Sylvaneth – Warscrolls


Infantry Hero


SYLVANETH WARSCROLL
Arch-Revenant
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.
SYLVANETH WARSCROLL
Arch-Revenant
MELEE WEAPONS
AtkHitWndRndDmg
Revenant’s Glaive and Tail Pincers
Revenant’s Glaive and Tail Pincers53+4+12
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 40mm
Can be reinforced: No
Regiment Options: Any Gossamid Archers, Any KURNOTHI

Any Combat Phase
CRESCENT SHIELD: This shield can be used both to deflect the enemy’s blows and to steady the shaft of the bearer’s weapon.

Effect: Pick 1 of the following effects to apply to this unit for the rest of the turn:

Defensive Stance: This unit has WARD (4+).

Aggressive Stance: Add 1 to the Attacks characteristic of this unit’s melee weapons, and add 1 to wound rolls for this unit’s combat attacks.

Passive
CHAMPION OF KURNOTH: An Arch‑Revenant commands instant obedience and commitment from Kurnoth Hunters who are nearby.

Effect: Add 1 to wound rolls for combat attacks made by friendly KURNOTHI units while they are wholly within 12" of this unit.

KEYWORDS
HERO, INFANTRY, FLY
ORDER, SYLVANETH


SYLVANETH WARSCROLL
Branchwych
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.
SYLVANETH WARSCROLL
Branchwych
RANGED WEAPONS
RngAtkHitWndRndDmg
Swarm of Spites [Companion, Crit (Auto-wound)]
Swarm of Spites
Companion, Crit (Auto-wound)
12"64+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Greenwood Scythe and Bittergrub
Greenwood Scythe and Bittergrub33+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: Any INFANTRY

Once Per Turn (Army), Enemy Combat Phase
FURY OF THE FOREST: Fiercely protective of the forests, Branchwyches provoke fury in their kin should their sacred domains and soulpod groves be threatened.

Declare: If this unit is wholly within 6" of any friendly Awakened Wyldwoods, pick a friendly SYLVANETH unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, the target has STRIKE-FIRST for the rest of the turn.

KEYWORDS
HERO, WIZARD (1), INFANTRY
ORDER, SYLVANETH


SYLVANETH WARSCROLL
Warsong Revenant
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.
SYLVANETH WARSCROLL
Warsong Revenant
MELEE WEAPONS
AtkHitWndRndDmg
Spearing Vines and Spirit Falchion
Spearing Vines and Spirit Falchion53+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 200
Base size: 105 × 70mm
Can be reinforced: No
Regiment Options: Any SYLVANETH

Passive
ALARIELLE’S SONG: To the Sylvaneth, the sound that emanates from a Warsong Revenant’s flute is sweet and uplifting. To their foes, it is a sonic assault of devastating potency.

Effect: Friendly SYLVANETH units have WARD (6+) while they are wholly within 12" of this unit. Subtract 1 from ward rolls for enemy units while they are within 12" of this unit.

Passive
WYLDWOOD REVENANTS: Warsong Revenants are bound to nature and draw strength from the forests.

Effect: Add 1 to unbinding rolls and banishment rolls for this unit while it is wholly within 6" of any Awakened Wyldwoods.

Your Hero Phase
7
UNLEASH SWARM OF SPITES: The Warsong Revenant summons a large swarm of malicious spites that spiral outwards to attack those who have drawn their ire.

Declare: Pick a friendly Awakened Wyldwood wholly within 18" of this unit, pick up to 3 visible enemy units within 9"of that terrain feature to be the targets, then make a casting roll of 2D6.

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

KEYWORDS
HERO, WIZARD (2), INFANTRY, FLY, WARD (6+)
ORDER, SYLVANETH

Monster Hero


SYLVANETH WARSCROLL
Alarielle the Everqueen
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.
SYLVANETH WARSCROLL
Alarielle the Everqueen
RANGED WEAPONS
RngAtkHitWndRndDmg
Spear of Kurnoth
Spear of Kurnoth12"12+3+24
MELEE WEAPONS
AtkHitWndRndDmg
Spear of Kurnoth
Spear of Kurnoth53+3+22
Wardroth’s Great Antlers [Companion]
Wardroth’s Great Antlers
Companion
64+2+24
BATTLE PROFILE

Unit Size: 1      Points: 680
Base size: 160mm
Can be reinforced: No
Regiment Options: 0-1 Forest Sentinel, Any SYLVANETH

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Wardroth’s Great Antlers is 4.

Any Hero Phase
LIFEBLOOM: The restorative energies of Ghyran heal Alarielle’s wounds.

Effect: Pick 1 of the following effects:
  • Add 1 to casting rolls for this unit for the rest of the turn.
  • Heal (2D3) this unit.

