Sylvaneth – Gossamid Archers

This warscroll does not meet the selection criteria (see Settings tab).
SYLVANETH WARSCROLL
Gossamid Archers
12"
2
5+
1
The Gossamid Archers are as graceful as they are deadly, weaving through the trees as if one with the wind itself before silently sending an arrow between the eyes of their foes. These skirmishers are infamous for their punishing accuracy and the hideous fate of those struck by their projectiles. Gossamid Archers are given the power of flight by the zephyrspites that clasp their torsos, magical creatures with powerful, buzzing double wings. Such is the bond between Sylvaneth and spite that, should a retreat need to be made, the zephyrspites will detach and fly at the enemy to buy time for their master. Though the Gossamids’ bows are supple and strong, it is their arrow shafts that hold the secret to their lethality. The quiverbug each keeps at their hip extrudes a special type of larval pod, its shape akin to an arrow. When fired into the flesh of an enemy, the ravenous grubs couched within the arrowhead hatch, eat and grow to maturity in seconds, usually resulting in a shocking explosion of gore. Once their gestation is complete, a buzzing whirlwind of new quiver-bugs will fly off, seeking out more Gossamids to recommence the cycle of life-through death.
SYLVANETH WARSCROLL
Gossamid Archers
RANGED WEAPONS
RngAtkHitWndRndDmg
Gossamid Bow [Shoot in Combat, Crit (Auto-wound)]
Gossamid Bow
Shoot in Combat, Crit (Auto-wound)
12"23+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Cruel Talons
Cruel Talons13+4+-1
BATTLE PROFILE

Unit Size: 5      Points: 120
Base size: 32mm
Can be reinforced: Yes

Passive
FOREST FIGHTERS: These warriors fight in loosely scattered formations, the better to take advantage of the terrain in their arboreal domains.

Effect: This unit has a coherency range of 2".

Once Per Turn, Any Shooting Phase
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.

Effect: If this unit used a SHOOT ability this phase, this unit can move D6". It cannot move into combat during any part of that move.

KEYWORDS
INFANTRY, CHAMPION, FLY
ORDER, SYLVANETH
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 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.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

The FLY keyword is used in the following Sylvaneth warscrolls:

Endless Spell

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).
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

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.
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.
15.1 Coherency
Any time a unit is set up or ends a move, it must be in a single group. A unit is considered to be in a coherent group if each model in that unit is within coherency range, measured horizontally, of at least 1 other model in that unit (ignore differences in height between the two models).

For the majority of units, coherency range is 1/2", though some units (particularly those with large models with overhanging parts) have a longer coherency range noted on their warscroll for ease of play. While there are 7 or more models in a unit, that unit is considered to be in a coherent group if each model in that unit is within coherency range of at least 2 other models in that unit.

If it is not possible for a unit to end a move in a single coherent group, that move cannot be made.

  • After finishing a move, a unit must be in a single group.
  • Coherency range is 1/2" horizontally.
  • Each model must be within coherency range of a different model from the same unit.
  • While a unit has 7+ models, each model must be in coherency with 2 other models in the unit.
© Vyacheslav Maltsev 2013-2024