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SylvanethKurnoth Hunters with Kurnoth Greatbows
5"
5
4+
7
WARSCROLL

Kurnoth Hunters with Kurnoth Greatbows

Huge and powerful, yet swift and all but silent, Kurnoth Hunters stalk their foes across the battlefield before unleashing salvoes of arrows from their Kurnoth greatbows to skewer their luckless prey.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Kurnoth Greatbow30"24+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Vicious Claws1"34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 3 - 12      Points: 200
Battlefield Role: None

DESCRIPTION

A unit of Kurnoth Hunters with Kurnoth Greatbows has any number of models, each armed with a Kurnoth Greatbow and Vicious Claws.

HUNTMASTER: 1 model in this unit can be a Huntmaster. Add 1 to hit rolls for attacks made by that model.

ABILITIES

Envoys of the Everqueen: Kurnoth Hunters act as the voice of the rulers and commanders of the Sylvaneth race.
If a friendly SYLVANETH HERO uses a command ability, friendly SYLVANETH units wholly within 12" of this unit are treated as being in range of that command ability.

Tanglethorn Thicket: Kurnoth Hunters can sprout a thick weave of thorned branches that protects them from harm.
At the start of the charge phase, you can say that this unit will sprout thorned branches. If you do so, until the end of the turn, this unit cannot move except to pile in up to 1", but you can re-roll save rolls for attacks that target this unit.

Trample Underfoot: Kurnoth Hunters use their size and strength against their foes, stamping on and crushing them.
At the end of the combat phase, you can pick 1 enemy unit within 1" of this unit and roll 1 dice for each model in this unit. For each 4+ that enemy unit suffers 1 mortal wound.

KEYWORDS
ORDER, SYLVANETH, FREE SPIRITS, KURNOTH HUNTERS
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 SYLVANETH and HERO keywords are used in following Sylvaneth warscrolls:

Leader
• Ylthari
Leader, Behemoth
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.
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 FREE SPIRITS keyword is used in following Sylvaneth warscrolls:

None
Leader
Leader, Behemoth

The KURNOTH HUNTERS keyword is used in following Sylvaneth warscrolls:

None
© Vyacheslav Maltsev 2013-2020