Flesh-eater Courts – Abhorrant Ghoul King

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6"
6
4+
10
WARSCROLL

Abhorrant Ghoul King

On foot, the Abhorrant Ghoul King fights among his infantry. With his necromantic magic, the king imbues his followers with even greater fury, urging them into battle even as he rends apart foes with dripping claws and razor fangs.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gory Talons and Fangs
Gory Talons and Fangs1"63+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 170
Battlefield Role: Leader
Base size: 32mm
Notes: Single

BATTALIONS

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

DESCRIPTION

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

ABILITIES

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 Black Hunger spells.

Black Hunger: The Ghoul King invokes a terrifying frenzy in his deranged minions.
Black Hunger has a casting value of 5. If successfully cast, pick 1 friendly FLESH-EATER COURTS unit wholly within 24" of the caster and visible to them. Add 1 to the Attacks characteristic of melee weapons used by that unit until your next hero phase.

COMMAND ABILITIES

Summon Men-at-arms: With a curt command, the Ghoul King calls forth his finest men-at-arms.
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 unit of up to 10 CRYPT GHOULS 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, HERO, WIZARD, ABHORRANT GHOUL KING

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6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
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.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

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

Leader, Behemoth
Leader

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

Leader, Behemoth
Leader

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

Leader, Behemoth
Leader

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

Leader, Behemoth
Leader
© Vyacheslav Maltsev 2013-2023