Sylvaneth – Kurnoth Hunters with Kurnoth Greatbows
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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 WoundTo WndRendDamageDmg
Kurnoth Greatbow
Kurnoth Greatbow30"24+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Vicious Claws
Vicious Claws1"34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 225
Battlefield Role: None
Base size: 50mm

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 add 1 to 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
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 SYLVANETH and HERO keywords are used in the following Sylvaneth warscrolls:

Leader
• Ylthari
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).
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
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.
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.

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

None
Leader
Leader, Behemoth

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

None
© Vyacheslav Maltsev 2013-2021