They are the watchers in the wood, the gale that howls through forest canopies. They are the fury of the wild places. As changeable as the weather, as merciless as nature itself, they are the Sylvaneth, vengeful forest spirits of terrifying power, and to any who enter their lands unbidden, they are death.
This page contains all of the rules you need to field your Sylvaneth miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:
Battletome: Sylvaneth
| Q: | What units can be replaced with Alarielle’s ‘The Goddess of Life’ ability? |
| A: | Only Alarielle. |
| Q: | `How many models are in a Kurnoth Hunters unit that has been replaced using the ‘Awaken Slumbering Spirits’ ability? |
| A: | One. |
| Q: | When using the ‘Fury of the Forest’ ability, can you pick a friendly unit that is in combat with an enemy unit and an enemy manifestation or faction terrain? |
| A: | Yes. |
| Q: | Is a unit considered to be wholly within the creeping overgrowth if it is not wholly within the range of a single terrain feature with an overgrown token, but it is wholly within overlapping ranges of multiple different terrain features with overgrown tokens? |
| A: | Yes. |
Sylvaneth armies can use the following abilities:
THE CREEPING OVERGROWTH: As children of Ghyran, the Sylvaneth are redolent with the energies of life, which cause the ambient flora to rapidly grow and spread.
Effect: The
creeping overgrowth is measured from each
terrain feature that has a friendly
overgrown token. The range of the
creeping overgrowth is based on the number of friendly
overgrown tokens on the battlefield as shown:
Overgrown Tokens | Creeping Overgrowth Range | | 0-2 | 6" | | 3-5 | 9" | | 6-8 | 12" | | 9+ | Whole battlefield |
|
Designer’s Note: Awakened Wyldwoods are your main way of generating overgrown tokens. Some unit abilities allow you to do so too.
FURY OF THE FOREST: The Sylvaneth are overcome with rage at the presence of interlopers in their sacred forest homes.
Declare: Pick a friendly
SYLVANETH unit wholly within the
creeping overgrowth and that is
in combat with only 1 enemy unit to use this ability.
Effect: The unit using this ability has
STRIKE-FIRST for the rest of the turn.
THE LAND AWAKENS: The spirit-song thrums with strident aggression and the shrill lamentations of the fallen, rousing dormant forest spirits in the vicinity and drawing them to battle.
Declare: Pick a friendly
non-HERO REVENANT INFANTRY unit or friendly
Dryads unit that has been destroyed to be the target.
Effect: Set up a
replacement unit with half the number of models from the target unit (rounding up) wholly within the
creeping overgrowth and more than 9" from all enemy units.
ENDLESS GROWTH: As the land itself is roused to wrath, life energies bloom and surge, filling the Sylvaneth with renewed vigour.
Declare: Pick each friendly
SYLVANETH unit that is wholly within the
creeping overgrowth to be the targets.
Effect: For each target, roll a D3 and pick 1 of the following effects:
- Heal (X) the target, where X is equal to the roll.
- Return a number of slain models to it with a combined Health characteristic of up to the value of the roll.
RECLAIMED BY NATURE: In twisting profusions of unfurling branches, shivering leaves and billowing pollen, trees that would normally take many cycles to reach maturity attain their full, bountiful potential in mere moments.
Effect: If there are fewer than 3 friendly
Awakened Wyldwoods on the battlefield, you can
set up an
Awakened Wyldwood on the battlefield more than 3" from all
objectives and enemy units, more than 12" from all other friendly
Awakened Wyldwoods and more than 1" from all other
terrain features.
CREEPING DREAD: The creaking of the trees and the oppressive hum of the spirit-song in their subconscious makes the enemy jumpy and distracted, causing them to hesitate and second- guess orders in the absence of clear leadership.
Declare: Pick an enemy unit within the
creeping overgrowth to be the target.
Effect: For the rest of the turn, the first time your opponent declares a
command for the target while it is not wholly within 12" of a
HERO in their army, unless your opponent spends 1 additional command point to use that command, the command has no effect, it still counts as being used and the command points spent to use the command are still lost.
You can pick 1 of the following battle formations for a Sylvaneth army. Each battle formation grants a different ability you can use in the battle.
Outcasts
FEAR OF THE DEEPWOODS: The flitting shadows of lurking spites and the cruel laughter of these malicious Sylvaneth instil paranoia in the enemy; clearly they are not welcome in this place.
Effect: In the ‘
Creeping Dread’ ability, replace ‘while it is not wholly within 12" of a
HERO in their army’ with ‘while it is not wholly within 6" of a HERO in their army’.
Followers of Kurnoth
SACRED QUARRY: There can be no hunt without a quarry. Once the followers of Kurnoth have marked the enemy’s commander, they will stop at nothing until its blood stains their spears and claws.
Declare: Pick a friendly
SYLVANETH unit to be the target.
Effect: Until the start of your next turn, add 1 to
hit rolls for the target’s attacks while it is wholly within 12" of the enemy
general or an enemy
WARMASTER.
Lords of the Clan
NATURE’S TITANS: The eldest beings of the glades are so saturated with the life-giving magic of Ghyran that their wounds swiftly gum up with sticky sap and seal over with knotted barkflesh.
Effect: When using the ‘
Endless Growth’ ability, do not roll a D3 for
MONSTER targets. Instead,
Heal (3) each of those targets.
Glade Defenders
MEMORIES OF THE FALLEN: As the spirit-song resounds with the memories of the recently slain, the Sylvaneth are driven to a vengeful fury.
Declare: For each friendly
SYLVANETH unit or friendly
Awakened Wyldwood that was destroyed in the previous turn, you can pick a friendly
SYLVANETH unit to be a target.
Effect: Add 1 to the Attacks characteristic of each target’s melee weapons for the rest of the turn.
Wargrove of the Burgeoning
WALK THE HIDDEN PATHS: Sylvaneth can draw upon
the magic of the Wyldwoods to open hidden passageways across the battlefield.
Declare: Pick a friendly
SYLVANETH unit wholly within 12" of a friendly
Awakened Wyldwood to be the target.
Effect: Remove the target from the battlefield and
set it up again wholly within 12" of another friendly
Awakened Wyldwood and more than 9" from all enemies.
Wargrove of Everdusk
SPITEFUL DUSK: Within the creeping darkness of Everdusk lurk hate-filled spites that seek every opportunity to hinder the foe’s efforts to coordinate their attack.
Effect: The first time each phase an enemy unit within
the creeping overgrowth uses a
command, inflict D3
mortal damage on that unit after that command has been resolved. If that command was a reaction, instead inflict D3 mortal damage on that unit after the ability that command was a reaction to has been resolved.
Aspects of Renewal
HERO only
|
| SPIRIT OF THE DARK FOREST | 0 |
| SPELLSINGER | 0 |
| REALMROOT GUIDE | 0 |
SPIRIT OF THE DARK FOREST: This Sylvaneth’s grim aspect strikes atavistic terror into those who meet its gaze.
Declare: Pick a
visible enemy
HERO to be the target.
Effect: Halve the target’s Move characteristic for the rest of the turn.
SPELLSINGER: The magical motes of the realms are drawn to this champion like pollinating insects, enhancing their arcane aptitude.
Effect: If this unit is a
WIZARD, add 1 to
casting rolls for this unit.
If this unit is not a
WIZARD, it can use the ‘
Unbind’ ability as if it had
WIZARD (1).
REALMROOT GUIDE: The spirit paths offer swift egress to this realms-wise Sylvaneth, who has an intricate knowledge of their wending ways.
Declare: This unit can only use this ability if it is wholly within
the creeping overgrowth. Pick this unit and up to 1 other friendly
SYLVANETH unit within this unit’s
combat range to be the targets.
Effect: Remove the targets from the battlefield and set them up again wholly within the
creeping overgrowth and more than 9" from all enemy units.
