Sylvaneth – Kurnoth Hunters with Kurnoth Greatbows

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SYLVANETH WARSCROLL
Kurnoth Hunters
with Kurnoth Greatbows
5"
5
4+
2
Kurnoth Hunters are considered taciturn and strange even by other Sylvaneth. Their soulpods were planted after Alarielle’s metamorphosis into her war aspect, and what emerged was unlike anything that had come before. Masters of weapons as large as mortal men, Kurnoth Hunters are the knights of the forest, and their presence heralds a coming time of trial. Kurnoth Hunters will hunt down their prey with never-ending stamina, enduring defiantly as they strike down their foes. Kurnoth Hunters are capable of detecting the subtlest arcane vibrations along the realmroots and spreading a portion of this power to their kin. Their affinity with the land also makes them excellent scouts; they often serve to secure sacred sites before the Sylvaneth’s enemies – or ostensible allies – can reach them. Giants amongst the forest kindred, those Kurnoth Hunters skilled in archery wield enormous greatbows in battle. Each of these weapons is sung into shape rather than carved; through the use of the Kurnoth Hunters’ keening melody, they can coax their bows into being from the boughs of the Oak of Ages Past. They are relentless in pursuit of their quarry, able to stalk their prey across entire nations without tiring.
SYLVANETH WARSCROLL
Kurnoth Hunters
with Kurnoth Greatbows
RANGED WEAPONS
RngAtkHitWndRndDmg
Kurnoth Greatbow [Anti-HERO (+1 Rend)]
Kurnoth Greatbow
Anti-HERO (+1 Rend)
18"23+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Vicious Claws
Vicious Claws33+3+-1
BATTLE PROFILE

Unit Size: 3      Points: 200
Base size: 50mm
Can be reinforced: Yes

Passive
ENVOYS OF THE EVERQUEEN: Kurnoth Hunters heed the will of Alarielle through arcane vibrations in nexuses of the realmroots.

Effect: While this unit is contesting an objective, friendly SYLVANETH units contesting that objective have WARD (6+).

Your Shooting Phase
STEADY AIM: Kurnoth Hunters take the time to steady their aim and line up a priority target before unleashing their arrows with deadly precision.

Effect: For the rest of the turn, this unit can ignore the effects of the ‘Guarded Hero’ ability when picking targets for its shooting attacks.

KEYWORDS
INFANTRY, CHAMPION
ORDER, SYLVANETH, KURNOTHI

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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.
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.
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).
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.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
Passive
GUARDED HERO: The leader is shielded by their warriors, who close ranks around them to protect them from harm.

Effect: If this HERO is within the combat range of a friendly unit that is not a HERO:
  • Subtract 1 from hit rolls for shooting attacks that target this HERO.
  • If this HERO is INFANTRY, they cannot be picked as the target of shooting attacks made by units more than 12" from them.
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • 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.

  • 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).
© Vyacheslav Maltsev 2013-2024