Flesh-eater Courts – Abhorrant Ghoul King on Royal Terrorgheist

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FLESH-EATER COURTS WARSCROLL
Abhorrant Ghoul King
on Royal Terrorgheist
12"
16
4+
5
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. Possessing a vampire’s physical might and innate mastery over the magic of death, Abhorrant Ghoul Kings are able to animate and control the remains of long-dead titans. A favoured choice of royal mount is the Terrorgheist, a chiropterid nightmare of rotting wings and bone. These creatures are capable of unleashing a sonic cry so terrible that it can cause a mortal warrior’s heart to explode within their chest. Even should the Ghoul King be dismounted and his loyal steed slain, the enemy must still beware: inside a Terrorgheist’s foulsmelling innards lurks a swarm of corpse-bats, ready to burst free of their foetid cage and feast upon those close at hand.
FLESH-EATER COURTS WARSCROLL
Abhorrant Ghoul King
on Royal Terrorgheist
RANGED WEAPONS
RngAtkHitWndRndDmg
Death Shriek [Shoot in Combat, Companion]
Death Shriek
Shoot in Combat, Companion
10"14+2+2D6
MELEE WEAPONS
AtkHitWndRndDmg
Terrorgheist’s Skeletal Talons [Companion]
Terrorgheist’s Skeletal Talons
Companion
64+2+12
Terrorgheist’s Fanged Maw [Companion]
Terrorgheist’s Fanged Maw
Companion
34+2+2D6
Gory Talons and Fangs
Gory Talons and Fangs53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 380
Base size: 130mm
Can be reinforced: No
Regiment Options: 0-1 Flesh-eater Noble, Any FLESH-EATER COURTS

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Terrorgheist’s Skeletal Talons is 4.

Passive
GAPING MAW: This horrific creature bites a great chunk out of its prey – or even swallows it whole.

Effect: Each time an attack made with this unit’s Terrorgheist’s Fanged Maw scores a critical hit, that attack inflicts 6 mortal damage on the target unit and the attack sequence ends.

Once Per Turn (Army), Any Combat Phase
FEROCIOUS HUNGER: Assailed by visions of the glorious feast to come, the abhorrant’s steed is filled with a hunger-driven impetus.

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

Effect: Roll a dice. On a 3+, attacks made with this unit’s Terrorgheist’s Fanged Maw that target that enemy unit score critical hits on unmodified hit rolls of 5+ for the rest of the turn.
KEYWORDSRAMPAGE

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

Infantry Hero
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
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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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).
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).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!
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