Relics of Nature
HERO only
|
| SEED OF REBIRTH | 0 |
| AMBERGLADE NECTAR | 0 |
| WYCHWOOD GLAIVE | 0 |
SEED OF REBIRTH: Should the bearer of this seed ever fall, its rejuvenating energies will grant them new life.
Effect: The first time this unit would be destroyed, before removing it from play, roll a dice. On a 3+, this unit is not destroyed and any remaining damage points inflicted on it have no effect. Then,
Heal (D3) this unit.
AMBERGLADE NECTAR: Collected from the fearsome elder trees of Ghur, the scent of this sticky sap sends spites into a feral frenzy.
Declare: Pick a
visible enemy unit within 6" of this unit to be the target.
Effect: For the rest of the turn, add 1 to the Damage characteristic of
Companion weapons used by friendly
SYLVANETH units for attacks that target that enemy unit.
WYCHWOOD GLAIVE: The blade of this polearm, which glows dully with the bleak white- grey of a snow-laden sky, inflicts a bone-deep chill on those it does not slay outright.
Declare: Pick an enemy unit that had any
damage points allocated to it by this unit’s
combat attacks this turn to be the target.
Effect: Subtract 1 from
save rolls for the target for the rest of the battle. This unit can use this ability even if it has been destroyed.
Treasures of the Warglade
HERO only
|
| GLAMOURWEAVE | 0 |
| ACORN OF THE AGES | 0 |
| RANU’S LAMENTIRI | 0 |
GLAMOURWEAVE: The Glamourweave’s illusory enchantments both enhance the wearer’s forest camouflage and conceal their strikes when battle is joined.
Effect: Each phase, you can re-roll 1
hit roll, 1
wound roll and 1
save roll for this unit.
ACORN OF THE AGES: Within this unassuming acorn lies untold potential for life.
Effect: While they are wholly within 12" of this unit, friendly
Awakened Wyldwoods have
WARD (5+).
RANU’S LAMENTIRI: Even in death, Ranu lends sorcerous strength to their kin.
Effect: Make an
unbinding roll of 2D6. If the roll exceeds the
casting roll for the spell, the spell is
unbound and its effect is not resolved. Then, inflict an amount of
mortal damage on the caster equal to the difference between the casting roll and the unbinding roll, to a maximum of 6.
Relics of Nature
You can pick an artefact from this table instead of from other Artefacts of Power tables available to this faction
HERO only
|
| DANCING MYSTIFLIES | 0 |
| GLAMOURWEAVE | 20 |
| AMULET OF RESONANCE | 0 |
DANCING MYSTIFLIES: Their abdomens aglow with jade magic, these spites flutter across the battlefield, intercepting and absorbing arcane outbursts. In areas redolent with life energies, they have power enough to twist these captured spells and fire them back at the caster
Effect:- If this unit is not a WIZARD, it can use the ‘Unbind’ ability as if it had WIZARD (1). Otherwise, it can use the ‘Unbind’ ability an additional time each phase.
- If this unit successfully unbinds the spell being reacted to and the caster is within the creeping overgrowth, inflict an amount of mortal damage on the caster equal to the difference between the casting roll and the unbinding roll, to a maximum of 6.
GLAMOURWEAVE: The Glamourweave’s illusory enchantments both enhance the wearer’s forest camouflage and conceal their strikes when battle is joined.
Effect: Each phase, you can re-roll 1
hit roll, 1
wound roll and 1
save roll for this unit.
AMULET OF RESONANCE: This charm serves to amplify the spirit-song, ensuring it cuts through even the most furious tumult of battle.
Effect: If this unit used the ‘
Eruption of Fury’ ability this turn or you spent
rage dice as part of the ‘
Fight Through the Pain’ ability when resolving the damage sequence for this unit this turn, give 1
ritual point to each
visible friendly
SYLVANETH PRIEST wholly within 12" of this unit.
Lore of the Deepwood
JADE THORNS: The caster enhances the blades and claws of the Sylvaneth and their spite companions with spectral thorns that rake flesh and cause horrific ragged wounds.
Declare: Pick a friendly
SYLVANETH WIZARD to cast this spell, pick a
visible friendly
SYLVANETH unit wholly within 12" of them to be the target, then make a
casting roll of 2D6.
Effect: Add 1 to
wound rolls for the target’s
combat attacks for the rest of the turn, including attacks made with
Companion weapons.
ZEPHYRSPITE RUSH: The caster calls on a swarm of zephyrspites to carry their allies swiftly into battle.
Declare: Pick a friendly
SYLVANETH WIZARD to cast this spell, pick a
visible friendly
SYLVANETH unit wholly within 12" of them to be the target, then make a
casting roll of 2D6.
Effect: For the rest of the turn, the target can use
CHARGE abilities even if it used a
RUN ability in the same turn.
GRASPING ROOTS: The caster commands the undergrowth to bind and slow the enemy.
Declare: Pick a friendly
SYLVANETH WIZARD to cast this spell, pick a
visible enemy unit within 18" of them to be the target, then make a
casting roll of 2D6.
Effect: Until the start of your next turn:
- The target cannot use RUN abilities.
- Subtract 1 from charge rolls for the target.
Manifestations of the Deepwood
SUMMON GLADEWYRM: The earth splits apart as a huge serpentine form heaves itself free of the earth, its eyes blazing with jade energy.
Declare: If there is not a friendly
Gladewyrm on the battlefield, pick a friendly
SYLVANETH WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Set up a
Gladewyrm wholly within 12" of the caster,
visible to them and more than 9" from all enemy units.
SUMMON VENGEFUL SKULLROOT: From the shadows comes a nightmarish form: the wretched husk of a tortured tree, the skeletal remains of past victims tangled among its writhing root mass.
Declare: If there is not a friendly
Vengeful Skullroot on the battlefield, pick a friendly
SYLVANETH WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Set up a
Vengeful Skullroot wholly within 12" of the caster,
visible to them and more than 9" from all enemy units.
SUMMON SPITESWARM HIVE: The air is filled with the buzzing of a thousand wings as a swarm of iridescent insects bursts from its hive.
Declare: If there is not a friendly
Spiteswarm Hive on the battlefield, pick a friendly
SYLVANETH WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: Set up a
Spiteswarm Hive wholly within 12" of the caster and
visible to them.
Lore of the Spirit-Song
SONG OF THE LOST: The chanter alters the spirit-song to remind the Sylvaneth of the fallen, inspiring them with heroic resolve.
Declare: Pick a friendly
SYLVANETH PRIEST to chant this prayer, pick a friendly
SYLVANETH unit that is wholly within
the creeping overgrowth or that is
visible to them and wholly within 12" of them to be the target, then make a
chanting roll of D6.
Effect: Until the start of your next turn, subtract 1 from
wound rolls for attacks that target that friendly unit. In addition, if the chanting roll was 8+:
- If the target is a MONSTER, Heal (3) the target.
- If the target is not a MONSTER, ignore modifiers to save rolls for the target (positive and negative) until the start of your next turn.
| KEYWORDS | PRAYER, UNLIMITED |
SONG OF WAR: The spirit-song becomes an angry, staccato beat that awakens something primal in the Sylvaneth, seeing them crush bones and twist steel with the latent strength in their barkflesh.
Declare: Pick a friendly
SYLVANETH PRIEST to chant this prayer, pick a friendly
SYLVANETH unit that is wholly within
the creeping overgrowth or that is
visible to them and wholly within 12" of them to be the target, then make a
chanting roll of D6.
Effect: If the chanting roll was 10+, you can pick another eligible unit to be a second target. Until the start of your next turn, add 1 to the Rend characteristic of the target(s) melee weapons.
