Flesh-eater Courts – Abhorrant Archregent
6"
7
4+
10
WARSCROLL

Abhorrant Archregent

Archregents are Ghoul Kings that have ruled for hundreds upon hundreds of years and have grown terrifyingly powerful. They are supremely mighty vampiric warriorkings, and are accustomed to the instant obedience of all around them.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gory Talons and Fangs
Gory Talons and Fangs1"73+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 240
Battlefield Role: Leader

DESCRIPTION

An Abhorrant Archregent is a single model armed with Gory Talons and Fangs.

ABILITIES

Imperial Blood: An Archregent has an unnatural vitality that heals ghastly wounds in moments.
In your hero phase, you can heal up to 3 wounds allocated to this model.

MAGIC

This model is a WIZARD. It can attempt to cast two spells in your hero phase, and attempt to unbind two spells in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Ferocious Hunger spells.

Ferocious Hunger: The Archregent’s dark sorcery raises its minions’ cravings to still greater heights.
Ferocious Hunger has a casting value of 6. If successfully cast, 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.

COMMAND ABILITIES

Summon Imperial Guard: With a snap of its fingers, the Archregent summons some of its most trusted warriors to the battlefield.
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.

KEYWORDS
DEATH, VAMPIRE, FLESH-EATER COURTS, ABHORRANT, HERO, WIZARD, ABHORRANT ARCHREGENT
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.

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

Leader

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

None

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

Battleline

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

Leader
Leader, Behemoth

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

Leader
Leader, Behemoth

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

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2020