Sylvaneth – Arch-Revenant
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12"
5
4+
8
WARSCROLL

Arch-Revenant

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"33+3+-22
Zephyrspite’s Tail Pincers
Zephyrspite’s Tail Pincers1"14+3+-D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 105
Battlefield Role: Leader
Base size: 40mm
Notes: Single

DESCRIPTION

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

COMPANION: An Arch-Revenant is accompanied by a zephyrspite that attacks with its Tail Pincers. For rules purposes, it is treated in the same manner as a mount.

FLY: This model can fly.

ABILITIES

Crescent Shield: This shield can be used to deflect blows or to steady the shaft of a weapon.
At the start of the combat phase, say whether this model is using their shield for protection or to steady their weapon. If they use their shield for protection, you can add 1 to save rolls for attacks that target this model in that phase. If they use the shield to steady their weapon, you can re-roll hit rolls of 1 for attacks made with this model’s Revenant’s Glaive in that phase.

Champion of Kurnoth: An Arch-Revenant commands instant obedience and commitment from Kurnoth Hunters that are nearby.
Re-roll hit rolls of 1 for attacks made by friendly KURNOTH HUNTERS units while they are wholly within 12" of this model.

Ultimate Sacrifice: A zephyrspite will throw itself in front of an enemy attack, sacrificing its own life to save that of its master.
Once per battle, when you allocate a wound or mortal wound to this model, you can choose to negate it. If you do so, this model cannot fly or use its Zephyrspite’s Tail Pincers attack for the rest of the battle.

COMMAND ABILITIES

Call to Battle: An Arch-Revenant’s fiery spiritsong incites the children of the Everqueen to attack her enemies with all of their ire.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly SYLVANETH unit wholly within 9" of a friendly model with this command ability, or wholly within 12" of a friendly model with this command ability that is your general. Add 1 to the Attacks characteristic of that unit’s melee weapons in that combat phase. You cannot pick the same unit to benefit from this command ability more than once per combat phase.

KEYWORDS
ORDER, SYLVANETH, FREE SPIRITS, HERO, ARCH-REVENANT
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
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.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

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

None
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
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).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

The FREE SPIRITS keyword is used in the following Sylvaneth warscrolls:

None
Leader
Leader, Behemoth

The HERO keyword is used in the following Sylvaneth warscrolls:

Leader
• Ylthari
Leader, Behemoth
© Vyacheslav Maltsev 2013-2021