Sylvaneth – Warscrolls

None


5"
5
4+
7
WARSCROLL

Kurnoth Hunters with Kurnoth Greatbows

Huge and powerful, yet swift and all but silent, Kurnoth Hunters stalk their foes across the battlefield before unleashing salvoes of arrows from their Kurnoth greatbows to skewer their luckless prey.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Kurnoth Greatbow
Kurnoth Greatbow30"24+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Vicious Claws
Vicious Claws1"34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 225
Battlefield Role: None
Base size: 50mm

DESCRIPTION

A unit of Kurnoth Hunters with Kurnoth Greatbows has any number of models, each armed with a Kurnoth Greatbow and Vicious Claws.

HUNTMASTER: 1 model in this unit can be a Huntmaster. Add 1 to hit rolls for attacks made by that model.

ABILITIES

Envoys of the Everqueen: Kurnoth Hunters act as the voice of the rulers and commanders of the Sylvaneth race.
If a friendly SYLVANETH HERO uses a command ability, friendly SYLVANETH units wholly within 12" of this unit are treated as being in range of that command ability.

Tanglethorn Thicket: Kurnoth Hunters can sprout a thick weave of thorned branches that protects them from harm.
At the start of the charge phase, you can say that this unit will sprout thorned branches. If you do so, until the end of the turn, this unit cannot move except to pile in up to 1", but you can add 1 to save rolls for attacks that target this unit.

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


5"
5
4+
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: 225
Battlefield Role: None
Base size: 50mm

DESCRIPTION

A unit of Kurnoth Hunters with Greatswords has any number of models, each armed with a Kurnoth Greatsword.

HUNTMASTER: 1 model in this unit can be a Huntmaster. Add 1 to hit rolls for attacks made by that model.

ABILITIES

Envoys of the Everqueen: Kurnoth Hunters act as the voice of the rulers and commanders of the Sylvaneth race.
If a friendly SYLVANETH HERO uses a command ability, friendly SYLVANETH units wholly within 12" of this unit are treated as being in range of that command ability.

Sundering Strikes: Swung with enough force, the keen edge of a Kurnoth Greatsword can hew any target apart.
If the unmodified wound roll for an attack made with a Kurnoth Greatsword is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Tanglethorn Thicket: Kurnoth Hunters can sprout a thick weave of thorned branches that protects them from harm.
At the start of the charge phase, you can say that this unit will sprout thorned branches. If you do so, until the end of the turn, this unit cannot move except to pile in up to 1", but you can add 1 to save rolls for attacks that target this unit.

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


5"
5
4+
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+-2D3
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 215
Battlefield Role: None
Base size: 50mm

DESCRIPTION

A unit of Kurnoth Hunters with Kurnoth Scythes has any number of models, each armed with a Kurnoth Scythe.

HUNTMASTER: 1 model in this unit can be a Huntmaster. Add 1 to hit rolls for attacks made by that model.

ABILITIES

Envoys of the Everqueen: Kurnoth Hunters act as the voice of the rulers and commanders of the Sylvaneth race.
If a friendly SYLVANETH HERO uses a command ability, friendly SYLVANETH units wholly within 12" of this unit are treated as being in range of that command ability.

Tanglethorn Thicket: Kurnoth Hunters can sprout a thick weave of thorned branches that protects them from harm.
At the start of the charge phase, you can say that this unit will sprout thorned branches. If you do so, until the end of the turn, this unit cannot move except to pile in up to 1", but you can add 1 to save rolls for attacks that target this unit.

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


5"
1
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: 150
Battlefield Role: None
Notes: Single, Unique. Ylthari and Ylthari’s Guardians must be taken as a set. Although taken as a set, each is a separate unit.

DESCRIPTION

Ylthari’s Guardians is a unit that has 3 models. Gallanghann is armed with a Protector Glaive; Skhathael is armed with an Enchanted Greatblade; and Ahnslaine is armed with a Revenant Bow.

