Flesh-eater Courts – Abhorrant Gorewarden

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12"
7
4+
10
WARSCROLL

Abhorrant Gorewarden

Gorewardens are honoured with bearing the keys of the kingdom, and serve to guard the borders of their liege’s territory. Clad in what they perceive as great finery, these vampires lead flights of bloodthirsty predators, falling on foes from above to savage them.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gory Talons and Fangs
Gory Talons and Fangs1"53+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 150
Battlefield Role: Leader
Notes: Single

An Abhorrant Gorewarden is armed with Gory Talons and Fangs.

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

FLY: This unit can fly.

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

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.

Royal Hunting Party: A Gorewarden is responsible for patrolling the borders of their liege’s greater territory, leading flights of winged warriors to suddenly fall upon and eviscerate trespassers.
Instead of setting up this unit on the battlefield, you can place it to one side and say that it is circling in the skies as a reserve unit. If you do so, when you would set up a friendly CRYPT FLAYERS or MORBHEG KNIGHTS unit during deployment, that unit can join this unit circling in the skies as a reserve unit. A maximum of 1 unit can join this unit.

At the end of your movement phase, you can set up this unit more than 9" from all enemy units. If you do so, set up the unit that joined this unit wholly within 9" of this unit and more than 9" from all enemy units.

Winds of Shyish: The Gorewarden and their entourage are carried swiftly across the battlefield by a spectral gale.
Winds of Shyish is a spell that has a casting value of 6 and a range of 9". If successfully cast, pick 1 friendly FLESH-EATER COURTS unit that can fly and is wholly within range and visible to the caster. Remove this unit and the unit you picked from the battlefield and set them up again more than 9" from all enemy units and wholly within 9" of each other. Neither unit can move in the following movement phase.

KEYWORDS
DEATH, FLESH-EATER COURTS, VAMPIRE, ABHORRANT, HERO, WIZARD, ABHORRANT GOREWARDEN

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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.
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.
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.
© Vyacheslav Maltsev 2013-2024