Flesh-eater Courts – Ushoran, Mortarch of Delusion

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Ushoran, Mortarch of Delusion

An ancient and monstrous lord amongst vampires, Ushoran is amongst the most dreaded of Nagash’s Mortarch servants. He is a font of cursed madness that escalates the mania of his ghoul servants, even as he annihilates foes with talon and gore-splattered sceptre.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sceptre of the Carrion King
Sceptre of the Carrion King3"33+2+-2D3+3
Monstrous Claws and Fangs
Monstrous Claws and Fangs2"3+3+-12
Wounds SufferedMonstrous Claws and FangsEpicentre of Delusion

Unit Size: 1      Points: 460
Battlefield Role: Leader, Behemoth
Notes: Single, Unique

Ushoran, Mortarch of Delusion, is armed with the Sceptre of the Carrion King and Monstrous Claws and Fangs.

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

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

WARMASTER: If this unit is included in your army, it is treated as a general even if it is not the model picked to be the army’s general.

Epicentre of Delusion: Ushoran is the primogenitor of the abhorrant curse. As his fractured mind warps and writhes, his delusions also seize those ghouls in his presence, inspiring new and insane impetuses.
If this unit is part of a Flesh-eater Courts army, in your hero phase, you can pick 1 delusion from the Courts of Delusion battle trait. Until your next hero phase, that delusion applies to friendly FLESH-EATER COURTS units while they are wholly within the Epicentre of Delusion range shown on this unit’s damage table, in addition to the delusion you picked before the start of the first turn.

The Carrion King: Such is the renown of Ushoran amongst his cursed subjects that news of his mighty deeds spreads like wildfire through their ranks.
While this unit has 6 noble deeds points, friendly FLESH-EATER COURTS units are affected by the Feeding Frenzy battle trait while they are wholly within 24" of this unit instead of 12".

Shroudcage Fragment: Embedded in Ushoran’s crown of bone is a gem of vitrified grave-sand, a fragment of the mythical Shroudcage to which he was once bound. The energies of raw madness pulse from this jewel, overwhelming those who draw too close to him.
At the start of the combat phase, subtract 1 from the Bravery characteristic of each enemy unit within 3" of this unit until the end of the battle. Then, roll 2D6 for each enemy unit within 1" of this unit. If the result is higher than the Bravery characteristic of that unit, the strike-last effect applies to that unit until the end of the phase.

The King’s Chalice: The dark magics that swirl within Ushoran’s sacred chalice grant him incredible resilience and vitality.
This unit has a ward of 5+. In addition, in your hero phase, you can heal up to 2D3 wounds allocated to this unit.

Glimpse of Delusion: Ushoran’s sheer conviction pulls an enemy into his delusion, causing them to see friends as vicious monsters and driving them to lose grasp of their sanity.
Glimpse of Delusion is a spell that has a casting value of 7 and a range of 18". If successfully cast, pick 1 enemy model within range and visible to the caster. Then, pick 1 melee weapon that enemy model is armed with and pick 1 other enemy unit within range of that weapon. That enemy model immediately makes combat attacks with that weapon targeting that other enemy unit.


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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.
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
© Vyacheslav Maltsev 2013-2024