Sylvaneth
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They are the watchers in the wood, the gale that howls through forest canopies. They are the fury of the wild places. As changeable as the weather, as merciless as nature itself, they are the Sylvaneth, vengeful forest spirits of terrifying power, and to any who enter their lands unbidden, they are death.

This page contains all of the rules you need to field your Sylvaneth miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.


Books

BookKindEditionLast update
  Sylvaneth
  SylvanethBattletome3November 2023
  Battlescroll: Nullstone Cache
  Battlescroll: Nullstone CacheRulebook3February 2024
  Regiments of Renown
  Regiments of RenownWarscroll3February 2024
  Dawnbringers Book III: The Long Hunt
  Dawnbringers Book III: The Long HuntExpansion3December 2023
  Dawnbringers Book I: Harbingers
  Dawnbringers Book I: HarbingersExpansion3June 2023
  Compendium: Monstrous Arcanum
  Compendium: Monstrous ArcanumExpansion3August 2021
  Broken Realms: Kragnos
  Broken Realms: KragnosExpansion2August 2021
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021
  Warhammer Quest: Cursed City
  Warhammer Quest: Cursed CityWarscroll2April 2021

Designers’ Commentary

Battletome: Sylvaneth

Q:Does the Lady of VinesVerdian Crown ability give friendly units wholly within range the benefit of cover?
A:
No.
Q:Is an Awakened Wyldwood a Wyldwood (core rules, 17.1.4)?
A:
Yes.
Q:Does the Lady of VinesVerdian Crown ability allow units wholly within range to benefit from effects (e.g. those of the ‘Places of Power’ and ‘From the Woodland Depths’ battle traits) as if they were wholly within range of an Awakened Wyldwood or overgrown terrain feature?
A:
Yes.
Q:Can I set up a unit that has been removed from the battlefield with the ‘From the Woodland Depths’ battle trait wholly within 6" of the Lady of Vines?
A:
No.
Q:Can a unit that must be set up wholly within range of an Awakened Wyldwood or overgrown terrain feature (e.g. as per the Roused to Wrath ability) be set up wholly within range of the Lady of VinesVerdian Crown ability?
A:
No.
Q:There are abilities in the battletome (for example, ‘Places of Power’) that require a unit to be wholly within range of an overgrown terrain feature or a friendly Awakened Wyldwood. If a unit is not wholly within range of a single overgrown terrain feature or a friendly Awakened Wyldwood, but some models in the unit are wholly within range of one such terrain feature, and the remaining models in the unit are wholly within range of another such terrain feature, is the unit considered to be wholly within range?
A:
No.
Q:If a rule allows you to re-roll a casting roll made for a GNARLROOT WIZARD and the first casting roll was affected by the ‘Keepers of the Arcane’ ability, is the re-roll also affected by the ‘Keepers of the Arcane’ ability?
A:
Yes.

Allies

ALLEGIANCE ABILITIES

This section describes the allegiance abilities available to a Sylvaneth army. The rules for using allegiance abilities can be found in section 27.0 of the core rules.


Battle Traits

Glades

The different Sylvaneth glades each have their own distinctive ways of waging war on the enemies of the Everqueen.

You can pick 1 of the following subfactions for your army (core rules, 27.2.1). All SYLVANETH units in your army gain the keyword of the subfaction you picked, and you can use the allegiance abilities for that subfaction. If a unit already has a different subfaction keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its subfaction.

Places of Power

Alarielle’s Rite of Life has seen the realms flourish with vitality. The Sylvaneth wargroves carry their Everqueen’s song across creation, spurring the lands into new cycles of growth and drawing strength from them in turn.

After territories are determined, before faction terrain features are set up, you can pick up to 3 terrain features on the battlefield that are wholly outside enemy territory. Those terrain features are considered by you to be overgrown terrain features.

At the start of your hero phase, you can heal 1 wound allocated to each friendly SYLVANETH unit that is wholly within 9" of an overgrown terrain feature or friendly Awakened Wyldwood.

From the Woodland Depths

Sylvaneth armies favour a swift, hit-and-run fighting style, using the spirit paths to strike and fade before the enemy can react.

Walk the Hidden Paths: Once per turn, at the end of your movement phase, you can pick 1 friendly SYLVANETH unit that is wholly within 9" of an overgrown terrain feature or friendly Awakened Wyldwood. If you do so, remove that unit from the battlefield and set it up again more than 9" from all enemy units and wholly within 9" of either a different overgrown terrain feature that is more than 3" from all enemy units or a different friendly Awakened Wyldwood that is more than 3" from all enemy units.

Strike and Fade: Once per turn, in your combat phase, immediately after a friendly SYLVANETH unit that is wholly within 9" of an overgrown terrain feature or friendly Awakened Wyldwood has fought and slain models (if any) have been removed from play (core rules, 14.2), you can remove that unit from the battlefield and set it up again more than 9" from all enemy units and wholly within 9" of either a different overgrown terrain feature that is more than 3" from all enemy units or a different friendly Awakened Wyldwood that is more than 3" from all enemy units.

Verdant Blessing

Sylvaneth armies favour a swift, hit-and-run fighting style, using the spirit paths to strike and fade before the enemy can react.

SYLVANETH WIZARDS know the Verdant Blessing spell, below, in addition to any other spells they know:

Verdant Blessing: The druidic mages of the Sylvaneth are adept in the art of tree-singing. Through wielding the energies of the spirit-song they coax bountiful life into being, causing Wyldwood copses to sprout in even the most barren lands.
Verdant Blessing is a spell that has a casting value of 6 and a range of 18". If successfully cast, set up 1 Awakened Wyldwood terrain feature wholly within range and visible to the caster, and more than 3" from all other models, endless spells, invocations, terrain features and objectives, and add it to your army.

