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Slaves to DarknessCypher Lords
6"
1
6+
5
WARSCROLL

Cypher Lords

The Cypher Lords seek not only to defeat their foes, but to drive them to insanity, for they believe madness is the purest form of Chaos. In battle, the alchemical bombs and illusory tactics of these Hyshian cultists render them almost impossible to pin down.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Throwing Stars and Chakrams8"14+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Exotic Blades1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 8 - 32      Points: 70
Battlefield Role: None

DESCRIPTION

A unit of Cypher Lords has any number of models, each armed with Exotic Blades and Throwing Stars and Chakrams.

THRALLMASTER: 1 in every 8 models in this unit must be a Thrallmaster.

LUMINATE: 1 in every 8 models in this unit must be a Luminate. Add 1 to charge rolls for this unit while it includes any Luminates.

ABILITIES

Shattered Gloom Globe: Thrallmasters carry globes that release dense clouds of shimmersmoke when shattered, choking the foe and masking the Cypher Lords’ advance.
While this unit includes any Thrallmasters, at the start of the combat phase you can pick 1 enemy unit within 3" of this unit and roll a dice. On a 4+, subtract 1 from hit rolls for that unit until your next hero phase. The same unit cannot be affected by this ability more than once per turn.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, CULTISTS, CYPHER LORDS
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
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 CULTISTS keyword is used in following Slaves to Darkness warscrolls:

None
© Vyacheslav Maltsev 2013-2020