12" 6 4+ 2 Wielding wickedly sharp glaives and borne to battle by zephyrspites that clasp their torsos, Arch-Revenants serve Alarielle as war leaders, scouts and special agents. Far afield do they roam, marshalling wargroves in accordance with the Everqueen’s will and reporting all they see back to Alarielle through their low, keening songs.
Arch-Revenants work in close tandem with their Kurnoth Hunter brethren, though their presence is received with caution by the Sylvaneth. The Arch- Revenants were planted by Alarielle at the height of her war aspect, when she had emerged from her long hibernation and wrought devastating vengeance against those that would harm Ghyran. This furious resolve is seeded within them, and bombastic aggression radiates within them like a midsummer storm. Though not blind to the intricate social hierarchies of their race, these spirits have little time for politics, and their brusque manner sees few glades eagerly receive them. Yet their fiery nature is an undeniable advantage over their foes. Other Sylvaneth are filled with brimming battle-lust when nearby a passionate Arch-Revenant, surging forth to enact Alarielle’s designs. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Revenant’s Glaive and Tail Pincers | |||||||
Revenant’s Glaive and Tail Pincers | 5 | 3+ | 4+ | 1 | 2 |
Any Combat Phase |
Passive |
KEYWORDS | HERO, INFANTRY, FLY |
ORDER, SYLVANETH |
6" 5 5+ 2 Branchwyches are potent life-mages who are charged with guarding and tending a clan’s soulpod groves. It is they who bear the sombre duty of extracting lamentiri from fallen Sylvaneth, harvesting the soulseeds with reverent swings of their sickle-staves before returning to plant them in sacred soil.
Part shaman and part subordinate to the Treelords, a Branchwych’s connection to the earth grants them strange intuition that any Sylvaneth would be wise to heed. The Branchwyches, however, are just as infamous for their tempers, for they are swift to anger when pressed – and the forests often reflect their anger, fed by their furious spirit.
Only the fey spites are immune to a Branchwych’s wrath, for these druidic Sylvaneth dote upon the strange little creatures. Many wondrous varieties of spite flutter around a Branchwych, but their closest companions are the bittergrubs – caterpillar-like entities that ride upon a Branchwych’s shoulder and savagely attack nearby foes. Once a bittergrub has fed sufficiently, it will metamorphosise into an emerald cocoon before splitting open to release a wave of shimmering, rejuvenating pollen across the tainted earth. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Swarm of Spites [Companion, Crit (Auto-wound)] | ||||||||
Swarm of Spites Companion, Crit (Auto-wound) | 12" | 6 | 4+ | 4+ | 1 | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Greenwood Scythe and Bittergrub | ||||||||
Greenwood Scythe and Bittergrub | 3 | 3+ | 4+ | 1 | D3 |
Once Per Turn (Army), Enemy Combat Phase |
KEYWORDS | HERO, WIZARD (1), INFANTRY |
ORDER, SYLVANETH |
6" 7 5+ 2 First brought into being by the Everqueen’s Rite of Life, that grand spell cast to heal the corruption of the realms, the Warsong Revenants carry its energies within them. They channel it through an ornate flute set with a fragment of bark from the Oak of Ages Past. They possess an instinctive sense for the ley lines that cross the realms, following these arcane pathways and playing their song of rejuvenation so that they may coax the lands to healing. On their travels, they are surrounded by swarms of flittering spites and carpets of thrashing roots which viciously lash out at any who would impede them.
The song that these Revenants play is composed of pure arcane force. To the Sylvaneth, it is a stirring tune of great vibrancy, while to their allies it is a fey and unsettling earworm that never entirely fades from the edge of hearing. Beings corrupted by Chaos perceive the ballads of a Warsong Revenant as terrifying, soul-shredding dissonances that echo weirdly from the depths of the woods; those who hear it are left staggering and insensate, right up until they are beheaded by the Revenant’s arcanely charged falchion. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Spearing Vines and Spirit Falchion | |||||||
Spearing Vines and Spirit Falchion | 5 | 3+ | 3+ | 1 | D3 |
Passive |
Passive |
Your Hero Phase | 7 |
KEYWORDS | SPELL |
KEYWORDS | HERO, WIZARD (2), INFANTRY, FLY, WARD (6+) |
ORDER, SYLVANETH |
14" 16 3+ 5 Alarielle is a being of ancient wisdom and terrifying power. A goddess bound to the energies of life, she exudes an aura of vitality capable of cleansing tainted lands. Yet these powers can just as soon be turned to war. At Alarielle’s command, her enemies are washed away in torrents of raging waters, strangled by thrashing ironoak roots, or transmuted to living wood. There is no mercy in the Everqueen’s heart; she has entered the season of her War Aspect and now blooms with a passion only vengeance can curb.
Alarielle’s sorceries are able to summon flurries of healing pollen, as well as to mature new groves of Sylvaneth. In her right hand she wields the Spear of Kurnoth, a relic said to contain the dwindled essence of her consort and huntergod. Her left limb has been replaced by the Talon of the Dwindling, a sickle-like wooden claw that drains opponents of vitality.