Your Hero Phase
7
METAMORPHOSIS: With a glare, Alarielle’s foes transform into living wood.

Declare: Pick a visible enemy unit within 12" of this unit to be the target, then make a casting roll of 2D6.

Effect: Inflict 2D3 mortal damage on the target. If the target is destroyed by this spell, you can immediately resolve the effect of the ‘Treesong’ spell as if this unit had successfully cast it.
KEYWORDSSPELL

Once Per Turn (Army), Your Movement Phase
RITE OF LIFE: Wherever the Everqueen goes, so too does the power of her great rite.

Declare: Pick a friendly SYLVANETH unit that has been destroyed to be the target. This unit can use this ability if it has been destroyed, but if it does, this unit must be the target.

Effect: Roll a dice. On a 4+, set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 9" of a friendly Awakened Wyldwood and more than 9" from all enemy units. If the target was a MONSTER, allocate 6 damage points to the replacement unit (ward rolls cannot be made for those damage points).

Once Per Turn (Army), Any Charge Phase
LIVING BATTERING RAM: A charging Wardroth Beetle tramples all in its path.

Declare: If this unit charged this turn, pick an enemy INFANTRY unit within 1" of it to be the target.

Effect: Roll a dice. On a 3+, inflict an amount of mortal damage on the target equal to the roll.
KEYWORDSRAMPAGE

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (3), FLY, WARD (6+)
ORDER, SYLVANETH


SYLVANETH WARSCROLL
Belthanos
First Thorn of Kurnoth
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.
SYLVANETH WARSCROLL
Belthanos
First Thorn of Kurnoth
MELEE WEAPONS
AtkHitWndRndDmg
Carnelian Greatspite’s Razor-like Mandibles [Companion]
Carnelian Greatspite’s Razor-like Mandibles
Companion
44+2+23
Kurnoth Glaive [Charge (+1 Damage)]
Kurnoth Glaive
Charge (+1 Damage)
53+3+22
BATTLE PROFILE

Unit Size: 1      Points: 350
Base size: 150 × 95mm
Can be reinforced: No
Regiment Options: Any SYLVANETH

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Carnelian Greatspite’s Razor-like Mandibles is 3.

Once per Turn (Army), Any Combat Phase
RHYTHM OF THE CHASE: Belthanos is a relentless hunter who harasses his quarry before fatally cutting them down.

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, then you can remove this unit from the battlefield and set it up again on the battlefield within 1" of the target.
KEYWORDSRAMPAGE

Once Per Battle, Start of Any Turn
NATURE AETHERIC: The Carnelian Greatspite is Ghyranite magic made manifest and where it roams, the land is imbued with life-giving energy.

Declare: Pick a terrain feature within 6" of this unit to be the target.

Effect: For the rest of the battle, the target gains the ‘Place of Power’ terrain ability and counts as a friendly Awakened Wyldwood for the purposes of the ‘Endless Growth’, ‘Walk the Hidden Paths’ and ‘Strike and Fade’ abilities.

Your Charge Phase
KURNOTHI WAR-HORN: The sounding of Belthanos’s war-horn brings forth a surging response from the hunt.

Declare: Pick up to 3 friendly SYLVANETH units to be the target.

Effect: For the rest of the turn, each target can use CHARGE abilities even if they used a RUN ability in the same turn.

KEYWORDS
UNIQUE, HERO, MONSTER, FLY
ORDER, SYLVANETH, KURNOTHI


SYLVANETH WARSCROLL
Drycha Hamadreth
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.
SYLVANETH WARSCROLL
Drycha Hamadreth
RANGED WEAPONS
RngAtkHitWndRndDmg
Flitterfuries [Shoot in Combat, Companion]
Flitterfuries
Shoot in Combat, Companion
12"104+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Slashing Talons [Anti-INFANTRY (+1 Rend)]
Slashing Talons
Anti-INFANTRY (+1 Rend)
53+2+12
Swarm of Squirmlings [Anti-INFANTRY (+1 Rend), Companion]
Swarm of Squirmlings
Anti-INFANTRY (+1 Rend), Companion
104+4+11
BATTLE PROFILE

Unit Size: 1      Points: 290
Base size: 105 × 70mm
Can be reinforced: No
Regiment Options: Any SYLVANETH

Once Per Turn, Any Hero Phase
MERCURIAL ASPECT: The Flitterfuries that dwell in Drycha’s body bask in the heat of her rage, while the Squirmlings she hosts suckle at her sorrow.

Effect: Pick 1 of the following effects to apply to this unit for the rest of the turn:

Enraged: Add 10 to the Attacks characteristic of this unit’s Flitterfuries.

