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
MODELBASE SIZE
Skaeth32mm
Althaen, Karthaen, Sheoch32mm
Lighaen25mm
Notes: Single, Unique

The models in Skaeth’s Wild Hunt are Skaeth, Althaen, Karthaen, Sheoch and Lighaen. 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.

WIZARD: While it includes Karthaen, this unit is a WIZARD that can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

Fleet of Foot: Skaeth’s 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 turn.

Might of Kurnoth: The blast of Karthaen’s horn imbues his allies with the strength of Kurnoth.
Might of Kurnoth is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 friendly SYLVANETH unit within range and visible to the caster. 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

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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.
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).
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. Units cannot run if they are within 3" of an enemy unit.
© Vyacheslav Maltsev 2013-2024