ABILITIES

Martial Memories: Tree-Revenants can draw on centuries of experience when they go to war.
Once per phase, you can re-roll 1 failed hit roll or 1 failed wound roll for an attack made by this unit, or 1 failed save roll for an attack that targets this unit, or 1 charge or run roll for this unit, or 1 battleshock test for this unit. You cannot use this ability to re-roll more than once dice for this unit in the same 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 unit.

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


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
Notes: Single, Unique

DESCRIPTION

Skaeth’s Wild Hunt is a unit that has 5 models. 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.

ABILITIES

Fleet of Foot: The 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 same turn.

MAGIC

This unit is a WIZARD while it contains Karthaen. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Might of Kurnoth spell.

Might of Kurnoth: The blast of Karthaen’s horn imbues his allies with the strength of Kurnoth.
Might of Kurnoth has a casting value of 7. If successfully cast, pick 1 friendly SYLVANETH unit within 12" of the caster that is visible to them. 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


Battleline


7"
1
5+
6
WARSCROLL

Dryads

Crooning a song of slaughter, the Sylvaneth Dryads stride from the forest’s depths to fall upon those who would defile their soulpod groves. With vicious talons, the Dryads 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: 95
Battlefield Role: Battleline
Base size: 32mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Alliance of Wood and Sea
 • Forest Folk

DESCRIPTION

A unit of Dryads has any number of models, each armed with Wracking Talons.

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

ABILITIES

Blessings of the Forest: Currents of life magic flow through Sylvaneth Wyldwoods like freshwater streams, lending protection to kindred creatures nearby.
Subtract 1 from hit rolls for attacks that target this unit if it is wholly within 6" of any friendly Awakened Wyldwoods.

Enrapturing Song: The eerie, lilting voices of Dryads can lull listeners into a fatal stupor.
At the start of your combat phase, pick 1 enemy unit within 3" of this unit. Add 1 to hit rolls for attacks made by this unit that target that enemy unit in that phase.

Impenetrable Thicket: When Dryads gather in great numbers, their many twisting limbs and branches form an interlocking shield of thorns that protects them against the enemy’s blows.
Add 1 to save rolls for attacks that target this unit while it contains 10 or more models.

KEYWORDS
ORDER, SYLVANETH, FOREST FOLK, DRYADS


5"
1
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 Fangs1"33+3+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 70
Battlefield Role: Battleline
Base size: 32mm

BATTALIONS

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

DESCRIPTION

A unit of Spite-Revenants has any number of models, each armed with Cruel Talons and Fangs.

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

ABILITIES

Unbridled Malice: Spite-Revenants fight with a vengeful fury, filling the air with blood-chilling curses in unknowable tongues.
Subtract 1 from the Bravery characteristic of enemy units while they are within 3" of any friendly units with this ability. In addition, re-roll successful battleshock tests for enemy units while they are within 3" of any friendly units with this ability.

KEYWORDS
ORDER, SYLVANETH, OUTCASTS, SPITE-REVENANTS


5"
1
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: 80
Battlefield Role: Battleline
Base size: 32mm

BATTALIONS

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

DESCRIPTION

A unit of Tree-Revenants has any number of models, each armed with Enchanted Blades.

SCION: 1 model in this unit can be a Scion. Add 2 to the Attacks characteristic of that model’s Enchanted Blade. A Scion can be armed with a Protector Glaive instead of an Enchanted Blade.

GLADE BANNER BEARER: 1 in every 5 models in this unit can be a Glade Banner Bearer. Whenever a unit that includes any Glade Banner Bearers makes a pile-in move, you can move it up to 6" instead of up to 3".

WAYPIPES: 1 in every 5 models in this unit can carry Waypipes. In your movement phase, a unit that includes any Waypipes can walk the spirit paths instead of making a normal move or retreating. If it does so, remove this unit from the battlefield and set it up anywhere on the battlefield more than 9" from any enemy units.

ABILITIES

Martial Memories: Tree-Revenants can draw on centuries of experience when they go to war.
Once per phase, you can re-roll 1 failed hit roll or 1 failed wound roll for an attack made by this unit, or 1 failed save roll for an attack that targets this unit, or 1 charge or run roll for this unit, or 1 battleshock test for this unit. You cannot use this ability to re-roll more than once dice for this unit in the same phase.

