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

BookKindEditionVersionLast update
  Sylvaneth
  SylvanethBattletome21.4September 2021
  General’s Handbook ’2021
  General’s Handbook ’2021Expansion31.0September 2021
  Compendium: Monstrous Arcanum
  Compendium: Monstrous ArcanumExpansion3August 2021
  Broken Realms: Kragnos
  Broken Realms: KragnosExpansion21.0August 2021
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021
  Warhammer Quest: Cursed City
  Warhammer Quest: Cursed CityWarscroll2April 2021
  Warhammer Underworlds: Beastgrave
  Warhammer Underworlds: BeastgraveWarscroll2September 2019

Designers’ Commentary

Battletome: Sylvaneth

 Q: Can the Vesperal Gem artefact be used with the Verdant Blessing spell?
A:
No.
 Q: Is an Awakened Wyldwood considered to be a Wyldwood (core rules 17.1.4)?
A:
Yes.

Allies

ORDERALLIES
SylvanethCities of Sigmar (DISPOSSESSED units only and only if general is IRONBARK), Fyreslayers (only if general is IRONBARK), Idoneth Deepkin, Stormcast Eternals

Battle Traits

Forest Spirits

The Sylvaneth are natives of the wild places of the realms, lurking in wait to strike at their enemies. They flow from ambush with lithe grace, falling upon the foe without mercy or restraint.

Instead of setting up a SYLVANETH unit on the battlefield, you can place it to one side and say that it is set up in the hidden enclaves as a reserve unit. You can set up one reserve unit in the hidden enclaves for each unit you set up on the battlefield. At the end of your movement phase, you can set up one or more of the reserve units that are in the hidden enclaves on the battlefield wholly within 6" of an Awakened Wyldwood and more than 9" from any enemy units. Any reserve units in the hidden enclaves that are not set up on the battlefield before the start of the fourth battle round are slain.

Navigate Realmroots

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

Instead of making a normal move in your movement phase, 1 friendly SYLVANETH unit wholly within 6" of an AWAKENED WYLDWOOD can navigate the realmroots. If it does so, remove that unit from the battlefield and then set it up again wholly within 6" of another AWAKENED WYLDWOOD and more than 9" from any enemy units.

Places of Power

Although most traces of glory from the Age of Myth have been razed to the ground or desecrated by the forces of Chaos, their power still lingers beneath the surface of the more recent landscape.

After territories have been chosen but before armies are set up, you can pick 1 terrain feature on the battlefield that was not set up by your opponent as part of their army. Do not take battleshock tests for friendly SYLVANETH units while they are wholly within 6" of that terrain feature.

Glades

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

If your army is a Sylvaneth army, you can give it a Glade keyword. All SYLVANETH units in your army gain that keyword. You can either choose one of the Glades listed below, or choose another Glade you have read about or created yourself. If you choose one from the list below, all units with that keyword benefit from the extra abilities listed for that Glade on the page indicated. If you choose a different Glade, simply pick the Glade that most closely matches the nature of your own.

OAKENBROW
GNARLROOT
HEARTWOOD
IRONBARK
WINTERLEAF
DREADWOOD
HARVESTBOON

If a model already has a Glade 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 Glade.


Command Traits

Aspects of War

D6COMMAND TRAIT
1

Dread Harvester

Foes fall like swiftly gathered fruit when this general enters the fray.

You can re-roll hit rolls for attacks made with melee weapons by this general if this general made a charge move in the same turn.

2

Gnarled Warrior

This Sylvaneth’s hoary hide has turned aside countless blades.

You can re-roll save rolls of 1 for attacks that target this general.

3

Gift of Ghyran

A regenerative nectar courses through this general’s body.

In your hero phase, you can heal 1 wound allocated to this general.

4

Lord of Spites

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

You can re-roll wound rolls of 1 for attacks made by this general.

5

Warsinger

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

Add 2 to charge rolls for friendly SYLVANETH units wholly within 12" of this general.