SONG OF DREAD: Discordant notes and eerie wails herald a sinister change in the spirit-song, causing the shadows to gather thick around a group of foes. It takes but a single misstep to discover what lurks within the dark…
Declare: Pick a friendly
SYLVANETH PRIEST to chant this prayer, pick an enemy unit that is wholly within
the creeping overgrowth or that is
visible to them and within 18" of them to be the target, then make a
chanting roll of D6.
Effect: If the chanting roll was 8+, you can pick another eligible unit to be a second target. Until the start of your next turn, each time a target uses a
MOVE ability and ends that move within the
creeping overgrowth, inflict D3
mortal damage on that target after that
MOVE ability has been resolved.
Aspects of the Deepwoods are unique enhancements that can only be given to non-
HERO non-
MONSTER SYLVANETH units. A unit can only have 1 Aspect of the Deepwoods.
|
| ASPECT OF HARVESTBOON | 10 |
| ASPECT OF IRONBARK | 10 |
| ASPECT OF HEARTWOOD | 10 |
ASPECT OF HARVESTBOON: These forest spirits are possessed of a youthful energy and vibrant enthusiasm.
Effect: Add 2" to this unit’s Move characteristic while it is wholly within
the creeping overgrowth.
ASPECT OF IRONBARK: These Sylvaneth can rapidly draw forth minerals from the earth in order to grant their barkflesh greater durability.
Effect: When resolving the damage sequence for this unit, if you spend
rage dice as part of the ‘
Fight Through the Pain’ ability, you can re-roll any of the dice that determine whether damage points are removed from this unit’s damage pool.
After the damage sequence has been resolved, if you rolled a total of 10+ on those re-rolls, this ability has no effect for the rest of the battle
ASPECT OF HEARTWOOD: Brave and true, these warriors are loyal to all Sylvaneth, regardless of glade, and seek to aid them however they can.
Effect: If this unit is wholly within
the creeping overgrowth, for each target of that ability that is wholly within 12" of this unit, you can pick 1 of the following effects:
- When resolving that ability, roll a D6 for the target instead of a D3. If, as a result of another ability, you would Heal (3) the target instead of rolling a dice, Heal (6) the target instead.
- If the target is KURNOTHI, instead of rolling a D3 and picking 1 of the effects of that ability to apply to it, you can return 1 slain model to the target unit.
Army of Renown
When you pick the Sylvaneth faction for your army, you can choose for it to be a Lords of the Clan
Army of Renown. If you do so, use the
faction rules on these pages instead of the Sylvaneth faction rules. Every unit in your army must be drawn from the units listed in the roster options below. All units in your army gain the
LORDS OF THE CLAN keyword.
| | |
| ROSTER OPTIONS - The Lady of Vines
- Any non-UNIQUE FOREST ELDERS
- Any KURNOTHI INFANTRY units
- You cannot include Regiments of Renown
| |
| | |
DORMANT HEROES: Throughout the Age of Chaos, many forests were devastated. The spirits that inhabited them fell into deep slumber, awaiting the call to awaken and fight once more.
Declare: If there are more friendly
LORDS OF THE CLAN units on the battlefield than there are in
reserve, pick a friendly
LORDS OF THE CLAN MONSTER unit that has not been deployed.
Effect: Set up that unit in reserve as a
dormant forest spirit. It has now been deployed.
ELDER AUTHORITY: Even the trees themselves respect the authority of the Sylvaneth’s regal ancients.
Declare: You can only use this ability if there is a friendly
Awakened Wyldwood on the battlefield.
Effect: You can
set up up to 2 additional
Awakened Wyldwoods on the battlefield (an Awakened Wyldwood is a single tree miniature with a crescent- shaped base). The first can be set up anywhere on the battlefield more than 3" from all units,
objectives and other
terrain features. The second can be set up anywhere on the battlefield wholly outside of enemy territory and more than 3" from all units, objectives and other terrain features.
Designer’s Note: The original Awakened Wyldwood is set up in Step 1 of the deployment phase using the ’Deploy Faction Terrain’ ability. This ability allows you to set up a second and third such terrain feature and is used in Step 3 of the deployment phase, after armies have been deployed.
OUR REACH IS LONG: These heroes of old are not simply content with holding on to what they have; they would claim back all that has been lost.
Effect: The creeping overgrowth (referenced by other abilities) extends 6" from each
terrain feature that has a friendly
overgrown token.
Increase this range by 1" for each friendly
LORDS OF THE CLAN unit that is wholly outside friendly territory.
ROUSED TO FURY: The presence of these powerful Sylvaneth is accompanied by booming reverberations in the spirit-song that alert powerful forest spirits to the enemy’s incursion.
Declare: Pick an enemy unit within 9" of a friendly
Awakened Wyldwood to be the target.
Effect: Pick 1 of the following units:
- A friendly LORDS OF THE CLAN unit that is in reserve as a dormant forest spirit.
- A friendly LORDS OF THE CLAN MONSTER that has been destroyed.
Set up the unit you picked, or a
replacement unit if you picked a destroyed unit, within 9" of the target, wholly within 6" of that friendly
Awakened Wyldwood and not
in combat. If you set up a replacement unit, allocate 6 damage points to it (
ward rolls cannot be made for those damage points).
Then, remove that friendly
Awakened Wyldwood from the battlefield.
(
HERO only)
ANCIENT MIGHT: Of unfathomable age, this gigantic elder Treelord pulverises all in their path.
Effect: This unit can use CHARGE abilities even if it is
in combat. If the
charge roll is 3 or less when it does so, it does not count as having
charged.
(
HERO only)
REJUVENATING COMPANIONS: Over their long life, colonies of symbiotic plants, fungi and spites have proliferated upon this hero, invigorating their barken form with nutrients, healing magic and innocent, uplifting melodies in the spirit-song.
Effect: Heal (3) this unit.
CALL FORTH THE FOREST: The strongest Sylvaneth wizards have a potent spiritual connection to the wyldwoods and can coax forth these eldritch copses with the proper entreaties.
Declare: Pick a friendly
LORDS OF THE CLAN WIZARD to cast this spell, then make a
casting roll of 2D6.
Effect: If there are fewer than 9 friendly
Awakened Wyldwoods on the battlefield, you can
set up an
Awakened Wyldwood wholly within 24" of the caster, more than 3" from all
objectives and more than 1" from all enemy units and other
terrain features. If there are 9 friendly
Awakened Wyldwoods on the battlefield,
Heal (3) each friendly
Awakened Wyldwood instead.
SONG OF PERSISTENCE: Memories of the unwavering courage of glades past permeate the spirit-song at the Sylvaneth’s will, stirring the noble souls of their kin and inspiring them to impossible acts of endurance.
Declare: Pick a friendly
LORDS OF THE CLAN PRIEST to chant this prayer, pick a friendly
LORDS OF THE CLAN MONSTER that is wholly within the
creeping overgrowth or that is
visible to them and wholly within 12" of them to be the target, then make a
chanting roll of D6.
Effect: Until the start of your next turn, ignore the effect of the ‘Battle Damaged’ ability on the target. In addition, if the chanting roll was 6+, the target has
WARD (6+) until the start of your next turn.
| KEYWORDS | PRAYER, UNLIMITED |
JADE WINDS: The caster draws ambient motes of Ghyranite magic unto them and shapes them into a form with solidity, identity and vicious intent.
Declare: Pick a friendly
LORDS OF THE CLAN WIZARD to cast this spell, pick 1 of the friendly
MANIFESTATIONS below that is not on the battlefield, then make a
casting roll of 2D6.
Effect: If you picked a
Gladewyrm or
Vengeful Skullroot,
set it up wholly within 12" of the caster,
visible to them and more than 9" from all enemy units. If you picked a
Spiteswarm Hive, set it up wholly within 12" of the caster and visible to them.