KEYWORDS
ORDER, SYLVANETH, NOBLE SPIRITS, TREE-REVENANTS


Leader


12"
5
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"33+3+-22
Zephyrspite’s Tail Pincers
Zephyrspite’s Tail Pincers1"14+3+-D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 105
Battlefield Role: Leader
Base size: 40mm
Notes: Single

DESCRIPTION

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

COMPANION: An Arch-Revenant is accompanied by a zephyrspite that attacks with its Tail Pincers. For rules purposes, it is treated in the same manner as a mount.

FLY: This model can fly.

ABILITIES

Crescent Shield: This shield can be used to deflect blows or to steady the shaft of a weapon.
At the start of the combat phase, say whether this model is using their shield for protection or to steady their weapon. If they use their shield for protection, you can add 1 to save rolls for attacks that target this model in that phase. If they use the shield to steady their weapon, you can re-roll hit rolls of 1 for attacks made with this model’s Revenant’s Glaive in that phase.

Champion of Kurnoth: An Arch-Revenant commands instant obedience and commitment from Kurnoth Hunters that are nearby.
Re-roll hit rolls of 1 for attacks made by friendly KURNOTH HUNTERS units while they are wholly within 12" of this model.

Ultimate Sacrifice: A zephyrspite will throw itself in front of an enemy attack, sacrificing its own life to save that of its master.
Once per battle, when you allocate a wound or mortal wound to this model, you can choose to negate it. If you do so, this model cannot fly or use its Zephyrspite’s Tail Pincers attack for the rest of the battle.

COMMAND ABILITIES

Call to Battle: An Arch-Revenant’s fiery spiritsong incites the children of the Everqueen to attack her enemies with all of their ire.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly SYLVANETH unit wholly within 9" of a friendly model with this command ability, or wholly within 12" of a friendly model with this command ability that is your general. Add 1 to the Attacks characteristic of that unit’s melee weapons in that combat phase. You cannot pick the same unit to benefit from this command ability more than once per combat phase.

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


7"
5
5+
8
WARSCROLL

Branchwraith

Their lithe limbs singing with the power of Ghyran, the Branchwraiths are the priestesses and the leaders of the Forest Folk. At their behest, the Wyldwoods stir to life, and slumbering Dryads emerge from the shadows to answer the call to war.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Piercing Talons
Piercing Talons2"34+4+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 95
Battlefield Role: Leader
Base size: 32mm
Notes: Single

BATTALIONS

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

DESCRIPTION

A Branchwraith is a single model armed with Piercing Talons.

ABILITIES

Blessings of the Forest: Currents of life magic flow through Sylvaneth Wyldwoods like freshwater streams, lending protection to kindred creatures nearby.
Subtract 1 from hit rolls for attacks that target this model while it is wholly within 6" of any friendly Awakened Wyldwoods.

MAGIC

This model is a WIZARD. It can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Roused to Wrath spells.

Roused to Wrath: With biting verses, the Branchwraith sings to her allies through the realmroots, calling them forth to join the reaping.
Roused to Wrath has a casting value of 7. If successfully cast, 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 any enemy units, and wholly within 1" of an Awakened Wyldwood that is within 12" of the caster. The summoned unit cannot move in the following movement phase.

KEYWORDS
ORDER, SYLVANETH, FOREST FOLK, HERO, WIZARD, BRANCHWRAITH


7"
5
5+
7
WARSCROLL

Branchwych

Fearsome 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"24+3+-2
Snapping Mandibles
Snapping Mandibles1"14+4+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Leader
Base size: 32mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Alliance of Wood and Sea
 • Household

DESCRIPTION

A Branchwych is a single model armed with a Greenwood Scythe.

COMPANION: A Branchwych is accompanied by a Bittergrub that attacks with its Snapping Mandibles. For rules purposes, it is treated in the same manner as a mount.

ABILITIES

Fury of the Forest: Fiercely protective of their forest domains, Branchwyches fight with great wrath when a Wyldwood is threatened.
Add 1 to hit rolls for attacks made by this model while it is wholly within 6" of any friendly Awakened Wyldwoods.

