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Published by belaryus, 2022-10-17 23:44:20

Death battle tome flesh-eater courts

idoc.pub_death-battletome-flesh-eater-courtspdf

Keywords: warhammer

PFPFCLAALEOISNEIHUNTS-IRHETNATGI-TENSEYAGROTUCYEROORUURTRS

Whether you have never painted a Citadel Miniature in your life or are a master of the brush with decades of
experience, the prospect of painting a Flesh-eater Courts army offers an exciting challenge. On the following
pages you will find stage-by-stage guides to get you started, with tips and examples from the experts.

There is nothing like the sight of legions of finished warriors. And, can paint your constructed models,
a fully painted army of Citadel of course, there is plenty of middle including colour schemes for
Miniatures. There is real satisfaction ground for those that enjoy painting many of the most infamous Grand
to be had in adding colour to your their troops but want to devote Courts, but for in depth painting
collection, teasing out the finely special attention to key figures such tutorials we recommend visiting our
sculpted details, making your as heroes and monsters. Again, there Warhammer TV YouTube channel.
miniatures your own, and creating a is no one way to paint, just the way
unified force. After all, one painted that works best for you. In the end, Warhammer TV’s painting
model looks great, but an entire the goal is to field a fully painted tutorials have insights for
army brought together through court on the tabletop – and with everyone, as they show you how
shared colours, iconography and many insane, snarling cannibals to paint Citadel Miniatures
grim heraldry is even more fantastic. in its throng, their fangs and claws from start to finish. The
encrusted with viscera, a Flesh-eater guides are available for free
There’s no right or wrong way to go Courts army can be truly terrifying on games-workshop.com, and
about painting your collection of to behold. can also be watched via the
miniatures. Some people revel in Warhammer TV YouTube
treating each miniature as a work Before painting your models, channel. Why not take a
of art, lavishing attention on every you’ll first need to assemble them. moment to check them out?
millimetre of every model and To begin with, we suggest you
painstakingly crafting scenic bases. follow the advice given in the
Others prefer a far simpler approach construction booklet provided with
with basic but consistent paint jobs your models. The following pages
that allow them to quickly complete provide inspiration for how you

MORGAUNT GRAND COURT 3 4
12

Apply a basecoat of Shade skin areas Layer with Pallid Use White Scar to apply
Corax White Spray to the with a 1:1 mixture of Wych Flesh. highlights to raised areas.
entire miniature. Agrax Earthshade and
Lahmian Medium. MOUTH CLAWS & SPINES
BLOODY HANDS
BRASS

Apply Carroburg Crimson Base: Fulgurite Copper Base: Rhinox Hide Base: Rhinox Hide
over the finished skin. Shade: Agrax Earthshade Teeth: Screaming Skull Highlight: Skrag Brown,
Layer: Fulgurite Copper Tongue: Screamer Pink then Balor Brown, then
Highlight: Stormhost Silver followed by Pink Horror Screaming Skull

WING MEMBRANE
1234

Apply a basecoat of Wash with a 1:1 mixture Layer with Wazdakka Red. Highlight the tattered
Khorne Red to the of Druchii Violet and edges with Squig Orange.
wing membrane. Lahmian Medium.

ALTERNATE WING COLOURS

Apply a basecoat of Karak Stone Apply a basecoat of Khorne Red, Apply a basecoat of Ushabti Bone,
and then shade with Seraphim Sepia wash with a 1:1 mixture of Druchii shade with a 1:1 mixture of Seraphim
mixed with Lahmian Medium in a Violet and Lahmian Medium, then Sepia and Lahmian Medium, then
1:1 ratio. Layer Karak Stone on the layer with Wazdakka Red. Highlight layer with Ushabti Bone on the upper
raised sections of the membrane, the edges with Squig Orange sections of the membrane. Highlight
then apply Abaddon Black mixed followed by Fire Dragon Bright. the raised areas with Screaming
with Lahmian Medium in a 1:1 ratio Finally, paint in the pattern using Skull. Paint in the pattern with a
in progressive thin layers to build up Abaddon Black with Mechanicus thin coat of Xereus Purple.
the darkened effect. Standard Grey highlights.
FUR
BONES EXPOSED MUSCULATURE

Apply a basecoat of Rakarth Flesh, Use Khorne Red as a basecoat, then Apply a basecoat of Khorne Red,
shade with Seraphim Sepia, then add a Nuln Oil Gloss wash for a wet then use thin coats of Nuln Oil to
layer with Rakarth Flesh lengthwise appearance. Highlight with Evil build up shade on the lower areas of
down the bone. Finish with a Sunz Scarlet on the upper sections the fur. Drybrush the upper areas
highlight of Pallid Wych Flesh. of the muscle, followed by a final with Evil Sunz Scarlet, followed by a
highlight of Fire Dragon Bright. fine highlight with Kislev Flesh.

BLISTERSKIN GRAND COURT 3 4
12

Spray with Corax White, Apply shade using Layer with Use Karak Stone to
then apply a basecoat of Carroburg Crimson. Cadian Fleshtone. highlight raised areas.
Squig Orange.
PALE CHEST PURPLE TO BLACK WING
BURNT FLESH

Stipple Abaddon Black over finished (Over finished skin) Base: Rakarth Base: Screamer Pink
skin to achieve a burnt effect. Flesh; Wash: 1:1 Druchii Violet Drybrush: Kislev Flesh
and Lahmian Medium; Highlight: Layer and stippling: Abaddon Black
Rakarth Flesh layer; Pallid Wych Flesh Shade: Nuln Oil Gloss

GRISTLEGORE GRAND COURT

1234

Spray with Corax White, Apply shade using Layer with Celestra Grey. Use Ulthuan Grey to
then apply a basecoat of Coelia Greenshade. highlight raised areas.
Celestra Grey.
BLOOD MARKINGS ROTTEN CORPSE
AMBER BONES

Base: XV-88 Apply splatters of Blood for the Base: Ogryn Camo
Shade: Seraphim Sepia Blood God over finished skin to Shade: Athonian Camoshade
Layer: Tau Light Ochre make handprints. Layer: Ogryn Camo
Highlight: Screaming Skull Highlight: Pallid Wych Flesh

HOLLOWMOURNE GRAND COURT 3 4
12

Spray with Corax White Apply shade using Layer with Use Ulthuan Grey to
then apply a basecoat of Athonian Camoshade. Administratum Grey. highlight raised areas.
Celestra Grey.
RED WING BOILS
BLACKENED HIDE

Apply Incubi Darkness over finished Base: Khorne Red Over finished skin, shade with
skin around the base of the bones. Shade: 1:1 Nuln Oil and Casandora Yellow, then apply a
Lahmian Medium highlight of Ulthuan Grey.
NECROTIC FLESH Drybrush: Wazdakka Red, then
Kislev Flesh

BASING YOUR FLESH-EATER COURT MINIATURES

Spray with Chaos Black, then apply Use bones from the Crypt Horrors Apply an undercoat of Chaos Black
a basecoat of Abaddon Black. Next kit, cut at random angles, and Spray to a Shattered Dominion
use Mechanicus Standard Grey to strew them around the base. After base, followed by a basecoat of
lightly drybrush the raised areas. an undercoat of Chaos Black, Stormvermin Fur, then shade with
Then apply another drybrushed apply Agrellan Earth followed by a Athonian Camoshade and drybrush
layer of Dawnstone. Then, using drybrush of Mechanicus Standard with Karak Stone. Next, scatter
Administratum Grey, drybrush Grey and a second drybrush of skulls from the Citadel Skulls basing
around the sores and open wounds. Dawnstone. Paint the bones using kit around the edge in small piles:
the guide on page 51, and apply to paint them, follow the guide on
random patches of Blood For The page 51. Apply Blood For The Blood
Blood God in thick coats to create God in random splatter patterns to
the pools of blood. complete the gruesome effect.

RRAAVVENENOUOSUHS OHRODRESDES

This battletome contains all of the rules you need to field your Flesh-eater Courts miniatures on the battlefields
of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions.
The rules are split into the following sections.

ALLEGIANCE ABILITIES CHARNEL THRONE WARSCROLL BATTALIONS
This section describes the allegiance Here you will find the rules and These are formations made up of
abilities available to a Flesh-eater scenery warscroll for the Charnel several Flesh-eater Courts units
Courts army. The rules for how to Throne (pg 60-61). that combine their strengths to gain
use the following allegiance abilities powerful new abilities (pg 72-75).
can be found in the core rules. GRAND COURTS
Abilities for four of the most famous WARSCROLLS
BATTLE TRAITS Flesh-eater Grand Courts (pg 62-65). A warscroll for each unit is included
Abilities available to every unit in a These rules can be used by units in here. The rules for using a Flesh-
Flesh-eater Courts army (pg 55). a Flesh-eater Courts army that have eater Courts unit, along with its
been given the appropriate keyword characteristics and abilities, are
COMMAND TRAITS (see the Grand Courts Battle detailed on its warscroll (pg 76-85).
Abilities available to the general of Trait, opposite).
a Flesh-eater Courts army if it is a ENDLESS SPELL WARSCROLLS
HERO (pg 56). BATTLEPLANS There are three endless spell
This section includes a new narrative warscrolls that detail the rules for
ARTEFACTS OF POWER battleplan that can be played with a unique and powerful spells that can
Artefacts available to HEROES in a Flesh-eater Courts army (pg 66-67). be summoned by FLESH-EATER
Flesh-eater Courts army (pg 57). COURTS WIZARDS (pg 86-87).
PATH TO GLORY The rules for playing games with
SPELL LORES This section contains rules for using endless spells can be found in the
Spells available to WIZARDS in a your Flesh-eater Courts collection in Warhammer Age of Sigmar Core
Flesh-eater Courts army (pg 58). Path to Glory campaigns (pg 68-71). Book, and in Warhammer Age of
Sigmar: Malign Sorcery.
The following unique allegiance WARSCROLLS
abilities are also available to a Flesh- This section includes all of the PITCHED BATTLE
eater Courts army. The rules for how warscrolls you will need to play PROFILES
to use these allegiance abilities can games of Warhammer Age of This section contains Pitched Battle
be found on the relevant pages. Sigmar with your Flesh-eater profiles for the units, warscroll
Courts miniatures. battalions and endless spells in this
MOUNT TRAITS book (pg 88).
Traits for the mounts ridden by There are three types of warscroll
HEROES in a Flesh-eater Courts included in this section: ALLIES
army (pg 59). This section has a list of the allies
a Flesh-eater Courts army can
include (pg 88).

ALLAELLGEGIAIANNCCEEAABBILIILTIIETSIES

BATTLE TRAITS

RAVENOUS INSANITY D6 Delusion
1 Crusading Army: The wicked and impious
DEATHLESS COURTIERS
When Flesh-eaters linger in the shadow of their must be ridden down wherever they are.
stronger kin, their sundered flesh heals in an instant.
Add 1 to run and charge rolls for friendly
Roll a dice each time you allocate a wound or FLESH-EATER COURTS units.
mortal wound to a friendly FLESH-EATER COURTS
unit wholly within 12" of a friendly FLESH-EATER 2 The Royal Hunt: It is a great honour to slay the
COURTS HERO. On a 6 that wound or mortal largest quarry in preparation for the feast.
wound is negated.
You can re-roll hit rolls of 1 and wound rolls of
GRAND COURTS 1 for attacks made by friendly FLESH-EATER
Some courts are infamous across the Mortal Realms COURTS units that target a MONSTER.
for their depravity and slaughter.
3 The Feast Day: All members of the court make
After you have chosen the Flesh-eater Courts merry on this day of celebration.
allegiance for your army, you can choose one of the
following Grand Court keywords. All FLESH-EATER Once per turn, you can use the Feeding Frenzy
command ability without a command point
Battle TraitsCOURTS units in your army gain that keyword. You being spent.
cannot pick or roll a delusion (see below) for a Grand
Court, but all units with that keyword benefit from 4 A Matter of Honour: The enemy will repent
the extra abilities detailed for that Grand Court. only when their wretched leaders are dead.