One of the Everqueen’s most powerful allies is her mount, a hulking Wardroth Beetle. This titan’s horns can topple even fortress walls. When Alarielle takes wing, her Wardroth is capable of transforming into a swarm of pulsing glowspites to follow her and reform once more. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Spear of Kurnoth | ||||||||
Spear of Kurnoth | 12" | 1 | 2+ | 3+ | 2 | 4 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Spear of Kurnoth | ||||||||
Spear of Kurnoth | 5 | 3+ | 3+ | 2 | 2 | |||
Wardroth’s Great Antlers [Companion] | ||||||||
Wardroth’s Great Antlers Companion | 6 | 4+ | 2+ | 2 | 4 |
Passive |
Any Hero Phase |
Your Hero Phase | 7 |
KEYWORDS | SPELL |
Once Per Turn (Army), Your Movement Phase |
Once Per Turn (Army), Any Charge Phase |
KEYWORDS | RAMPAGE |
KEYWORDS | WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (3), FLY, WARD (6+) |
ORDER, SYLVANETH |
12" 14 3+ 5 Woe betide unwitting trespassers marked by Belthanos, for by the time they realise their fate, the hosts of the First Thorn will be chasing across valley, river and forest to trap their master’s prey. As the herald of the dormant hunter-god Kurnoth, Belthanos stands above his Kurnothi brethren as their leader. When he leads the Evergreen Hunt forth, primal life energy surges and ensnares foes with fresh buds and choking shoots.
Many of Belthanos’s targets are not aware that they have been marked. The distinguishing feature can be as simple as the tear of a thorn or the prick of a nettle, but there can be no doubt when Belthanos sounds his terrible horn. Once blown, his prey are doomed to hear its maddeningly shrill echo right up until he plunges his Kurnoth glaive deep into their heart.
The Carnelian Greatspite that Belthanos rides is not a true insect but a construct of pure life energy; it is this creature that allows Belthanos such a measure of arboreal control. His aura of spring vibrancy bends the world around him, flushing quarry from the trees for his retinue of Kurnoth Hunters to strike down with arrow and scythe. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Carnelian Greatspite’s Razor-like Mandibles [Companion] | |||||||
Carnelian Greatspite’s Razor-like Mandibles Companion | 4 | 4+ | 2+ | 2 | 3 | ||
Kurnoth Glaive [Charge (+1 Damage)] | |||||||
Kurnoth Glaive Charge (+1 Damage) | 5 | 3+ | 3+ | 2 | 2 |
Passive |
Once per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
Once Per Battle, Start of Any Turn |
Your Charge Phase |
KEYWORDS | UNIQUE, HERO, MONSTER, FLY |
ORDER, SYLVANETH, KURNOTHI |
9" 10 3+ 5 Drycha Hamadreth is man’s terror of the deep woods made manifest. Her loathing for all not born of the forests is endless. It would be preferable to perish at her wicked talons or the jaws of the deranged spite-swarms that surround her than be dragged off by her disciples to meet a grisly, unknowable fate amidst the darksome groves. Drycha is an old and bitter spirit. She was planted in the dark years of the Age of Chaos within the shaded vale of Hamadrithil.
Drycha is a twisted monster of a forest spirit, cultivated in the hour of Alarielle’s fury and despair and thrust into fighting from the moment of her birth. Thorned vines lash furiously about her towering form as attendant spites buzz with a hunger for slaughter. She sings a song of bloodshed that draws in the most blackhearted and bitter of the Sylvaneth. Drycha and her followers now slaughter not only the followers of Nurgle, but any perceived trespassers to Ghyran.
Despite their grievances, Drycha and Alarielle both grudgingly recognise that they each embody crucial aspects of the natural world. Drycha is willing to fight alongside those the Everqueen deems allies, though ‘accidents’ and disappearances abound. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Flitterfuries [Shoot in Combat, Companion] | ||||||||
Flitterfuries Shoot in Combat, Companion | 12" | 10 | 4+ | 4+ | 1 | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Slashing Talons [Anti-INFANTRY (+1 Rend)] | ||||||||
Slashing Talons Anti-INFANTRY (+1 Rend) | 5 | 3+ | 2+ | 1 | 2 | |||
Swarm of Squirmlings [Anti-INFANTRY (+1 Rend), Companion] | ||||||||
Swarm of Squirmlings Anti-INFANTRY (+1 Rend), Companion | 10 | 4+ | 4+ | 1 | 1 |
Once Per Turn, Any Hero Phase |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
Your Hero Phase | 6 |
KEYWORDS | SPELL |
KEYWORDS | UNIQUE, HERO, MONSTER, WIZARD (1) |
ORDER, SYLVANETH |
5" 14 3+ 5 Spirits of Durthu are amongst the mightiest of all Treelords, behemoths of bark and sap that serve as warrior champions of the wargroves. Armed with huge guardian swords that thrum with pure life energies, and able to conjure blasts of raw Ghyranite energy that turn their foes to verdant mulch, a Spirit of Durthu will never yield. When they plant their root-like feet, entire vanguards have been known to break against them.