Seasons of War

The Sylvaneth are at one with nature, attuned to their surroundings in ways beyond the ken of other beings. It is a symbiotic relationship that reflects the seasons of the realms, and sees the Sylvaneth change in both appearance and demeanour to better suit the territories they safeguard.

After you have picked a Sylvaneth army, you must pick which season applies to your army from the list below and record it on your army roster:

The Burgeoning: The bloom brings a surge of rebirth to the Sylvaneth, invigorating their forms with supple sapwood that reknits barkflesh as quickly as it becomes undone.
Friendly SYLVANETH units that did not charge in the same turn and are wholly within 9" of an overgrown terrain feature or friendly Awakened Wyldwood have a ward of 6+.

The Reaping: The coming of midsummer sees the power of the Sylvaneth in full bloom, the influence of the spirit-song and Ghyran’s natural energies at their peak.
Add 3" to the range within which you can pick friendly SYLVANETH units with the Places of Power and From the Woodland Depths battle traits.

The Dwindling: As light grows shorter, the Sylvaneth draw deeply upon their potent life-magics, preparing to endure the harsh months of Everdusk.
In the hero phase, you can re-roll 1 casting roll, 1 unbinding roll and 1 dispelling roll, so long as the friendly WIZARD you pick is a SYLVANETH WIZARD that is wholly within 9" of an overgrown terrain feature or friendly Awakened Wyldwood.

Everdusk: As much of Ghyran’s power wanes, the dearth of vital energies imbues many Sylvaneth with a cold and bitter fury.
Subtract 3" from the range within which you can pick friendly SYLVANETH units with the Places of Power and From the Woodland Depths battle traits. However, if the unmodified hit roll for an attack made with a melee weapon by a friendly SYLVANETH unit wholly within 6" of an overgrown terrain feature or friendly Awakened Wyldwood is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

Command Traits

Aspects of War

SYLVANETH HERO only.

Gnarled Warrior

This Sylvaneth’s battle-scarred hide has turned aside countless blades.

Ignore modifiers (positive and negative) to save rolls for attacks that target this general.

Lord of Spites

Impish forest spirits aid this general with an array of venoms and snares.

In the combat phase, subtract 1 from the Attacks characteristic of melee weapons used by enemy units (to a minimum of 1) that finish a pile-in move within 3" of this general until the end of that phase.

Warsinger

This general spurs on Alarielle’s children with stirring songs.

If this general is on the battlefield at the start of your movement phase, add 3" to the Move characteristic of friendly SYLVANETH units that start a move wholly within 12" of this general until the end of that phase.


Aspects of Renewal

SYLVANETH WIZARD HERO only.

Nurtured by Magic

This general’s warriors draw great sustenance from their liege’s vibrant spellcraft.

Once per turn, in your hero phase, if this general successfully casts a spell that is not unbound, you can pick 1 friendly SYLVANETH unit wholly within 18" of this general. If you do so, heal up to D3 wounds allocated to that unit.

Spellsinger

Like pollen caught on the wind, this wizard’s magic can travel far afield indeed.

When this general attempts to cast a spell, before making the casting roll, you can pick 1 friendly Awakened Wyldwood on the battlefield. If you do so and the spell is successfully cast and not unbound, the range, visibility and effect of that spell can be measured from 1 scenery piece that is a part of that friendly Awakened Wyldwood. Spells that summon endless spells do not benefit from this effect.

Radiant Spirit

Shielding emerald energy surrounds this spellcaster like a leafy sanctuary.

Each time a friendly SYLVANETH unit wholly within 12" of this general is affected by a spell or the abilities of an endless spell, you can roll a dice. On a 4+, ignore the effect of that spell or the effects of that endless spell’s abilities on that unit.

Artefacts of Power

Boons of the Everqueen

SYLVANETH HERO only.

Greenwood Gladius

This blade strikes with the youthful vigour of sunrise.

Pick 1 of the bearer’s melee weapons. At the start of the combat phase, roll a D3. Add the result to the Attacks characteristic of that weapon until the end of that phase.

Crown of Fell Bowers

Rooted in this elegant circlet, a canopy of spectral branches forms above the foe, rendering them strangely vulnerable to the enchanted weapons of the Sylvaneth.

At the start of the combat phase, pick 1 enemy unit within 6" of the bearer. Add 1 to wound rolls for attacks made by friendly SYLVANETH units that target that unit in that phase.

Seed of Rebirth

Should its bearer ever fall, the Seed’s rejuvenating energies will pour into its host to grant them new life.

The first time the bearer is slain, before removing them from play, roll a dice. On a 1, the bearer is slain. On a 2+, the bearer is not slain, you can heal up to D3 wounds allocated to them, and any wounds that remain to be allocated to them are negated.


Relics of Nature

SYLVANETH WIZARD HERO only.

Acorn of the Ages

This unassuming acorn is verdant life given form.

Once per battle, at the start of your hero phase, if the bearer is on the battlefield, you can set up 1 Awakened Wyldwood terrain feature wholly within 12" of the bearer, more than 3" from all other models, endless spells, invocations, terrain features and objectives, and add it to your army.

Luneth’s Lamp

A relic saved from a shrine desecrated by corrupted power, this lamp’s flame flares whenever hostile power seeks physical form.

