Flesh-eater Courts – Royal Zombie Dragon

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FLESH-EATER COURTS WARSCROLL
Royal Zombie Dragon
12"
14
4+
5
The sky shudders to the beat of leathery wings as a Royal Zombie Dragon descends to savage its prey. As the stench of the beast washes over the enemy, the air becomes chill, for the aura of death around the drake is potent. Raw amethyst magic emanates from this monster’s skull; though the Zombie Dragon’s eye sockets glimmer with what appears to be a ghostly intelligence, this is simply an illusion created by the vast quantities of dark energy used to animate it. Only the strongest wielders of necromantic power can command these undead drakes, and without their will, the beasts are swiftly rendered inert once more. The darkness that animates a Zombie Dragon is never more evident than when it expels its breath, spewing it forth as a coiling cloud of withering death magic. This killing miasma shrivels flesh and corrodes the soul, instantly sapping the life from living beings. Husks are left in its wake where once there were soldiers. These desiccated statues are soon torn to pieces by the rampaging Zombie Dragon, while those fortunate enough to avoid its hellish exhalation flee in abject terror.
FLESH-EATER COURTS WARSCROLL
Royal Zombie Dragon
RANGED WEAPONS
RngAtkHitWndRndDmg
Pestilential Breath [Shoot in Combat, Companion]
Pestilential Breath
Shoot in Combat, Companion
10"D62+4+13
MELEE WEAPONS
AtkHitWndRndDmg
Draconic Claws [Companion]
Draconic Claws
Companion
74+2+12
Draconic Maw [Companion]
Draconic Maw
Companion
34+2+23
BATTLE PROFILE

Unit Size: 1      Points: 270
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 Draconic Claws is 5.

Deployment Phase
VANTAGE POINT: The Zombie Dragon approaches the front line from above, eye sockets aglow with unholy energy.

Declare: Pick this unit if it has not been deployed.

Effect: Set up this unit in reserve high above the battlefield. It has now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
LOATHSOME DESCENT: With a deafening roar, the Zombie Dragon dives into battle like a foul comet.

Declare: Pick this unit if it is high above the battlefield.

Effect: Set up this unit anywhere on the battlefield more than 9" from all enemy units.

Once Per Turn (Army), Any Combat Phase
SOARING TERROR: The Zombie Dragon soars over the enemy warriors, scouring those below with its corrosive breath.

Effect: If this unit charged this turn, roll a dice. On a 3+, this unit can move 2D6". It can pass through the combat ranges of enemy units but must end that move in combat. Then, pick an enemy unit that this unit passed across during that move. Inflict D3 mortal damage on that enemy unit.
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.

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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!
Universal Core Abilities - 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 2013-2024