None
Huge and powerful, yet swift and all but silent, Kurnoth Hunters stalk their foes across the battlefield before unleashing salvoes of arrows from their Kurnoth greatbows to skewer their luckless prey.
Kurnoth Greatbow |
| Kurnoth Greatbow | 30" | 2 | 4+ | 3+ | -1 | D3 |
Vicious Claws |
| Vicious Claws | 1" | 3 | 4+ | 4+ | - | 1 |
Unit Size: 3 - 12 Points: 190
Battlefield Role: None
A unit of Kurnoth Hunters with Kurnoth Greatbows has any number of models, each armed with a Kurnoth Greatbow and Vicious Claws.
HUNTMASTER: 1 model in this unit can be a Huntmaster. Add 1 to
hit rolls for attacks made by that model.
Envoys of the Everqueen: Kurnoth Hunters act as the voice of the rulers and commanders of the Sylvaneth race.
If a friendly
SYLVANETH HERO uses a
command ability, friendly
SYLVANETH units wholly within 12" of this unit are treated as being in range of that command ability.
Tanglethorn Thicket: Kurnoth Hunters can sprout a thick weave of thorned branches that protects them from harm.
At the start of the
charge phase, you can say that this unit will sprout thorned branches. If you do so, until the end of the turn, this unit cannot move except to
pile in up to 1", but you can re-roll
save rolls for attacks that target this unit.
Trample Underfoot: Kurnoth Hunters use their size and strength against their foes, stamping on and crushing them.
At the end of the
combat phase, you can pick 1 enemy unit within 1" of this unit and roll 1 dice for each model in this unit. For each 4+ that enemy unit suffers 1
mortal wound.
KEYWORDS | ORDER, SYLVANETH, FREE SPIRITS, KURNOTH HUNTERS |
Many Kurnoth Hunters who favour the fury of close combat choose to wield immense greatswords, two-handed weapons that can cleave through a Magmadroth’s scaly hide in a single blow.
Kurnoth Greatsword |
| Kurnoth Greatsword | 1" | 4 | 3+ | 3+ | -1 | 2 |
Unit Size: 3 - 12 Points: 190
Battlefield Role: None
A unit of Kurnoth Hunters with Greatswords has any number of models, each armed with a Kurnoth Greatsword.
HUNTMASTER: 1 model in this unit can be a Huntmaster. Add 1 to
hit rolls for attacks made by that model.
Envoys of the Everqueen: Kurnoth Hunters act as the voice of the rulers and commanders of the Sylvaneth race.
If a friendly
SYLVANETH HERO uses a
command ability, friendly
SYLVANETH units wholly within 12" of this unit are treated as being in range of that command ability.
Sundering Strikes: Swung with enough force, the keen edge of a Kurnoth Greatsword can hew any target apart.
If the unmodified
wound roll for an attack made with a Kurnoth Greatsword is 6, that attack inflicts 1
mortal wound on the target in addition to any normal damage.
Tanglethorn Thicket: Kurnoth Hunters can sprout a thick weave of thorned branches that protects them from harm.
At the start of the
charge phase, you can say that this unit will sprout thorned branches. If you do so, until the end of the turn, this unit cannot move except to
pile in up to 1", but you can re-roll
save rolls for attacks that target this unit.
Trample Underfoot: Kurnoth Hunters use their size and strength against their foes, stamping on and crushing them.
At the end of the
combat phase, you can pick 1 enemy unit within 1" of this unit and roll 1 dice for each model in this unit. For each 4+ that enemy unit suffers 1
mortal wound.
KEYWORDS | ORDER, SYLVANETH, FREE SPIRITS, KURNOTH HUNTERS |
Striding forward with calm and implacable purpose, Kurnoth Hunters armed with scythes carve bloody furrows through the enemy ranks, sending heads and limbs flying like scattered corn.
Kurnoth Scythe |
| Kurnoth Scythe | 2" | 3 | 3+ | 3+ | -2 | D3 |
Unit Size: 3 - 12 Points: 190
Battlefield Role: None
A unit of Kurnoth Hunters with Kurnoth Scythes has any number of models, each armed with a Kurnoth Scythe.
HUNTMASTER: 1 model in this unit can be a Huntmaster. Add 1 to hit rolls for attacks made by that model.
Envoys of the Everqueen: Kurnoth Hunters act as the voice of the rulers and commanders of the Sylvaneth race.
If a friendly
SYLVANETH HERO uses a
command ability, friendly
SYLVANETH units wholly within 12" of this unit are treated as being in range of that command ability.
Tanglethorn Thicket: Kurnoth Hunters can sprout a thick weave of thorned branches that protects them from harm.
At the start of the
charge phase, you can say that this unit will sprout thorned branches. If you do so, until the end of the turn, this unit cannot move except to
pile in up to 1", but you can re-roll
save rolls for attacks that target this unit.
Trample Underfoot: Kurnoth Hunters use their size and strength against their foes, stamping on and crushing them.
At the end of the
combat phase, you can pick 1 enemy unit within 1" of this unit and roll 1 dice for each model in this unit. For each 4+ that enemy unit suffers 1
mortal wound.
KEYWORDS | ORDER, SYLVANETH, FREE SPIRITS, KURNOTH HUNTERS |
Spite-Revenants are shrieking terrors from the depths of nightmare. Light and shadow play weirdly around these ghastly beings as they tear and bite their victims, rending to bloody tatters any who do not simply fling down their weapons and flee.
Cruel Talons and Fangs |
| Cruel Talons and Fangs | 1" | 3 | 3+ | 3+ | - | 1 |
Unit Size: 5 - 20 Points: 60/200
Battlefield Role: None
Notes: Battleline in Sylvaneth army
A unit of Spite-Revenants has any number of models, each armed with Cruel Talons and Fangs.
SHADESTALKER: 1 model in this unit can be a Shadestalker. Add 1 to the Attacks characteristic of that model’s Cruel Talons and Fangs.
Unbridled Malice: Spite-Revenants fight with a vengeful fury, filling the air with blood-chilling curses in unknowable tongues.
