Flesh-eater Courts – Abhorrant Ghoul King on Royal Terrorgheist
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WARSCROLL

Abhorrant Ghoul King on Royal Terrorgheist

A spine-chilling shadow against the sky, the Abhorrant Ghoul King and his Terrorgheist embody the eternal darkness of undeath. From the gaping maw of the massive bat-beast, a shrill scream cuts across the battlefield, turning blood to ice.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Death Shriek
Death Shriek10"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gory Talons and Fangs
Gory Talons and Fangs1"53+3+-11
Skeletal Claws
Skeletal Claws2"4+3+-1D3
Fanged Maw
Fanged Maw3"34+3+-2D6
DAMAGE TABLE
Wounds SufferedMoveDeath ShriekSkeletal Claws
0-314"64
4-612"54
7-910"43
10-128"33
13+6"22
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 450
Battlefield Role: Leader, Behemoth
Base size: 130mm
Notes: Single

BATTALIONS

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

DESCRIPTION

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

MOUNT: This model’s Royal Terrorgheist attacks with its Death Shriek, Skeletal Claws and Fanged Maw.

FLY: This model can fly.

ABILITIES

Death Shriek: The terrifying shriek of a Terrorgheist is enough to stop a warrior’s heart.
Do not use the attack sequence for an attack made with this model’s Death Shriek. Instead roll a dice and add the Death Shriek value shown on this model’s damage table. If the total is higher than the target unit’s Bravery characteristic, the target unit suffers a number of mortal wounds equal to the difference between its Bravery characteristic and the total.

Gaping Maw: This horrific creature bites a great chunk out of its prey, or even swallows it whole.
If the unmodified hit roll for an attack made with this model’s Fanged Maw is 6, that attack inflicts 6 mortal wounds on the target unit and the attack sequence ends (do not make a wound or save roll).

Infested: When a Terrorgheist is finally destroyed, it explodes into a swarm of bats that feast on those nearby.
If this model is slain, before this model is removed from play each unit within 3" of this model suffers D3 mortal wounds.

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 Unholy Vitality spells.

Unholy Vitality: The Abhorrant Ghoul King infuses the crooked bodies of his minions with dark magic, making it nigh impossible for their enemies to stop their ravenous onslaught.
Unholy Vitality 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. Until your next hero phase, roll a dice each time you allocate a wound or mortal wound to that unit. On a 5+ that wound or mortal wound is negated.

COMMAND ABILITIES

Summon Royal Guard: With a snarled command, the Ghoul King calls forth his most elite retainers.
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 3 KNIGHTS 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

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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).
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
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.

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

Leader, Behemoth
Behemoth
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.

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

None

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
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
© Vyacheslav Maltsev 2013-2023