Army of Renown
When you pick the Sylvaneth faction for your army, you can choose for it to be a Soulpod Guardians
Army of Renown. If you do so, use the
faction rules on these pages instead of the Sylvaneth faction rules. Every unit in your army must be drawn from the units listed in the roster options below. All units in your army gain the
SOULPOD GUARDIANS keyword.
THE SACRED GROVES: Sentient trees abound in the sacred groves of the Sylvaneth, awakened by the bountiful magics of genesis.
Declare: You must use this ability.
Effect: Set up 3
Awakened Wyldwoods (an Awakened Wyldwood is a single tree miniature with a crescent-shaped base) wholly within friendly territory, more than 1" from all other
terrain features and more than 3" from all
objectives. The tips of each crescent-shaped base must touch, forming a circle.
Once you have done so, for the rest of the battle, the 3 tree miniatures join to form 1
Soulpod Grove terrain feature. The area inside the circle formed by the trees is part of the terrain feature
JADE HAVEN: The trees and spirits of a soulpod grove radiate healing magic.
Effect: The Health characteristic of your
Soulpod Grove is 18. The
creeping overgrowth extends 12" from your
Soulpod Grove.
VENGEANCE FOR THE LOST: Should they witness the desecration of their sacred groves, the Sylvaneth will attack with a merciless and frenzied aggression.
Effect: If your
Soulpod Grove has been demolished this battle, add 2 to the Attacks characteristic of friendly
SOULPOD GUARDIANS units’ melee weapons.
HEART OF THE FOREST: Saturated as they are with restorative power, soulpod groves and their guardians are not easily destroyed.
Effect: You cannot allocate more than 10 damage points per phase to a friendly
SOULPOD GUARDIANS unit while it is wholly within 12" of your
Soulpod Grove (remaining damage points inflicted on it in that phase have no effect).
(
HERO only)
DEVOTED PROTECTOR: With their final breath, the grove’s head guardian gives the last of their life energy to save their beloved haven.
Effect: If this unit is destroyed while it is wholly within 12" of your
Soulpod Grove, before removing this unit from the battlefield,
Heal (10) your Soulpod Grove.
(
HERO only)
CLARIONBUDS: These flowers, nestled in the undergrowth, are easily overlooked. Should any who bear hostile intent towards the grove draw near to them, they explosively unfurl in a puff of pollen and brilliant colour. Their true worth, however, lies in the strident resonance in the spirit-song when they do so, which alerts Sylvaneth defenders to the incursion.
Declare: If there is an enemy unit wholly within 12" of your
Soulpod Grove, pick up to 3 friendly
SOULPOD GUARDIANS units to be the targets.
Effect: Remove the targets from the battlefield and set them up again wholly within 12" of your
Soulpod Grove and more than 6" from all enemy units.
CRADLING VINES: The caster calls upon the surrounding vegetation to envelop precious soulpods and draw them closer to the centre of the grove where they can be better protected.
Declare: Pick a friendly
SOULPOD GUARDIANS WIZARD to cast this spell, pick an
objective within 18" of them that has not been picked to be the target of this spell this turn to be the target, then make a
casting roll of 2D6.
Effect: Until the start of your next turn, add 5 to the
control scores of friendly units while they are
contesting the target objective.
SONG OF VENGEANCE: The grovekeeper cries out in vengeful fury, exhorting their forest kin to strike down the invading enemy and water the soil with their lifeblood.
Declare: Pick a friendly
SOULPOD GUARDIANS PRIEST to chant this prayer, pick a
visible friendly
SOULPOD GUARDIANS unit that is wholly within 12" of them and not
in combat or that is wholly within 12" of your
Soulpod Grove to be the target, then make a
chanting roll of D6.
Effect: Until the start of your next turn, subtract 1 from
wound rolls for attacks that target that friendly unit. In addition, if the chanting roll was 8+, pick 1 of the following effects:
- You can Heal (3) the target.
- If the target is not a MONSTER, ignore modifiers to save rolls for the target (positive and negative) until the start of your next turn.
| KEYWORDS | PRAYER, UNLIMITED |
JADE WINDS: The caster draws ambient motes of Ghyranite magic unto them and shapes them into a form with solidity, identity and vicious intent.
Declare: Pick a friendly
SOULPOD GUARDIANS WIZARD to cast this spell, pick 1 of the friendly
MANIFESTATIONS below that is not on the battlefield, then make a
casting roll of 2D6.
Effect: If you picked a
Gladewyrm or
Vengeful Skullroot,
set it up wholly within 12" of the caster,
visible to them and more than 9" from all enemy units. If you picked a
Spiteswarm Hive, set it up wholly within 12" of the caster and visible to them.
Army of Renown
When you pick the Sylvaneth
faction for your army, you can choose for it to be a The Evergreen Hunt
Army of Renown. If you do so, use the faction rules on these pages instead of the Sylvaneth faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the
EVERGREEN HUNT keyword.
RHYTHM OF THE CHASE: The Evergreen Hunt relentlessly tracks its prey, skilfully manoeuvring it into a killing ground to administer a fatal blow.
Declare: If there is no
quarry on the battlefield, pick an enemy unit on the battlefield to be the target.
Effect: The target is the
quarry for the rest of the battle.
OPENING HORN BLAST: The ear-shattering peal of a hunting horn signals the coming of Kurnoth’s faithful, and foretells the bloody death of their prey.
Declare: You must use this ability at the start of the battle round.
Effect: Your chords are reset to 0. Then, you gain 1
chord:
- If a friendly Belthanos is on the battlefield.
- For each friendly EVERGREEN HUNT unit that is wholly within the same large quarter of the battlefield as the quarry.
- For each quarry destroyed so far during the battle.
SONG OF THE HUNT: The stirring battle-song of Kurnoth’s hunters grows in intensity with every foe slain, until the world resounds to a crescendo of deafening, harshly melodic notes.
Effect: The following cumulative effects apply to friendly
EVERGREEN HUNT units depending on the number of
chords you have:
1 chord – Simple: Add 1 to
run rolls and
charge rolls for friendly units wholly within the same quarter of the battlefield as the quarry.
2 chords – Tuneful: Add 1 to
hit rolls and
wound rolls for friendly units’
combat attacks that target an enemy unit wholly within the same quarter of the battlefield as the quarry.
3-5 chords – Melodic: Add 1 to the Attacks characteristic of melee weapons used by friendly units while they are in combat with the quarry.
6+ chords – Mellifluous: While a friendly unit is in combat with the quarry, the quarry has
STRIKE-LAST.
A PRIZE QUARRY IS SIGHTED: When a mighty prey is sighted, the hunters of Kurnoth focus all their efforts upon taking it down, for only a successful kill will appease their master.
Declare: Pick an enemy unit within 9" of a friendly
EVERGREEN HUNT unit to be the target.
Effect: The target becomes the
quarry for the rest of the battle. If there was already a
quarry on the battlefield when you declared this ability, that unit is no longer the
quarry.
ABUNDANT GROWTH: Lush, restorative flora blossoms and blooms in the path of the Evergreen Hunt.
Declare: Pick each friendly
EVERGREEN HUNT unit that is wholly within 3" of a
terrain feature to be the targets.
Effect: Heal (1) each target.
MERCIFUL STRIKE: For those who join the divine hunt, the moment of the final, killing blow is one of momentous importance. It must be delivered swiftly and surely.
Declare: Pick a friendly
EVERGREEN HUNT MONSTER that has not used a
RAMPAGE ability this turn to use this ability, then pick an enemy unit
in combat with it to be the target.
Effect: Roll a dice and add the number of damage points the target has. If the result exceeds the target’s Health characteristic, 1 model in the target unit is slain.
HERO only
SAPWOOD LEADER: This young and vibrant general flourishes with the life-giving magic of the Everqueen.
Effect: If you pick this unit to be a target of the ’Abundant Growth’ ability,
Heal (3) this unit instead of
Heal (1).
