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SylvanethSpiteswarm Hive
Endless Spell

Spiteswarm Hive

With a humming chant, a sorcereress versed in the magic of Ghyran can summon a Spiteswarm Hive. The air thrums near the comb, and the luminescent Spiteswarms buzz forth, the insect-clouds obscuring friendly formations or diving forth to deliver vitalising bites that can re-energise weary troops.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 50
Battlefield Role: Endless Spell

DESCRIPTION

A Spiteswarm Hive is a single model.

MAGIC

Summon Spiteswarm Hive: The air is filled with the buzzing of a thousand wings as a swarm of iridescent insects bursts from its hive.
Only SYLVANETH WIZARDS can attempt to cast Summon Spiteswarm Hive. It has a casting value of 7. If successfully cast, set up a Spiteswarm Hive model wholly within 15" of the caster.

ABILITIES

The Hive Nourishes: Winged spites pour forth from a Spiteswarm Hive’s honeycombed depths. Their mandibles laden with raw life magic, they bestow invigorating bites on their Sylvaneth allies, or else swarm about them to form a brief veil of protection.
At the end of the hero phase, if this model is on the battlefield, the player who set it up can pick one of the effects below and immediately resolve that effect. The same unit cannot be picked to be affected by this ability more than once per hero phase.

Vital Venoms: Roll a dice for each SYLVANETH unit wholly within 8" of this model. On a 2+ add 3" to that unit’s normal moves and charge moves until the end of the turn.

Shielding Swarm: Roll a dice for each SYLVANETH unit wholly within 8" of this model. On a 2+ re-roll save rolls of 1 for attacks that target that unit until the end of the turn.

KEYWORDS
ENDLESS SPELL, SPITESWARM HIVE

The SYLVANETH and WIZARD keywords are used in following Sylvaneth warscrolls:

Leader
• Ylthari
Leader, Behemoth
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.
Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.
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.
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 ENDLESS SPELL keyword is used in following Sylvaneth warscrolls:

Endless Spell
© Vyacheslav Maltsev 2013-2020