Sylvaneth

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:


Books

BookKindEditionLast update
  Sylvaneth
  SylvanethBattletome4March 2026
  Legends compendium
  Legends compendiumWarscroll4April 2026
  Battle Profiles
  Battle ProfilesRulebook4April 2026
  Rules Updates
  Rules UpdatesRulebook4April 2026
  Darkwater Heroes - Legends Warscrolls
  Darkwater Heroes - Legends WarscrollsWarscroll4December 2025
  Scourge of Ghyran - Sylvaneth
  Scourge of Ghyran - SylvanethExpansion4May 2025
  Armies of Renown
  Armies of RenownWarscroll4December 2024

Designers’ Commentary

Battletome: Sylvaneth

Q:When placing scenery pieces while setting up an Awakened Wyldwood, can the ends of each base overlap?
A:
No. The tips at the end of each base must touch without overlapping part of the base of a different scenery piece.
Q:Can I set up an Awakened Wyldwood so the parts under 1" tall are under friendly models?
A:
No. You cannot move a model to put the Awakened Wyldwood parts underneath it, but the Awakened Wyldwood can be set up around a model so that the model is within the ‘empty’ circle formed within the parts of the Awakened Wyldwood.
Q:Does the ‘Growing Woods’ ability increase the range measured from an Awakened Wyldwood that a Branchwych must be wholly within in order to use its ‘Fury of the Forest’ ability, or the range measured from the Branchwych that the target of the ‘Fury of the Forest’ ability must be wholly within, or both ranges?
A:
It only increases the range measured from an Awakened Wyldwood that a Branchwych must be wholly within in order to use ‘Fury of the Forest’.

Faction Rules


Battle Traits

Sylvaneth armies can use the following abilities:

Passive
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
0-26"
3-59"
6-812"
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.

Enemy Combat Phase
1
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.

End of Your Turn
1
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.

Once Per Turn (Army), End of Any Turn
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.

Once Per Turn (Army), Your Hero Phase
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.

Once Per Turn (Army), Start of Any Turn
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.

Battle Formations

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.

BATTLE PROFILE
NamePoints
Outcasts0
Followers of Kurnoth0
Lords of the Clan0
Glade Defenders0
Wargrove of the Burgeoning0
Wargrove of Everdusk0

Outcasts

Passive
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

Once Per Turn (Army), Your Hero Phase
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

Passive
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

Once Per Turn (Army), Any Hero Phase
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

Once Per Turn (Army), End of Any Turn
STIRRING LIFE: The bloom brings a surge of rebirth to the Sylvaneth, invigorating their forms with supple green sapwood.

Declare: Pick a friendly non-HERO SYLVANETH unit within 3" of a terrain feature to be the target.

Effect: If the target has a Health characteristic of 1, return up to 3 slain models to the target. If the target has a Health characteristic of 2 or more, roll a dice, then pick 1 of the following:
  • Heal (X) the target, where X is equal to the roll.
  • Return a number of slain models to the target with a combined Health characteristic that is equal to or less than the roll.


Wargrove of Everdusk

Passive
DUSKWALK: The creeping darkness of Everdusk provides those Sylvaneth with cold bitterness in their heartwood ample opportunities to set up ambushes.

Effect: Friendly SYLVANETH HEROES can use the ‘Walk the Hidden Paths’ ability even if it has been used by another friendly unit in the same phase.

Heroic Traits

Aspects of Renewal

HERO only

BATTLE PROFILE
NamePoints
SPIRIT OF THE DARK FOREST0
SPELLSINGER0
REALMROOT GUIDE0
Once Per Battle, Enemy Hero Phase
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.

Passive
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).

Once Per Battle, Your Movement Phase
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.

Artefacts of Power

Relics of Nature

HERO only

BATTLE PROFILE
NamePoints
SEED OF REBIRTH0
AMBERGLADE NECTAR0
WYCHWOOD GLAIVE0
Passive
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.

Once Per Battle, Any Combat Phase
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.

End of Any Turn
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

BATTLE PROFILE
NamePoints
GLAMOURWEAVE0
ACORN OF THE AGES0
RANU’S LAMENTIRI0
Passive
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.

Once Per Battle, Your Hero Phase
ACORN OF THE AGES: Within this unassuming acorn lies untold potential for life.

Effect: If there are fewer than 3 friendly Awakened Wyldwoods on the battlefield, set up an Awakened Wyldwood wholly within 12" of this unit, more than 3" from all objectives and more than 1" from all enemy units and other terrain features.

Once Per Turn (Army), Reaction: Opponent declared a SPELL ability for a unit within 30" of this unit
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.
KEYWORDSUNBIND

Spell Lore

Lore of the Deepwood

Your Hero Phase
6
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.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
6
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.
KEYWORDSSPELL

Your Hero Phase
5
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.
KEYWORDSSPELL

Manifestation Lore

BATTLE PROFILE
NamePoints
Manifestations of the Deepwood0

Manifestations of the Deepwood

Your Hero Phase
6
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.
KEYWORDSSPELL, SUMMON

Your Hero Phase
6
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.
KEYWORDSSPELL, SUMMON

Your Hero Phase
6
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.
KEYWORDSSPELL, SUMMON

Prayer Lore

Lore of the Spirit-Song

Your Hero Phase
4
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.
KEYWORDSPRAYER, UNLIMITED

Your Hero Phase
5
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.
KEYWORDSPRAYER

Your Hero Phase
4
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.
KEYWORDSPRAYER

Army of Renown

Lords of the Clan

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

Battle Traits

Deployment Phase
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.
KEYWORDSDEPLOY

Once Per Turn (Army), Deployment Phase
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.

