Flesh-eater Courts – Scourge of Ghyran Abhorrant Gorewarden

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FLESH-EATER COURTS WARSCROLL
Scourge of Ghyran Abhorrant Gorewarden
12"
7
5+
2
6+
Flying terrors on tattered wings, Abhorrant Gorewardens patrol the mordant kingdoms of Ghyran, seeking intruders or precious relics that their liege might desire. Should they spot such a target they will descend in a screeching dive, reclaiming the lands in the name of their Ghoul King and disembowelling any trespassers with raking talons.
FLESH-EATER COURTS WARSCROLL
Scourge of Ghyran Abhorrant Gorewarden
MELEE WEAPONS
AtkHitWndRndDmg
Gory Talons and Fangs
Gory Talons and Fangs53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Flesh-eater Noble, 0-1 SERFS, Any KNIGHTS
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Passive
GLORIOUS CHARGE: The Gorewarden launches into battle alongside their trusted knights.

Effect: While this unit is within the combat range of a friendly KNIGHTS unit and has charged this turn, this unit has WARD (5+) and its Gory Talons and Fangs have Charge (+1 Damage).

Once Per Turn (Army), End of Enemy Turn
SWOOPING DESCENT: The Gorewarden takes to the skies, swooping across the battlefield to secure a glorious treasure for the court.

Effect: Remove this unit from the battlefield, then set it up again more than 9" from all enemy units and either:
  • Wholly within 6" of the edge of the battlefield, or
  • Within 3" of an objective you do not control.

KEYWORDS
HERO, WIZARD (1), INFANTRY, FLY, WARD (6+)
DEATH, FLESH-EATER COURTS, ABHORRANT

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

Those HEROES can join an eligible regiment as a Flesh-eater Noble.

Infantry Hero
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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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

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

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.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
© Vyacheslav Maltsev 2013-2025