Slaves to Darkness – Cypher Lords

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SLAVES TO DARKNESS WARSCROLL
Cypher Lords
6"
1
6+
1
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.
SLAVES TO DARKNESS WARSCROLL
Cypher Lords
RANGED WEAPONS
RngAtkHitWndRndDmg
Throwing Stars and Chakrams [Shoot in Combat]
Throwing Stars and Chakrams
Shoot in Combat
10"14+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Exotic Blades
Exotic Blades23+4+-1
BATTLE PROFILE

Unit Size: 8      Points: 100
MODELBASE SIZE
Thrallmaster32mm
4 x Luminate, Mirrorblades28.5mm
3 x Mindbound25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Once Per Battle, Any Hero Phase
SHATTERED GLOOM GLOBES: Thrallmasters carry globes that release dense clouds of shimmersmoke when shattered, choking the foe and masking the Cypher Lords’ advance.

Effect: This unit cannot be targeted by shooting attacks for the rest of the turn.

Passive
ACROBATIC LEAPS: In a dizzying display of agility, the Cypher Lords somersault towards the foe before cutting them to ribbons with their exotic blades.

Effect: This unit has STRIKE-FIRST if it charged in the same turn.

KEYWORDS
INFANTRY, CHAMPION (1/8)
CHAOS, SLAVES TO DARKNESS, UNDIVIDED
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

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15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.
© Vyacheslav Maltsev 2013-2024