Sylvaneth – The Twistweald

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SYLVANETH WARSCROLL
The Twistweald
6"
2
5+
1
The Twistweald were once Sylvaneth like any other. Now their bodies are grown over with parasitic plants and fungi that choke their bark and muddy their minds. They wander in a state of pain-induced frenzy, attacking with lashing thorned roots and clouds of vicious spites until their enemies are shredded into pulp.
SYLVANETH WARSCROLL
The Twistweald
RANGED WEAPONS
RngAtkHitWndRndDmg
Voracious Swarm [Shoot in Combat]
Voracious Swarm
Shoot in Combat
10"63+4+11
Warden’s Bow
Warden’s Bow18"23+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Twistroot Weapons
Twistroot Weapons33+4+11
BATTLE PROFILE

Unit Size: 8      Points: 120
MODELBASE SIZE
1x Swarmsage40mm
2x Twistroot Warden, 1x Twistroot Revenant32mm
3x Twistroot Dryads28.5mm
0-1 Twistroot Revenant32mm
OR
0-1 Twistroot Spite-Revenant40mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Twistroot Weapons.
  • The champion is a Swarmsage and is also armed with a Voracious Swarm.
  • 2/8 models are Twistroot Wardens.
  • 1/2 Twistroot Wardens can also be armed with a Warden’s Bow.

Once Per Turn (Army), End of Any Turn
LATCHING PARASPITES: The Twistweald are riddled with horrific parasitic plants and fungi that latch onto others nearby, draining them of their vitality.

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

Effect: The target has the INFESTED keyword for the rest of the battle. INFESTED enemy units cannot move more than 6" when using non-CHARGE MOVE abilities.

Passive
PAIN-INDUCED FRENZY: The pain caused by the Twistweald’s parasitic infestations reaches its zenith when their thoughts turn to imminent murder-making, driving them into an agonised fury.

Effect: This unit’s melee weapons have Crit (2 Hits) if it charged in the same turn.

KEYWORDS
INFANTRY, CHAMPION, REVENANT
ORDER, SYLVANETH
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.

The REVENANT keyword is used in the following Sylvaneth warscrolls:

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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).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
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.

Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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

3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced. In addition, some units with a unit size of more than 1 can not be reinforced. This will be noted on their battle profile.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
© Vyacheslav Maltsev 2013-2026