Sylvaneth – The Lady of Vines

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SYLVANETH WARSCROLL
The Lady of Vines
6"
10
4+
5
5+
The Lady of Vines is literally the hand of Alarielle, cut from the goddess’s wrist and then grown into a towering war leader. Her lashing whip-limbs and spear, Kurnotheal’s Wrath, have slain thousands of the Sylvaneth’s foes.
SYLVANETH WARSCROLL
The Lady of Vines
RANGED WEAPONS
RngAtkHitWndRndDmg
Kurnotheal’s Wrath
Kurnotheal’s Wrath12"12+2+2D6
MELEE WEAPONS
AtkHitWndRndDmg
Kurnotheal’s Wrath and Lashing Vines [Crit (Mortal)]
Kurnotheal’s Wrath and Lashing Vines
Crit (Mortal)
63+3+22
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 80mm
Can be reinforced: No
Regiment Options: Any SYLVANETH

Once Per Turn (Army), Any Hero Phase
HAND OF THE EVERQUEEN: Thrusting her tendrils into the ground, the Lady of Vines wields the power she inherited from Alarielle to channel her magic through root and mycelium to reach a distant target.

Declare: Pick a terrain feature within 18" of this unit that has a friendly overgrown token to be the target.

Effect: Measure the range and visibility of the next SPELL ability used by this unit this phase from the target instead of from this unit, and your opponent can measure range and visibility to that terrain feature instead of this unit for the purposes of the ‘Unbind’ ability.
KEYWORDSRAMPAGE

Your Hero Phase
7
PROTECTION OF THE EVERQUEEN: The Lady of Vines shields her fellow Sylvaneth with the purifying power of her goddess mother.

Declare: Make a casting roll of 2D6. Add 1 to the roll if this unit is wholly within the creeping overgrowth.

Effect: Until the start of your next turn, friendly SYLVANETH units have WARD (5+) while they are wholly within 12" of this unit.
KEYWORDSSPELL

Once Per Battle, Any Hero Phase
VERDIAN CROWN: The invigorating power of the Everqueen herself radiates from the ornate jade crown borne by the Lady of Vines.

Declare: Pick a terrain feature within 18" of this unit that does not have a friendly overgrown token to be the target.

Effect: Give the target a friendly overgrown token.

KEYWORDS
UNIQUE, HERO, MONSTER, WIZARD (2), WARD (5+)
ORDER, SYLVANETH, FOREST ELDER
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.

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

The WARD keyword is used in the following Sylvaneth warscrolls:

Endless Spell

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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).
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.
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
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 a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • 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.

The FOREST ELDER keyword is used in the following Sylvaneth warscrolls:

The WIZARD keyword is used in the following Sylvaneth warscrolls:

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

© Vyacheslav Maltsev 2013-2026