Embittered: Add 10 to the Attacks characteristic of this unit’s Swarm of Squirmlings.

Once Per Turn (Army), Any Combat Phase
PRIMAL TERROR: Throwing back her head, Drycha gives voice to a soul-rending scream of anguish and pain.

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

Effect: Roll a dice. On a 2+, halve the target’s control score (rounding up) for the rest of the turn.
KEYWORDSRAMPAGE

Your Hero Phase
6
SONG OF SPITE: Drycha shares a special kinship with the Outcasts, who seem to echo her fury.

Declare: Pick an enemy INFANTRY unit within 12" of the caster to be the target, then make a casting roll of 2D6.

Effect: The following effects apply for the rest of the turn:

Add 1 to hit rolls for combat attacks made by friendly SYLVANETH units that target that enemy unit.

In addition, add 1 to wound rolls for combat attacks made by friendly Spite-Revenants or The Twistweald units that target that enemy unit.
KEYWORDSSPELL

KEYWORDS
UNIQUE, HERO, MONSTER, WIZARD (1)
ORDER, SYLVANETH


SYLVANETH WARSCROLL
Spirit of Durthu
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.
SYLVANETH WARSCROLL
Spirit of Durthu
RANGED WEAPONS
RngAtkHitWndRndDmg
Verdant Blast
Verdant Blast12"54+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Guardian Sword [Anti-MONSTER (+1 Rend)]
Guardian Sword
Anti-MONSTER (+1 Rend)
43+2+25
Massive Impaling Talons [Crit (Mortal)]
Massive Impaling Talons
Crit (Mortal)
24+2+23
BATTLE PROFILE

Unit Size: 1      Points: 330
Base size: 105 × 70mm
Can be reinforced: No
Regiment Options: 0-1 Forest Sentinel, Any SYLVANETH

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Guardian Sword is 3.

Once Per Turn (Army), Any Combat Phase
TITANIC DUEL: These ancient protectors of the forest parry and hold back the mightiest of beasts with their guardian sword.

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

Effect: Roll a dice. On a 3+, subtract 1 from the Attacks characteristic of the target’s melee weapons for the rest of the turn.
KEYWORDSRAMPAGE

Passive
WRATHFUL GUARDIAN: When the sacred groves of the Sylvaneth are threatened, Spirits of Durthu fight with all the wrath of their legendary ancestor.

Effect: Add 1 to hit rolls for this unit’s combat attacks while the target is within 3" of an Awakened Wyldwood.

KEYWORDS
HERO, MONSTER
ORDER, SYLVANETH


SYLVANETH WARSCROLL
The Lady of Vines
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.
SYLVANETH WARSCROLL
The Lady of Vines
RANGED WEAPONS
RngAtkHitWndRndDmg
Kurnotheal’s Wrath
Kurnotheal’s Wrath12"12+2+1D6
MELEE WEAPONS
AtkHitWndRndDmg
Kurnotheal’s Wrath and Lashing Vines [Crit (Mortal)]
Kurnotheal’s Wrath and Lashing Vines
Crit (Mortal)
63+3+22
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 80mm
Can be reinforced: No
Regiment Options: Any SYLVANETH

Passive
VERDIAN CROWN: The power of the Everqueen herself pulses through the Lady of Vines and radiates from the ornate crown she bears.

Effect: This unit counts as an Awakened Wyldwood for the purposes of the ‘Endless Growth’, ‘Walk the Hidden Paths’ and ‘Strike and Fade’ abilities.

Your Hero Phase
7
ASPECT OF THE EVERQUEEN: The Lady of Vines channels the power of her goddess mother, shielding fellow Sylvaneth with the harnessed energies of nature.

Declare: Make a casting roll of 2D6.

Effect: Until the start of your next turn, friendly SYLVANETH units have WARD (5+) while they are wholly within 12" of this unit.
KEYWORDSSPELL

Once Per Turn (Army), Any Combat Phase
WRITHING VINES: The whipping tendrils that sprout from the Lady’s back can ensnare foes or confound their attacks.

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

Effect: Roll a dice. On a 2+, pick 1 of the following effects to apply for the rest of the turn:

Barrier: Subtract 1 from hit rolls for the target’s attacks.

Ensnare: Add 1 to hit rolls for attacks made by friendly units that target that enemy unit.
KEYWORDSRAMPAGE

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (2)
ORDER, SYLVANETH


SYLVANETH WARSCROLL
Treelord
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.
SYLVANETH WARSCROLL
Treelord
RANGED WEAPONS
RngAtkHitWndRndDmg
Strangleroots [Shoot in Combat]
Strangleroots
Shoot in Combat
10"33+2+12
MELEE WEAPONS
AtkHitWndRndDmg
Massive Impaling Talons [Crit (Mortal)]
Massive Impaling Talons
Crit (Mortal)
24+2+23
Sweeping Blows [Anti-charge (+1 Rend)]
Sweeping Blows
Anti-charge (+1 Rend)
54+2+12
BATTLE PROFILE

Unit Size: 1      Points: 260
Base size: 105 × 70mm
Can be reinforced: No
Regiment Options: Any SYLVANETH
Notes: This HERO can join an eligible regiment as a Forest Sentinel.

