Sylvaneth – Spiteswarm Hive
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Endless Spell WARSCROLL

Spiteswarm Hive

With a humming chant, a sorceress versed in the magic of Ghyran can summon a Spiteswarm Hive. The air thrums near the comb, and the luminescent Spiteswarms buzz forth, the insectclouds obscuring friendly formations or diving forth to deliver vitalising bites that can re-energise weary troops.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 40
Battlefield Role: Endless Spell
Base size: 50mm

SUMMONING: This endless spell is summoned with a spell that has a casting value of 7 and a range of 15". If successfully cast, set up this endless spell wholly within range and visible to the caster, and more than 1" from all models, other endless spells and invocations. Only SYLVANETH WIZARDS can attempt to summon this endless spell.

The Hive Nourishes: Winged spites pour forth from a Spiteswarm Hive’s honeycombed depths. Their mandibles laden with raw life magic, they bestow invigorating bites on their Sylvaneth allies, or else swarm about them to form a brief veil of protection.
At the end of the hero phase, if a SYLVANETH WIZARD or SYLVANETH HERO is within 6" of this endless spell, that unit’s commanding player can use 1 of the following abilities:

Vital Venoms: Roll a dice for each friendly SYLVANETH unit wholly within 8" of this endless spell. On a 2+, add 3" to normal moves and charge moves for that unit until the end of that turn.

Shielding Swarm: Roll a dice for each friendly SYLVANETH unit wholly within 8" of this endless spell. On a 2+, add 1 to save rolls for attacks that target that unit until the end of that turn.
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.

The SYLVANETH and WIZARD keywords are used in the following Sylvaneth warscrolls:

Leader
• Ylthari
Leader, Behemoth

The SYLVANETH and HERO keywords are used in the following Sylvaneth warscrolls:

Leader
• Ylthari
Leader, Behemoth
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move.
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.
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.
© Vyacheslav Maltsev 2013-2021