Beasts of Chaos – Cygor

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WARSCROLL

Cygor

Cygors are blind to the physical world but can sense and follow the trails of magic that permeate reality. They seek out sorcerers, wizards and other beings rich in eldritch power, cramming these spellcasters into their slavering maws and feasting upon the raw magic that spills from their broken bodies.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Desecrated Boulder
Desecrated Boulder12"13+2+-2
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Massive Horns
Massive Horns2"3+2+-12
DAMAGE TABLE
Wounds SufferedMoveDesecrated BoulderMassive Horns
0-68"57
7-96"46
10-125"35
13+4"24
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 210
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single. Battleline in a Quakefray army

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

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Hungering Warherd

Consume Endless Spell: A Cygor perceives mystic evocations as they are being formed, swallowing manifested spells as easily as the wizards that summoned them.
You can carry out the Consume Endless Spell monstrous rampage below with this unit instead of any other monstrous rampage you can carry out with this unit.

MONSTROUS RAMPAGE
Consume Endless Spell: Pick 1 endless spell within 6" of this unit and roll 2D6. If the roll is greater than the casting value of the spell used to summon that endless spell, that endless spell is dispelled and you can heal a number of wounds allocated to this unit equal to the 2D6 roll.

Soul-eater: Feeding off the swirling winds of magic, Cygors pose an incredible threat to spellcasters.
This unit can attempt to unbind 2 spells in the enemy hero phase in the same manner as a WIZARD.

In addition, each time an enemy WIZARD within 30" of any friendly units with this ability successfully casts a spell and that spell is not unbound, the caster suffers 1 mortal wound after the effect of that spell has been resolved.

KEYWORDS
CHAOS, BEASTS OF CHAOS, BULLGOR, WARHERD, MONSTER, CYGOR

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14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

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

Leader
Behemoth
• Chimera
• Cygor
• Ghorgon
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.

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

Leader
None
Behemoth
• Cygor
• Ghorgon

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

Leader
None
Behemoth
• Cygor
• Ghorgon
© Vyacheslav Maltsev 2013-2024