KhorneScyla Anfingrimm
8"
8
5+
9
WARSCROLL

Scyla Anfingrimm

Ferocity made flesh and blood, Scyla Anfingrimm is a terrifying foe who knows nothing of fear or mercy. His monstrous strength is enough to tear a Dracoth in two, and sorcery can gain no purchase upon his form, for his collar radiates Khorne’s hatred.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Brutal Fists
Brutal Fists2"2D64+3+-11
Serpentine Tail
Serpentine Tail3"23+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Scyla Anfingrimm is a named character that is a single model. He is armed with Brutal Fists and a Serpentine Tail.

ABILITIES

Brass Collar of Khorne: Like all great gifts of the Blood God, the spiked collar that encircles Scyla’s neck is anathema to magic.
This model can attempt to unbind one spell in the enemy hero phase as if it were a WIZARD. In addition, this model can attempt to dispel one endless spell at the start of your hero phase in the same manner as a WIZARD.

Raging Fury: Where frailer beasts may fade when wounded, spilling Scyla’s blood serves only to raise him to greater heights of fury.
When rolling to determine the Attacks characteristic of this model’s Brutal Fists, add 1 to the roll for each wound allocated to this model that was not negated and has not been healed.

Bestial Leap: Scyla’s bestial form is capable of great leaps that take him over the heads of lesser foes.
This model is eligible to fight in the combat phase if it is within 8" of an enemy unit instead of 3", and can move an extra 5" when it piles in.

KEYWORDS
CHAOS, MORTAL, KHORNE, BLOODBOUND, SCYLA ANFINGRIMM
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
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.
Unbinding and Dispelling
A WIZARD can attempt to unbind an endless spell when it is initially cast as normal. In addition, a WIZARD can attempt to dispel one endless spell at the start of each of their hero phases. If a wizard attempts to dispel an endless spell, they can attempt to cast one less spell than normal that phase.

In order to dispel an endless spell, first pick an endless spell model within 30" of the wizard and visible to them, and then roll 2D6. If the roll is greater than the casting value of the spell, the endless spell is dispelled. An endless spell model cannot be subjected to more than one dispel attempt per hero phase.

When an endless spell is dispelled its model is removed from play; the model can then be used again if the same endless spell is successfully cast later in the battle.
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.
Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.
© Vyacheslav Maltsev 2013-2020