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SylvanethDrycha Hamadreth
9"
10
3+
8
WARSCROLL

Drycha Hamadreth

Drycha Hamadreth keens with hatred as she tears through her enemies like a raging storm. The Queen of the Outcasts fights a never-ending crusade to eradicate those she sees as a threat to her race, leaving a trail of corpses of both friend and foe in her wake.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Colony of Flitterfuries104+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Slashing Talons2"4+3+-22
Swarm of Squirmlings2"104+-1
DAMAGE
Wounds SufferedMoveSwarm of SquirmlingsColony of Flitterfuries
0-263+18"
3-454+15"
5-644+12"
7-835+9"
9+25+6"
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 320
Battlefield Role: Leader, Behemoth
Notes: Unique

DESCRIPTION

Drycha Hamadreth is a named character that is a single model. She is armed with Slashing Talons, a Swarm of Squirmlings and a Colony of Flitterfuries.

ABILITIES

Deadly Infestation: Malicious spites infest Drycha’s form, drawn to the bitterness of her soul.
If the unmodified hit roll for an attack made with a Colony of Flitterfuries or a Swarm of Squirmlings is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

Mercurial Aspect: The Flitterfuries that dwell in Drycha’s body bask in the heat of her rage, while the Squirmlings she hosts suckle at her sorrow.
At the start of the battle round, declare whether this model is Enraged or Embittered. The relevant ability below lasts until the end of that battle round:

Enraged: While this model is Enraged, its Colony of Flitterfuries has an Attacks characteristic of 20 instead of 10.

Embittered: While this model is Embittered, its Swarm of Squirmlings has an Attacks characteristic of 20 instead of 10.

Song of Spite: Drycha shares a special kinship with the Outcasts, who seem to echo her fury.
You can re-roll wound rolls of 1 for attacks made by friendly SPITE-REVENANTS units while they are wholly within 16" of this model.

MAGIC

Drycha Hamadreth is a WIZARD. She can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. She knows the Arcane Bolt, Mystic Shield and Primal Terror spells.

Primal Terror: Throwing back her head, Drycha gives voice to a soul-rending scream of anguish and pain.
Primal Terror has a casting value of 6. If successfully cast, roll 2D6. Each enemy unit within 10" of the caster with a Bravery characteristic lower than this roll suffers D3 mortal wounds (roll separately for each unit).

KEYWORDS
ORDER, SYLVANETH, OUTCASTS, MONSTER, HERO, WIZARD, DRYCHA HAMADRETH
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
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.
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 SPITE-REVENANTS keyword is used in following Sylvaneth warscrolls:

None
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 OUTCASTS keyword is used in following Sylvaneth warscrolls:

None
Leader, Behemoth

The MONSTER keyword is used in following Sylvaneth warscrolls:

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