Beasts of ChaosCygor
14
5+
7
WARSCROLL

Cygor

The cyclopean eye of a Cygor allows it to see the flows of magic that wend across the battlefield. As they tear their way through the ranks of the enemy, they feast upon spells as well as the sorcerous souls of those who cast them.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Desecrated Boulder
Desecrated Boulder14+2+-2D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Massive Horns
Massive Horns2"4+3+-11
DAMAGE
Wounds SufferedMoveDesecrated BoulderMassive Horns
0-38"18"8
4-66"15"7
7-95"12"5
10-124"6"4
13+3"3"2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Behemoth

DESCRIPTION

A Cygor is a single model armed with Massive Horns and a Desecrated Boulder.

ABILITIES

Soul-eater: Feeding off the swirling winds of magic, Cygors pose an incredible threat to spellcasters.
This model can attempt to unbind 2 spells in the enemy hero phase in the same manner as a WIZARD. In addition, each time it unbinds a spell, the caster suffers 1 mortal wound and you can heal 1 wound allocated to this model.

Ghostsight: Cygors are blind to all except sorcery, which appear as motes of blazing light in perpetual darkness.
You can re-roll failed hit rolls for attacks made by this model that target a WIZARD.

KEYWORDS
CHAOS, BULLGOR, BEASTS OF CHAOS, WARHERD, MONSTER, CYGOR
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The CHAOS keyword is used in following Beasts of Chaos warscrolls:

The BULLGOR keyword is used in following Beasts of Chaos warscrolls:

None
Leader
Behemoth
• Cygor
• Ghorgon

The BEASTS OF CHAOS keyword is used in following Beasts of Chaos warscrolls:

The WARHERD keyword is used in following Beasts of Chaos warscrolls:

None
Leader
Behemoth
• Cygor
• Ghorgon

The MONSTER keyword is used in following Beasts of Chaos warscrolls:

None
Leader
Behemoth
• Chimera
• Cygor
• Ghorgon
© Vyacheslav Maltsev 2013-2020