
When the last model in a unit is slain, the unit is destroyed and all remaining damage points inflicted on that unit have no effect. Similarly, if something causes a unit to be destroyed, all models in the unit are slain and removed from play.
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.
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.
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • 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.

  • 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).
Your Shooting Phase
SHOOT: The warriors take aim and unleash a deadly volley.

Declare: Pick a friendly unit that has not used a RUN or RETREAT ability this turn to use this ability. Then, pick one or more enemy units as the target(s) of that unit’s attacks (see 16.0).

Effect: Resolve shooting attacks against the target unit(s).
KEYWORDSCORE, ATTACK, SHOOT
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.
Any Combat Phase
FIGHT: Locked in a deadly melee, the fighters strike out at their foes.

Declare: Pick a friendly unit that is in combat or that charged this turn to use this ability. That unit can make a pile-in move. Then, if that unit is in combat, you must pick one or more enemy units as the target(s) of that unit’s attacks.

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn.
ALL MANIFESTATIONS
Models can move through them but cannot end a move on them.
Units can finish a charge move within ½" of an enemy manifestation instead of within ½" of an enemy unit.
They can be damaged and destroyed as if they were units but do not count as destroyed units for the purposes of battle tactics and abilities.
They are affected by all enemy abilities as if they were units.
They can use CORE abilities as if they were units, and they can use abilities on their warscroll. Unless specified otherwise, they cannot use and are not affected by any other friendly abilities, and they do not count as units for the purposes of battle tactics or friendly abilities.
They can only use the ‘Shoot’ or ‘Fight’ abilities if they have weapons of the appropriate type.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC OF ‘-’
They cannot move.
They only count as being in combat in the combat phase, and enemy units only count as being in combat with them in the combat phase.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC GREATER THAN ‘-’
They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.
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.
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.
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.
24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.
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

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).

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

Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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.

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

Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).

The MONSTER and FLESH-EATER COURTS keywords are 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.

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

Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
Those HEROES can join an eligible regiment as a Flesh-eater Noble.

Infantry Hero
Beast
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.
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.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.
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.
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.
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 FLESH-EATER COURTS and MONSTER keywords are used in the following Flesh-eater Courts warscrolls:

1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.

MULTIPLE POWER LEVELS
  • If an ability references a unit’s power level and that unit has more than one power level, use whichever power level is higher.
  • If an ability modifies a unit’s power level and that unit has more than one power level, it modifies both.
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

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).
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:

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

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:

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:

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. In addition, some units with a unit size of more than 1 can not be reinforced. This will be noted on their battle profile.

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 non-HERO FLESH-EATER COURTS keyword is used in the following Flesh-eater Courts warscrolls:

Endless Spell

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
7.2 Banishing Manifestations
Instead of using a SPELL or PRAYER ability (including when using the ‘Magical Intervention’ ability), each WIZARD and PRIEST can use the ‘Banish Manifestation’ ability:

Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

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 one 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.
  • 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.

The MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:

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.
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.

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