Sylvaneth – Arch-Revenant

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Arch-Revenants soar high over the battlefield, borne upon the wings of a zephyrspite. Swooping down to strike where the foe is most vulnerable, their regal presence inspires nearby Sylvaneth, filling them with courage and warlike aggression.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Revenant’s Glaive
Revenant’s Glaive2"43+3+-21
Tail Pincers
Tail Pincers1"D34+3+-2

Unit Size: 1      Points: 120
Battlefield Role: Leader
Base size: 40mm
Notes: Single

An Arch-Revenant is armed with a Revenant’s Glaive.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Free Spirits

FLY: This unit can fly.

COMPANION: This unit’s Zephyrspite is armed with Tail Pincers.

Crescent Shield: This shield can be used both to deflect the enemy's blows and to steady the shaft of the bearer's weapon.
At the start of the combat phase, you must say if this unit is adopting a defensive stance or an aggressive stance. If it is adopting a defensive stance, it has a ward of 4+ until the end of that phase. If it is adopting an aggressive stance, add 1 to the Attacks characteristic of this unit’s Revenant’s Glaive until the end of that phase.

Champion of Kurnoth: An Arch-Revenant commands instant obedience and commitment from Kurnoth Hunters who are nearby.
Add 1 to wound rolls for attacks made by friendly KURNOTH HUNTERS units wholly within 12" of any friendly units with the ability.

Call to Battle: An Arch-Revenant’s fiery spirit-song incites the children of the Everqueen to attack her enemies with all of their ire.
You can use this command ability once per turn at the start of the combat phase. The unit that receives the command must be a friendly SYLVANETH unit. Add 1 to the Attacks characteristic of melee weapons used by that unit until the end of that phase.


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9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.

The HERO keyword is used in the following Sylvaneth warscrolls:

Leader, Behemoth
• Ylthari
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

The KURNOTH HUNTERS keyword is used in the following Sylvaneth warscrolls:

Leader, Behemoth
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
© Vyacheslav Maltsev 2013-2024