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Sweeping Blows is 3.

Once Per Turn (Army), Any Combat Phase
LASH AND TANGLE: As a Treelord lays about themselves in combat, the whipping tendrils that shoot from their barkflesh ensnare enemies and keep them at bay with their frantic thrashing.

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

Effect: Roll a dice. On a 3+, subtract 1 from wound rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

Any Shooting Phase
ENTANGLING GRASP: Lashing strangleroots wrap around the foe, leaving them ensnared and at the mercy of the vengeful Sylvaneth.

Declare: Pick an enemy unit that had any damage points allocated to it this turn by attacks made with this unit’s Strangleroots to be the target.

Effect: Roll a dice. On a 3+, the target cannot use RUN or RETREAT abilities until the start of your next turn.

KEYWORDS
HERO, MONSTER
ORDER, SYLVANETH


SYLVANETH WARSCROLL
Treelord Ancient
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.
SYLVANETH WARSCROLL
Treelord Ancient
RANGED WEAPONS
RngAtkHitWndRndDmg
Doom Tendril Staff
Doom Tendril Staff18"44+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Massive Impaling Talons [Crit (Mortal)]
Massive Impaling Talons
Crit (Mortal)
24+2+23
Sweeping Blows [Anti-charge (+1 Rend)]
Sweeping Blows
Anti-charge (+1 Rend)
54+2+12
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 105 × 70mm
Can be reinforced: No
Regiment Options: 0-1 Forest Sentinel, Any SYLVANETH

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Sweeping Blows is 3.

Once Per Turn (Army), Any Combat Phase
GROUNDSHAKER: The earth quakes as this mighty tree spirit stamps its limbs, shaking the enemy’s wits.

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

Effect: Roll a dice. On a 4+, the target has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

Once Per Turn (Army), Your Hero Phase
AWAKENING THE WOOD: At a Treelord Ancient’s command, wyldwood trees come to life and attack with twisted branches and thorny boughs.

Declare: Pick a visible friendly Awakened Wyldwood wholly within 18" of this unit to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage equal to the roll on each enemy unit within the target’s combat range.

KEYWORDS
HERO, MONSTER, WIZARD (1)
ORDER, SYLVANETH

Cavalry


SYLVANETH WARSCROLL
Revenant Seekers
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.
SYLVANETH WARSCROLL
Revenant Seekers
MELEE WEAPONS
AtkHitWndRndDmg
Seeker’s Sickle [Crit (Mortal)]
Seeker’s Sickle
Crit (Mortal)
33+4+11
Sharp Mandibles [Charge (+1 Damage), Companion]
Sharp Mandibles
Charge (+1 Damage), Companion
34+3+11
BATTLE PROFILE

Unit Size: 3      Points: 200
Base size: 60mm
Can be reinforced: Yes

Passive
FOREST FIGHTERS: These warriors fight in loosely scattered formations, the better to take advantage of the terrain in their arboreal domains.

Effect: This unit has a coherency range of 2".

Passive
HARVESTERS OF THE LAMENTIRI: The lamentiri collected by Revenant Seekers are potent stores of life energy that can be harnessed in desperate situations to heal and empower fellow Sylvaneth.

Effect: Each time a friendly unit wholly within 12" of any friendly Revenant Seekers units uses the ‘Rally’ command, you can make 3 additional rally rolls of D6.

End of Any Turn
THRUMMING WITH LIFE: Ancient creatures who endured the death of a world, dragonspites possess a deep connection to the energies of life, and are almost impossible to slay.

Effect: Heal (3) this unit.

KEYWORDS
CAVALRY, CHAMPION, MUSICIAN (1/3), STANDARD BEARER (1/3), FLY
ORDER, SYLVANETH


SYLVANETH WARSCROLL
Spiterider Lancers
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.
SYLVANETH WARSCROLL
Spiterider Lancers
MELEE WEAPONS
AtkHitWndRndDmg
Spiterider Lance [Anti-Cavalry (+1 Rend), Charge (+1 Damage)]
Spiterider Lance
Anti-Cavalry (+1 Rend), Charge (+1 Damage)
33+4+11
Sharp Mandibles [Charge (+1 Damage), Companion]
Sharp Mandibles
Charge (+1 Damage), Companion
34+3+11
BATTLE PROFILE

Unit Size: 3      Points: 210
Base size: 60mm
Can be reinforced: Yes

Passive
FOREST FIGHTERS: These warriors fight in loosely scattered formations, the better to take advantage of the terrain in their arboreal domains.

