Sylvaneth – Gladewyrm

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SYLVANETH WARSCROLL
Gladewyrm
8"
7
4+
7+
Gladewyrms are ferocious subterranean spites formed from concentrated life magic. They work with the Sylvaneth to protect the realmroots – spirit paths that stretch between the glades of the realms – from eldritch invaders. Those that can channel Ghyran’s jade magic are capable of communing with these creatures via arcane means, allowing them to summon Gladewyrms to aid them in battle. With but a word, these half-real creatures leave their duty to erupt from the earth and wreak havoc throughout blindsided enemy front lines. Bursting through the midst of the battlefield, Gladewyrms sow destruction with their fearsome mandibles and bladed carapaces, their prodigious size allowing them to skewer and crush multiple foes at once. Their intelligence, however, is far greater than that of a simple predator. Gladewyrms are able to sense when their tree-allies are suffering or endangered, and they are capable of exhaling emerald clouds of pure life magic that revive all children of Alarielle.
SYLVANETH WARSCROLL
Gladewyrm
MELEE WEAPONS
AtkHitWndRndDmg
Fearsome Mandibles and Bladed Carapace [Anti-WIZARD (+1 Rend)]
Fearsome Mandibles and Bladed Carapace
Anti-WIZARD (+1 Rend)
64+2+1D3
Your Movement Phase
BURROW BELOW: Navigating the realmroots and ley lines in search of prey, Gladewyrms are able to burrow deep into the earth before reappearing elsewhere.

Effect: If this MANIFESTATION is not in combat, remove it from the battlefield and set it up again on the battlefield more than 9" from all enemy non-WIZARD units and more than 3" from all enemy WIZARDS.
KEYWORDSCORE

End of Any Turn
FEED ON ELDRITCH ENERGY: The Gladewyrm emerges from below to protect the realmroots from hostile magic.

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

Effect: Subtract 1 from casting rolls, unbinding rolls and banishment rolls for the target until the end of your next turn.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
ORDER, SYLVANETH

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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

Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

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 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.
Banish Manifestation
Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a manifestation within 30" of them to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy manifestation on the battlefield after the first.

Effect: If the banishment roll equals or exceeds the banishment value listed on the manifestation’s warscroll, it is banished and removed from play. You cannot pick the same manifestation as the target of this ability more than once per turn.
KEYWORDSBANISH

The WARD keyword is used in the following Sylvaneth warscrolls:

Endless Spell
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 MANIFESTATION keyword is used in the following Sylvaneth warscrolls:

Endless Spell

The ENDLESS SPELL keyword is used in the following Sylvaneth warscrolls:

Endless Spell
© Vyacheslav Maltsev 2013-2024