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
6+
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 that they share with their cannibal masters as they descend upon their prey.
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
Gory Talons and Fangs
Gory Talons and Fangs53+3+12
Terrorgheist’s Fanged Maw [Crit (Mortal), Companion]
Terrorgheist’s Fanged Maw
Crit (Mortal), Companion
34+2+2D3+3
Terrorgheist’s Skeletal Talons [Crit (Mortal), Companion]
Terrorgheist’s Skeletal Talons
Crit (Mortal), Companion
64+2+12
BATTLE PROFILE

Unit Size: 1      Points: 350
Base size: 130mm
Can be reinforced: No
Regiment Options: Any FLESH-EATER COURTS, 0-1 Royal Attendant

Passive
NECROMANTIC LIMITS
Effect: This unit’s Terrorgheist’s Skeletal Talons have a maximum Attacks characteristic of 10.

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

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.

Effect: Roll a dice. On a 3+, add 1 to hit rolls for attacks made with this unit’s Companion melee weapons for the rest of the turn.
KEYWORDSRAMPAGE

Passive
A MAJESTIC MENAGERIE: Magnificent are the courtly warbeasts, resplendent in glittering armour and utterly loyal to their noble masters.

Effect: While you believe this DELUSION, add 1 to the Attacks characteristic of Companion melee weapons used by friendly FLESH-EATER COURTS units while they are wholly within 12" of any friendly FLESH-EATER COURTS HEROES.
KEYWORDSDELUSION

Once Per Turn (Army), Any Combat Phase
WICKED PREDATOR: In life, Terrorgheists were cruel and spiteful monsters, dark instincts driving them to terrify prey into submission. Little has changed in death.

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

Effect: For each champion, standard bearer and musician in the target unit, add 1 to the Attacks characteristic of this unit’s Terrorgheist’s Skeletal Talons, to a maximum of 10, for the rest of the phase. Those additional attacks must target that enemy unit.

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

Infantry Hero
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.
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
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.
Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.
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!
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. 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.
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 2013-2025