Sylvaneth – Branchwych
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7"
5
5+
7
WARSCROLL

Branchwych

Warrior matriarchs of the Households, the Branchwyches lead their kin to battle with blasts of sorcery and hissing swings of their scythes. These same weapons are used when the fighting is done to harvest the lamentiri from the Sylvaneth’s fallen.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Greenwood Scythe
Greenwood Scythe2"33+3+-11
Snapping Mandibles
Snapping Mandibles1"D34+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader
Base size: 32mm
Notes: Single

A Branchwych is armed with a Greenwood Scythe.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Household

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

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

Fury of the Forest: Fiercely protective of the forests, Branchwyches fight with great wrath when their sacred domains and soulpod groves are threatened.
Add 1 to hit rolls and wound rolls for attacks made with melee weapons by this unit while it is wholly within 9" of an overgrown terrain feature or friendly Awakened Wyldwood.

Unleash Spites: The Branchwych summons a swarm of malicious spites that spiral outwards to attack those who have drawn her ire.
Unleash Spites is a spell that has a casting value of 5 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.

KEYWORDS
ORDER, SYLVANETH, NOBLE SPIRITS, HERO, WIZARD, BRANCHWYCH

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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
Leader
• Ylthari

The WIZARD keyword is used in the following Sylvaneth warscrolls:

Leader, Behemoth
Leader
• Ylthari
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
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
Leader
• Ylthari
Battleline
None
Behemoth
© Vyacheslav Maltsev 2013-2024