The Spirits of Durthu serve as the Everqueen’s ambassadors, and as lifewards to those Sylvaneth deemed crucial to her plans, setting them apart from the hierarchy of the Glades. Alarielle herself is attended by the Sons of Durthu, hand-picked and fanatically loyal bodyguards. In the Age of Chaos, she banished the Sons in a fit of despair – yet they never lost faith in their goddess, and fought on as lonely guardians of her most sacred retreats. Since her rebirth, Alarielle has summoned her champions once more. Now the Sons of Durthu are redolent with the energies of life, making them living fonts of bountiful Ghyranite magic. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Verdant Blast | ||||||||
Verdant Blast | 12" | 5 | 4+ | 3+ | 1 | 2 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Guardian Sword [Anti-MONSTER (+1 Rend)] | ||||||||
Guardian Sword Anti-MONSTER (+1 Rend) | 4 | 3+ | 2+ | 2 | 5 | |||
Massive Impaling Talons [Crit (Mortal)] | ||||||||
Massive Impaling Talons Crit (Mortal) | 2 | 4+ | 2+ | 2 | 3 |
Passive |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
Passive |
KEYWORDS | HERO, MONSTER |
ORDER, SYLVANETH |
8" 8 3+ 5 The Lady of Vines is held in the utmost respect by the Sylvaneth. She is Alarielle’s trusted right hand in the most literal sense, for after she died protecting her mother goddess, she was regrown from Alarielle’s severed limb. She wields Kurnotheal’s Wrath, a spear grown from a splinter of the Everqueen’s own legendary weapon. Within it resides a sliver of the hunter-god’s guiding animus, and when hurled it can wreak terrible damage before being plucked back into the Lady’s hand by a reaching vine. The Lady also bears the ultimate mark of Alarielle’s favour – her Verdian Crown, which blankets those fighting around her in her mother’s power and allows them a greater measure of arboreal control.
The liana-like whips that lash from the Lady’s body at will are thick and razoredged, thirsting for vengeance as a shadowed flower thirsts for sunlight. She has never faltered in her prosecution of the long War of Life against the Plague God’s forces. Without her certainty, her ability to navigate the realmroots and the incredible lengths that the Lady went to in order to keep Alarielle safe, the Everqueen would certainly be dead, and the realm of Ghyran rotted away by the scourge of Nurgle. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Kurnotheal’s Wrath | ||||||||
Kurnotheal’s Wrath | 12" | 1 | 2+ | 2+ | 1 | D6 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Kurnotheal’s Wrath and Lashing Vines [Crit (Mortal)] | ||||||||
Kurnotheal’s Wrath and Lashing Vines Crit (Mortal) | 6 | 3+ | 3+ | 2 | 2 |
Passive |
Your Hero Phase | 7 |
KEYWORDS | SPELL |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
KEYWORDS | WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (2) |
ORDER, SYLVANETH |
5" 14 3+ 5 Towering over their fellow Sylvaneth are the Treelords, the captains and champions of the wargroves. Even the least of these majestic entities has likely persisted for several mortal lifespans, and within their vital sap bubbles the endless exuberance of the Jade Realm. Warlike and prideful, Treelords are eager to reduce the Everqueen’s foes to ruin, either with bone-crushing blows from their oaken limbs or eviscerating strikes from tendrils that shoot forth from their open talons. They can call upon the spirits of the forest to aid them in times of need. With an earthshaking stomp, Treelords can also send nearby foes reeling, rendering them easy prey for smaller allies.
Treelords possess an instinctive command of the spirit-song and are able to shape its notes to guide lesser Sylvaneth in accordance with the will of their glade’s rulers – and beyond that, the Everqueen herself. This innate skill leads to them developing a deep spiritual connection with the forests of the realms. Despite their great size, they are able to navigate strange and secret paths through the deepwoods and between sites of power, emerging seemingly from nowhere to assail a terrified enemy. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Strangleroots [Shoot in Combat] | ||||||||
Strangleroots Shoot in Combat | 10" | 3 | 3+ | 2+ | 1 | 2 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Massive Impaling Talons [Crit (Mortal)] | ||||||||
Massive Impaling Talons Crit (Mortal) | 2 | 4+ | 2+ | 2 | 3 | |||
Sweeping Blows [Anti-charge (+1 Rend)] | ||||||||
Sweeping Blows Anti-charge (+1 Rend) | 5 | 4+ | 2+ | 1 | 2 |
Passive |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
Any Shooting Phase |
KEYWORDS | HERO, MONSTER |
ORDER, SYLVANETH |
5" 14 3+ 5 As a Treelord ages, their barkflesh hardens, their sap-blood grows richer and more turgid, and they absorb ever more of the life magic permeating the realms. Over time, their mastery over the eldritch energies of Ghyran grows, and the recklessness of youth cools to wise even-headedness. Thus do they become Treelord Ancients, the leaders of the clans, calling upon the experience of centuries – or even millennia – to chart a path forwards.
