Editing
Warcry/Tactics/Cypher Lords
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Abilities Overview== * '''[Double] Throwing Stars and Chakrams''': Pick a visible enemy fighter within 6" of this fighter and roll 2 dice. For each roll of a 4-5, allocate 1 damage point to that fighter. For each roll of 6, allocate a number of damage points to that fighter equal to the value of this ability. (Faction-wide ability) **''Ability Commentary''-A relatively weak ability which won't do much in the large scheme of things. While it is nice to have at least ''some'' type of ranged attack option, this ability is incredibly underwhelming considering it is only a 34% chance to deal a '''MASSIVE''' 1 damage or a 16% chance to deal value damage. Even with a double value of 6, it's unlikely that you'll roll the necessary 6 to trigger ability damage. If you're looking to burn a '''[Double]''' you'd be better off going with the next ability or simply using your wild dice to make it a triple for that sweet, sweet, Shadowy Recall * '''[Double] Acrobatic Leap''': This fighter can fly when making move actions until the end of their activation; however, when flying, they cannot move vertically upwards more than 3". (Faction-Wide ability) **''Ability Commentary''-A movement ability which lets the fighter essentially ignore vertical movement costs up to 3". If you're playing with Official Warcry Terrain© this means that you'll mostly be able to move over anything on the table. A solid Faction-wide ability that you'll use often. * '''[Double] Low Sweeping Blow''': Roll 1 dice for each visible enemy fighter within 2" of this fighter. On a 4-5, allocate 1 damage point to the fighter being rolled for. On a 6, allocate a number of damage points to the fighter being rolled for equal to the value of this ability. (Mirrobound w/Glaive; Mindbound w/Double-bladed sword ability) **''Ability Commentary''-A solid AoE/Chaff clearing ability. While you won't typically be dishing out huge amounts of damage, the 2" range and the universal targeting of this ability makes it a pretty useful for putting some damage on low-wound models. Use this if you need to clear out an objective which is held by a bunch of low-cost fighters. While not as universally useful as '''[Double] Acrobatic Leap''' it can come in handy for damaging fragile fighters enough that they can easily be taken down within 1 attack activation, even by your own low-cost Fighters. * '''[Triple] Shadowy Recall''': Pick a friendly fighter with the '''Minion runemark''' that is within 12" of this fighter. Remove that fighter from the battlefield and then immediately set them up anywhere on the battlefield within a number of inches of this fighter equal to the value of this ability. (Thrallmaster and Luminate Ability) **''Ability Commentary''-This is '''THE''' Faction-defining ability for this warband. It is incredibly powerful and cement Cypher Lords as the undisputed masters of board control. Mechanically, only Fighters who have the '''minion''' runemark can be targeted by this ability. In your warband, this means that every other model BESIDES the Thrall master or Luminate can be targeted. Also, since you are removing the target from the battlefield and then setting them back up this is '''NOT''' considered a move action and, as such, any debuff which prevents move/disengage actions do '''NOT''' prevent targets of this ability from completing the teleport. This means that you can target minions who are effected by immobilizing effects (such as nets) and still teleport them around the battlefield. The uses for this are almost limitless. Below are some common ways to use this ability: ***Teleport a minion within 1" of an enemy to maximize 2 attack actions for the fighter ***Teleport a minion onto objectives ***Teleport a minion OUT of a dangerous situation and back to relative saftey ***Teleport a minion directly next to you to counter-attack any fighter which threatens either your Thrallmaster or Luminate ***Teleport a minion onto, beyond, or behind terrain. ***Teleport a minion directly behind an enemy fighter who is directly engaged with your Thrallmaster or Luminate to trap them in place ***Move a minion into position to threaten an objective/target, force your opponent to respond to the threat, and then teleport them to another point/objective/fighter which your opponent left abandoned attempting to respond to the apparent imminent threat. **Its uses are wide, varied, and can be completely game-changing. This will undoubtedly be your most used ability and is the one ability that defines this warband. You could probably do without it in Round 1, but any other Round, you should be saving Wild Dice to turn an doubles into triples. * '''[Triple] Shattered Gloom Globe''': Until the end of the battle round, subtract 1 from the Attacks characteristic (to a minimum of 1) of the attack actions made by enemy fighters while they are within 6" of this fighter. (Thrallmaster ability) **''Ability Commentary''-A powerful defensive ability with a surprisingly large effect bubble/aura. While you'll mostly be using any triples you get for '''[Triple] Shadowy Recall''' this can come in handy if your Thrallmaster suddenly finds himself surrounded by multiple enemies. It can also be used as a measure to protect your other fighters. It's best used when you can effect multiple enemy fighters. It is wasted if there is only a single enemy fighter, as if you need to get away from a single enemy, you can simply move or disengage+move if they are in your face. Acts more as an "Oh shit"-button than an ability you plan your tactics around. * '''[Quad] Spinning Somersault Strike''': This fighter can fly when making move actions until the end of their activation; however when flying, they cannot move vertically upwards more than 3". In addition, this fighter makes a bonus move action. Then, they can make a bonus attack action. (Universal ability) **''Ability Commentary''-Combines '''[Double] Acrobatic Leap''' with '''[Quad] Rampage'''. Again emphasizing this warband's great movement capabilities, this ability essentially lets you ignore vertical movement cost while granting you a bonus movement and attack action. If you plan on using '''[Quad] Rampage''', you might as well use this instead. A very powerful ability.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information