Subtract 1 from the Bravery characteristic of enemy units while they are within 3" of any friendly units with this ability. In addition, re-roll successful
battleshock tests for enemy units while they are within 3" of any friendly units with this ability.
KEYWORDS | ORDER, SYLVANETH, OUTCASTS, SPITE-REVENANTS |
The Tree-Revenants move with flowing grace, flickering along the spirit paths to carve their way through the enemy’s ranks. Their highly ritualised way of war lends them a lethal speed and skill that few enemies can stand against.
Enchanted Blade |
| Enchanted Blade | 1" | 2 | 4+ | 3+ | -1 | 1 |
Protector Glaive |
| Protector Glaive | 1" | 2 | 4+ | 3+ | -1 | 2 |
Unit Size: 5 - 30 Points: 80/420
Battlefield Role: None
Notes: Battleline in Sylvaneth army
A unit of Tree-Revenants has any number of models, each armed with Enchanted Blades.
SCION: 1 model in this unit can be a Scion. Add 2 to the Attacks characteristic of that model’s Enchanted Blade. A Scion can be armed with a Protector Glaive instead of an Enchanted Blade.
GLADE BANNER BEARER: 1 in every 5 models in this unit can be a Glade Banner Bearer. Whenever a unit that includes any Glade Banner Bearers makes a
pile-in move, you can move it up to 6" instead of up to 3".
WAYPIPES: 1 in every 5 models in this unit can carry Waypipes. At the start of your
movement phase, a unit that includes any Waypipes can walk the spirit paths instead of making a
normal move. If it does so, remove this unit from the battlefield and set it up anywhere on the battlefield more than 9" from any enemy units.
Martial Memories: Tree-Revenants can draw on centuries of experience when they go to war.
Once per phase, you can re-roll 1 failed
hit roll or 1 failed
wound roll for an attack made by this unit, or 1 failed
save roll for an attack that targets this unit, or 1
charge or
run roll for this unit, or 1
battleshock test for this unit. You cannot use this ability to re-roll more than once dice for this unit in the same phase.
KEYWORDS | ORDER, SYLVANETH, NOBLE SPIRITS, TREE-REVENANTS |
Skaeth and his Kurnothi kin are merciless hunters of those who would dare despoil the wilderness, running their prey to ground before piercing their hearts with spears, arrows and hurled javelins.
Seeker Bow |
| Seeker Bow | 18" | 1 | 3+ | 4+ | -1 | 1 |
Javelin of the Hunt |
| Javelin of the Hunt | 9" | 1 | 3+ | 3+ | -1 | 2 |
Javelin of the Hunt |
| Javelin of the Hunt | 2" | 1 | 3+ | 3+ | -1 | 2 |
Hunting Weapon |
| Hunting Weapon | 1" | 2 | 3+ | 4+ | - | 1 |
Teeth and Claws |
| Teeth and Claws | 1" | 2 | 3+ | 3+ | - | 1 |
Unit Size: 5 Points: 120
Battlefield Role: None
Notes: Unique
Skaeth’s Wild Hunt is a unit that has 5 models. Skaeth is armed with a Javelin of the Hunt; Althaen is armed with a Seeker Bow and Hunting Weapon; Karthaen and Sheoch are each armed with a Hunting Weapon; and Lighaen is armed with Teeth and Claws.
SKAETH: Skaeth has a Wounds characteristic of 2.
Fleet of Foot: The Wild Hunt advance on their foes with the speed of an autumn gale.
This unit can
run and still
shoot and/or
charge later in the same turn.
This unit is a
WIZARD while it contains Karthaen. It can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase. It knows the
Might of Kurnoth spell.
Might of Kurnoth: The blast of Karthaen’s horn imbues his allies with the strength of Kurnoth.
Might of Kurnoth has a
casting value of 7. If successfully cast, pick 1 friendly
SYLVANETH unit within 12" of the caster that is visible to them. Add 1 to
wound rolls for attacks made with
melee weapons by that unit until the start of your next
hero phase.
KEYWORDS | ORDER, SYLVANETH, OAKENBROW, SKAETH’S WILD HUNT |
Battleline
Crooning a song of slaughter, the Sylvaneth Dryads stride from the forest’s depths to fall upon those who would defile their soulpod groves. With vicious talons, the Dryads stab and strangle, dancing lithely between their enemies even as they tear them apart.
Wracking Talons |
| Wracking Talons | 2" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 10 - 30 Points: 100/270
Battlefield Role: Battleline
A unit of Dryads has any number of models, each armed with Wracking Talons.
BRANCH NYMPH: 1 model in this unit can be a Branch Nymph. Add 1 to the Attacks characteristic of that model’s Wracking Talons.
Blessings of the Forest: Currents of life magic flow through Sylvaneth Wyldwoods like freshwater streams, lending protection to kindred creatures nearby.
Subtract 1 from
hit rolls for attacks that target this unit if it is wholly within 6" of any friendly
AWAKENED WYLDWOODS.
Enrapturing Song: The eerie, lilting voices of Dryads can lull listeners into a fatal stupor.
At the start of your
combat phase, pick 1 enemy unit within 3" of this unit. Add 1 to
hit rolls for attacks made by this unit that target that enemy unit in that phase.
Impenetrable Thicket: When Dryads gather in great numbers, their many twisting limbs and branches form an interlocking shield of thorns that protects them against the enemy’s blows.
Add 1 to
save rolls for attacks that target this unit while it contains 10 or more models.
KEYWORDS | ORDER, SYLVANETH, FOREST FOLK, DRYADS |
Leader
Arch-Revenants soar high over the battlefield, borne upon the wings of a zephyrspite. Swooping down to strike where the foe is most vulnerable, their regal presence inspires nearby Sylvaneth, filling them with courage and warlike aggression.
Revenant’s Glaive |
| Revenant’s Glaive | 2" | 3 | 3+ | 3+ | -2 | 2 |
Zephyrspite’s Tail Pincers |
| Zephyrspite’s Tail Pincers | 1" | 1 | 4+ | 3+ | - | D3 |
Unit Size: 1 Points: 100
Battlefield Role: Leader
An Arch-Revenant is a single model armed with a Revenant’s Glaive.
