Slaves to Darkness – Cypher Lords
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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 WoundTo WndRendDamageDmg
Throwing Stars and Chakrams
Throwing Stars and Chakrams8"14+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Exotic Blades
Exotic Blades1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 8      Points: 70
Battlefield Role: None
Notes: Battleline in an Idolators army

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
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

The CULTISTS keyword is used in the following Slaves to Darkness warscrolls:

None
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© Vyacheslav Maltsev 2013-2021