Age weighs upon even these creatures, however. Some Treelord Ancients are irascible souls jaded by centuries of life and loss. Others may appear outright mad by mortal standards, either in the manner of a charismatic sage or an unpredictable natural disaster that has begun to splinter under the weight of years. In most cases, a Treelord Ancient’s eccentricities stem from them simply hearing the spirit-song on a keener level than most, allowing them to weave complex spells from the strands of life and cultivate new Wyldwoods into being in an instant. Even in battle, as they lead their kin and harness their magic in breathtaking displays of jade spellcraft, a Treelord Ancient keeps part of their mind clear and detached. In doing so, they carefully observe all around them, the better to share their knowledge with future generations. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Doom Tendril Staff | ||||||||
Doom Tendril Staff | 18" | 4 | 4+ | 3+ | 1 | D3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Massive Impaling Talons [Crit (Mortal)] | ||||||||
Massive Impaling Talons Crit (Mortal) | 2 | 4+ | 2+ | 2 | 3 | |||
Sweeping Blows [Anti-charge (+1 Rend)] | ||||||||
Sweeping Blows Anti-charge (+1 Rend) | 5 | 4+ | 2+ | 1 | 2 |
Passive |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
Once Per Turn (Army), Your Hero Phase |
KEYWORDS | HERO, MONSTER, WIZARD (1) |
ORDER, SYLVANETH |
12" 5 4+ 2 The Revenant Seekers are charged with a critical mission: to travel to far-flung locations where wargroves have fallen and retrieve the precious lamentiri of the slain. They travel upon dragonspites – insectoid predators known for their agility. The Revenant Seekers are armed with sickles so redolent in the magic of the harvest that they can slice through steel like corn, and in their off hands, they bear shields imbued with the power of the Oak of Ages Past. Revenant Seekers are far less prone to flights of whimsy than their kin due to the solemnity of their duty, and the dirge-like, mourning refrains that they contribute to the spirit-song are prized only in those glades of the grimmest disposition.
On the battlefield, however, the Revenant Seekers’ moribund demeanour is replaced by a fierce determination. Fuelled by a desire to protect the legacy of their people, they will fly into the very jaws of death to this end. The rituals by which the Seekers extract the lamentiri from dead Sylvaneth fills nearby forest spirits with a portion of their kin’s final energies. This essence knits wounds back together and regrows lost limbs as a last gift from the fallen, imparted only to those who fight to ensure the continuation of their race. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Seeker’s Sickle [Crit (Mortal)] | |||||||
Seeker’s Sickle Crit (Mortal) | 3 | 3+ | 4+ | 1 | 1 | ||
Sharp Mandibles [Charge (+1 Damage), Companion] | |||||||
Sharp Mandibles Charge (+1 Damage), Companion | 3 | 4+ | 3+ | 1 | 1 |
Passive |
Passive |
End of Any Turn |
KEYWORDS | CAVALRY, CHAMPION, MUSICIAN (1/3), STANDARD BEARER (1/3), FLY |
ORDER, SYLVANETH |
12" 5 4+ 2 Spiterider Lancers are unions of tree-spirit and insectoid predator. With astounding agility they whirl above the battlefield before diving into a sudden, swift charge. To tame a dragonspite, a Sylvaneth must call upon the deepest notes of the spirit-song, soothing the flighty creatures through the emotion of their chorus. Should the dragonspite echo the song in its hissing voice – and not lash out with its mandibles to tear the supplicant apart – the Sylvaneth will be permitted to clamber atop their new steed. Only then are they deemed worthy to join Alarielle’s elite.
Dragonspites were once natives of the World-that-Was, nestling within the bark of the Oak of Ages. Even as the world ended and that great tree was cast into the void, the dragonspites survived, trapped within mystical amber. When Alarielle sang the Rite of Life to restore the realms from corruption, this amber was sent running like wax and the dragonspites were freed, swollen through the magics they had absorbed. Alarielle’s song has become entwined with their souls, and only a single mighty blow can hope to overcome their regenerative capabilities – otherwise they will heal and endure, as endless as the seasons. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Spiterider Lance [Anti-Cavalry (+1 Rend), Charge (+1 Damage)] | |||||||
Spiterider Lance Anti-Cavalry (+1 Rend), Charge (+1 Damage) | 3 | 3+ | 4+ | 1 | 1 | ||
Sharp Mandibles [Charge (+1 Damage), Companion] | |||||||
Sharp Mandibles Charge (+1 Damage), Companion | 3 | 4+ | 3+ | 1 | 1 |
Passive |
End of Any Turn |
Any Combat Phase |
KEYWORDS | CAVALRY, CHAMPION, MUSICIAN (1/3), STANDARD BEARER (1/3), FLY |
ORDER, SYLVANETH |
6" 1 5+ 1 While motionless, a Dryad can appear as some inert trunk twisted by many seasons’ growth – until their wooden talons begin clicking and their eyes flash with wrath. When at war, a copse of Dryads acts akin to a singular entity, each mind linked by the magic of their spirit-song.
Once, the Dryads sang whimsical and joyous choruses – their elder Branch Nymphs are renowned for their ability to revitalise entire woodlands. However, centuries of woe have seen the song of the Dryads darken. The wailing notes of the Forest Folk – laments of loss and profound anger – leave the foe fearful and disoriented. These songs also call upon the lands that the Dryads tend so carefully, summoning thickets of tanglevines to ward off enemy blows.