6

Wisdom of the Ancients

Even amongst their venerable kin, this general’s sage battle-sense is trusted deeply.

Add 1 to the Bravery characteristic of friendly SYLVANETH units while they are wholly within 12" of this general.


Aspects of Renewal

WIZARD only.

D6COMMAND TRAIT
1

Arcane Bounty

The woods hold few mysteries that elude this eldritch being.

This general knows 1 extra spell from the Lore of the Deepwood.

2

Mystic Regrowth

The currents of magic nourish this creature’s body like cleansing rainfall.

At the end of your hero phase, if this general successfully cast any spells in that phase that were not unbound, you can heal D3 wounds allocated to this general.

3

Voice of Warding

This wizard’s very words extend like grasping vines into the minds of their rivals.

This general can attempt to unbind 1 extra spell in the enemy hero phase.

4

Glade Lore

The forest whispers powerful secrets to those it trusts.

Add 1 to casting rolls for this general while it is wholly within 6" of any Awakened Wyldwoods.

5

Spellsinger

Like pollen on the wind, this wizard’s spellcraft travels far afield.

Add 6" to the range of each spell this general successfully casts.

6

Radiant Spirit

Shielding emerald energy surrounds this spellcaster like a leafy sanctuary.

Each time this general 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 or endless spell on this general.



Artefacts of Power

Weapons of the Glades

D6ARTEFACT OF POWER
1

Daith’s Reaper

Fashioned from the only ever seam of Harrowgold, no armour can turn aside this ancient blade if its wielder’s aim is true.

Pick 1 of the bearer’s melee weapons. Improve the Rend characteristic of that weapon by 1.

2

Greenwood Gladius

This blade strikes with the youthful vigour of sunrise.

Pick 1 of the bearer’s melee weapons. Add 2 to the Attacks characteristic of that weapon if the bearer made a charge move in the same turn.

3

Autumn’s Ire

Just as woodland leaves burn brightest before yielding to winter’s touch, this weapon strikes fiercest when its wielder comes to harm.

Pick 1 of the bearer’s melee weapons. You can re-roll hit and wound rolls of 1 for attacks made with that weapon while any wounds are allocated to the bearer.

4

Winnowstaff

This enchanted staff strikes down lesser foes as easily as chaff is blown from wheat.

Pick 1 of the bearer’s melee weapons. You can re-roll hit rolls for attacks made with that weapon that target a unit with a Wounds characteristic of 1.

5

Ancient Barkblade

Blows from this venerable weapon land like a felled oak.

Pick 1 of the bearer’s melee weapons. Add 1 to the Damage characteristic of that weapon.

6

The Darkest Bough

Harvested at a location of utmost secrecy, the branch that formed this weapon is steeped in sinister power.

Pick 1 of the bearer’s melee weapons. If the unmodified wound roll for an attack made with that weapon is 6, that attack inflicts D3 mortal wounds on the target in addition to any normal damage.


Boons of the Everqueen

D6ARTEFACT OF POWER
1

The Oaken Armour

Twined from bark shorn from the mighty Oak of Ages, it is all but impossible to tell where this armour ends and the hide of its Sylvaneth wearer begins.

You can re-roll save rolls of 1 made for attacks that target the bearer.

2

Briar Sheath

This spiny mantle renders its wearer’s true form difficult to discern.

Subtract 1 from hit rolls for attacks that target the bearer.

3

Glamourweave

Such are glamourweave’s illusory enchantments that even the surest blow struck against its wearer can be proven false.

Roll a dice each time you allocate a mortal wound to the bearer. On a 5+ that mortal wound is negated.

4

Lashvines

Thorned, sentient tendrils coil around this Sylvaneth, striking out viciously at any threat to their host.

Roll a dice each time a wound inflicted by a melee weapon is allocated to the bearer and not negated. On a 6+ the attacking unit suffers 1 mortal wound.

5

Silken Snares

Spite-silk webs cover much of this fighter’s form, deadening the impact of all but the keenest weapons.