HERO only
HEARTWOOD HUNTING HORN: Grown in the forests of Kurnotheal, this horn emits a melody that naturally harmonises with the song of the hunt.
Effect: You gain 1
chord.
Here, you will find additional rules to use with a Sylvaneth army while playing through a Path to Glory campaign. The Path to Glory content in this book is divided into two parts: the Anvil of Apotheosis and Paths for Sylvaneth units.
The Anvil of Apotheosis
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| Your Hero's WarscrollYou can download a blank warscroll from warhammer-community.com on which to record all of your hero’s details. | |
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| The Anvil of Apotheosis is a hero creator. Using the rules in this section, you can create a custom warscroll for a HERO to use in your Path to Glory campaign. This can represent any miniature of your choosing, including one you have lovingly kitbashed or converted.
After the Anvil of Apotheosis, you will find 2 Paths for Sylvaneth units. These follow the rules outlined for Paths in the Path to Glory battlepack you are using (e.g. Path to Glory: Blighted Wilds). | |
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Step 1 - Set a Destiny Point Limit
The Anvil of Apotheosis uses a currency called
destiny points. First, you need to set a destiny point limit. This will determine how many destiny points you have to spend on your hero, what type of hero they will be and what their battle profile points cost will be.
Pick 1 of the following:
| HERO TYPE | DESTINY POINT LIMIT | BATTLE PROFILE POINTS COST | | Grove Warden | 10 | 150 | | Glade Guardian | 30 | 250 | | Forest Ancient | 50 | 350 |
|
Over the next few steps, you will pick options for your hero. Each option has a destiny point cost, abbreviated as DP. Keep a record of the number of destiny points you have spent. You cannot exceed the limit you have set.
To begin with, pick 1 of the following starting warscrolls for your hero:
| Greenwood Blade |
| | Greenwood Blade | 4 | 3+ | 4+ | 1 | 2 |
| Regiment Options | Any SYLVANETH units |
|
| HERO, INFANTRY |
| ORDER, SYLVANETH |
Sweeping Branches [Anti-charge (+1 Rend)] |
| | Sweeping Branches Anti-charge (+1 Rend) | 5 | 4+ | 2+ | 1 | 2 |
| Huge Impaling Talons [Crit (Mortal)] |
| | Huge Impaling Talons Crit (Mortal) | 2 | 4+ | 2+ | 2 | 3 |
| Regiment Options | Any SYLVANETH units |
|
BATTLE DAMAGEDEffect: While this unit has 10 or more damage points, the Attacks characteristic of its Sweeping Branches is 3.
| HERO, MONSTER |
| ORDER, SYLVANETH, FOREST ELDER |
Step 3 - Pick Your Hero's Origin And/Or Flaw
You can pick up to 1 origin and up to 1 flaw for your hero. Each adds an ability to your hero’s warscroll. However, instead of costing destiny points, flaws give you extra destiny points to spend elsewhere.
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| OriginsGNARLED SPIRIT: Over the ages, this Sylvaneth has borne witness to countless atrocities committed upon their homelands. Their profound bitterness has manifested in their twisted appearance, which instils a primal terror in their enemies.
Effect: Subtract 3 from the control scores of enemy units while they are in combat with this unit.
VERDANT HEALER: This tree spirit has dedicated themselves to the fostering and preservation of wholesome life. Through them pulse the energies of Ghyran, which can be channelled through the spirit-song to heal and bolster the battle-weary forms of their kin.
Declare: Pick a visible friendly SYLVANETH unit wholly within 12" of this unit to be the target. Effect: Pick 1 of the following effects: - Heal (D3) the target.
- The target has WARD (6+) until the start of your next turn.
NOBLE GUARDIAN: This Sylvaneth has sworn an oath to safeguard the wyldwoods of the realms, and they will stop at nothing to rid them of intruders.
Effect: Add 2 to the Attacks characteristic of this unit’s melee weapons while it is wholly within the creeping overgrowth.
ROOTWALKER: This Sylvaneth has spent long periods traversing the realms in search of lost enclaves of their kin. They have a deep knowledge of the fine capillaries of the realmroots, which they use to run rings around the foe in battle.
Effect: If this unit is more than 9" from all enemy units, it can immediately use the ‘ Normal Move’ ability as if it were your movement phase.
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| FlawsOLD BARKFLESH: This venerable hero’s dry, knotted limbs creak and crack painfully as they move.
Effect: Each time this unit uses a MOVE ability, roll a dice. On a 4+, inflict 1 mortal damage on it after that ability has been resolved.
SLOW TO AWAKEN: After being dormant for an age, this elder spirit stirs slowly, finding it difficult to readjust to the waking world after losing themselves in the spirit-song.
Effect: Halve this unit’s Move characteristic until the start of the second battle round.
TORMENTED MEMORIES: This spirit is sometimes overcome by traumatic visions, perceiving allies as just as much a threat as the enemy and lashingout in pained frustration.
Declare: You must use this ability if this unit is contesting an objective you do not control. Pick each other friendly unit contesting the same objective as this unit to be the targets. Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
CAUTIOUS SPIRIT: This Sylvaneth becomes paranoid and overcareful beyond the bounds of the forest; they are rigid and reluctant in the absence of a shady canopy and the cool comfort of rock and soil.
Effect: While this unit is wholly outside the creeping overgrowth, it can only use MOVE and ATTACK abilities.
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Step 4 - Pick a Battle Mount
You can pick up to 1
Battle Mount for your hero.
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| SWARM OF SPITES: This forest spirit is carried, surrounded or even inhabited by a great swarm of spites, whose razor-sharp mouthparts or venomous stingers overwhelm foes who stray too close.
Add the following weapon to your hero’s warscroll:
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Swarm of Spites Crit (Mortal), Companion | 10 | 4+ | 4+ | - | 1 |
|
| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Swarm of Spites Crit (Mortal), Companion | | 10 | 4+ | 4+ | - | 1 |
|
DRAGONSPITE: It is a mark of great honour to ride one of these enormous flying insectoids to battle.INFANTRY HERO only. Add the following weapon to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Sharp Mandibles Companion | 3 | 4+ | 3+ | 1 | 2 |
|
| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Sharp Mandibles Companion | | 3 | 4+ | 3+ | 1 | 2 |
|
In addition, make the following changes to your hero's warscroll: - Change the Move characteristic to 12".
- Change the Health characteristic to 7.
- Replace the INFANTRY keyword with the CAVALRY keyword.
- Add the <KY>FLY</KY> keyword.
GREATSPITE: This immense beast radiates jade magic and can only be tamed by the boldest of forest kin.INFANTRY HERO only. Add the following weapon and ability to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Razor-like Mandibles Companion | 4 | 4+ | 2+ | 2 | 3 |
|
| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Razor-like Mandibles Companion | | 4 | 4+ | 2+ | 2 | 3 |
|
BATTLE DAMAGEDEffect: While this unit has 10 or more damage points, the Attacks characteristic of its Razor-like Mandibles is 3.
In addition, make the following changes to your hero's warscroll: - Change the Move characteristic to 12".
- Change the Save characteristic to 3+.
- Change the Health characteristic to 14.
- Change the Control characteristic to 5.
- Replace the INFANTRY keyword with the MONSTER keyword.
