Sylvaneth – Drycha Hamadreth

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SYLVANETH WARSCROLL
Drycha Hamadreth
10"
12
3+
5
Drycha Hamadreth keens with hatred as she tears through her enemies like a raging storm. The Queen of the Outcasts fights a never-ending crusade to eradicate those she sees as a threat to her people, leaving a trail of corpses of both friend and foe in her wake.
SYLVANETH WARSCROLL
Drycha Hamadreth
MELEE WEAPONS
AtkHitWndRndDmg
Slashing Talons [Crit (2 Hits)]
Slashing Talons
Crit (2 Hits)
53+2+22
Swarm of Spites [Crit (Mortal), Companion]
Swarm of Spites
Crit (Mortal), Companion
204+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 250
Base size: 105 × 70mm
Can be reinforced: No
Regiment Options: Any SYLVANETH

Passive
TERROR OF THE DEEP WOODS: When faced with Drycha’s fury, even the most seasoned warriors feel like young rabbits frozen beneath the gaze of a hungry wolf.

Effect: Enemy units cannot use RUN or RETREAT abilities while they are within 9" of this unit.

Your Hero Phase
7
ENRAGE THE SPITES: Drycha shares a special kinship with the flitting, scuttling lesser spirits of the forest, who are stirred into a frenzy when her ire is raised.

Declare: Pick up to 3 enemy units that are visible to and within 12" of this unit or that are within the creeping overgrowth to be the targets, then make a casting roll of 2D6.

Effect: Inflict D3 mortal damage on each target.
KEYWORDSSPELL

Your Charge Phase
MERCILESS AMBUSH: Despite her size and terrifying presence, Drycha stalks silently through hidden realm-root passageways, emerging without warning to fall upon her prey.

Effect: If this unit is not in combat and has not used a RUN or RETREAT ability this turn, make a charge roll of 2D6. Then, remove this unit from the battlefield and set it up again within ½" of an enemy unit and wholly within X" of a terrain feature that has a friendly overgrown token, where X is equal to the charge roll. If you do so, this unit has charged.
KEYWORDSCORE, MOVE, CHARGE, RAMPAGE

KEYWORDS
UNIQUE, HERO, MONSTER, WIZARD (1)
ORDER, SYLVANETH, FOREST ELDER
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.

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.
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.

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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).
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.
Passive
THE CREEPING OVERGROWTH: As children of Ghyran, the Sylvaneth are redolent with the energies of life, which cause the ambient flora to rapidly grow and spread.

Effect: The creeping overgrowth is measured from each terrain feature that has a friendly overgrown token. The range of the creeping overgrowth is based on the number of friendly overgrown tokens on the battlefield as shown:
Overgrown
Tokens
Creeping
Overgrowth Range
0-26"
3-59"
6-812"
9+Whole battlefield


Designer’s Note: Awakened Wyldwoods are your main way of generating overgrown tokens. Some unit abilities allow you to do so too.
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.

The FOREST ELDER keyword is used in the following Sylvaneth warscrolls:

Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

The WIZARD keyword is used in the following Sylvaneth warscrolls:

Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

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).
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

© Vyacheslav Maltsev 2013-2026