If the weapon used for an attack that targets the bearer has a Rend characteristic of -1, change the Rend characteristic for that attack to ‘-’.

6

Nightbloom Garland

A perpetual gloom emanates from this chaplet of pale flowers, veiling the wearer from sight.

The bearer is not visible to enemy models that are more than 12" from the bearer.


Verdant Treasures

D6ARTEFACT OF POWER
1

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 the battlefield, 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.

2

Wraithstone

This crystal emits the screams of all whose souls were torn from their bodies by the spirits of the forest and bound within it.

Subtract 1 from the Bravery characteristic of enemy units while they are within 10" of the bearer.

3

Everdew Vial

The merest sip of the sacred water contained within this delicate bottle breathes fresh purpose into the drinker’s every stride.

Add 2 to run rolls and charge rolls for the bearer.

4

Lifewreath

Held aloft at times of great peril, this wreath radiates waves of healing magic.

In your hero phase, roll a dice. On a 3+ you can heal D3 wounds allocated to each friendly SYLVANETH unit wholly within 10" of the bearer.

5

Crown of Fell Bowers

Rooted in this enchanted circlet, a canopy of ethereal branches forms above the foe, lending uncanny aid to the weapons of the Sylvaneth.

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

6

Etherblossom

Strangest of all the flowers that grow in the Weirding Vale in Ghyran, obstacles fade into unreality wherever an Etherblossom is carried.

The bearer can fly.


Relics of Nature

WIZARD only.

D6ARTEFACT OF POWER
1

Acorn of the Ages

This unassuming acorn is verdant life given form.

Once per battle, at the start of your hero phase, you can set up an Awakened Wyldwood wholly within 12" of the bearer and more than 1" from any other model, terrain feature or objective, and add it to your army.

2

Spiritsong Stave

Eldritch power blossoms from this ancient rod of willow.

The bearer can attempt to cast 1 extra spell in your hero phase.

3

The Vesperal Gem

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

Once in each of your hero phases, when the bearer attempts to cast a spell from the Lore of the Deepwood, instead of making a casting roll you can say they are using the Vesperal Gem. If you do so, that spell is automatically cast (do not roll 2D6) 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.

4

Luneth’s Lamp

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

Add 2 to the roll when the bearer attempts to unbind or dispel an endless spell.

5

Hagbane Spite

These rare spites are deadly to foes of the Sylvaneth who wield sorcery.

If the bearer successfully unbinds a spell, the caster suffers 1 mortal wound.

6

Wychwood Glaive

The glowing edge of this ensorcelled blade thirsts for the lifeforce of hostile wizards.

Pick 1 of the bearer’s melee weapons. Add 2 to the damage inflicted by that weapon for attacks that target a WIZARD.



Spell Lores

SYLVANETH WIZARDS know the Verdant Blessing spell in addition to any other spells they know.

Verdant Blessing: The caster hurls forth a shimmering orb of jade energy that swiftly takes root and bursts upward as a newly conjured Wyldwood.
Verdant Blessing has a casting value of 6. If successfully cast, set up 1 Awakened Wyldwood wholly within 24" of the caster and more than 1" from any other model, terrain feature or objective.

Lore of the Deepwood

SYLVANETH WIZARDS (including Unique units) only.

D6SPELL
1

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 has a casting value of 5. If successfully cast, add 2 to casting rolls for the caster until the caster makes a move or is set up in a different location.

2

Regrowth

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

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

3

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 has a casting value of 7. If successfully cast, pick 1 enemy unit within 10" of the caster and visible to them and roll a number of dice equal to the number of models in that unit. For each 6+ that unit suffers 1 mortal wound.

4

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

5

Verdurous Harmony

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

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

6

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 has a casting value of 7. If successfully cast, pick 1 enemy unit within 16" of the caster and within 6" of an Awakened Wyldwood. Until the end of the turn, you can re-roll hit and wound rolls of 1 for attacks made with melee weapons that target that unit.