• MORGAUNT (pg 62) • HOLLOWMOURNE (pg 63) You can re-roll hit rolls of 1 for attacks made
• BLISTERSKIN (pg 64) • GRISTLEGORE (pg 65) by friendly FLESH-EATER COURTS units that
target a HERO. If the target is a general, you can
COURTS OF DELUSION re-roll wound rolls of 1 as well.
The warriors of a Flesh-eater Court believe
themselves noble soldiers serving a glorious king. 5 The Grand Tournament: Noble warriors vie for
the admiration of their king.
Before you select your general’s command trait,
pick one of the delusions to the right for the army to You can re-roll hit rolls of 1 for attacks made by
have. Alternatively, you can roll a dice to randomly friendly FLESH-EATER COURTS HEROES other
determine the delusion the army has. The delusion than your general.
applies to all friendly FLESH-EATER COURTS units
for the duration of the battle, even if the general is 6 Defenders of the Realm: The sovereign’s
slain (if you must select a new general during the domain must be purged of evil.
battle, do not generate a new delusion for the army).
You can re-roll save rolls of 1 for friendly FLESH-
COMMAND ABILITY EATER COURTS units that have at least half their
Feeding Frenzy: As the court closes upon its models wholly within their own territory.
enemies, the nobility signal for the feasting to begin.
Muster Abilities: Several Flesh-eater Courts units
You can use this command ability after a friendly have Muster abilities, such as Muster Royal Guard
FLESH-EATER COURTS unit has fought in the (pg 82), that allow you to return slain models to a
combat phase for the first time and is wholly within unit. If you use a Muster ability, set up the returning
12" of a friendly FLESH-EATER COURTS HERO, models one at a time within 1" of a model from
or wholly within 18" of a friendly FLESH-EATER the unit they are returning to (this can be a model
COURTS HERO that is a general. If you do so, that returned earlier that phase). The models can only be
unit can immediately make a pile-in move and then set up within 3" of an enemy unit if any models from
attack with all of the melee weapons it is armed with their unit are already within 3" of that enemy unit.
for a second time. You cannot pick the same unit to
benefit from this ability more than once per phase.

Command Traits

COMMAND TRAITS

ROYALTY
ABHORRANT HEROES only.

D6 Command Trait

1 Bringer of Death: This general sees every enemy 4 Majestic Horror: The champion’s grim regality
as a wretch that must be put out of its misery. draws countless cannibalistic warriors to
his banner.
You can re-roll wound rolls for attacks made by
this general. If this general is chosen as the model that uses a
command ability that summons FLESH-EATER
2 Frenzied Flesh-eater: The sight of a bleeding foe COURTS models to the battlefield, they can use
spurs this ghoulish creature into a frenzy. it without a command point having to be spent.

You can re-roll hit and wound rolls for attacks 5 Dark Wizardry: An aura of necromantic energy
made by this general if there are any enemy hangs thick around this creature.
models that have suffered any wounds within 3"
of this general. Add 1 to casting, dispelling and unbinding rolls
for this general.
3 Savage Beyond Reason: The fury of battle drives
this general into an intense rage. 6 Completely Delusional: The followers of this
general see all that is in his mind’s eye.
If the unmodified hit roll for an attack made
with a melee weapon by this general is 6, that Once per battle, if this general has not been
attack inflicts 2 hits on the target instead of 1. slain, you can pick a new delusion in your hero
Make a wound and save roll for each hit. phase to replace the original delusion you chose
for your army (see page 55).

NOBILITY
COURTIER HEROES only.

D6 Command Trait

1 Bringer of Death: This general sees every enemy 4 Hulking Brute: This courtier towers above
as a wretch to be put out of their misery. others of its kin.

You can re-roll wound rolls for attacks made by Add 1 to this general’s Wounds characteristic.
this general.
5 Cruel Taskmaster: The warriors under this
2 Frenzied Flesh-eater: The sight of a bleeding foe courtier’s command instantly obey his summons.
spurs this ghoulish creature into a frenzy.
If this general uses a Muster ability you can
You can re-roll hit and wound rolls for attacks re-roll the dice for this general that determine
made by this general if there are any enemy if slain models are returned to units (you must
models that have suffered any wounds within 3" re-roll all of the dice).
of this general.
6 Dark Acolyte: This courtier has learnt some of
3 Savage Beyond Reason: The fury of battle drives the dark arts of wizardry.
this general into an intense rage.
This general gains the WIZARD keyword and
If the unmodified hit roll for an attack made can cast and unbind spells in the same manner
with a melee weapon by this general is 6, that as an ABHORRANT GHOUL KING from the
attack inflicts 2 hits on the target instead of 1. Abhorrant Ghoul King warscroll (pg 79).
Make a wound and save roll for each hit.

Artefacts of Power

ARTEFACTS OF POWER

ROYAL TREASURY
ABHORRANT HEROES only.

D6 Artefact of Power

1 Signet of the First Court: Carved into the tangled 4 The Grim Garland: Formed from the skulls of

sinew of this ancient ring is a deranged symbol kings and emperors, this morbid wreath evokes

that bestows the wearer with monstrous strength. fear in even the bravest champion.

If the unmodified wound roll for an attack made Subtract 2 from the Bravery characteristic of

by the bearer with a melee weapon is 6, add 1 to enemy units while they are within 6" of the bearer.

the damage inflicted by that attack.

5 The Dermal Robe: Once the skin of a powerful

2 Splintervane Brooch: Those pierced by this shard sorcerer, this cloak can only be donned by eating

of bone grow spiny protrusions from their flesh the current wearer out of it.

that absorb the flow of magic.

Add 1 to casting, dispelling and unbinding rolls

Subtract 1 from casting rolls for enemy WIZARDS for the bearer.

while they are within 18" of the bearer.

6 Heart of the Gargant: This quivering slab of

3 Blood-river Chalice: When the blood contained flesh still beats with the strength of the gargant

in this vessel is quaffed, the grisly fluid reknits from which it was torn, and each bite bestows

even the most grievous wound. colossal might.

Once per battle, at the start of your hero phase, Once per battle, at the start of the combat phase,
the bearer can use this artefact. If they do so, heal the bearer can use this artefact. If they do so, you
up to D6 wounds allocated to the bearer. can re-roll failed wound rolls for the bearer and
their mount in that phase.

NOBLE HEIRLOOMS
COURTIER HEROES only.

D6 Artefact of Power 4 Carrion Wand: The thigh bone of this Ghoul King
still carries a portion of his mad magic.
1 Keening Bone: After this gnarled club has been
hurled at an enemy, it will return to the hand of In your hero phase, the bearer can attempt to cast
the last fiend to have tasted its juicy marrow. the Arcane Bolt spell as if they were a WIZARD. If
the bearer is a WIZARD, add 1 to the casting roll
Pick one of the bearer’s melee weapons. Increase when they attempt to cast Arcane Bolt instead.
the Range characteristic of that weapon to 3".
The Fleshform Raiment: This cloak gives
2 Medal of Madness: This gruesome badge is the wearer the form of their enemies’
staked to the chest and allows the bearer to speak 5 deepest nightmares.
with the voice of their abhorrant.
Subtract 1 from the Bravery characteristic of
Once per battle round, the bearer can use a enemy units while they are within 3" of the bearer.
command ability on their warscroll without a
command point being spent, and they are treated The Bilious Decanter: The fluid in this offal flask
as if they were a general when they do so. fills the drinker with unquenchable rage.

6 Once per battle, at the start of the combat phase,
3 The Flayed Pennant: This dripping flag sends the bearer can use this artefact. If they do so,
add 2 to the Attacks characteristic of the bearer’s
denizens of the courts into a frenzy. melee weapons in that phase.

You can re-roll charge rolls for friendly FLESH-
EATER COURTS units wholly within 12" of
the bearer.

Spell Lores

SPELL LORES

You can choose or roll for one of the following spells for each WIZARD in a Flesh-eater Courts army.

LORE OF MADNESS

D6 Spell 5 Deranged Transformation: The spellcaster
causes the limbs of a nearby pack to bulge and
1 Bonestorm: The wizard summons a swirling lengthen, allowing the creatures to charge
whirlwind of splintered bone to slice through forwards at a furious pace.
his enemies.
Deranged Transformation has a casting value of
Bonestorm has a casting value of 5. If 6. If successfully cast, pick 1 friendly unit with a
successfully cast, roll a dice for each enemy unit Wounds characteristic of up to 6 that is wholly
within 12" of the caster. On a 2+ that unit suffers within 24" of the caster and visible to them. Add
1 mortal wound. that unit’s Wounds characteristic to its Move
characteristic until your next hero phase. For
2 Spectral Host: The mage intones a prayer to example, if the unit had a Wounds characteristic
their forebears, summoning a flurry of gheists of 6, you would add 6" to its Move characteristic.
that lifts their allies high in the air and carries If the casting roll was 10 or more, you can pick
them forwards before bringing them safely back up to 3 friendly units to be affected by the spell
to the ground. instead of 1.

Spectral Host has a casting value of 6. If 6 Blood Feast: The caster draws out the life essence
successfully cast, pick 1 friendly unit wholly of nearby foes and uses it to heal the injured
within 12" of the caster that is visible to them. warriors of their court.
That unit can fly until your next hero phase. If
that unit can already fly, until your next hero Blood Feast has a casting value of 7. If
phase it can run and still charge in the same successfully cast, pick 1 enemy unit within
turn. If the casting roll was 10 or more, you can 12" of the caster that is visible to them, and a
pick up to 3 friendly units to be affected by the friendly FLESH-EATER COURTS unit within
spell instead of 1. 6" of that enemy unit. The enemy unit suffers
D3 mortal wounds. If the casting roll was 10 or
3 Monstrous Vigour: The wizard summons forth a more, the enemy unit suffers D6 mortal wounds
burst of sustaining energy, allowing a grievously instead of D3 mortal wounds.
wounded creature to fight with renewed strength.
Then, for each mortal wound that was inflicted
Monstrous Vigour has a casting value of 5. If on the enemy unit, you can heal 1 wound
successfully cast, pick 1 friendly FLESH-EATER allocated to the friendly unit. If the friendly
COURTS MONSTER within 24" of the caster that unit has a Wounds characteristic of 1, for
is visible to them. Until your next hero phase, each mortal wound that was inflicted on the
when you look up a value on that MONSTER’s enemy unit, you can return 1 slain model to the
damage table, that MONSTER is treated as if it friendly unit instead.
has suffered 0 wounds.

4 Miasmal Shroud: The wizard calls forth a pale
mist that engulfs the foe, making it impossible for
the enemy to breathe or see their foes.

Miasmal Shroud has a casting value of 5. If
successfully cast, pick 1 enemy unit within
18" of the caster that is visible to them and roll
3 dice. For each 5+ that unit suffers 1 mortal
wound. In addition, if you rolled a triple,
subtract 1 from hit and wound rolls for that
unit until your next hero phase. If you rolled a
double, subtract 1 from hit rolls only for that
unit until your next hero phase.

Mount Traits

MOUNT TRAITS

If a Flesh-eater Courts army includes any HEROES mounted on a Royal Terrorgheist or Royal Zombie Dragon, one
of those HEROES can have a mount trait. Declare which HERO has the mount trait: you can then choose or roll for
a mount trait from the appropriate table. You can choose one extra HERO to have a mount trait for each warscroll
battalion in your army. A HERO cannot have more than one mount trait.

TERRORGHEIST TRAITS ZOMBIE DRAGON TRAITS
HERO mounted on Royal Terrorgheist only. HERO mounted on Royal Zombie Dragon only.

