Flesh-eater Courts – Abhorrant Gorewarden

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SPEARHEAD WARSCROLL
Abhorrant Gorewarden
12"
7
5+
2
6+
A Gorewarden bears the keys to the kingdom and oversees the protection of their liege’s borderlands. They perch, gargoyle-like, atop toppled spires and battlements for days and nights on end, eyes blazing. Once they sight their prey, the vampire throws their head back, shrieking for the hunt. Clad in what they perceive to be great finery, the Gorewarden leads a flight of bloodthirsty predators to savage the unwary intruders.
SPEARHEAD WARSCROLL
Abhorrant Gorewarden
MELEE WEAPONS
AtkHitWndRndDmg
Gory Talons and Fangs
Gory Talons and Fangs53+3+12
Your Hero Phase
SOUND THE PURSUIT!: With a howl that echoes like a winding horn, the Gorewarden infuses their minions with a feverish desire to hunt and feast.

Declare: Pick a friendly unit wholly within 12" of this unit to be the target, then make a casting roll of 2D6.

Effect: On a 6+, until the start of your next turn, when making charge rolls for the target, add 1 to the number of dice rolled, to a maximum of 3, then remove 1 dice of your choice and use the remaining dice as the charge roll.

KEYWORDS
HERO, WIZARD, INFANTRY, FLY, WARD (6+)
Army List
Warscrolls collated

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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

© Vyacheslav Maltsev 2013-2026