Sylvaneth – Belthanos, First Thorn of Kurnoth

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SYLVANETH WARSCROLL
Belthanos
First Thorn of Kurnoth
12"
14
3+
5
Woe betide unwitting trespassers marked by Belthanos, for by the time they realise their fate, the hosts of the First Thorn will be chasing across valley, river and forest to trap their master’s prey. As the herald of the dormant hunter-god Kurnoth, Belthanos stands above his Kurnothi brethren as their leader. When he leads the Evergreen Hunt forth, primal life energy surges and ensnares foes with fresh buds and choking shoots. Many of Belthanos’s targets are not aware that they have been marked. The distinguishing feature can be as simple as the tear of a thorn or the prick of a nettle, but there can be no doubt when Belthanos sounds his terrible horn. Once blown, his prey are doomed to hear its maddeningly shrill echo right up until he plunges his Kurnoth glaive deep into their heart. The Carnelian Greatspite that Belthanos rides is not a true insect but a construct of pure life energy; it is this creature that allows Belthanos such a measure of arboreal control. His aura of spring vibrancy bends the world around him, flushing quarry from the trees for his retinue of Kurnoth Hunters to strike down with arrow and scythe.
SYLVANETH WARSCROLL
Belthanos
First Thorn of Kurnoth
MELEE WEAPONS
AtkHitWndRndDmg
Carnelian Greatspite’s Razor-like Mandibles [Companion]
Carnelian Greatspite’s Razor-like Mandibles
Companion
44+2+23
Kurnoth Glaive [Charge (+1 Damage)]
Kurnoth Glaive
Charge (+1 Damage)
53+3+22
BATTLE PROFILE

Unit Size: 1      Points: 350
Base size: 150 × 95mm
Can be reinforced: No
Regiment Options: Any SYLVANETH

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Carnelian Greatspite’s Razor-like Mandibles is 3.

Once per Turn (Army), Any Combat Phase
RHYTHM OF THE CHASE: Belthanos is a relentless hunter who harasses his quarry before fatally cutting them down.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll, then you can remove this unit from the battlefield and set it up again on the battlefield within 1" of the target.
KEYWORDSRAMPAGE

Once Per Battle, Start of Any Turn
NATURE AETHERIC: The Carnelian Greatspite is Ghyranite magic made manifest and where it roams, the land is imbued with life-giving energy.

Declare: Pick a terrain feature within 6" of this unit to be the target.

Effect: For the rest of the battle, the target gains the ‘Place of Power’ terrain ability and counts as a friendly Awakened Wyldwood for the purposes of the ‘Endless Growth’, ‘Walk the Hidden Paths’ and ‘Strike and Fade’ abilities.

Your Charge Phase
KURNOTHI WAR-HORN: The sounding of Belthanos’s war-horn brings forth a surging response from the hunt.

Declare: Pick up to 3 friendly SYLVANETH units to be the target.

Effect: Each target can use CHARGE abilities even if they used a RUN ability in the same turn.

KEYWORDS
UNIQUE, HERO, MONSTER, FLY
ORDER, SYLVANETH, KURNOTHI
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).

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 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

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The MONSTER keyword is used in the following Sylvaneth warscrolls:

Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).

The UNIQUE keyword is used in the following Sylvaneth warscrolls:

21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Once Per Turn (Army), End of Any Turn
ENDLESS GROWTH: Flourishing groves underfoot bring a surge of rebirth to the Sylvaneth. Their forms are invigorated with restorative sapwood.

Declare: Pick any number of friendly SYLVANETH units wholly within 6" of a friendly Awakened Wyldwood to be the targets.

Effect: Heal (D3) each target.
Once Per Turn (Army), Your Movement Phase
WALK THE HIDDEN PATHS: Sylvaneth can draw upon the magic of the Wyldwoods to open hidden passageways across the battlefield.

Declare: Pick a friendly SYLVANETH unit that is not in combat and is wholly within 6" of a friendly Awakened Wyldwood to use this ability.

Effect: Remove that unit from the battlefield and set it up again on the battlefield more than 9" from all enemy units and wholly within 6" of a different friendly Awakened Wyldwood.
KEYWORDSCORE
Once Per Turn (Army), End of Any Turn
STRIKE AND FADE: These warriors use the spirit paths to ambush the enemy before retreating back into the shadows.

Declare: Pick a friendly SYLVANETH unit that is in combat and is wholly within 6" of a friendly Awakened Wyldwood to use this ability.

Effect: Remove that unit from the battlefield and set it up again on the battlefield more than 9" from all enemy units and wholly within 6" of a different friendly Awakened Wyldwood.
KEYWORDSCORE
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
Place of Power
HEROES within 3" of this terrain feature can use the ‘Activate Place of Power’ ability.
© Vyacheslav Maltsev 2013-2024