Sylvaneth – Warscrolls
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Leader, Behemoth


16
3+
10
WARSCROLL

Alarielle the Everqueen

The ground shudders beneath the tread other gargantuan Wardroth Beetle as Alarielle leads the Sylvaneth charge. Wherever the goddess’s gaze falls, her foes cower, for there is no mercy in the Everqueen’s heart towards those who despoil her realm.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spear of Kurnoth
Spear of Kurnoth24"12+2+-2
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Talon of the Dwindling
Talon of the Dwindling1"43+4+-1
Great Antlers
Great Antlers3"43+2+-2
DAMAGE TABLE
Wounds SufferedMoveSpear of KurnothGreat Antlers
0-616"65
7-915"54
10-1214"43
13+13"32
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 800
Battlefield Role: Leader, Behemoth
Base size: 160mm
Notes: Single, Unique

Alarielle the Everqueen is armed with the Spear of Kurnoth and the Talon of the Dwindling.

WIZARD: This unit can attempt to cast 3 spells in your hero phase and attempt to unbind 3 spells in the enemy hero phase. If this unit is part of a Sylvaneth army, it knows all of the spells from the Lore of the Deepwood in addition to the other spells it knows.

MOUNT: This unit’s Wardroth Beetle is armed with Great Antlers.

FLY: This unit can fly.

Lifebloom: Alarielle calls upon the overflowing restorative energies of Ghyran to heal her wounds, no matter how grave they may be.
In your hero phase, you can heal up to 2D6 wounds allocated to this unit. In addition, once per battle, at the end of your hero phase, if this unit has been destroyed, you can roll a dice and add the number of the current battle round to the roll. On a 6+, you can set up this unit on the battlefield wholly within 12" of an overgrown terrain feature or friendly Awakened Wyldwood, more than 9" from all enemy units and with 8 wounds allocated to it.

Living Battering Ram: A charging Wardroth Beetle tramples all in its path.
If you carry out a Stomp monstrous rampage with this unit and the enemy unit you picked has a Wounds characteristic of 1, that enemy unit suffers D6 mortal wounds on a 2+ instead of D3.

Soul Amphorae: Alarielle scatters the precious magical pollens within her soul amphorae, seeding the battlefield with new life.
Once per battle, at the end of your movement phase, you can summon 1 of the following non-Unique units to the battlefield:
The summoned unit is added to your army, and it must be set up wholly within 9" of this model and more than 9" from all enemy units.

Swirling Glowspites: Whenever Alarielle takes to the air upon her fronded wings, her Wardroth Beetle shatters into a million swirling glowspites.
This unit can retreat and still shoot and/or charge later in the turn.

Talon of the Dwindling: A mere touch from the Talon of the Dwindling is enough to wither the spirit and atrophy the body.
At the end of any phase, if any wounds inflicted by this unit’s Talon of the Dwindling in that phase were allocated to an enemy model and not negated, and that enemy model has not been slain, roll a dice. On a 6, that enemy model is slain.

Metamorphosis: With a wrathful glare from the Everqueen, the enemy is turned to living wood.
Metamorphosis is a spell that has a casting value of 7 and a range of 16". If successfully cast, pick 1 enemy unit within range and visible to the caster, and roll a number of dice equal to the unmodified casting roll. For each 3+, that unit suffers 1 mortal wound.

If a unit is destroyed by a mortal wound caused by this spell, before removing the last model in that unit from play, you can set up 1 Awakened Wyldwood terrain feature consisting of 1 scenery piece wholly within 12" of that model and more than 3" from all other models, terrain features and objectives, and add it to your army.

Rite of Life: Wherever the Everqueen goes, so too does the power of her great rite, banishing corruption and transforming the realms into flourishing domains of life.
Once per battle, at the start of your hero phase, you can say Alarielle will give voice to a verse of the Rite of Life. If you do so, until the end of that turn, all terrain features on the battlefield that are not already considered by you to be overgrown terrain features are considered by you to be overgrown terrain features.

KEYWORDS
ORDER, SYLVANETH, MONSTER, HERO, WIZARD, TOTEM, ALARIELLE THE EVERQUEEN


5"
14
3+
9
WARSCROLL

Spirit of Durthu

Spirit of Durthu is a walking pillar of oaken barkflesh and fiery, righteous anger. Some amongst them form the personal guard of the Everqueen; others walk abroad to stamp her enemies into the mulch or cut down her foes with scything sweeps of their guardian swords.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Verdant Blast
Verdant Blast15"4+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Guardian Sword
Guardian Sword3"33+3+-2
Massive Impaling Talons
Massive Impaling Talons1"22+-23
DAMAGE TABLE
Wounds SufferedVerdant BlastGuardian SwordMassive Impaling Talons
0-6662+
7-85D63+
9-104D34+
11+315+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 340
Battlefield Role: Leader, Behemoth
Base size: 105 x 70mm
Notes: Single

A Spirit of Durthu is armed with Verdant Blasts, a Guardian Sword and Massive Impaling Talons.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Free Spirits

Groundshaker: The earth quakes as this mighty tree spirit stamps its limbs, shaking the enemy’s wits.
You can carry out this monstrous rampage with this unit instead of any other monstrous rampage you can carry out with this unit. If you do so, pick 1 enemy unit within 3" of this unit and roll a dice. On a 3+, the strike-last effect applies to that enemy unit in the following combat phase.

Spirit Paths: These ancient guardians of the forest can walk the spirit paths at will, vanishing from sight only to reappear where they are needed most.
At the start of your movement phase, if this unit is wholly within 6" of an overgrown terrain feature or Awakened Wyldwood in your army, it can walk the spirit paths instead of making a move in that phase. If it does so, remove this unit from the battlefield and set it up wholly within 6" of a different overgrown terrain feature or Awakened Wyldwood in your army and more than 9" from all enemy units.

Wrathful Guardian: When the sacred groves of the Sylvaneth are threatened, Spirits of Durthu fight with all the wrath of their legendary ancestor.
Add 1 to the Attacks characteristic of this unit’s Guardian Sword while this unit is wholly within 9" of any overgrown terrain features or Awakened Wyldwoods in your army.

KEYWORDS
ORDER, SYLVANETH, FREE SPIRITS, MONSTER, HERO, SPIRIT OF DURTHU


5"
14
3+
9
WARSCROLL

Treelord Ancient

The fury of the forest is roused by the magics of the Treelord Ancients. Amongst the eldest living creatures in the realms, these towering tree spirits are not only fearsome warriors, but also potent spell-wielders who can loose the wrath of the wyldwoods.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Doom Tendril Staff
Doom Tendril Staff18"23+-13
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sweeping Blows
Sweeping Blows3"3+3+-12
Massive Impaling Talons
Massive Impaling Talons1"22+-23
DAMAGE TABLE
Wounds SufferedDoom Tendril StaffSweeping BlowsMassive Impaling Talons
0-62+52+
7-83+43+
9-104+34+
11+5+25+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 330
Battlefield Role: Leader, Behemoth
Base size: 105 x 70mm
Notes: Single

A Treelord Ancient is armed with a Doom Tendril Staff, Sweeping Blows and Massive Impaling Talons.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Lords of the Clan

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

Groundshaker: The earth quakes as this mighty tree spirit, stamps its limbs, shaking the enemy’s wits.
You can carry out this monstrous rampage with this unit instead of any other monstrous rampage you can carry out with this unit. If you do so, pick 1 enemy unit within 3" of this unit and roll a dice. On a 3+, the strike-last effect applies to that enemy unit in the following combat phase.

Spirit Paths: These ancient guardians of the forest can walk the spirit paths at will, vanishing from sight only to reappear where they are needed most.
At the start of your movement phase, if this unit is wholly within 6" of an overgrown terrain feature or Awakened Wyldwood in your army, it can walk the spirit paths instead of making a move in that phase. If it does so, remove this unit from the battlefield and set it up wholly within 6" of a different overgrown terrain feature or Awakened Wyldwood in your army and more than 9" from all enemy units.

Silent Communion: Treelord Ancients have a strong spiritual connection to the wyldwoods, and can call forth these eldritch copses at a whim.
Once per battle, in your hero phase, if this unit is on the battlefield, you can set up 1 Awakened Wyldwood terrain feature consisting of 1 scenery piece on the battlefield, more than 3" from all other models, endless spells, invocations, terrain features or objectives, and add it to your army.

Awakening the Wood: At a Treelord Ancient’s command, wyldwood trees come to life and attack with twisted branches and thorny boughs.
Awakening the Wood is a spell that has a casting value of 6. If successfully cast, pick 1 friendly Awakened Wyldwood on the battlefield. Each enemy unit within 3" of that Awakened Wyldwood suffers D3 mortal wounds (roll separately for each unit).

