Flesh-eater Courts – Grand Justice Gormayne

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6"
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WARSCROLL

Grand Justice Gormayne

Grand Justice Gormayne ensures that the Carrion King’s insane laws are followed, and those who transgress are punished. A cunning orator, he spurs his ghoulish ‘jury’ into a frothing rage, condemning foes to be bloodily torn apart.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gore-streaked Gavel
Gore-streaked Gavel1"44+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader
Notes: Single, Unique

Grand Justice Gormayne is armed with a Gore-streaked Gavel.

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

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.

Pronounce Judgement: Should an enemy transgress Ushoran’s laws, Gormayne’s powerful oratory is quick to condemn them, and the ghouls of his bloodthirsty jury are forever salivating to exact the necessary punishment.
In your hero phase, pick 1 of the following judgements to pronounce. The same unit cannot be affected by more than 1 judgement at the same time.

Petty Transgression: Pick 1 enemy unit that is visible to this unit and roll a dice. On a 3+, add 1 to wound rolls for attacks made by friendly FLESH-EATER COURTS units that target that unit until the end of the turn.

Dishonourable Conduct in Battle: Pick 1 enemy unit that is visible to this unit and more than 3" from all friendly units. Roll a dice. On a 3+, until the end of the turn, friendly FLESH-EATER COURTS units can charge even if they ran earlier in the turn, as long as they finish the charge move within 1/2" of the enemy unit you picked.

Grievous Insult to the Court: Pick 1 enemy unit that is visible to this unit and within 3" of a friendly ABHORRANT. Roll a dice. On a 3+, add 1 to hit rolls for attacks made by friendly FLESH-EATER COURTS units that target that enemy unit until the end of the turn.

Regicide: Pick 1 enemy unit that is visible to this unit and has slain a friendly ABHORRANT. Roll a dice. On a 3+, until the end of the turn, add 1 to the Damage characteristic of weapons used by friendly FLESH-EATER COURTS units for attacks that target that unit.

KEYWORDS
DEATH, FLESH-EATER COURTS, HOLLOWMOURNE, VAMPIRE, ABHORRANT, HERO, GRAND JUSTICE GORMAYNE

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Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
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.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
© Vyacheslav Maltsev 2013-2024