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
  SylvanethFaction Pack4October 2024
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4September 2024
  Warhammer Underworlds Legends
  Warhammer Underworlds LegendsWarscroll4August 2024

Faction Rules


Battle Traits

Sylvaneth armies can use the following abilities:

Once Per Turn (Army), End of Any Turn
ENDLESS GROWTH: Flourishing groves underfoot bring a surge of rebirth to the Sylvaneth. Their forms are invigorated with restorative sapwood.

Declare: Pick any number of friendly SYLVANETH units wholly within 6" of a friendly Awakened Wyldwood to be the targets.

Effect: Heal (D3) each target.

Once Per Turn (Army), End of Any Turn
STRIKE AND FADE: These warriors use the spirit paths to ambush the enemy before retreating back into the shadows.

Declare: Pick a friendly SYLVANETH unit that is in combat and is wholly within 6" of a friendly Awakened Wyldwood to use this ability.

Effect: Remove that unit from the battlefield and set it up again on the battlefield more than 9" from all enemy units and wholly within 6" of a different friendly Awakened Wyldwood.
KEYWORDSCORE

Once Per Turn (Army), Your Movement Phase
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 that is not in combat and is wholly within 6" of a friendly Awakened Wyldwood to use this ability.

Effect: Remove that unit from the battlefield and set it up again on the battlefield more than 9" from all enemy units and wholly within 6" of a different friendly Awakened Wyldwood.
KEYWORDSCORE

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.

Lords of the Clan

Passive
HEALING SONG: The spirit-song surgesthrough the Lords of the Clan like a raging river. As they stride across the battlefield, the Treelords harness that energy to further rejuvenate their forms.

Effect: When using the ‘Endless Growth’ ability, friendly SYLVANETH MONSTERS can Heal (3) instead of Heal (D3).


Outcasts

Passive
THE TERROR IN THE EAVES: The Outcasts are the terrors that lurk in the shadows, the creeping things beneath the forest eaves. When great masses of them surge into battle, it is all the enemy can do to avoid dying of sheer fright.

Effect: Subtract 3 from the control scores of enemy units while they are in combat with friendly SYLVANETH units.


Forest Folk

Passive
LACERATING STRIKE: Moving quickly through the undergrowth, the Forest Folk plunge into battle. Attacking from every side, multiple bands of infantry lash their victims to bloody tatters.

Effect: Add 1 to the Rend characteristic of melee weapons used by friendly SYLVANETH non-KURNOTHI INFANTRY units that charged in the same turn.


Free Spirits

Once Per Turn (Army), Your Charge Phase
FLEET AND SWIFT: The Free Spirits are the instruments of Alarielle’s will, a cadre of elite warriors whose presence hones the Sylvaneth into a weapon of singular purpose that brings swift retribution.

Declare: Pick a friendly SYLVANETH CAVALRY unit to use this ability.

Effect: This unit can use CHARGE abilities even if it used a RUN ability this turn.

Heroic Traits

Aspects of Renewal

HERO only

Reaction: Opponent declared a Spell or Prayer ability
RADIANT SPIRIT: Shielding emerald energy surrounds this hero like a leafy sanctuary.

Used By: This unit if it is wholly within 12" of a friendly SYLVANETH unit picked to be the target of that spell or prayer.

Effect: Roll a dice. On a 3+, ignore the effect of that spell or prayer on that unit. This unit can use this ability more than once per phase but only once per SPELL or PRAYER ability.

Your Movement Phase
WARSINGER: This general spurs on Alarielle’s children with stirring songs.

Declare: Pick a friendly SYLVANETH unit wholly within 12" of this unit to be the target.

Effect: Add 2" to the Move characteristic of the target for the rest of the turn.

Passive
SPELLSINGER: This hero draws on the magical power of the Awakened Wyldwoods.

Effect: While this unit is within the combat range of an Awakened Wyldwood:

If this unit is a WIZARD, add 1 to casting rolls for this unit.