Glades

These rules can be used by units in a Sylvaneth army that have been given the appropriate keyword (see the Glades Battle Trait).

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. To meet them in combat is to face every nightmare the mortal races have ever attributed to the ancient woods of the realms.

ABILITIES Malicious Tormentors: The Spite-Revenants that fight alongside Dreadwood Glade are renowned for being especially cruel and malicious, and delight in tormenting their prey.
You can re-roll hit rolls of 1 for attacks made by DREADWOOD SPITE-REVENANTS.

COMMAND ABILITY
Sinister Ambush: Dreadwood clans are masters of subterfuge, using the spirit ways to deceive their foes and strike where least expected.
You can use this command ability once during each of your turns, at the end of your movement phase. If you do so, pick 1 friendly DREADWOOD unit wholly within 18" of a friendly DREADWOOD HERO. Remove that unit from the battlefield and then set it up again anywhere on the battlefield more than 9" from any enemy units.

COMMAND TRAIT
An DREADWOOD general must have this command trait instead of one listed in Command Traits section.

Paragon of Terror: Wherever this cruel creature stalks, fear grips its foes like smothering weeds.
Re-roll successful battleshock tests for enemy units while they are within 6" of this general.

ARTEFACT OF POWER
The first DREADWOOD HERO to receive an artefact of power must be given the Jewel of Withering.

Jewel of Withering:: This malicious gem knows and cultivates the fears of its bearer’s enemies, draining them of strength and willpower.
Subtract 1 from wound rolls for attacks made with melee weapons that target the bearer.

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 gather new sources of magical power – nothing fascinates these scholars so much as unravelling the arcane mysteries of the realms.

ABILITIES
Shield the Arcane: Gnarlroot clans prize arcane knowledge above all things, and they fight with fiery spirit to defend the keepers of their spell lore.
Re-roll hit rolls of 1 for attacks made by friendly GNARLROOT units while they are wholly within 12" of any friendly GNARLROOT WIZARDS.

COMMAND ABILITY
The Earth Defends: Fronds of magical foliage burst from the earth, instinctively protecting the Sylvaneth nearby.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly GNARLROOT unit wholly within 12" of a friendly GNARLROOT HERO. Until the end of that phase, roll a dice each time you allocate a wound or mortal wound to that unit. On a 6+ that wound or mortal wound is negated.

COMMAND TRAIT
An GNARLROOT general must have this command trait instead of one listed in Command Traits section.

Nurtured by Magic: Gnarlroot Sylvaneth draw great sustenance from the spellcasting of their kin.
Once in each of your hero phases, if this general successfully casts a spell that is not unbound, pick 1 friendly GNARLROOT unit wholly within 18" of this general. You can heal up to D3 wounds allocated to that unit.

ARTEFACT OF POWER
The first GNARLROOT HERO to receive an artefact of power must be given the Chalice of Nectar.

Chalice of Nectar:: This ashwood cup brims with fortifying nectar, gifting the bearer with arcane nourishment.
When making a casting or unbinding roll for the bearer, roll 3D6, remove 1 dice of your choice, and then use the remaining 2D6 to determine that casting or unbinding roll.

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 Chaos-worshippers and monstrous hordes. Theirs is the future, so they believe, and they will gladly sacrifice their lives to ensure a brighter dawn.

ABILITIES
Vibrant Surge: Sylvaneth of Harvestboon have a burning desire to engage the enemy in combat and drive them from their territory.
You can re-roll hit rolls of 1 for attacks made by friendly HARVESTBOON units that made a charge move in the same turn.

COMMAND ABILITY
Fertile Ground: Nourishing energies swell from the soil, quickening the blades of the Harvestboon clans.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly HARVESTBOON unit wholly within 12" of a friendly HARVESTBOON HERO. Until the end of that phase, add 1 to the Attacks characteristic of that unit’s melee weapons. You cannot pick the same unit to benefit from this command ability more than once per combat phase.