Quick-tempered: Branchwyches are vengeful creatures whose anger is hottest when fresh injury is suffered.
Add 2 to the Attacks characteristic of this model’s Greenwood Scythe whilst any wounds are allocated to this model.

MAGIC

This model is a WIZARD. It can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Unleash Spites spells.

Unleash Spites: The Branchwych summons a swarm of malicious spites which spiral outwards to attack those who have displeased her.
Unleash Spites has a casting value of 5. If successfully cast, roll a number of dice equal to the casting roll for each enemy unit within 9" of the caster. For each 6, that enemy unit suffers 1 mortal wound.

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


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: 150
Battlefield Role: Leader
Notes: Single, Unique. Ylthari and Ylthari’s Guardians must be taken as a set. Although taken as a set, each is a separate unit.

DESCRIPTION

Ylthari is a named character that is a single model. She is armed with a Briar Staff and Spiteful Thorns.

COMPANION: Ylthari is accompanied by a Spite that attacks with its Snapping Mandibles. For rules purposes, it is treated in the same manner as a mount.

ABILITIES

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.

MAGIC

Ylthari is a WIZARD. She can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. She knows the Arcane Bolt, Mystic Shield and The Reaping spells.

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

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


8"
7
5+
8
WARSCROLL

Warsong Revenant

The Warsong Revenants are few in number, but the Spirit Song they carry can cause 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
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 275
Battlefield Role: Leader
Base size: 105 x 70mm
Notes: Single

DESCRIPTION

A Warsong Revenant is a single model armed with Spearing Vines.

FLY: This model can fly.

ABILITIES

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 models with this ability, and subtract 1 from the Bravery characteristic of enemy units while they are within 12" of any models with this ability.

Arboreal Cloak: The seemingly flimsy cloak of leaves worn by a Warsong Revenant shields it with life-giving energy.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 4+, that wound or mortal wound is negated.

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

MAGIC

This model is a WIZARD. It can attempt to cast 2 spells in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Unleash Swarm of Spites spells. In addition, it knows all of the spells from the Lore of the Deepwood.

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

KEYWORDS
ORDER, SYLVANETH, HERO, WIZARD, WARSONG REVENANT


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
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


Leader, Behemoth


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 Flitterfuries104+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Slashing Talons
Slashing Talons2"4+3+-22
Swarm of Squirmlings
Swarm of Squirmlings2"104+-1
DAMAGE
Wounds SufferedSlashing TalonsSwarm of SquirmlingsColony of Flitterfuries
0-263+18"
3-454+15"
5-644+12"
7-835+9"
9+25+6"
PITCHED BATTLE PROFILE

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

BATTALIONS

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

DESCRIPTION

Drycha Hamadreth is a named character that is a single model. She is armed with Slashing Talons, a Swarm of Squirmlings and a Colony of Flitterfuries.

ABILITIES

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, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

Mercurial Aspect: The Flitterfuries that dwell in Drycha’s body bask in the heat of her rage, while the Squirmlings she hosts suckle at her sorrow.
At the start of the battle round, declare whether this model is Enraged or Embittered. The relevant ability below lasts until the end of that battle round:

Enraged: While this model is Enraged, its Colony of Flitterfuries has an Attacks characteristic of 20 instead of 10.

Embittered: While this model is Embittered, its Swarm of Squirmlings has an Attacks characteristic of 20 instead of 10.

Song of Spite: Drycha shares a special kinship with the Outcasts, who seem to echo her fury.
You can re-roll wound rolls of 1 for attacks made by friendly SPITE-REVENANTS units while they are wholly within 16" of this model.

MAGIC

Drycha Hamadreth is a WIZARD. She can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. She knows the Arcane Bolt, Mystic Shield and Primal Terror spells.

Primal Terror: Throwing back her head, Drycha gives voice to a soul-rending scream of anguish and pain.
Primal Terror has a casting value of 6. If successfully cast, roll 2D6. Each enemy unit within 10" of the caster with a Bravery characteristic lower than this roll suffers D3 mortal wounds (roll separately for each unit).