D6 Mount Trait D6 Mount Trait
1 Deathly Fast: This monstrous creature strikes 1 Deathly Fast: This monstrous creature strikes

with terrifying swiftness. with terrifying swiftness.

This model can run and still shoot in the This model can run and still shoot in the
same turn. same turn.

2 Razor-clawed: Over the centuries, this 2 Razor-clawed: Over the centuries, this
beast’s claws and fangs have been honed to a beast’s claws and fangs have been honed to a
razor edge. razor edge.

Improve the Rend characteristic of this Improve the Rend characteristic of this
mount’s melee weapons by 1. mount’s melee weapons by 1.

3 Horribly Infested: The bats that infest this 3 Baneful Breath: The killing miasma that this
deathly monster are especially ferocious. beast breathes out is deadly beyond reason.

This model’s Infested ability inflicts 3 mortal You can re-roll wound rolls for attacks made
wounds instead of D3 mortal wounds. with this model’s Pestilential Breath.

4 Horribly Resilient: This undead monster is 4 Horribly Resilient: This undead monster is
nearly impossible to kill. nearly impossible to kill.

This model’s Royal Blood ability heals up to 3 This model’s Royal Blood ability heals up to 3
wounds instead of up to D3 wounds. wounds instead of up to D3 wounds.

5 Gruesome Bite: Few can avoid the bites 5 Necrotic Fangs: Flesh turns to dust when
inflicted by this creature’s fanged maw. pierced by this creature’s jagged teeth.

You can re-roll failed hit rolls for attacks You can re-roll the Damage characteristic roll
made with this mount’s Fanged Maw. for this model’s Snapping Maw.

6 Devastating Scream: This Terrorgheist’s 6 Death From The Skies: This steed soars above
death shriek can overwhelm even the bravest its master’s army, before swooping to attack.
of foes.
Instead of setting up this model on the
Add 1 to each of the Death Shriek values on battlefield, you can place it to one side
this model’s damage table. and say that it is soaring in the skies in
reserve. If you do so, at the end of your first
movement phase, you must set up this unit
on the battlefield more than 9" from any
enemy units.

Charnel Throne

CHARNEL THRONE

Wherever the Flesh-eaters thrive in the Mortal Realms they raise up Charnel Thrones – morbid constructions that
mark the domain of an abhorrant.

A Flesh-eater Courts army can V esver the Exquisite, Lord of Slaanesh, drove his daemonic
include 1 CHARNEL THRONE terrain mount up the hill, caressing the serpentine beast’s flanks with
feature (see opposite). the barbed heels of his greaves. He had carved a brutal path
across the battlefield, slaughtering those Flesh-eaters that stood in
After territories have been chosen his way, and though they had defaced his resplendent armour with
but before armies are set up, you their blood and sinew, he would soon make their Ghoul King pay for
can set up the CHARNEL THRONE these transgressions.
wholly within your territory,
wholly within 12" of the edge of As he reached the crest of the hill, Vesver plunged his quicksilver
the battlefield, and more than glaive through a pair of Ghouls. After the briefest pause to relish the
1" from any objectives or other sounds of their dying agonies, he looked ahead of him and at last
terrain features. saw the Ghoul King of the Flesh-eaters army. It was a truly grotesque
creature – hulking, hunched and slavering, and it was perched atop
If both players can set up a terrain a pile of decaying skulls and ribcages that had been stacked into a
feature before armies are set up, they towering mockery of a throne. Vesver allowed himself to be overcome
must roll off, and the winner can with disgust.
choose the order in which the terrain
features are set up. ‘Sssavage creature!’ he bellowed. ‘You cannot possibly comprehend the
sssuffering that awaits–’

Vesver’s tongue caught in his mouth – it felt mangled and misshapen.
His eyes were still fixed on the grim throne, but where it had seemed a
moment ago to be a crude construction, its true shape was beginning to
form in his mind – broad panels of burnished gold, laced together with
threads of fine silver. The king sitting in this throne was not a savage
cannibal, but a being of pure radiance, dressed in flowing robes and
possessed of undeniable majesty. Such was the glory of this sovereign
that Vesver had to avert his eyes, and when he looked down he beheld
his own withered form and the tattered rags in which he was garbed.
Overcome with humility, he descended from his mount and dropped to
his knees, prostrating himself before this transcendent monarch.

‘Be still,’ spoke the Ghoul King, its voice at once calm and
commanding. ‘I shall soon put an end to your wretched existence.’

SCENERY WARSCROLL

CHARNEL THRONE

Formed from the bones of those killed by an abhorrant’s insane magic, a Charnel Throne exudes madness and
necrotic energies. They are the seats of power for Archregents and Ghoul Kings, blazing beacons to mordants, and

structures of abject horror for the enemies of the Flesh-eaters.

DESCRIPTION Inspiring: Add 1 to the Bravery Ruler of All He Surveys: When
A Charnel Throne is a single terrain characteristic of units while they an abhorrant sits upon a Charnel
feature. It is an obstacle. are within 1" of any Inspiring Throne, his followers flock to his feet.
terrain features.
SCENERY RULES An ABHORRANT ARCHREGENT
Ghoulish Landmark: A Ghoul King’s Sinister: Subtract 1 from the that is within 1" of this terrain
followers are inspired by the presence Bravery characteristic of units while feature can use the Summon
of a Charnel Throne. they are within 1" of any Sinister Imperial Guard command ability
terrain features. without a command point being
FLESH-EATER COURTS units treat spent. In addition, an ABHORRANT
this terrain feature as having the GHOUL KING that is within 1" of
Inspiring scenery rule. All other this terrain feature can use the
units treat this terrain feature as Summon Men-at-arms command
having the Sinister scenery rule. ability without a command point
being spent.

KEYWORDS SCENERY, FLESH-EATER COURTS, CHARNEL THRONE

Morgaunt Grand Court

MORGAUNT GRAND COURT

Driven by an unshakable belief in their long-dead chivalric codes, Flesh-eaters of the Morgaunt Grand Court
surge out to devour all who encroach upon their domains. Their courts are amongst the oldest in the Mortal
Realms, and they gather mordants to their tattered banners in overwhelming numbers.

Flesh-eaters of the Morgaunt Grand Court believe
themselves denizens of lush and fertile lands, and see all
who encroach upon their territories as savage marauders.
In their madness they hold to principles of nobility and
honour, defending the weak and innocent whilst fighting
to topple those they perceive as wicked. But in truth, the
Morgaunt domains are vast corpse-strewn wastelands
through which massed packs of Ghouls scamper,
running down and butchering all those who are not
under the sway of their abhorrant’s delusion.

The Morgaunt nobility display a fanatical devotion
to the Ghouls that follow them. Courtiers fight with
unflagging vigour when surrounded by their subjects,
believing themselves to be bold knights standing proud
amidst their troops. So too do the teeming throngs of
lesser mordants look to the larger and more crazed
Flesh-eaters as exemplars, and in the presence of these
vaunted figures they tear into their enemies with savage
abandon. The grim charisma that the Morgaunt courtiers
and abhorrants possess sees cannibalistic wretches
drawn from far and wide to join their armies. Even in
the thick of battle, fresh packs of Ghouls continue to
scrabble towards the maddened calls of the nobility – an
unending flow of claws and fangs with which to butcher
even the largest opposing force.

ABILITIES COMMAND TRAIT
Bloody Loyalty: The courtiers and serfs of the A MORGAUNT general must have this command trait
Morgaunt Grand Court share a bond of loyalty and instead of one listed on page 56.
fight fiercely on each other’s behalf.
Savage Chivalry: The rulers of the Morgaunt
You can re-roll hit rolls of 1 for friendly MORGAUNT Grand Court fight ferociously to protect the weak
COURTIER units that are wholly within 12" of a and unfortunate.
friendly MORGAUNT SERFS unit. In addition, while a
friendly MORGAUNT SERFS unit is wholly within 12" You can re-roll hit rolls of 1 for this general while
of a friendly MORGAUNT COURTIER, its Boundless this general is within 12" of a friendly MORGAUNT
Ferocity ability activates if the SERFS unit has 10 or SERFS unit.
more models.

COMMAND ABILITY ARTEFACT OF POWER
Heaving Masses: Morgaunt courts crush their enemies The first MORGAUNT HERO to receive an artefact of
with wave after wave of pallid warriors. power must be given the Decrepit Coronet.

You can use this command ability when a friendly Decrepit Coronet: Wrought from ancient bone and
MORGAUNT SERFS unit is destroyed. If you do so, roll stitched together with sinew, this gruesome crown is the
a dice. On a 4+ a new unit identical to the one that was ultimate symbol of Morgaunt sovereignty.
destroyed is added to your army. Set up the new unit
wholly within 6" of the edge of the battlefield and more Do not take battleshock tests for friendly MORGAUNT
than 9" from any enemy models. units while they are wholly within 12" of the bearer,
or wholly within 18" of the bearer if the bearer is
your general.

Hollowmourne Grand Court

HOLLOWMOURNE GRAND COURT

The Hollowmourne Grand Court is formed of the wretched descendants of heavily armoured and mounted
knights from Chamon. Their numbers are replete with hulking mordants who charge headlong into battle,
eviscerating their enemies with brutal ease before gorging themselves on the mangled corpses.

The madness of the Hollowmourne Grand Court is
fuelled by a gnawing sense of unfulfilled duty. The
ancestors of these Flesh-eaters swore oaths to their
emperor to find the relics he buried across the Mortal
Realms, and to keep them from the clutches of Chaos.
The nature and location of these relics has long since
been lost, but the Hollowmourne courts still rove from
realm to realm, desperately seeking the vaults in which
these treasures are buried and slaughtering all those who
stand in their path.

Before their descent into insanity, the Knights of the
Hollowmourne were mighty and steadfast warriors. Clad
in Chamonic plate and borne to battle on horseback,
they swept aside opposing armies of far greater size
with their devastating charges. During the Age of
Chaos, when their crusade to find the hidden relics
was shattered, the knights were forced into acts of
utter depravity – eating first their peasant servants and
eventually even their faithful mounts. In their deranged
state of mind, they see themselves as still crusading,
riding out in armoured columns to cut down those who
would despoil the vaults that they seek. The largest and
most ferocious mordants lead the charge, their bodies
having grown to enormous proportions from feasting on
the flesh of their enemies.

ABILITIES COMMAND TRAIT
Shattering Charge: The largest warriors of A HOLLOWMOURNE general must have this command
the Hollowmourne Grand Court charge with trait instead of one listed on page 56.
devastating ferocity.
Grave Robber: The regents of the Hollowmourne
You can re-roll wound rolls of 1 for attacks made Grand Court have sworn a sacred oath to recover the
with melee weapons by friendly HOLLOWMOURNE artefacts lost by their emperor centuries ago.
COURTIER units and friendly HOLLOWMOURNE
KNIGHTS units that have made a charge move in the Add 1 to the Attacks characteristic and Damage
same turn. characteristic of this general’s melee weapons while
this general is within 3" of any enemy HEROES with an
COMMAND ABILITY artefact of power.
Ravenous Crusaders: The rulers of the Hollowmourne
Grand Court urge their followers ever onwards. ARTEFACT OF POWER
The first HOLLOWMOURNE HERO to receive
You can use this command ability at the start an artefact of power must be given the
of your hero phase. If you do so, pick 1 friendly Corpsefane Gauntlet.
HOLLOWMOURNE unit wholly within 9" of a friendly
HOLLOWMOURNE HERO, or wholly within 18" of a Corpsefane Gauntlet: This glove of decrepit flesh seeps
friendly HOLLOWMOURNE HERO that is a general. black blood as its wearer charges into battle.
Add 1 to run and charge rolls for that unit until your
next hero phase. In addition, until your next hero After this model makes a charge move, you can pick 1
phase, that unit can run and still charge later in the enemy unit within 1" of this model and roll a dice. On
same turn. a 2+ that enemy unit suffers D3 mortal wounds.