COMMAND TRAIT
An HARVESTBOON general must have this command trait instead of one listed in Command Traits section.

Seek New Fruit: This general moves in and out of combat at will, bending to the currents of battle like a sapling in a breeze.
Each time this general attacks with its melee weapons, it can make a 6" move after all of its attacks have been resolved. If it does so, it must finish the move more than 3" from enemy units.

ARTEFACT OF POWER
The first HARVESTBOON HERO to receive an artefact of power must be given the The Silent Sickle.

The Silent Sickle:: This elegant blade moves through the air like a darting forest bird whose wings briefly flash in the sunlight.
Pick 1 of the bearer’s melee weapons. Add 1 to the Attacks characteristic of that weapon.

Heartwood

True heirs of Kurnoth, those of the Heartwood are aggressive warriors who delight in taking the fight to their enemies. It is they who are most often found at the head of Alarielle’s armies, their war-horns blaring proudly as they hurl themselves upon the enemy.

ABILITIES Courage For Kurnoth: The clans of Heartwood Glade are renowned for their steadfast bravery.
Add 1 to the Bravery characteristic of friendly HEARTWOOD units while they are wholly within 12" of any friendly HEARTWOOD HEROES.

COMMAND ABILITY
Lord of the Hunt: Heartwood Sylvaneth are devout followers of Kurnoth, God of the Hunt, and honour him by the eager pursuit of their quarry.
You can use this command ability at the start of the combat phase. If you do so, pick 1 enemy unit within 12" of a friendly HEARTWOOD HERO. Until the end of that phase, you can re-roll hit and wound rolls of 1 for attacks made by friendly HEARTWOOD units that target that enemy unit.

COMMAND TRAIT
An HEARTWOOD general must have this command trait instead of one listed in Command Traits section.

Legacy of Valour: The proud memory of this Sylvaneth’s martial deeds will live on long after their demise.
If this general is slain, you can pick 1 enemy unit within 1" of this general before they are removed from play and roll a dice. On a 2-5 that unit suffers D3 mortal wounds. On a 6, that unit suffers D6 mortal wounds.

ARTEFACT OF POWER
The first HEARTWOOD HERO to receive an artefact of power must be given the Horn of the Consort.

Horn of the Consort:: Blasts from this ancient hunting horn stir Kurnoth Hunters to new heights of fervour.
You can re-roll hit rolls for attacks made by friendly HEARTWOOD KURNOTH HUNTERS wholly within 12" of the bearer.

Ironbark

Arrows and blades skip harmlessly from the armoured hides of the Ironbark as they march relentlessly into battle, accepting every punishment that their enemies can offer before hewing them down mercilessly. Sturdy and strongwilled, there are few armies in the realms that can breach their defensive lines.

ABILITIES
Stubborn and Taciturn: Stoic indifference marks out the Ironbark clans in battle.
You can re-roll battleshock tests for friendly IRONBARK units while they are wholly within 12" of any friendly IRONBARK HEROES.

COMMAND ABILITY
Stand Firm: Ironbark Sylvaneth are steadfast defenders, forming up into grim living shield walls from which they strike back at attackers.
You can use this command ability in the combat phase, before the players pick any units to fight. If you do so, pick 1 enemy unit that made a charge move this turn and is within 1" of a friendly IRONBARK unit and roll a dice. On a 2+ that enemy unit suffers D3 mortal wounds.

COMMAND TRAIT
An IRONBARK general must have this command trait instead of one listed in Command Traits section.

Mere Rainfall: With a gnarled limb raised overhead to form a protective canopy, most missile weapons fall on this Sylvaneth as harmlessly as raindrops.
You can re-roll save rolls for attacks made with missile weapons that target this general.

ARTEFACT OF POWER
The first IRONBARK HERO to receive an artefact of power must be given the Ironbark Talisman.

Ironbark Talisman:: Forged by the duardin, this talisman infuses the Sylvaneth’s limbs with steely strength.
Add 1 to wound rolls for attacks made with melee weapons by the bearer.

