The wish to believe we are something more is universal. Who can blame the deluded ghouls of the Flesh-eater Courts for imagining they are the citizens of a prosperous kingdom, rather than scraping around in the muck and gore of a nightmarish charnel realm. The abhorrant vampire nobles are the font of this warping delusion, swaying the masses from their own misguided perspective.
When certain pre-eminent abhorrants take to the battlefield, they can mutate the delusion beyond its usual volatile nature, mustering an Army of Renown that behaves uniquely.

When Ushoran is in one of his more belligerent moods, he may rouse the Knights of New Summercourt, a delegation composed of non-unique Abhorrants and Nobles who charge into battle alongside Knights, Varghulf Courtiers, and lowly Serfs. Once per battle, they may follow In Their Sire’s Shadow, two units cleaving close to the Mad King for the price of a single charge roll – so long as they end their valiant manoeuvre within close proximity of their hulking Mortarch.
The Nightmarish Charge passive ability forces enemies to falter in their defence, subtracting 1 from hit rolls from charged units, making offence the best defence for these gore-smeared chevaliers.

Once Per Battle (Army), Any Charge Phase
THE KNIGHTS OF NEW SUMMERCOURT
IN THEIR SIRE’S SHADOW
When Ushoran himself takes to the field, his knights are seized by an irrepressible mania to follow at his monstrous heels.
Declare: If the friendly Ushoran is not in combat and has not used any RUN or RETREAT abilities this turn, pick that Ushoran and up to 2 friendly NEW SUMMERCOURT KNIGHTS units within his combat range that are not in combat and have not used any RUN or RETREAT abilities this turn to be the targets. Then, make a charge roll of 2D6.
Effect: The targets can each move a distance up to the value of the charge roll. They can move through the combat ranges of enemy units and must end that move within 1/2" of a visible enemy unit. The friendly Ushoran must move before any other targets, and each target must end that move within that Ushoran’s combat range. If the friendly Ushoran is unable to end that move within 1/2" of a visible enemy unit, none of the targets can move. If they move, the targets have charged.
KEYWORDS: CORE, MOVE, CHARGE
When the notion of questing abroad bubbles to the fore of Ushoran’s swirling mind, he may play the part of the Sombre Paladin, inviting a worthy foe into single combat with a strident challenge – A Duel, Good Sir! Should the enemy general accept, they are forced to target only Ushoran in combat; if they refuse, the imagined indignity forces them to strike last.
With their monarch leading so valiantly from the front, the Red Errantry Hosts are drawn into battle in order to prove themselves worthy of his attention. Banners of Knights that have been wiped out are replenished by roving bands of cavalry, replacing destroyed units with half strength reinforcements near the battlefield’s edge.

Once Per Turn (Army), Any Combat Phase
A DUEL, GOOD SIR!
To refuse an honourable duel with Ushoran is always to one’s detriment.
Declare: You must use this ability if the friendly Ushoran is in combat with the enemy 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.
Once Per Turn (Army), Your Movement Phase

RED ERRANTRY HOSTS
Many banners of ‘knights’ jostle for a chance to fight at Ushoran’s side.
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 friendly territory, wholly within 6" of a battlefield edge and more than 9" from all enemy units.
There are others at court whose delusions are almost as persuasive, such as High Falconer Felgryn, who can summon Serfs and Beasts alike to join him at The Equinox Feast. This band of revellers is made up of the peasant classes and non-unique, non-Hero Monsters.
Each battle round is accompanied by an ability representing the phases of this intoxicating festival. At first, the party greets the foreign revellers, adding 1 to their run rolls, while any jubilant attendees who have stumbled into danger may retreat an extra D6”. In the second battle round, Felgryn leads his falconers in a display of avian artistry, though guests are advised to take care not to get gouged or pecked at by these low-flying birds of prey.

Passive
THE EQUINOX PARADE
Clad in tatterdemalion garments of flayed flesh and swaying to the sound of shrieks and bone flutes, the serfs of the ghoul kingdoms skitter as a mad, jubilant procession.
Effect: In the first battle round:
Add 1 to run rolls for friendly EQUINOX FEAST units for each other friendly EQUINOX FEAST unit that has used a RUN ability this phase.
Add D6" to the distance friendly EQUINOX FEAST units can move when they use a RETREAT ability.
In the third battle round, you may double the pile-in move for units with Champions, Musicians, and Standard Bearers, ensuring everyone is in position for the most important moment… the feast itself. With a cry of Eat Your Fill! the hungry merrymakers tear into their meal, healing every time they fight.

Passive
THE RITUAL DANCE
To properly welcome high summer and its magnificent king, the peasantfolk cavort and caper around grand maypoles and idols – even those that are carried by rival revellers.
Effect: In the third battle round, while a friendly EQUINOX FEAST unit is in combat with an enemy unit that contains any champions, musicians or standard bearers, it can move 6" instead of 3" when it makes a pile-in move.

Passive
EAT YOUR FILL!
Now comes the most anticipated part of the celebrations: the great banquet.
Effect: In the fourth battle round, each time a friendly EQUINOX FEAST unit uses a FIGHT ability, after that ability has been resolved:
If that unit is damaged, Heal (D3) that unit.
If that unit is not damaged, return up to 3 slain models to it.
Regiments of Renown present non-Flesh-eater Courts armies with two choices – a winged terror from the skies, or the slow but inevitable justice delivered by the Scarlet Jury. Led by Grand Justice Gormayne, this Scarlet Jury can be included in any Death army – while armies from the Cities of Sigmar, Kharadron Overlords, Slaves to Darkness, and Destruction can hire his sham court.
The jurors are all warped by Gormayne’s Accusations of Regicide delusion, meaning the judge will need to risk his neck to get the most out of his followers – think of it as convenient evidence to help ensure a guilty verdict.

Other Death armies may also bait an especially ravenous Royal Terrorgheist into battle. The Horror of Hallow’s Watch is unable to resist charging into the nearest combat to slake its thirst for a moment, while its ear-splitting shrieks grow louder as it pulverises foes with sonic assaults.
Battletome: Flesh-eater Courts is available to pre-order on Saturday.