The bearer can attempt to banish 1 invocation in the hero phase even if they are not a PRIEST. In addition, add 2 to dispelling rolls and banishment rolls for the bearer.

The Vesperal Gem

Malice and mercy dwell in this gemstone in equal measure, visible as fey lights swirling at its core.

Once per turn, in your hero phase, before the bearer attempts to cast a spell from the Lore of the Deepwood, instead of making a casting roll for that spell, you can say they will use the Vesperal Gem. If you do so, that spell is automatically cast (do not make a casting roll) and cannot be unbound. After the effect of that spell has been resolved, roll a dice. On a 1, the bearer suffers D3 mortal wounds.

Spell Lores

Lore of the Deepwood

SYLVANETH WIZARDS (including Unique units) only.

Throne of Vines

Borne aloft upon a seething throne of summoned vines, the caster drinks deep of the magical energies that flow through the Mortal Realms.

Throne of Vines is a spell that has a casting value of 9. If successfully cast, at the end of each phase until the start of your next hero phase, you can heal 1 wound allocated to the caster.

Regrowth

The caster channels the burgeoning magic of life into an invigorating healing bloom.

Regrowth is a spell that has a casting value of 5 and a range of 18". If successfully cast, pick 1 friendly SYLVANETH unit wholly within range and visible to the caster. You can heal up to D6 wounds allocated to that unit.

The Dwellers Below

Drawing upon the darkest and most spiteful aspects of nature’s power, the caster summons a seething swarm of tendrils from beneath the ground.

The Dwellers Below is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster, and roll a number of dice equal to the number of models in that unit. For each 5+, that unit suffers 1 mortal wound.

Deadly Harvest

Just as the Sylvaneth can instinctively channel the flowing energies of life magic to nurture and heal, those of a darker bent can also stem the flood, or leech it away altogether.

Deadly Harvest is a spell that has a casting value of 6 and a range of 3". If successfully cast, each enemy unit within range of the caster suffers D3 mortal wounds (roll separately for each unit).

Verdurous Harmony

The wizard plucks the youngest sprouts of magic and uses them to renew the broken forms of fallen warriors.

Verdurous Harmony is a spell that has a casting value of 7 and a range of 18". If successfully cast, pick 1 friendly SYLVANETH unit wholly within range and visible to the caster. You can return 1 slain model to that unit. If you picked a DRYADS, TREE-REVENANTS or SPITE-REVENANTS unit, you can return up to D3 slain models to that unit instead of 1.

Treesong

The caster implores the simple spirits of the Wyldwoods to guide the blades of their allies and expose the weaknesses of the foe.

Treesong is a spell that has a casting value of 7 and a range of 16". If successfully cast, pick 1 friendly Awakened Wyldwood within range of the caster. Until the start of your next hero phase, improve the Rend characteristic of melee weapons used by friendly SYLVANETH units by 1 while they are wholly within 9" of that Awakened Wyldwood.

Glades

Oakenbrow

First and most numerous of the Sylvaneth glades, the Oakenbrow are inheritors of a regal legacy and famed for their formidable resilience.

Our Roots Run Deep: The nobles of Oakenbrow are immovable in the face of adversity.
When determining which row to use on the damage table of a friendly OAKENBROW TREELORD, TREELORD ANCIENT or SPIRIT OF DURTHU, it is treated as having suffered half the number of wounds that are actually allocated to it (rounding up).

Gnarlroot

The Gnarlroot are amongst the most isolated and mysterious of the Sylvaneth, for it is they who are tasked with protecting the eldritch secrets of Ghyran. When they march forth, they do so to locate new sources of magical power.

Keepers of the Arcane: Gnarlroot clans prize magical lore above all things, and defend their territories through a mastery over the natural magic that permeates the realms.
Once per turn, when you make a casting roll or unbinding roll for a friendly GNARLROOT WIZARD that is wholly within 9" of an overgrown terrain feature or friendly Awakened Wyldwood, you can roll 3D6 instead of 2D6. If you do so, remove 1 dice of your choice from the roll, and then use the remaining dice to determine that casting roll or unbinding roll.

Heartwood

True heirs of Kurnoth, those of the Heartwood are aggressive warriors who delight in taking the fight to their enemies.

Masters of the Hunt: Heartwood Sylvaneth are devout followers of Kurnoth, and honour him through the unflinching pursuit of their quarry.
After deployment but before the first battle round begins, you can pick up to 3 different enemy units on the battlefield to be the quarry of the hunt. If you do so, add 1 to hit rolls for attacks made by friendly HEARTWOOD units that target those units.

Ironbark

Arrows and blades skip harmlessly from the adamantine hides of the Ironbark as they march unfazed into battle.

Stand Firm: Ironbark Sylvaneth are steadfast defenders, forming up into grim living barricades from which they strike back at attackers.
You can use this command ability at the start of the enemy combat phase. The unit that receives the command must be a friendly IRONBARK unit that is within 3" of an enemy unit that made a charge move in the same turn. Pick 1 enemy unit within 3" of that friendly IRONBARK unit and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds. You can use this command ability more than once in the same phase, but if you do so, you cannot pick the same enemy unit more than once in the same phase.

Winterleaf

Full of bitterness and resentment, the Winterleaf no longer feel kinship with other living things. They seek only to slake their hatred in battle, and they attack with a single-minded ferocity.