Though they will heed the wishes of a wargrove’s commander in the manner of the innately hierarchical Sylvaneth, Dryads are not soldiers – only killers. They are adept ambushers, slipping through dense wyldwoods to emerge where the foe least expects them. Then the Dryads begin their murderous work, talons lashing out with such fury that they can find purchase upon even the armour of Chaos. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Wracking Talons | |||||||
Wracking Talons | 2 | 4+ | 4+ | - | 1 |
Passive |
KEYWORDS | INFANTRY, CHAMPION |
ORDER, SYLVANETH |
12" 2 5+ 1 The Gossamid Archers are as graceful as they are deadly, weaving through the trees as if one with the wind itself before silently sending an arrow between the eyes of their foes. These skirmishers are infamous for their punishing accuracy and the hideous fate of those struck by their projectiles. Gossamid Archers are given the power of flight by the zephyrspites that clasp their torsos, magical creatures with powerful, buzzing double wings. Such is the bond between Sylvaneth and spite that, should a retreat need to be made, the zephyrspites will detach and fly at the enemy to buy time for their master.
Though the Gossamids’ bows are supple and strong, it is their arrow shafts that hold the secret to their lethality. The quiverbug each keeps at their hip extrudes a special type of larval pod, its shape akin to an arrow. When fired into the flesh of an enemy, the ravenous grubs couched within the arrowhead hatch, eat and grow to maturity in seconds, usually resulting in a shocking explosion of gore. Once their gestation is complete, a buzzing whirlwind of new quiver-bugs will fly off, seeking out more Gossamids to recommence the cycle of life-through death. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Gossamid Bow [Shoot in Combat, Crit (Auto-wound)] | ||||||||
Gossamid Bow Shoot in Combat, Crit (Auto-wound) | 12" | 2 | 3+ | 3+ | 1 | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Cruel Talons | ||||||||
Cruel Talons | 1 | 3+ | 4+ | - | 1 |
Passive |
Once Per Turn, Any Shooting Phase |
KEYWORDS | INFANTRY, CHAMPION, FLY |
ORDER, SYLVANETH |
5" 5 4+ 2 Kurnoth Hunters are considered taciturn and strange even by other Sylvaneth. Their soulpods were planted after Alarielle’s metamorphosis into her war aspect, and what emerged was unlike anything that had come before. Masters of weapons as large as mortal men, Kurnoth Hunters are the knights of the forest, and their presence heralds a coming time of trial. Kurnoth Hunters will hunt down their prey with never-ending stamina, enduring defiantly as they strike down their foes.
Kurnoth Hunters are capable of detecting the subtlest arcane vibrations along the realmroots and spreading a portion of this power to their kin. Their affinity with the land also makes them excellent scouts; they often serve to secure sacred sites before the Sylvaneth’s enemies – or ostensible allies – can reach them.
Giants amongst the forest kindred, those Kurnoth Hunters skilled in archery wield enormous greatbows in battle. Each of these weapons is sung into shape rather than carved; through the use of the Kurnoth Hunters’ keening melody, they can coax their bows into being from the boughs of the Oak of Ages Past. They are relentless in pursuit of their quarry, able to stalk their prey across entire nations without tiring. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Kurnoth Greatbow [Anti-HERO (+1 Rend)] | ||||||||
Kurnoth Greatbow Anti-HERO (+1 Rend) | 18" | 2 | 3+ | 3+ | 1 | 2 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Vicious Claws | ||||||||
Vicious Claws | 3 | 3+ | 3+ | - | 1 |
Passive |
Your Shooting Phase |
KEYWORDS | INFANTRY, CHAMPION |
ORDER, SYLVANETH, KURNOTHI |
5" 5 4+ 2 Kurnoth Hunters are considered taciturn and strange even by other Sylvaneth. Their soulpods were planted after Alarielle’s metamorphosis into her war aspect, and what emerged was unlike anything that had come before. Masters of weapons as large as mortal men, Kurnoth Hunters are the knights of the forest, and their presence heralds a coming time of trial. Kurnoth Hunters will hunt down their prey with never-ending stamina, enduring defiantly as they strike down their foes.
Kurnoth Hunters are capable of detecting the subtlest arcane vibrations along the realmroots and spreading a portion of this power to their kin. Their affinity with the land also makes them excellent scouts; they often serve to secure sacred sites before the Sylvaneth’s enemies – or ostensible allies – can reach them.
Those Kurnothi that wield greatswords are the immovable front lines of the Sylvaneth warglades. They charge through the enemy with bludgeoning strides and swinging blades, decapitating those that do not fall beneath their churning roots. It is their job to cut down the enemy before they can approach the sacred groves of the Sylvaneth or to hunt and punish those that have affronted the Everqueen. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Kurnoth Greatsword [Crit (Mortal)] | |||||||
Kurnoth Greatsword Crit (Mortal) | 4 | 3+ | 3+ | 1 | 2 |
Passive |
Any Combat Phase |
KEYWORDS | INFANTRY, CHAMPION |
ORDER, SYLVANETH, KURNOTHI |
5" 5 4+ 2 Kurnoth Hunters are considered taciturn and strange even by other Sylvaneth. Their soulpods were planted after Alarielle’s metamorphosis into her war aspect, and what emerged was unlike anything that had come before. Masters of weapons as large as mortal men, Kurnoth Hunters are the knights of the forest, and their presence heralds a coming time of trial. Kurnoth Hunters will hunt down their prey with never-ending stamina, enduring defiantly as they strike down their foes.
