12" 6 4+ 2 Arch-Revenants soar high over the battlefield, borne upon the wings of a companion zephyrspite. Swooping down to strike where the foe is most vulnerable, their majestic glaives weave a dance of death before they take flight once more, seeking out the next target to feel their wrath. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Arch-Revenant’s Glaive | |||||||
| Arch-Revenant’s Glaive | 5 | 3+ | 4+ | 1 | 2 | ||
Once Per Turn (Army), Any Combat Phase |
Reaction: You declared a FIGHT ability for this unit |
KEYWORDS | HERO, INFANTRY, FLY, REVENANT |
| ORDER, SYLVANETH |
The HERO keyword is used in the following Sylvaneth warscrolls:
The INFANTRY keyword is used in the following Sylvaneth warscrolls:
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Passive |
| When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying! | ||
The FLY keyword is used in the following Sylvaneth warscrolls:
The REVENANT keyword is used in the following Sylvaneth warscrolls:
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| In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes. | ||
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
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