Winter’s Bite: Should a foe dare to engage the Winterleaf up close, they are quickly seized by the numbing grasp of winter, chilling them to the core and leaving them at the mercy of these cold-souled Sylvaneth.
Enemy units within 3" of a friendly WINTERLEAF unit cannot retreat. In addition, if you pick Everdusk from the Seasons of War battle trait for a Winterleaf army, enemy units within 3" of a friendly 1 WINTERLEAF unit cannot be removed from the battlefield through an effect that would allow them to be set up again later in the battle.

Dreadwood

No Sylvaneth embody the cruelty inherent in the natural order so perfectly as those of Dreadwood. They are the darkest shadow of the forest, merciless and predatory.

Malicious Tormentors: The Spite-Revenants that fight alongside Dreadwood glade are renowned for being especially cruel and malicious, and delight in tormenting their prey.
Once per battle, you can use Walk the Hidden Paths twice in the same turn, but if you do so, at least one of the units you pick must be a friendly DREADWOOD SPITE-REVENANTS unit. In addition, once per battle, you can use Strike and Fade twice in the same turn, but if you do so, at least one of the units you pick must be a friendly DREADWOOD SPITE-REVENANTS unit.

Harvestboon

A young, vital glade filled with hope and determination, the Harvestboon fight at the forefront of Alarielle’s wars, reclaiming sites of wild magic from the clutches of her enemies.

Vibrant Surge: The wargroves of Harvestboon are accompanied by many dragonspite-riding spirits, and are lent great swiftness through the vital magics that flow in the veins of the skittish creatures.
After deployment but before the first battle round begins, you can move each friendly HARVESTBOON SPITERIDER LANCERS and REVENANT SEEKERS unit up to 12". If both players can move units before the first battle round begins, they must roll off and the winner chooses who moves their units first.

The Evergreen Hunt

When you pick the Sylvaneth faction for your army, you can say that it will be an Evergreen Hunt army of renown. If you do so, use the rules in this section. Every unit in your army must have the SYLVANETH keyword and either the ARCH-REVENANT, KURNOTH HUNTERS, REVENANT SEEKERS or SPITERIDER LANCERS keyword. All units in your army gain the EVERGREEN HUNT keyword.

Battle Traits

To Honour Kurnoth

Some Sylvaneth warriors feel the demise of Kurnoth so keenly that they are compelled to join the Evergreen Hunt in his honour.

Friendly EVERGREEN HUNT units that do not have the HERO keyword have the Battleline battlefield role.

Rhythm of the Chase

The Evergreen Hunt relentlessly tracks its prey, skilfully manoeuvring it into a killing ground to administer a fatal blow.

After deployment, before the players have determined who will take the first turn, you can pick 1 enemy unit on the battlefield to be the quarry. If the quarry is destroyed, at the start of your next hero phase, you can pick 1 enemy unit on the battlefield to be the new quarry.

Harmonies of the Hunt

The turmoil of chase intensifies the primal melodies that reside within the Sylvaneth.

At the start of each battle round, after the priority roll has been made, each player commanding an Evergreen Hunt army must determine their Hunting Harmony for that battle round, starting with the player taking the first turn. A Hunting Harmony is made up of a number of chords. You start with 0 chords and receive 1 chord for the following:
  • If a friendly BELTHANOS is on the battlefield.
  • For each friendly EVERGREEN HUNT unit wholly within the same large quarter of the battlefield as the quarry.
  • For each quarry destroyed during the battle.

Add up the number of chords you received and consult the Hunting Harmony Table to see which effects will apply to your army for that battle round. These effects are cumulative: if you have 6 chords, all of the effects in the table will apply. Hunting Harmony chords are lost at the end of each battle round.

HUNTING HARMONY TABLE
CHORDSEFFECT
0Discordant: No effect.
1Simple: Add 1 to run rolls and charge rolls for friendly units wholly within the same large quarter of the battlefield as the quarry.
2Tuneful: Add 1 to hit rolls and wound rolls for attacks made with melee weapons that target an enemy unit wholly within the same large quarter of the battlefield as the quarry.
3-5Melodic: Add 1 to the Attacks characteristic of melee weapons used by friendly units while they are within 3" of the quarry.
6+Mellifluous: While a friendly unit is wholly within the same large quarter of the battlefield as the quarry, it is eligible to fight in the combat phase if it is within 6" of the quarry instead of 3", and it can move an extra 3" when it piles in.

Abundant Growth

Lush, restorative flora blossoms and blooms in the path of the Evergreen Hunt.

After territories are determined, before faction terrain features are set up, you can pick up to 3 terrain features on the battlefield that are wholly outside enemy territory. These terrain features are considered by you to be overgrown terrain features.

At the start of your hero phase, you can heal 1 wound allocated to each friendly EVERGREEN HUNT unit that is wholly within 9" of an overgrown terrain feature.

A Prize Quarry is Sighted

At the start of the hero phase, you can carry out this heroic action with a friendly EVERGREEN HUNT HERO instead of any other heroic action you can carry out with that HERO.

HEROIC ACTION
A Prize Quarry is Sighted: Pick 1 friendly EVERGREEN HUNT HERO and 1 enemy unit within 9" of that HERO. That enemy unit becomes the quarry instead of the enemy unit that was picked to be the quarry.

Merciful Strike

When you carry out a monstrous rampage with a friendly EVERGREEN HUNT MONSTER, you can carry out the monstrous rampage below instead of any other monstrous rampage you can carry out with that unit.

MONSTROUS RAMPAGE
Merciful Strike: if the quarry has any wounds allocated to it and is within 3" of this unit, roll a dice and add the number of wounds allocated to the quarry to the roll. If the result is greater than the quarry’s Wounds characteristic, 1 model in that unit is slain.