Kurnoth Hunters are capable of detecting the subtlest arcane vibrations along the realmroots and spreading a portion of this power to their kin. Their affinity with the land also makes them excellent scouts; they often serve to secure sacred sites before the Sylvaneth’s enemies – or ostensible allies – can reach them.
Those Kurnothi that favour the scythe attack with great, graceful sweeps of their blade, capable of bisecting any enemies of the forest that attempt to pass them by. Striding forward with calm and implacable purpose, they carve furrows through the enemy ranks, sending heads and limbs flying like scattered leaves. These steadfast hunters sprout thick weaves of thorny branches that pin their foes in place, tearing limbs from their bodies should they try to move. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Kurnoth Scythe [Anti-charge (+1 Rend)] | |||||||
Kurnoth Scythe Anti-charge (+1 Rend) | 3 | 3+ | 3+ | 1 | 3 |
Passive |
Any Combat Phase |
KEYWORDS | INFANTRY, CHAMPION |
ORDER, SYLVANETH, KURNOTHI |
5" 2 5+ 1 Spite-Revenants are shrieking terrors wrought in the image of the deepest and most twisted woodlands. Light and shadow fluctuate around these ghastly beings as they tear and bite their victims, rending to bloody tatters any who do not fling down their weapons and flee. The Spite-Revenants were not grown like other Sylvaneth, but simply appeared within the Mortal Reams in increasing numbers since the winter of Alarielle’s despair. They embody the darkest of the natural cycles which sees them shunned even by their own kin, some of whom believe that their bitter malaise can spread. Many Spite-Revenants band together in exile and are collectively known as the Outcasts.
Some say the Spite-Revenants were once spites who made grim bargains in an effort to become true Sylvaneth, or else are the product of a ritual of Alarielle’s that went hideously awry. When war calls, these twisted creatures creep forth from hidden groves, bodies glowing with eerie wisp-lights. Though their talons are sharp, the greatest weapon of the Spite-Revenants are their voices, for while they cannot harmonise with the spirit-song, they wail cacophonies of nerveshredding dissonance. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Cruel Talons and Fangs [Crit (Mortal)] | |||||||
Cruel Talons and Fangs Crit (Mortal) | 3 | 3+ | 4+ | - | 1 |
Any Combat Phase |
KEYWORDS | INFANTRY, CHAMPION |
ORDER, SYLVANETH |
5" 2 5+ 1 The Twistweald were once Sylvaneth like any other, flourishing with Alarielle’s life-giving magics. Now their bodies are grown over with parasitic plants and fungi that choke their bark and muddy their minds. These amalgamated beings wander in a state of pain-induced frenzy, attacking with lashing thorned roots and clouds of vicious spiteswarms until their enemies are shredded into pulp.
The Twistroot parasite manifests differently upon each host. The roots of the invading plant can often be seen weaving painfully in and out of Twistroot Revenants’ barkflesh, sometimes replacing eye sockets or hair. Even after a Twistweald’s attending Swarmsage summons spiteswarms to chew away the surface growths, the roots under the skin are impossible to fully purge, leaving the hosts in constant agony. They barely hang onto their sanity day by day, redirecting their pain into each devastating cleave of their weapons. Much like their kin, they rely on curved glaives and beautifully-wrought swords, though some have learned to use the chewed-off roots of their parasite as deadly thorned weapons as well. Many now sport whips capable of puncturing and tearing through even the toughest of flesh. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Voracious Swarm [Shoot in Combat] | ||||||||
Voracious Swarm Shoot in Combat | 10" | 6 | 3+ | 4+ | 1 | 1 | ||
Warden’s Bow | ||||||||
Warden’s Bow | 18" | 2 | 3+ | 4+ | 1 | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Twistroot Talons | ||||||||
Twistroot Talons | 3 | 3+ | 4+ | - | 1 | |||
Warden’s Blade | ||||||||
Warden’s Blade | 2 | 3+ | 4+ | 1 | 2 |
MODEL | BASE SIZE |
1 x The Twistweald | 40mm |
4 x The Twistweald | 32mm |
3 x The Twistweald | 28.5mm |
Once Per Turn (Army), Any Movement Phase |
KEYWORDS | INFANTRY, CHAMPION (1/8) |
ORDER, SYLVANETH |
6" 2 5+ 1 The heart of a Sylvaneth host are its Tree-Revenants. These warriors are a sombre breed, their lives spent protecting the sacred places or reclaiming tainted lands in the name of the Everqueen. Their appearance is undeniably eerie, a mixing of gnarled barkflesh and glowing forms said to resemble the Protectors – mysterious figures who once guarded the forests of the World-that-Was. The Tree-Revenants strive to embody the nobility of these mythical beings, from their selfless defence of Forest Folk tribes to their flowing fighting styles.
