Sylvaneth – Ylthari’s Guardians
5"
1
5+
6
WARSCROLL

Ylthari’s Guardians

Grown from ancient soulpods in the Realm of Death, Ylthari’s Guardians were once diplomats and emissaries, though now they are evergreen with bitter wrath and seek only vengeance for their kin who have been slain.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Revenant Bow
Revenant Bow24"24+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Enchanted Greatblade
Enchanted Greatblade1"43+3+-11
Protector Glaive
Protector Glaive1"24+3+-12
Revenant Bow
Revenant Bow1"14+3+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 180
Battlefield Role: Leader
Notes: Unique. Ylthari and Ylthari’s Guardians must be taken as a set for a total of 180 points. Although taken as a set, each is a separate unit.

DESCRIPTION

Ylthari’s Guardians is a unit that has 3 models. Gallanghann is armed with a Protector Glaive; Skhathael is armed with an Enchanted Greatblade; and Ahnslaine is armed with a Revenant Bow.

ABILITIES

Martial Memories: Tree-Revenants can draw on centuries of experience when they go to war.
Once per phase, you can re-roll 1 failed hit roll or 1 failed wound roll for an attack made by this unit, or 1 failed save roll for an attack that targets this unit, or 1 charge or run roll for this unit, or 1 battleshock test for this unit. You cannot use this ability to re-roll more than once dice for this unit in the same phase.

Vigour and Wrath: Ylthari and her guardians have only recently been awakened, and are imbued with bountiful vigour and wrath.
You can re-roll wound rolls of 1 for attacks made by this unit.

KEYWORDS
ORDER, SYLVANETH, NOBLE SPIRITS, OAKENBROW, TREE-REVENANTS, YLTHARI’S GUARDIANS
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.
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.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.

The NOBLE SPIRITS keyword is used in following Sylvaneth warscrolls:

None
Leader
• Ylthari
Leader, Behemoth
Behemoth

The TREE-REVENANTS keyword is used in following Sylvaneth warscrolls:

None
Leader
© Vyacheslav Maltsev 2013-2020