Flesh-eater Courts – Grand Justice Gormayne

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FLESH-EATER COURTS WARSCROLL
Grand Justice Gormayne
6"
5
5+
2
It is the duty of Grand Justice Gormayne to deliver the king’s justice to those who break his laws, sentencing the guilty to a brutal, messy execution. It matters not to Ushoran that Gormayne was once a criminal himself, for the abhorrant possesses an uncanny ability of great interest to the Mortarch: some quirk of the Grand Justice’s curse sees him afflicted by traumatic flashes of sanity. This grants him insight unique amongst the Carrion King’s flock, including the means to decipher the writings of mortalkind. Intrigued by – and suspicious of – his underling, Ushoran keeps a close eye on Gormayne, demanding that he prove his loyalty with ever more zealous displays of judicial excess. Despite his position of prestige, the Grand Justice exists in a constant state of torment. To reveal the truth of his condition or to grant undue clemency to those confused mortals who stumble into his gore-splattered court would see Gormayne condemned as a traitor. Thus, he must bury himself in madness, throwing himself completely into his monstrous role. Should an enemy transgress against Ushoran’s decrees. Gormayne’s snarling oratory is quick to condemn them to public dismemberment – a sentence that he and his ‘jury’ of jabbering ghouls are only too happy to carry out.
FLESH-EATER COURTS WARSCROLL
Grand Justice Gormayne
MELEE WEAPONS
AtkHitWndRndDmg
Gore-streaked Gavel
Gore-streaked Gavel44+3+-D3
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 KNIGHTS, Any SERFS

Once Per Turn (Army), Your Hero Phase
DELUSION OF JUSTICE SERVED: Should an enemy transgress Ushoran’s laws, Gormayne’s powerful oratory is quick to condemn them.

Declare: Pick a visible enemy unit to be the target.

Effect: Roll a dice. On a 3+, pick 1 of the following effects to apply to the target until the start of your next turn:

Petty Transgression: Add 1 to wound rolls for combat attacks that target that unit.

Dishonourable Conduct in Battle: Friendly non-MONSTER FLESH-EATER COURTS units can use CHARGE abilities even if they used a RUN ability in the same turn, but if they do so, they must end the charge move within ½" of the target.

Grievous Insult to the Court: While the target is in combat with a friendly ABHORRANT, add 1 to hit rolls for attacks made by friendly FLESH-EATER COURTS units that target that unit.

Regicide: If the target destroyed a friendly ABHORRANT this battle, add 1 to the Damage characteristic of melee weapons used by friendly FLESH-EATER COURTS units that target that unit.

KEYWORDS
UNIQUE, HERO, INFANTRY, WARD (6+)
DEATH, FLESH-EATER COURTS, ABHORRANT

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

6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
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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Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).

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

Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

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

Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
© Vyacheslav Maltsev 2013-2024