Flesh-eater Courts – Abhorrant Gorewarden

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FLESH-EATER COURTS WARSCROLL
Abhorrant Gorewarden
12"
7
5+
2
Gorewardens are the guardians of a charnel kingdom’s borders and marches. These winged vampires squat atop tumbled fortifications, forever alert for trespassers and salivating in anticipation of fresh meat. When a foolish foe passes some unspoken boundary, the vampire releases a soul-shredding shriek before taking flight upon leathery wings, soon joined by a hunting party of other airborne horrors. Gorewardens are natural predators, able to sniff out vulnerability at a glance before descending to rip their prey into shreds. Before long, whatever remains of the enemy retreats back over the border in disarray, leaving their wounded to be dragged to the Gorewarden’s lair and devoured. Gorewardens are drawn from the most loyal members of a sovereign’s extended family. They are rewarded for their faithful service not only through blood rites that see them sprout powerful wings but also by being granted the ‘keys to the kingdom’, rusted relics plundered from overrun castles that they regard as symbols of authority. Gorewardens are prone to fanaticism; after all, Ushoran himself entrusted them with their sacred duties, and to fail him would be a terrible crime. Many wear the bones of slain enemies as ruffs imitating a sunburst, marking themselves as holy warriors of the Summerking.
FLESH-EATER COURTS WARSCROLL
Abhorrant Gorewarden
MELEE WEAPONS
AtkHitWndRndDmg
Gory Talons and Fangs
Gory Talons and Fangs53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Flesh-eater Noble, 0-1 SERFS, Any KNIGHTS

Your Movement Phase
ROYAL HUNTING PARTY: A Gorewarden is responsible for patrolling the borders of their liege’s greater territory, leading flights of warriors to suddenly fall upon and eviscerate trespassers.

Declare: If this unit is not in combat, you can pick up to 2 friendly Crypt Flayers or Morbheg Knights units that are not in combat and are wholly within 12" of this unit to be the targets.

Effect: Remove this unit and the targets (if any) from the battlefield. Set up this unit again on the battlefield more than 9" from all enemy units. Then, set up each target wholly within 12" of this unit and more than 9" from all enemy units.
KEYWORDSCORE

KEYWORDS
HERO, WIZARD (1), INFANTRY, FLY, WARD (6+)
DEATH, FLESH-EATER COURTS, ABHORRANT

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

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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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!

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.
© Vyacheslav Maltsev 2013-2024