SylvanethBranchwych
7"
5
5+
7
WARSCROLL

Branchwych

Fearsome warrior-matriarchs of the Households, the Branchwyches lead their kin to battle with blasts of sorcery and hissing swings of their scythes. These same weapons are used when the fighting is done to harvest the lamentiri from the Sylvaneth’s fallen.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Greenwood Scythe
Greenwood Scythe2"24+3+-2
Snapping Mandibles
Snapping Mandibles1"14+4+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: Leader

DESCRIPTION

A Branchwych is a single model armed with a Greenwood Scythe.

COMPANION: A Branchwych is accompanied by a Bittergrub that attacks with its Snapping Mandibles. For rules purposes, it is treated in the same manner as a mount.

ABILITIES

Fury of the Forest: Fiercely protective of their forest domains, Branchwyches fight with great wrath when a Wyldwood is threatened.
Add 1 to hit rolls for attacks made by this model while it is wholly within 6" of any friendly AWAKENED WYLDWOODS.

Quick-tempered: Branchwyches are vengeful creatures whose anger is hottest when fresh injury is suffered.
Add 2 to the Attacks characteristic of this model’s Greenwood Scythe whilst any wounds are allocated to this model.

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 Unleash Spites spells.

Unleash Spites: The Branchwych summons a swarm of malicious spites which spiral outwards to attack those who have displeased her.
Unleash Spites has a casting value of 5. If successfully cast, roll a number of dice equal to the casting roll for each enemy unit within 9" of the caster. For each 6, that enemy unit suffers 1 mortal wound.

KEYWORDS
ORDER, SYLVANETH, NOBLE SPIRITS, HERO, WIZARD, BRANCHWYCH
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
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.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.

The NOBLE SPIRITS keyword is used in following Sylvaneth warscrolls:

None
Leader
• Ylthari
Leader, Behemoth
Behemoth

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