Oakenbrow

First and most numerous of the Sylvaneth glades, the Oakenbrow are inheritors of a regal legacy and a formidable resilience. They fight on bravely even in the most seemingly hopeless of battles, determined that they will not fail their beloved Everqueen.

ABILITIES
Our Roots Run Deep: Oakenbrow tree spirits are renowned for the resilience of their heartwood.
Subtract 2 from the number of wounds suffered by OAKENBROW SPIRITS OF DURTHU, OAKENBROW TREELORD ANCIENTS and OAKENBROW TREELORDS when determining which row on their damage table to use (to a minimum of 0).

COMMAND ABILITY
Yield To None: The towering Treelords of Oakenbrow stride to war alongside great hosts of Dryads, who fight with all the spirit of their ancient sires when the need is great.
You can use this command ability at the start of the battleshock phase. If you do so, pick 1 friendly OAKENBROW HERO. Until the end of that phase, do not take battleshock tests for friendly OAKENBROW DRYADS units while they are wholly within 16" of that HERO.

COMMAND TRAIT
An OAKENBROW general must have this command trait instead of one listed in Command Traits section.

Regal Old-growth: This general has stoically defended the Oakenbrow clans through countless seasons of war.
Add 1 to the Wounds characteristic of this general.

ARTEFACT OF POWER
The first OAKENBROW HERO to receive an artefact of power must be given the Dawnflask.

Dawnflask:: This unassuming earthenware vessel contains a blend of rare seeds and pollens which lend mysterious protection to their keeper.
Roll a dice each time you allocate a wound or mortal wound to the bearer. On a 6+ that wound or mortal wound is negated.

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 attack with a single-minded ferocity, uncaring of their own safety – as far as these vengeful spirits are concerned, their lives are already forfeit.

ABILITIES
Winter’s Bite: Winterleaf Sylvaneth are as heartless as their desolated homeland, and vent their malice upon all who cross them.
If the unmodified hit roll for an attack made with a melee weapon by a friendly WINTERLEAF unit is 6, that attack inflicts 2 hits on the target instead of 1. Make a wound and save roll for each hit.

COMMAND ABILITY
Branch Blizzard: A mass of rattling, leafless branches fills the air, lacerating the enemy.
You can use this command ability when you pick a friendly WINTERLEAF unit to shoot in your shooting phase. That unit must receive the command. Until the end of that phase, if the unmodified hit roll for a shooting attack made by that unit is 6, that attack causes 1 mortal wound to the target in addition to any damage it inflicts.

COMMAND TRAIT
An WINTERLEAF general must have this command trait instead of one listed in Command Traits section.

My Heart Is Ice: This general is roused to a chilling vengeful fury by the blows of the enemy.
Roll a dice each time a wound inflicted by a melee weapon is allocated to this general and not negated. On a 5+ the attacking unit suffers 1 mortal wound.

ARTEFACT OF POWER
The first WINTERLEAF HERO to receive an artefact of power must be given the Frozen Kernel.

Frozen Kernel:: This precious nut bore witness to the ravaging of its birthland, and its wailing laments rouse Winterleaf Sylvaneth to a merciless frenzy.
Once per battle, at the start of the combat phase, you can pick 1 friendly WINTERLEAF unit wholly within 18" of the bearer. After that unit has fought in that phase for the first time, if it is within 3" of an enemy unit, it can make a pile-in move and then attack with all of the melee weapons it is armed with for a second time.


Battleplans

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, and hostile forces have 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 reawaken the soulpod groves to their rightful splendour.

THE ARMIES
Each player picks an army as described in the core rules. One player is the Sylvaneth player and their opponent is the Despoiler. The Sylvaneth player must use a Sylvaneth army. Each army has a unique command ability, as follows.

SYLVANETH 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 in your hero phase. If you do so, you can return D3 slain models to each friendly DRYADS and TREE-REVENANTS unit that is wholly within 16" of a friendly SYLVANETH HERO.