If this unit is not a WIZARD, it has WIZARD (1) instead.

Artefacts of Power

Relics of Nature

HERO only

Passive
SEED OF REBIRTH: Should its bearer ever fall, the seed’s rejuvenating energies will pour into its host to grant them new life.

Effect: If 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 (1) this unit. This unit cannot use this ability again for the rest of the battle.

Any Combat Phase
GREENWOOD GLADIUS: This blade strikes with the youthful vigour of springtime.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

Any Combat Phase
CROWN OF FELL BOWERS: Rooted in this elegant circlet, a canopy of spectral branches forms above the foe, rendering them strangely vulnerable to the enchanted weapons of the Sylvaneth.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. On 3+, add 1 to wound rolls for combat attacks made by friendly SYLVANETH units that target that enemy unit this phase.

Spell Lore

Lore of the Deepwood

Your Hero Phase
6
TREESONG: Sylvaneth wizards have a strong spiritual connection to the wyldwoods and can call forth these eldritch copses at a whim.

Declare: Pick a friendly SYLVANETH WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: If there are fewer than 3 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 already 3 friendly Awakened Wyldwoods on the battlefield, Heal (3) each friendly Awakened Wyldwood.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
6
WRATHFUL SPIRITS: The caster implores the simple spirits of the Wyldwoods to guide the blades of their allies and expose the weaknesses of the foe.

Declare: Pick a friendly SYLVANETH WIZARD to cast this spell, pick a friendly Awakened Wyldwood wholly within 18" of the caster to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, add 1 to the Rend characteristic of melee weapons used by friendly SYLVANETH units while they are wholly within 6" of the target.
KEYWORDSSPELL

Your Hero Phase
7
THE DWELLERS BELOW: Drawing upon the darkest and most spiteful aspects of nature’s power, the caster summons a seething swarm of tendrils from beneath the ground.

Declare: Pick a friendly SYLVANETH WIZARD to cast this spell, pick a visible enemy unit that is either within 12" of this unit or within 6" of an Awakened Wyldwood to be the target, then make a casting roll of 2D6.

Effect: Roll a number of dice equal to the number of models in the target unit. For each 5+, inflict 1 mortal damage on the target unit.
KEYWORDSSPELL

Manifestation Lore

Manifestations of the Deepwood

Your Hero Phase
7
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 9" of the caster, visible to them and more than 3" from all enemy units.
KEYWORDSSUMMON, SPELL

Your Hero Phase
7
SUMMON VENGEFUL SKULLROOT: From the shadows comes a nightmarish form, a huge, black-limbed tree clutching piles of bleached skulls within its tangled roots.

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 9" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSUMMON, SPELL

Your Hero Phase
7
SUMMON GLADEWYRM: The earth splits apart as a sleek, serpentine form heaves itself free, eyes blazing with arcane energies.

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 9" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSUMMON, SPELL

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 HOWN: 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.

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).
Once Per Turn (Army), End of Any Turn
ENDLESS GROWTH: Flourishing groves underfoot bring a surge of rebirth to the Sylvaneth. Their forms are invigorated with restorative sapwood.

Declare: Pick any number of friendly SYLVANETH units wholly within 6" of a friendly Awakened Wyldwood to be the targets.

Effect: Heal (D3) each target.

The MONSTER keyword is used in the following Sylvaneth warscrolls:

The non-KURNOTHI INFANTRY keyword is used in the following Sylvaneth warscrolls:

• Dryads
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 CAVALRY keyword is used in the following Sylvaneth warscrolls:

The HERO keyword is used in the following Sylvaneth warscrolls:

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 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.
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

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.

On a chanting roll of 2 or more, 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.

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

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 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.
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 WIZARD keyword is used in the following Sylvaneth warscrolls:

1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
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).
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.
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.

The SYLVANETH and WIZARD 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 1 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, unless they have a keyword that matches that faction’s name.
  • 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.
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.
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
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

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).
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 at the start of the phase, 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.

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