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Step 5 - Pick any Battle Mount Upgrades
If your hero has a Battle Mount, you can pick any number of
Battle Mount Upgrades for them. The same upgrade cannot be picked more than once.
| Upgrade | Effect | Spiterider Great Lance
-3DP | Non-FOREST ELDER only. Your hero’s non-Companion melee weapons have Charge (+1 Damage). | Colossal
-3DP | Add 2 to your hero’s Health characteristic. | Kurnoth Javelin
-3DP | Add the following weapon to your hero’s warscroll:
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Kurnoth Javelin Anti-MONSTER (+1 Rend) | 12" | 1 | 3+ | 2+ | 2 | D6 |
|
| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | Kurnoth Javelin Anti-MONSTER (+1 Rend) | | 12" | 1 | 3+ | 2+ | 2 | D6 |
|
| Slashing Wings
-5DP | Add the following ability to your hero’s warscroll:
SLASHING WINGS: Amidst a roaring, buzzing fury, the passing of sharp, oscillating wings leaves deep cuts in exposed flesh.
Effect: This unit can move a distance up to its Move characteristic. It can pass through models during that move. Then, you can pick an enemy unit that this unit passed across during that move to be the target. Roll a dice for each model in the target unit. For each 5+, inflict 1 mortal damage on the target.
| Strike and Fade
-5DP | Add the following ability to your hero’s warscroll:
STRIKE AND FADE: These warriors use the spirit paths to disappear from combat, only to reappear and ambush enemies elsewhere on the battlefield.
Effect: If this unit used an FIGHT ability this turn and is wholly within the creeping overgrowth, remove it from the battlefield and set it up again on the battlefield more than 9" from all enemy units and wholly within the creeping overgrowth.
| Charge of the Spites
-6DP | MONSTER only. Add the following ability to your hero’s warscroll. You cannot pick this upgrade if your hero has another RAMPAGE ability.
CHARGE OF THE SPITES: Swarms of lesser spites surge alongside this beast as they charge, piercing eyes and slitting throats.
Declare: If this unit charged this turn, pick up to 3 visible enemy units within 6" of this unit to be the targets. Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
|
|
Step 6 - Pick any Other Upgrades
Pick any number of other upgrades for your hero. The same upgrade cannot be picked more than once.
| Upgrade | Effect | Forest Chieftain
-1DP | Add 1 to your hero’s Control characteristic. | All Bark, All Bite
-2DP | Add 2 to the Attacks characteristic of your hero’s non-Companion melee weapon. | Guardian Spirit
-3DP | Your hero’s non-Companion melee weapon has Anti-charge (+1 Rend). | Fey Form
-3DP | Your hero has WARD (5+). | Jade Attunement
-4DP | Pick 1 of the following keywords for your hero to have: WIZARD (1) or PRIEST (1). | Strangleroots
-4DP | Add the following weapon to your hero’s warscroll:
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Strangleroots Shoot in Combat | 10" | 3 | 3+ | 2+ | 1 | 2 |
|
| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | Strangleroots Shoot in Combat | | 10" | 3 | 3+ | 2+ | 1 | 2 |
|
| Zephyrspite
-4DP | INFANTRY only. Add 4" to your hero’s Move characteristic. Your hero has <KY>FLY</KY>. | Seismic Stomps
-5DP | MONSTER only. Add the following ability to your hero’s warscroll. You cannot pick this upgrade if your hero has another RAMPAGE ability.
SEISMIC STOMPS: The great mass of this forest spirit causes the ground to shake as they charge, wrong-footing and disrupting the foe.
Declare: If this unit charged this turn, pick each enemy unit in combat with it to be the targets. Effect: Roll a dice for each target. On a 3+, subtract 1 from hit rolls for the target’s combat attacks for the rest of the turn.
| Exceptional Fury
-5DP | Add 1 to the Damage characteristic of your hero’s non-Companion melee weapon. | Shambling Overgrowth
-6DP | Add the following ability to your hero’s warscroll:
SHAMBLING OVERGROWTH: This hero’s body is covered in sprouting vegetation.
Effect: You can measure the creeping overgrowth range from this unit.
| Snatching Vines
-8DP | Add the following ability to your hero’s warscroll:
SNATCHING VINES: Thick vines reach over the enemy to drag out their leaders.
Declare: Pick an enemy INFANTRY HERO within 9" of this unit to be the target. Effect: Roll a dice. On a 3+, your opponent must remove the target from the battlefield and set it up again within 1" of this unit.
| Ancient Spirit
-8DP | WIZARD or PRIEST only. Add 1 to your hero’s power level. |
|
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| Path of The Verdant Lord(SYLVANETH HERO only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
NATURAL REGENERATION: Glowing sap oozes from this hero’s wounds and quickly seals them.
Effect: When using the ‘ Endless Growth’ ability, do not roll a D3 for this unit. Instead, Heal (3) this unit.
SONG OF SPITE: The haunting war cry of this forest spirit is enough to chill the blood of any foe.
Effect: Enemy units cannot use commands while they are in combat with this unit if this unit charged in the same turn.
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
TERRITORIAL: Enemies who dare trespass in the domain of this spirit are unlikely to survive long.
Effect: Add 1 to hit rolls for this unit’s combat attacks while it is wholly within the creeping overgrowth.
JADE EXEMPLAR: The caster channels the energy of life to enhance their magical capabilities.
Effect: Add 1 to casting rolls and banishment rolls for this unit while it is wholly within the creeping overgrowth.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
BARKSCARRED: Having sustained and healed innumerable wounds, this spirit’s barkflesh has grown knotted and thick.
Effect: Roll a dice. On a 4+, that ability has no effect on this unit.
BOUNTIFUL RADIANCE: As this spirit traverses the battlefield, the ground sprouts with an abundance of new life.
Effect: You can measure the creeping overgrowth range from this unit.
LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
SONG OF THE LAND: This Sylvaneth’s accompaniments to the spirit-song imbue nearby flora with boundless life and abundance. At their will, once-barren features of the landscape are suddenly swallowed up beneath twisting lattices of vines, glistening blankets of moss and sweeping banks of swaying grass.
Effect: Give every objective and terrain feature within 18" of this unit an overgrown token. You can measure the creeping overgrowth from objectives that have a friendly overgrown token.
TRICK OF THE DARK: This mercurial Sylvaneth is a master of camouflage and misleading trespassers in their shady forest domain.
Declare: Pick a friendly Awakened Wyldwood to be the target. Effect: Remove the target from the battlefield and set it up again wholly within 6" of this unit, more than 1" from all enemy units and other terrain features and more than 3" from all objectives. Then, remove this unit from the battlefield and set it up again wholly within the creeping overgrowth and more than 9" from all enemy units.
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| Path of The Sylvan Sentinel(non-HERO SYLVANETH unit only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
ENTANGLING VINES: Grasping tendrils coil and writhe on the floor around these Sylvaneth, ensnaring the foe and preventing their escape.
Effect: Enemy non- MONSTER units cannot use RETREAT abilities while they are in combat with this unit.
ENVOYS OF THE EVERQUEEN: These warriors have been tasked with a mission by Alarielle herself and bear her protective blessing.
Effect: This unit has WARD (6+) while it is wholly within the creeping overgrowth.
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
ENTANGLING VINES: These Sylvaneth can make small jumps along the spirit paths in combat, taking foes by surprise with their sudden relocation.
Effect: If this unit is in combat, it can make a pile-in move. Then, you can pick an enemy unit in combat with this unit and roll a D3. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll.
ENVOYS OF THE EVERQUEEN: These Sylvaneth have formed a bond with a colony of magic-refracting lunar spites that flutter around them, diffusing and redirecting hostile arcane energies.
Effect: If this unit was picked to be a target of that spell, roll a dice. On a 4+, ignore the effect of that spell on this unit.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
CARPET OF THORNS: These Sylvaneth have developed the skill of summoning tangles of thorny growths in the path of the foe to slow their advance.
Declare: Pick a visible enemy unit within 12" of this unit to be the target. Effect: Subtract D3 from charge rolls for the target for the rest of the turn.
THE OLD STAG’S ROAR: This Kurnothi horn reverberates ever louder as the foe are culled, imbuing its keepers with the rising thrill of the chase.