DESPOILER COMMAND ABILITY
Follow My Lead: Undaunted by the fervent resolve of the Sylvaneth, a champion amongst the despoilers 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. If you do so, pick 1 friendly HERO that made a charge move in the same turn. Until the end of that phase, you can re-roll hit rolls of 1 for attacks made by friendly units wholly within 12" of that HERO.

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

SET-UP
The players alternate setting up units one at a time, starting with the Despoiler player. The Despoiler player’s units must be set up wholly within their territory. The Sylvaneth player’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 Sylvaneth player takes the first turn in the first battle round.

WAKING THE GROVES
For the first time in centuries the groves hear the spirit-song of their kin, and burst from their dormancy in radiant blooms of life magic.
Starting from the second battle round, roll a dice at the start of the Sylvaneth player’s hero phase for each soulpod grove that has no units from the Despoiler’s army within 8" of it. Add 2 to the result for each unit from the Sylvaneth player’s army that is wholly within 8" of that soulpod grove. On a 7+ that soulpod grove has been awakened. An awakened soulpod grove is treated as an Awakened Wyldwood for the rest of the battle.

GLORIOUS VICTORY
If all units in the Sylvaneth player’s army are destroyed, the Despoiler player wins a major victory. If fewer than two soulpod groves are awakened by the end of the fifth battle round, the Despoiler player wins a minor victory. If two soulpod groves are awakened by the end of the fifth battle round, the Sylvaneth player wins a minor victory. If three soulpod groves are awakened by the end of the fifth battle round, the Sylvaneth player wins a major victory.



Path to Glory

Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.

In order to play Path to Glory campaigns you have to follow rules described here.

These Path to Glory campaign rules are not compatible with the latest version of the Path to Glory rules from the Core Book. You can still use them to run a ‘classic’ Path to Glory campaign, or you can use the rules from the Core Book to run a ‘modern’ Path to Glory campaign.

Sylvaneth Warband Tables

Use the following tables to determine the champion that leads your warband, the followers that make up the units which fight at their side, and the rewards they can receive after battle.
CHAMPION TABLE
ChampionFollowers
Spirit of Durthu2 units
Treelord Ancient2 units
Arch-Revenant3 units
Branchwych4 units
Branchwraith4 units
RETINUE FOLLOWERS TABLE
D6Followers
1-210 Dryads
3-45 Tree-Revenants
5-65 Spite-Revenants

Followers Rewards Table

D6REWARD
1

Guided by Kurnoth

These Sylvaneth strike with the precision and surety of the God of the Hunt, honouring him with blade, talon and bow.

Re-roll hit rolls of 1 for attacks made by this unit.

2

Woodland Avengers

Trespassers in the woodland realms will not escape the retribution of these Sylvaneth.

Re-roll wound rolls of 1 for attacks made by this unit.

3

Enduring Barkflesh

Standing firm through war as ancient trees endure the seasons, these fighters stubbornly resist any assault.

Re-roll save rolls of 1 for attacks that target this unit.

4

Zephyr-borne

These fighters surge into combat like a fell wind, bringing swift vengeance to those that oppose the Everqueen.

You can re-roll charge rolls for this unit.

5

Biting Blades

Glowing with righteous wrath, the weapons of these Sylvaneth can sunder any armour.

Improve the Rend characteristic of this unit’s melee weapons by 1.

6

Oaken Strength

Every strike from these stronglimbed fighters is a grievous threat to the enemy.

Add 1 to the Damage characteristic of this unit’s melee weapons.


Champion Rewards Table

2D6REWARD
2

The Everqueen Weeps

Sad laments echo through the Wyldwoods, singing of the glories this champion might have achieved had their life force endured.

If your champion is slain, you lose D3 Glory Points (to a minimum of 0), and must remove all rewards your champion has gained from this table so far from your warband roster. Generate a new champion from the Champion table.

3

Keen Aggressor

This quick-footed champion leaps into the fray when their kinfolk are threatened.