Effect: This unit has a coherency range of 2".

End of Any Turn
THRUMMING WITH LIFE: Ancient creatures who endured the death of a world, dragonspites possess a deep connection to the energies of life, and are almost impossible to slay.

Effect: Heal (3) this unit.

Any Combat Phase
DESCENT OF SPITERIDERS: Should the buzzing chorus of the Spiterider Lancers be heard, it is already too late to evade their devastating charge.

Effect: If this unit charged this turn, roll a dice. On a 3+, this unit has STRIKE-FIRST for the rest of the turn.

KEYWORDS
CAVALRY, CHAMPION, MUSICIAN (1/3), STANDARD BEARER (1/3), FLY
ORDER, SYLVANETH

Infantry


SYLVANETH WARSCROLL
Dryads
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.
SYLVANETH WARSCROLL
Dryads
MELEE WEAPONS
AtkHitWndRndDmg
Wracking Talons
Wracking Talons24+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 110
Base size: 32mm
Can be reinforced: Yes

Passive
BLESSINGS OF THE FOREST: The forest folk draw upon currents of life magic running through their surroundings like freshwater streams, harnessing the energies to shield themselves from harm.

Effect: Subtract 1 from hit rolls and wound rolls for attacks that target this unit while it is wholly within 6" of any friendly Awakened Wyldwoods.

KEYWORDS
INFANTRY, CHAMPION
ORDER, SYLVANETH


SYLVANETH WARSCROLL
Gossamid Archers
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.
SYLVANETH WARSCROLL
Gossamid Archers
RANGED WEAPONS
RngAtkHitWndRndDmg
Gossamid Bow [Shoot in Combat, Crit (Auto-wound)]
Gossamid Bow
Shoot in Combat, Crit (Auto-wound)
12"23+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Cruel Talons
Cruel Talons13+4+-1
BATTLE PROFILE

Unit Size: 5      Points: 120
Base size: 32mm
Can be reinforced: Yes

Passive
FOREST FIGHTERS: These warriors fight in loosely scattered formations, the better to take advantage of the terrain in their arboreal domains.

Effect: This unit has a coherency range of 2".

Once Per Turn, Any Shooting Phase
ZEPHYRSPITES: These buzzing insectile symbiotes can be released to confound the attacks of the foe for a short time as their masters sprint off to find safety anew.

Effect: If this unit used a SHOOT ability this phase, this unit can move D6". It cannot move into combat during any part of that move.

KEYWORDS
INFANTRY, CHAMPION, FLY
ORDER, SYLVANETH


SYLVANETH WARSCROLL
Kurnoth Hunters
with Kurnoth Greatbows
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.
SYLVANETH WARSCROLL
Kurnoth Hunters
with Kurnoth Greatbows
RANGED WEAPONS
RngAtkHitWndRndDmg
Kurnoth Greatbow [Anti-HERO (+1 Rend)]
Kurnoth Greatbow
Anti-HERO (+1 Rend)
18"23+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Vicious Claws
Vicious Claws33+3+-1
BATTLE PROFILE

Unit Size: 3      Points: 200
Base size: 50mm
Can be reinforced: Yes

Passive
ENVOYS OF THE EVERQUEEN: Kurnoth Hunters heed the will of Alarielle through arcane vibrations in nexuses of the realmroots.

Effect: While this unit is contesting an objective, friendly SYLVANETH units contesting that objective have WARD (6+).

Your Shooting Phase
STEADY AIM: Kurnoth Hunters take the time to steady their aim and line up a priority target before unleashing their arrows with deadly precision.

Effect: For the rest of the turn, this unit can ignore the effects of the ‘Guarded Hero’ ability when picking targets for its shooting attacks.

KEYWORDS
INFANTRY, CHAMPION
ORDER, SYLVANETH, KURNOTHI


SYLVANETH WARSCROLL
Kurnoth Hunters
with Kurnoth Greatswords
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.
SYLVANETH WARSCROLL
Kurnoth Hunters
with Kurnoth Greatswords
MELEE WEAPONS
AtkHitWndRndDmg
Kurnoth Greatsword [Crit (Mortal)]
Kurnoth Greatsword
Crit (Mortal)
43+3+12
BATTLE PROFILE

Unit Size: 3      Points: 220
Base size: 50mm
Can be reinforced: Yes

Passive
ENVOYS OF THE EVERQUEEN: Kurnoth Hunters heed the will of Alarielle through arcane vibrations in nexuses of the realmroots.