KEYWORDS
ORDER, SYLVANETH, NOBLE SPIRITS, MONSTER, HERO, WIZARD, TREELORD ANCIENT


12"
14
3+
9
WARSCROLL

Belthanos, First Thorn of Kurnoth

Belthanos leads the eternal hunt that keeps his master Kurnoth’s spirit in bloom. Cloaked in evergreen and riding atop a Carnelian Greatspite made of pure life magic, he chases down those who would harm Ghyran so that his howling followers might rip them apart.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Kurnoth Glaive
Kurnoth Glaive2"43+-33
Razor-like Mandibles and Chitinous Legs
Razor-like Mandibles and Chitinous Legs2"44+3+-2
DAMAGE TABLE
Wounds SufferedKurnothi War-hornKurnoth GlaiveRazor-like Mandibles and Chitinous Legs
0-618"2+4
7-1012"3+3
11+9"4+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 360
Battlefield Role: Leader, Behemoth
Base size: 150 x 95mm
Notes: Single, Unique

Belthanos, First Thorn of Kurnoth, is armed with a Kurnoth Glaive.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Free Spirits

FLY: This unit can fly.

MOUNT: This unit’s Carnelian Greatspite is armed with Razor-like Mandibles and Chitinous Legs.

Nature Aetheric: The Carnelian Greatspite is Ghyranite magic made manifest and where it roams, the land is imbued with life-giving energy.
In your hero phase, you can pick 1 terrain feature within 6" of this unit and roll a dice. On a 3+, pick 1 scenery rule from the Mysterious Terrain table (core rules, 28.1.3) to apply to that terrain feature for the rest of the battle. If that terrain feature already has a scenery rule from the Mysterious Terrain table, that rule is replaced by the one that you pick. That terrain feature is also considered by you to be an overgrown terrain feature.

Mantle of Leaves: Sylvaneth songs speak of the leaf cloak that protects Belthanos, a gift from the Hunter God, Kurnoth.
This unit has a ward of 5+.

Kurnothi War-horn: The melody of Belthanos’s war-horn brings forth a surging response from the hunt.
Friendly SYLVANETH units wholly within range of this ability can attempt a charge even if they ran in the same turn.

The Unending Hunt: As the master of the hunt, Belthanos’s song is heeded without question.
You can use this command ability at the start of your movement phase. The unit that receives the command must be a friendly SYLVANETH unit. That unit can retreat and still charge later in the turn.

KEYWORDS
ORDER, SYLVANETH, FREE SPIRITS, HERO, MONSTER, KURNOTH HUNTERS, BELTHANOS, EVERGREEN HUNT

Leader


12"
6
4+
8
WARSCROLL

Arch-Revenant

Arch-Revenants soar high over the battlefield, borne upon the wings of a zephyrspite. Swooping down to strike where the foe is most vulnerable, their regal presence inspires nearby Sylvaneth, filling them with courage and warlike aggression.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Revenant’s Glaive
Revenant’s Glaive2"43+3+-21
Tail Pincers
Tail Pincers1"D34+3+-2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Base size: 40mm
Notes: Single

An Arch-Revenant is armed with a Revenant’s Glaive.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Free Spirits

FLY: This unit can fly.

COMPANION: This unit’s Zephyrspite is armed with Tail Pincers.

Crescent Shield: This shield can be used both to deflect the enemy's blows and to steady the shaft of the bearer's weapon.
At the start of the combat phase, you must say if this unit is adopting a defensive stance or an aggressive stance. If it is adopting a defensive stance, it has a ward of 4+ until the end of that phase. If it is adopting an aggressive stance, add 1 to the Attacks characteristic of this unit’s Revenant’s Glaive until the end of that phase.

Champion of Kurnoth: An Arch-Revenant commands instant obedience and commitment from Kurnoth Hunters who are nearby.
Add 1 to wound rolls for attacks made by friendly KURNOTH HUNTERS units wholly within 12" of any friendly units with the ability.

Call to Battle: An Arch-Revenant’s fiery spirit-song incites the children of the Everqueen to attack her enemies with all of their ire.
You can use this command ability once per turn at the start of the combat phase. The unit that receives the command must be a friendly SYLVANETH unit. Add 1 to the Attacks characteristic of melee weapons used by that unit until the end of that phase.

KEYWORDS
ORDER, SYLVANETH, FREE SPIRITS, HERO, ARCH-REVENANT, EVERGREEN HUNT


7"
5
5+
7
WARSCROLL

Branchwych

Warrior matriarchs of the Households, the Branchwyches lead their kin to battle with blasts of sorcery and hissing swings of their scythes. These same weapons are used when the fighting is done to harvest the lamentiri from the Sylvaneth’s fallen.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Greenwood Scythe
Greenwood Scythe2"33+3+-11
Snapping Mandibles
Snapping Mandibles1"D34+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader
Base size: 32mm
Notes: Single

A Branchwych is armed with a Greenwood Scythe.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Household

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

COMPANION: This unit’s Bittergrub is armed with Snapping Mandibles.

Fury of the Forest: Fiercely protective of the forests, Branchwyches fight with great wrath when their sacred domains and soulpod groves are threatened.
Add 1 to hit rolls and wound rolls for attacks made with melee weapons by this unit while it is wholly within 9" of an overgrown terrain feature or friendly Awakened Wyldwood.

Unleash Spites: The Branchwych summons a swarm of malicious spites that spiral outwards to attack those who have drawn her ire.
Unleash Spites is a spell that has a casting value of 5 and a range of 9". If successfully cast, roll a number of dice equal to the unmodified casting roll for each enemy unit within range of the caster. For each 5+, that enemy unit suffers 1 mortal wound.

KEYWORDS
ORDER, SYLVANETH, NOBLE SPIRITS, HERO, WIZARD, BRANCHWYCH


9"
10
3+
8
WARSCROLL

Drycha Hamadreth

Drycha Hamadreth keens with hatred as she tears through her enemies like a raging storm. The Queen of the Outcasts fights a never-ending crusade to eradicate those she sees as a threat to her race, leaving a trail of corpses of both friend and foe in her wake.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Colony of Flitterfuries
Colony of Flitterfuries12"103+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Slashing Talons
Slashing Talons2"43+3+-22
Swarm of Squirmlings
Swarm of Squirmlings2"103+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 300
Battlefield Role: Leader
Base size: 105 x 70mm
Notes: Single, Unique

Drycha is armed with a Colony of Flitterfuries, Slashing Talons and a Swarm of Squirmlings.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Drycha’s Spitegrove

WARMASTER: If this unit is included in a Sylvaneth army, it is treated as a general even if it is not the model picked to be the army’s general.

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

Deadly Infestation: Malicious spites infest Drycha’s form, drawn to the bitterness of her soul.
If the unmodified hit roll for an attack made with a Colony of Flitterfuries or a Swarm of Squirmlings is 6, the target suffers 1 mortal wound and the attack sequence ends (do not make a wound or save roll).

Mercurial Aspect: The Flitterfuries that dwell in Drychas body bask in the heat of her rage, while the Squirmlings she hosts suckle at her sorrow.
At the start of each battle round, declare whether this unit is Enraged or Embittered.

If this unit is Enraged, its Colony of Flitterfuries has an Attacks characteristic of 20 instead of 10 until the end of the battle round.

If this unit is Embittered, its Swarm of Squirmlings has an Attacks characteristic of 20 instead of 10 until the end of the battle round.

Song of Spite: Drycha shares a special kinship with the Outcasts, who seem to echo her fury.
Add 1 to wound rolls for attacks made with melee weapons by friendly SPITE-REVENANTS units wholly within 18" of this unit.

Primal Terror: Throwing back her head, Drycha gives voice to a soul-rending scream of anguish and pain.
Primal Terror is a spell that has a casting value of 6 and a range of 12". If successfully cast, roll 2D6. Each enemy unit within range that has a Bravery characteristic lower than the roll suffers D3 mortal wounds (roll separately for each unit).

KEYWORDS
ORDER, SYLVANETH, OUTCASTS, MONSTER, HERO, WIZARD, DRYCHA HAMADRETH


8"
10
3+
10
WARSCROLL

The Lady of Vines

The Lady of Vines is literally the hand of Alarielle, cut from the goddess’s wrist and then grown into a towering war leader. Her lashing whip-limbs and spear, Kurnotheal’s Wrath, have slain thousands of the Sylvaneth’s foes.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Kurnotheal’s Wrath
Kurnotheal’s Wrath18"12+2+-1D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Kurnotheal’s Wrath
Kurnotheal’s Wrath3"33+3+-1D3
Lashing Vines
Lashing Vines3"43+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 230
Battlefield Role: Leader
Base size: 80mm
Notes: Single, Unique

The Lady of Vines is armed with Kurnotheal’s Wrath and Lashing Vines.

WARMASTER: If this unit is included in a Sylvaneth army, it is treated as a general even if it is not the model picked to be the army’s general.