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


5"
12
3+
9
WARSCROLL

Spirit of Durthu

Embodiments of Alarielle’s will, these imposing forest spirits are mantled with the greatness of their ancestor. With their every deed they strive to be worthy of Durthu’s legacy, and this resolve makes them some of the mightiest warriors in the wargroves.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Verdant Blast
Verdant Blast15"4+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Guardian Sword
Guardian Sword3"33+3+-2
Massive Impaling Talons
Massive Impaling Talons1"13+-21
DAMAGE
Wounds SufferedMassive Impaling TalonsGuardian SwordVerdant Blast
0-22+66
3-42+D65
5-73+D64
8-93+D63
10+4+D32
PITCHED BATTLE PROFILE

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

BATTALIONS

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

DESCRIPTION

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

ABILITIES

Champion of the Everqueen’s Will: Spirits of Durthu instil great courage in the Everqueen’s children.
Add 1 to the Bravery characteristic of friendly SYLVANETH units while they are wholly within 12" of any friendly models with this ability.

Groundshaking Stomp: The earth quakes as this mighty tree spirit stamps its limbs, shaking the enemy’s wits.
At the start of the combat phase, pick 1 enemy unit within 3" of this model and roll a dice. On a 4+ that unit fights at the end of that combat phase, after the players have picked any other units to fight.

Impale: The spear-like growths that form this tree spirit’s talons have vanquished many enemies of the Everqueen.
If the unmodified hit roll for an attack made with Massive Impaling Talons is 6, that attack inflicts D6 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

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.
In your movement phase, if this unit is within 6" of an Awakened Wyldwood in your army, it can walk the spirit paths instead of making a normal move or retreating. If it does so, remove this model from the battlefield and set it up wholly within 6" of a different friendly Awakened Wyldwood and more than 9" from any 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 2 to the Attacks characteristic of this model’s Guardian Sword while this model is wholly within 8" of any friendly Awakened Wyldwoods.

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


5"
12
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"13+-1D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Massive Impaling Talons
Massive Impaling Talons1"13+-21
Sweeping Blows
Sweeping Blows3"3+3+-1D6
DAMAGE
Wounds SufferedMassive Impaling TalonsSweeping BlowsDoom Tendril Staff
0-22+32+
3-42+23+
5-73+24+
8-93+15+
10+4+16+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 295
Battlefield Role: Leader, Behemoth
Base size: 105 x 70mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Alliance of Wood and Sea
 • Lords of the Clan

DESCRIPTION

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

ABILITIES

Groundshaking Stomp: The earth quakes as this mighty tree spirit stamps its limbs, shaking the enemy’s wits.
At the start of the combat phase, pick 1 enemy unit within 3" of this model and roll a dice. On a 4+ that unit fights at the end of that combat phase, after the players have picked any other units to fight.

Impale: The spear-like growths that form this tree spirit’s talons have vanquished many enemies of the Everqueen.
If the unmodified hit roll for an attack made with Massive Impaling Talons is 6, that attack inflicts D6 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

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.
In your movement phase, if this unit is within 6" of an Awakened Wyldwood in your army, it can walk the spirit paths instead of making a normal move or retreating. If it does so, remove this model from the battlefield and set it up wholly within 6" of a different friendly Awakened Wyldwood and more than 9" from any 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, you can pick 1 friendly model with this ability and set up 1 Awakened Wyldwood wholly within 18" of that model and more than 1" from any other model, terrain feature or objective, and add it to your army.

MAGIC

This model is a WIZARD. It can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Awakening the Wood spells.

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 has a casting value of 6. If successfully cast, pick 1 friendly Awakened Wyldwood that is wholly within 30" of the caster. Each enemy unit within 3" of that Awakened Wyldwood suffers D3 mortal wounds (roll separately for each unit).

COMMAND ABILITIES

Heed the Spirit-song: The Treelord Ancient speaks to its kin through the spirit-song, warning them of approaching dangers.
You can use this command ability in your hero phase. If you do so, pick 1 friendly model with this command ability. Until your next hero phase, you can add 1 to save rolls for attacks that target friendly SYLVANETH units wholly within 12" of that model.