Effect: While this unit is contesting an objective, friendly SYLVANETH units contesting that objective have WARD (6+).

Any Combat Phase
TRAMPLE UNDERFOOT: Kurnoth Hunters use their size and strength against their foes, stamping on and crushing them.

Declare: If this unit charged this turn, pick an enemy unit that is in combat with this unit to be the target.

Effect: Roll a dice for each model in this unit. For each 3+, inflict 1 mortal damage on the target.

KEYWORDS
INFANTRY, CHAMPION
ORDER, SYLVANETH, KURNOTHI


SYLVANETH WARSCROLL
Kurnoth Hunters
with Kurnoth Scythes
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.
SYLVANETH WARSCROLL
Kurnoth Hunters
with Kurnoth Scythes
MELEE WEAPONS
AtkHitWndRndDmg
Kurnoth Scythe [Anti-charge (+1 Rend)]
Kurnoth Scythe
Anti-charge (+1 Rend)
33+3+13
BATTLE PROFILE

Unit Size: 3      Points: 200
Base size: 50mm
Can be reinforced: Yes

Passive
ENVOYS OF THE EVERQUEEN: Kurnoth Hunters heed the will of Alarielle through arcane vibrations in nexuses of the realmroots.

Effect: While this unit is contesting an objective, friendly SYLVANETH units contesting that objective have WARD (6+).

Any Combat Phase
TANGLETHORN THICKET: Kurnoth Hunters sprout thick weaves of thorned branches that pin their foe in place and tear them to shreds if they try to move.

Declare: Pick an enemy unit that charged this turn and is in combat with this unit to be the target.

Effect: Roll a dice for each model in this unit. For each 3+, inflict 1 mortal damage on the target.

KEYWORDS
INFANTRY, CHAMPION
ORDER, SYLVANETH, KURNOTHI


SYLVANETH WARSCROLL
Spite-Revenants
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.
SYLVANETH WARSCROLL
Spite-Revenants
MELEE WEAPONS
AtkHitWndRndDmg
Cruel Talons and Fangs [Crit (Mortal)]
Cruel Talons and Fangs
Crit (Mortal)
33+4+-1
BATTLE PROFILE

Unit Size: 5      Points: 110
Base size: 32mm
Can be reinforced: Yes

Any Combat Phase
UNBRIDLED MALICE: Spite-Revenants fill the air with blood-chilling curses and wailed disharmonies in unknowable tongues.

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

Effect: Roll a dice. On a 3+, the target cannot use commands for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION
ORDER, SYLVANETH


SYLVANETH WARSCROLL
The Twistweald
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.
SYLVANETH WARSCROLL
The Twistweald
RANGED WEAPONS
RngAtkHitWndRndDmg
Voracious Swarm [Shoot in Combat]
Voracious Swarm
Shoot in Combat
10"63+4+11
Warden’s Bow
Warden’s Bow18"23+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Twistroot Talons
Twistroot Talons33+4+-1
Warden’s Blade
Warden’s Blade23+4+12
BATTLE PROFILE

Unit Size: 8      Points: 130
MODELBASE SIZE
1 x The Twistweald40mm
4 x The Twistweald32mm
3 x The Twistweald28.5mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Twistroot Talons.
  • The champion is a Swarmsage and is also armed with a Voracious Swarm.
  • 2/8 models are Twistroot Wardens and must replace their Twistroot Talons with a Warden’s Blade.
  • 1/2 Twistroot Wardens can replace their Warden’s Blade with a Warden’s Bow and Twistroot Talons.

Once Per Turn (Army), Any Movement Phase
ERUPTION OF THORNED VINES: Barbed vines burst from the ground and infected Sylvaneth flesh to ensnare foes, slowing their movement and forcing them to confront the Twistweald head on.

Declare: If this unit is more than 6" from all other friendly SYLVANETH units, pick an enemy unit within 12" of this unit to be the target.

Effect: Subtract D3 from charge rolls for the target for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION (1/8)
ORDER, SYLVANETH


SYLVANETH WARSCROLL
Tree-Revenants
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.
SYLVANETH WARSCROLL
Tree-Revenants
MELEE WEAPONS
AtkHitWndRndDmg
Protector Glaive and Blade
Protector Glaive and Blade23+4+11
BATTLE PROFILE

Unit Size: 5      Points: 110
Base size: 32mm
Can be reinforced: Yes

Once Per Turn (Army), Your Movement Phase
WAYPIPER’S DANCE: The Tree- Revenants move with flowing grace, following their waypiper’s lead along the spirit paths to strike the enemy where it is most needed.