Effect: Add the number of enemy units that have been destroyed this battle to this unit’s Move characteristic, to a maximum of +4".
LEGENDARY: When a unit on this Path gains this rank, pick l of the following abilities for them:
CEASELESS GROWTH: These Sylvaneth are true paladins of Ghyran, verdant champions that abound with the life-giving energies of the Jade Realm.
Effect: When using the ‘ Endless Growth’ ability, add X to the D3 roll for this unit, where X is the number of terrain features within 12" of this unit that have a friendly overgrown token.
SACRED PURSUIT: Those who have dedicated themselves to the hunt perceive trails hidden to most.
Effect: If this unit is not in combat and has not used a RUN or RETREAT ability this turn, remove it from the battlefield and set it up again wholly within the creeping overgrowth and more than 9" from all enemy units.
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Ever since the restoration of the Oak of Ages Past and the Rite of Life, that grand ritual performed by Alarielle to reverse the effects of the Necroquake, the sound of huge, buzzing wings overhead has been heard across the domains of the Everqueen. Despoilers of nature have learned to dread that sound, for it often heralds the coming of a Spitewing Flight, an aerial squadron of elite Sylvaneth riders sent to destroy an emerging enemy threat.
This fast-moving formation is led by an Arch-Revenant, a winged forest spirit whose experience of battle encompasses many long seasons. These superlative commanders draw upon the rich bounty of shared memories within the spirit-song to trace paths though the thickest wilds, striking wherever their quarry is weakest. Gossamid Archers open hostilities with a rain of living arrows that eat through flesh, whilst Spiterider Lancers charge forth to slay their targets with magical spears and the ripping mandibles of their beloved dragonspite mounts. Finally, Revenant Seekers swoop down in the wake of the initial strike, scattering the survivors and reaping lives with each deft strike from their gleaming sickles.
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| This Spearhead army consists of the following units:
General Units - 5 Gossamid Archers
- 3 Spiterider Lancers
- 3 Revenant Seekers
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TARGET OF VENGEANCE: The Spitewing Flight engages one foe at a time, swooping down to annihilate them before selecting a new target.
Declare: If there is no enemy
quarry on the battlefield, pick an enemy unit on the battlefield to be the target.
Effect: The target is the
quarry for the rest of the battle.
AIRBORNE COHESION: These warriors fly in tight formation, their dragonspites perfectly attuned to the movements of their kin.
Effect: Friendly units have a
coherency range of 2".
SONG OF THE HUNT: The warriors of a Spitewing Flight are energised by the increasingly harmonious notes of the spirit-song as they fight, building momentum with every defeated foe.
Effect: You gain 1
chord each time an enemy
quarry is destroyed. The following cumulative effects apply depending on the number of
chords you have:
| 1 chord | Simple: Add 1 to run rolls and charge rolls for friendly units while they are within 9" of the enemy quarry. | | 2 chords | Tuneful: Add 1 to hit rolls for friendly units’ attacks while they are within 9" of the enemy quarry. | | 3+ chords | Melodic: Add 1 to wound rolls for friendly units’ attacks while they are within 9" of the enemy quarry. |
|
Pick 1 of the following regiment abilities.
LEAVES ON THE WIND: These warriors attack swiftly and then retreat into the cover of the canopy.
Declare: Pick a friendly unit that is
in combat to be the target.
Effect: The target can immediately use the ‘
Retreat’ ability as if it were your movement phase and no
mortal damage is inflicted on it if it does so.
LIFEBRINGERS: Hailing from the vast boughs of the Oak of Ages Past, the life-giving magic of Ghyran permeates the sap-blood of these warriors and their steeds, causing their wounds to heal nigh instantaneously.
Effect: Heal (D3) each friendly unit.
Give your general 1 of the following enhancements.
HEAD OF THE HUNT: This warrior venerates the Hunter God Kurnoth as much as Alarielle. To them, the pursuit of the prey is a sacred act.
Effect: Add 1 to the Rend characteristic of your general’s melee weapons while the enemy quarry is within 9" of and
visible to them.
BOLD SPIRIT: Thrusting their glaive towards the foe with a strident war cry, the Arch-Revenant inspires their warriors to fight with all they have.
Effect: For the rest of the turn, add 1 to
wound rolls for friendly units’
combat attacks while they are within your general’s
combat range.
ZEPHYRKIN: The bond that this Arch-Revenant has with their companion zephyrspite is so strong that they can perform hit-and-run attacks with bewildering agility.
Effect: If your general
charged this turn, they can move up to 2D6" after that
FIGHT ability has been resolved. They cannot end that move
in combat.
CUNNING PURSUER: The Arch-Revenant feigns weakness, baiting the enemy into being surrounded by the swarm.
Effect: While your general is
in combat, add 1 to
charge rolls for friendly units wholly within 12" of them. Add 2 instead while your general is in combat with the quarry.
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| Arch-Revenants soar high over the battlefield, borne upon the wings of a companion zephyrspite. Swooping down to strike where the foe is most vulnerable, their majestic glaives weave a dance of death before they take flight once more, seeking out the next target to feel their wrath. | |
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| Arch-Revenant’s Glaive |
| | Arch-Revenant’s Glaive | 5 | 3+ | 4+ | 1 | 2 |
HEARTWOOD HUNTING HORN: Grown in the forests of Kurnotheal, this horn emits a bold note that sends the thrill of the hunt rushing through the veins of their warriors.
Declare: Pick a
visible friendly unit wholly within 12" of this unit to be the target.
Effect: Until the start of your next turn, when determining which effects of the ‘
Song of the Hunt’ ability apply to the target, you count as having 1 additional chord.
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| Gossamid Archers are afforded the power of flight by the zephyrspites 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. | |
| | |
| Gossamid Bow [Shoot in Combat] |
| | Gossamid Bow Shoot in Combat | 12" | 2 | 3+ | 4+ | 1 | 1 |
| Cruel Talons |
| | Cruel Talons | | 1 | 3+ | 4+ | - | 1 |
ZEPHYRSPITES: These symbiotic winged spites offer their hosts unparalleled manoeuvrability, allowing them to swiftly reposition after loosing a deadly volley.
Effect: After that
SHOOT ability has been resolved, this unit can move up to D6". It cannot move
into combat during any part of that move.
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| The Spiterider Lancers are Alarielle's elite cavalry. Mounted on agile dragonspites whose bodies thrum with life magic, they deftly swoop and whirl above the battlefield before suddenly diving into a charge, striking the enemy lines with shocking force. | |
| | |
| Spiterider Lance [Charge (+1 Damage)] |
| | Spiterider Lance Charge (+1 Damage) | 3 | 3+ | 4+ | 1 | 1 |
| Dragonspite's Mandibles [Companion] |
| | Dragonspite's Mandibles Companion | 3 | 4+ | 3+ | 1 | 2 |
SPITERIDER CHARGE: Lance-armed Spiteriders train to inflict the greatest damage possible on the charge, destroying chosen targets in a series of blistering attacks.
Declare: If this unit
charged this phase, pick a
visible enemy unit within 1" of it to be the target.
Effect: Roll a D3. Add 1 to the roll if the target is the enemy
quarry. On a 2+, inflict an amount of
mortal damage on the target equal to the roll.
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| It is the duty of the Revenant Seekers to extract the lamentiri of Sylvaneth who fall in battle and return them to the soulpod groves. The wickedly sharp sickles they wield for this purpose are equally useful for severing the mortal threads of those who would endanger the remains of their slain kin. | |
| | |
| Seeker’s Sickle [Crit (Mortal)] |
| | Seeker’s Sickle Crit (Mortal) | 3 | 3+ | 4+ | 1 | 1 |
| Dragonspite's Mandibles [Companion] |
| | Dragonspite's Mandibles Companion | 3 | 4+ | 3+ | 1 | 2 |
DEAFENING DRONE: Revenant Seekers circle over the melee, cutting throats and piercing skulls with swipes of their sickles. The buzzing roar of their dragonspites’ wings soon disorientate enemies who engage them in protracted combat.