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


16
3+
10
WARSCROLL

Alarielle the Everqueen

The ground shudders beneath the tread of her 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 Antlers1"43+2+-2
DAMAGE
Wounds SufferedMoveSpear of KurnothGreat Antlers
0-316"65
4-615"54
7-814"43
9-1013"32
11+12"21
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 740
Battlefield Role: Leader, Behemoth
Base size: 160mm
Notes: Single, Unique

DESCRIPTION

Alarielle the Everqueen is a named character that is a single model. She is armed with the Spear of Kurnoth and the Talon of the Dwindling. If Alarielle the Everqueen is included in a Sylvaneth army, Alarielle the Everqueen is treated as a general in addition to the model that is chosen to be the army general.

MOUNT: Alarielle’s wardroth beetle attacks with its Great Antlers.

FLY: This model can fly.

ABILITIES

Lifebloom: Alarielle calls upon the restorative energies of Ghyran to breathe fresh vitality into those who serve her.
In your hero phase, you can heal up to 2D6 wounds allocated to this model. In addition, you can heal D3 wounds allocated to each other friendly SYLVANETH unit wholly within 30" of this model (roll separately for each unit).

Living Battering Ram: A charging wardroth beetle tramples all in its path.
Roll a dice for each enemy unit that is within 1" of this model after this model has made a charge move. On a 1, nothing happens. On a 2-5, that unit suffers D3 mortal wounds. On a 6, that unit suffers D6 mortal wounds.

Soul Amphorae: Once per battle, at the end of your movement phase, you can summon 1 of the following units to the battlefield:

• 1 unit of up to 20 Dryads
• 1 unit of up to 10 Tree-Revenants
• 1 unit of up to 10 Spite-Revenants
• 1 unit of up to 3 KURNOTH HUNTERS
• 1 Branchwych
• 1 Treelord

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 any enemy units.

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

Talon of the Dwindling: A mere touch from the Talon of the Dwindling is enough to wither the spirit and atrophy the body.
Roll a dice each time a wound inflicted by this model’s Talon of the Dwindling is allocated to an enemy model and not negated. On a 6, that enemy model is slain. On a 1-5, that wound is negated.

MAGIC

Alarielle the Everqueen is a WIZARD. She can attempt to cast 3 spells in your hero phase and attempt to unbind 3 spells in the enemy hero phase. She knows the Arcane Bolt, Mystic Shield and Metamorphosis spells. In addition, she knows all of the spells from the Lore of the Deepwood.

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

In addition, if that unit is destroyed by the mortal wounds caused by this spell, before removing the last slain model from play, you can set up 1 Awakened Wyldwood terrain feature wholly within 12" of that slain model, more than 1" from any other models, terrain features or objectives, and add it to your army.

COMMAND ABILITIES

Ghyran’s Wrath: The fury of the reborn Everqueen knows no bounds.
If this model is in your army, you can use this command ability at the start of the combat phase. If you do so, you can re-roll wound rolls of 1 for attacks made by friendly SYLVANETH units wholly within 14" of this model until the end of that phase.

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


Behemoth


6"
12
3+
6
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"53+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Massive Impaling Talons
Massive Impaling Talons1"13+-21
Sweeping Blows
Sweeping Blows3"3+3+-1D6
DAMAGE
Wounds SufferedMassive Impaling TalonsSweeping BlowsStrangleroots
0-22+42+
3-42+33+
5-73+24+
8-93+25+
10+4+16+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 190
Battlefield Role: Behemoth
Base size: 105 x 70mm
Notes: Single

BATTALIONS

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

DESCRIPTION

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

ABILITIES

Groundshaking Stomp: The earth quakes as this mighty tree spirit stamps its limbs, shaking the enemy’s wits.
At the start of the combat phase, pick 1 enemy unit within 3" of this model and roll a dice. On a 4+ that unit fights at the end of that combat phase, after the players have picked any other units to fight.