Effect: If this unit is not in combat, remove it from the battlefield, and set it up again on the battlefield more than 9" from all enemy units.
KEYWORDSCORE

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/5), STANDARD BEARER (1/5)
ORDER, SYLVANETH


SYLVANETH WARSCROLL
Skaeth’s Wild Hunt
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.
SYLVANETH WARSCROLL
Skaeth’s Wild Hunt
RANGED WEAPONS
RngAtkHitWndRndDmg
Wild Hunt Ranged Weapons
Wild Hunt Ranged Weapons12"23+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Tracker Weapons
Tracker Weapons23+4+11
BATTLE PROFILE

Unit Size: 5      Points: 90
MODELBASE SIZE
Skaeth52 × 27mm sculpted
Althaen, Karthaen, Sheoch32mm
Lighaen25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Tracker Weapons. The models in this unit are:
  • Skaeth the Huntsman (champion, also armed with Wild Hunt Ranged Weapons)
  • Karthaen, Huntcaller (musician)
  • Althaen (also armed with Wild Hunt Ranged Weapons)
  • Sheoch
  • Lighaen

Passive
FLEET OF FOOT: Skaeth’s Wild Hunt advance on their foes with the speed of an autumn gale.

Effect: This unit can use SHOOT and/or CHARGE abilities even if it used a RUN or RETREAT ability in the same turn.

Passive
KARTHAEN: With a blast of his horn, the air itself comes to the aid of Karthaen.

Effect: While this unit’s Karthaen, Huntcaller, is on the battlefield, it has WIZARD (1).

KEYWORDS
UNIQUE, INFANTRY, CHAMPION, MUSICIAN (1/5)
ORDER, SYLVANETH, KURNOTHI


SYLVANETH WARSCROLL
Ylthari’s Guardians
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.
SYLVANETH WARSCROLL
Ylthari’s Guardians
RANGED WEAPONS
RngAtkHitWndRndDmg
Revenant Bow [Crit (Auto-wound)]
Revenant Bow
Crit (Auto-wound)
18"23+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Revenant Bow
Revenant Bow13+4+-1
Enchanted Glade Weapons [Crit (Auto-wound)]
Enchanted Glade Weapons
Crit (Auto-wound)
33+4+11
BATTLE PROFILE

Unit Size: 4      Points: 140
Base size: 32mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

The models in this unit are:
  • Ylthari (champion, armed with Enchanted Glade Weapons)
  • Gallanghann (armed with Enchanted Glade Weapons)
  • Skhathael (armed with Enchanted Glade Weapons)
  • Ahnslaine (armed with a Revenant Bow)

Passive
YLTHARI: The mellifluous sound of Sylvaneth magic is both beautiful and terrifying to those upon whom it is unleashed.

Effect: While this unit’s Ylthari is on the battlefield, it has WIZARD (1).

Passive
BITTERNESS OF THE SOUL: The souls of Ylthari’s Guardians are chilled through by the frost of the Everdusk.

Effect: Add 1 to the Damage characteristic of this unit’s Enchanted Glade Weapons for each model in this unit that is slain.

Designer’s Note: Models that have been slain and returned to this unit do not count as being slain for the purposes of this ability.

KEYWORDS
UNIQUE, INFANTRY, CHAMPION
ORDER, SYLVANETH

Faction Terrain


SYLVANETH WARSCROLL
Awakened Wyldwood
-
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.
SYLVANETH WARSCROLL
Awakened Wyldwood
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Unstable, Obscuring

Deployment Phase
DEPLOY WYLDWOOD: The wyldwoods within which the Sylvaneth dwell are possessed of a bitter animus. They stir for the sole purpose of excising intruders to their tree-kin’s territories. Their reaching branches and choking roots will crush, slash and stab through any that dare come near, watering the soil with their blood.

Effect: Set up this terrain feature wholly within friendly territory, more than 3" from all objectives and other terrain features. This terrain feature has now been deployed.
KEYWORDSDEPLOY TERRAIN

Passive
GROWING WOODS: An Awakened Wyldwood varies greatly in size and scale, but often grow rapidly once summoned by the Sylvaneth.

Effect: Each time you set up an Awakened Wyldwood, you can place 1-3 scenery pieces. If you place more than 1 scenery piece, the tips at the end of each base must touch, forming a circle. For each additional scenery piece in this terrain feature that is placed after the first:
  • Add 2 to the Health characteristic of this terrain feature.
  • Increase the range of friendly abilities that require friendly models to be wholly within 6" of this terrain feature by 3".

Passive
OVERGROWN WILDERNESS: Only the Sylvaneth can see more than a few yards into these foreboding thickets.

Effect: Enemy units can be targeted by shooting attacks made by friendly SYLVANETH units even if they are behind or wholly on this terrain feature (this is an exception to Terrain, 1.2).

