Sylvaneth – Treelord Ancient

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SYLVANETH WARSCROLL
Treelord Ancient
5"
14
3+
5
As a Treelord ages, their barkflesh hardens, their sap-blood grows richer and more turgid, and they absorb ever more of the life magic permeating the realms. Over time, their mastery over the eldritch energies of Ghyran grows, and the recklessness of youth cools to wise even-headedness. Thus do they become Treelord Ancients, the leaders of the clans, calling upon the experience of centuries – or even millennia – to chart a path forwards. Age weighs upon even these creatures, however. Some Treelord Ancients are irascible souls jaded by centuries of life and loss. Others may appear outright mad by mortal standards, either in the manner of a charismatic sage or an unpredictable natural disaster that has begun to splinter under the weight of years. In most cases, a Treelord Ancient’s eccentricities stem from them simply hearing the spirit-song on a keener level than most, allowing them to weave complex spells from the strands of life and cultivate new Wyldwoods into being in an instant. Even in battle, as they lead their kin and harness their magic in breathtaking displays of jade spellcraft, a Treelord Ancient keeps part of their mind clear and detached. In doing so, they carefully observe all around them, the better to share their knowledge with future generations.
SYLVANETH WARSCROLL
Treelord Ancient
RANGED WEAPONS
RngAtkHitWndRndDmg
Doom Tendril Staff
Doom Tendril Staff18"44+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Massive Impaling Talons [Crit (Mortal)]
Massive Impaling Talons
Crit (Mortal)
24+2+23
Sweeping Blows [Anti-charge (+1 Rend)]
Sweeping Blows
Anti-charge (+1 Rend)
54+2+12
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 105 × 70mm
Can be reinforced: No
Regiment Options: 0-1 Forest Sentinel, Any SYLVANETH

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Sweeping Blows is 3.

Once Per Turn (Army), Any Combat Phase
GROUNDSHAKER: The earth quakes as this mighty tree spirit stamps its limbs, shaking the enemy’s wits.

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

Effect: Roll a dice. On a 4+, the target has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

Once Per Turn (Army), Your Hero Phase
AWAKENING THE WOOD: At a Treelord Ancient’s command, wyldwood trees come to life and attack with twisted branches and thorny boughs.

Declare: Pick a visible friendly Awakened Wyldwood wholly within 18" of this unit to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage equal to the roll on each enemy unit within the target’s combat range.

KEYWORDS
HERO, MONSTER, WIZARD (1)
ORDER, SYLVANETH
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.
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.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).

The HERO keyword is used in the following Sylvaneth warscrolls:

The WIZARD keyword is used in the following Sylvaneth warscrolls:

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 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.

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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).
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.
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
This HERO can join an eligible regiment as a Forest Sentinel.

Monster Hero

The MONSTER keyword is used in the following Sylvaneth warscrolls:

15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
© Vyacheslav Maltsev 2013-2024