Flesh-eater Courts – Abhorrant Ghoul King on Royal Zombie Dragon

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FLESH-EATER COURTS WARSCROLL
Abhorrant Ghoul King
on Royal Zombie Dragon
12"
16
4+
5
6+
To fly a noble drake into battle is the desire of many an abhorrant liege. Though these corpse-beasts are, in truth, rotting and pestilent, there is a certain morbid majesty to them that serves to stoke the hunger of their fellow undead beasts.
FLESH-EATER COURTS WARSCROLL
Abhorrant Ghoul King
on Royal Zombie Dragon
RANGED WEAPONS
RngAtkHitWndRndDmg
Baneful Breath [Shoot in Combat, Companion]
Baneful Breath
Shoot in Combat, Companion
10"D62+4+13
MELEE WEAPONS
AtkHitWndRndDmg
Gory Talons and Fangs
Gory Talons and Fangs53+3+12
Draconic Jaws [Crit (Auto-wound), Companion]
Draconic Jaws
Crit (Auto-wound), Companion
44+2+24
Draconic Claws [Crit (Auto-wound), Companion]
Draconic Claws
Crit (Auto-wound), Companion
74+2+12
BATTLE PROFILE

Unit Size: 1      Points: 360
Base size: 130mm
Can be reinforced: No
Regiment Options: Any FLESH-EATER COURTS, 0-1 Royal Attendant

Passive
NECROMANTIC LIMITS
Effect: This unit’s Draconic Claws have a maximum Attacks characteristic of 10.

While this unit has 10 or more damage points, the Attacks characteristic of its Draconic Claws is 5.

Passive
FOR THE KINGDOM!: Brave nobles lead the thunderous charge of the court’s knights and royal warbeasts, but none are as inspirational as this abhorrant.

Effect: While you believe this DELUSION, add 2 to charge rolls for friendly KNIGHTS units and friendly FLESH-EATER COURTS MONSTERS while they are wholly within 12" of this unit.

Add 1 to charge rolls for friendly KNIGHTS units and friendly FLESH-EATER COURTS MONSTERS instead while they are wholly within 12" of any other friendly FLESH-EATER COURTS HEROES.
KEYWORDSDELUSION

Passive
MONSTROUS HUNGER: The Ghoul King imposes their will upon the creatures of the court’s menagerie, awakening a glimmer of predatory hunger in long-dead senses.

Effect: While they are wholly within 12" of this unit, friendly non-HERO FLESH-EATER COURTS MONSTERS can use CHARGE abilities even if they used a RUN ability in the same turn.

Once Per Turn (Army), Any Combat Phase
DRACONIC TERROR: To behold such a majestic beast as a dragon in the grip of undeath evokes awe and abject terror in equal measure.

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

Effect: Roll a dice. If the roll exceeds the target’s Control characteristic, the target cannot use commands 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 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).
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
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’).
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.
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.

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

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.
14.3 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

The FLESH-EATER COURTS and MONSTER keywords are used in the following Flesh-eater Courts warscrolls:

The non-HERO MONSTER keyword is used in the following Flesh-eater Courts warscrolls:

© Vyacheslav Maltsev 2013-2025