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Start Of Setup

Battalion: Warlord - Magnificent


When you pick enhancements for your army (see 27.3), you can pick 1 extra enhancement.

Scenery: Charnel Throne - Setup


After territories are determined, you can set up this faction terrain feature wholly within your territory and more
than 3" from all objectives and other terrain features. If both players can set up faction terrain features at the
same time, they must roll off and the winner chooses who sets up their faction terrain features first.

During Game

Flesh Eater Courts Allegiance - Courts of Delusion


The delusion applies to all friendly FLESH-EATER COURTS units for the duration of the battle, even if the
general is slain (if you must select a new general during the battle, do not generate a new delusion for the
army).

Scenery: Charnel Throne - Defensible


This terrain feature is a defensible terrain feature that can be garrisoned by 1 HERO with a Wounds
characteristic of 8 or less.

Wound Allocation

Abhorrant Ghoul King on Royal Terrorgheist, Royal Terrorgheist - Infested


If this model is slain, before this model is removed from play each unit within 3" of this model suffers D3 mortal
wounds.

Flesh Eater Courts Allegiance - Deathless Courtiers


Roll a D6 each time you allocate a wound or mortal wound to a friendly FLESH-EATER COURTS unit wholly
within 12" of a friendly FLESH-EATER COURTS HERO. On a 6 that wound or mortal wound is negated.

Start Of Hero Phase

Battle Tactics
At the start of your hero phase, you must pick 1 battle tactic. You must reveal your choice to your opponent,
and if your battle tactics instructs you to pick something, you must tell your opponent what you pick. You have
until the end of that turn to complete the battle tactic. You cannot pick the same battle tactic more than once
per battle.

Battalion: Warlord - Strategists


Once per battle, when you receive command points at the start of your hero phase, you can receive 1 extra
command point.

Battle Tactics - Aggressive Expansion


When you reveal this battle tactic, pick 2 objective markers on the battlefield that are not wholly within your
territory. You complete this battle tactic if you control both objective markers at the end of this turn.

Battle Tactics - Bring It Down!


When you reveal this battle tactic, pick 1 enemy MONSTER on the battlefield. You complete this battle tactic if
that unit is destroyed during this turn. If that enemy MONSTER was destroyed by an attack made by a friendly
MONSTER or an ability of a friendly MONSTER, score 1 additional victory point.

Battle Tactics - Broken Ranks


When you reveal this battle tactic, pick 1 Battleline unit from your opponent's starting army on the battlefield.
You complete this battle tactic if that unit is destroyed during this turn. If that unit was destroyed by an attack
made by a friendly MONSTER or an ability of a friendly MONSTER, score 1 additional victory point.

Battle Tactics - Conquer


When you reveal this battle tactic, pick 1 objective marker on the battlefield that your opponent controls. You
complete this battle tactic if you control that objective marker at the end of this turn.
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Start Of Hero Phase (continued)

Battle Tactics - Ferocious Advance


When you reveal this battle tactic, pick 3 different units from your starting army on the battlefield. You complete
this battle tactic if all of the units your picked run in the following movement phase and finish that run within 3"
of each other. If all 3 of those units are MONSTERS, score 1 additional victory point.

Battle Tactics - Monstrous Takeover


When you reveal this battle tactic, pick 1 MONSTER from your starting army on the battlefield. You complete
this battle tactic if that MONSTER is contesting an objective marker that you control at the end of this turn, and
that objective marker is not contested by an enemy MONSTER.

Battle Tactics - Savage Spearhead


You complete this battle tactic if there are 2 or more units from your starting army wholly within your
opponent's territory at the end of this turn. If 2 or more of those units are MONSTERS, score 1 additional
victory point.

Battle Tactics - Slay the Warlord


You complete this battle tactic if the model chosen to be your opponent's general is slain during this turn. If that
model was destroyed by an attack made by a friendly MONSTER or an ability of a friendly MONSTER, score 1
additional victory point.

During Hero Phase

Abhorrant Archregent - Imperial Blood


In your hero phase, you can heal up to 3 wounds allocated to this model.

Abhorrant Ghoul King, Abhorrant Ghoul King on Royal Terrorgheist - Royal Blood
In your hero phase, you can heal up to D3 wounds allocated to this model.

Artifact - The Dermal Robe (Royal Treasury)


Add 1 to casting, dispelling and unbinding rolls for the bearer.

