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.
|Battlescroll: Andtor||Rulebook||3||August 2023|
|Regiments of Renown|
|Regiments of Renown||Warscroll||3||July 2023|
|Dawnbringers Book I: Harbingers|
|Dawnbringers Book I: Harbingers||Expansion||3||June 2023|
|Compendium: Monstrous Arcanum|
|Compendium: Monstrous Arcanum||Expansion||3||August 2021|
|Broken Realms: Kragnos|
|Broken Realms: Kragnos||Expansion||2||August 2021|
|Warhammer Legends: Monstrous Arcanum|
|Warhammer Legends: Monstrous Arcanum||Expansion||3||August 2021|
|Warhammer Quest: Cursed City|
|Warhammer Quest: Cursed City||Warscroll||2||April 2021|
|Q:||Does the Lady of Vines’ Verdian Crown ability give friendly units wholly within range the benefit of cover?|
|Q:||Does the Lady of Vines’ Verdian 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?|
|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?|
|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 Vines’ Verdian Crown ability?|
|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?|
|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?|
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.
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.
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.
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:
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:
Aspects of WarSYLVANETH HERO only.
Aspects of RenewalSYLVANETH WIZARD HERO only.
Boons of the EverqueenSYLVANETH HERO only.
Relics of NatureSYLVANETH WIZARD HERO only.
Lore of the DeepwoodSYLVANETH WIZARDS (including Unique units) only.
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).
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.
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.
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.
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.
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.
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 following section includes rules for your Path to Glory campaign if you are using a Sylvaneth army.
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.
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.
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.
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.
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.
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.
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.
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 BATTLEPLANThis 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 ARMIESThe 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 BATTLEFIELDPlace 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 TERRAINThe guardian can set up a faction terrain feature.
DEPLOYMENTThe 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 TURNThe guardian takes the first turn in the first battle round.
GUARDIAN COMMAND ABILITYVerdant 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 ABILITYFollow 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 GROVESFor 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 LENGTHThe battle lasts for 5 battle rounds.
GLORIOUS VICTORYIf 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 REWARDSIf 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.
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.
SEEDS OF TRIUMPHSylvaneth army only.
SONGS OF WARSylvaneth army only.
The SYLVANETH keyword is used in the following Sylvaneth warscrolls:
The SYLVANETH and WIZARD keywords are used in the following Sylvaneth warscrolls:
The SYLVANETH and HERO keywords are used in the following Sylvaneth warscrolls:
|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.|
The SYLVANETH, WIZARD and HERO keywords are used in the following Sylvaneth warscrolls:
The DRYADS keyword is used in the following Sylvaneth warscrolls:
The TREE-REVENANTS keyword is used in the following Sylvaneth warscrolls:
The SPITE-REVENANTS keyword is used in the following Sylvaneth warscrolls:
The OAKENBROW and TREELORD keywords are used in the following Sylvaneth warscrolls:
The OAKENBROW and TREELORD ANCIENT keywords are used in the following Sylvaneth warscrolls:
The OAKENBROW and SPIRIT OF DURTHU keywords are used in the following Sylvaneth warscrolls:
The HEARTWOOD keyword is used in the following Sylvaneth warscrolls:
The IRONBARK keyword is used in the following Sylvaneth warscrolls:
|You do not have to pick a target for a charge attempt before making the charge roll.|
The WINTERLEAF keyword is used in the following Sylvaneth warscrolls:
The DREADWOOD and SPITE-REVENANTS keywords are used in the following Sylvaneth warscrolls:
The HARVESTBOON and SPITERIDER LANCERS keywords are used in the following Sylvaneth warscrolls:
The HARVESTBOON and REVENANT SEEKERS keywords are used in the following Sylvaneth warscrolls:
The HERO keyword is used in the following Sylvaneth warscrolls:
The OUTCASTS keyword is used in the following Sylvaneth warscrolls:
The SPIRIT OF DURTHU keyword is used in the following Sylvaneth warscrolls:
The TREELORD ANCIENT keyword is used in the following Sylvaneth warscrolls:
The TREELORD keyword is used in the following Sylvaneth warscrolls: