Sylvaneth – Branchwych

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SYLVANETH WARSCROLL
Branchwych
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.
SYLVANETH WARSCROLL
Branchwych
RANGED WEAPONS
RngAtkHitWndRndDmg
Swarm of Spites [Companion, Crit (Auto-wound)]
Swarm of Spites
Companion, Crit (Auto-wound)
12"64+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Greenwood Scythe and Bittergrub
Greenwood Scythe and Bittergrub33+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: Any INFANTRY

Once Per Turn (Army), Enemy Combat Phase
FURY OF THE FOREST: Fiercely protective of the forests, Branchwyches provoke fury in their kin should their sacred domains and soulpod groves be threatened.

Declare: If this unit is wholly within 6" of any friendly Awakened Wyldwoods, pick a friendly SYLVANETH unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, the target has STRIKE-FIRST for the rest of the turn.

KEYWORDS
HERO, WIZARD (1), INFANTRY
ORDER, SYLVANETH
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

The HERO keyword is used in the following Sylvaneth warscrolls:

The WIZARD keyword is used in the following Sylvaneth warscrolls:

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Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
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’).
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

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.
© Vyacheslav Maltsev 2013-2024