Blisterskin Grand Court

BLISTERSKIN GRAND COURT

Charred and blistered bodies fill the sky as winged Flesh-eaters of the Blisterskin Grand Court flock to battle.
Having risen from the ashes of a sun-worshipping empire, these zealous cannibals now terrorise Aqshy and
beyond, leaving trails of devastation in their wake as they spread their twisted beliefs.

With the speed of the screaming desert winds of the
Flamescar Plateau, the armies of the Blisterskin Grand
Court surge towards their foes. Though they hail from
Aqshy, they see the Realm of Light as the most sacred
of lands, and in their deranged minds they seek to
proselytise their neighbouring kingdoms, preaching the
enlightenment of Hysh to all they encounter. Yet in truth
they spread only insanity and horror, and instead of
imparting wisdom, a visitation by these reeking wretches
will see a realm swiftly ground to dust.

In their madness, the Blisterskin royalty still see
themselves as priests and priestesses, guiding their
faithful subjects in worshipping the Hyshian sun. The
most pious mordants and courtiers are gifted with
leathery wings with which they can climb high in the
sky, allowing them to draw closer to the sun and receive
more of its glorious light. Those so blessed are viewed as
warrior-saints, and are followed by droves of mordants
as they sweep across the lands. Even the mightiest walls
cannot hold back the myriad winged cannibals that
descend from the skies, and those defenders that are not
devoured outright are butchered and left to rot in the
blazing heat of the sun. The Blisterskin then move on to
their next victims, believing they are leaving behind a
city of converts.

ABILITIES COMMAND TRAIT
Blistering Speed: The armies of the Blisterskin Grand A BLISTERSKIN general must have this command trait
Court advance at a terrifying pace. instead of one listed on page 56.

Add 2" to the Move characteristic of Hellish Orator: The subjects of the Blisterskin
BLISTERSKIN units. Grand Court blindly follow the divine commands of
their rulers.

COMMAND ABILITY If this general is on the battlefield at the start of
Lords of the Burning Skies: The winged warriors of your hero phase, roll a dice. On a 4+ you receive 1
the Blisterskin Grand Court take to the skies in order to additional command point.
encircle their foes.

You can use this command ability at the start of ARTEFACT OF POWER
your movement phase. If you do so, pick 1 friendly The first BLISTERSKIN HERO to receive an artefact of
BLISTERSKIN unit that can fly and which is wholly power must be given the Eye of Hysh.
within 12" of a friendly BLISTERSKIN HERO, or wholly
within 18" of a friendly BLISTERSKIN HERO that is a Eye of Hysh: Gouged from the eye socket of a crystal
general. Remove that unit from the battlefield and then drake, this orb still emits blinding beams of light that
set it up again anywhere on the battlefield more than fill the mind with visions of horror.
9" from any enemy units. It may not move later in that
movement phase. Subtract 1 from hit rolls for attacks made with missile
weapons that target a friendly BLISTERSKIN unit
wholly within 6" of the bearer.

Gristlegore Grand Court

GRISTLEGORE GRAND COURT

The bestial Flesh-eaters of the Gristlegore Grand Court started their hunts in Ghur before preying upon lands
across other Mortal Realms. In their minds’ eye they see themselves as exemplars of tranquillity, but in truth the
Gristlegore royalty are savagery made manifest.

The Gristlegore courts were once kingdoms where
introspection and finding balance with one’s
surroundings were the highest of virtues. Amidst the
wilderness in the Realm of Beasts, where animals, plants
and even the land itself are in constant and savage
competition, the peoples of these kingdoms sought
peace and harmony. The royal families honed the art of
swordplay so that, should violence enter their domains,
they could swiftly best any enemy and save their subjects
from the horrors of war. But even the peerless martial
skill of these royals could not hold back the atrocities of
the Age of Chaos, nor the madness that was to follow.

The nobility of the Gristlegore Grand Court still believe
themselves to be harbingers of peace, who resort to
violence only when absolutely necessary, but this could
not be further from reality. Abhorrants and courtiers
charge without restraint towards whatever enemies they
see, ripping organs from bodies and severing limbs as
they thrash at their foes. Where once they would fast
for long periods to centre themselves, they now gorge
constantly on the meat and bone of those they kill. Packs
of mordants sometimes scrabble in their wake, lapping
up the blood that spills to the ground, but only the
monstrous Zombie Dragons and Terrorgheists are able to
match the frenetic pace at which the nobility slaughters.

ABILITIES COMMAND TRAIT
Peerless Ferocity: The champions and great beasts of A GRISTLEGORE general must have this command
the Gristlegore Grand Court fight with a savage fury. trait instead of one listed on page 56.

If the unmodified hit roll for an attack made by a Savage Strike: A Gristlegore abhorrant can overwhelm
GRISTLEGORE HERO or GRISTLEGORE MONSTER is a foe before they get a chance to fight back.
6, that attack inflicts 2 hits on that target instead of 1.
Make a wound and save roll for each hit. This general fights at the start of the combat phase,
before the players pick any other units to fight in that
COMMAND ABILITY combat phase. This general cannot fight again in that
Call to War: The rulers of the Gristlegore Grand Court combat phase unless an ability or spell allows it to fight
can compel their subjects to bursts of horrific violence, more than once.
even when they are at the verge of death.
ARTEFACT OF POWER
You can use this command ability in the combat phase The first GRISTLEGORE HERO to receive an artefact of
if a friendly GRISTLEGORE HERO or GRISTLEGORE power must be given the Ghurish Mawshard.
MONSTER that has not fought in that phase is slain
while it is wholly within 12" of a friendly GRISTLEGORE Ghurish Mawshard: This splinter of realmstone allows
HERO, or wholly within 18" of a friendly GRISTLEGORE the bearer’s jaw to gape wide and devour a victim.
HERO that is a general. If you do so, before that model
is removed from play, it can make a pile-in move and Once per battle, at the start of the combat phase,
then attack with all of the melee weapons it is armed you can pick 1 enemy model within 1" of the bearer
with. You cannot pick the same unit to benefit from this and roll a dice. If the roll is greater than that model’s
ability more than once per phase. Wounds characteristic, that model is slain.

Battleplan: Stirring the Nest

BATTLEPLAN

STIRRING THE NEST

Such is the decrepit nature of the within 16" of your general. That unit SET-UP
lands ruled over by the Abhorrant can run and still charge later in the Before setting up, the Flesh-eater
Ghoul Kings that it is common for same turn. Courts player must divide their
armies on the march to be entirely army into two groups consisting of a
unaware of the danger they are INTRUDER COMMAND roughly equal number of units.
advancing into until it is far too ABILITY
late. As they advance into territory Force a Passage: With a desperate The Intruder sets up their army
that has seemingly been long command, the general calls upon wholly within their own territory.
abandoned, swarms of Flesh-eaters their warriors to disengage and The Flesh-eater Courts player then
burst forth from every angle to attempt to breach a different section sets up all of the units in one of
overwhelm the unwitting invaders. of the enemy lines. the groups from their army wholly
within their own territory. The
THE ARMIES You can use this command ability at territories are shown on the map
Each player picks an army as the start of your hero phase. If you below. The units in the other group
described in the core rules. One do so, pick 1 friendly unit wholly are placed to one side as reserves
player is the Flesh-eater Courts within 16" of your general. That unit – they arrive as reinforcements
player and their opponent is the can retreat and still charge later in during the second battle round as
Intruder. The Flesh-eater Courts the same turn. described below.
player must use a Flesh-eater
Courts army. FIRST TURN
The Flesh-eater Courts player
Each army has a unique command decides who takes the first turn in
ability, as follows. the first battle round.

FLESH-EATER COURTS THE NEST EMPTIED
COMMAND ABILITY The landscape is suddenly filled with
Encircle the Prey: The general the Ghoul King’s minions.
clenches their outstretched fist – a
simple command that orders their At the end of the Flesh-eater Court
minions to surround their foes and player’s second movement phase, the
cut off their escape. Flesh-eater Courts player sets up all
of their reserve units wholly within
You can use this command ability at their own territory and more than 6"
the start of your hero phase. If you from enemy models.
do so, pick 1 friendly unit wholly

ESCAPE GLORIOUS VICTORY In any other circumstances, the
The intruders must break through The battle ends at the end of the Intruder wins a minor victory.
the Flesh-eater army if they wish fifth battle round, or when all the
to escape. Intruder’s units have escaped from
the battle or have been destroyed,
At the start of the Intruder’s hero whichever happens first.
phase, and at the end of the fifth
battle round, any units from the If none of the Intruder’s units have
Intruder’s army that are wholly escaped from the battle at the end
within 6" of the edge of the of the game, the Flesh-eater Court’s
battlefield and more than 3" from player wins a major victory.
any enemy units can escape the
battle. Remove the models in those If fewer than a third of the Intruder’s
units from play, but do not count units (rounding down) have escaped
them as being slain. from the battle at the end of the
game, the Flesh-eater Court’s player
wins a minor victory.

If more than half of the Intruder’s
units (rounding down) have
escaped from the battle at the end
of the game, the Intruder wins a
major victory.

PAPTAHTHTTOO GGLLOORYRY

Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar.
Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age
of unending battle to win glory and renown.

In order to take part in a Path to in the warband and the rewards Reward, or one of your units can
Glory campaign, you will need two they can receive for fighting start with a Follower’s Reward.
or more players. All players will battles. The warband tables No champion or unit can start the
need to have at least one HERO, included in this battletome let Path to Glory campaign with more
who is their champion, and must you collect a warband with the than one reward each.
then create a warband to follow and Flesh-eater Courts allegiance,
fight beside their champion during but other Warhammer Age of 6. Finally, give your warband a
the campaign. Sigmar publications include name, one that will inspire respect
warband tables to let you collect and dread in your rivals. Your
The players fight battles against each other warbands from the Grand warband is now complete, and
other using the warbands they have Alliances of Order, Chaos, Death you can fight your first battle.
created. The results of these battles and Destruction. Good luck!
will gain their warband favour. The
warband will swell in numbers as 2. Next, choose your warband’s TO WAR!
more warriors flock to their banner, champion by selecting one of the Having created a warband, you can
while existing troops become options from your allegiance’s now fight battles with it against
more powerful. champion table. The champion other warbands taking part in the
you choose will determine the campaign. You can fight battles as
After gaining enough favour or number of followers in your and when you wish, and can use
growing your warband enough to warband. Give your champion a any of the battleplans available for
dominate all others through sheer suitably grand name, and write Warhammer Age of Sigmar.
weight of numbers, you will be this down on your warband roster.
granted a final test. Succeed, and The units you use for a game must be
your glory will be affirmed for all 3. Having picked your champion, those on your roster. Units can either
time, and you will be crowned as the the next step is to generate your be fielded at their full roster strength,
victor of the campaign. starting followers. These can or broken down into smaller units,
be chosen from the followers as long as no unit is smaller than
CREATING A WARBAND tables for your allegiance. If your the minimum size shown on its
When creating a Path to Glory allegiance has more than one pitched battle profile.
warband, do not select your army in followers table you can freely
the normal manner. Instead, your choose which ones you use, Any casualties suffered by a warband
army consists of a mighty champion selecting all of your followers are assumed to have been replaced
battling to earn the favour of the from a single table or from several. in time for its next battle. If your
gods, and their entire band of loyal Instead of choosing, you can place champion is slain in a battle, it is
followers. As you wage war against your destiny in the hands of fate assumed that they were merely
other warbands, your own warband and roll on the followers tables injured, and they are back to full
will grow, and existing units will instead. To make a followers roll, strength for your next game, thirsty
become grizzled veterans. pick a column from one of the for vengeance!
followers tables and then roll
WARBAND ROSTER a dice. GAINING GLORY
The details and progress of each All of the players in the campaign
warband need to be recorded 4. Your followers need to be are vying for glory. The amount
on a warband roster, which organised into units. The follower of glory they have received is
you can download for free table tells you how many models represented by the Glory Points that
from games-workshop.com. the unit has. Follower units the warband has accumulated. Glory
cannot include additional models, can be increased by fighting and
To create a warband, simply follow but they can otherwise take any winning battles, as described next.
these steps and record the results on options listed on their warscroll. As a warband’s glory increases, it
your warband roster: Record all of the information will also attract additional followers,
about your followers on your and a warband’s champion may be
1. First, pick an allegiance for your warband roster. granted rewards.
warband. Each allegiance has its
own set of warband tables that 5. Instead of generating a unit of
are used to generate the units followers, your champion can start
the campaign with a Champion’s

