Flesh-eater Courts – Abhorrant Gorewarden

This warscroll does not meet the selection criteria (see Settings tab).
FLESH-EATER COURTS WARSCROLL
Abhorrant Gorewarden
12"
7
5+
2
6+
Gorewardens bear the keys to the kingdom and oversee the protection of their liege’s borderlands. Clad in what they perceive to be great finery, they lead flights of bloodthirsty predators to savage unwary intruders.
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: 170
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Royal Attendant, 0-1 SERFS, Any KNIGHTS, 0-1 BEAST

Deployment Phase
LORD OF THE MARCHES: A Gorewarden is responsible for patrolling the borders of their liege’s territory, leading flights of warriors to ambush their enemies.

Declare: Pick this unit and up to 2 friendly FLESH-EATER COURTS units in this unit’s regiment that have not been deployed to be the targets.

Effect: Set up the target units in reserve patrolling the borders. They have now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
TRESPASSERS!: When intruders are sighted, a Gorewarden and their flock make haste towards them, shrieking bloody murder

Declare: Pick this unit if it is patrolling the borders, then pick an enemy unit to be the target.

Effect: Set up this unit more than 6" from the target and more than 9" from all other enemy units. Then, set up the units that were patrolling the borders with this unit wholly within 12" of this unit and more than 9" from all enemy units.

Passive
DEFENDERS OF THE KINGDOM: The Gorewarden and their sworn swords quickly repel any intrusion over the kingdom’s borders.

Effect: While you believe this DELUSION and this unit is on the battlefield, add 1 to charge rolls for friendly FLESH-EATER COURTS units while they are wholly within 12" of a friendly FLESH-EATER COURTS HERO. Add 2 to charge rolls instead if they were also set up in the same turn.

When using the ‘A Kingdom Deluded’ ability, you can pick this DELUSION even if this unit is patrolling the borders.
KEYWORDSDELUSION

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:

3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
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.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
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

24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.
© Vyacheslav Maltsev 2013-2025