Flesh-eater Courts – Morbheg Knights

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12"
3
4+
10
WARSCROLL

Morbheg Knights

The grisly cavaliers known as Morbheg Knights are amongst the proudest of a court’s warriors. They bound to battle atop the half-living nightshriekers, spawn of the ur-bat Morbheg, creatures whose shrieks can induce a gnawing madness.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Grisly Lance
Grisly Lance2"23+3+-11
Vicious Claws and Teeth
Vicious Claws and Teeth2"33+3+-12
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 150
Battlefield Role: None
Notes: Battleline if general is an Abhorrant Gorewarden

Each model in a Morbheg Knights unit is armed with a Grisly Lance.

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

FLY: This unit can fly.

MOUNT: This unit’s nightshriekers are each armed with Vicious Claws and Teeth.

CHAMPION: 1 model in this unit can be a Champion of Morbheg. Add 1 to the Attacks characteristic of that model’s Grisly Lance.

STANDARD BEARER: 1 in every 3 models in this unit can be a Standard Bearer. While this unit includes any Standard Bearers, if it made a charge move in the same turn, each model in this unit counts as 3 models for the purposes of contesting objectives.

MUSICIAN: 1 in every 3 models in this unit can be a Hornblower. Add 1 to run rolls and charge rolls for this unit while it includes any Hornblowers.

Shrieking Charge: Nightshriekers emit bursts of maniacal, screech-like laughter that carry the curse of madness, leaving their prey staggering in the critical moments before being pounced upon.
After this unit makes a charge move, you can pick 1 enemy unit within 1" of this unit. That enemy unit cannot receive the Unleash Hell command in this phase. In addition, roll 1 dice for each model in this unit that is within 1" of that enemy unit. For each 4+, that enemy unit suffers D3 mortal wounds.

Predator’s Pounce: Though they lack the power of true flight, nightshriekers can leap clean over obstacles and the heads of the foe, allowing Morbheg Knights to strike and disengage at will.
This unit can retreat and still charge later in the turn.

KEYWORDS
DEATH, FLESH-EATER COURTS, MORDANT, KNIGHTS, MORBHEG KNIGHTS

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

Leader
Battleline
None
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.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
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.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
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.

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

None
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
Unleash Hell
These warriors have prepared their missile weapons so they can unleash a devastating volley at the last possible moment.
You can use this command ability after an enemy unit finishes a charge move. The unit that receives the command must be within 6" of that enemy unit and more than 3" from all other enemy units. Models in the unit that receives the command that are within 6" of the target unit can shoot in that phase, but when they do so, you must subtract 1 from hit rolls for their attacks and they can only target the unit that made the charge move.
© Vyacheslav Maltsev 2013-2024