Sylvaneth – Kurnoth Hunters with Kurnoth Scythes

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SYLVANETH WARSCROLL
Kurnoth Hunters
with Kurnoth Scythes
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. Those Kurnothi that favour the scythe attack with great, graceful sweeps of their blade, capable of bisecting any enemies of the forest that attempt to pass them by. Striding forward with calm and implacable purpose, they carve furrows through the enemy ranks, sending heads and limbs flying like scattered leaves. These steadfast hunters sprout thick weaves of thorny branches that pin their foes in place, tearing limbs from their bodies should they try to move.
SYLVANETH WARSCROLL
Kurnoth Hunters
with Kurnoth Scythes
MELEE WEAPONS
AtkHitWndRndDmg
Kurnoth Scythe [Anti-charge (+1 Rend)]
Kurnoth Scythe
Anti-charge (+1 Rend)
33+3+13
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+).

Any Combat Phase
TANGLETHORN THICKET: Kurnoth Hunters sprout thick weaves of thorned branches that pin their foe in place and tear them to shreds if they try to move.

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. For each 3+, inflict 1 mortal damage on the target.

KEYWORDS
INFANTRY, CHAMPION
ORDER, SYLVANETH, KURNOTHI
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.

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).

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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

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.
© Vyacheslav Maltsev 2013-2024