Sylvaneth – The Lady of Vines

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SYLVANETH WARSCROLL
The Lady of Vines
8"
8
3+
5
The Lady of Vines is held in the utmost respect by the Sylvaneth. She is Alarielle’s trusted right hand in the most literal sense, for after she died protecting her mother goddess, she was regrown from Alarielle’s severed limb. She wields Kurnotheal’s Wrath, a spear grown from a splinter of the Everqueen’s own legendary weapon. Within it resides a sliver of the hunter-god’s guiding animus, and when hurled it can wreak terrible damage before being plucked back into the Lady’s hand by a reaching vine. The Lady also bears the ultimate mark of Alarielle’s favour – her Verdian Crown, which blankets those fighting around her in her mother’s power and allows them a greater measure of arboreal control. The liana-like whips that lash from the Lady’s body at will are thick and razoredged, thirsting for vengeance as a shadowed flower thirsts for sunlight. She has never faltered in her prosecution of the long War of Life against the Plague God’s forces. Without her certainty, her ability to navigate the realmroots and the incredible lengths that the Lady went to in order to keep Alarielle safe, the Everqueen would certainly be dead, and the realm of Ghyran rotted away by the scourge of Nurgle.
SYLVANETH WARSCROLL
The Lady of Vines
RANGED WEAPONS
RngAtkHitWndRndDmg
Kurnotheal’s Wrath
Kurnotheal’s Wrath12"12+2+1D6
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

Passive
VERDIAN CROWN: The power of the Everqueen herself pulses through the Lady of Vines and radiates from the ornate crown she bears.

Effect: This unit counts as an Awakened Wyldwood for the purposes of the ‘Endless Growth’, ‘Walk the Hidden Paths’ and ‘Strike and Fade’ abilities.

Your Hero Phase
7
ASPECT OF THE EVERQUEEN: The Lady of Vines channels the power of her goddess mother, shielding fellow Sylvaneth with the harnessed energies of nature.

Declare: Make a casting roll of 2D6.

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 Turn (Army), Any Combat Phase
WRITHING VINES: The whipping tendrils that sprout from the Lady’s back can ensnare foes or confound their attacks.

Declare: Pick an enemy unit in combat with this unit to be the target.

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

Barrier: Subtract 1 from hit rolls for the target’s attacks.

Ensnare: Add 1 to hit rolls for attacks made by friendly units that target that enemy unit.
KEYWORDSRAMPAGE

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (2)
ORDER, SYLVANETH

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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.
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

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 HERO keyword is used in the following Sylvaneth warscrolls:

The WIZARD keyword is used in the following Sylvaneth warscrolls:

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).
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.

The MONSTER keyword is used in the following Sylvaneth warscrolls:

The UNIQUE keyword is used in the following Sylvaneth warscrolls:

21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).

The WARMASTER keyword is used in the following Sylvaneth warscrolls:

Once Per Turn (Army), End of Any Turn
ENDLESS GROWTH: Flourishing groves underfoot bring a surge of rebirth to the Sylvaneth. Their forms are invigorated with restorative sapwood.

Declare: Pick any number of friendly SYLVANETH units wholly within 6" of a friendly Awakened Wyldwood to be the targets.

Effect: Heal (D3) each target.
Once Per Turn (Army), Your Movement Phase
WALK THE HIDDEN PATHS: Sylvaneth can draw upon the magic of the Wyldwoods to open hidden passageways across the battlefield.

Declare: Pick a friendly SYLVANETH unit that is not in combat and is wholly within 6" of a friendly Awakened Wyldwood to use this ability.

Effect: Remove that unit from the battlefield and set it up again on the battlefield more than 9" from all enemy units and wholly within 6" of a different friendly Awakened Wyldwood.
KEYWORDSCORE
Once Per Turn (Army), End of Any Turn
STRIKE AND FADE: These warriors use the spirit paths to ambush the enemy before retreating back into the shadows.

Declare: Pick a friendly SYLVANETH unit that is in combat and is wholly within 6" of a friendly Awakened Wyldwood to use this ability.

Effect: Remove that unit from the battlefield and set it up again on the battlefield more than 9" from all enemy units and wholly within 6" of a different friendly Awakened Wyldwood.
KEYWORDSCORE
© Vyacheslav Maltsev 2013-2024