6" 5 5+ 2 Branchwyches are potent life-mages who are charged with guarding and tending a clan’s soulpod groves. It is they who bear the sombre duty of extracting lamentiri from fallen Sylvaneth, harvesting the soulseeds with reverent swings of their sickle-staves before returning to plant them in sacred soil.
Part shaman and part subordinate to the Treelords, a Branchwych’s connection to the earth grants them strange intuition that any Sylvaneth would be wise to heed. The Branchwyches, however, are just as infamous for their tempers, for they are swift to anger when pressed – and the forests often reflect their anger, fed by their furious spirit.
Only the fey spites are immune to a Branchwych’s wrath, for these druidic Sylvaneth dote upon the strange little creatures. Many wondrous varieties of spite flutter around a Branchwych, but their closest companions are the bittergrubs – caterpillar-like entities that ride upon a Branchwych’s shoulder and savagely attack nearby foes. Once a bittergrub has fed sufficiently, it will metamorphosise into an emerald cocoon before splitting open to release a wave of shimmering, rejuvenating pollen across the tainted earth. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Swarm of Spites [Companion, Crit (Auto-wound)] | ||||||||
Swarm of Spites Companion, Crit (Auto-wound) | 12" | 6 | 4+ | 4+ | 1 | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Greenwood Scythe and Bittergrub | ||||||||
Greenwood Scythe and Bittergrub | 3 | 3+ | 4+ | 1 | D3 |
Once Per Turn (Army), Enemy Combat Phase |
KEYWORDS | HERO, WIZARD (1), INFANTRY |
ORDER, SYLVANETH |
The HERO keyword is used in the following Sylvaneth warscrolls:
The WIZARD keyword is used in the following Sylvaneth warscrolls:
The INFANTRY keyword is used in the following Sylvaneth warscrolls:
Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
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There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase. Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST. | ||