Blades of Khorne – Scyla Anfingrimm

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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"84+3+-11
Serpentine Tail
Serpentine Tail3"23+3+-1D3

Unit Size: 1      Points: 110
Battlefield Role: Leader
Base size: 60mm
Notes: Single, Unique

Scyla Anfingrimm is armed with Brutal Fists and a Serpentine Tail.

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 unit can attempt to unbind 1 spell in the enemy hero phase in the same manner as a WIZARD.

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

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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.
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
© Vyacheslav Maltsev 2013-2024