Flesh-eater Courts – Abhorrant Ghoul King on Royal Zombie Dragon

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Abhorrant Ghoul King on Royal Zombie Dragon

To fly a noble drake into battle is the desire of many an abhorrant liege. Though these corpse-beasts are, in truth, rotting and pestilent, there is a certain morbid majesty to them that serves to stoke the hunger of their fellow undead beasts.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pestilential Breath
Pestilential Breath12"D63+3+-13
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gory Talons and Fangs
Gory Talons and Fangs1"43+3+-12
Snapping Maw
Snapping Maw3"34+3+-33
Sword-like Claws
Sword-like Claws2"4+3+-12
Wounds SufferedMoveSword-like Claws

Unit Size: 1      Points: 420
Battlefield Role: Leader, Behemoth
Base size: 130mm
Notes: Single

An Abhorrant Ghoul King on Royal Zombie Dragon 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.

FLY: This unit can fly.

MOUNT: This unit’s Royal Zombie Dragon is armed with Pestilential Breath, a Snapping Maw and Sword-like Claws.

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.

Draconic Terror: To behold such a majestic beast as a dragon in the grip of undeath evokes awe and abject terror in equal measure.
Enemy units cannot receive the Inspiring Presence command while they are within 3" of any friendly units with this ability.

Monstrous Hunger: The Ghoul King imposes his will upon the larger creatures of his court's menagerie, awakening a glimmer of predatory hunger in the long-dead beasts that sees them close upon their prey with greater swiftness.
Monstrous Hunger is a spell that has a casting value of 6 and a range of 18". If successfully cast, friendly FLESH-EATER COURTS MONSTERS wholly within range of the caster are filled with monstrous hunger until your next hero phase. A unit filled with monstrous hunger can run and still charge later in the turn.


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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.
Inspiring Presence
The stoic leaders of these mighty warriors never falter, inspiring their comrades to fight no matter the odds.
You can use this command ability at the start of the battleshock phase. The unit that receives the command does not have to take battleshock tests in that phase.

The ROYAL ZOMBIE DRAGON keyword is used in the following Flesh-eater Courts warscrolls:

Leader, Behemoth
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.

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

Leader, Behemoth

The FLESH-EATER COURTS and MONSTER keywords are used in the following Flesh-eater Courts warscrolls:

Leader, Behemoth
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
© Vyacheslav Maltsev 2013-2024