Command Traits

Aspect of the Hunt

EVERGREEN HUNT general only.

Sapwood Leader

This young and vibrant general flourishes with the life-giving magic of the Everqueen.

When you use the Abundant Growth battle trait to heal this general, you can heal up to D3 wounds allocated to this general instead of 1.


Artefacts of Power

Trophy of the Hunt

EVERGREEN HUNT HERO only.

Heartwood Hunting Horn

Grown in the forests of Kurnotheal, this horn emits a melody that naturally harmonises with the song of the hunt.

Once per battle, at the start of any battle round, the bearer can say that they will blow their Heartwood Hunting Horn. If they do so, you receive 1 additional Hunting Harmony chord for that battle round.


Grand Strategy

Ballad of Triumph

Evergreen Hunt army only.
The Grand Hunt: When the battle ends, you complete this grand strategy if you have destroyed 4 or more quarries.

Battle Tactics

Melodies of Pursuit

Evergreen Hunt army only.
Trophy Kill: You complete this tactic if the quarry was destroyed by an attack made with a melee weapon in this turn.
Encircled: You complete this tactic if, at the end of this turn, all friendly units are in the same large quarter of the battlefield as the quarry.
Spring the Trap: You complete this tactic if 4 or more friendly units made a charge move in this turn and 1 or more of those units made an attack with a melee weapon that targeted the quarry in this turn.

PATH TO GLORY

The following section includes rules for your Path to Glory campaign if you are using a Sylvaneth army.

The Power of Ghyran

The Sylvaneth are attuned to the seasons in ways beyond the ken of other beings, calling upon and harnessing their power to better preserve the sanctity of the natural world.

You can pick a season for your Path to Glory army using the Seasons of War battle trait each time you pick your army for a Path to Glory battle, instead of recording one on your Path to Glory roster when you choose the Sylvaneth faction.

Watchers in the Wood

Sylvaneth greenholds and enclaves are raised around sites of natural power. The greatest of these strongholds are immense arboreal sanctuaries that even now continue to flower.

The stronghold of a Sylvaneth army is their Wyldwood. Record the name of your Wyldwood on your roster. In order to upgrade your Wyldwood, you must play Path to Glory battles using the different seasons of the Sylvaneth.

You can upgrade your Wyldwood after you have completed a full cycle of the seasons from the Seasons of War battle trait. You must first use an army of the Burgeoning, then an army of the Reaping, then an army of the Dwindling and finally an army of Everdusk (in that order) to complete a full cycle of the seasons. Keep a record of each season you use in each battle on your Path to Glory roster.

When you complete a full cycle of the seasons, you can upgrade your Wyldwood to an Imposing Wyldwood for 15 glory points instead of 30, or upgrade your Imposing Wyldwood to a Mighty Wyldwood for 30 glory points instead of 60. These things aside, a Wyldwood works in exactly the same way as a stronghold, and is managed in the same way as a stronghold in step 5 of the aftermath sequence.

Discovering Sylvaneth Territories

Alarielles children are able to sense the energies of life within even the most unassuming copse or woodland. Since the casting of the Rite of Life, they have begun an aggressive campaign of reconquering such locations.

When you make an exploration roll, on a 61-66, that roll will correspond to a territory from the Sylvaneth Territories table. These territories represent the newly reclaimed ground of your Wyldwood, and so they work differently to other territories in Path to Glory. Firstly, you cannot have more than 1 territory of the same type from the Sylvaneth Territories table. Secondly, these territories cannot be upgraded.

Quests

When you pick a quest, you can pick from the following quests in addition to those in the Core Book.

QUEST

Gifts of Ghyran

To be one of Alarielle’s children is to exist in harmony with the natural world. But just as the Sylvaneth defend the wilderness, it in turn empowers them, allowing the forest spirits to draw upon its inherent might.
To complete this quest, you must fight 4 Path to Glory battles using each of the different seasons from the Seasons of War battle trait.

When you complete this quest, you can give 1 unit from your order of battle a veteran ability from the Sylvaneth veteran abilities table even if that unit did not earn a new rank.

QUEST

Begone, Intruders!

No matter the season, no matter the peril, the Sylvaneth are determined to protect their sacred places from trespassers - especially those ancient woodlands where precious soulpods have taken root.
To complete this quest, you must fight 4 Path to Glory battles using each of the different seasons from the Seasons of War battle trait.

When you complete this quest, you can fight Path to Glory battles using the ‘Awaken the Groves’ battleplan. This battleplan contains further quest rewards.

QUEST

The Sprouting of Victory

The cycles of life are of paramount import to the Sylvaneth, forming the very heartwood of their existence. Provided these rhythms are preserved, the forest spirits will endure, successive generations rising to join the fray.
To complete this quest, you must fight 4 Path to Glory battles using each of the different seasons from the Seasons of War battle trait.

When you complete this quest, you can add 1 unit to your order of battle that has a points value of 250 or less without spending any glory points to do so.

QUEST

The Everqueen’s Chorus

The Rite of Life resounds across the realms, the aether trembling with the bountiful energies of life. When the Sylvaneth wield this power alongside their mastery of the seasons, they may bloom as never before.
To complete this quest, you must fight 4 Path to Glory battles using each of the different seasons from the Seasons of War battle trait.

When you complete this quest, change the casualty score of each unit on your order of battle to 0.

Veteran Abilities

Each time a SYLVANETH unit on your Path to Glory roster gains a veteran ability, you can pick from the following veteran abilities in addition to those in the Core Book.