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

Verdian Crown: The power of the Everqueen herself pulses through the Lady of Vines and radiates from the ornate crown she bears.
Friendly SYLVANETH units wholly within 6" of this unit are treated as being wholly within 6" of an Awakened Wyldwood in your army.

Writhing Vines: The whipping tendrils that sprout from the Lady’s back can ensnare foes or confound their attacks.
At the start of the combat phase, if this unit is within 3" of any enemy units, you can say that this unit will either create a protective barrier or ensnare foes. If this unit creates a protective barrier, subtract 1 from hit rolls that target this unit until the end of that phase. If this unit ensnares foes, add 1 to hit rolls for attacks made by this unit until the end of that phase.

Roused to Wrath: The Lady sings to her people through the realmroots, calling them forth to join the reaping.
Once per battle, if this unit is on the battlefield at the end of your movement phase, you can say it will call its allies forth. If you do so, roll a dice. On a 2+, you can summon 1 unit of 10 Dryads and add it to your army. The summoned unit must be set up more than 9" from all enemy units and wholly within 9" of an overgrown terrain feature or Awakened Wyldwood in your army.

Aspect of the Everqueen: The Lady of Vines channels the power of her goddess mother, shielding fellow Sylvaneth with the harnessed energies of nature.
Aspect of the Everqueen is a spell with a casting value of 7 and a range of 12". If successfully cast, until your next hero phase, friendly SYLVANETH units have a ward of 5+ while they are wholly within range of the caster.

KEYWORDS
ORDER, SYLVANETH, FOREST FOLK, HERO, WIZARD, TOTEM, THE LADY OF VINES


8"
7
5+
7
WARSCROLL

Warsong Revenant

The Warsong Revenants are few in number, but their potent spirit-song causes the lands themselves to come alive. Their odd, skirling music is a balm to the Sylvaneth and a deadly bane to their foes.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spearing Vines
Spearing Vines3"53+3+-12
Spirit Falchion
Spirit Falchion1"34+4+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 270
Battlefield Role: Leader
Base size: 105 x 70mm
Notes: Single

A Warsong Revenant is armed with Spearing Vines and a Spirit Falchion.

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

FLY: This unit can fly.

Alarielle’s Song: To the Sylvaneth, the sound that emanates from a Warsong Revenant’s flute is sweet and uplifting. To their foes, it is a sonic assault of devastating potency.
Add 1 to the Bravery characteristic of friendly SYLVANETH units while they are wholly within 12" of any friendly units with this ability, and subtract 1 from the Bravery characteristic of enemy units while they are within 12" of any friendly units with this ability.

Arboreal Cloak: The deceptively delicate cloak of leaves worn by a Warsong Revenant shields it with life-giving energy.
This unit has a ward of 4+.

Wyldwood Revenants: Warsong Revenants are bound to nature and draw strength from nearby forests.
Add 1 to casting, dispelling and unbinding rolls for this unit while it is within 9" of any overgrown terrain features or friendly Awakened Wyldwoods.

Unleash Swarm of Spites: The Warsong Revenant summons a large swarm of malicious spites that spiral outwards to attack those who have drawn their ire.
Unleash Swarm of Spites is a spell that has a casting value of 7 and a range of 9". If successfully cast, roll a number of dice equal to the unmodified casting roll for each enemy unit within range of the caster. For each 5+, that enemy unit suffers 1 mortal wound.

KEYWORDS
ORDER, SYLVANETH, HERO, WIZARD, WARSONG REVENANT


5"
5
5+
7
WARSCROLL

Ylthari

The Thornwych Ylthari tirelessly seeks those soulpods that have been claimed by Nagash, and by channelling rampant life magic she rids the dead places of those who would serve the Great Necromancer.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Briar Staff
Briar Staff1"13+3+-1D3
Spiteful Thorns
Spiteful Thorns1"34+4+-1
Snapping Mandibles
Snapping Mandibles1"14+4+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: Leader
Base size: 32mm
Notes: Single, Unique. Ylthari and Ylthari’s Guardians units must be taken as a set. Although taken as a set, each is a separate unit.

Ylthari is armed with a Briar Staff and Spiteful Thorns.

COMPANION: This unit’s Spite is armed with Snapping Mandibles.

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

Vigour and Wrath: Ylthari and her guardians have only recently been awakened, and are imbued with bountiful vigour and wrath.
You can re-roll wound rolls of 1 for attacks made by this model.

The Reaping: Ylthari looses a scything blast of magical energy that cuts down her foes like corn.
The Reaping is a spell that has a casting value of 6 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster, and roll 6 dice. For each 5+, that unit suffers 1 mortal wound.

KEYWORDS
ORDER, SYLVANETH, NOBLE SPIRITS, OAKENBROW, HERO, WIZARD, THORNWYCH, YLTHARI


6"
5
5+
7
WARSCROLL

Qulathis the Exile*

Qulathis seeks vengeance upon the vampire Radukar and his Kosargi, who slaughtered her Kurnothi kin. She now lives in exile from her clan, for to aid her hunt she fashioned eldritch arrows from the sacred Oak of Ages Past with which to hunt her quarry.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Winter’s Call
Winter’s Call24"33+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aelven Blade
Aelven Blade1"34+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Qulathis the Exile is a named character that is a single model. She is armed with Winter’s Call and an Aelven Blade.

ABILITIES

Strike Unseen: Like all Kurnothi, Qulathis is deft at hunting from unseen vantage points.
The cover modifier adds 2 to save rolls for attacks made with missile weapons that target this model, instead of 1.

Oaken Arrows: Fashioned from a splinter of the Oak of Ages Past, the arrows Qulathis uses strike with deadly precision.
If the unmodified hit roll for an attack made with Winter’s Call is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Guardian of the Enga’la Weald: Qulathis hails from the Enga’la Weald, which was ravaged by the vampire Radukar.
ENGA’LA WEALD is a Glade keyword (this means that this model cannot gain another Glade keyword if it is included in a Sylvaneth army - see the Glades battle trait).

KEYWORDS
ORDER, SYLVANETH, ENGA’LA WEALD, HERO, QULATHIS THE EXILE

Battleline


7"
1
5+
6
WARSCROLL

Dryads

Crooning a song of slaughter, Dryads stride from the deepwoods to fall upon those who would defile the Sylvaneth’s soulpod groves. With vicious talons, these forest spirits stab and strangle, dancing lithely between their enemies even as they tear them apart.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Wracking Talons
Wracking Talons2"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 100
Battlefield Role: Battleline
Base size: 32mm

Each model in a Dryads unit is armed with Wracking Talons.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Forest Folk

CHAMPION: 1 model in this unit can be a Branch Nymph. Add 1 to the Attacks characteristic of that model’s Wracking Talons.

Blessings of the Forest: The forest folk draw upon currents of life magic running through their surroundings like freshwater streams, harnessing the energies to shield themselves from harm.
Subtract 1 from hit rolls and wound rolls for attacks that target this unit while it is wholly within 9" of any overgrown terrain features or friendly Awakened Wyldwoods.

KEYWORDS
ORDER, SYLVANETH, FOREST FOLK, DRYADS


5"
2
5+
6
WARSCROLL

Tree-Revenants

The Tree-Revenants move with flowing grace, flickering along the spirit paths to carve their way through the enemy’s ranks. Their highly ritualised way of war lends them a lethal speed and skill that few enemies can stand against.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Enchanted Blade
Enchanted Blade1"24+3+-11
Protector Glaive
Protector Glaive1"24+3+-12
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 110
Battlefield Role: Battleline
Base size: 32mm

Each model in a Tree-Revenants unit is armed with an Enchanted Blade.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Household

CHAMPION: 1 model in this unit can be a Scion. Add 1 to the Attacks characteristic of that model’s melee weapon. A Scion can be armed with a Protector Glaive instead of an Enchanted Blade.

STANDARD BEARER: 1 in every 5 models in this unit can be a Glade Banner Bearer. If this unit includes any Glade Banner Bearers, models in the unit can move up to 6" when they make a pile-in move instead of up to 3".

MUSICIAN: 1 in every 5 models in this unit can be a Waypiper. If this unit includes any Waypipers, at the start of your movement phase, it can walk the spirit paths instead of making a normal move. If it does so, remove this unit from the battlefield and set it up again anywhere on the battlefield more than 9" from all enemy units.

Martial Memories: Tree-Revenants can draw on centuries of experience when they go to war.
Once per battle round, this unit can receive the All-out Attack or All-out Defence command without the command being issued and without a command point being spent.

