Blades of Khorne – Scyla Anfingrimm
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8"
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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: 110
Battlefield Role: Leader
Base size: 60mm
Notes: Single, 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
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.
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.
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.
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