Flesh-eater Courts – Abhorrant Archregent

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FLESH-EATER COURTS WARSCROLL
Abhorrant Archregent
6"
5
5+
2
6+
An Abhorrant Archregent rules over an entire empire of crazed cannibals. These vampires, amongst the oldest and most formidable of Ushoran’s brood, are unliving beacons of madness, commanding the devotion of innumerable ghouls.
FLESH-EATER COURTS WARSCROLL
Abhorrant Archregent
MELEE WEAPONS
AtkHitWndRndDmg
Gory Talons and Fangs
Gory Talons and Fangs53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 40mm
Can be reinforced: No
Regiment Options: Any FLESH-EATER COURTS, 0-1 Royal Attendant

Passive
MUSICIANS, PLAY!: On the Archregent’s signal, the court musicians strike up an exhilarating tune to which the joyful revellers begin to dance.

Effect: While you believe this DELUSION, subtract 1 from hit rolls for shooting attacks that target friendly FLESH-EATER COURTS units while they are wholly within 12" of a friendly FLESH-EATER COURTS HERO.
KEYWORDSDELUSION

Once Per Turn (Army), Your Hero Phase
COUNTLESS SERVANTS: With a chilling shriek, the Archregent summons some of their most trusted warriors.

Declare: Pick a friendly SERFS or KNIGHTS unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+:
  • If the target is a SERFS unit, you can return up to 3 slain models to that unit.
  • If the target is a KNIGHTS unit, you can return 1 slain model to that unit.

KEYWORDS
HERO, WIZARD (1), INFANTRY, 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 Royal Attendant.

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).
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).
Once Per Turn (Army), Start of Any Turn
A KINGDOM DELUDED: The mass delusions suffered by these cannibals are volatile but intense.

Declare: You must use this ability at the start of each turn. If it is the first turn of the battle, pick a DELUSION from these battle traits or, unless otherwise specified, from the warscroll of a friendly unit on the battlefield. If it is not the first turn, make a delusion roll of D6.

Effect: On a delusion roll of 1-2, you must pick a different DELUSION to the one you picked last turn. On a 3-4, you must pick the same DELUSION as the one you picked last turn, even if it is on the warscroll of a unit that has been destroyed. On a 5-6, you must pick a DELUSION like you did in the first turn. For the rest of the turn, you believe the DELUSION you picked.

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

18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.
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.
© Vyacheslav Maltsev 2013-2025