KEYWORDS
ORDER, SYLVANETH, NOBLE SPIRITS, TREE-REVENANTS

None


12"
2
5+
6
WARSCROLL

Gossamid Archers

Gossamid Archers are afforded the power of flight by the zephyrwing spites that clasp their torsos. A gruesome fate awaits any struck by the shafts of these skirmishers, for the arrowheads contain voracious grubs that devour the target from within.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gossamid Bow
Gossamid Bow12"23+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cruel Talons
Cruel Talons1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 190
Battlefield Role: None
Base size: 32mm

Each model in a Gossamid Archers unit is armed with a Gossamid Bow and Cruel Talons.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Free Spirits

CHAMPION: 1 model in this unit can be a Flitwing Scion. Add 1 to the Attacks characteristic of that model’s Gossamid Bow.

FLY: This unit can fly.

Larval Shafts: When fired into the flesh of an enemy, the ravenous grubs couched within the heads of these arrows hatch, eat and grow to maturity in a matter of seconds, usually resulting in a shocking explosion of gore.
If the unmodified hit roll for an attack made with a Gossamid Bow is 6, the target suffers D3 mortal wounds and the attack sequence ends (do not make a wound roll or save roll).

Forest Fighters: These warriors fight in loosely scattered formations, the better to take advantage of the terrain in their arboreal domains.
If this unit has 2 or more models, it is coherent if each model in the unit is within 2" horizontally of at least 1 other model in the unit instead of 1".

Zephyrspites: These buzzing insectile symbiotes can be released to confound the attacks of the foe for a short time as their masters sprint off to find safety anew.
After this unit has received the Unleash Hell command and all of its shooting attacks have been resolved, if this unit is within 3" of any enemy units, you can roll a dice. On a 2+, this unit can retreat.

KEYWORDS
ORDER, SYLVANETH, FREE SPIRITS, GOSSAMID ARCHERS


5"
5
3+
7
WARSCROLL

Kurnoth Hunters with Kurnoth Greatbows

Giants amongst the forest kindred, each Kurnoth Hunter is an expert archer with a greatbow the size of an artillery piece. They are relentless in pursuit of their quarry, able to stalk their prey across entire nations without tiring.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Kurnoth Greatbow
Kurnoth Greatbow30"24+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Vicious Claws
Vicious Claws1"33+3+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 220
Battlefield Role: None
Base size: 50mm
Notes: Battleline in a Heartwood army

Each model in a Kurnoth Hunters with Kurnoth Greatbows unit is armed with a Kurnoth Greatbow and Vicious Claws.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Free Spirits

CHAMPION: 1 model in this unit can be a Huntmaster. Add 1 to the Attacks characteristic of that model’s Kurnoth Greatbow.

Envoys of the Everqueen: Kurnoth Hunters heed the will of Alarielle through arcane vibrations in nexuses of the realm roots, and they ensure that her intentions are relayed to nearby Sylvaneth.
While this unit is contesting an objective, friendly SYLVANETH units wholly within 6" of that objective are treated as being wholly within 6" of an overgrown terrain feature.

Trample Underfoot: Kurnoth Hunters use their size and strength against their foes, stamping on and crushing them.
At the end of the combat phase, you can pick 1 enemy unit within 1" of this unit and roll 1 dice for each model in this unit. For each 4+, that enemy unit suffers 1 mortal wound.

KEYWORDS
ORDER, SYLVANETH, FREE SPIRITS, KURNOTH HUNTERS, EVERGREEN HUNT


5"
5
3+
7
WARSCROLL

Kurnoth Hunters with Kurnoth Greatswords

Many Kurnoth Hunters who favour the fury of close combat choose to wield immense greatswords, two-handed weapons that can cleave through a Magmadroth’s scaly hide in a single blow.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Kurnoth Greatsword
Kurnoth Greatsword1"43+3+-12
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 210
Battlefield Role: None
Base size: 50mm
Notes: Battleline in a Heartwood army

Each model in a Kurnoth Hunters with Kurnoth Greatswords unit is armed with a Kurnoth Greatsword.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Free Spirits

CHAMPION: 1 model in this unit can be a Huntmaster. Add 1 to the Attacks characteristic of that model’s Kurnoth Greatsword.

Envoys of the Everqueen: Kurnoth Hunters heed the will of Alarielle through arcane vibrations in nexuses of the realmroots, and they ensure that her intentions are relayed to nearby Sylvaneth.
While this unit is contesting an objective, friendly SYLVANETH units wholly within 6" of that objective are treated as being wholly within 6" of an overgrown terrain feature.

Trample Underfoot: Kurnoth Hunters use their size and strength against their foes, stamping on and crushing them.
At the end of the combat phase, you can pick 1 enemy unit within 1" of this unit and roll 1 dice for each model in this unit. For each 4+, that enemy unit suffers 1 mortal wound.

Sundering Strikes: Swung with enough force, the keen edge of a Kurnoth Greatsword can hew any target apart.
If the unmodified hit roll for an attack made with a Kurnoth Greatsword is 6, the target suffers 2 mortal wounds and the attack sequence ends (do not make a wound or save roll).

KEYWORDS
ORDER, SYLVANETH, FREE SPIRITS, KURNOTH HUNTERS, EVERGREEN HUNT


5"
5
3+
7
WARSCROLL

Kurnoth Hunters with Kurnoth Scythes

Striding forward with calm and implacable purpose, Kurnoth Hunters armed with scythes carve bloody furrows through the enemy ranks, sending heads and limbs flying like scattered corn.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Kurnoth Scythe
Kurnoth Scythe2"33+3+-32
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 230
Battlefield Role: None
Base size: 50mm
Notes: Battleline in a Heartwood army

Each model in a Kurnoth Hunters with Kurnoth Scythes unit is armed with a Kurnoth Scythe.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Free Spirits

CHAMPION: 1 model in this unit can be a Huntmaster. Add 1 to the Attacks characteristic of that model’s Kurnoth Scythe.

Envoys of the Everqueen: Kurnoth Hunters heed the will of Alarielle through arcane vibrations in nexuses of the realmroots, and they ensure that her intentions are relayed to nearby Sylvaneth.
While this unit is contesting an objective, friendly SYLVANETH units wholly within 6" of that objective are treated as being wholly within 6" of an overgrown terrain feature.

Trample Underfoot: Kurnoth Hunters use their size and strength against their foes, stamping on and crushing them.
At the end of the combat phase, you can pick 1 enemy unit within 1" of this unit and roll 1 dice for each model in this unit. For each 4+, that enemy unit suffers 1 mortal wound.

Tanglethorn Thicket: Wielders of Kurnoth Scythes sprout thick weaves of thorned branches that pin their foe in place and tear them to shreds if they try to move.
If any models in an enemy unit finish a pile-in move within 3" of any friendly units with this ability, that enemy unit suffers 1 mortal wound after all models in the unit have finished their pile-in moves.

KEYWORDS
ORDER, SYLVANETH, FREE SPIRITS, KURNOTH HUNTERS, EVERGREEN HUNT


12"
5
4+
7
WARSCROLL

Revenant Seekers

It is the duty of the Revenant Seekers to harvest the lamentiri of those Sylvaneth who fall in battle, and return them to the soulpod groves of their clan. To this end, they travel upon swift dragonspites and wield sickles redolent with the energies of the harvest.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Seeker’s Sickle
Seeker’s Sickle2"34+3+-22
Sharp Mandibles
Sharp Mandibles2"34+3+-11
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 220
Battlefield Role: None
Base size: 60mm
Notes: Battleline in a Harvestboon army

Each model in a Revenant Seekers unit is armed with a Seeker’s Sickle.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Household

CHAMPION: 1 model in this unit can be a Revenant Soulwarden. Add 1 to the Attacks characteristic of that model’s Seeker’s Sickle.

STANDARD BEARER: 1 in every 3 models in this unit can be a Seeker Banner Bearer. If this unit includes any Seeker Banner Bearers, models in the unit can move up to 6" when they make a pile-in move instead of up to 3".

MUSICIAN: 1 in every 3 models in this unit can be a Seeker Hornblower. If this unit receives the Rally command while it includes any Seeker Hornblowers, when you roll a dice for a slain model from this unit, you can return 1 slain model to this unit on a 5+ instead of only a 6.

MOUNT: This unit’s Dragonspites are armed with Sharp Mandibles.

FLY: This unit can fly.

Harvesters of the Lamentiri: The lamentiri collected by Revenant Seekers are potent stores of life energy that can be harnessed in desperate situations to heal and empower fellow Sylvaneth.
Once per turn, at the end of your movement phase, you can pick 1 friendly SYLVANETH unit with a Wounds characteristic of 5 or less that is wholly within 12" of this unit and roll a dice. On a 2+, you can return 1 slain model to that unit. You cannot pick the same unit to benefit from this ability more than once per turn.

Thrumming with Life: Ancient creatures who endured the death of a world, dragonspites possess a deep connection to the energies of life, and are almost impossible to slay.
At the end of each phase, if any enemy models were slain by an attack made by this unit in that phase, you can heal all wounds allocated to this unit.

KEYWORDS
ORDER, SYLVANETH, NOBLE SPIRITS, REVENANT SEEKERS, EVERGREEN HUNT


6"
1
5+
6
WARSCROLL

Skaeth’s Wild Hunt

Skaeth and his Kurnothi kin are merciless hunters of those who would dare despoil the wilderness, running their prey to ground before piercing their hearts with spears, arrows and hurled javelins.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Seeker Bow
Seeker Bow18"13+4+-11
Javelin of the Hunt
Javelin of the Hunt9"13+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Javelin of the Hunt
Javelin of the Hunt2"13+3+-12
Hunting Weapon
Hunting Weapon1"23+4+-1
Teeth and Claws
Teeth and Claws1"23+3+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 110
Battlefield Role: None
MODELBASE SIZE
Skaeth32mm
Althaen, Karthaen, Sheoch32mm
Lighaen25mm
Notes: Single, Unique

The models in Skaeth’s Wild Hunt are Skaeth, Althaen, Karthaen, Sheoch and Lighaen. Skaeth is armed with a Javelin of the Hunt; Althaen is armed with a Seeker Bow and Hunting Weapon; Karthaen and Sheoch are each armed with a Hunting Weapon; and Lighaen is armed with Teeth and Claws.

SKAETH: Skaeth has a Wounds characteristic of 2.

WIZARD: While it includes Karthaen, this unit is a WIZARD that can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

Fleet of Foot: Skaeth’s Wild Hunt advance on their foes with the speed of an autumn gale.
This unit can run and still shoot and/or charge later in the turn.

Might of Kurnoth: The blast of Karthaen’s horn imbues his allies with the strength of Kurnoth.
Might of Kurnoth is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 friendly SYLVANETH unit within range and visible to the caster. Add 1 to wound rolls for attacks made with melee weapons by that unit until the start of your next hero phase.

KEYWORDS
ORDER, SYLVANETH, OAKENBROW, SKAETH’S WILD HUNT


5"
2
5+
6
WARSCROLL

Spite-Revenants

Spite-Revenants are shrieking terrors from the depths of nightmare. Light and shadow play weirdly around these ghastly beings as they tear and bite their victims, rending to bloody tatters any who do not simply fling down their weapons and flee.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cruel Talons and Fangs
Cruel Talons and Fangs2"33+3+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 80
Battlefield Role: None
Base size: 32mm
Notes: Battleline in a Dreadwood army

Each model in a Spite-Revenants unit is armed with Cruel Talons and Fangs.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Outcasts
 • Drycha’s Spitegrove

CHAMPION: 1 model in this unit can be a Shadestalker. Add 1 to the Attacks characteristic of that model’s Cruel Talons and Fangs.

Unbridled Malice: Spite-Revenants fight with a vengeful Jury, filling the air with blood-chilling curses in unknowable tongues.
If the unmodified hit roll for an attack made with Cruel Talons and Fangs is 6, the target suffers 1 mortal wound and the attack sequence ends (do not make a wound or save roll).

KEYWORDS
ORDER, SYLVANETH, OUTCASTS, SPITE-REVENANTS


14"
5
4+
7
WARSCROLL

Spiterider Lancers

The Spiterider Lancers are Alarielle’s elite cavalry. Mounted upon agile Dragonspites, whose bodies thrum with life energies, they deftly swoop and whirl above the battlefield before suddenly diving into a charge, striking the enemy lines with shocking force.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spiterider Lance
Spiterider Lance2"43+3+-21
Sharp Mandibles
Sharp Mandibles2"34+3+-11
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 180
Battlefield Role: None
Base size: 60mm
Notes: Battleline in a Harvestboon army

Each model in a Spiterider Lancers unit is armed with a Spiterider Lance.

CHAMPION: 1 model in this unit can be a Revenant Soulwarden. Add 1 to the Attacks characteristic of that model’s Seeker’s Sickle.

STANDARD BEARER: 1 in every 3 models in this unit can be a Seeker Banner Bearer. If this unit includes any Seeker Banner Bearers, models in the unit can move up to 6" when they make a pile-in move instead of up to 3".

MUSICIAN: 1 in every 3 models in this unit can be a Seeker Hornblower. If this unit receives the Rally command while it includes any Seeker Hornblowers, when you roll a dice for a slain model from this unit, you can return 1 slain model to this unit on a 5+ instead of only a 6.

MOUNT: This unit’s Dragonspites are armed with Sharp Mandibles.

FLY: This unit can fly.

Descent of the Spiteriders: Should the buzzing chorus of the Spiterider Lancers be heard, it is already too late to evade their devastating charge.
The strike-first effect applies to this unit if it made a charge move in the same turn.

Thrumming with Life: Ancient creatures who endured the death of a world, dragonspites possess a deep connection to the energies of life, and are almost impossible to slay.
At the end of each phase, if any enemy models were slain by an attack made by this unit in that phase, you can heal all wounds allocated to this unit.

KEYWORDS
ORDER, SYLVANETH, FREE SPIRITS, SPITERIDER LANCERS, EVERGREEN HUNT


5"
2
5+
6
WARSCROLL

Ylthari’s Guardians

Grown from ancient soulpods in the Realm of Death, Ylthari’s Guardians were once diplomats and emissaries, though now they are evergreen with bitter wrath and seek only vengeance for their kin who have been slain.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Revenant Bow
Revenant Bow24"24+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Enchanted Greatblade
Enchanted Greatblade1"43+3+-11
Protector Glaive
Protector Glaive1"24+3+-12
Revenant Bow
Revenant Bow1"14+3+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 160
Battlefield Role: None
Base size: 32mm
Notes: Single, Unique. Ylthari and Ylthari’s Guardians units must be taken as a set. Although taken as a set, each is a separate unit.

The models in Ylthari’s Guardians are Gallanghann, Skhathael and Ahnslaine. Gallanghann is artned with a Protector Glaive; Skhathael is armed with an Enchanted Greatblade; and Ahnslaine is armed with a Revenant Bow.

Martial Memories: Tree-Revenants can draw on centuries of experience when they go to war.
Once per turn, this unit can receive the All-out Attack or All-out Defence command without the command being issued and without a command point being spent.

Vigour and Wrath: Ylthari and her guardians have only recently been awakened, and are imbued with bountiful vigour and wrath.
You can re-roll wound rolls of 1 for attacks made by this unit.

KEYWORDS
ORDER, SYLVANETH, NOBLE SPIRITS, OAKENBROW, TREE-REVENANTS, YLTHARI’S GUARDIANS

Behemoth


5"
14
3+
7
WARSCROLL

Treelord

Treelords storm towards the enemy with earth-shaking strides. Their roots burrow through the soil as fast as arrows through the air, exploding from the ground to rend and throttle, while every swing of their vast talons slaughters another swathe of foes.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Strangleroots
Strangleroots12"33+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sweeping Blows
Sweeping Blows3"3+3+-12
Massive Impaling Talons
Massive Impaling Talons1"22+-23
DAMAGE TABLE
Wounds SufferedStranglerootsSweeping BlowsMassive Impaling Talons
0-62+52+
7-83+43+
9-104+34+
11+5+25+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 230
Battlefield Role: Behemoth
Base size: 105 x 70mm
Notes: Single. Battleline in an Oakenbrow army

A Treelord is armed with Strangleroots, Sweeping Blows and Massive Impaling Talons.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Household
 • Lords of the Clan

Groundshaker: The earth quakes as this mighty tree spirit stamps its limbs, shaking the enemy’s wits.
You can carry out this monstrous rampage with this unit instead of any other monstrous rampage you can carry out with this unit. If you do so, pick 1 enemy unit within 3" of this unit and roll a dice. On a 3+, the strike-last effect applies to that enemy unit in the following combat phase.

Spirit Paths: These ancient guardians of the forest can walk the spirit paths at will, vanishing from sight only to reappear where they are needed most.
At the start of your movement phase, if this unit is wholly within 6" of an overgrown terrain feature or Awakened Wyldwood in your army, it can walk the spirit paths instead of making a move in that phase. If it does so, remove this unit from the battlefield and set it up wholly within 6" of a different overgrown terrain feature or Awakened Wyldwood in your army and more than 9" from all enemy units.

Lash and Tangle: As a Treelord lays about themselves in combat, the whipping tendrils that shoot from their barkflesh ensnare enemies and keep them at bay with their frantic thrashing.
If an attack made with a melee weapon by this unit scores a hit, models in the target unit cannot make pile-in moves until the end of that turn.

KEYWORDS
ORDER, SYLVANETH, NOBLE SPIRITS, MONSTER, TREELORD


14
3+
10
WARSCROLL

Carmine Dragon*

The Carmine Dragon is a creature saturated with the arcane power of Shyish, its claws and fangs rippling with amethyst magic. With every roar, it unleashes deadly blasts of dark energy that strip its terrified victims of their souls.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Soul-sheering Blast
Soul-sheering Blast12"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Raking Claws
Raking Claws2"4+3+-22
Amethyst Fangs
Amethyst Fangs3"33+-2D6
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveRaking ClawsAmethyst Fangs
0-616"82+
7-914"73+
10-1111"64+
12+9"55+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 475
Battlefield Role: Behemoth
Base size: 100mm
Notes: Single

DESCRIPTION

A Carmine Dragon is armed with Raking Claws, Amethyst Fangs and a Soul-sheering Blast.

