Sylvaneth – Ylthari

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The Thornwych Ylthari tirelessly seeks those soulpods that have been claimed by Nagash, and by channelling rampant life magic she rids the dead places of those who would serve the Great Necromancer.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Briar Staff
Briar Staff1"13+3+-1D3
Spiteful Thorns
Spiteful Thorns1"34+4+-1
Snapping Mandibles
Snapping Mandibles1"14+4+-11

Unit Size: 1      Points: 160
Battlefield Role: Leader
Base size: 32mm
Notes: Single, Unique. Ylthari and Ylthari’s Guardians units must be taken as a set. Although taken as a set, each is a separate unit.

Ylthari is armed with a Briar Staff and Spiteful Thorns.

COMPANION: This unit’s Spite is armed with Snapping Mandibles.

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

Vigour and Wrath: Ylthari and her guardians have only recently been awakened, and are imbued with bountiful vigour and wrath.
You can re-roll wound rolls of 1 for attacks made by this model.

The Reaping: Ylthari looses a scything blast of magical energy that cuts down her foes like corn.
The Reaping is a spell that has a casting value of 6 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster, and roll 6 dice. For each 5+, that 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.
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
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).

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

Leader, Behemoth
• Ylthari
© Vyacheslav Maltsev 2013-2024