Flesh Eater Courts Allegiance - Muster Abilities


Several Flesh-eater Courts abilities allow you to return slain models to a unit. When you do so, set up the
models one at a time within 1" of a model from the unit they are returning to (this can be a model you returned
to the unit earlier in the same phase). The slain models you return to a unit can only be set up within 3" of an
enemy unit if one or more models from the unit they are returning to are already within 3" of an enemy unit.

Royal Terrorgheist - Royal Menagerie


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.

Spell - Arcane Bolt


Casting value of 5 and range of 12". If successfully cast, at the start of any 1 phase before your next hero
phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If
that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.

Spell - Black Hunger


Casting value of 5. Pick a FLESH-EATER COURTS unit within 18". Add 1 to the Attacks characteristic of any
melee weapons used by that unit until your next hero phase.

Spell - Blood Feast


Casting value of 7. Pick 1 enemy unit within 12" of the caster that is visible to them, and a friendly
FLESH-EATER COURTS unit within 6" of that enemy unit. The enemy unit suffers D3 mortal wounds. If the
casting roll was 10 or more, the enemy unit suffers D6 mortal wounds instead of D3 mortal wounds.

Then, for each mortal wound that was inflicted on the enemy unit, you can heal 1 wound allocated to the
friendly unit. If the friendly unit has a Wounds characteristic of 1, for each mortal wound that was inflicted on
the enemy unit, you can return 1 slain model to the friendly unit instead.
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During Hero Phase (continued)

Spell - Ferocious Hunger


Casting value of 6. Pick 1 friendly Flesh-eater Courts unit wholly within 24" of the caster and visible to them,
and roll a D3. Add the roll to the Attacks characteristic of melee weapons used by that unit until your next hero
phase.

Spell - Flaming Weapon


Casting value of 4. If successfully cast, pick 1 of the caster's melee weapons. Add 1 to Damage characteristic
of that weapon until your next hero phase.

Spell - Spectral Host


Casting value of 6. Pick 1 friendly unit wholly within 12" of the caster that is visible to them. That unit can fly
until your next hero phase. If that unit can already fly, until your next hero phase it can run and still charge in
the same turn. If the casting roll was 10 or more, you can pick up to 3 friendly units to be affected by the spell
instead of 1.

Spell - Unholy Vitality


Casting value of 6. Pick a FLESH-EATER COURTS unit within 18". Until your next hero phase, roll a D6 each
time a model from the unit you picked suffers a wound or a mortal wound; on a roll of 5 or 6, the wound is
ignored.

End Of Movement Phase

Command Ability - Summon Imperial Guard


You can use this command ability at the end of your movement phase. If you do so, pick 1 friendly model that
has this command ability and has not used it before in the battle. That model summons 1 of the following units
to the battlefield: 1 COURTIER; or 1 unit of up to 3 KNIGHTS; or 1 unit of up to 20 SERFS. The summoned
unit is added to your army, and must be set up wholly within 6" of the edge of the battlefield and more than 9"
from any enemy units.

Command Ability - Summon Men-at-arms


You can use this command ability at the end of your movement phase. If you do so, pick a friendly model that
has this command ability and has not used it before in the battle. That model summons 1 unit of 10 Crypt
Ghouls to the battlefield. The summoned unit is added to your army, and must be set up wholly within 6" of the
edge of the battlefield and more than 9" from any enemy units.

Command Ability - Summon Royal Guard


You can use this command ability at the end of your movement phase. If you do so, pick a friendly model that
has this command ability and has not used it before in the battle. That model summons 1 unit of 3 Crypt
Horrors or 1 unit of 3 Crypt Flayers to the battlefield. The summoned unit is added to your army, and must be
set up wholly within 6" of the edge of the battlefield and more than 9" from any enemy units.

Scenery: Charnel Throne - Ruler of All He Surveys


If you use the Summon Men-at-arms or Summon Imperial Guard command ability and the model you pick to
issue the command is within 1" of this terrain feature, you can do so without a command point being spent.

During Shooting Phase

Abhorrant Ghoul King on Royal Terrorgheist, Royal Terrorgheist - Death Shriek


Do not use the attack sequence for an attack made with this model's Death Shriek. Instead roll a D6 and add
the Death Shriek value shown on this model's damage table. If the total is higher than the target unit's Bravery
characteristic, the target unit suffers a number of mortal wounds equal to the difference between its Bravery
characteristic and the total.

