Flesh-eater Courts – Abhorrant Archregent

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FLESH-EATER COURTS WARSCROLL
Abhorrant Archregent
6"
6
5+
2
Whereas the majority of abhorrant royalty might command a single fiefdom of cannibal thralls, an Archregent rules over an entire nation. These vampiric sovereigns carry the full potency of Ushoran’s curse in their blood, granting them ferocious strength, magical talents and the dark charisma to enthral thousands of followers with a single, rasping word. Their talons are sharp as meteoric iron, their fangs capable of biting through a knight’s gorget to puncture the veins beneath. Where an Archregent walks, the air shimmers with madness as if caught in a heat haze, the line between what is real and imagined blurring to indistinction. Ghouls look upon Abhorrant Archregents as the pinnacle of courtly grandeur, seeing them as benevolent monarchs utterly devoted to peace and prosperity for their people. In truth, of course, they are nothing more than blood-starved maniacs who launch endless wars against mortalkind in the deluded belief that they are fighting some holy war. When an Archregent beckons, a flood of cannibal horrors comes scrabbling forward to serve their will, hurling themselves upon the enemy in a frenzied attempt to earn the vampire’s favour.
FLESH-EATER COURTS WARSCROLL
Abhorrant Archregent
MELEE WEAPONS
AtkHitWndRndDmg
Gory Talons and Fangs
Gory Talons and Fangs53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 190
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Flesh-eater Noble, Any FLESH-EATER COURTS

Your Hero Phase
6
CARRION CALL: A triumphant bellowing blast echoes across the land, beckoning the ghoulish hordes to battle.

Declare: Make a casting roll of 2D6.

Effect: The first friendly FLESH-EATER COURTS unit to be set up in the following movement phase can immediately move D6". That unit cannot move into combat during any part of that move.
KEYWORDSSPELL

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.
KEYWORDSCORE

KEYWORDS
HERO, WIZARD (2), INFANTRY, WARD (6+)
DEATH, FLESH-EATER COURTS, ABHORRANT

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

Those HEROES can join an eligible regiment as a Flesh-eater Noble.

Infantry Hero
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
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.

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2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

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

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.
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 2013-2024