SYLVANETH VETERAN ABILITIES
Blessed by the Wyldwoods: The vengeful essence of nature is bound into the barkflesh and lamentiri of these forest spirits. So strong is this force that even fellow Sylvaneth are empowered in their presence.
This unit can use this veteran ability once per battle at the start of your hero phase. When it does so, until the end of that turn, friendly SYLVANETH units count as being wholly within 6" of a friendly Awakened Wyldwood while they are wholly within 6" of this unit.
Ascendant Lifeforce: The energies of Ghyran are bound so strongly into these forest spirits that they can soon overcome even the most heinous of injuries.
This unit can use this veteran ability once per battle at the start of the combat phase. When it does so, this unit has a ward of 4+ until the end of that phase.
Merciless Guardians: A bitter distaste for all outsiders has sunk into these Sylvaneth, and sees them defend their sacred places with a fury notable even among their insular kind.
This unit can use this veteran ability once per battle when it receives the All-out Attack command. When it does so, add 1 to the Attacks characteristic of melee weapons used by this unit in that phase (excluding those of mounts).
Masterful Tree-singing: When these forest spirits share in the melody of the spirit-song, their life-stoking power is so great that they can coax new wyldwoods to emerge in even the most hostile lands.
Once per battle, in your hero phase, if this unit is on the battlefield, you can set up 1 Awakened Wyldwood terrain feature wholly within 9" of this unit and more than 1" from all units, endless spells, invocations, terrain features and objectives, and add it to your army.
Shades of the Hidden Paths: The secret ways of the wyldwoods are well known to these Sylvaneth; they can slip along the spirit paths with ease, evading the blows of their enemies.
Th is unit can use this veteran ability once per battle at the start of your hero phase. When it does so, until the start of your next hero phase, add 1 to save rolls for attacks that target this unit while it is wholly within 9" of an overgrown terrain feature or friendly Awakened Wyldwood.
Unity with the Lands: These Sylvaneth are adept at calling out to the essence of the natural world around them, wielding the land as both shield and sword to disrupt the approach of foes.
This unit can use this veteran ability once per battle at the start of the combat phase. When it does so, until the end of that turn, if any models in an enemy unit finish a pile-in move within 3" of this unit, that enemy unit suffers 1 mortal wound after all models in the unit have finished their pile-in moves.

Territories

When making an exploration roll, if the roll is 61-66, that roll will correspond to a territory on the table below. Alternatively, you can pick 1 result from the Territories table in the Core Book that corresponds to a roll of 21-42.

SYLVANETH FACTION TERRITORIES (D66)
61 DEFILED LANDS
Whether lost to the corruption of Nurgle, infused with necromantic energies or exploited unto death by feckless mortals, these unhappy lands are beyond even the power of the Sylvaneth to heal.
This territory cannot be controlled.

62 SPROUTING MEADOW
Across these verdant meadows, the energies of rebirth are found in abundance, coaxing new life into being and healing even the most grievous of barkflesh wounds.
In step 2 of the aftermath sequence, if you used an army of the Burgeoning in that battle, you can subtract 1 from the casualty score of each unit that took part in that battle.

63 SUNBATHED SPINNEY
The warm, triumphant energies of midsummer are particularly strong in these light-dappled groves, and those Sylvaneth who dwell within them show a predisposition towards glorious deeds in battle.
In step 3 of the aftermath sequence, if you used an army of the Reaping in that battle, you can pick 2 units that took part in the battle to be your favoured warriors instead of 1.

64 BOUNTIFUL PODLANDS
Praise the Everqueen, for the loam of these lands is rich and potent: the perfect place to plant a clans soulpods, until they may at last burst forth into new life.
In step 7 of the aftermath sequence, if you used an army of the Dwindling in that battle, units that you add to your order of battle in that step cost 1 fewer glory point.

65 EERIE HOLLOWS
When the winter winds come howling through these thickets and briars, the spirit-song calls to those Sylvaneth of a more embittered disposition, drawing them forth from hidden hollows to join the war.
In step 7 of the aftermath sequence, if you used an army of Everdusk in that battle, units on your order of battle cost 1 fewer glory point to reinforce in that step.

66 ELDER FOREST
This majestic range of gigantic trees stretches for miles, enveloped by mystical fogs and redolent with the energies of life. In the presence of such glorious king-trees, the Sylvaneth surge onwards with ever greater vigour.
In step 6 of the aftermath sequence, if you completed a full cycle of the seasons and used an Everdusk army in that battle, you can make 2 exploration rolls in the aftermath sequence of that battle instead of 1.

Heroic Upgrades

During your Path to Glory campaign, you may be able to pick heroic upgrades for your HEROES. A heroic upgrade replaces the warscroll of a HERO with another, more powerful one and represents them becoming a mighty champion in your army.

You can pick a heroic upgrade in step 7 of the aftermath sequence. To do so, consult the table below and pick 1 of the eligible options. Each heroic upgrade lists the warscroll the HERO will be upgraded to, which warscroll is required, the amount of renown points that HERO must have, and the amount of glory points you must spend. Once you have picked a heroic upgrade, replace your HERO’s warscroll on your order of battle with the new one chosen. You can only pick 1 heroic upgrade in each aftermath sequence.

If the new warscroll is a type that is limited on your order of battle - for example, if it is a MONSTER - you will need to have increased your order of battle limits to accommodate it before it can be upgraded.

CORE ENHANCEMENTS
When you pick a heroic upgrade for a HERO, they keep their renown points and any core enhancements that they are still eligible for. If your HERO had any core enhancements that they are no longer eligible for, they lose those core enhancements. If this enables you to pick a new core enhancement for your order of battle, you can do so.

