Sylvaneth – Gossamid Archers
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12"
2
5+
6
WARSCROLL

Gossamid Archers

Gossamid Archers are afforded the power of flight by the zephyrwing spites that clasp their torsos. A gruesome fate awaits any struck by the shafts of these skirmishers, for the arrowheads contain voracious grubs that devour the target from within.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gossamid Bow
Gossamid Bow12"23+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cruel Talons
Cruel Talons1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 190
Battlefield Role: None
Base size: 32mm

Each model in a Gossamid Archers unit is armed with a Gossamid Bow and Cruel Talons.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Free Spirits

CHAMPION: 1 model in this unit can be a Flitwing Scion. Add 1 to the Attacks characteristic of that model’s Gossamid Bow.

FLY: This unit can fly.

Larval Shafts: When fired into the flesh of an enemy, the ravenous grubs couched within the heads of these arrows hatch, eat and grow to maturity in a matter of seconds, usually resulting in a shocking explosion of gore.
If the unmodified hit roll for an attack made with a Gossamid Bow is 6, the target suffers D3 mortal wounds and the attack sequence ends (do not make a wound roll or save roll).

Forest Fighters: These warriors fight in loosely scattered formations, the better to take advantage of the terrain in their arboreal domains.
If this unit has 2 or more models, it is coherent if each model in the unit is within 2" horizontally of at least 1 other model in the unit instead of 1".

Zephyrspites: These buzzing insectile symbiotes can be released to confound the attacks of the foe for a short time as their masters sprint off to find safety anew.
After this unit has received the Unleash Hell command and all of its shooting attacks have been resolved, if this unit is within 3" of any enemy units, you can roll a dice. On a 2+, this unit can retreat.

KEYWORDS
ORDER, SYLVANETH, FREE SPIRITS, GOSSAMID ARCHERS

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9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.
1.3.3 Unit Coherency
Units must be set up and finish every move as a single coherent group. A unit with 2 to 6 models is coherent if each model in the unit is within 1" horizontally and 6" vertically of at least 1 other model in the unit. A unit with more than 6 models is coherent if each model in the unit is within 1" horizontally and 6" vertically of at least 2 other models in the unit. If a friendly unit is not coherent at the end of a turn or after you set it up, you must remove models in the unit from play, one at a time, until it is coherent.

Units that are set up in a location other than on the battlefield, for example, reserve units (see 3.1), are always considered to be set up in a coherent group.
Unleash Hell
These warriors have prepared their missile weapons so they can unleash a devastating volley at the last possible moment.
You can use this command ability after an enemy unit finishes a charge move. The unit that receives the command must be within 6" of that enemy unit and more than 3" from all other enemy units. Models in the unit that receives the command that are within 6" of the target unit can shoot in that phase, but when they do so, you must subtract 1 from hit rolls for their attacks and they can only target the unit that made the charge move.
© Vyacheslav Maltsev 2013-2024