Sylvaneth – Tree-Revenants
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5"
1
5+
6
WARSCROLL

Tree-Revenants

The Tree-Revenants move with flowing grace, flickering along the spirit paths to carve their way through the enemy’s ranks. Their highly ritualised way of war lends them a lethal speed and skill that few enemies can stand against.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Enchanted Blade
Enchanted Blade1"24+3+-11
Protector Glaive
Protector Glaive1"24+3+-12
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 80
Battlefield Role: Battleline
Base size: 32mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Household

DESCRIPTION

A unit of Tree-Revenants has any number of models, each armed with Enchanted Blades.

SCION: 1 model in this unit can be a Scion. Add 2 to the Attacks characteristic of that model’s Enchanted Blade. A Scion can be armed with a Protector Glaive instead of an Enchanted Blade.

GLADE BANNER BEARER: 1 in every 5 models in this unit can be a Glade Banner Bearer. Whenever a unit that includes any Glade Banner Bearers makes a pile-in move, you can move it up to 6" instead of up to 3".

WAYPIPES: 1 in every 5 models in this unit can carry Waypipes. In your movement phase, a unit that includes any Waypipes can walk the spirit paths instead of making a normal move or retreating. If it does so, remove this unit from the battlefield and set it up anywhere on the battlefield more than 9" from any enemy units.

ABILITIES

Martial Memories: Tree-Revenants can draw on centuries of experience when they go to war.
Once per phase, you can re-roll 1 failed hit roll or 1 failed wound roll for an attack made by this unit, or 1 failed save roll for an attack that targets this unit, or 1 charge or run roll for this unit, or 1 battleshock test for this unit. You cannot use this ability to re-roll more than once dice for this unit in the same phase.

KEYWORDS
ORDER, SYLVANETH, NOBLE SPIRITS, TREE-REVENANTS
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.
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.
8.2 Retreat
When you pick a unit to retreat, 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. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.
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.
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).
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.
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.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.

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

None
Battleline
Leader
• Ylthari
Leader, Behemoth
Behemoth

The TREE-REVENANTS keyword is used in the following Sylvaneth warscrolls:

None
Battleline
© Vyacheslav Maltsev 2013-2021