Warbands receive Glory Points after D3 Option 3 Follower’s Reward: Your
a battle is complete. If the warband warriors become renowned
drew or lost the battle, it receives 1 1 Additional Followers: More for mighty deeds. Pick a unit
Glory Point. If it won the battle, it followers flock to your banner. of followers (not one from an
receives D3 Glory Points (re-roll a Either select a new unit or allied warband table), then roll
result of 1 if it won a major victory). roll for a random one from on your allegiance’s followers
Add the Glory Points you scored to a follower table, then add it rewards table. Note the result
the total recorded on your roster. to your warband roster. You on your warband roster. If
Once you have won 10 Glory Points, can choose from any of your you roll a result the unit has
you will have a chance to win the own follower tables, or from already received, roll again
campaign, as described below. any of the follower tables until you get a different result.
from an allied warband table
REWARDS OF BATTLE i.e. a warband table whose ETERNAL GLORY
Each allegiance has its own set of allegiance is from the same There are two ways to win a Path
rewards tables. After each battle you Grand Alliance as your own. to Glory campaign; either by Blood
can take one of the three following In either case, if you wish to or by Might. To win by Blood
options. Alternatively, roll a D3 to add a unit from a follower your warband must first have 10
determine which option to take: table that requires more than Glory Points. To win by Might
‘1 roll’, you must also reduce your warband must have at least
your Glory Points total by 1 (if 5 additional units of followers. In
you do not have enough Glory either case, you must then fight
Points, you cannot choose a and win one more battle to win the
unit from such a table). Once campaign. If the next battle you fight
5 new units have joined your is tied or lost, you do not receive
warband, you will have a any Glory Points – just keep on
chance to win the campaign. fighting battles until you either win
the campaign… or another player
2 Champion’s Reward: Your wins first!
champion’s prowess grows.
Roll on your allegiance’s You can shorten or lengthen a
champion rewards table. Note campaign by lowering or raising
the result on your warband the number of Glory Points needed
roster. If you roll a result to win by Blood, or the number of
the champion has already extra units that must join a warband
received, roll again until you to win by Might. For example, for a
get a different result. shorter campaign, you could say that
a warband only needs 5 Glory Points
before the final fight, or for a longer
one, say that 15 are needed.

Flesh-eater Courts Warband Tables

FLESH-EATER COURTS WARBAND TABLES

Use the following tables to determine the champion that leads your warband, the followers that make up the units
which fight at their side, and the rewards they can receive after battle.

CHAMPION TABLE Followers FOLLOWERS REWARDS TABLE

Champion 1 unit D6 Reward

Abhorrant Ghoul King on Royal 3 units 1 King’s Own: At their lord’s command, these
Terrorgheist or Abhorrant Ghoul King on 4 units loyal followers hurl themselves at the foe.
Royal Zombie Dragon
Abhorrant Archregent In the combat phase, after this unit has fought
in that combat phase for the first time, when
Abhorrant Ghoul King it is your turn to pick a unit to fight with
later in the same combat phase, this unit can
RETINUE FOLLOWERS TABLE be selected to fight for a second time if it is
D6 Followers within 3" of any enemy units and within 6" of
1-6 10 Crypt Ghouls your champion.

ELITE RETINUE FOLLOWERS TABLE 2 Hungry For Flesh: These demented warriors
(uses 2 rolls, or 1 roll and 1 Glory Point) are driven into a ravenous frenzy when they
smell blood.
D6 Followers
Once per battle, at the start of the combat
1-3 3 Crypt Flayers phase, you can add 1 to the Attacks
4-6 3 Crypt Horrors characteristic of any melee weapons used by
this unit in that combat phase.
HERO FOLLOWERS TABLE
D6 Followers 3 Vendetta: These followers hold an
1-2 Crypt Ghast Courtier unshakeable hatred for one of their foes.
3-4 Crypt Haunter Courtier
5-6 Crypt Infernal Courtier After armies are set up, but before the first
battle round begins, pick 1 enemy unit. Add 1
MIGHTY HERO FOLLOWERS TABLE to hit rolls for attacks made by this unit that
(uses 2 rolls, or 1 roll and 1 Glory Point) target that enemy unit.

D6 Followers 4 Gruesome Harvest: These warriors display
an uncanny talent for acquiring culinary
1-6 Varghulf Courtier provisions in battle.

BEHEMOTH FOLLOWERS TABLE In your hero phase, roll 1 dice for each enemy
(uses 3 rolls, or 1 roll and 2 Glory Points) model within 3" of this unit. For each 6, that
model’s unit suffers 1 mortal wound.
D6 Followers
5 Fanatical Loyalty: These trusted subjects will
1-3 Royal Terrorgheist stand by their lord come what may.
4-6 Royal Zombie Dragon
You can re-roll battleshock tests for this unit.

6 Martial Excellence: These well-drilled
mordants fight with iron discipline.

Once per turn, you can re-roll 1 hit roll or 1
wound roll for an attack made by this unit, or
1 save roll for an attack that targets this unit.

CHAMPION REWARDS TABLE

2D6 Reward 8 Feared Leader: The minions that serve under
this champion’s command have learnt never to
2 Lord of Darkness: An aura of dark power disobey his commands.
surrounds this champion, empowering
nearby courtiers.

When a friendly COURTIER within 10" of Add 1 to the Bravery characteristic of friendly
this champion uses a Muster ability, you can units while they are wholly within 12" of
roll 1 extra dice for that COURTIER when this champion.
determining how many slain models the Muster
ability allows you to return (usually this will 9 Death Incarnate: This champion strikes with a
mean that you roll 7 dice instead of 6 dice). savage fury that inflicts terrible wounds.

3 Enmity: Memories of slights and grievances You can re-roll wound rolls of 1 for
inspire this champion to commit terrible acts this champion.
of vengeance.
10 Frenzied Charge: This champion hurls himself
At the end of each battle, note down the name of at the foe, his madness lending his attacks
the warband you fought the battle against. Add incredible speed.
1 to hit rolls and wound rolls for attacks made
by this champion that target models from that Add 1 to the Attacks characteristic of this
warband for the rest of the campaign. champion’s melee weapons until the end of the
phase if this champion made a charge move in
4 Terrifying Appearance: The appearance of this the same turn. This reward has no effect on this
champion is horrific even for a Flesh-eater. model’s mount.

Subtract 2 from the Bravery characteristic 11 Immortal Fiend: This Flesh-eater’s polluted
of enemy units while they are within 6" of blood grants him resilience in battle, allowing
this champion. him to shrug off serious injuries with ease.

5 Arcane Abomination: This champion has Once per battle, in your hero phase, you
mastered the arcane arts, and is one of the can heal up to D6 wounds allocated to
mightiest spellcasters of his kind. this champion.

Add 1 to casting, dispelling and unbinding rolls 12 Charismatic Fiend: This champion’s grim
for this champion. regality draws countless cannibalistic warriors to
his banner.
6 Haunted Blade: One of the weapons wielded
by this champion is a prison for the soul of a If this champion is chosen as the model that
champion from the world-that-was. uses a command ability that summons FLESH-
EATER COURTS models to the battlefield, they
Pick one weapon used by this champion. can use it without a command point having to
Improve the Rend characteristic of that be spent. If they do not have such a command
weapon by 1. This reward has no effect on this ability, they can use the Summon Men-at-
model’s mount. arms ability from the Abhorrant Ghoul King
warscroll (pg 79) instead.
7 Hard to Kill: Your champion is able
to withstand injuries that would fell a
lesser warrior.

Add 1 to this champion’s Wounds characteristic.

WAWRARSSCCRROOLLLLSS

This section includes Flesh-eater Courts warscrolls, warscroll battalions and endless spell warscrolls. Updated
February 2019; the warscrolls printed in this book take precedence over any warscrolls with an earlier publication
date or no publication date.

WARSCROLL BATTALION

CANNIBAL COURT

Cannibal Court

Upon scenting the fresh meat of an enemy army, an entire court is roused to frenzy. Packs of mordants scrabble
behind snarling courtiers, who in turn flock to the maddened howls of the abhorrants, and as one they surge
across the land in search of their next gruesome feast.

ORGANISATION ABILITIES
Dark Master: The supreme ruler of a
A Cannibal Court consists of the court can summon forth minions and
following warscroll battalions: sycophants from across his domain
at will.
• 1 Royal Family
• 1 Attendants at Court If your general is an ABHORRANT
• 1 Deadwatch (pg 74) ARCHREGENT or ABHORRANT
• 1 Abattoir (pg 74) GHOUL KING from this battalion,
• 1 Ghoul Patrol (pg 74) treat their warscroll as having
• 1 King’s Ghouls (pg 75) the command abilities found on
• 1 Royal Mordants (pg 75) the warscrolls of any other units
• 1 Royal Menagerie (pg 75) included in this battalion.

Royal Family

WARSCROLL BATTALION

ROYAL FAMILY

ORGANISATION ABILITIES
Lords of the Manor: In the dominating presence of their
A Royal Family consists of the following units: royal masters, courtiers of every rank call forth their
minions in ever greater numbers.
• 1 Abhorrant Archregent, or 1 Abhorrant Ghoul King
on Royal Terrorgheist, or 1 Abhorrant Ghoul King When a friendly COURTIER within 10" of any models
on Royal Zombie Dragon from this battalion uses a Muster ability, you can roll 1
extra dice for that COURTIER when determining how
• 2-6 Abhorrant Ghoul Kings many slain models the Muster ability allows you to
return (usually this will mean that you roll 7 dice instead
of 6 dice).

WARSCROLL BATTALION

ATTENDANTS AT COURT
AttenOdRGaANnIStATsIOaN t Court
ABILITIES

Loyal Subjects: The Crypt Horrors known as the

An Attendants at Court battalion consists of the Lickspittles are the king’s most trusted subjects, and can

following units: be relied upon to fight with murderous fury even when

they are far from their master’s gaze.

• 1 Crypt Haunter Courtier

You can re-roll hit rolls for attacks made by models

• 2 units of Crypt Horrors from this battalion if your general is an ABHORRANT

ARCHREGENT or ABHORRANT GHOUL KING and has

not been slain.

Deadwatch

WARSCROLL BATTALION

DEADWATCH

ORGANISATION ABILITIES
The Lord’s Own: Nominally the king’s bodyguard,
AbattoirA Deadwatch consists of the following units: the winged monstrosities that form the ranks of the
• 1 Crypt Infernal Courtier Deadwatch epitomise the belief that the best defence is a
good offence.

• 3 units of Crypt Flayers In your hero phase, 1 unit from this battalion that is
within 3" of an enemy unit can make a pile-in move
and then attack with all of the melee weapons it is
armed with.

Ghoul Patrol WARSCROLL BATTALION

ABATTOIR

ORGANISATION ABILITIES
An Abattoir consists of the following units: Body-part Acquisition: True to their purpose, the
• 1 Crypt Haunter Courtier Abattoir displays an uncanny talent for acquiring
• 2 units of Crypt Horrors culinary provisions in battle.
• 1 unit of Crypt Ghouls
At the end of the combat phase, roll 1 dice for each
enemy model within 3" of any models from this
battalion. For each 6, that enemy model’s unit suffers 1
mortal wound.