FLY: This model can fly.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the ORDER keyword.

ABILITIES

Deathly Dark Scales: The Carmine Dragon’s hide is nigh-on impenetrable to all but the strongest of blows.
This model has a ward of 5+.

Soul-sheering Blast: Gouts of amethyst flame erupt from the Carmine Dragon’s open maw, sheering souls from their mortal forms and leaving bodies rendered to nothing more than a purple-glowing pile of ash.
Do not use the attack sequence for an attack made with Soul-sheering Blast. Instead, roll a dice. On a 5+, the target unit suffers D6 mortal wounds.

Spell Devourer: With the amethyst energies of the Realm of Endings coalescing through its body, the Carmine Dragon can force a magical effect to die off with a single pulse of thought.
Each time this model is affected by a spell or the ability of an endless spell, you can roll a dice. On a 4+, ignore the effects of that spell or the ability of that endless spell on this model.

KEYWORDS
ORDER, DRAGON, MONSTER, CARMINE DRAGON


14
3+
6
WARSCROLL

Dread Maw*

Dread Maws are massive reptilian worms that spend most of their lives below ground, only surfacing to hunt. They use their hard rock-like coils to bind and crush their prey, and are able to tunnel through rock and soil as a fish swims through water.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Slime Spray
Slime Spray12"14+3+-2D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cavernous Maw
Cavernous Maw3"33+2+D6
Writhing Coils
Writhing Coils2"4+4+-11
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveCavernous MawWrithing Coils
0-614"-33D6
7-812"-22D6
9-1010"-2D6
11+8"-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 495
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

A Dread Maw is armed with a Cavernous Maw, Writhing Coils and Slime Spray.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Devourer From Below: The Dread Maw’s ability to burrow through the ground means that it can emerge from any part of a battlefield without hindrance, taking its prey by surprise.
During deployment, instead of setting up this model on the battlefield, you can place it to one side and say that it is tunnelling through the earth in reserve. If you do so, at the end of your second movement phase, you must set up this model anywhere on the battlefield more than 9" from all enemy units.

Impenetrable Hide: Long exposure to the taint left behind from the Age of Chaos has made the armoured scales of Dread Maws all but impervious to harm.
This model has a ward of 5+.

Tunnel Worm: The Dread Maw grinds through rock and soil without resistance.
When this model makes a move, it can pass across terrain features and other models in the same manner as a model that can fly.

Yawning Maw: Their circular mouths studded with rows of sickle-shaped teeth, Dread Maws can swallow a fully armoured man whole.
Add 1 wound rolls for attacks made a Cavernous Maw if the target unit has a Wounds characteristic of 2 or less.

KEYWORDS
MONSTER, DREAD MAW


14
10
WARSCROLL

Incarnate Elemental of Beasts*

Elementals of Beasts are gruesome fusions of meat and bone, bound together and given will by the raw magic of Ghur. Savage beyond imagining, they slash and gore their way through whole armies, reducing their enemies to mutilated heaps of flesh.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Amber Breath
Amber Breath12"D65+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Savage Talons
Savage Talons2"3+4+-21
Impaling Horns
Impaling Horns2"44+3+-1D3
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveSaveSavage Talons
0-510"3+12
6-88"4+10
9-117"4+8
12+6"5+6
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

An Incarnate Elemental of Beasts is armed with Savage Talons, Impaling Horns and Amber Breath.

MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Savage Frenzy: These creatures are at their most dangerous in their final moments, lashing out at their enemies in vengeful hatred.
If this model is slain, before removing it from play, it can fight. This model is then removed from play.

Howl of the Great Beast: The howl of an Incarnate Elemental of Beasts can freeze the blood of all who hear it.
Subtract 1 from the Bravery characteristic of enemy units while they are within 8" of this model.

Incarnate of Ghur: Incarnate Elementals are able to draw upon the energies from their realm to increase their strength.
Add 1 to wound rolls for attacks made by this model if it is within 1" of any terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (core rules, 28.1.3).

The Lure of Spilt Blood: The potent aroma of freshly spilt blood sends these creatures into a frenzy.
You can re-roll charge rolls for this model if it is within 12" of any enemy models that have any wounds allocated to them.

KEYWORDS
GHUR, MONSTER, INCARNATE ELEMENTAL OF BEASTS


14
10
WARSCROLL

Incarnate Elemental of Fire*

An Incarnate Elemental of Fire is a magical creature formed from the wantonly destructive forces of Aqshy, the Realm of Fire. It appears as a great burning figure of cindered flesh engulfed in robes of furnace-hot flames.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fiery Bolts
Fiery Bolts18"4+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tendrils of Fire
Tendrils of Fire2"63+4+-1
Burning Lance
Burning Lance3"33+2+-22
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveSaveFiery Bolts
0-38"3+10
4-67"4+8
7-96"4+6
10-125"5+4
13+4"6+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

An Incarnate Elemental of Fire is armed with Tendrils of Fire, a Burning Lance and Fiery Bolts.

MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Ashes to Ashes: The burning power of an Incarnate Elemental of Fire is no natural flame, but an insidious and almost wilfully destructive arcane force that eats into anything it touches, destroying them from within.
If the unmodified hit roll for an attack made by this model is 6, double the weapon’s Damage characteristic for that attack.

Gift of Elemental Fire: The very presence of an Incarnate Elemental of Fire brings destruction, as the heat that radiates off its form is enough to scorch metal and kindle flesh into bright flame.
At the end of the combat phase, roll a dice for each enemy unit within 3" of this model. On a 2+, that unit suffers D3 mortal wounds.

Incarnate of Aqshy: Incarnate Elementals are able to draw upon the energies from their realm to heal their bodies and increase their strength.
Add 1 to wound rolls for attacks made by this model if it is within 1" of any terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (core rules, 28.1.3).

KEYWORDS
AQSHY, MONSTER, INCARNATE ELEMENTAL OF FIRE


20
4+
6
WARSCROLL

Magma Dragon*

These primordial beasts are among the most malevolent of dragon kind. Their gullet burns with the intensity of a raging volcano, and when roused to wrath they incinerate their foes with jets of flame, or else tear them to shreds with their enormous claws and fangs.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Brimstone Dragonfire
Brimstone Dragonfire18"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Furnace-hot Jaws
Furnace-hot Jaws3"43+2+D6
Crushing Claws
Crushing Claws2"4+3+-12
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveFurnace-hot JawsCrushing Claws
0-1016"-38
11-1314"-37
14-1612"-26
17+10"-25
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 585
Battlefield Role: Behemoth
Base size: 160mm
Notes: Single

DESCRIPTION

A Magma Dragon is armed with Furnace-hot Jaws, Crushing Claws and Brimstone Dragonfire.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

FLY: This model can fly.

ABILITIES

Brimstone Dragonfire: Unleashing the heat within, the Magma Dragon spews gouts of whitehot fire upon its prey.
Do not use the attack sequence for an attack made with this model’s Brimstone Dragonfire. Instead, roll a dice. On a 2+, the target unit suffers D6 mortal wounds. If the target unit has 10 or more models, it suffers 2D6 mortal wounds instead of D6.

Burning Blood: The lifeblood that flows through Magma Dragons is molten rock. To spill it is akin to standing beside a volcanic eruption.
Roll a dice each time a wound or mortal wound that was caused by a melee weapon is allocated to this model. On a 4+, the attacking unit suffers 1 mortal wound. On a 6, the attacking unit suffers D3 mortal wounds instead.

KEYWORDS
DRAGON, MONSTER, MAGMA DRAGON


12
4+
5
WARSCROLL

Merwyrm*

Merwyrms are nightmarish creatures able to traverse both land and sea. Harbouring a malice cultivated in their endless struggle for survival upon the ocean floor, they loose this hatred upon any foolish enough to go into battle against them.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chill Breath
Chill Breath8"64+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hideous Jaws
Hideous Jaws1"33+3+D3
Powerful Tail
Powerful Tail2"14+3+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveHideous JawsPowerful Tail
0-58"-36
6-77"-2D6
8-96"-2D3
10+5"-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 280
Battlefield Role: Behemoth
Notes: Single

DESCRIPTION

A Merwyrm is armed with Chill Breath, Hideous Jaws and a Powerful Tail.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Abyssal Predator: The Merwyrm’s usual prey are the leviathans of the deep, and they have a talent for latching onto their quarry and tearing away great chunks of flesh.
If the unmodified wound roll for an attack made with this model’s Hideous Jaws is 6, the Damage characteristic of that weapon for that attack is D6 instead of D3.

