Flesh-eater CourtsAbhorrant Ghoul King on Royal Zombie Dragon
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4+
10
WARSCROLL

Abhorrant Ghoul King on Royal Zombie Dragon

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 WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pestilential Breath
Pestilential Breath9"13+-3D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gory Talons and Fangs
Gory Talons and Fangs1"53+3+-11
Snapping Maw
Snapping Maw3"34+3+-2D6
Sword-like Claws
Sword-like Claws2"4+3+-12
DAMAGE
Wounds SufferedMovePestilential BreathSword-like Claws
0-314"2+7
4-612"3+6
7-910"4+5
10-128"5+4
13+6"6+3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 440
Battlefield Role: Leader, Behemoth

DESCRIPTION

An Abhorrant Ghoul King on Royal Zombie Dragon is a single model armed with Gory Talons and Fangs.

MOUNT: This model’s Royal Zombie Dragon attacks with its Pestilential Breath, a Snapping Maw and Sword-like Claws.

FLY: This model can fly.

ABILITIES

Pestilential Breath: When a Zombie Dragon looses its breath, the killing miasma withers flesh and saps life from the living.
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.

Royal Blood: The vampiric blood that courses through a Ghoul King’s veins can heal even the most terrible wounds.
In your hero phase, you can heal up to D3 wounds allocated to this model.

MAGIC

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 Malefic Hunger spells.

Malefic Hunger: As the Abhorrant Ghoul King imposes his dark will upon his minions, they see a ripe banquet before them and descend upon it with ravening fury.
Malefic Hunger has a casting value of 6. If 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.

COMMAND ABILITIES

Summon Courtier: With a keening cry, the Ghoul King summons one of his most loyal servants to join the fray.
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 COURTIER unit 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.

KEYWORDS
DEATH, VAMPIRE, FLESH-EATER COURTS, ABHORRANT, MONSTER, HERO, WIZARD, ABHORRANT GHOUL KING
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
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 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 MONSTER keyword is used in following Flesh-eater Courts warscrolls:

Leader, Behemoth
Behemoth

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

Leader
Leader, Behemoth

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

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2020