WARSCROLL BATTALION

GHOUL PATROL

ORGANISATION ABILITIES
A Ghoul Patrol consists of the following units: On Patrol: Scuttling through the shadows, the mordants
• 1 Crypt Ghast Courtier of the Ghoul Patrol burst from the darkness to ambush
• 3 units of Crypt Ghouls their prey.

Instead of setting up a unit from this battalion on the
battlefield, you can place it to one side and say that it is
on patrol in reserve. At the end of your first movement
phase, you must set up all of the units from this battalion
that are in reserve. Set up each unit wholly within 6" of
the edge of the battlefield and more than 9" from any
enemy units.

King’s Ghouls

WARSCROLL BATTALION

KING’S GHOULS

ORGANISATION ABILITIES
Guardians of the Court: Tasked with protecting the lair
A King’s Ghouls battalion consists of the of their master, the King’s Ghouls would rather fight to the
following units: last than see it ransacked by intruders.

• 1 Crypt Ghast Courtier Do not take battleshock tests for units from this battalion
• 1 unit of Crypt Horrors while they are wholly within 18" of the Crypt Ghast
Courtier from the same battalion.

• 2 units of Crypt Ghouls

Royal Mordants

WARSCROLL BATTALION

ROYAL MORDANTS

ORGANISATION ABILITIES
A Royal Mordants battalion consists of the Delusional Discipline: Well-drilled on parade and
following units: instilled with iron discipline – to their deluded minds, at
least – the Royal Mordants heed the bestial roars of their
• 1 Varghulf Courtier courtier without a moment’s hesitation.

• 1 unit of Crypt Horrors In your hero phase, pick 1 unit from this battalion wholly
within 16" of the Varghulf Courtier from the same
Royal Menagerie• 1 unit of Crypt Flayers battalion. That unit can make a normal move.
• 1 unit of Crypt Ghouls

WARSCROLL BATTALION

ROYAL MENAGERIE

ORGANISATION ABILITIES
Monstrous Ensemble: When massed together, the
A Royal Menagerie consists of the following units: creatures of the Royal Menagerie gain mutual benefit
from the dark energies coursing through their vast bodies.
• 3+ Royal Terrorgheists or Royal Zombie Dragons in
any combination In your hero phase, you can heal up to D3 wounds
allocated to each model from this battalion that is within
5" of any other models from the same battalion.

Abhorrant Ghoul King on Royal Terrorgheist

WARSCROLL

14 4+ ABHORRANT GHOUL KING
ON ROYAL TERRORGHEIST

10 A spine-chilling shadow against the sky, the Abhorrant Ghoul King and his
Terrorgheist embody the eternal darkness of undeath. From the gaping maw of the
massive bat-beast, a shrill scream cuts across the battlefield, turning blood to ice.

MISSILE WEAPONS Range Attacks To Hit To Wound Rend Damage

Death Shriek 10" 1 To Hit See below Damage

MELEE WEAPONS Range Attacks 3+ To Wound Rend 1
4+ D3
Gory Talons and Fangs 1" 5 4+ 3+ -1 D6
Skeletal Claws 2"
Fanged Maw 3" 3 3+ -1

3+ -2

Wounds Suffered Move DAMAGE TABLE Skeletal Claws
Death Shriek 4
0-3 14" 4
4-6 12" 6 3
7-9 10" 5 3
10-12 8" 4 2
13+ 6" 3
2 Unholy Vitality: The Abhorrant Ghoul King
DESCRIPTION infuses the crooked bodies of his minions with
Gaping Maw: This horrific creature bites a great dark magic, making it nigh impossible for their
An Abhorrant Ghoul King on Royal Terrorgheist chunk out of its prey, or even swallows it whole. enemies to stop their ravenous onslaught.
is a single model armed with Gory Talons
and Fangs. If the unmodified hit roll for an attack made Unholy Vitality has a casting value of 6. If
with this model’s Fanged Maw is 6, that attack successfully cast, pick 1 friendly FLESH-EATER
MOUNT: This model’s Royal Terrorgheist inflicts 6 mortal wounds on the target unit and COURTS unit wholly within 24" of the caster and
attacks with its Death Shriek, Skeletal Claws and the attack sequence ends (do not make a wound visible to them. Until your next hero phase, roll
Fanged Maw. or save roll). a dice each time you allocate a wound or mortal
wound to that unit. On a 5+ that wound or
FLY: This model can fly. Infested: When a Terrorgheist is finally mortal wound is negated.
destroyed, it explodes into a swarm of bats that
ABILITIES feast on those nearby. COMMAND ABILITIES

Death Shriek: The terrifying shriek of a If this model is slain, before this model is Summon Royal Guard: With a snarled
Terrorgheist is enough to stop a warrior’s heart. removed from play each unit within 3" of this command, the Ghoul King calls forth his most
model suffers D3 mortal wounds. elite retainers.
Do not use the attack sequence for an attack
made with this model’s Death Shriek. Instead roll Royal Blood: The vampiric blood that courses You can use this command ability at the end
a dice and add the Death Shriek value shown on through a Ghoul King’s veins can heal even the of your movement phase. If you do so, pick 1
this model’s damage table. If the total is higher most terrible wounds. friendly model that has this command ability and
than the target unit’s Bravery characteristic, the has not used it before in the battle. That model
target unit suffers a number of mortal wounds In your hero phase, you can heal up to D3 summons 1 unit of up to 3 KNIGHTS to the
equal to the difference between its Bravery wounds allocated to this model. battlefield. The summoned unit is added to your
characteristic and the total. army, and must be set up wholly within 6" of the
MAGIC edge of the battlefield and more than 9" from any
enemy units.
This model is a WIZARD. It can attempt to cast
one spell in your hero phase, and attempt to
unbind one spell in the enemy hero phase. It
knows the Arcane Bolt, Mystic Shield and Unholy
Vitality spells.

KEYWORDS DEATH, VAMPIRE, FLESH-EATER COURTS, ABHORRANT, MONSTER, HERO,
WIZARD, ABHORRANT GHOUL KING

An Abhorrant Ghoul King stands atop his Royal Terrorgheist, the horrifying howls of both rider and mount serving as a clarion call to
the courtiers and mordants of the surrounding lands.

Abhorrant Ghoul King on Royal Zombie

Dragon WARSCROLL

14 4+ ABHORRANT GHOUL KING
ON ROYAL ZOMBIE DRAGON

10 Surrounded by an aura of potent dark magic, the Abhorrant Ghoul King and his
Zombie Dragon are death incarnate. As the monster shreds foes with fangs the size of
swords, the king pulls warriors apart with his bare hands.

MISSILE WEAPONS Range Attacks To Hit To Wound Rend Damage

Pestilential Breath 9" 1 3+ To Wound -3 D6

MELEE WEAPONS Range Attacks To Hit 3+ Rend Damage
3+
Gory Talons and Fangs 1" 5 3+ 3+ -1 1
Snapping Maw 3" 3 4+ -2 D6
2" 4+ -1 2
Sword-like Claws

Wounds Suffered Move DAMAGE TABLE Sword-like Claws
Pestilential Breath 7
0-3 14" 6
4-6 12" 2+ 5
7-9 10" 3+ 4
10-12 8" 4+ 3
13+ 6" 5+
6+
DESCRIPTION
Royal Blood: The vampiric blood that courses COMMAND ABILITIES
An Abhorrant Ghoul King on Royal Zombie through a Ghoul King’s veins can heal even the
Dragon is a single model armed with Gory Talons most terrible wounds. Summon Courtier: With a keening cry, the Ghoul
and Fangs. King summons one of his most loyal servants to
In your hero phase, you can heal up to D3 join the fray.
MOUNT: This model’s Royal Zombie Dragon wounds allocated to this model.
attacks with its Pestilential Breath, a Snapping You can use this command ability at the end
Maw and Sword-like Claws. MAGIC of your movement phase. If you do so, pick 1
friendly model that has this command ability and
FLY: This model can fly. This model is a WIZARD. It can attempt to cast has not used it before in the battle. That model
one spell in your hero phase, and attempt to summons 1 COURTIER unit to the battlefield.
ABILITIES unbind one spell in the enemy hero phase. It The summoned unit is added to your army,
knows the Arcane Bolt, Mystic Shield and Malefic and must be set up wholly within 6" of the edge
Pestilential Breath: When a Zombie Dragon Hunger spells. of the battlefield and more than 9" from any
looses its breath, the killing miasma withers flesh enemy units.
and saps life from the living. Malefic Hunger: As the Abhorrant Ghoul King
imposes his dark will upon his minions, they see
When you attack with this model’s Pestilential a ripe banquet before them and descend upon it
Breath, roll a dice before making the hit roll for with ravening fury.
the attack. If the roll is less than or equal to the
number of models in the target unit, the attack Malefic Hunger has a casting value of 6. If
scores a hit without needing to make a hit roll. successfully cast, until your next hero phase
you can re-roll wound rolls for attacks made
with melee weapons by friendly FLESH-EATER
COURTS units wholly within 16" of the caster.

KEYWORDS DEATH, VAMPIRE, FLESH-EATER COURTS, ABHORRANT, MONSTER, HERO,
WIZARD, ABHORRANT GHOUL KING

Abhorrant Archregent

WARSCROLL

6" ABHORRANT ARCHREGENT
7 4+
Archregents are Ghoul Kings that have ruled for hundreds upon hundreds of years
10 and have grown terrifyingly powerful. They are supremely mighty vampiric warrior-

kings, and are accustomed to the instant obedience of all around them.

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage

Gory Talons and Fangs 1" 7 3+ 3+ -1 1

DESCRIPTION MAGIC COMMAND ABILITIES

An Abhorrant Archregent is a single model This model is a WIZARD. It can attempt to Summon Imperial Guard: With a snap of its
armed with Gory Talons and Fangs. cast two spells in your hero phase, and attempt fingers, the Archregent summons some of its most
to unbind two spells in the enemy hero phase. trusted warriors to the battlefield.
ABILITIES It knows the Arcane Bolt, Mystic Shield and
Ferocious Hunger spells. You can use this command ability at the end of
Imperial Blood: An Archregent has an unnatural your movement phase. If you do so, pick 1 friendly
vitality that heals ghastly wounds in moments. Ferocious Hunger: The Archregent’s dark sorcery model that has this command ability and has not
raises its minions’ cravings to still greater heights. used it before in the battle. That model summons
In your hero phase, you can heal up to 3 wounds 1 of the following units to the battlefield: 1
allocated to this model. Ferocious Hunger has a casting value of 6. If COURTIER; or 1 unit of up to 3 KNIGHTS; or 1
successfully cast, pick 1 friendly FLESH-EATER unit of up to 20 SERFS. The summoned unit is
COURTS unit wholly within 24" of the caster and added to your army, and must be set up wholly
visible to them, and roll a D3. Add the roll to the within 6" of the edge of the battlefield and more
Attacks characteristic of melee weapons used by than 9" from any enemy units.
that unit until your next hero phase.

DEATH, VAMPIRE, FLESH-EATER COURTS, ABHORRANT, HERO, WIZARD,
ABHORRANT ARCHREGENT
Abhorrant Ghoul KingKEYWORDS

6" WARSCROLL
6 4+
ABHORRANT GHOUL KING
10
On foot, the Abhorrant Ghoul King fights among his infantry. With his necromantic
magic, the king imbues his followers with even greater fury, urging them into battle

even as he rends apart foes with dripping claws and razor fangs.