Marshalling under fluttering silken banners, Tree-Revenants wield their enchanted glaives and blades with a skill to rival that of any aelven swordsman, and within their graceful forms lingers a potent reservoir of life energies. Yet despite their martial trappings, Tree-Revenants are not the sort to simply advance on a foe in disciplined lockstep. Using enchanted waypipes, they open paths through the realmroots, emerging from the depths of dense woodland to claim key reservoirs of magic or strike down unsuspecting enemies in a flurry of violence. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Protector Glaive and Blade | |||||||
Protector Glaive and Blade | 2 | 3+ | 4+ | 1 | 1 |
Once Per Turn (Army), Your Movement Phase |
KEYWORDS | CORE |
KEYWORDS | INFANTRY, CHAMPION, MUSICIAN (1/5), STANDARD BEARER (1/5) |
ORDER, SYLVANETH |
6" 2 6+ 1 Skaeth and his Kurnothi kin are merciless hunters of those who would dare despoil the wilderness, running their prey to ground before piercing their hearts with spears, arrows and hurled javelins. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Wild Hunt Ranged Weapons | ||||||||
Wild Hunt Ranged Weapons | 12" | 2 | 3+ | 4+ | 1 | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Tracker Weapons | ||||||||
Tracker Weapons | 2 | 3+ | 4+ | 1 | 1 |
MODEL | BASE SIZE |
Skaeth | 52 × 27mm sculpted |
Althaen, Karthaen, Sheoch | 32mm |
Lighaen | 25mm |
Passive |
Passive |
KEYWORDS | UNIQUE, INFANTRY, CHAMPION, MUSICIAN (1/5) |
ORDER, SYLVANETH, KURNOTHI |
5" 3 5+ 1 The Thornwych Ylthari tirelessly seeks those soulpods that have been claimed by Nagash, and by channelling rampant life magic she rids the dead places of those who would serve the Great Necromancer. Grown from ancient soulpods in the Realm of Death, Ylthari’s Guardians were once diplomats and emissaries, though now they are evergreen with bitter wrath and seek only vengeance for their kin who have been slain. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Revenant Bow [Crit (Auto-wound)] | ||||||||
Revenant Bow Crit (Auto-wound) | 18" | 2 | 3+ | 4+ | 1 | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Revenant Bow | ||||||||
Revenant Bow | 1 | 3+ | 4+ | - | 1 | |||
Enchanted Glade Weapons [Crit (Auto-wound)] | ||||||||
Enchanted Glade Weapons Crit (Auto-wound) | 3 | 3+ | 4+ | 1 | 1 |
Passive |
Passive |
KEYWORDS | UNIQUE, INFANTRY, CHAMPION |
ORDER, SYLVANETH |
- 8 4+ - When the Wyldwoods of the Sylvaneth stir, enemies of the natural order must be on their guard. The forest spirits that reside in these ancient groves are roused to terrible fury by intrusions into their domain, and will seek every chance to prey upon those foolish enough to stray beneath their shadowed boughs – even more so when arcane powers are at work nearby.
The Sylvaneth are beloved of these wild and verdant copses. The Wyldwoods’ ancient sentience recognises the efforts of Alarielle’s children to protect and cultivate life in all its forms, and will allow them to travel between them using their jade magic-laden roots. They also serve to protect those Sylvaneth that dwell within their glades, as it is only possible for foes to see a few yards into these foreboding thickets. Those unlucky enough to wander into these dense and disorienting woods find themselves lost almost immediately, with the fey laughter of the concealed Sylvaneth echoing from all around. | ||
Deployment Phase |
KEYWORDS | DEPLOY TERRAIN |
Passive |
Passive |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | FACTION TERRAIN, WARD (5+) |
ORDER, SYLVANETH |
8" 7 4+ 7+ Gladewyrms are ferocious subterranean spites formed from concentrated life magic. They work with the Sylvaneth to protect the realmroots – spirit paths that stretch between the glades of the realms – from eldritch invaders. Those that can channel Ghyran’s jade magic are capable of communing with these creatures via arcane means, allowing them to summon Gladewyrms to aid them in battle. With but a word, these half-real creatures leave their duty to erupt from the earth and wreak havoc throughout blindsided enemy front lines.
Bursting through the midst of the battlefield, Gladewyrms sow destruction with their fearsome mandibles and bladed carapaces, their prodigious size allowing them to skewer and crush multiple foes at once. Their intelligence, however, is far greater than that of a simple predator. Gladewyrms are able to sense when their tree-allies are suffering or endangered, and they are capable of exhaling emerald clouds of pure life magic that revive all children of Alarielle. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Fearsome Mandibles and Bladed Carapace [Anti-WIZARD (+1 Rend)] | |||||||
Fearsome Mandibles and Bladed Carapace Anti-WIZARD (+1 Rend) | 6 | 4+ | 2+ | 1 | D3 |
Your Movement Phase |
KEYWORDS | CORE |
End of Any Turn |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, WARD (6+) |
ORDER, SYLVANETH |
- 7 6+ 7+ With a humming chant, those versed in the magic of Ghyran can summon a Spiteswarm Hive. The air thrums near the comb, and the luminescent Spiteswarms buzz forth to swarm around their Sylvaneth companions. The insect-clouds blanket hosts of Sylvaneth to protect against missiles and cover retreats. Their mandibles are laden with pure life magic, and at a word from their summoner, they will dive forth to deliver vitalising bites that can re-energise weary troops.