Stench of the Deep: The air around this beast is filled with an unholy stench of rotting flesh and brackish filth. This putrid smell upturns stomachs and stings eyes, weakening and blinding its enemies before they can attack.
Subtract 1 from hit rolls for attacks made with melee weapons that target this model.

Unnatural Metabolism: The Merwyrm’s cavernous jaws are so huge that stories abound of its ability to swallow a person whole, its wounds sealing each time it devours an unfortunate victim.
At the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can heal up to D3 wounds allocated to this model.

KEYWORDS
MONSTER, MERWYRM

Faction Terrain Feature


FACTION TERRAIN WARSCROLL

Awakened Wyldwood

When the wyldwoods of the Sylvaneth stir, enemies of the natural order must be on their guard. The spirits that dwell within these ancient groves are roused to terrible fury by intrusions into their domain. They seek every chance to prey upon those foolish enough to stray beneath their shadowed boughs.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 0
Battlefield Role: Faction Terrain Feature
Base size: Use model

FACTION TERRAIN: Only Sylvaneth armies can include this faction terrain feature.

SET-UP: After territories are determined, you can set up this faction terrain feature wholly within your territory and more than 3" from all objectives and other terrain features. If both players can set up faction terrain features at the same time, they must roll off and the winner chooses who sets up their faction terrain features first.

When you set up this terrain feature, it can be set up as either a small, medium or large Awakened Wyldwood. A small Awakened Wyldwood consists of 1 scenery piece, a medium Awakened Wyldwood consists of 2 scenery pieces, and a large Awakened Wyldwood consists of 3 scenery pieces.

If this terrain feature is set up as a medium or large Awakened Wyldwood, all of its scenery pieces must be set up touching so that they form a circle with an area of open ground inside the circle. This area is considered to be part of the Awakened Wyldwood terrain feature.

Abilities that allow you to add an Awakened Wyldwood to your army during the battle will tell you how to set it up, and they may also specify the maximum number of scenery pieces it can consist of. In addition, it must be set up more than 3" from all models, objectives, other terrain features, endless spells and invocations, unless noted otherwise.

Overgrown Wilderness: It is only possible to see a few yards into these foreboding thickets.
Visibility from units with the SYLVANETH keyword is not blocked by this terrain feature.

Vengeful Forest Spirits: The spirits within a Sylvaneth wyldwood are easily angered by trespassers into their domain - even more so when arcane powers are being used nearby.
At the end of the charge phase, roll a dice for each unit that does not have the SYLVANETH keyword that is within 1" of any Awakened Wyldwoods. Add 2 to the roll if any WIZARDS or endless spells are within 6" of an Awakened Wyldwood that is within 1" of the unit being rolled for. On a 6+, that unit suffers D3 mortal wounds.

Endless Spell


Endless Spell WARSCROLL

Gladewyrm

Gladewyrms are ferocious subterranean creatures formed from concentrated life magic, and are used by the Sylvaneth to protect the realmroots from eldritch invaders. When called upon, they leave their patrols along the spirit paths and erupt from the earth to aid their summoners.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 30
Battlefield Role: Endless Spell
Base size: Use model

SUMMONING: Only WIZARDS from the Sylvaneth faction can attempt to summon this endless spell. This endless spell is summoned with a spell that has a casting value of 7 and a range of 6". If successfully cast, set up 1 Gladewyrm wholly within range of the caster.

PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 8" and it can fly.

Death From Below: Erupting in the midst of the battlefield, Gladewyrms sow destruction with their fearsome mandibles and bladed carapaces.
After this endless spell has moved, roll a dice for each unit within 1" of it. On a 3+, that unit suffers D3 mortal wounds. This ability has no effect on SYLVANETH units.

Healing Mist: More than mere predators, Gladewyrms exhale emerald clouds of life magic that revive all children of Alarielle.
After this endless spell has moved, roll a dice for each SYLVANETH unit within 6" of this model. On a 3+, heal up to D3 wounds allocated to that unit.


Endless Spell WARSCROLL

Spiteswarm Hive

With a humming chant, those versed in the magic of Ghyran can summon a Spiteswarm Hive. The air thrums near the comb, and the luminescent Spiteswarms buzz forth, the insect-clouds obscuring friendly formations or diving forth to deliver vitalising bites that can reenergise weary troops.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 40
Battlefield Role: Endless Spell
Base size: 50mm

SUMMONING: Only WIZARDS from the Sylvaneth faction can attempt to summon this endless spell. This endless spell is summoned with a spell that has a casting value of 7 and a range of 15". If successfully cast, set up 1 Spiteswarm Hive wholly within range of the caster.

The Hive Nourishes: Winged spites pour forth from a Spiteswarm Hive’s honeycombed depths. Their mandibles laden with raw life magic, they bestow invigorating bites on their Sylvaneth allies, or else swarm about them to form a brief veil of protection.
At the end of a player’s hero phase, if a SYLVANETH WIZARD or SYLVANETH HERO in that player’s army is within 9" of this endless spell, that player can use 1 of the following abilities:

Vital Venoms: Pick 1 friendly SYLVANETH unit wholly within 9" of this endless spell. On a 2+, add 3" to normal moves and charge moves for that unit until the end of that turn.

Shielding Swarm: Pick 1 friendly SYLVANETH unit wholly within 9" of this endless spell. On a 2+, worsen the Rend characteristic of attacks that target that unit by 1 (to a minimum of ‘-’) until the end of that turn.


Endless Spell WARSCROLL

Vengeful Skullroot

Also known as the Drifting Death or the Creeping Willow, the Vengeful Skullroot is a manifestation of a forest’s fury. Blackhearted and hateful, these arcane plants can be summoned by Sylvaneth versed in magic. As the tree stalks across the battlefield, its tentacle-like roots bludgeon, crush and strangle all they pass over.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 30
Battlefield Role: Endless Spell
Base size: 105 x 70mm

SUMMONING: Only WIZARDS from the Sylvaneth faction can attempt to summon this endless spell. This endless spell is summoned with a spell that has a casting value of 6 and a range of 6". If successfully cast, set up 1 Vengeful Skullroot wholly within range of the caster.

PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 8" and it can fly.

Terrors Unearthed: Wherever this rogue spirit creeps, its roots open the shallow graves of battles past, dragging grotesque remains to the surface which chill the hearts of the forest’s foes.
If a unit fails a battleshock test within 3" of this endless spell, add D3 to the number of models that flee. This ability has no effect on SYLVANETH units.

Strangleroots: The grasping limbs of a Vengeful Skullroot constrict and choke their foes with hate-fuelled strength. The wrath of these monstrous plants is all the greater when the kindred trees of a Wyldwood are threatened.
After this endless spell has moved, roll a dice for each unit that has any models it passed across, and each other unit that is within 1" of it at the end of its move. On a 2+, that unit suffers D3 mortal wounds, or D6 mortal wounds if that unit is also within 6" of any Awakened Wyldwoods. This ability has no effect on SYLVANETH units.

Warscroll Battalion


Warscroll Battalion

Free Spirits

ORGANISATION
 • 1 Spirit of Durthu
 • 1 Arch-Revenant
 • 3 KURNOTH HUNTERS units
 • 1 Gossamid Archers unit
 • 1 Dragonspite Lancers unit
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

Mighty Wyldwood: When joined in harmony, a Sylvaneth wargrove can command the forests, summoning trees from even the most barren ground and effortlessly traversing the realmroots to confound their foes.
When you pick your army, you can include 2 Awakened Wyldwood faction terrain features instead of 1 if your army includes this battalion.


Warscroll Battalion

Lords of the Clan

ORGANISATION
 • 2-4 Treelord Ancients
 • 1-3 Treelords
PITCHED BATTLE PROFILE

Unit Size: -      Points: 60
Battlefield Role: Warscroll Battalion

Mighty Wyldwood: When joined in harmony, a Sylvaneth wargrove can command the forests, summoning trees from even the most barren ground and effortlessly traversing the realmroots to confound their foes.
When you pick your army, you can include 2 Awakened Wyldwood faction terrain features instead of 1 if your army includes this battalion.


Warscroll Battalion

Household

ORGANISATION
 • 1 Treelord
 • 1 Branchwych
 • 1 Tree-Revenants unit
 • 1 Revenant Seekers unit
PITCHED BATTLE PROFILE

Unit Size: -      Points: 100
Battlefield Role: Warscroll Battalion

Mighty Wyldwood: When joined in harmony, a Sylvaneth wargrove can command the forests, summoning trees from even the most barren ground and effortlessly traversing the realmroots to confound their foes.
When you pick your army, you can include 2 Awakened Wyldwood faction terrain features instead of 1 if your army includes this battalion.