Passive
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.

Enemy Movement Phase
1
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.


Heroic Traits

(HERO only)
Passive
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.


Artefacts of Power

(HERO only)
End of Any Turn
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.


Spell Lore

Your Hero Phase
6
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.
KEYWORDSSPELL, UNLIMITED


Prayer Lore

Your Hero Phase
3
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.
KEYWORDSPRAYER, UNLIMITED


Manifestation Lore

Your Hero Phase
6
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.
KEYWORDSSPELL, SUMMON

Army of Renown

Soulpod Guardians

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.

ROSTER OPTIONS

Battle Traits

Once Per Battle (Army), Deployment Phase
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
KEYWORDSDEPLOY TERRAIN

Passive
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.

Passive
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 destroyed this battle, add 2 to the Attacks characteristic of friendly SOULPOD GUARDIANS units’ melee weapons.

Passive
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).


Heroic Traits

(HERO only)
Passive
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.


Artefacts of Power

(HERO only)
Once Per Battle, Your Movement Phase
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.


Spell Lore

Your Hero Phase
7
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.
KEYWORDSSPELL, UNLIMITED


Prayer Lore

Your Hero Phase
3
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: If the chanting roll was 8+, you can pick another eligible unit to be a second target. The target(s) can move up to 5" and can end that move in combat.
KEYWORDSPRAYER, UNLIMITED


Manifestation Lore

Your Hero Phase
6
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.
KEYWORDSSPELL, SUMMON

Army of Renown

The Evergreen Hunt

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.

Battle Traits

Once Per Battle Round (Army), Start of Battle Round
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.

Once Per Battle Round (Army), Start of Battle Round
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.

Passive
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.

Once Per Battle (Army), Your Hero Phase
1
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.

Once Per Turn (Army), Your Hero Phase
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.

Once Per Turn (Army), Any Combat Phase
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.
KEYWORDSRAMPAGE


Heroic Traits

HERO only
Passive
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).


Artefacts of Power

HERO only
Once Per Battle (Army), Any Hero Phase
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.

7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat after any non-FIGHT combat phase abilities have been used, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

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.

The non-HERO REVENANT, INFANTRY and SYLVANETH keywords are used in the following Sylvaneth warscrolls:

24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
Once Per Turn (Army), Start of Any Turn
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.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
3.2 The General
You must pick 1 HERO in your army that is leading a regiment to be your general. If any units in your army have the WARMASTER keyword, you must pick one of those units to be your general. Your general’s regiment can include up to 4 non-HERO units in addition to your general.
Once Per Turn (Army), End of Any Turn
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.

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

The non-UNIQUE HERO keyword is used in the following Sylvaneth warscrolls:

Monster Hero
Infantry Hero
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

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.
The non-UNIQUE WIZARD HERO keyword is used in the following Sylvaneth warscrolls:

Monster Hero
Infantry Hero
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

The non-UNIQUE non-WIZARD HERO keyword is used in the following Sylvaneth warscrolls:

Monster Hero
Infantry Hero
Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.

MULTIPLE POWER LEVELS
  • If an ability references a unit’s power level and that unit has more than one power level, use whichever power level is higher.
  • If an ability modifies a unit’s power level and that unit has more than one power level, it modifies both.
Passive
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
0-26"
3-59"
6-812"
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.
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
18.2 Allocating Damage
After resolving the effect of any ability that inflicts damage points (whether via attacks, mortal damage or both), you must allocate the damage points.

When allocating damage points to a unit, the damage points in its damage pool are allocated to it one at a time. Each time the number of damage points allocated to the unit equals the Health characteristic of that unit, 1 model in that unit is slain (and removed from play) and the number of damage points allocated to that unit is reset to 0. Keep allocating damage points until there are none left in the damage pool.