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage

Gory Talons and Fangs 1" 6 3+ 3+ -1 1

DESCRIPTION MAGIC COMMAND ABILITIES

An Abhorrant Ghoul King is a single model This model is a WIZARD. It can attempt to cast Summon Men-at-arms: With a curt command,
armed with Gory Talons and Fangs. one spell in your hero phase, and attempt to the Ghoul King calls forth his finest men-at-arms.
unbind one spell in the enemy hero phase. It
ABILITIES knows the Arcane Bolt, Mystic Shield and Black You can use this command ability at the end
Hunger spells. of your movement phase. If you do so, pick 1
Royal Blood: The vampiric blood that courses friendly model that has this command ability
through a Ghoul King’s veins can heal even the Black Hunger: The Ghoul King invokes a and has not used it before in the battle. That
most terrible wounds. terrifying frenzy in his deranged minions. model summons 1 unit of up to 10 SERFS to the
battlefield. The summoned unit is added to your
In your hero phase, you can heal up to D3 Black Hunger has a casting value of 5. If army, and must be set up wholly within 6" of the
wounds allocated to this model. successfully cast, pick 1 friendly FLESH-EATER edge of the battlefield and more than 9" from any
COURTS unit wholly within 24" of the caster enemy units.
and visible to them. Add 1 to the Attacks
characteristic of melee weapons used by that unit
until your next hero phase.

KEYWORDS DEATH, VAMPIRE, FLESH-EATER COURTS, ABHORRANT, HERO, WIZARD,
ABHORRANT GHOUL KING

Varghulf Courtier

WARSCROLL

10" VARGHULF COURTIER
8 5+

10 Blood gushing from its fanged maw and matting its fur, the Varghulf Courtier kills
without restrain or reason. Even as enemies are heaped broken at its feet, it looses a
piercing howl, calling the warriors of the court to its side.

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage

Immense Claws 2" 4 3+ 3+ -1 2
Dagger-like Fangs 1" 1 3+ 2+ -2 D3

DESCRIPTION COURTIER. For each 5+ you can return 1 slain King’s Champion: A Varghulf enters a terrifying
model to a friendly KNIGHTS unit within 10" frenzy when surrounded by foes.
A Varghulf Courtier is a single model armed with of that VARGHULF COURTIER instead. Slain
Immense Claws and Dagger-like Fangs. models can be returned to more than one unit if Add 2 to the Attacks characteristic of this model’s
you wish, but each successful dice roll can only be Immense Claws if it is within 3" of 10 or more
FLY: This model can fly. used to return a model to a single unit. enemy models when you pick the target unit(s)
for its attacks.
ABILITIES Feed on Dark Magic: These strange creatures can
lap up dark magic from the air. Victory Feast: When a Varghulf swallows
Muster Royal Household: With a cry, the chunks of flesh ripped from its foes, its own
courtier calls forth more of the king’s minions. If a friendly ABHORRANT within 18" of this wounds disappear.
model successfully casts a spell, and it is not
In your hero phase, roll 6 dice for each friendly unbound, you can re-roll hit rolls for this model At the end of the combat phase, if any enemy
VARGHULF COURTIER on the battlefield. For until the start of your next hero phase. models were slain by wounds inflicted by this
each 2+ you can return 1 slain model to a friendly model’s attacks in that combat phase, you can
SERFS unit within 10" of that VARGHULF heal up to D3 wounds allocated to this model.

KEYWORDS DEATH, MORDANT, FLESH-EATER COURTS, COURTIER, HERO, VARGHULF COURTIER

The bestial howls of a Hollowmourne Varghulf Courtier echo through the rubble of a dead civilisation, yet in the monstrous cannibal’s mind it is
standing proud atop the walls of a mighty citadel, ready to defend the king and his subjects.

Crypt Ghast Courtier

WARSCROLL

6" CRYPT GHAST COURTIER
4 5+

10 Hissing captains of the mordants, Crypt Ghast Courtiers move among the pale ranks
of the king’s army to direct the cannibal formations. They drive more Ghouls into the
fray, while seeking out gruesome trophies to bestow upon their ‘men’.

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage

Bone Club 1" 3 3+ 3+ - 1
Filthy Claws 1" 2 4+ 3+ - 1

DESCRIPTION ABILITIES Trophy Hunter: Crypt Ghast Courtiers inspire
their followers by holding aloft trophies torn from
A Crypt Ghast Courtier is a single model armed Muster Serfs: With a cry, the courtier calls forth the bodies of their slain foes.
with a Bone Club and Filthy Claws. more of the Ghoul King’s lowest minions.
If any enemy models are slain by wounds
In your hero phase, roll 6 dice for each friendly inflicted by this model’s attacks, until the end of
CRYPT GHAST COURTIER on the battlefield. the phase in which the attacks were made add 1
For each 2+ you can return 1 slain model to a to the Attacks characteristic of melee weapons
friendly SERFS unit that is within 10" of that used by friendly SERFS units while they are
CRYPT GHAST COURTIER. Slain models can wholly within 16" of this model.
be returned to more than one unit if you wish,
but each successful dice roll can only be used to
return a model to a single unit.

Crypt Ghouls

KEYWORDS DEATH, MORDANT, FLESH-EATER COURTS, COURTIER, HERO, CRYPT GHAST COURTIER

6" WARSCROLL
1 6+
CRYPT GHOULS
10
Filled with a dark hunger, Crypt Ghouls pounce upon their prey. They are ferocious in
great numbers, as each mordant competes with its kin for food. Should a ghoul catch a

glimpse of their king, they will fight all the harder, eager to prove their worth.

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage

Sharpened Teeth and Filthy Claws 1" 2 4+ 4+ - 1

DESCRIPTION ABILITIES Royal Approval: Crypt Ghouls will always
do their utmost to attract the attention of
A unit of Crypt Ghouls has any number of Boundless Ferocity: When Crypt Ghouls gather their sovereign.
models, each armed with Sharpened Teeth and in large numbers their ferocity knows no bounds.
Filthy Claws. You can re-roll hit rolls of 1 for attacks made
Add 1 to the Attacks characteristic of this unit’s by this unit while it is wholly within 18" of any
CRYPT GHAST: The leader of this unit is a Sharpened Teeth and Filthy Claws while this unit friendly ABHORRANTS.
Crypt Ghast. Add 1 to the Attacks characteristic has 20 or more models.
of a Crypt Ghast’s Sharpened Teeth and
Filthy Claws.

KEYWORDS DEATH, MORDANT, FLESH-EATER COURTS, SERFS, CRYPT GHOULS

Crypt Infernal Courtier

WARSCROLL

12" CRYPT INFERNAL COURTIER
6 4+

10 Leathery wings tucked against its body, the Crypt Infernal Courtier dives down from
the sky, shrieking its rage. Plunging into the midst of its enemies with killing force,
the vicious beast impales its prey in a shower of steaming gore.

MISSILE WEAPONS Range Attacks To Hit To Wound Rend Damage

Foetid Breath 9" 1 4+ 3+ -1 D3

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage

Skewering Talons 1" 5 4+ 3+ -1 2

DESCRIPTION ABILITIES Muster Royal Guard: With a cry, the courtier
calls forth more of the Ghoul King’s minions.
A Crypt Infernal Courtier is a single model Skewering Strike: Sometimes a Crypt Infernal
armed with Foetid Breath and Skewering Talons. Courtier will strike with such force that the victim In your hero phase, roll 6 dice for each friendly
is skewered upon its piercing talons. CRYPT INFERNAL COURTIER on the
FLY: This model can fly. battlefield. For each 5+ you can return 1 slain
If the unmodified hit roll for an attack made model to a friendly CRYPT FLAYERS unit
with Skewering Talons is 6, that attack inflicts that is within 10" of that CRYPT INFERNAL
1 mortal wound on the target in addition to any COURTIER. Slain models can be returned
normal damage. to more than one unit if you wish, but each
successful dice roll can only be used to return a
model to a single unit.

Crypt FlayersKEYWORDS DEATH, MORDANT, FLESH-EATER COURTS, COURTIER, HERO, CRYPT INFERNAL COURTIER

12" CRYPT FLAYERS
4 5+
Monstrous predators of the sky, Crypt Flayers flock together in a beating of dark
10 wings and hissing maws. Enemies are snatched up by their sudden strikes and torn

asunder while the creatures’ keening call is enough to break a warrior’s spirit.

MISSILE WEAPONS Range Attacks To Hit To Wound Rend Damage

Death Scream 10" 1 To Hit See below Damage

MELEE WEAPONS Range Attacks 4+ To Wound Rend 1

Piercing Talons 1" 4 3+ -1

DESCRIPTION ABILITIES Skewering Strike: Sometimes a Crypt Flayer will
strike with such force that the victim is skewered
A unit of Crypt Flayers has any number of Death Scream: Crypt Flayers can unleash upon its piercing talons.
models, each armed with a Death Scream and an ultrasonic cry that can kill or debilitate
Piercing Talons. their victims. If the unmodified hit roll for an attack made
with Piercing Talons is 6, that attack inflicts 1
CRYPT INFERNAL: The leader of this Do not use the attack sequence for an attack mortal wound on the target in addition to any
unit is a Crypt Infernal. Add 1 to the made with a Death Scream. Instead roll 2D6. normal damage.
Attacks characteristic of a Crypt Infernal’s Subtract 2 if the target unit is more than 3" from
Piercing Talons. the attacking model. If the result is higher than
the target unit’s Bravery characteristic, the target
FLY: This unit can fly. unit suffers a number of mortal wounds equal to
the difference between its Bravery characteristic
and the result.

DEATH, MORDANT, FLESH-EATER COURTS, KNIGHTS, CRYPT FLAYERS

Crypt Haunter Courtier

WARSCROLL

7" CRYPT HAUNTER COURTIER
6 4+

10 A Crypt Haunter Courtier charges into the fray to the sound of ripping flesh and
splintering bones. Broken and battered, their foes die by the dozen, even as the carrion
knight’s own misshapen body knits itself back together again with terrifying speed.

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage

Massive Bone Club 1" 3 4+ 3+ - 3
Rancid Talons 1" 2 4+ 3+ - 1

DESCRIPTION ABILITIES Muster King’s Chosen: With a cry, the courtier
calls forth more of the Ghoul King’s minions.
A Crypt Haunter Courtier is a single model Noble Blood: The blood of their liege grants Crypt
armed with a Massive Bone Club and Haunter Courtiers a supernatural ability to heal In your hero phase, roll 6 dice for each friendly
Rancid Talons. any damage they suffer. CRYPT HAUNTER COURTIER on the
battlefield. For each 5+ you can return 1 slain
In your hero phase, you can heal 1 wound model to a friendly CRYPT HORRORS unit
allocated to this model. that is within 10" of that CRYPT HAUNTER
COURTIER. Slain models can be returned
Chosen of the King: Crypt Haunters are amongst to more than one unit if you wish, but each
the most ardent of courtiers. successful dice roll can only be used to return a
model to a single unit.
You can re-roll hit rolls for attacks made
by this model while it is within 18" of any
friendly ABHORRANTS.

KEYWORDS DEATH, MORDANT, FLESH-EATER COURTS, COURTIER, HERO, CRYPT HAUNTER COURTIER

Crypt Horrors

7" WARSCROLL
4 5+
CRYPT HORRORS
10
Each sweep of a Crypt Horror’s claws ladles heaps of dripping meat into its gaping
maw. Blessed by the abhorrant’s blood, their own flesh heals quickly, and even mortal

wounds close over as if they never were.