Warscroll Battalion

Forest Folk

ORGANISATION
 • 3 Dryads units
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

Mighty Wyldwood: When joined in harmony, a Sylvaneth wargrove can command the forests, summoning trees from even the most barren ground and effortlessly traversing the realmroots to confound their foes.
When you pick your army, you can include 2 Awakened Wyldwood faction terrain features instead of 1 if your army includes this battalion.


Warscroll Battalion

Outcasts

ORGANISATION
 • 3 Spite-Revenants units
PITCHED BATTLE PROFILE

Unit Size: -      Points: 100
Battlefield Role: Warscroll Battalion

Mighty Wyldwood: When joined in harmony, a Sylvaneth wargrove can command the forests, summoning trees from even the most barren ground and effortlessly traversing the realmroots to confound their foes.
When you pick your army, you can include 2 Awakened Wyldwood faction terrain features instead of 1 if your army includes this battalion.


Warscroll Battalion

Drycha’s Spitegrove

Drycha Hamadreth hates all sentient beings that are not Sylvaneth, thereby embodying the harshest side of all of Ghyran’s many seasons. When given free rein to vent her fury, she gathers her most trusted revenants to her side and unleashes a storm of whipping, tearing vengeance against those who would trespass on sacred lands. Amidst a cloud of biting, stinging spites, their iron-hard talons tear the hearts from those they catch.
ORGANISATION
 • Drycha Hamadreth
 • 2 Spite-Revenants units
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion
Notes: Unique

ABILITIES

The Spitegrove: The Spite-Revenants that follow Drycha hate all other forms of life. As they attack in a thrashing frenzy of sharpened limbs, a cloud of voracious spites surrounds them and bites ferociously at the foe.
The Cruel Talons and Fangs used by units in this battalion have a Rend characteristic of -1 instead of ‘-’.

Regiment of Renown


Regiment of Renown

Norgrimm’s Rune Throng

Once, Clan Arzabul were nobles amongst the Khazalid Empire. Yet the fall of that kingdom quashed their fortunes. Rather than succumb to despair, the Runelord Norgrimm leads the survivors to search the ruined karaks for valuable rune-lore. Amongst this recovered knowledge is the Rune of Restored Hearth.
ORGANISATION
 • 1 Runelord (Leader)
 • 10 Irondrakes
 • 10 Longbeards
If your army has an ORDER general but is not a Cities of Sigmar army, you can include this regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army even though its number of units and points value exceeds the amount allowed for allied units.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 340
Battlefield Role: Warscroll Battalion
Notes: Unique, Single. These units must be taken as a set referred to as Norgrimm’s Rune Throng. Although taken as a set, each is a separate unit.

ABILITIES

Rune of Restored Hearth: Each time he strikes this rune, Norgrimm and his kin are one step closer to the restoration of their ancient glory, and they’ll be damned if anyone tries to set them back.
Once per battle, in your hero phase, you can pick 1 objective within 6" of the RUNELORD in this regiment of renown and say Norgrimm will strike the Rune of Restored Hearth. If you do so, for the rest of the battle, models in this regiment of renown count as 2 models for the purposes of contesting that objective, and their unit has a ward of 5+ while they are contesting that objective.


Regiment of Renown

The Blacktalons

From scions of the Dark Gods to marauding orruk warlords, threats to Sigmar’s people lurk in every corner of the realms. It is Neave Blacktalon, the God-King’s foremost assassin, who must put down these fell champions. Neave travels upon winds of magic during battle to unleash storms of never-ending axe blows. With her come the Blacktalons, tightly knit companions and warriors of deadly renown all.
ORGANISATION
 • 1 Neave Blacktalon
 • 1 Neave’s Companions unit
 • 1 Lorai, Child of the Abyss
If your army has an ORDER general but is not a Stormcast Eternals army, you can include these warscrolls in your army as a special type of ally called The Blacktalons regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army as an ally even if its points value exceeds the amount allowed for allied units. The units in The Blacktalons regiment of renown are considered to belong to their own core battalion that has the Unified battalion ability (core rules, 26.2.1).
ABILITIES

Justice Will Be Served: When a potential target is near, the Blacktalons are resolute in their determination to deliver Azyrite justice.
Friendly THE BLACKTALONS units have a ward of 6+.


Regiment of Renown

Fjori’s Flamebearers

ORGANISATION
 • 1 Grimhold Exile
 • 1 Auric Hearthguard unit with 5 models
 • 1 Hearthguard Berzerkers unit with 5 models
 • 1 Vulkite Berzerkers with Fyresteel Handaxes unit with 10 models
If your army has an ORDER general but is not a Fyreslayers army, you can include this regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army even if its points value exceeds the amount allowed for allied units.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 540
Battlefield Role: Warscroll Battalion
Notes: Unique, Single. These units must be taken as a set referred to as Fjori’s Flamebearers. Although taken as a set, each is a separate unit.

ABILITIES

Toe to Toe: The duardin who follow Fjori into battle do not back down from any foe, no matter the size.
Enemy MONSTERS within 3" of any units in this regiment of renown cannot contest objectives.

Defiance of Grimnir: For these vengeful Fyreslayers, the bigger the enemy, the better.
Units in this regiment of renown cannot be picked when your opponent carries out a monstrous rampage.
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.
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.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

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

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

Battleline
None

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

Leader, Behemoth
None
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.

The MONSTER keyword is used in the following Sylvaneth warscrolls:

Leader, Behemoth
Leader
Behemoth
• Merwyrm

The HERO keyword is used in the following Sylvaneth warscrolls:

Leader, Behemoth
Leader
• Ylthari

The WIZARD keyword is used in the following Sylvaneth warscrolls:

Leader, Behemoth
Leader
• Ylthari

The TOTEM keyword is used in the following Sylvaneth warscrolls:

Leader, Behemoth
Leader

The NOBLE SPIRITS keyword is used in the following Sylvaneth warscrolls:

Leader, Behemoth
Leader
• Ylthari
Battleline
None
Behemoth
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
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.
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 KURNOTH HUNTERS keyword is used in the following Sylvaneth warscrolls:

Leader, Behemoth
None
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.
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

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

The OUTCASTS keyword is used in the following Sylvaneth warscrolls:

Leader
None

The FOREST FOLK keyword is used in the following Sylvaneth warscrolls:

Leader
Battleline
• Dryads
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.
17.1.1 Cover
A target unit is in cover if all of the models in the unit are wholly on a terrain feature or behind a terrain feature. Add 1 to save rolls for attacks that target a unit that is in cover. A unit that has a Wounds characteristic of 10 or more or that has made a charge move in the same turn does not receive the benefit of being in cover.
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.
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.
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. Units cannot make a normal move if they are within 3" of an enemy unit.
All-out Attack
With a singular purpose, these warriors attack with all of their might.
You can use this command ability when you pick a friendly unit to shoot in your shooting phase or fight in the combat phase. That unit must receive the command. Add 1 to hit rolls for attacks made by that unit until the end of that phase.
All-out Defence
With consummate skill, these cunning warriors protect themselves from attack.
You can use this command ability when a friendly unit is picked as the target of an attack in the shooting or combat phase. That unit must receive the command. Add 1 to save rolls for attacks that target that unit until the end of that phase.

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

Battleline
None
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.
1.3.3 Unit Coherency
Units must be set up and finish every move as a single coherent group. A unit with 2 to 6 models is coherent if each model in the unit is within 1" horizontally and 6" vertically of at least 1 other model in the unit. A unit with more than 6 models is coherent if each model in the unit is within 1" horizontally and 6" vertically of at least 2 other models in the unit. If a friendly unit is not coherent at the end of a turn or after you set it up, you must remove models in the unit from play, one at a time, until it is coherent.

Units that are set up in a location other than on the battlefield, for example, reserve units (see 3.1), are always considered to be set up in a coherent group.
Unleash Hell
These warriors have prepared their missile weapons so they can unleash a devastating volley at the last possible moment.
You can use this command ability after an enemy unit finishes a charge move. The unit that receives the command must be within 6" of that enemy unit and more than 3" from all other enemy units. Models in the unit that receives the command that are within 6" of the target unit can shoot in that phase, but when they do so, you must subtract 1 from hit rolls for their attacks and they can only target the unit that made the charge move.
Rally
At a shouted command, injured warriors stagger back to their feet and prepare to fight once more.
You can use this command ability at the start of the hero phase. The unit that receives the command must be more than 3" from all enemy units. Roll 1 dice for each slain model from that unit. For each 6, you can return 1 slain model to that unit.

You can only return models to that unit that have a combined Wounds characteristic of 10 or less. For example, if the unit that received the command has a Wounds characteristic of 2, you can return a maximum of 5 models to that unit.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.

The DRAGON keyword is used in the following Sylvaneth warscrolls:

Behemoth
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.

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

Leader, Behemoth
Leader
• Ylthari

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

Leader, Behemoth
Leader
• Ylthari
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.

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