Gristlegore (Grand Court) - Peerless Ferocity


If the unmodified hit roll for an attack made by a GRISTLEGORE HERO or GRISTLEGORE MONSTER is 6,
that attack inflicts 2 hits on that target instead of 1. Make a wound and save roll for each hit.
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During Charge Phase

Triumph - Bloodthirsty
Once per battle, after you make a charge roll for a friendly unit, you can say that it is bloodthirsty. If you do so,
you can reroll that charge roll.

Start Of Combat Phase

Artifact - Ghurish Mawshard


Once per battle, at the start of the combat phase, you can pick 1 enemy model within 1" of the bearer and roll
a D6. If the roll is greater than that model's Wounds characteristic, that model is slain.

Command Trait - Savage Strike


The strike-first effect applies to this general and their mount if they made a charge move in the same turn.

During Combat Phase

Abhorrant Ghoul King on Royal Terrorgheist, Royal Terrorgheist - Gaping Maw


If the unmodified hit roll for an attack made with this model's Fanged Maw is 6, that attack inflicts 6 mortal
wounds on the target unit and the attack sequence ends (do not make a wound or save roll)

Command Ability - Call to War


You can use this command ability in the combat phase if a friendly GRISTLEGORE HERO or GRISTLEGORE
MONSTER that has not fought in that phase is slain while it is wholly within 12" of a friendly GRISTLEGORE
HERO, or wholly within 18" of a friendly GRISTLEGORE HERO that is a general. If you do so, before that
model is removed from play, it can make a pile-in move and then attack with all of the melee weapons it is
armed with. You cannot pick the same unit to benefit from this ability more than once per phase.

Command Ability - Feeding Frenzy


You can use this command ability in the combat phase after a friendly FLESH-EATER COURTS unit has
fought for the first time in that phase and is wholly within 12" of a friendly FLESH-EATER COURTS HERO or
wholly within 18" of a friendly FLESH-EATER COURTS HERO that is a general. If you do so, that unit can
immediately make a pile-in move and then attack with all of the melee weapons it is armed with for a second
time. You cannot pick the same unit to benefit from this ability more than once per phase.

Crypt Ghouls - Boundless Ferocity


Add 1 to the Attacks characteristic of this unit's Sharpened Teeth and Filthy Claws while this unit has 20 or
more models.

Crypt Ghouls - Royal Approval


You can reroll hit rolls of 1 for attacks made by this unit while it is wholly within 18" of any friendly
ABHORRANTS.

Gristlegore (Grand Court) - Peerless Ferocity


If the unmodified hit roll for an attack made by a GRISTLEGORE HERO or GRISTLEGORE MONSTER is 6,
that attack inflicts 2 hits on that target instead of 1. Make a wound and save roll for each hit.

Mount Trait - Gruesome Bite (Terrorgheist)


You can reroll failed hit rolls for attacks made with this mount's Fanged Maw.

Spell - Black Hunger


Casting value of 5. Pick a FLESH-EATER COURTS unit within 18". Add 1 to the Attacks characteristic of any
melee weapons used by that unit until your next hero phase.

Spell - Ferocious Hunger


Casting value of 6. Pick 1 friendly Flesh-eater Courts unit wholly within 24" of the caster and visible to them,
and roll a D3. Add the roll to the Attacks characteristic of melee weapons used by that unit until your next hero
phase.
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During Battleshock Phase

Scenery: Charnel Throne - Ghoulish Landmark


Add 1 to the Bravery characteristic of FLESH-EATER COURTS UNITS that are within 1" of any Charnel
Thrones. Subtract 1 from the Bravery characteristic of other units that are within 1" of any Charnel Thrones.

End Of Game

Grand Strategy - Hold the Line


When the battle ends, you complete this grand strategy if there are any Battleline units from your starting army
on the battlefield.

Flesh Eater Courts


Flavor: Gristlegore (Grand Court)
Battalion: Warlord
Units: Abhorrant Archregent | Abhorrant Ghoul King on Royal Terrorgheist | Abhorrant Ghoul King | Royal
Terrorgheist | Crypt Ghouls
Artifacts: Ghurish Mawshard | The Dermal Robe (Royal Treasury)
Command Trait: Savage Strike
Mount Trait: Gruesome Bite (Terrorgheist)
Command Abilities: Feeding Frenzy | Summon Imperial Guard | Call to War | Summon Royal Guard | Summon
Men-at-arms
Spells: Ferocious Hunger | Unholy Vitality | Black Hunger | Blood Feast | Spectral Host | Flaming Weapon
Arcane Bolt
Scenery: Charnel Throne
Grand Strategy: Hold the Line
Triumph: Bloodthirsty

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