Cities of Sigmar – Kharibdyss

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CITIES OF SIGMAR WARSCROLL
Kharibdyss
8"
12
5+
5
The Kharibdyss is a deep-sea abomination that inspires primal terror in its prey. These beasts are employed by the Scourge Privateers to shatter enemy formations, whereupon the scattered and broken survivors are picked off by the cruel Black Ark Corsairs. On the battlefield, a Kharibdyss is capable of entrapping enemies with its tentacles before shredding them upon the spikes of its body. Its howl is said to be so horrific that it can break a mortal mind. Those who survive an encounter with this slimy monstrosity are left hollow-eyed and haunted, bitterly chilled in body and soul. Amongst the ranks of the Scourge are specialist beastmasters who painstakingly train these monstrous amphibious creatures to hunt on land. They often rip the Kharibdysses from their sea-caves when the creatures are still juvenile, and pain is usually all the creatures have ever known. These Privateers employ cruel goads and whips to incite further frenzy within the Kharibdysses, directing the foul-smelling beasts’ raging, bad-tempered onslaughts towards the enemy rather than into the ranks of their handlers or their allies.
CITIES OF SIGMAR WARSCROLL
Kharibdyss
MELEE WEAPONS
AtkHitWndRndDmg
Fanged Tentacles and Spiked Tail [Companion]
Fanged Tentacles and Spiked Tail
Companion
64+2+1D3
Crew’s Goads and Whips
Crew’s Goads and Whips23+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 120 × 92mm
Can be reinforced: No

Once Per Turn (Army), End of Any Turn
ABYSSAL HOWL: These creatures let loose spine-chilling roars when they scent the blood of their prey.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, subtract 5 from the target’s control score for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER
ORDER, CITIES OF SIGMAR, AELF
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.

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Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).

The MONSTER keyword is used in the following Cities of Sigmar warscrolls:

© Vyacheslav Maltsev 2013-2024