If the number of damage points allocated to a unit is not enough to slay a model, keep track of the number of damage points currently allocated to the unit (most players place a dice or markers next to the unit). While a unit has any damage points allocated to it, it is damaged.
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

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

14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

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

3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

Otherwise, pick one of the following
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number to ritual points to the PRIEST equal to the unmodified chanting roll and do not reset the PRIEST’s ritual points to 0.
KEYWORDSPRAYER, UNLIMITED



EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

The LORDS OF THE CLAN keyword is used in the following Sylvaneth warscrolls:

Monster Hero
Infantry
Infantry Hero
Faction Terrain
Monster

The non-UNIQUE FOREST ELDER and SYLVANETH keywords are used in the following Sylvaneth warscrolls:

The KURNOTHI and INFANTRY keywords are used in the following Sylvaneth warscrolls:

3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than one Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.
The LORDS OF THE CLAN MONSTER keyword is used in the following Sylvaneth warscrolls:

Monster Hero
Monster
1.5 Faction Terrain
Some factions have special terrain features called faction terrain features. Faction terrain features have their own warscrolls. They are not considered to be units, with the following exceptions:
  • In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat. Units can finish a charge move within ½" of an enemy faction terrain feature as if it were a unit.
  • They are affected by all enemy abilities as if they were units.
  • They can be damaged in the same manner as units. However, when they are removed from play, they count as being demolished instead of slain or destroyed (this means that they do not count as destroyed units for the purposes of abilities, scoring battle tactics etc.).
  • Faction terrain features cannot contest objectives even while they are garrisoned.
  • If a terrain feature has any melee or ranged weapons, it can use the ‘Fight’ and ‘ShootCORE abilities as if it were a unit.
  • Terrain features that have a Move characteristic of 0" (‘-’) cannot move (note that pile-in moves are a type of move).
  • Faction terrain features with a Move characteristic greater than ‘-’ are treated as if they were units in all phases for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

Some faction terrain features allow you to place a unit on them (this will be clearly specified in that terrain feature’s rules). When doing so, instead of measuring range or visibility to and from the unit that is on that terrain feature, measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature cannot use FIGHT abilities.

If a unit placed on a terrain feature is removed from it (e.g. if an ability removes them from the battlefield), that unit counts as having left that terrain feature and loses any special role or benefits it had as a result of being placed on it.

The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature.
Deployment Phase
DEPLOY FACTION TERRAIN: The army has taken to the field surrounding an important and powerful landmark.

Declare: Pick a friendly faction terrain feature that has not been deployed to be the target.

Effect: Set up the target faction terrain feature wholly within friendly territory, more than 3" from all objectives and other terrain features. After you have done so, it has been deployed.
KEYWORDSDEPLOY TERRAIN
The non-UNIQUE LORDS OF THE CLAN HERO keyword is used in the following Sylvaneth warscrolls:

Monster Hero
Infantry Hero
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

The LORDS OF THE CLAN WIZARD keyword is used in the following Sylvaneth warscrolls:

Monster Hero
The LORDS OF THE CLAN PRIEST keyword is used in the following Sylvaneth warscrolls:

Infantry Hero
18.4 Destroyed Units
When the last model in a unit is slain, the unit is destroyed and all remaining damage points inflicted on that unit have no effect. Similarly, if something causes a unit to be destroyed, all models in the unit are slain and removed from play.
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

  • Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Your Shooting Phase
SHOOT: The warriors take aim and unleash a deadly volley.

Declare: Pick a friendly unit that has not used a RUN or RETREAT ability this turn to use this ability. Then, pick one or more enemy units as the target(s) of that unit’s attacks (see 16.0).

Effect: Resolve shooting attacks against the target unit(s).
KEYWORDSCORE, ATTACK, SHOOT
Any Combat Phase
FIGHT: Locked in a deadly melee, the fighters strike out at their foes.

Declare: Pick a friendly unit that is in combat or that charged this turn to use this ability. That unit can make a pile-in move. Then, if that unit is in combat, you must pick one or more enemy units as the target(s) of that unit’s attacks.

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn.
ALL MANIFESTATIONS
Models can move through them but cannot end a move on them.
Units can finish a charge move within ½" of an enemy manifestation instead of within ½" of an enemy unit.
They can be damaged and destroyed as if they were units but do not count as destroyed units for the purposes of battle tactics and abilities.
They are affected by all enemy abilities as if they were units.
They can use CORE abilities as if they were units, and they can use abilities on their warscroll. Unless specified otherwise, they cannot use and are not affected by any other friendly abilities, and they do not count as units for the purposes of battle tactics or friendly abilities.
They can only use the ‘Shoot’ or ‘Fight’ abilities if they have weapons of the appropriate type.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC OF ‘-’
They cannot move.
They only count as being in combat in the combat phase, and enemy units only count as being in combat with them in the combat phase.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC GREATER THAN ‘-’
They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.
The SOULPOD GUARDIANS keyword is used in the following Sylvaneth warscrolls:

Infantry
Infantry Hero
Cavalry
Faction Terrain

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

The non-UNIQUE HEROSOULPOD GUARDIANS HERO keyword is used in the following Sylvaneth warscrolls:

Infantry Hero
The SOULPOD GUARDIANS WIZARD keyword is used in the following Sylvaneth warscrolls:

Infantry Hero
32.2 Objective Control
In the deployment phase after all Deployment Phase abilities have been used and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
The SOULPOD GUARDIANS PRIEST keyword is used in the following Sylvaneth warscrolls:

Infantry Hero
The EVERGREEN HUNT keyword is used in the following Sylvaneth warscrolls

Monster Hero
Infantry
Infantry Hero
Cavalry
Faction Terrain
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

The EVERGREEN HUNT MONSTER keyword is used in the following Sylvaneth warscrolls:

Monster Hero

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