⚔Realmgate ☼
Warscrolls › Flesh-eater Courts › Army of Renown

New Summercourt

An Army of Renown for Flesh-eater Courts: only the units below, with these battle traits and enhancements in place of the army’s own, and no battle formation. It cannot take a Regiment of Renown. Build one by choosing it under Army of Renown in the list builder.

Battle traits

The Summerking's Colours
Once Per Battle (Army), Deployment Phase

Declare: Pick a friendly New Summercourt unit that contains any standard bearers to be the target.

Effect: For the rest of the battle:
• While the target unit contains any standard bearers, add 10 to the control scores of friendly New • Summercourt units while they are wholly within 24" of the target.
Once all of the standard bearers in the target unit have been slain, subtract 5 from the control scores of friendly New Summercourt units.

A Duel, Good Sir
Once Per Turn (Army), Any Combat Phase

Declare: You must use this ability if the friendly Ushoran is in combat with the friendly general. Pick the enemy general to be the target.

Effect: Your opponent must decide whether the target will accept or refuse Ushoran's challenge.
*Accept:* For the rest of the turn, when the friendly Ushoran and the target are picked to use a Fight ability, all of their attacks must target each other.
*Refuse:* The target has Strike-last for the rest of the turn.

In Their Sire's Shadow
Once Per Battle (Army), Any Charge Phase

Declare: If the friendly Ushoran is not in combat and has not used any Run or Retreat abilities this turn, pick him to use this ability. Then, pick up to 2 friendly New Summercourt Knights units within his combat range that are not in combat and have not used a Run or Retreat ability this turn to be his royal retinue. Then, make a charge roll of 2D6.

Effect: The friendly Ushoran can move a distance up to the value of the charge roll. He can move through the combat ranges of enemy units and must end that move within 1/2" of a visible enemy unit. If he does so, he has charged. If he charged, then after this ability has been resolved, each unit in his royal retinue can immediately use the 'Charge' ability even if it is not your charge phase and you can use the charge roll from this ability instead of making a charge roll when it does so, but it must end the charge move within 3" of the friendly Ushoran.

The Knight's Vow
Once Per Turn(Army), Any Combat Phase

Declare: Pick each friendly New Summercourt unit that did not charge this turn to be the targets.

Effect: Start rolling dice, one at a time and one for each target, and stop when you roll a 6. The target you rolled a 6 for can use 2 Fight abilities this phase. After the first is used, however, the target has Strike-last for the rest of the turn. If you rolled for each target and did not roll a 6, this ability has no effect.

Nightmarish Charge

Effect: Subtract 1 from hit rolls for combat attacks that target friendly New Summercourt units that charged in the same turn.

Red Errantry Hosts
Once Per Turn (Army), Your Movement Phase

Declare: Pick a friendly Knights unit that has been destroyed to be the target.

Effect: Set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 6" of a battlefield edge and more than 9" from all enemy units.

Heroes (15)

Abhorrant Archregent
6" · 6W · Sv 5+
120
Abhorrant Cardinal
6" · 5W · Sv 6+
130
Abhorrant Ghoul King
6" · 5W · Sv 5+
100
Abhorrant Ghoul King (Scourge of Ghyran)
6" · 5W · Sv 5+
110
Abhorrant Ghoul King on Royal Terrorgheist
12" · 16W · Sv 4+
400
Abhorrant Ghoul King on Royal Zombie Dragon
12" · 16W · Sv 4+
400
Abhorrant Gorewarden
12" · 7W · Sv 5+
140
Abhorrant Gorewarden (Scourge of Ghyran)
12" · 7W · Sv 5+
130
Crypt Ghast Courtier
6" · 4W · Sv 5+
80
Crypt Haunter Courtier
7" · 6W · Sv 5+
120
Crypt Infernal Courtier
12" · 6W · Sv 5+
140
Marrowscroll Herald
6" · 5W · Sv 5+
90
Royal Decapitator
6" · 5W · Sv 5+
100
Royal Decapitator (Scourge of Aqshy)
6" · 5W · Sv 5+
100
Ushoran, Mortarch of Delusion
10" · 16W · Sv 4+
450

Units (8)

Charnel Throne
- · 10W · Sv 4+
10
Crypt Flayers
12" · 4W · Sv 5+ · 140 pts normally
90
Crypt Flayers
12" · 4W · Sv 5+
140
Crypt Horrors
7" · 4W · Sv 5+
150
Crypt Horrors
7" · 4W · Sv 5+ · 150 pts normally
100
Morbheg Knights
12" · 4W · Sv 4+
150
Varghulf Courtier
10" · 8W · Sv 5+
100
Varghulf Courtier (Scourge of Aqshy)
10" · 8W · Sv 5+
110

Spell Lore

Spell Lore: New Summercourt
Deranged Transformation
Your Hero Phase

Declare: Pick a friendly New Summercourt Wizard to cast this spell, pick a visible friendly New Summercourt Infantry or Cavalry unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn:
• Add 2" to the target's Move characteristic.
• Add 1 to wound rolls for the target's combat attacks.

Miasma of Madness
Your Hero Phase

Declare: Pick a friendly New Summercourt Wizard to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, for each unmodified hit roll of 1 for a combat attack made by the target, inflict 1 mortal damage on the target after the Fight ability has been resolved.

Artefact of Power

Feted Coronet

Effect: This unit has Ward (4+) until a friendly New Summercourt unit is destroyed.

Heroic Trait

Tip of the King's Lance
Any Combat Phase

Effect: If this unit charged this turn, it can move 2D6". It can pass through models in enemy units, but it must end that move in combat.

Manifestation Lore

Manifestation Lore: New Summercourt
Corpsemare Stampede
Your Charge Phase

Declare: This Manifestation can use this ability even if it is in combat.
Pick a point on a battlefield edge to be the target. Then, make a stampede roll of 2D6. Add 1D6 to the roll for each battle round that this Manifestation has been on the battlefield and has not been banished. For example, the stampede roll would be 2D6 in the turn it which it was summoned, 3D6 in your next turn, and so on.

Effect: This Manifestation can move a distance up to the value of the stampede roll in a straight line directly towards the target. It can move through the combat ranges of enemy units. It cannot end that move in combat unless it ends that move within 1/2" of a visible enemy unit. If it does so, this  Manifestation has charged.
Roll a D3 for each enemy unit that this Manifestation passed across during that move. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll.
In addition, if this Manifestation charged this turn, add the value of the stampede roll to the Attacks characteristic of this Manifestation's Corpsemare Trample for the rest of the turn.

Summon Corpsemare Stampede
Your Hero Phase

Declare: If there is not a friendly Corpsemare Stampede on the battlefield, pick a friendly Flesh-eater Courts Wizard to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Corpsemare Stampede wholly within 12" of the caster, visible to them and more than 9" from all enemy units.

Prayer Lore

Prayer Lore: New Summercourt
Excommunication
Your Hero Phase

Declare: Pick a friendly Flesh-eater Courts Priest to chant this prayer, pick a visible enemy unit within 18" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, ignore positive modifiers to save rolls for the target. In addition, if the chanting roll was 10+, ward rolls cannot be made for the target until the start of your next turn.