Impale: The spear-like growths that form this tree spirit’s talons have vanquished many enemies of the Everqueen.
If the unmodified hit roll for an attack made with Massive Impaling Talons is 6, that attack inflicts D6 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

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.
In your movement phase, if this unit is within 6" of an Awakened Wyldwood in your army, it can walk the spirit paths instead of making a normal move or retreating. If it does so, remove this model from the battlefield and set it up wholly within 6" of a different friendly Awakened Wyldwood and more than 9" from any enemy units.

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
DAMAGE
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 purpleglowing 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
DAMAGE
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
DAMAGE
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
DAMAGE
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
DAMAGE
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 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
DAMAGE
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


Warscroll Battalion


Warscroll Battalion

Forest Folk

Moving quickly through the undergrowth, the Forest Folk plunge into battle. Attacking from every side, multiple bands of Dryads lash their victims to bloody tatters before vanishing once again.
ORGANISATION
A Forest Folk battalion consists of the following units:
 • 1 Branchwraith
 • 3 units of Dryads
PITCHED BATTLE PROFILE

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Wargrove

ABILITIES

Swift as the Breeze: The Forest Folk favour a swift, hit-and-run fighting style that allows them to strike at multiple targets before the enemy can marshal a reaction.
Units from this battalion can retreat and still charge later in the same turn.


Warscroll Battalion

Free Spirits

The Free Spirits are the instruments of Alarielle’s will, a cadre of elite warriors whose presence hones the Sylvaneth muster into a weapon of singular purpose that brings swift retribution.
ORGANISATION
A Free Spirits battalion consists of the following units:
 • 1 Spirit of Durthu
 • 3 units of KURNOTH HUNTERS
PITCHED BATTLE PROFILE

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Wargrove

ABILITIES

Swift Vengeance: The Free Spirits move without delay to fulfil Alarielle’s will.
In your movement phase, if you declare a unit from this battalion will run, do not make a run roll. Instead, add 6" to the Move characteristic of that unit for that phase.


Warscroll Battalion

Household

In ritually ordered formations, the warriors of the Household advance into the teeth of the enemy army, pinning them in battle while the rest of the clan rips into them from all sides.
ORGANISATION
A Household battalion consists of the following units:
 • 1 Treelord
 • 1 Branchwych
 • 1 unit of Tree-Revenants
PITCHED BATTLE PROFILE

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Wargrove

ABILITIES

Discipline of the Ages: The noble warriors of a Household are adept at engaging the foe and drawing them in so that they are open to swift assaults by their fellows.
Enemy units within 3" of any units from this battalion cannot retreat.


Warscroll Battalion

Lords of the Clan

The spirit-song surges through the Lords of the Clan like a raging river. As they stride across the battlefield, the Treelords harness that energy to marshal their forces and to punish their foes.
ORGANISATION
A Lords of the Clan battalion consists of the following units:
 • 2-4 Treelord Ancients
 • 1-3 Treelords
PITCHED BATTLE PROFILE

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Wargrove

ABILITIES

Deadly Chorus: The leaders of a Sylvaneth clan bear a great many duties, not least of which is leading the spirit-song. When standing together, they can cause it to rise into a great chorus so powerful that it rips through the air like a howling gale.
In your shooting phase, roll a dice for each enemy unit that is within 6" of 2 or more models from this battalion. On a 2+ that enemy unit suffers D3 mortal wounds.


Warscroll Battalion

Outcasts

The Outcasts are the terrors that lurk in the shadows, the creeping things beneath the forest eaves. When great masses of them surge into battle, it is all the enemy can do to avoid dying of sheer fright.
ORGANISATION
An Outcasts battalion consists of the following units:
 • 3 units of Spite-Revenants
PITCHED BATTLE PROFILE

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Wargrove

ABILITIES

Fear the Forest-kin: Every civilisation has its tales of terrifying creatures that emerge from the forest, but few legends live up to the ghastly reality of an Outcasts attack.
If an enemy unit fails a battleshock test within 3" of any units from this battalion, add D3 to the number of models that flee.