COMPANION: An Arch-Revenant is accompanied by a zephyrspite that attacks with its Tail Pincers. For rules purposes, it is treated in the same manner as a
mount.
Crescent Shield: This shield can be used to deflect blows or to steady the shaft of a weapon.
At the start of the
combat phase, say whether this model is using their shield for protection or to steady their weapon. If they use their shield for protection, you can re-roll
save rolls of 1 for attacks that target this model in that phase. If they use the shield to steady their weapon, you can re-roll
hit rolls of 1 for attacks made with this model’s Revenant’s Glaive in that phase.
Champion of Kurnoth: An Arch-Revenant commands instant obedience and commitment from Kurnoth Hunters that are nearby.
Re-roll
hit rolls of 1 for attacks made by friendly
KURNOTH HUNTERS units while they are wholly within 12" of this model.
Ultimate Sacrifice: A zephyrspite will throw itself in front of an enemy attack, sacrificing its own life to save that of its master.
Once per battle, when you
allocate a wound or
mortal wound to this model, you can choose to negate it. If you do so, this model cannot
fly or use its Zephyrspite’s Tail Pincers attack for the rest of the battle.
Call to Battle: An Arch-Revenant’s fiery spiritsong incites the children of the Everqueen to attack her enemies with all of their ire.
You can use this
command ability at the start of the
combat phase. If you do so, pick 1 friendly
SYLVANETH unit wholly within 9" of a friendly model with this command ability, or wholly within 12" of a friendly model with this command ability that is your general. Add 1 to the Attacks characteristic of that unit’s
melee weapons in that combat phase. You cannot pick the same unit to benefit from this command ability more than once per combat phase.
KEYWORDS | ORDER, SYLVANETH, FREE SPIRITS, HERO, ARCH-REVENANT |
Their lithe limbs singing with the power of Ghyran, the Branchwraiths are the priestesses and the leaders of the Forest Folk. At their behest, the Wyldwoods stir to life, and slumbering Dryads emerge from the shadows to answer the call to war.
Piercing Talons |
| Piercing Talons | 2" | 3 | 4+ | 4+ | -1 | 1 |
Unit Size: 1 Points: 80
Battlefield Role: Leader
A Branchwraith is a single model armed with Piercing Talons.
Blessings of the Forest: Currents of life magic flow through Sylvaneth Wyldwoods like freshwater streams, lending protection to kindred creatures nearby.
Subtract 1 from
hit rolls for attacks that target this model while it is wholly within 6" of any friendly
AWAKENED WYLDWOODS.
This model is a
WIZARD. It can attempt to
cast one spell in your
hero phase, and attempt to
unbind one spell in the enemy hero phase. It knows the
Arcane Bolt,
Mystic Shield and
Roused to Wrath spells.
Roused to Wrath: With biting verses, the Branchwraith sings to her allies through the realmroots, calling them forth to join the reaping.
Roused to Wrath has a
casting value of 7. If successfully cast, you can summon 1 unit of 10
DRYADS and add it to your army. The summoned unit must be set up more than 9" from any enemy units, and wholly within 1" of an
AWAKENED WYLDWOOD that is within 12" of the caster. The summoned unit cannot move in the following
movement phase.
KEYWORDS | ORDER, SYLVANETH, FOREST FOLK, HERO, WIZARD, BRANCHWRAITH |
Fearsome warrior-matriarchs of the Households, the Branchwyches lead their kin to battle with blasts of sorcery and hissing swings of their scythes. These same weapons are used when the fighting is done to harvest the lamentiri from the Sylvaneth’s fallen.
Greenwood Scythe |
| Greenwood Scythe | 2" | 2 | 4+ | 3+ | - | 2 |
Snapping Mandibles |
| Snapping Mandibles | 1" | 1 | 4+ | 4+ | -1 | 1 |
Unit Size: 1 Points: 80
Battlefield Role: Leader
A Branchwych is a single model armed with a Greenwood Scythe.
COMPANION: A Branchwych is accompanied by a Bittergrub that attacks with its Snapping Mandibles. For rules purposes, it is treated in the same manner as a
mount.
Fury of the Forest: Fiercely protective of their forest domains, Branchwyches fight with great wrath when a Wyldwood is threatened.
Add 1 to
hit rolls for attacks made by this model while it is wholly within 6" of any friendly
AWAKENED WYLDWOODS.
Quick-tempered: Branchwyches are vengeful creatures whose anger is hottest when fresh injury is suffered.
Add 2 to the Attacks characteristic of this model’s Greenwood Scythe whilst any wounds are allocated to this model.
This model is a
WIZARD. It can attempt to
cast one spell in your
hero phase, and attempt to
unbind one spell in the enemy hero phase. It knows the
Arcane Bolt,
Mystic Shield and
Unleash Spites spells.
Unleash Spites: The Branchwych summons a swarm of malicious spites which spiral outwards to attack those who have displeased her.
Unleash Spites has a
casting value of 5. If successfully cast, roll a number of dice equal to the casting roll for each enemy unit within 9" of the caster. For each 6, that enemy unit suffers 1
mortal wound.
KEYWORDS | ORDER, SYLVANETH, NOBLE SPIRITS, HERO, WIZARD, BRANCHWYCH |
The Thornwych Ylthari tirelessly seeks those soulpods that have been claimed by Nagash, and by channelling rampant life magic she rids the dead places of those who would serve the Great Necromancer.
Briar Staff |
| Briar Staff | 1" | 1 | 3+ | 3+ | -1 | D3 |
Spiteful Thorns |
| Spiteful Thorns | 1" | 3 | 4+ | 4+ | - | 1 |
Snapping Mandibles |
| Snapping Mandibles | 1" | 1 | 4+ | 4+ | -1 | 1 |
Unit Size: 1
Points: 180
Battlefield Role: Leader
Notes: Unique. Ylthari and
Ylthari’s Guardians must be taken as a set for a total of 180 points. Although taken as a set, each is a separate unit.
