Slaves to Darkness – Cypher Lords

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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+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Exotic Blades
Exotic Blades1"23+4+-1

Unit Size: 8      Points: 70
Battlefield Role: Battleline
4 x Luminate, Mirrorblades28.5mm
3 x Mindbound25mm

Each model in a Cypher Lords unit is armed with Exotic Blades and Throwing Stars and Chakrams.

THRALLMASTER: 1 in every 8 models in this unit must be a Thrallmaster. Add 1 to the Attacks characteristic of that model’s melee weapons. In addition, Thrallmasters can issue commands to their own unit.

LUMINATE: 1 in every 8 models in this unit must be a Luminate. Add 1 to the Attacks characteristic of that model’s melee weapons.

Acrobatic Leaps: With dazzling displays of athletic prowess, these warriors can leap across their foes and strike at the very heart of the enemy.
When this unit makes a move, it can pass across other models in the same manner as a unit that can fly. In addition, after this unit moves, excluding pile-in moves, you can pick 1 enemy unit it passed across and roll a dice for each model in this unit. For each 6+, that enemy unit suffers 1 mortal wound.

Shattered Gloom Globes: 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.

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 CHAOS keyword is used in the following Slaves to Darkness warscrolls:

The SLAVES TO DARKNESS keyword is used in the following Slaves to Darkness warscrolls:

Army List
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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.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
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.

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

© Vyacheslav Maltsev 2013-2024