Upgraded WarscrollRequired WarscrollRequired Renown PointsGlory Points Cost
Treelord AncientTreelord188

Battleplan

Awaken the Groves

A valley once rich with sacred life has finally shed a centuries-long curse concealing its whereabouts, but the soulpod groves that once blossomed there now lie dormant and defenceless. Hostile forces have now descended upon the site, intent on the final destruction of the groves. Heeding the distant spirit-song of the imperilled woodland, the Sylvaneth gather to purge the valley of its despoilers and restore the soulpod groves to their rightful splendour.

QUEST BATTLEPLAN
This battleplan is used with the Path to Glory battlepack in the Core Book. You can use this battleplan if one player is using a Sylvaneth army and has completed the ‘Begone, Intruders!’ quest.

THE ARMIES
The player who has completed the ‘Begone, Intruders!’ quest is the guardian and their opponent is the trespasser. The guardian must use a Sylvaneth army.

THE BATTLEFIELD
Place 3 Awakened Wyldwood scenery pieces along the midpoint between both players’ territories, as shown on the map below. Each of these scenery pieces represents a soulpod grove. Until a soulpod grove is awakened (see below), treat it as a wyldwood terrain feature rather than an Awakened Wyldwood faction terrain feature.

FACTION TERRAIN
The guardian can set up a faction terrain feature.

DEPLOYMENT
The players alternate setting up units 1 at a time, starting with the trespasser. The trespasser’s units must be set up wholly within their territory. The guardian’s units must be set up wholly within their territory. Continue to set up units until both players have set up their armies. If one player finishes first, the opposing player can set up the rest of the units in their army, one after another.

FIRST TURN
The guardian takes the first turn in the first battle round.

GUARDIAN COMMAND ABILITY
Verdant Surge: Amidst the desperate struggle to revive the sacred soulpods, the spirit-song impels the slain to flourish back to life in aid of their kin.
You can use this command ability at the start of your hero phase. The unit that receives this command must be a friendly DRYADS, TREE-REVENANTS or SPITE-REVENANTS unit. You can return D3 slain models to that unit.

TRESPASSER COMMAND ABILITY
Follow My Lead: Undaunted by the fervent resolve of the Sylvaneth, a champion amongst the trespassers joins the fray with such wrath that all rise to their example.
You can use this command ability at the start of the combat phase. The unit that receives this command must be a friendly HERO. Until the end of that phase, add 1 to wound rolls for attacks made by friendly units while they are wholly within 12" of that HERO.

WAKING THE GROVES
For the first time in centuries, the unborn Sylvaneth of the soulpod groves hear the spirit-song of their kin, rousing from their dormancy amongst radiant blooms of life magic.
Starting from the second battle round, roll a dice at the start of the guardian’s hero phase for each soulpod grove that is more than 6" from all enemy units. Add 2 to the result for each unit from the guardian’s army that is wholly within 6" of that soulpod grove. On a 7+, that soulpod grove has been awakened. An awakened soulpod grove is treated as an Awakened Wyldwood faction terrain feature in the guardian’s army for the rest of the battle.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
If all units in the guardian’s army are destroyed, the trespasser wins a major victory. If fewer than two soulpod groves are awakened when the battle ends, the trespasser wins a minor victory. If two soulpod groves are awakened when the battle ends, the guardian wins a minor victory. If three soulpod groves are awakened when the battle ends, the guardian wins a major victory.

PATH TO GLORY REWARDS
If the guardian wins the battle, they receive 1 reward from the list below. The season that was picked for the Sylvaneth army determines which reward they receive.

The Burgeoning: Each friendly SYLVANETH unit on the battlefield gains 1 extra renown point in step 3 of the aftermath sequence.

The Reaping: You gain 1 glory point for each friendly SYLVANETH unit on the battlefield when the battle ends.

The Dwindling: You can bring a territory under your control in step 6 of the battle’s aftermath sequence for 5 glory points instead of 10.

Everdusk: You can re-roll injury and casualty rolls in the battle’s aftermath sequence without having to spend glory points.

MATCHED PLAY

If the battlepack you are using says that you must pick grand strategies and battle tactics for your army, you can pick from the following lists as well as those found in the battlepack you are using.

Grand Strategies

After you have picked your army, you can pick 1 of the grand strategies from the list below and record it on your army roster.

SEEDS OF TRIUMPH
Sylvaneth army only.

Chorus of the Woodlands: When the battle ends, you complete this grand strategy if you completed at least 4 battle tactics and every battle tactic you completed was from the ‘Songs of War’ list.
Vengeance and Spite: When the battle ends, you complete this grand strategy if the model picked to be your opponent’s general was slain by an attack made by a friendly OUTCASTS unit.
The Roots of Victory: When the battle ends, you complete this grand strategy if there is a friendly Awakened Wyldwood in each quarter of the battlefield and all enemy units are more than 6" from all friendly Awakened Wyldwoods on the battlefield.

Battle Tactics

At the start of your hero phase, you can pick 1 battle tactic from the list below. You must reveal your choice to your opponent, and if your battle tactic instructs you to pick something, you must tell your opponent what you pick. You have until the end of that turn to complete the battle tactic. You cannot pick the same battle tactic more than once per battle.

SONGS OF WAR
Sylvaneth army only.