Ylthari is a
named character that is a single model. She is armed with a Briar Staff and Spiteful Thorns.
COMPANION: Ylthari is accompanied by a Spite that attacks with its Snapping Mandibles. For rules purposes, it is treated in the same manner as a
mount.
Vigour and Wrath: Ylthari and her guardians have only recently been awakened, and are imbued with bountiful vigour and wrath.
You can re-roll
wound rolls of 1 for attacks made by this model.
Ylthari is a
WIZARD. She can attempt to
cast one spell in your
hero phase, and attempt to
unbind one spell in the enemy hero phase. She knows the
Arcane Bolt,
Mystic Shield and
The Reaping spells.
The Reaping: Ylthari looses a scything blast of magical energy that cuts down her foes like corn.
The Reaping has a
casting value of 6. If successfully cast, pick 1 enemy unit within 12" of the caster that is visible to them and roll 6 dice. For each 5+ that unit suffers 1
mortal wound.
KEYWORDS | ORDER, SYLVANETH, NOBLE SPIRITS, OAKENBROW, HERO, WIZARD, THORNWYCH, YLTHARI |
Grown from ancient soulpods in the Realm of Death, Ylthari’s Guardians were once diplomats and emissaries, though now they are evergreen with bitter wrath and seek only vengeance for their kin who have been slain.
Revenant Bow |
| Revenant Bow | 24" | 2 | 4+ | 3+ | -1 | 1 |
Enchanted Greatblade |
| Enchanted Greatblade | 1" | 4 | 3+ | 3+ | -1 | 1 |
Protector Glaive |
| Protector Glaive | 1" | 2 | 4+ | 3+ | -1 | 2 |
Revenant Bow |
| Revenant Bow | 1" | 1 | 4+ | 3+ | - | 1 |
Unit Size: 3
Points: 180
Battlefield Role: Leader
Notes: Unique.
Ylthari and Ylthari’s Guardians must be taken as a set for a total of 180 points. Although taken as a set, each is a separate unit.
Ylthari’s Guardians is a unit that has 3 models. Gallanghann is armed with a Protector Glaive; Skhathael is armed with an Enchanted Greatblade; and Ahnslaine is armed with a Revenant Bow.
Martial Memories: Tree-Revenants can draw on centuries of experience when they go to war.
Once per phase, you can re-roll 1 failed
hit roll or 1 failed
wound roll for an attack made by this unit, or 1 failed
save roll for an attack that targets this unit, or 1
charge or
run roll for this unit, or 1
battleshock test for this unit. You cannot use this ability to re-roll more than once dice for this unit in the same phase.
Vigour and Wrath: Ylthari and her guardians have only recently been awakened, and are imbued with bountiful vigour and wrath.
You can re-roll
wound rolls of 1 for attacks made by this unit.
KEYWORDS | ORDER, SYLVANETH, NOBLE SPIRITS, OAKENBROW, TREE-REVENANTS, YLTHARI’S GUARDIANS |
Leader, Behemoth
The ground shudders beneath the tread of her gargantuan wardroth beetle as Alarielle leads the Sylvaneth charge. Wherever the goddess’ gaze falls, her foes cower, for there is no mercy in the Everqueen’s heart towards those who despoil her realm.
Spear of Kurnoth |
| Spear of Kurnoth |  | 1 | 3+ | 2+ | -2 | D6 |
Talon of the Dwindling |
| Talon of the Dwindling | 1" | 4 | 3+ | 4+ | - | 1 |
Great Antlers |
| Great Antlers | 2" | 5 | 4+ | 3+ | -2 |  |
0-4 | 16" | 30" | 5 |
5-7 | 14" | 25" | 4 |
8-10 | 10" | 20" | 3 |
11-13 | 8" | 15" | 2 |
14+ | 6" | 10" | 1 |
Unit Size: 1 Points: 600
Battlefield Role: Leader, Behemoth
Notes: Unique
Alarielle the Everqueen is a
named character that is a single model. She is armed with the Spear of Kurnoth and the Talon of the Dwindling.
MOUNT: Alarielle’s Wardroth Beetle attacks with its Great Antlers.
Talon of the Dwindling: A mere touch from the Talon of the Dwindling is enough to wither the spirit and atrophy the body.
If the unmodified
hit roll for an attack made by the Talon of the Dwindling is 6, that attack inflicts D3
mortal wounds on the target in addition to any normal damage.
Lifebloom: Alarielle calls upon the restorative energies of Ghyran to breathe fresh vitality into those who serve her.
In your
hero phase, you can
heal up to D3 wounds allocated to each friendly
SYLVANETH unit wholly within 30" of this model (roll separately for each unit).
Sweeping Blows: The wardroth beetle’s huge antlers can smash gaping holes into any enemy battle line.
Add 1 to
hit rolls for attacks made with this model’s Great Antlers if the target unit contains 5 or more models.
Living Battering Ram: A charging wardroth beetle tramples all in its path.
Roll a dice for each enemy unit that is within 1" of this model after this model makes a
charge move. On a 4+ that unit suffers D3
mortal wounds.
Soul Amphorae: Alarielle scatters the precious magical pollens within her soul amphorae, seeding the battlefield with new life.
Once per battle, at the end of your
movement phase, you can summon 1 of the following units to the battlefield:
The summoned unit is added to your army, and must be set up wholly within 9" of this model and more than 9" from any enemy units.
Alarielle the Everqueen is a
WIZARD. She can attempt to
cast three spells in your
hero phase, and attempt to
unbind three spells in the enemy hero phase. She knows the
Arcane Bolt,
Mystic Shield and
Metamorphosis spells.
Metamorphosis: With a wrathful glare from the Everqueen, the enemy is turned to wood.
Metamorphosis has a
casting value of 7. If successfully cast, pick 1 enemy unit within 16" of the caster that is visible to them and roll a number of dice equal to the casting roll. For each 4+ that unit suffers 1
mortal wound. In addition, if that unit is destroyed by the mortal wounds inflicted by this spell, you can set up 1
AWAKENED WYLDWOOD terrain feature wholly within 12" of the last model from that unit to be slain, and more than 1" from any other model, terrain feature or
objective, and add it to your army.
