Sylvaneth – Warsong Revenant

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SYLVANETH WARSCROLL
Warsong Revenant
6"
7
5+
2
6+
The Warsong Revenants are few in number, but their influence is far-reaching. Their odd, skirling music causes the lands themselves to come alive, and the harmonies it brings to the spirit-song are a balm to nearby Sylvaneth.
SYLVANETH WARSCROLL
Warsong Revenant
MELEE WEAPONS
AtkHitWndRndDmg
Spirit Falchion and Spearing Vines
Spirit Falchion and Spearing Vines53+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 105 × 70mm
Can be reinforced: No
Regiment Options: Any SYLVANETH

Passive
ALARIELLE’S SONG: To the Sylvaneth, the sound that emanates from a Warsong Revenant’s flute is sweet and uplifting. To their foes, it is a sonic assault of devastating potency.

Effect: Friendly SYLVANETH units have WARD (6+) while they are wholly within 12" of this unit. Subtract 1 from ward rolls for enemy units while they are within 12" of this unit.

Once Per Turn (Army), Reaction: You made an unmodified chanting roll of 1 for a SYLVANETH PRIEST wholly within 12" of this unit
ROUSING ACCOMPANIMENT: The harmonies played by the Warsong Revenants entwine with and enhance the spirit-song.

Effect: Re-roll that chanting roll.

KEYWORDS
HERO, PRIEST (1), INFANTRY, FLY, WARD (6+), REVENANT
ORDER, SYLVANETH
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.

3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

Otherwise, pick one of the following
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number to ritual points to the PRIEST equal to the unmodified chanting roll and do not reset the PRIEST’s ritual points to 0.
KEYWORDSPRAYER, UNLIMITED



EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

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 SYLVANETH and PRIEST keywords are used in the following Sylvaneth warscrolls:

The PRIEST 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 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 WARD keyword is used in the following Sylvaneth warscrolls:

Endless Spell

The REVENANT keyword is used in the following Sylvaneth warscrolls:

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