Slaves to Darkness – Mindstealer Sphiranx

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SLAVES TO DARKNESS WARSCROLL
Mindstealer Sphiranx
10"
10
5+
5
Lithe, precise and redolent with malice, a Mindstealer Sphiranx is no crude beast. Upon the brow of these monstrous felines blinks a crimson third eye that stares into the recesses of the mind. A Sphiranx is a telepath and a thief of secrets that delights in plundering the consciousness of its victims for knowledge both mundane and magical. The force of its mental ransacking can leave warriors staggering and disoriented, easy prey to be clawed apart once the creature is done with them. Sphiranxes were once native to Hysh. In times past, they served the Archmage Teclis, guarding repositories of arcane artefacts and lore; ruins across the Realm of Light still possess feline statuary that harks back to this accord. Yet though the Sphiranxes were wise, Teclis forbade them from developing the understanding needed to use the magics they guarded, sparking a jealous bitterness within them. In a moment of weakness, they swore a pact with the Lord of Flux, being granted their third eye and telepathic abilities – but the flood of knowledge they glutted themselves upon soon drove them mad. Forsaken by the Archmage, the Sphiranxes slunk into the Chaos-tainted wastes, assembling hoards of enchanted items in the hope of satisfying their esoteric cravings.
SLAVES TO DARKNESS WARSCROLL
Mindstealer Sphiranx
MELEE WEAPONS
AtkHitWndRndDmg
Shredding Claws
Shredding Claws64+4+12
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 90 × 52mm
Can be reinforced: No

Once Per Turn (Army), Any Combat Phase
DOMINATE MIND: A Sphiranx can manipulate the actions of its enemies with a simple glance.

Declare: Pick an enemy unit within 6" of this unit to be the target.

Effect: Roll a dice. If the roll exceeds the target’s Control characteristic, the target has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER
CHAOS, SLAVES TO DARKNESS, UNDIVIDED
Army List
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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.
© Vyacheslav Maltsev 2013-2024