Warscroll Battalion

Wargrove

Drawn together by the strident melodies of the song of war, a Sylvaneth wargrove moves and fights as a single mighty warrior whose swift and deadly attacks have been the death of countless foes.
ORGANISATION
A Wargrove consists of the following battalions:
 • 1 Lords of the Clan battalion
 • 3 Household battalions
 • 3 Forest Folk battalions
 • 1 Free Spirits battalion
 • 1 Outcasts battalion
PITCHED BATTLE PROFILE

Unit Size: -      Points: 80
Battlefield Role: Warscroll Battalion

ABILITIES

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 choose a Sylvaneth army, you can include 2 Awakened Wyldwood 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 ‘-’.


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: 60
Battlefield Role: Endless Spell
Base size: Use model

SUMMONING: 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 this endless spell wholly within range and visible to the caster, and more than 1" from all models, other endless spells and invocations. Only SYLVANETH WIZARDS can attempt to summon this endless spell.

PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 8" and 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, a sorceress versed in the magic of Ghyran can summon a Spiteswarm Hive. The air thrums near the comb, and the luminescent Spiteswarms buzz forth, the insectclouds obscuring friendly formations or diving forth to deliver vitalising bites that can re-energise weary troops.
PITCHED BATTLE PROFILE

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

SUMMONING: 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 this endless spell wholly within range and visible to the caster, and more than 1" from all models, other endless spells and invocations. Only SYLVANETH WIZARDS can attempt to summon this endless spell.

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 the hero phase, if a SYLVANETH WIZARD or SYLVANETH HERO is within 6" of this endless spell, that unit’s commanding player can use 1 of the following abilities:

Vital Venoms: Roll a dice for each friendly SYLVANETH unit wholly within 8" 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: Roll a dice for each friendly SYLVANETH unit wholly within 8" of this endless spell. On a 2+, add 1 to save rolls for attacks that target that unit 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: 85
Battlefield Role: Endless Spell
Base size: 105 x 70mm

SUMMONING: 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 this endless spell wholly within range and visible to the caster, and more than 1" from all models, other endless spells and invocations. Only SYLVANETH WIZARDS can attempt to summon this endless spell.

PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 8" and 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 enwrap and choke their foes, their wrath 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. On a 2+, that unit suffers D3 mortal wounds, or D6 mortal wounds if that unit is within 3" of any Awakened Wyldwoods. This ability has no effect on SYLVANETH units.


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 awakened 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

DESCRIPTION

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.

Abilities that allow you to add Awakened Wyldwood terrain features to the battlefield will tell you how to set them up. In addition, they must be set up more than 3" from all models, objectives, other terrain features, endless spells and invocations.

This faction terrain feature consists of 1-3 scenery pieces. If an Awakened Wyldwood has more than 1 scenery piece, each piece must be set up touching all of the other pieces to form a circle with an area of open ground inside the circle. The area of open ground inside the circle is considered to be part of the Awakened Wyldwood terrain feature.

ABILITIES

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 an awakened 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 terrain features with this scenery rule. Add 2 to the roll if any WIZARDS or endless spells are within 6" of any of those terrain features. On a 6+, that unit suffers D3 mortal wounds.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

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

Leader
• Ylthari
Leader, Behemoth
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).
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.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

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

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

None
Leader
Leader, Behemoth

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

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).
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.
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.

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

None
Battleline
Leader
• Ylthari
Leader, Behemoth
Behemoth

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

None
Battleline
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

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

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

Battleline
• Dryads
Leader

The OUTCASTS keyword is used in the following Sylvaneth warscrolls:

Battleline
Leader, Behemoth
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.
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.
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
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.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.

The HERO keyword is used in the following Sylvaneth warscrolls:

Leader
• Ylthari
Leader, Behemoth
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.

The DRYADS keyword is used in the following Sylvaneth warscrolls:

Battleline
• Dryads

The WIZARD keyword is used in the following Sylvaneth warscrolls:

Leader
• Ylthari
Leader, Behemoth
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.

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

Battleline

The MONSTER keyword is used in the following Sylvaneth warscrolls:

Leader, Behemoth
Behemoth
• Merwyrm
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.
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.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound. 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. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model.

The DRAGON keyword is used in the following Sylvaneth warscrolls:

Behemoth
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.

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

Leader
• Ylthari
Leader, 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.
© Vyacheslav Maltsev 2013-2021