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:Contents • Outcasts | ||
Book | Kind | Edition | Last update | |
Sylvaneth | ||||
Sylvaneth | Faction Pack | 4 | October 2024 | |
Fyreslayers | ||||
Fyreslayers | Faction Pack | 4 | November 2024 | |
Battle Profiles & Rules updates | ||||
Battle Profiles & Rules updates | Rulebook | 4 | November 2024 | |
Sons of Behemat | ||||
Sons of Behemat | Faction Pack | 4 | September 2024 | |
Warhammer Underworlds Legends | ||||
Warhammer Underworlds Legends | Warscroll | 4 | August 2024 |
Sylvaneth armies can use the following abilities:
Once Per Turn (Army), End of Any Turn |
Once Per Turn (Army), End of Any Turn |
KEYWORDS | CORE |
Once Per Turn (Army), Your Movement Phase |
KEYWORDS | CORE |
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.
Passive |
Passive |
Passive |
Once Per Turn (Army), Your Charge Phase |
Reaction: Opponent declared a Spell or Prayer ability |
Your Movement Phase |
Passive |
Passive |
Any Combat Phase |
Any Combat Phase |
Your Hero Phase | 6 |
KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 6 |
KEYWORDS | SPELL |
Your Hero Phase | 7 |
KEYWORDS | SPELL |
Your Hero Phase | 7 |
KEYWORDS | SUMMON, SPELL |
Your Hero Phase | 7 |
KEYWORDS | SUMMON, SPELL |
Your Hero Phase | 7 |
KEYWORDS | SUMMON, SPELL |
ROSTER OPTIONS
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Once Per Battle Round (Army), Start of Battle Round |
Once Per Battle Round (Army), Start of Battle Round |
Passive |
Once Per Battle (Army), Your Hero Phase | 1 |
Once Per Turn (Army), Your Hero Phase |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
Once Per Turn (Army), End of Any Turn |
The MONSTER keyword is used in the following Sylvaneth warscrolls:
The non-KURNOTHI INFANTRY keyword is used in the following Sylvaneth warscrolls:
Your Charge Phase |
KEYWORDS | CORE, MOVE, CHARGE |
The CAVALRY keyword is used in the following Sylvaneth warscrolls:
The HERO keyword is used in the following Sylvaneth warscrolls:
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In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes. | ||
Passive |
Your Hero Phase | 6 |
KEYWORDS | SPELL |
Once Per Battle, Your Hero Phase | 7 |
KEYWORDS | PRAYER |
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The WIZARD keyword is used in the following Sylvaneth warscrolls:
The SYLVANETH and WIZARD keywords are used in the following Sylvaneth warscrolls:
Your Movement Phase |
KEYWORDS | CORE, MOVE |
Your Movement Phase |
KEYWORDS | CORE, MOVE, RUN |
Your Movement Phase |
KEYWORDS | CORE, MOVE, RETREAT |
Your Charge Phase |
KEYWORDS | CORE, MOVE, CHARGE |
Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
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There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase. Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST. | ||
Contents • Outcasts | ||