Sylvaneth – Warsong Revenant

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Warsong Revenant

The Warsong Revenants are few in number, but their potent spirit-song causes the lands themselves to come alive. Their odd, skirling music is a balm to the Sylvaneth and a deadly bane to their foes.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spearing Vines
Spearing Vines3"53+3+-12
Spirit Falchion
Spirit Falchion1"34+4+-11

Unit Size: 1      Points: 270
Battlefield Role: Leader
Base size: 105 x 70mm
Notes: Single

A Warsong Revenant is armed with Spearing Vines and a Spirit Falchion.

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

FLY: This unit can fly.

Alarielle’s Song: To the Sylvaneth, the sound that emanates from a Warsong Revenant’s flute is sweet and uplifting. To their foes, it is a sonic assault of devastating potency.
Add 1 to the Bravery characteristic of friendly SYLVANETH units while they are wholly within 12" of any friendly units with this ability, and subtract 1 from the Bravery characteristic of enemy units while they are within 12" of any friendly units with this ability.

Arboreal Cloak: The deceptively delicate cloak of leaves worn by a Warsong Revenant shields it with life-giving energy.
This unit has a ward of 4+.

Wyldwood Revenants: Warsong Revenants are bound to nature and draw strength from nearby forests.
Add 1 to casting, dispelling and unbinding rolls for this unit while it is within 9" of any overgrown terrain features or friendly Awakened Wyldwoods.

Unleash Swarm of Spites: The Warsong Revenant summons a large swarm of malicious spites that spiral outwards to attack those who have drawn their ire.
Unleash Swarm of Spites is a spell that has a casting value of 7 and a range of 9". If successfully cast, roll a number of dice equal to the unmodified casting roll for each enemy unit within range of the caster. For each 5+, that enemy unit suffers 1 mortal wound.


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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.
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.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

The HERO keyword is used in the following Sylvaneth warscrolls:

Leader, Behemoth
• Ylthari

The WIZARD keyword is used in the following Sylvaneth warscrolls:

Leader, Behemoth
• Ylthari
© Vyacheslav Maltsev 2013-2024