Sylvaneth – The Lady of Vines
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8"
10
3+
10
WARSCROLL

The Lady of Vines

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Kurnotheal’s Wrath
Kurnotheal’s Wrath18"12+2+-1D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Kurnotheal’s Wrath
Kurnotheal’s Wrath3"33+3+-1D3
Lashing Vines
Lashing Vines3"43+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 230
Battlefield Role: Leader
Base size: 80mm
Notes: Single, Unique

The Lady of Vines is armed with Kurnotheal’s Wrath and Lashing Vines.

WARMASTER: If this unit is included in a Sylvaneth army, it is treated as a general even if it is not the model picked to be the army’s general.

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

Verdian Crown: The power of the Everqueen herself pulses through the Lady of Vines and radiates from the ornate crown she bears.
Friendly SYLVANETH units wholly within 6" of this unit are treated as being wholly within 6" of an Awakened Wyldwood in your army.

Writhing Vines: The whipping tendrils that sprout from the Lady’s back can ensnare foes or confound their attacks.
At the start of the combat phase, if this unit is within 3" of any enemy units, you can say that this unit will either create a protective barrier or ensnare foes. If this unit creates a protective barrier, subtract 1 from hit rolls that target this unit until the end of that phase. If this unit ensnares foes, add 1 to hit rolls for attacks made by this unit until the end of that phase.

Roused to Wrath: The Lady sings to her people through the realmroots, calling them forth to join the reaping.
Once per battle, if this unit is on the battlefield at the end of your movement phase, you can say it will call its allies forth. If you do so, roll a dice. On a 2+, you can summon 1 unit of 10 Dryads and add it to your army. The summoned unit must be set up more than 9" from all enemy units and wholly within 9" of an overgrown terrain feature or Awakened Wyldwood in your army.

Aspect of the Everqueen: The Lady of Vines channels the power of her goddess mother, shielding fellow Sylvaneth with the harnessed energies of nature.
Aspect of the Everqueen is a spell with a casting value of 7 and a range of 12". If successfully cast, until your next hero phase, friendly SYLVANETH units have a ward of 5+ while they are wholly within range of the caster.

KEYWORDS
ORDER, SYLVANETH, FOREST FOLK, HERO, WIZARD, TOTEM, THE LADY OF VINES
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).

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19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.

The HERO keyword is used in the following Sylvaneth warscrolls:

Leader, Behemoth
Leader
• Ylthari

The WIZARD keyword is used in the following Sylvaneth warscrolls:

Leader, Behemoth
Leader
• Ylthari
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

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

Leader
Battleline
• Dryads

The TOTEM keyword is used in the following Sylvaneth warscrolls:

Leader, Behemoth
Leader
© Vyacheslav Maltsev 2013-2024