Add 2 to run rolls and charge rolls for your champion.

4

Elusive Target

Few telling blows find their mark against this lithe and cunning fighter.

You can re-roll save rolls for attacks that target your champion.

5

Repairing Sap

An oozing amber sap quickly seals this champion’s worst injuries.

Roll a dice each time you allocate a mortal wound to your champion. On a 5+ that mortal wound is negated.

6

Foecleaver

This graceful, archaic blade is rarely intercepted.

Pick 1 of your champion’s melee weapons. Add 1 to hit rolls for attacks made with that weapon.

7

Wrongs to Avenge

Bereft of things held dear, this champion fights in a flurry of anger.

Add 1 to the Attacks characteristic of your champion’s melee weapons.

8

Guardian Spites

Protective forest-spirits flit around this champion, warning of dangers and deflecting attacks.

Subtract 1 from hit rolls for attacks that target your champion.

9

Haleheart

Tenacious as the raiment of an evergreen, this champion has endured through countless seasons of war.

Add 1 to your champion’s Wounds characteristic.

10

Righteous Defender

The greatest protectors of their forest kin will find their deeds repaid by surging life magic.

At the end of the combat phase, if any enemy models were slain by wounds inflicted by this champion’s attacks in that combat phase, you can heal 1 wound allocated to this champion.

11

Barbed Riposte

With whiplash speed this champion punishes overconfident attacks.

If the unmodified save roll for an attack that targets your champion is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

12

Roots of Wrath

Feet planted firmly on the soil to be cleansed, this champion launches each attack in wrathful tribute to kinfolk lost.

If the unmodified hit roll for an attack made with a melee weapon by your champion is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.


The DISPOSSESSED keyword is used in the following Cities of Sigmar warscrolls:

None
Battleline
Leader
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.
8.1 Normal Move
When you pick a unit to make a normal move, 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. Units cannot move within 3" of enemy units when making a normal move.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
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.
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.
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).
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.

The WIZARD keyword is used in the following Sylvaneth warscrolls:

Leader
• Ylthari
Leader, Behemoth
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.
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.
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.
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.
19.1 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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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).
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.
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.
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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.
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.
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.
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).
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
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.
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.
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.
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.
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.
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.
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

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

Leader
• Ylthari
Leader, Behemoth
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.
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.
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.
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.
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.
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.
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.
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.
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 DRYADS keyword is used in the following Sylvaneth warscrolls:

Battleline
• Dryads

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

None
Battleline

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

Battleline
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.

The DREADWOOD and SPITE-REVENANTS keywords are used in the following Sylvaneth warscrolls:

Battleline
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).

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

Leader
Leader, Behemoth
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).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.

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

Leader
Leader, Behemoth

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

Leader
Leader, Behemoth
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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.
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.
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.
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.
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.
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.
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.

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

Leader
Leader, Behemoth
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

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

Leader
Leader, Behemoth
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).
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.
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.

The HEARTWOOD and KURNOTH HUNTERS keywords are used in the following Sylvaneth warscrolls:

None

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

Leader
Leader, Behemoth
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.
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.
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack. The range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.
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).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

The OAKENBROW and SPIRIT OF DURTHU keywords are used in the following Sylvaneth warscrolls:

Leader, Behemoth

The OAKENBROW and TREELORD ANCIENT keywords are used in the following Sylvaneth warscrolls:

Leader, Behemoth

The OAKENBROW and TREELORD keywords are used in the following Sylvaneth warscrolls:

Behemoth

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

Leader
• Ylthari
Leader, Behemoth

The OAKENBROW and DRYADS keywords are used in the following Sylvaneth warscrolls:

Battleline
• Dryads
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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.
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).
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

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

Leader
Leader, Behemoth
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

The DRYADS keyword is used in the following Sylvaneth warscrolls:

Battleline
• Dryads

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

None
Battleline

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

Leader
• Ylthari
Leader, Behemoth
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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.
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.
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
© Vyacheslav Maltsev 2013-2021