Ghyran’s Wrath: The fury of the reborn Everqueen knows no bounds.
You can use this
command ability at the start of the
combat phase. If you do so, in that phase you can re-roll
wound rolls of 1 for attacks made by friendly
SYLVANETH units while they are wholly within 14" of a friendly model with this command ability.
KEYWORDS | ORDER, SYLVANETH, MONSTER, HERO, WIZARD, ALARIELLE THE EVERQUEEN |
Drycha Hamadreth keens with hatred as she tears through her enemies like a raging storm. The Queen of the Outcasts fights a never-ending crusade to eradicate those she sees as a threat to her race, leaving a trail of corpses of both friend and foe in her wake.
Colony of Flitterfuries |
| Colony of Flitterfuries |  | 10 | 4+ | 3+ | -1 | 1 |
Slashing Talons |
| Slashing Talons | 2" |  | 4+ | 3+ | -2 | 2 |
Swarm of Squirmlings |
| Swarm of Squirmlings | 2" | 10 |  | 4+ | - | 1 |
0-2 | 6 | 3+ | 18" |
3-4 | 5 | 4+ | 15" |
5-6 | 4 | 4+ | 12" |
7-8 | 3 | 5+ | 9" |
9+ | 2 | 5+ | 6" |
Unit Size: 1 Points: 300
Battlefield Role: Leader, Behemoth
Notes: Unique
Drycha Hamadreth is a
named character that is a single model. She is armed with Slashing Talons, a Swarm of Squirmlings and a Colony of Flitterfuries.
Deadly Infestation: Malicious spites infest Drycha’s form, drawn to the bitterness of her soul.
If the unmodified
hit roll for an attack made with a Colony of Flitterfuries or a Swarm of Squirmlings is 6, that attack inflicts 1
mortal wound on the target and the attack sequence ends (do not make a
wound or save roll).
Mercurial Aspect: The Flitterfuries that dwell in Drycha’s body bask in the heat of her rage, while the Squirmlings she hosts suckle at her sorrow.
At the start of the battle round, declare whether this model is Enraged or Embittered. The relevant ability below lasts until the end of that battle round:
Enraged: While this model is Enraged, its Colony of Flitterfuries has an Attacks characteristic of 20 instead of 10.
Embittered: While this model is Embittered, its Swarm of Squirmlings has an Attacks characteristic of 20 instead of 10.
Song of Spite: Drycha shares a special kinship with the Outcasts, who seem to echo her fury.
You can re-roll
wound rolls of 1 for attacks made by friendly
SPITE-REVENANTS units while they are wholly within 16" of this model.
Drycha Hamadreth is a
WIZARD. She can attempt to
cast one spell in your
hero phase, and attempt to
unbind one spell in the enemy hero phase. She knows the
Arcane Bolt,
Mystic Shield and
Primal Terror spells.
Primal Terror: Throwing back her head, Drycha gives voice to a soul-rending scream of anguish and pain.
Primal Terror has a
casting value of 6. If successfully cast, roll 2D6. Each enemy unit within 10" of the caster with a Bravery characteristic lower than this roll suffers D3
mortal wounds (roll separately for each unit).
KEYWORDS | ORDER, SYLVANETH, OUTCASTS, MONSTER, HERO, WIZARD, DRYCHA HAMADRETH |
Embodiments of Alarielle’s will, these imposing forest spirits are mantled with the greatness of their ancestor. With their every deed they strive to be worthy of Durthu’s legacy, and this resolve makes them some of the mightiest warriors in the wargroves.
Verdant Blast |
| Verdant Blast | 15" |  | 4+ | 3+ | -1 | D3 |
Guardian Sword |
| Guardian Sword | 3" | 3 | 3+ | 3+ | -2 |  |
Massive Impaling Talons |
| Massive Impaling Talons | 1" | 1 | 3+ |  | -2 | 1 |
0-2 | 2+ | 6 | 6 |
3-4 | 2+ | D6 | 5 |
5-7 | 3+ | D6 | 4 |
8-9 | 3+ | D6 | 3 |
10+ | 4+ | D3 | 2 |
Unit Size: 1 Points: 300
Battlefield Role: Leader, Behemoth
A Spirit of Durthu is a single model armed with Massive Impaling Talons, a Guardian Sword and Verdant Blast.
Champion of the Everqueen’s Will: Spirits of Durthu instil great courage in the Everqueen’s children.
Add 1 to the Bravery characteristic of friendly
SYLVANETH units while they are wholly within 12" of any friendly models with this ability.
Groundshaking Stomp: The earth quakes as this mighty tree spirit stamps its limbs, shaking the enemy’s wits.
At the start of the
combat phase, pick 1 enemy unit within 3" of this model and roll a dice. On a 4+ that unit fights at the end of that combat phase, after the players have picked any other units to fight.
Impale: The spear-like growths that form this tree spirit’s talons have vanquished many enemies of the Everqueen.
If the unmodified
hit roll for an attack made with Massive Impaling Talons is 6, that attack inflicts D6
mortal wounds on the target and the attack sequence ends (do not make a
wound or save roll).
Spirit Paths: These ancient guardians of the forest can walk the spirit paths at will, vanishing from sight only to reappear where they are needed most.
At the start of your
movement phase, if this model is wholly within 6" of a friendly
AWAKENED WYLDWOOD, it can walk the spirit paths instead of making a
normal move in that movement phase. If it does so, remove this model from the battlefield and set it up wholly within 6" of a different friendly AWAKENED WYLDWOOD and more than 9" from any enemy units.
Wrathful Guardian: When the sacred groves of the Sylvaneth are threatened, Spirits of Durthu fight with all the wrath of their legendary ancestor.
Add 2 to the Attacks characteristic of this model’s Guardian Sword while this model is wholly within 8" of any friendly
AWAKENED WYLDWOODS.
KEYWORDS | ORDER, SYLVANETH, FREE SPIRITS, MONSTER, HERO, SPIRIT OF DURTHU |
The fury of the forest is roused by the magics of the Treelord Ancients. Amongst the eldest living creatures in the realms, these towering tree spirits are not only fearsome warriors, but also potent spell-wielders who can loose the wrath of the Wyldwoods.
Doom Tendril Staff |
| Doom Tendril Staff | 18" | 1 |  | 3+ | -1 | D6 |
Massive Impaling Talons |
| Massive Impaling Talons | 1" | 1 | 3+ |  | -2 | 1 |
Sweeping Blows |
| Sweeping Blows | 3" |  | 3+ | 3+ | -1 | D6 |
0-2 | 2+ | 3 | 2+ |
3-4 | 2+ | 2 | 3+ |
5-7 | 3+ | 2 | 4+ |
8-9 | 3+ | 1 | 5+ |
10+ | 4+ | 1 | 6+ |
Unit Size: 1 Points: 260
Battlefield Role: Leader, Behemoth
A Treelord Ancient is a single model armed with Massive Impaling Talons, Sweeping Blows and a Doom Tendril Staff.
Groundshaking Stomp: The earth quakes as this mighty tree spirit stamps its limbs, shaking the enemy’s wits.
At the start of the
combat phase, pick 1 enemy unit within 3" of this model and roll a dice. On a 4+ that unit fights at the end of that combat phase, after the players have picked any other units to fight.
Impale: The spear-like growths that form this tree spirit’s talons have vanquished many enemies of the Everqueen.
If the unmodified
hit roll for an attack made with Massive Impaling Talons is 6, that attack inflicts D6
mortal wounds on the target and the attack sequence ends (do not make a
wound or save roll).
Spirit Paths: These ancient guardians of the forest can walk the spirit paths at will, vanishing from sight only to reappear where they are needed most.
At the start of your
movement phase, if this model is wholly within 6" of a friendly
AWAKENED WYLDWOOD, it can walk the spirit paths instead of making a
normal move in that movement phase. If it does so, remove this model from the battlefield and set it up wholly within 6" of a different friendly AWAKENED WYLDWOOD and more than 9" from any enemy units.
Silent Communion: Treelord Ancients have a strong spiritual connection to the Wyldwoods, and can call forth these eldritch copses at a whim.
Once per battle, in your
hero phase, you can pick 1 friendly model with this ability and set up 1
AWAKENED WYLDWOOD wholly within 18" of that model and more than 1" from any other model,
terrain feature or
objective, and add it to your army.
This model is a
WIZARD. It can attempt to
cast one spell in your
hero phase, and attempt to
unbind one spell in the enemy hero phase. It knows the
Arcane Bolt,
Mystic Shield and
Awakening the Wood spells.
Awakening the Wood: At a Treelord Ancient’s command, Wyldwood trees come to life and attack with twisted branches and thorny boughs.
Awakening the Wood has a
casting value of 6. If successfully cast, pick 1 friendly
AWAKENED WYLDWOOD that is wholly within 30" of the caster. Each enemy unit within 3" of that AWAKENED WYLDWOOD suffers D3
mortal wounds (roll separately for each unit).
Heed the Spirit-song: The Treelord Ancient speaks to its kin through the spirit-song, warning them of approaching dangers.
You can use this
command ability in your
hero phase. If you do so, pick 1 friendly model with this command ability. Until your next hero phase, you can re-roll
save rolls of 1 for attacks that target friendly
SYLVANETH units wholly within 12" of that model.
KEYWORDS | ORDER, SYLVANETH, NOBLE SPIRITS, MONSTER, HERO, WIZARD, TREELORD ANCIENT |
Behemoth
Treelords storm towards the enemy with earth-shaking strides. Their roots burrow through the soil as fast as arrows through the air, exploding from the ground to rend and throttle, while every swing of their vast talons slaughters another swathe of foes.
Strangleroots |
| Strangleroots | 12" | 5 |  | 3+ | -1 | 1 |
Massive Impaling Talons |
| Massive Impaling Talons | 1" | 1 | 3+ |  | -2 | 1 |
Sweeping Blows |
| Sweeping Blows | 3" |  | 3+ | 3+ | -1 | D6 |
0-2 | 2+ | 4 | 2+ |
3-4 | 2+ | 3 | 3+ |
5-7 | 3+ | 2 | 4+ |
8-9 | 3+ | 2 | 5+ |
10+ | 4+ | 1 | 6+ |
Unit Size: 1 Points: 180
Battlefield Role: Behemoth
A Treelord is a single model armed with Massive Impaling Talons, Sweeping Blows and Strangleroots.
Groundshaking Stomp: The earth quakes as this mighty tree spirit stamps its limbs, shaking the enemy’s wits.
At the start of the
combat phase, pick 1 enemy unit within 3" of this model and roll a dice. On a 4+ that unit fights at the end of that combat phase, after the players have picked any other units to fight.
Impale: The spear-like growths that form this tree spirit’s talons have vanquished many enemies of the Everqueen.
If the unmodified
hit roll for an attack made with Massive Impaling Talons is 6, that attack inflicts D6
mortal wounds on the target and the attack sequence ends (do not make a
wound or save roll).
Spirit Paths: These ancient guardians of the forest can walk the spirit paths at will, vanishing from sight only to reappear where they are needed most.
At the start of your
movement phase, if this model is wholly within 6" of a friendly
AWAKENED WYLDWOOD, it can walk the spirit paths instead of making a
normal move in that movement phase. If it does so, remove this model from the battlefield and set it up wholly within 6" of a different friendly AWAKENED WYLDWOOD and more than 9" from any enemy units.
KEYWORDS | ORDER, SYLVANETH, NOBLE SPIRITS, MONSTER, TREELORD |
The Carmine Dragon is a creature saturated with the arcane power of Shyish, its claws and fangs rippling with amethyst magic. With every roar, it unleashes deadly blasts of dark energy that strip its terrified victims of their souls.
