Sylvaneth – Spiteswarm Hive

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SYLVANETH WARSCROLL
Spiteswarm Hive
-
7
6+
7+
With a humming chant, those versed in the magic of Ghyran can summon a Spiteswarm Hive. The air thrums near the comb, and the luminescent Spiteswarms buzz forth to swarm around their Sylvaneth companions. The insect-clouds blanket hosts of Sylvaneth to protect against missiles and cover retreats. Their mandibles are laden with pure life magic, and at a word from their summoner, they will dive forth to deliver vitalising bites that can re-energise weary troops. Though many Sylvaneth use magic to channel Spiteswarms onto the battlefield, the shamanic Swarmsages will carry their own hives with them. Outside of battle, the Swarmsages traditionally use Spiteswarms to cleanse lands tainted by Chaos, for the insects’ innate purifying magic allows them to consume corruption. Each warglade cultivates these insects in droves, for their corruption warding presence is vital in the protection of soulpod groves.
SYLVANETH WARSCROLL
Spiteswarm Hive
Your Hero Phase
THE HIVE NOURISHES: Blessed are the Spiteswarms with Ghyranite magic, which suffuses their hives and drips from their mandibles. When these creatures are summoned forth by their Sylvaneth masters, they burst from the hive in obscuring clouds to bestow their healing bite.

Declare: Pick a visible friendly Sylvaneth unit within 3" of this MANIFESTATION to be the target.

Effect: Roll a dice. On a 2+, pick 1 of the following effects to apply to the target for the rest of the turn:

Vital Venoms: Add 1 to run rolls and charge rolls for the target.

Shielding Swarm: The target has WARD (6+).

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
ORDER, SYLVANETH
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 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.

The WARD keyword is used in the following Sylvaneth warscrolls:

Endless Spell

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The MANIFESTATION keyword is used in the following Sylvaneth warscrolls:

Endless Spell

The ENDLESS SPELL keyword is used in the following Sylvaneth warscrolls:

Endless Spell
14.3 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

© Vyacheslav Maltsev 2013-2024