Sylvaneth – Skaeth’s Wild Hunt
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6"
1
5+
6
WARSCROLL

Skaeth’s Wild Hunt

Skaeth and his Kurnothi kin are merciless hunters of those who would dare despoil the wilderness, running their prey to ground before piercing their hearts with spears, arrows and hurled javelins.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Seeker Bow
Seeker Bow18"13+4+-11
Javelin of the Hunt
Javelin of the Hunt9"13+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Javelin of the Hunt
Javelin of the Hunt2"13+3+-12
Hunting Weapon
Hunting Weapon1"23+4+-1
Teeth and Claws
Teeth and Claws1"23+3+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 110
Battlefield Role: None
Notes: Single, Unique

DESCRIPTION

Skaeth’s Wild Hunt is a unit that has 5 models. Skaeth is armed with a Javelin of the Hunt; Althaen is armed with a Seeker Bow and Hunting Weapon; Karthaen and Sheoch are each armed with a Hunting Weapon; and Lighaen is armed with Teeth and Claws.

SKAETH: Skaeth has a Wounds characteristic of 2.

ABILITIES

Fleet of Foot: The Wild Hunt advance on their foes with the speed of an autumn gale.
This unit can run and still shoot and/or charge later in the same turn.

MAGIC

This unit is a WIZARD while it contains Karthaen. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Might of Kurnoth spell.

Might of Kurnoth: The blast of Karthaen’s horn imbues his allies with the strength of Kurnoth.
Might of Kurnoth has a casting value of 7. If successfully cast, pick 1 friendly SYLVANETH unit within 12" of the caster that is visible to them. Add 1 to wound rolls for attacks made with melee weapons by that unit until the start of your next hero phase.

KEYWORDS
ORDER, SYLVANETH, OAKENBROW, SKAETH’S WILD HUNT
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
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).
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).
© Vyacheslav Maltsev 2013-2021