Soul-sheering Blast |
| Soul-sheering Blast | 12" | |
Raking Claws |
| Raking Claws | 2" |  | 4+ | 3+ | -2 | 2 |
Amethyst Fangs |
| Amethyst Fangs | 3" | 3 | 3+ |  | -2 | D6 |
0-3 | 16" | 8 | 2+ |
4-6 | 14" | 7 | 3+ |
7-9 | 11" | 6 | 4+ |
10-12 | 9" | 5 | 5+ |
13+ | 6" | 4 | 6+ |
Unit Size: 1 Points: 440
Battlefield Role: Behemoth
A Carmine Dragon is a single model armed with Raking Claws, Amethyst Fangs and a Soul-sheering Blast.
Deathly Dark Scales: The Carmine Dragon’s hide is nigh-on impenetrable to all but the strongest of blows.
Roll a dice each time you allocate a
mortal wound to this unit. On a 5+, that mortal wound is negated.
Soul-sheering Blast: Gouts of amethyst flame erupt from the Carmine Dragon’s open maw, sheering souls from their mortal forms and leaving bodies rendered to nothing more than a purpleglowing pile of ash.
Do not use the attack sequence for an attack made with a Soul-sheering Blast. Instead roll a dice. On a 5+, the target unit suffers D6
mortal wounds.
Spell Devourer: With the amethyst energies of the Realm of Endings coalescing through its body, the Carmine Dragon can force a magical effect to die off with a single pulse of thought.
Each time this model is affected by a
spell or
endless spell, you can roll a dice. If you do so, on a 4+, ignore the effects of that spell on this model.
KEYWORDS | ORDER, DRAGON, MONSTER, CARMINE DRAGON |
Warscroll Battalion
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| Moving quickly through the undergrowth, the Forest Folk plunge into battle. Attacking from every side, multiple bands of Dryads lash their victims to bloody tatters before vanishing once again. | A Forest Folk battalion consists of the following units: | • | 1 Branchwraith | • | 3 units of Dryads |
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Unit Size: - Points: 140 Battlefield Role: Warscroll Battalion
Swift as the Breeze: The Forest Folk favour a swift, hit-and-run fighting style that allows them to strike at multiple targets before the enemy can marshal a reaction.
Units from this battalion can retreat and still charge later in the same turn. | |
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| The Free Spirits are the instruments of Alarielle’s will, a cadre of elite warriors whose presence hones the Sylvaneth muster into a weapon of singular purpose that brings swift retribution. | A Free Spirits battalion consists of the following units: | • | 1 Spirit of Durthu | • | 3 units of KURNOTH HUNTERS |
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Unit Size: - Points: 140 Battlefield Role: Warscroll Battalion
Swift Vengeance: The Free Spirits move without delay to fulfil Alarielle’s will.
In your movement phase, if you declare a unit from this battalion will run, do not make a run roll. Instead, add 6" to the Move characteristic of that unit for that phase. | |
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| In ritually ordered formations, the warriors of the Household advance into the teeth of the enemy army, pinning them in battle while the rest of the clan rips into them from all sides. Unit Size: - Points: 100 Battlefield Role: Warscroll Battalion
Discipline of the Ages: The noble warriors of a Household are adept at engaging the foe and drawing them in so that they are open to swift assaults by their fellows.
Enemy units within 3" of any units from this battalion cannot retreat. | |
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| The spirit-song surges through the Lords of the Clan like a raging river. As they stride across the battlefield, the Treelords harness that energy to marshal their forces and to punish their foes. Unit Size: - Points: 60 Battlefield Role: Warscroll Battalion
Deadly Chorus: The leaders of a Sylvaneth clan bear a great many duties, not least of which is leading the spirit-song. When standing together, they can cause it to rise into a great chorus so powerful that it rips through the air like a howling gale.
In your shooting phase, roll a dice for each enemy unit that is within 6" of 2 or more models from this battalion. On a 2+ that enemy unit suffers D3 mortal wounds. | |
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| The Outcasts are the terrors that lurk in the shadows, the creeping things beneath the forest eaves. When great masses of them surge into battle, it is all the enemy can do to avoid dying of sheer fright. | An Outcasts battalion consists of the following units: | • | 3 units of Spite-Revenants |
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Unit Size: - Points: 100 Battlefield Role: Warscroll Battalion
Fear the Forest-kin: Every civilisation has its tales of terrifying creatures that emerge from the forest, but few legends live up to the ghastly reality of an Outcasts attack.
If an enemy unit fails a battleshock test within 3" of any units from this battalion, add D3 to the number of models that flee. | |
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| Drawn together by the strident melodies of the song of war, a Sylvaneth wargrove moves and fights as a single mighty warrior whose swift and deadly attacks have been the death of countless foes. Unit Size: - Points: 80 Battlefield Role: Warscroll Battalion
Mighty Wyldwood: When joined in harmony, a Sylvaneth wargrove can command the forests, summoning trees from even the most barren ground and effortlessly traversing the realmroots to confound their foes.
When you choose a Sylvaneth army, you can include 2 AWAKENED WYLDWOOD terrain features instead of 1 if your army includes this battalion. | |
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Endless Spell
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| Gladewyrms are ferocious subterranean creatures formed from concentrated life magic, and are used by the Sylvaneth to protect the realmroots from eldritch invaders. When called upon, they leave their patrols along the spirit paths and erupt from the earth to aid their summoners. Unit Size: 1 Points: 30 Battlefield Role: Endless Spell
A Gladewyrm is a single model.
Summon Gladewyrm: The earth splits apart as a sleek, serpentine form heaves itself free, eyes blazing with arcane energies.
Only SYLVANETH WIZARDS can attempt to cast Summon Gladewyrm. It has a casting value of 7. If successfully cast, set up a Gladewyrm model wholly within 6" of the caster.
Burrowing Doom: Gladewyrms burst into reality from beneath the earth, summoned from deep within the realmroots.
When this model is set up, the player who set it up can immediately make a move with it.
Death From Below: Erupting in the midst of the battlefield, Gladewyrms sow destruction with their fearsome mandibles and bladed carapaces.
