Sylvaneth – Vengeful Skullroot

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SYLVANETH WARSCROLL
Vengeful Skullroot
8"
8
4+
7+
Also known as the Drifting Death or the Creeping Willow, the Vengeful Skullroot is a manifestation of a forest’s spiritual fury. Black hearted and hateful, these arcane plants can be summoned by Sylvaneth versed in verdant jade magic. As this sentient tree stalks across the battlefield, its tentacle-like roots bludgeon, crush and strangle all they pass over. Wherever this rogue spirit creeps, its roots open the shallow graves of battles past, dragging grotesque remains to the surface which chill the hearts of those who wish the forest harm. The grasping limbs of a Vengeful Skullroot constrict and choke these petrified foes with hate-fuelled strength. The wrath of these monstrous plants is all the greater when the kindred trees of a Wyldwood are threatened. Even when not called upon, the Skullroots despise the presence of outsiders. They will slaughter without mercy any that stumble upon their dark groves.
SYLVANETH WARSCROLL
Vengeful Skullroot
MELEE WEAPONS
AtkHitWndRndDmg
Lumbering Bulk
Lumbering Bulk34+2+1D3
Passive
CREEPING WILLOW
Effect: This Manifestation counts as an Awakened Wyldwood for the purposes of the ‘Endless Growth’, ‘Walk the Hidden Paths’ and ‘Strike and Fadeabilities.

End of Any Turn
VENGEFUL TERRORS: Wherever this rogue spirit creeps, its roots open the shallow graves of battles past, dragging grotesque remains to the surface which chill the hearts of the forest’s foes.

Declare: Pick an enemy unit within 3" of this MANIFESTATION to be the target.

Effect: Subtract an amount from the target’s control score equal to the number of friendly units that have been destroyed this battle (not including MANIFESTATIONS or Faction Terrain).

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)
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.

7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.
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.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

The FLY keyword is used in the following Sylvaneth warscrolls:

Endless Spell

The WARD keyword is used in the following Sylvaneth warscrolls:

Endless Spell
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 MANIFESTATION keyword is used in the following Sylvaneth warscrolls:

Endless Spell

The ENDLESS SPELL keyword is used in the following Sylvaneth warscrolls:

Endless Spell
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
5.0 Abilities
The vast majority of things that units can do in Warhammer Age of Sigmar are called abilities. This is an example of an ability:


1
Timing
2
Name and description
3
Declare instructions
4
Effect
5
Keywords

Ability icons give you an idea what kind of effect the ability has at a glance.

Movement Ability
Offensive Ability
Defensive Ability
Shooting Ability
Rallying Ability
Special Ability
Control Ability
1.5 Faction Terrain
Some factions have special terrain features called faction terrain features. Faction terrain features have their own warscrolls. They are not considered to be units, with the following exceptions:
  • In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat. Units can finish a charge move within 1/2" of an enemy faction terrain feature as if it were a unit.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • If a terrain feature has any melee or ranged weapons, it can use the ‘Fight’ and ‘Shoot’ Core abilities as if it were a unit.
  • Terrain features that have a Move characteristic of 0" (‘-’) cannot move (note that pile-in moves are a type of move).

Some faction terrain features allow you to place a unit on them (this will be clearly specified in that terrain feature’s rules). When doing so, instead of measuring range or visibility to and from the unit that is on that terrain feature, measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature cannot use FIGHT abilities.

If a unit placed on a terrain feature is removed from it (e.g. if an ability removes them from the battlefield), that unit counts as having left that terrain feature and loses any special role or benefits it had as a result of being placed on it.

The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature.
© Vyacheslav Maltsev 2013-2024