Flesh-eater Courts – Scourge of Ghyran Abhorrant Ghoul King

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FLESH-EATER COURTS WARSCROLL
Scourge of Ghyran Abhorrant Ghoul King
6"
5
5+
2
6+
Utterly deranged, the Abhorrant Ghoul Kings of the Everspring Swathe believe themselves to be good and just rulers of forest kingdoms, rather than the flesh-eating nightmares they truly are. Their cadaverous minions are equally deluded. Such is their devotion to their vampiric master that should the Ghoul King fall they will enter a berserk rage, ripping and tearing those responsible to shreds.
FLESH-EATER COURTS WARSCROLL
Scourge of Ghyran Abhorrant Ghoul King
MELEE WEAPONS
AtkHitWndRndDmg
Blood-stained Talons and Fangs [Anti-HERO (+1 Rend)]
Blood-stained Talons and Fangs
Anti-HERO (+1 Rend)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: Any FLESH-EATER COURTS, Any Flesh-eater Noble
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Passive
THE KINGS COURT: Ghoul Kings are often surrounded by their personal attendants, courtiers and royal family, who fight passionately to compete for their liege’s approval and whose loyalty fires the blood of their monarch in turn.

Effect: Add 1 to the Attacks characteristic of melee weapons used by other friendly non-MONSTER FLESH-EATER COURTS HEROES while they are wholly within 12" of this unit. In addition, add 1 to the Attacks characteristic of this unit’s melee weapons for each other friendly NON-MONSTER FLESH-EATER COURTS HERO wholly within 12" of this unit, to a maximum of +3.

Passive
LONG LIVE THE KING: The death of a member of the royal family sends shockwaves through the cannibal court, sending them into an impassioned rage.

Effect: If this unit would be destroyed, before removing it from play, friendly non-UNIQUE FLESH-EATER COURTS units wholly within 12" of this unit become enraged until the start of your next turn. Melee weapons used by friendly enraged units have Crit (Auto-wound) and score critical hits on unmodified hit rolls of 5+ .

KEYWORDS
HERO, WIZARD (1), INFANTRY, WARD (6+)
DEATH, FLESH-EATER COURTS, ABHORRANT
Those HEROES can join an eligible regiment as a Flesh-eater Noble.

Infantry Hero
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).
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
© Vyacheslav Maltsev 2013-2025