After this model has moved, roll a dice for each unit within 1" of it. On a 3+ that unit suffers D3 mortal wounds. This ability has no effect on units with the SYLVANETH keyword.
Healing Mist: More than mere predators, Gladewyrms exhale emerald clouds of life magic that revive all children of Alarielle.
After this model has moved, roll a dice for each SYLVANETH unit wholly within 6" of this model. On a 3+ heal up to D3 wounds allocated to that unit.
KEYWORDS | ENDLESS SPELL, GLADEWYRM |
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| With a humming chant, a sorcereress versed in the magic of Ghyran can summon a Spiteswarm Hive. The air thrums near the comb, and the luminescent Spiteswarms buzz forth, the insect-clouds obscuring friendly formations or diving forth to deliver vitalising bites that can re-energise weary troops. Unit Size: 1 Points: 50 Battlefield Role: Endless Spell
A Spiteswarm Hive is a single model.
Summon Spiteswarm Hive: The air is filled with the buzzing of a thousand wings as a swarm of iridescent insects bursts from its hive.
Only SYLVANETH WIZARDS can attempt to cast Summon Spiteswarm Hive. It has a casting value of 7. If successfully cast, set up a Spiteswarm Hive model wholly within 15" of the caster.
The Hive Nourishes: Winged spites pour forth from a Spiteswarm Hive’s honeycombed depths. Their mandibles laden with raw life magic, they bestow invigorating bites on their Sylvaneth allies, or else swarm about them to form a brief veil of protection.
At the end of the hero phase, if this model is on the battlefield, the player who set it up can pick one of the effects below and immediately resolve that effect. The same unit cannot be picked to be affected by this ability more than once per hero phase. Vital Venoms: Roll a dice for each SYLVANETH unit wholly within 8" of this model. On a 2+ add 3" to that unit’s normal moves and charge moves until the end of the turn. Shielding Swarm: Roll a dice for each SYLVANETH unit wholly within 8" of this model. On a 2+ re-roll save rolls of 1 for attacks that target that unit until the end of the turn.
KEYWORDS | ENDLESS SPELL, SPITESWARM HIVE |
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| Also known as the Drifting Death or the Creeping Willow, the Vengeful Skullroot is a manifestation of a forest’s fury. Black-hearted and hateful, these arcane plants can be summoned by Sylvaneth versed in magic. As the tree stalks across the battlefield, its tentacle-like roots bludgeon, crush and strangle all they pass over. Unit Size: 1 Points: 40 Battlefield Role: Endless Spell
A Vengeful Skullroot is a single model.
Summon Vengeful Skullroot: From the shadows comes a nightmarish form, a huge, black-limbed tree clutching piles of bleached skulls within its tangled roots.
Only SYLVANETH WIZARDS can attempt to cast Summon Vengeful Skullroot. It has a casting value of 6. If successfully cast, set up a Vengeful Skullroot model wholly within 6" of the caster.
Uprooted Spirit: Loosed from the ancient groves that once sheltered them, Vengeful Skullroots stalk eerily across the battlefield.
When this model is set up, the player who set it up can immediately make a move with it.
Terrors Unearthed: 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.
If a unit fails a battleshock test within 3" of any models with this ability, add D3 to the number of models that flee. This ability has no effect on units with the SYLVANETH keyword.
Strangleroots: The grasping limbs of a Vengeful Skullroot enwrap and choke their foes, their wrath all the greater when the kindred trees of a Wyldwood are threatened.
After this model has moved, each unit that has any models it passed across suffers D3 mortal wounds, or D6 mortal wounds if that unit is also within 3" of any AWAKENED WYLDWOODS. This ability has no effect on units with the SYLVANETH keyword.
KEYWORDS | ENDLESS SPELL, VENGEFUL SKULLROOT |
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Scenery
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| When the Wyldwoods of the Sylvaneth stir, enemies of the natural order must be on their guard. The awakened spirits that dwell within these ancient groves are roused to terrible fury by intrusions into their domain. They seek every chance to prey upon those foolish enough to stray beneath their shadowed boughs. Unit Size: 1 Points: 0 Battlefield Role: Scenery Notes: Each Awakened Wyldwood is comprised of 3-6 Citadel Wood models
A Sylvaneth army can include 1 AWAKENED WYLDWOOD terrain feature. After territories have been chosen but before armies are set up, you can set up the AWAKENED WYLDWOOD anywhere on the battlefield that is more than 1" from any other terrain features, more than 1" from enemy territory and more than 6" away from any objectives. If both players can set up a terrain feature before armies are set up, they must roll off, and the winner can choose the order in which the terrain features are set up.
An Awakened Wyldwood is a single terrain feature consisting of 3-6 Citadel Wood models. Each tip of each Citadel Wood model must touch the tip of a different Citadel Wood model, with the tips of all the models pointing inwards so that a ring is formed. The battlefield inside the ring is treated as being part of that Awakened Wyldwood.
Overgrown Wilderness: It is only possible to see a few yards into these foreboding thickets.
Models are not visible to each other if an imaginary straight line 1mm wide drawn between the closest points of the two models crosses over more than 1" of an AWAKENED WYLDWOOD. This scenery rule does not apply if either model can fly.
Roused By Magic: The arcane currents of hostile spellcasting drive Wyldwood spirits into a fury.
In the hero phase, if a spell is successfully cast by a WIZARD wholly within 6" of an AWAKENED WYLDWOOD and not unbound, roll a dice for each unit within 1" of that AWAKENED WYLDWOOD which does not have the SYLVANETH keyword. On a 5+ that unit suffers D3 mortal wounds after that spell’s effects have been resolved.
Wyldwood: The spirits within a Wyldwood are easily angered by trespassers into their domain.
At the end of the charge phase, roll a dice for each unit within 1" of an AWAKENED WYLDWOOD which does not have the SYLVANETH keyword. On a 6, that unit suffers D3 mortal wounds.
KEYWORDS | SCENERY, AWAKENED WYLDWOOD |
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