Declare: If this unit did not
charge this turn, pick an enemy unit
in combat with it to be the target.
Effect: Roll a dice. If the roll exceeds the target’s Control characteristic, subtract 1 from the Attacks characteristic of the target’s melee weapons for the rest of the turn.
A Bitterbark Copse is a gathering of Sylvaneth that channels the spirit-song of Alarielle’s warlike Summer Aspect to purge the enemies of natural law. They are led by a Branchwych, a vengeful creature of bark and briar that cleaves through foes with their scythe. Fiercely protective of both their forest and their kin, each Branchwych wields verdant magic that allows them to weave sundered Sylvaneth barkflesh back together or add a thorned edge to their enchanted weapons.
Alongside them stride the wood-sinewed warriors of the Copse. Kurnoth Hunters fire with devastating accuracy from the back lines. They are uniquely in tune with the vibrations of the realmroots, allowing them to draw upon Alarielle’s might wherever they might be. Defending them are the Tree-Revenants, fey beings imbued with the memories of their fallen ancestors, who have ever sought to protect natural places of power. With centuries of experience to draw on, they are martial experts, able to switch between attacking and defending with natural fluidity. Each Copse is also accompanied by a Treelord, an ancient arboreal giant. Each one has lived for untold years, growing ever taller, wiser and more fearsome in battle.
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| This Spearhead army consists of the following units:
General Units - 1 Treelord
- 3 Kurnoth Hunters
- 5 Tree-Revenants
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LEY LINES: The Sylvaneth draw strength from natural sites of mystical power.
Effect: Heal (1) each friendly unit that is within 3" of any
terrain features.
STRIKE AND FADE: These warriors use the spirit paths to ambush the enemy before retreating back into the shadows.
Declare: Pick a friendly unit that used a
FIGHT ability this turn and is within 3" of any
terrain features, then roll a dice.
Effect: On a 2+, remove that unit from the battlefield and
set it up again so that each model in the unit is within 3" of any terrain features and more than 6" from all enemy units.
Pick 1 of the following regiment abilities.
VENGEFUL SPIRITS OF THE LAND: The realm-spirits lingering around the ancient sites are roused to wrath and unleashed upon the Sylvaneth’s enemies.
Declare: Pick an enemy unit that is
contesting an objective and roll a dice.
Effect: On a 4+, inflict D3
mortal damage on that enemy unit.
WALKERS OF THE HIDDEN PATHS: These mysterious warriors walk the realmroots.
Declare: Pick a friendly unit that is within 3" of any
terrain features and not
in combat.
Effect: Remove that unit from the battlefield and
set it up again more than 6" from all enemy units. That unit cannot use
MOVE abilities for the rest of the phase.
Give your general 1 of the following enhancements.
REGROWTH: Your general channels an invigorating bloom of magic.
Declare: Pick a
visible friendly unit wholly within 18" of your general to be the target, then make a casting roll of 2D6.
Effect: On a 5+,
Heal (D6) the target.
TREESONG: Your general implores the spirits of the wyldwoods to guide the blades of their allies.
Declare: Pick a
visible friendly unit wholly within 12" of your general to be the target, then make a
casting roll of 2D6.
Effect: On a 7+, add 1 to the Rend characteristic of the target unit’s melee weapons until the start of your next turn.
GNARLED WARRIOR: This Sylvaneth’s battlescarred hide has turned aside countless blades.
Effect: Ignore negative modifiers to
save rolls for your general.
SEED OF REBIRTH: Should its bearer ever fall, the seed will grant them new life.
Effect: If your general would be destroyed, before removing them from play, roll a dice. On a 3+, your general is not destroyed and any remaining damage points inflicted on them have no effect. Then,
Heal (1) your general. This unit cannot use this ability again for the rest of the battle.
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| Warrior matriarchs and guardians of the Sylvaneth’s legacy, Branchwyches lead their kin to battle with blasts of sorcery and hissing swings of their scythes, even as their bittergrub familiars lash and bite their adversaries. These same weapons are used when the fighting is done to harvest the life essence and memories from the Sylvaneth’s fallen. It is the duty of the Branchwyches to revive their kin with the verdurous harmonies of Ghyran and, if they fall, to plant their lamentiri amidst the soulpod groves to allow Alarielle’s future children to inherit the feelings and experiences within them. | |
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| Greenwood Scythe and Bittergrub |
| | Greenwood Scythe and Bittergrub | 3 | 3+ | 4+ | 1 | D3 |
VERDUROUS HARMONY: The wizard plucks reviving motes of magic from the air and uses them to renew the broken forms of fallen warriors.
Declare: Pick a
visible friendly unit wholly within 18" of this unit to be the target, then make a casting roll of 2D6.
Effect: On a 7+, you can return 1
slain model to the target unit. If you picked a
Tree-Revenants unit, you can return D3 slain models instead of 1.
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| Treelords stomp 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. Each one draws upon the experience of several mortal lifespans in battle. Their sheer power and dominance of the battlefield allows smaller Sylvaneth kin to dart around them and pick apart floundering enemy formations. The great strength and wisdom of Treelords often sees them act as the captains and champions of each wargrove. | |
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| Strangleroots [Shoot in Combat] |
| | Strangleroots Shoot in Combat | 10" | 3 | 3+ | 2+ | 1 | 2 |
| Sweeping Blows |
| | Sweeping Blows | | 5 | 4+ | 2+ | 1 | 2 |
Massive Impaling Talons |
| | Massive Impaling Talons | | 2 | 4+ | 2+ | 2 | 3 |
BATTLE DAMAGEDEffect: While this unit has 10 or more damage points, the Attacks characteristic of its Massive Impaling Talons is 1.
GROUNDSHAKER: The earth quakes as the Treelord stamps down hard, shaking the enemy’s wits.
Declare: Pick an enemy unit
in combat with this unit to be the target, then roll a dice.
Effect: On a 4+, the target has
STRIKE-LAST this phase.
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| Champions amongst the forest kindred, each Kurnoth Hunter is skilled in the use of a variety of enchanted weapons, among them a greatbow the size of an artillery piece. The first of these ferocious warriors was planted after Alarielle came into her summer aspect, imbuing her chosen envoys with the tenacity and strength required for war. They are particularly in tune with the realmroots, allowing them to sense the Everqueen’s will and convey orders to their kin. During battle, Kurnoth Hunters armed with bows will dig their roots into the ground and fire into the enemy’s lines tirelessly, weathering any oncoming storm. | |
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| Kurnoth Greatbow |
| | Kurnoth Greatbow | 18" | 2 | 3+ | 3+ | 1 | 2 |
| Vicious Claws |
| | Vicious Claws | | 3 | 3+ | 3+ | - | 1 |
ENVOYS OF THE EVERQUEEN: Kurnoth Hunters can channel a fraction of their goddess’s divine power through those sites that resonate with the realmroots.
Effect: While this unit is
contesting an objective, friendly units contesting that objective have
WARD (6+).
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| 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. Each one has a lamentiri at their core, a seed imbued with the memories and experiences of those who came before. This allows the Tree-Revenants to accumulate multiple mortal lifetimes’ worth of martial memories, strengthened by their eternal desire to protect their homes and kin. | |
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| Enchanted Blade |
| | Enchanted Blade | 2 | 3+ | 4+ | 1 | 1 |
MARTIAL MEMORIES: Tree-Revenants can draw on centuries of experience when they go to war.
Effect: Pick 1 of the following effects to apply to this unit this phase:
Memories of War: Add 1 to
hit rolls for attacks made by this unit.
Memories of Peace: Add 1 to
save rolls for this unit.