Flesh-eater Courts – Abhorrant Ghoul King

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6"
6
4+
10
WARSCROLL

Abhorrant Ghoul King

From ruling their subjects to serving as part of a sprawling, monstrous royal family, abhorrant vampires possess great power amongst the ghoulish courts. Many display a warped honour, hunting enemy champions to tear apart in single combat.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gory Talons and Fangs
Gory Talons and Fangs1"53+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Base size: 32mm
Notes: Single

An Abhorrant Ghoul King is armed with Gory Talons and Fangs.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Royal Family
 • Mortevell’s Helcourt

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

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

Code of Honour: Delusions of chivalry and honourable combat swirling in their fevered mind, the Ghoul King issues a direct challenge to an enemy champion - and then immediately pounces upon them like a frenzied beast.
At the start of the combat phase, you can pick an enemy HERO within 1" of this unit and say that this unit will duel that enemy HERO. If you do so, add 1 to the Damage characteristic of this unit’s melee weapons until the end of the phase, but it can only target that enemy HERO.

Unnatural Speed: Deathly energies swell the abhorrant’s muscles and strengthen their sinews before they explode into motion, bounding towards the foe with terrifying swiftness.
Unnatural Speed is a spell that has a casting value of 6. If successfully cast, this unit can immediately attempt a charge and you can roll 3D6 for the charge roll. If the charge is successful, the strike-first effect applies to this unit in the following combat phase.

KEYWORDS
DEATH, FLESH-EATER COURTS, VAMPIRE, ABHORRANT, HERO, WIZARD, ABHORRANT GHOUL KING

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14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.

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

Leader, Behemoth
Leader
© Vyacheslav Maltsev 2013-2024