Flesh-eater Courts – Abhorrant Ghoul King on Royal Terrorgheist

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Abhorrant Ghoul King on Royal Terrorgheist

To an abhorrant vampire, their Terrorgheist steed appears as a glorious white-feathered lord of the sky. The reality is that these bat-like goliaths are ferocious and foul - traits they share with their cannibal masters, as they descend upon their prey.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Death Shriek
Death Shriek10"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gory Talons and Fangs
Gory Talons and Fangs1"43+3+-12
Fanged Maw
Fanged Maw3"34+3+-2D6
Skeletal Claws
Skeletal Claws2"4+3+-12
DAMAGE TABLE
Wounds SufferedMoveDeath ShriekSkeletal Claws
0-614"67
7-812"56
9-1110"45
12+8"34
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 430
Battlefield Role: Leader, Behemoth
Base size: 130mm
Notes: Single

An Abhorrant Ghoul King on Royal Terrorgheist is armed with Gory Talons and Fangs.

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

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

FLY: This unit can fly.

MOUNT: This unit’s Royal Terrorgheist is armed with a Death Shriek, Fanged Maw and Skeletal Talons.

Death Shriek: The terrifying shriek of a Terrorgheist is enough to stop a warrior’s heart.
Do not use the attack sequence for an attack made with this unit’s Death Shriek. Instead, roll a dice and add the Death Shriek value shown on this unit’s damage table. If the total is higher than the target unit’s Bravery characteristic, the target unit suffers a number of mortal wounds equal to the difference between its Bravery characteristic and the total.

Gaping Maw: This horrific creature bites a great chunk out of its prey - or even swallows it whole.
If the unmodified hit roll for an attack made with this unit’s Fanged Maw is 6, the target suffers 6 mortal wounds and the attack sequence ends (do not make a wound or save roll).

Infested: When a Terrorgheist is finally destroyed, it explodes into a swarm of bats that feast on those nearby.
If this unit is destroyed, before it is removed from play, each enemy unit within 3" of this unit suffers D3 mortal wounds.

Royal Blood: The vampiric blood that courses through an abhorrant’s veins can heal even the most terrible wounds.
In your hero phase, you can heal up to D3 wounds allocated to this unit.

Ferocious Hunger: The abhorrant is assailed by visions of the glorious feast to come, filling his undead form and that of his steed with a hunger-driven impetus.
Ferocious Hunger is a spell that has a casting value of 6 and a range of 12". If successfully cast, pick 1 friendly ROYAL TERRORGHEIST wholly within range. You can re-roll hit rolls for attacks made with that unit’s Fanged Maw until your next hero phase.

KEYWORDS
DEATH, FLESH-EATER COURTS, VAMPIRE, ABHORRANT, HERO, MONSTER, WIZARD, ABHORRANT GHOUL KING, ROYAL TERRORGHEIST

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Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

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

Leader, Behemoth
Behemoth
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.

The ABHORRANT GHOUL KING keyword is used in the following Flesh-eater Courts warscrolls:

Leader, Behemoth
Leader
© Vyacheslav Maltsev 2013-2024