Flesh-eater Courts – Abhorrant Archregent

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•FLESH-EATER COURTS WARSCROLL•
Abhorrant Archregent
6"
5
5+
2
6+
An Abhorrant Archregent rules over an entire empire of crazed cannibals. These vampires, amongst the oldest and most formidable of Ushoran’s brood, are unliving beacons of madness, commanding the devotion of innumerable ghouls.
•FLESH-EATER COURTS WARSCROLL•
Abhorrant Archregent
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Gory Talons and Fangs
Gory Talons and Fangs53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 40mm
Can be reinforced: No
Regiment Options: Any FLESH-EATER COURTS, 0-1 Royal Attendant
Notes: This HERO can join an eligible regiment as a Royal Attendant.

Passive
MUSICIANS, PLAY!: On the Archregent’s signal, the court musicians strike up an exhilarating tune to which the joyful revellers begin to dance.

Effect: While you believe this DELUSION, subtract 1 from hit rolls for shooting attacks that target friendly FLESH-EATER COURTS units while they are wholly within 12" of a friendly FLESH-EATER COURTS HERO.
KEYWORDSDELUSION

Once Per Turn (Army), Your Hero Phase
COUNTLESS SERVANTS: With a chilling shriek, the Archregent summons some of their most trusted warriors.

Declare: Pick a friendly SERFS or KNIGHTS unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+:
  • If the target is a SERFS unit, you can return up to 3 slain models to that unit.
  • If the target is a KNIGHTS unit, you can return 1 slain model to that unit.

KEYWORDS
HERO, WIZARD (1), INFANTRY, WARD (6+)
DEATH, FLESH-EATER COURTS, ABHORRANT
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

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

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Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.

Once Per Turn (Army), Start of Any Turn
A KINGDOM DELUDED: The mass delusions suffered by these cannibals are volatile but intense.

Declare: You must use this ability at the start of each turn. If it is the first turn of the battle, pick a DELUSION from these battle traits or, unless otherwise specified, from the warscroll of a friendly unit on the battlefield. If it is not the first turn, make a delusion roll of D6.

Effect: On a delusion roll of 1-2, you must pick a different DELUSION to the one you picked last turn. On a 3-4, you must pick the same Delusion as the one you picked last turn, even if it is on the warscroll of a unit that has been destroyed. In such cases, the effect of that DELUSION applies as if the unit had not been destroyed. On a 5-6, you must pick a DELUSION like you did in the first turn. For the rest of the turn, you believe the DELUSION you picked.
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).

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

Cavalry
15.1 Coherency
Any time a unit is set up or ends a move, it must be in a single group. A unit is considered to be in a coherent group if each model in that unit is within coherency range, measured horizontally, of at least 1 other model in that unit (ignore differences in height between the two models).

For the majority of units, coherency range is 1/2", though some units (particularly those with large models with overhanging parts) have a longer coherency range noted on their warscroll for ease of play. While there are 7 or more models in a unit, that unit is considered to be in a coherent group if each model in that unit is within coherency range of at least 2 other models in that unit.

If it is not possible for a unit to end a move in a single coherent group, that move cannot be made.

  • After finishing a move, a unit must be in a single group.
  • Coherency range is 1/2" horizontally.
  • Each model must be within coherency range of a different model from the same unit.
  • While a unit has 7+ models, each model must be in coherency with 2 other models in the unit.
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.

FAQ / Errata

FAQ
Q:Do models removed as a result of a unit being out of coherency count as having been slain?
A:
Yes.
Errata
Addenda: 18.3 Slain models
Add the following:

‘You must remove the fewest models possible to make the unit a single coherent group.’
Addenda: removed from play/removed from the battlefield
Add the following definition:

‘removed from play/removed from the battlefield: When a model or unit is removed from the battlefield, it no longer has any effect on the battle, though it can still be relevant for abilities that allow you to return models or replace units.’
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
© Vyacheslav Maltsev 2013-2026