Sylvaneth – The Twistweald

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SYLVANETH WARSCROLL
The Twistweald
5"
2
5+
1
The Twistweald were once Sylvaneth like any other, flourishing with Alarielle’s life-giving magics. Now their bodies are grown over with parasitic plants and fungi that choke their bark and muddy their minds. These amalgamated beings wander in a state of pain-induced frenzy, attacking with lashing thorned roots and clouds of vicious spiteswarms until their enemies are shredded into pulp. The Twistroot parasite manifests differently upon each host. The roots of the invading plant can often be seen weaving painfully in and out of Twistroot Revenants’ barkflesh, sometimes replacing eye sockets or hair. Even after a Twistweald’s attending Swarmsage summons spiteswarms to chew away the surface growths, the roots under the skin are impossible to fully purge, leaving the hosts in constant agony. They barely hang onto their sanity day by day, redirecting their pain into each devastating cleave of their weapons. Much like their kin, they rely on curved glaives and beautifully-wrought swords, though some have learned to use the chewed-off roots of their parasite as deadly thorned weapons as well. Many now sport whips capable of puncturing and tearing through even the toughest of flesh.
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 Talons
Twistroot Talons33+4+-1
Warden’s Blade
Warden’s Blade23+4+12
BATTLE PROFILE

Unit Size: 8      Points: 130
MODELBASE SIZE
1 x The Twistweald40mm
4 x The Twistweald32mm
3 x The Twistweald28.5mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

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

Once Per Turn (Army), Any Movement Phase
ERUPTION OF THORNED VINES: Barbed vines burst from the ground and infected Sylvaneth flesh to ensnare foes, slowing their movement and forcing them to confront the Twistweald head on.

Declare: If this unit is more than 6" from all other friendly SYLVANETH units, pick an enemy unit within 12" of this unit to be the target.

Effect: Subtract D3 from charge rolls for the target for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION (1/8)
ORDER, SYLVANETH

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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.
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.
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