Flesh-eater Courts – Royal Terrorgheist

This warscroll does not meet the selection criteria (see Settings tab).
FLESH-EATER COURTS WARSCROLL
Royal Terrorgheist
12"
14
4+
5
In ages past, colossal chiropteran predators haunted the skies of the Mortal Realms, preying upon their fellow megafauna and leeching them dry of blood. Many of these leather-winged titans were hunted to extinction or otherwise starved when the spread of civilisation robbed them of their favoured prey. They slunk away into dismal caves and echoing vaults to slowly die out, embittered and voracious. It was the carcasses of these beasts that were raised through necromancy and bound to the will of the abhorrant monarchs as Royal Terrorgheists. Filled with a vampiric thirst equal to that of their masters, they soar over the throng of combat, their otherworldly senses seeking foes to slay. Their teeth and claws are the length of Sigmarite greatswords and are capable of cleaving through armour with ease, but these monstrous creatures possess an even more fearsome weapon in their arsenal: their infamous killing shriek. The beast’s scream is as unmistakable as it is devastating. The high-pitched wail cuts across the battlefield, shattering the minds of nearby foes. Those not slain outright are reduced to gibbering wrecks, howling as blood runs freely from their ears and eyes, soon to be devoured by the bat-like monstrosity.
FLESH-EATER COURTS WARSCROLL
Royal Terrorgheist
RANGED WEAPONS
RngAtkHitWndRndDmg
Death Shriek [Shoot in Combat, Companion]
Death Shriek
Shoot in Combat, Companion
10"14+2+2D6
MELEE WEAPONS
AtkHitWndRndDmg
Fanged Maw [Companion]
Fanged Maw
Companion
34+2+2D6
Skeletal Talons [Companion]
Skeletal Talons
Companion
64+2+12
BATTLE PROFILE

Unit Size: 1      Points: 260
Base size: 130mm
Can be reinforced: No

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Skeletal Talons is 4.

Passive
GAPING MAW: This horrific creature bites a great chunk out of its prey – or even swallows it whole.

Effect: Each time an attack made with this unit’s Fanged Maw scores a critical hit, that attack inflicts 6 mortal damage on the target unit and the attack sequence ends.

Once Per Turn (Army), Any Combat Phase
DEATH SHRIEK: The terrifying shriek of a Terrorgheist is enough to stop a warrior’s heart.

Declare: Pick an enemy INFANTRY unit in combat with this unit to be the target.

Effect: Roll a dice for each model in the target unit. For each 6, inflict 1 mortal damage on the target. If 3 or more damage points are allocated to the target by this ability, subtract 1 from hit rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER, FLY, WARD (6+)
DEATH, FLESH-EATER COURTS
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.
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!
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).
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
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!
© Vyacheslav Maltsev 2013-2024