Flesh-eater Courts – Ushoran, Mortarch of Delusion

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FLESH-EATER COURTS WARSCROLL
Ushoran
Mortarch of Delusion
10"
16
4+
5
Master of the abhorrants, progenitor of monsters and locus of a dreadful curse, Ushoran is nightmarish in the truest sense of the word. The Mortarch of Delusion towers above other vampires, his grotesquely swollen frame rippling with muscle and his mad–eyed visage shining with a terrible delight. So terrifying is he to look upon that it is easy to miss the fluctuating voices and inflections that spill from his gore-stained mouth – personas donned and discarded like so many masks, further proof of the Mortarch’s utter insanity. The only hint of Ushoran’s self-proclaimed regality is the crown that protrudes from his skull and the ‘royal sceptre’ he cradles in his taloned hands. At any moment, Ushoran might tremble with rasping laughter or fly into a bloodthirsty rage that sees him tear enemies and allies alike limb from limb. This unpredictable madness is not only a shield against those seeking to manipulate or control him but also a weapon with which the Mortarch might dominate his foes. When the sickly haze of Ushoran’s mania is channelled through his crown and unleashed upon the sane, they are pulled into his web of derangement, turning upon their former comrades in a violent frenzy.
FLESH-EATER COURTS WARSCROLL
Ushoran
Mortarch of Delusion
MELEE WEAPONS
AtkHitWndRndDmg
Monstrous Talons
Monstrous Talons83+3+12
Sceptre of the Carrion King
Sceptre of the Carrion King43+2+2D3+3
BATTLE PROFILE

Unit Size: 1      Points: 470
Base size: 130mm
Can be reinforced: No
Regiment Options: 0-1 Flesh-eater Noble, Any FLESH-EATER COURTS

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Monstrous Talons is 6.

Passive
THE CARRION KING: News of Ushoran’s mighty deeds spreads like wildfire through the Flesh-eater ranks.

Effect: While this unit has 6 noble deeds points, the effect of the ‘Feeding Frenzy’ ability applies to friendly FLESH-EATER COURTS units while they are wholly within 24" of this unit instead of 12".

Your Hero Phase
7
GLIMPSE OF DELUSION: Ushoran pulls an enemy into his delusion, causing them to see friends as vicious monsters.

Declare: Pick a visible enemy model within 18" of this unit to be the target, pick another enemy unit within the target’s combat range to be the victim, then make a casting roll of 2D6.

Effect: Pick 1 of the target’s melee weapons. Immediately resolve combat attacks made with that weapon against the victim.
KEYWORDSSPELL

Once Per Turn (Army), Any Combat Phase
SHROUDCAGE FRAGMENT: Madness pulses from the gem in Ushoran’s crown, overwhelming those who draw too close.

Declare: Pick up to 3 enemy units in combat with this unit to be the targets.

Effect: Roll a dice for each target. If the roll exceeds the target’s Control characteristic, the target has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

Your Hero Phase
EPICENTRE OF DELUSION
Effect: Pick 1 of the following effects to apply until the start of your next turn:

The Royal Hunt: Add 1 to wound rolls for attacks made by friendly FLESH-EATER COURTS units that target a MONSTER.

Crusading Army: Add 1 to run rolls and charge rolls for friendly FLESH-EATER COURTS units.

Defenders of the Realm: Add 1 to save rolls for friendly FLESH-EATER COURTS units while they are contesting an objective you control.

The Grand Tournament: Add 1 to hit rolls for attacks made by other friendly FLESH-EATER COURTS HEROES if they charged in the same turn.

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (2), WARD (5+)
DEATH, FLESH-EATER COURTS, ABHORRANT
Those HEROES can join an eligible regiment as a Flesh-eater Noble.

Infantry Hero
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
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 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.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
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.
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’).
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

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

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.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

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

Passive
NOBLE DEEDS: Each member of a ghoulish court constantly seeks to prove their valour by performing worthy exploits on the battlefield.

Effect: Each friendly FLESH-EATER COURTS HERO starts the battle with 0 noble deeds points and can have a maximum of 6 noble deeds points at once.

Each time a friendly FLESH-EATER COURTS HERO uses a FIGHT ability, after that ability has been resolved, give that HERO a number of noble deeds points equal to the number of damage points inflicted by that ability. Do not count attacks made with Companion weapons.

Each time a friendly FLESH-EATER COURTS PRIEST HERO uses a PRAYER ability and the prayer is answered, after that ability has been resolved, give that Hero 1 noble deeds point.

Each time a friendly FLESH-EATER COURTS WIZARD HERO uses a SPELL ability and the spell is successfully cast, after that ability has been resolved, give that HERO 1 noble deeds point.
Passive
FEEDING FRENZY: As the court closes in upon its enemies, the nobility signal for the feasting to begin.

Effect: Add 1 to the Attacks characteristic of melee weapons, including Companion weapons, used by friendly FLESH-EATER COURTS units while they are wholly within 12" of any friendly HEROES that have 6 noble deeds points.
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN
14.3 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

32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.

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

© Vyacheslav Maltsev 2013-2024