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage

Club and Septic Talons 1" 3 4+ 3+ - 2

DESCRIPTION ABILITIES Warrior Elite: Crypt Horrors are amongst the
most deadly warriors in a court.
A unit of Crypt Horrors has any number Chosen of the King: Crypt Horrors are the most
of models, each armed with a Club and devoted servants in a Ghoul King’s army. If the unmodified wound roll for an attack made
Septic Talons. with a Club and Septic Talons is 6, that attack
You can re-roll hit rolls for attacks made by has a Damage characteristic of 3 instead of 2.
CRYPT HAUNTER: The leader of this unit this unit while it is wholly within 18" of any
is a Crypt Haunter. Add 1 to the Attacks friendly ABHORRANT.
characteristic of a Crypt Haunter’s Club and
Septic Talons. Noble Blood: The blood of their liege grants
Crypt Horrors a supernatural ability to heal any
damage that they suffer.

In your hero phase, you can heal 1 wound
allocated to this unit.

KEYWORDS DEATH, MORDANT, FLESH-EATER COURTS, KNIGHTS, CRYPT HORRORS

Royal Terrorgheist

WARSCROLL

14 4+ ROYAL TERRORGHEIST
10
The Terrorgheist is a bloodthirsty undead beast whose piercing cry scythes through the
enemy as it plunges into the fray. Should the creature be slain, another horror awaits its

foes, as hundreds of shrieking bats burst from its remains to ravage those nearby.

MISSILE WEAPONS Range Attacks To Hit To Wound Rend Damage

Death Shriek 10" 1 To Hit See below Damage

MELEE WEAPONS Range Attacks 4+ To Wound Rend D3
4+ D6
Skeletal Claws 2" 3 3+ -1
Fanged Maw 3"
3+ -2

Wounds Suffered Move DAMAGE TABLE Skeletal Claws
Death Shriek 4
0-3 14" 4
4-6 12" 6 3
7-9 10" 5 3
10-12 8" 4 2
13+ 6" 3
2 Gaping Maw: This horrific creature bites a great
DESCRIPTION chunk out of its prey, or even swallows it whole.
ABILITIES
A Royal Terrorgheist is a single model armed If the unmodified hit roll for an attack made
with a Death Shriek, Fanged Maw and Death Shriek: The terrifying shriek of a with this model’s Fanged Maw is 6, that attack
Skeletal Claws. Terrorgheist is enough to stop a warrior’s heart. inflicts 6 mortal wounds on the target unit and
the attack sequence ends (do not make a wound
FLY: This model can fly. Do not use the attack sequence for an attack or save roll).
made with this model’s Death Shriek. Instead roll
a dice and add the Death Shriek value shown on Infested: When a Terrorgheist is finally
this model’s damage table. If the total is higher destroyed, it explodes into a swarm of bats that
than the target unit’s Bravery characteristic, the feast on those nearby.
target unit suffers a number of mortal wounds
equal to the difference between its Bravery If this model is slain, before this model is
characteristic and the total. removed from play each unit within 3" of this
model suffers D3 mortal wounds.

Royal Menagerie: A Royal Terrorgheist’s decrepit
flesh seethes with dark magic, and reknits as the
beast slaughters its way across the battlefield.

In your hero phase, you can heal up to D3
wounds allocated to this model if this model is
within 6" of a friendly ABHORRANT.

KEYWORDS DEATH, FLESH-EATER COURTS, MENAGERIE, MONSTER, ROYAL TERRORGHEIST

Royal Zombie Dragon

WARSCROLL

14 4+ ROYAL ZOMBIE DRAGON
10
With a deafening roar, the Zombie Dragon dives into battle, eye sockets aglow with
necromantic energy. The beast shreds flesh, bone and steel with equal ease, its talons

and maw matched in their lethality only by its billowing pestilential breath.

MISSILE WEAPONS Range Attacks To Hit To Wound Rend Damage

Pestilential Breath 9" 1 3+ To Wound -3 D6

MELEE WEAPONS Range Attacks To Hit 3+ Rend Damage
3+
Snapping Maw 3" 3 4+ -2 D6
Sword-like Claws 2" 4+ -1 2

Wounds Suffered Move DAMAGE TABLE Sword-like Claws
7
0-3 14" Pestilential Breath 6
4-6 12" 2+ 5
7-9 10" 3+ 4
10-12 8" 4+ 3
13+ 6" 5+
6+
DESCRIPTION
ABILITIES
A Royal Zombie Dragon is a single model armed
with Pestilential Breath, a Snapping Maw and Pestilential Breath: When a Zombie Dragon
Sword-like Claws. looses its breath, the killing miasma withers flesh
and saps life from the living.
FLY: This model can fly.
When you attack with this model’s Pestilential
Breath, roll a dice before making the hit roll for
the attack. If the roll is less than or equal to the
number of models in the target unit, the attack
scores a hit without needing to make a hit roll.

KEYWORDS DEATH, FLESH-EATER COURTS, MENAGERIE, MONSTER, ROYAL ZOMBIE DRAGON

Cadaverous Barricade
ENDLESS SPELL WARSCROLL
CADAVEROUS BARRICADE

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 their forgotten civilisation, and with lifeless hands

they claw at the living who draw too near.

DESCRIPTION ABILITIES

A Cadaverous Barricade is a single model. Grasping Hands: The animated corpses trapped
in a Cadaverous Barricade grab at any living
MAGIC creature that approaches too closely.

Summon Cadaverous Barricade: The wizard If a model starts a move within 3" of this model,
snaps a fallen branch in half and hurls it halve the distance that model can move when it
to the ground. In moments it sprouts into a makes that move. DEATH units are not affected
horrific bulwark. by this ability.

Summon Cadaverous Barricade has a casting Grisly Obstacle: Creatures that are
value of 5. Only Nagash, Supreme Lord of the desperate enough can find cover behind a
Undead and ABHORRANTS can attempt to Cadaverous Barricade.
cast this spell. If successfully cast, set up a
Cadaverous Barricade model wholly within When a missile weapon targets a unit that has
24" of the caster and more than 1" from any all of its models within 1" of this model, then
enemy units. the target unit receives the benefit of cover if the
attacking model is closer to this model than it is
to the target unit.

Chalice of UshoranKEYWORDS ENDLESS SPELL, SHYISH, CADAVEROUS BARRICADE

ENDLESS SPELL WARSCROLL

CHALICE OF USHORAN

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. When the gore inside overflows, the Flesh-eaters upon whom it slops are
bestowed with unnatural vitality, their most grievous wounds healing and their dead rising to fight once more.

DESCRIPTION ABILITIES

A Chalice of Ushoran is a single model. Soul Stealer: When a creature falls in battle,
their screaming essence is trapped by the Chalice
MAGIC of Ushoran, and can be used to heal the wounds
suffered by nearby Flesh-eaters.
Summon Chalice of Ushoran: The abhorrant
conjures forth an ensorcelled chalice of bone from Keep track of the number of models that are slain
which his raving subjects can sup. within 12" of this model each turn. At the end
of each turn, roll a dice for each model that was
Summon Chalice of Ushoran has a casting value slain within 12" of this model during that turn.
of 6. Only Nagash, Supreme Lord of the Undead For each 4+ heal 1 wound allocated to 1 FLESH-
and ABHORRANTS can attempt to cast this EATER COURTS model within 12" of this model,
spell. If successfully cast, set up a Chalice of or return 1 slain model to 1 FLESH-EATER
Ushoran model wholly within 24" of the caster. COURTS unit with a Wounds characteristic of 1
that is wholly within 12" of this model.

KEYWORDS ENDLESS SPELL, SHYISH, CHALICE OF USHORAN

Corpsemare Stampede
ENDLESS SPELL WARSCROLL
CORPSEMARE STAMPEDE

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.

DESCRIPTION ABILITIES

A Corpsemare Stampede is a single model. Crazed Gallop: When a Corpsemare Stampede
is called forth, it immediately gallops furiously
PREDATORY: A Corpsemare Stampede is a across the battlefield.
predatory endless spell. It can move up to 14" and
can fly. When this model is set up, the player who set it
up can immediately make a move with it.
MAGIC
Trampled Underfoot: As a Corpsemare
Summon Corpsemare Stampede: The wizard Stampede charges across the battlefield, it
hurls a rusty horseshoe. Where it lands, a herd tramples over anyone that gets in its way.
of ferocious ghostly horses spring forth from
the ground. After this model has moved, roll 5 dice for each
unit that has any models it passed across. For
Summon Corpsemare Stampede has a casting each roll that is more than that unit’s Wounds
value of 7. Only Nagash, Supreme Lord of the characteristic, that unit suffers 1 mortal
Undead and ABHORRANTS can attempt to wound. For each roll of 6, that unit suffers D3
cast this spell. If successfully cast, set up a mortal wounds instead (whatever its Wounds
Corpsemare Stampede model wholly within characteristic is).
3D6" of the caster.

KEYWORDS ENDLESS SPELL, SHYISH, CORPSEMARE STAMPEDE

The death magic of the Flesh-eater Courts is augmented by the madness of the abhorrants who wield it. The Corpsemare Stampede, Chalice of
Ushoran and Cadaverous Barricade are amongst the most powerful manifestations of this insanity.

PITCHED BATTLE
PRPOITFCIHLEEDSBATTLE PROFILES

The table below provides points, minimum unit sizes and battlefield roles for the warscrolls and warscroll
battalions in this book, for use in Pitched Battles. Spending the points listed on this table allows you to take a
minimum-sized unit with any of its upgrades. Understrength units cost the full amount of points. Larger units
are taken in multiples of their minimum unit size; multiply their cost by the same amount as you multiplied their
size. If a unit has two points values separated by a slash (e.g. ‘60/200’), the second value is for a maximum sized
unit. Units that are listed as ‘Unique’ are named characters and can only be taken once in an army. A unit that
has any of the keywords listed on the Allies table on its warscroll can be taken as an allied unit by a Flesh-eater
Courts army. Updated February 2019; the profiles printed here take precedence over any profiles with an earlier
publication date or no publication date.

FLESH-EATER COURTS UNIT SIZE POINTS BATTLEFIELD ROLE NOTES
WARSCROLL MIN MAX
100/360 Battleline Battleline if
Crypt Ghouls 10 40 300 Behemoth GRISTLEGORE
Royal Terrorgheist 11 Behemoth
300 Battleline if
Royal Zombie Dragon 11 200 Leader GRISTLEGORE
Abhorrant Archregent 11 140 Leader
Abhorrant Ghoul King 11 60 Leader Battleline if general
Crypt Ghast Courtier 11 120 Leader is Crypt Infernal
Crypt Haunter Courtier 11 120 Leader
Crypt Infernal Courtier 11 160 Leader Courtier, or if Crypt
Varghulf Courtier 11 400 Leader, Behemoth Flayers unit is
Abhorrant Ghoul King on 11 Leader, Behemoth BLISTERSKIN
Royal Terrorgheist 440
Abhorrant Ghoul King on 11 Warscroll Battalion Battleline if general
Royal Zombie Dragon 170 Warscroll Battalion is Crypt Haunter
3 12 Warscroll Battalion
Crypt Flayers 160 Warscroll Battalion Courtier, or if Crypt
3 12 Warscroll Battalion Horrors unit is
Crypt Horrors 120 Warscroll Battalion
-- 110 Warscroll Battalion HOLLOWMOURNE
Abattoir -- 60 Warscroll Battalion
Attendants at Court -- 110 Warscroll Battalion
Cannibal Court -- 180
Deadwatch -- 120 Endless Spell
Ghoul Patrol -- 120 Endless Spell
King’s Ghouls -- 120 Endless Spell
Royal Family -- 120
Royal Menagerie -- 30 Scenery
Royal Mordants 11 40
Cadaverous Barricade 11 60
Chalice of Ushoran 11 0
Corpsemare Stampede 11
Charnel Throne

DEATH ALLIES

Flesh-eater Courts Deadwalkers, Deathlords, Deathmages

WHWATH’SANTE’XST?NEXT?

The Beasts of Chaos are monstrous hybrids of men and animals. Since the dawn of the
realms they have stalked the Chaos-infusedwilds, slaughtering those foolish enough to

venture beyond the boundaries of the known.


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