Sylvaneth – Spiterider Lancers

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Spiterider Lancers

The Spiterider Lancers are Alarielle’s elite cavalry. Mounted upon agile Dragonspites, whose bodies thrum with life energies, they deftly swoop and whirl above the battlefield before suddenly diving into a charge, striking the enemy lines with shocking force.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spiterider Lance
Spiterider Lance2"43+3+-21
Sharp Mandibles
Sharp Mandibles2"34+3+-11

Unit Size: 3      Points: 190
Battlefield Role: None
Base size: 60mm
Notes: Battleline in a Harvestboon army

Each model in a Spiterider Lancers unit is armed with a Spiterider Lance.

CHAMPION: 1 model in this unit can be a Revenant Soulwarden. Add 1 to the Attacks characteristic of that model’s Seeker’s Sickle.

STANDARD BEARER: 1 in every 3 models in this unit can be a Seeker Banner Bearer. If this unit includes any Seeker Banner Bearers, models in the unit can move up to 6" when they make a pile-in move instead of up to 3".

MUSICIAN: 1 in every 3 models in this unit can be a Seeker Hornblower. If this unit receives the Rally command while it includes any Seeker Hornblowers, when you roll a dice for a slain model from this unit, you can return 1 slain model to this unit on a 5+ instead of only a 6.

MOUNT: This unit’s Dragonspites are armed with Sharp Mandibles.

FLY: This unit can fly.

Descent of the Spiteriders: Should the buzzing chorus of the Spiterider Lancers be heard, it is already too late to evade their devastating charge.
The strike-first effect applies to this unit if it made a charge move in the same turn.

Thrumming with Life: Ancient creatures who endured the death of a world, dragonspites possess a deep connection to the energies of life, and are almost impossible to slay.
At the end of each phase, if any enemy models were slain by an attack made by this unit in that phase, you can heal all wounds allocated to this unit.


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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.
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.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
At a shouted command, injured warriors stagger back to their feet and prepare to fight once more.
You can use this command ability at the start of the hero phase. The unit that receives the command must be more than 3" from all enemy units. Roll 1 dice for each slain model from that unit. For each 6, you can return 1 slain model to that unit.

You can only return models to that unit that have a combined Wounds characteristic of 10 or less. For example, if the unit that received the command has a Wounds characteristic of 2, you can return a maximum of 5 models to that unit.
© Vyacheslav Maltsev 2013-2024