Sylvaneth – Drycha Hamadreth

This warscroll does not meet the selection criteria (see Settings tab).
SYLVANETH WARSCROLL
Drycha Hamadreth
9"
10
3+
5
Drycha Hamadreth is man’s terror of the deep woods made manifest. Her loathing for all not born of the forests is endless. It would be preferable to perish at her wicked talons or the jaws of the deranged spite-swarms that surround her than be dragged off by her disciples to meet a grisly, unknowable fate amidst the darksome groves. Drycha is an old and bitter spirit. She was planted in the dark years of the Age of Chaos within the shaded vale of Hamadrithil. Drycha is a twisted monster of a forest spirit, cultivated in the hour of Alarielle’s fury and despair and thrust into fighting from the moment of her birth. Thorned vines lash furiously about her towering form as attendant spites buzz with a hunger for slaughter. She sings a song of bloodshed that draws in the most blackhearted and bitter of the Sylvaneth. Drycha and her followers now slaughter not only the followers of Nurgle, but any perceived trespassers to Ghyran. Despite their grievances, Drycha and Alarielle both grudgingly recognise that they each embody crucial aspects of the natural world. Drycha is willing to fight alongside those the Everqueen deems allies, though ‘accidents’ and disappearances abound.
SYLVANETH WARSCROLL
Drycha Hamadreth
RANGED WEAPONS
RngAtkHitWndRndDmg
Flitterfuries [Shoot in Combat, Companion]
Flitterfuries
Shoot in Combat, Companion
12"104+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Slashing Talons [Anti-INFANTRY (+1 Rend)]
Slashing Talons
Anti-INFANTRY (+1 Rend)
53+2+12
Swarm of Squirmlings [Anti-INFANTRY (+1 Rend), Companion]
Swarm of Squirmlings
Anti-INFANTRY (+1 Rend), Companion
104+4+11
BATTLE PROFILE

Unit Size: 1      Points: 290
Base size: 105 × 70mm
Can be reinforced: No
Regiment Options: Any SYLVANETH

Once Per Turn, Any Hero Phase
MERCURIAL ASPECT: The Flitterfuries that dwell in Drycha’s body bask in the heat of her rage, while the Squirmlings she hosts suckle at her sorrow.

Effect: Pick 1 of the following effects to apply to this unit for the rest of the turn:

Enraged: Add 10 to the Attacks characteristic of this unit’s Flitterfuries.

Embittered: Add 10 to the Attacks characteristic of this unit’s Swarm of Squirmlings.

Once Per Turn (Army), Any Combat Phase
PRIMAL TERROR: Throwing back her head, Drycha gives voice to a soul-rending scream of anguish and pain.

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

Effect: Roll a dice. On a 2+, halve the target’s control score (rounding up) for the rest of the turn.
KEYWORDSRAMPAGE

Your Hero Phase
6
SONG OF SPITE: Drycha shares a special kinship with the Outcasts, who seem to echo her fury.

Declare: Pick an enemy INFANTRY unit within 12" of the caster to be the target, then make a casting roll of 2D6.

Effect: The following effects apply for the rest of the turn:

Add 1 to hit rolls for combat attacks made by friendly SYLVANETH units that target that enemy unit.

In addition, add 1 to wound rolls for combat attacks made by friendly Spite-Revenants or The Twistweald units that target that enemy unit.
KEYWORDSSPELL

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

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 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.
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

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:

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
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.
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.

The MONSTER keyword is used in the following Sylvaneth warscrolls:

Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
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:

© Vyacheslav Maltsev 2013-2024