Flesh-eater Courts – Abhorrant Ghoul King

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FLESH-EATER COURTS WARSCROLL
Abhorrant Ghoul King
6"
6
5+
2
At the heart of every cannibal court lurks an abhorrant monarch known as a Ghoul King or Queen. These vampires are tied by blood to their beloved Ushoran, and both his power and his madness flow thickly in their veins. As deranged as their dread master, Abhorrant Ghoul Kings see themselves as honourable lords in service to a benevolent liege, and they feel a patrician’s imperative to ensure that their loyal populace is well fed and happy. In reality, this means that they launch constant raids against the lands of the living, gorging themselves on fresh blood and meat while spreading madness and horror wherever they go. Like the noblest martial monarchs, many Ghoul Kings choose to fight at the vanguard of their army. Delusions of chivalric glory swirl in their fevered minds as they seek out and challenge the mightiest foes to single combat. Needless to say, there is little that is honourable about the resulting bloodshed. Pouncing upon their prey with terrifying speed, the Ghoul King will proceed to eat the luckless victim alive, ripping and tearing with filth-encrusted talons as their fangs sink deep into their prey’s flesh, drawing up great draughts of warm, vitalising ichor.
FLESH-EATER COURTS WARSCROLL
Abhorrant Ghoul King
MELEE WEAPONS
AtkHitWndRndDmg
Gory Talons and Fangs
Gory Talons and Fangs53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Flesh-eater Noble, Any FLESH-EATER COURTS

Any Combat Phase
CODE OF HONOUR: Delusions of chivalry and honourable combat swirling in their fevered mind, the Ghoul King issues a direct challenge to an enemy champion – and then immediately pounces upon them like a frenzied beast.

Declare: Pick an enemy HERO in combat with this unit to be the target.

Effect: For the rest of the turn, add 1 to the Damage characteristic of this unit’s melee weapons, but all of this unit’s attacks must target that HERO.

Your Charge Phase
UNNATURAL SPEED: Deathly energies swell the abhorrant’s muscles and strengthen their sinews before they explode into motion, bounding towards the foe with terrifying swiftness.

Effect: If this unit charged this phase, it has STRIKE-FIRST for the rest of the turn.

KEYWORDS
HERO, WIZARD (1), INFANTRY, WARD (6+)
DEATH, FLESH-EATER COURTS, ABHORRANT
Those HEROES can join an eligible regiment as a Flesh-eater Noble.

Infantry Hero
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
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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Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

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