Though many Sylvaneth use magic to channel Spiteswarms onto the battlefield, the shamanic Swarmsages will carry their own hives with them. Outside of battle, the Swarmsages traditionally use Spiteswarms to cleanse lands tainted by Chaos, for the insects’ innate purifying magic allows them to consume corruption. Each warglade cultivates these insects in droves, for their corruption warding presence is vital in the protection of soulpod groves. | ||
Your Hero Phase |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, WARD (6+) |
ORDER, SYLVANETH |
8" 8 4+ 7+ Also known as the Drifting Death or the Creeping Willow, the Vengeful Skullroot is a manifestation of a forest’s spiritual fury. Black hearted and hateful, these arcane plants can be summoned by Sylvaneth versed in verdant jade magic. As this sentient tree stalks across the battlefield, its tentacle-like roots bludgeon, crush and strangle all they pass over.
Wherever this rogue spirit creeps, its roots open the shallow graves of battles past, dragging grotesque remains to the surface which chill the hearts of those who wish the forest harm. The grasping limbs of a Vengeful Skullroot constrict and choke these petrified foes with hate-fuelled strength. The wrath of these monstrous plants is all the greater when the kindred trees of a Wyldwood are threatened. Even when not called upon, the Skullroots despise the presence of outsiders. They will slaughter without mercy any that stumble upon their dark groves. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Lumbering Bulk | |||||||
Lumbering Bulk | 3 | 4+ | 2+ | 1 | D3 |
Passive |
End of Any Turn |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+) |
ORDER, SYLVANETH |
Kraken-eater Mega-Gargants are irascible old souls who have seen it all. They find just as much satisfaction in watching the sun rise while seated atop their favourite rock as they do in destroying a village, and they crave the relief that only the sea can provide – as well as the bounty that washes up on its shores.
Bundo Whalebiter is a legend along Ghur’s Coast of Tusks. He is that rarest of things, a gargant known for both brain and brawn, and has been ever since an encounter with ocean-dwelling aelves near the Icefangs. While pursuing the aelves – for the sight of their sea creatures flying about out of the water irritated him to no end – Bundo was distracted by a Fangmora Eel to which a glowing lantern had been attached. The gargant throttled the creature and took the trinket, hanging it from his ear as a fetching accoutrement. The aetherquartz in the lantern worked its magics upon Bundo, heightening his intellect such that he can now converse with shocking clarity for a gargant. As a result, Bundo has won many mercenary contracts by arguing the value in having colossal aid to call upon. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION | ||
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
Passive |
The duardin of Fjori’s Flamebearers are the last survivors of many magmaholds that once stood in the Adamantine Chain, now overrun by troggoths and Skaven. Fjori has galvanised them to search for new purpose – and like true sons of Grimnir they will take on any challenge, no matter how monstrous. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION
| ||
Passive |
Passive |
The KURNOTHI keyword is used in the following Sylvaneth warscrolls:
Passive |
The HERO keyword is used in the following Sylvaneth warscrolls:
The INFANTRY keyword is used in the following Sylvaneth warscrolls:
| ||
Passive |
When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying! | ||
The FLY keyword is used in the following Sylvaneth warscrolls:
Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
| ||
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 WIZARD keyword is used in the following Sylvaneth warscrolls:
| ||
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. | ||
Your Hero Phase | 6 |
KEYWORDS | SPELL |
Reaction: Opponent declared a SPELL ability |
KEYWORDS | UNBIND |
Your Hero Phase |
KEYWORDS | BANISH |
The WARD keyword is used in the following Sylvaneth warscrolls:
The SYLVANETH and WIZARD keywords are used in the following Sylvaneth warscrolls:
Your Hero Phase | 6 |
KEYWORDS | SPELL, UNLIMITED |
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. | ||
Your Charge Phase |
KEYWORDS | CORE, MOVE, CHARGE |
The WARMASTER keyword is used in the following Sylvaneth warscrolls:
The UNIQUE keyword is used in the following Sylvaneth warscrolls:
The MONSTER keyword is used in the following Sylvaneth warscrolls:
Once Per Turn (Army), End of Any Turn |
Once Per Turn (Army), Your Movement Phase |
KEYWORDS | CORE |
Once Per Turn (Army), End of Any Turn |
KEYWORDS | CORE |
The KURNOTHI keyword is used in the following Sylvaneth warscrolls:
| ||
Any Hero Phase | 1 |
The CAVALRY keyword is used in the following Sylvaneth warscrolls:
Passive |
The CHAMPION keyword is used in the following Sylvaneth warscrolls:
Passive |
The MUSICIAN keyword is used in the following Sylvaneth warscrolls:
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. | ||
Passive |
The STANDARD BEARER keyword is used in the following Sylvaneth warscrolls:
Passive |
Your Charge Phase |
KEYWORDS | CORE, MOVE, CHARGE |
The MANIFESTATION keyword is used in the following Sylvaneth warscrolls:
The ENDLESS SPELL keyword is used in the following Sylvaneth warscrolls:
Ability icons give you an idea what kind of effect the ability has at a glance. Movement Ability Offensive Ability Defensive Ability Shooting Ability Rallying Ability Special Ability Control Ability | ||
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. | ||