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.Book | Kind | Edition | Version | Last update |
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![]() | Battletome | 2 | 1.5 | December 2021 |
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![]() | Rulebook | 3 | December 2021 | |
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![]() | Expansion | 3 | 1.0 | September 2021 |
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![]() | Expansion | 3 | August 2021 | |
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![]() | Expansion | 2 | 1.0 | August 2021 |
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![]() | Expansion | 3 | August 2021 | |
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![]() | Warscroll | 2 | April 2021 | |
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![]() | Warscroll | 2 | September 2019 |
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. |
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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.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 anAlthough 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.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.Aspects of War
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Aspects of RenewalWIZARD only.
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Boons of the Everqueen
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Verdant Treasures
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Relics of NatureWIZARD only.
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Lore of the DeepwoodSYLVANETH WIZARDS (including Unique units) only.
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These rules can be used by units in a Sylvaneth army that have been given the appropriate keyword (see the Glades Battle Trait).
DreadwoodNo 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. | ||
GnarlrootThe 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. | ||
HarvestboonA 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. | ||
HeartwoodTrue 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. | ||
IronbarkArrows 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. | ||
OakenbrowFirst 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. | ||
WinterleafFull 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. | ||
Battleplan Awaken the GrovesA 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 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. | ||
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Followers Rewards Table
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Champion Rewards Table
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The DISPOSSESSED keyword is used in the following Cities of Sigmar warscrolls:
The SYLVANETH keyword is used in the following Sylvaneth warscrolls:
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. | ||
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. | ||
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:
The SYLVANETH and WIZARD keywords are used in the following Sylvaneth warscrolls:
The DRYADS keyword is used in the following Sylvaneth warscrolls:
The TREE-REVENANTS keyword is used in the following Sylvaneth warscrolls:
The SPITE-REVENANTS keyword is used in the following Sylvaneth warscrolls:
The DREADWOOD and SPITE-REVENANTS keywords are used in the following Sylvaneth warscrolls:
The DREADWOOD and HERO keywords are used in the following Sylvaneth warscrolls:
The GNARLROOT and HERO keywords are used in the following Sylvaneth warscrolls:
The HARVESTBOON keyword is used in the following Sylvaneth warscrolls:
The HARVESTBOON and HERO keywords are used in the following Sylvaneth warscrolls:
The HEARTWOOD and HERO keywords are used in the following Sylvaneth warscrolls:
The HEARTWOOD and KURNOTH HUNTERS keywords are used in the following Sylvaneth warscrolls:
The IRONBARK and HERO keywords are used in the following Sylvaneth warscrolls:
The OAKENBROW and SPIRIT OF DURTHU keywords are used in the following Sylvaneth warscrolls:
The OAKENBROW and TREELORD ANCIENT keywords are used in the following Sylvaneth warscrolls:
The OAKENBROW and TREELORD keywords are used in the following Sylvaneth warscrolls:
The WINTERLEAF keyword is used in the following Sylvaneth warscrolls:
The WINTERLEAF and HERO keywords are used in the following Sylvaneth warscrolls:
The SYLVANETH and HERO keywords are used in the following Sylvaneth warscrolls: