Sylvaneth – Kurnoth Hunters with Greatscythes

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SYLVANETH WARSCROLL
Kurnoth Hunters
with Greatscythes
6"
5
4+
2
The greatscythe is the weapon chosen by Kurnoth Hunters who show cool implacability and a desire to reap the greatest tally of kills. With a single sweep, these forest spirits can carve through multiple footsoldiers, and with their polearms’ hooked blades, they can drag cavalrymen from their saddles before ruthlessly dispatching them as they sprawl in the gore-sprayed undergrowth.
SYLVANETH WARSCROLL
Kurnoth Hunters
with Greatscythes
MELEE WEAPONS
AtkHitWndRndDmg
Kurnoth Greatscythe [Anti-charge (+1 Rend)]
Kurnoth Greatscythe
Anti-charge (+1 Rend)
33+3+13
BATTLE PROFILE

Unit Size: 3      Points: 190
Base size: 50mm
Can be reinforced: Yes

Passive
HUNTER’S ENDURANCE: As the spirit-song intensifies and the magic of life surges across the battlefield, Kurnoth Hunters are gripped with a sacred fervour of the chase that sees them shrug off wounds.

Effect: Subtract 1 from the Rend characteristic of weapons used for attacks that target this unit while it is wholly within the creeping overgrowth.

Any Combat Phase
TANGLETHORN THICKETS: Scythe-wielding Kurnoth Hunters have developed the technique of summoning carpets of thorned vines that snare and shred foes who approach without caution.

Declare: Pick an enemy unit that charged this turn and is in combat with this unit to be the target.

Effect: Roll a dice for each model in this unit that is in combat with the target. For each 3+, inflict 1 mortal damage on the target.

KEYWORDS
INFANTRY, CHAMPION
ORDER, SYLVANETH, KURNOTHI
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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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.
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.

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.
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

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).
© Vyacheslav Maltsev 2013-2026