Sylvaneth – Arch-Revenant

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SYLVANETH WARSCROLL
Arch-Revenant
12"
6
4+
2
Wielding wickedly sharp glaives and borne to battle by zephyrspites that clasp their torsos, Arch-Revenants serve Alarielle as war leaders, scouts and special agents. Far afield do they roam, marshalling wargroves in accordance with the Everqueen’s will and reporting all they see back to Alarielle through their low, keening songs. Arch-Revenants work in close tandem with their Kurnoth Hunter brethren, though their presence is received with caution by the Sylvaneth. The Arch- Revenants were planted by Alarielle at the height of her war aspect, when she had emerged from her long hibernation and wrought devastating vengeance against those that would harm Ghyran. This furious resolve is seeded within them, and bombastic aggression radiates within them like a midsummer storm. Though not blind to the intricate social hierarchies of their race, these spirits have little time for politics, and their brusque manner sees few glades eagerly receive them. Yet their fiery nature is an undeniable advantage over their foes. Other Sylvaneth are filled with brimming battle-lust when nearby a passionate Arch-Revenant, surging forth to enact Alarielle’s designs.
SYLVANETH WARSCROLL
Arch-Revenant
MELEE WEAPONS
AtkHitWndRndDmg
Revenant’s Glaive and Tail Pincers
Revenant’s Glaive and Tail Pincers53+4+12
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 40mm
Can be reinforced: No
Regiment Options: Any Gossamid Archers, Any KURNOTHI

Any Combat Phase
CRESCENT SHIELD: This shield can be used both to deflect the enemy’s blows and to steady the shaft of the bearer’s weapon.

Effect: Pick 1 of the following effects to apply to this unit for the rest of the turn:

Defensive Stance: This unit has WARD (4+).

Aggressive Stance: Add 1 to the Attacks characteristic of this unit’s melee weapons, and add 1 to wound rolls for this unit’s combat attacks.

Passive
CHAMPION OF KURNOTH: An Arch‑Revenant commands instant obedience and commitment from Kurnoth Hunters who are nearby.

Effect: Add 1 to wound rolls for combat attacks made by friendly KURNOTHI units while they are wholly within 12" of this unit.

KEYWORDS
HERO, INFANTRY, FLY
ORDER, SYLVANETH

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18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

The HERO keyword is used in the following Sylvaneth warscrolls:

7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


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:

Endless Spell
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
© Vyacheslav Maltsev 2013-2024