Eradicate Trespassers: Pick 1 enemy unit within 6" of a friendly Awakened Wyldwood. You complete this battle tactic if that unit is destroyed during this turn.
Harness the Spirit Paths: You complete this battle tactic if any models in a friendly SYLVANETH unit that was set up using the From the Woodland Depths battle trait this turn make a charge move this turn.
Balance the Cycle: Pick 1 enemy unit within 12" of an overgrown terrain feature or friendly Awakened Wyldwood. You complete this battle tactic if that unit is destroyed by an attack made by a friendly SYLVANETH unit that was added to your army this turn.
March of the Forest Lords: Pick 1 enemy MONSTER on the battlefield. You complete this battle tactic if that MONSTER is slain by an attack made by a friendly SPIRIT OF DURTHU, TREELORD ANCIENT or TREELORD during this turn.
Unleash Ghyran’s Wrath: Pick 1 friendly SYLVANETH WIZARD on the battlefield. You complete this battle tactic if a spell successfully cast by that WIZARD, or an endless spell summoned by that WIZARD, destroys an enemy unit this turn.

Core Battalions

You can include any of the following core battalions in a Sylvaneth army if the battlepack you are using says that you can use core battalions.

LORDS OF THE CLAN

UNIT ICONS
(Mandatory/Optional)
Clan Elder: Treelord Ancient
Clan Noble: Treelord
BATTALION ABILITY ICONS
Unified: One-drop Deployment (see 26.2.1).
Expert: Once per battle, 1 unit from this battalion can receive the All-out Attack or All-out Defence command without the command being issued and without a command point being spent.
Magnificent: When you pick enhancements for your army (see 27.3), you can pick 1 extra enhancement.
Slayers: Once per battle, 1 unit from this battalion can receive the All-out Attack or Unleash Hell command without the command being issued and without a command point being spent.
Strategists: Once per battle, when you receive command points at the start of your hero phase, you can receive 1 extra command point.
Swift: Once per battle, 1 unit from this battalion can receive the At the Double or Forward to Victory command without the command being issued and without a command point being spent.
17.1.1 Cover
A target unit is in cover if all of the models in the unit are wholly on a terrain feature or behind a terrain feature. Add 1 to save rolls for attacks that target a unit that is in cover. A unit that has a Wounds characteristic of 10 or more or that has made a charge move in the same turn does not receive the benefit of being in cover.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.

The GNARLROOT and WIZARD keywords are used in the following Sylvaneth warscrolls:

Leader, Behemoth
Leader
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.

The SYLVANETH and WIZARD keywords are used in the following Sylvaneth warscrolls:

Leader, Behemoth
Leader
• Ylthari
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

The SYLVANETH and HERO keywords are used in the following Sylvaneth warscrolls:

Leader, Behemoth
Leader
• Ylthari
1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.

The SYLVANETH, WIZARD and HERO keywords are used in the following Sylvaneth warscrolls:

Leader, Behemoth
Leader
• Ylthari
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

The TREE-REVENANTS keyword is used in the following Sylvaneth warscrolls:

Battleline
None
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.
Armies of Renown
These rules allow you to use an alternative set of allegiance abilities for your army. Armies that use these rules are called armies of renown. Armies of renown use the following rules:

The allegiance abilities of an army of renown replace the allegiance abilities of the faction it belongs to. For example, if your Gloomspite Gitz army is a Trugg’s Troggherd army of renown, you must use its allegiance abilities instead of those inside Battletome: Gloonispite Gitz.

In addition, the following rules from the faction’s battletome are not used:
You can still include faction terrain if the faction has any (for example, a Bad Moon Loonshrine can be included in a Gloomspite Gitz army that is a Trugg’s Troggherd army).

Each army of renown will list which units can be included in it. No other units can be included in the army, including allies.

The KURNOTH HUNTERS keyword is used in the following Sylvaneth warscrolls:

Leader, Behemoth
None

The HERO keyword is used in the following Sylvaneth warscrolls:

Leader, Behemoth
Leader
• Ylthari
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.

The EVERGREEN HUNT and HERO keywords are used in the following Sylvaneth warscrolls:

Leader, Behemoth
Leader
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
All-out Attack
With a singular purpose, these warriors attack with all of their might.
You can use this command ability when you pick a friendly unit to shoot in your shooting phase or fight in the combat phase. That unit must receive the command. Add 1 to hit rolls for attacks made by that unit until the end of that phase.
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.

The OUTCASTS keyword is used in the following Sylvaneth warscrolls:

Leader
None
All-out Defence
With consummate skill, these cunning warriors protect themselves from attack.
You can use this command ability when a friendly unit is picked as the target of an attack in the shooting or combat phase. That unit must receive the command. Add 1 to save rolls for attacks that target that unit until the end of that phase.
Unleash Hell
These warriors have prepared their missile weapons so they can unleash a devastating volley at the last possible moment.
You can use this command ability after an enemy unit finishes a charge move. The unit that receives the command must be within 6" of that enemy unit and more than 3" from all other enemy units. Models in the unit that receives the command that are within 6" of the target unit can shoot in that phase, but when they do so, you must subtract 1 from hit rolls for their attacks and they can only target the unit that made the charge move.
At the Double
Eager for battle, the warriors pick up their pace and surge towards the enemy.
You can use this command ability after you declare that a friendly unit will run. That unit must receive the command. The run roll is not made for that unit. Instead, 6" is added to that unit’s Move characteristic in that phase. The unit is still considered to have run.
Forward to Victory
Nothing will stop these ferocious warriors from reaching combat.
You can use this command ability after you make a charge roll for a friendly unit. That unit must receive the command. You can re-roll the charge roll for that unit.

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