Wahapedia8 site header
SylvanethBranchwraith
7"
5
5+
8
WARSCROLL

Branchwraith

Their lithe limbs singing with the power of Ghyran, the Branchwraiths are the priestesses and the leaders of the Forest Folk. At their behest, the Wyldwoods stir to life, and slumbering Dryads emerge from the shadows to answer the call to war.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Piercing Talons2"34+4+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: Leader

DESCRIPTION

A Branchwraith is a single model armed with Piercing Talons.

ABILITIES

Blessings of the Forest: Currents of life magic flow through Sylvaneth Wyldwoods like freshwater streams, lending protection to kindred creatures nearby.
Subtract 1 from hit rolls for attacks that target this model while it is wholly within 6" of any friendly AWAKENED WYLDWOODS.

MAGIC

This model is a WIZARD. It can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Roused to Wrath spells.

Roused to Wrath: With biting verses, the Branchwraith sings to her allies through the realmroots, calling them forth to join the reaping.
Roused to Wrath has a casting value of 7. If successfully cast, you can summon 1 unit of 10 DRYADS and add it to your army. The summoned unit must be set up more than 9" from any enemy units, and wholly within 1" of an AWAKENED WYLDWOOD that is within 12" of the caster. The summoned unit cannot move in the following movement phase.

KEYWORDS
ORDER, SYLVANETH, FOREST FOLK, HERO, WIZARD, BRANCHWRAITH
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The AWAKENED WYLDWOOD keyword is used in following Sylvaneth warscrolls:

Scenery
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.

The DRYADS keyword is used in following Sylvaneth warscrolls:

Battleline
• Dryads

The FOREST FOLK keyword is used in following Sylvaneth warscrolls:

Battleline
• Dryads
Leader

The HERO keyword is used in following Sylvaneth warscrolls:

Leader
• Ylthari
Leader, Behemoth

The WIZARD keyword is used in following Sylvaneth warscrolls:

Leader
• Ylthari
Leader, Behemoth
© Vyacheslav Maltsev 2013-2020