Once Per Turn (Army), Any Combat Phase
VENGEFUL FOREST SPIRITS: The spirits within a Sylvaneth wyldwood are easily angered by trespassers into their domain.

Declare: Pick each enemy unit within this terrain feature’s combat range to be the targets.

Effect: Roll a dice for each target. On a 4+, inflict D3 mortal damage on the target.

KEYWORDS
FACTION TERRAIN, WARD (5+)
ORDER, SYLVANETH

Endless Spell


SYLVANETH WARSCROLL
Gladewyrm
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.
SYLVANETH WARSCROLL
Gladewyrm
MELEE WEAPONS
AtkHitWndRndDmg
Fearsome Mandibles and Bladed Carapace [Anti-WIZARD (+1 Rend)]
Fearsome Mandibles and Bladed Carapace
Anti-WIZARD (+1 Rend)
64+2+1D3
Your Movement Phase
BURROW BELOW: Navigating the realmroots and ley lines in search of prey, Gladewyrms are able to burrow deep into the earth before reappearing elsewhere.

Effect: If this MANIFESTATION is not in combat, remove it from the battlefield and set it up again on the battlefield more than 9" from all enemy non-WIZARD units and more than 3" from all enemy WIZARDS.
KEYWORDSCORE

End of Any Turn
FEED ON ELDRITCH ENERGY: The Gladewyrm emerges from below to protect the realmroots from hostile magic.

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

Effect: Subtract 1 from casting rolls, unbinding rolls and banishment rolls for the target until the end of your next turn.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
ORDER, SYLVANETH


SYLVANETH WARSCROLL
Spiteswarm Hive
-
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.
SYLVANETH WARSCROLL
Spiteswarm Hive
Your Hero Phase
THE HIVE NOURISHES: Blessed are the Spiteswarms with Ghyranite magic, which suffuses their hives and drips from their mandibles. When these creatures are summoned forth by their Sylvaneth masters, they burst from the hive in obscuring clouds to bestow their healing bite.

Declare: Pick a visible friendly Sylvaneth unit within 3" of this MANIFESTATION to be the target.

Effect: Roll a dice. On a 2+, pick 1 of the following effects to apply to the target for the rest of the turn:

Vital Venoms: Add 1 to run rolls and charge rolls for the target.

Shielding Swarm: The target has WARD (6+).

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
ORDER, SYLVANETH


SYLVANETH WARSCROLL
Vengeful Skullroot
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.
SYLVANETH WARSCROLL
Vengeful Skullroot
MELEE WEAPONS
AtkHitWndRndDmg
Lumbering Bulk
Lumbering Bulk34+2+1D3
Passive
CREEPING WILLOW
Effect: This Manifestation counts as an Awakened Wyldwood for the purposes of the ‘Endless Growth’, ‘Walk the Hidden Paths’ and ‘Strike and Fadeabilities.

End of Any Turn
VENGEFUL TERRORS: 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 the forest’s foes.

Declare: Pick an enemy unit within 3" of this MANIFESTATION to be the target.

Effect: Subtract an amount from the target’s control score equal to the number of friendly units that have been destroyed this battle (not including MANIFESTATIONS or Faction Terrain).

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)
ORDER, SYLVANETH

Regiment of Renown


REGIMENT OF RENOWN
Bundo Whalebiter
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.
REGIMENT OF RENOWN
Bundo Whalebiter

BATTLE PROFILE

Points: 450

Once Per Turn (Army), Any Combat Phase
DEAD CUNNING, FOR A GARGANT: The aelven artefact hanging from Bundo’s ear has increased his intellect, giving him brains as well as brawn. He can be uncannily patient, knowing just where and when to strike to cause maximum havoc. Some say his hoard even contains strange papery things called ‘books’…

Effect: For the rest of the turn, add 1 to the Attacks characteristic of this unit’s weapons.

Then, roll a dice. On a 4+, this unit has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.


REGIMENT OF RENOWN
Fjori’s Flamebearers
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.
REGIMENT OF RENOWN
Fjori’s Flamebearers
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION
  • 1 Grimhold Exile
  • 1 Auric Hearthguard unit with 5 models
  • 1 Hearthguard Berzerkers with Flamestrike Poleaxes unit with 5 models
  • 1 Vulkite Berzerkers with Fyresteel Weapons unit with 10 models

BATTLE PROFILE

Points: 500

Passive
TOE TO TOE: The duardin who follow Fjori into battle do not back down from any foe, no matter the size.

Effect: Subtract 10 from the control scores of enemy MONSTERS while they are in combat with any units in this Regiment of Renown.

Passive
GRIMNIR’S DEFIANCE: For these vengeful Fyreslayers, the bigger the enemy, the better.

Effect: Units in this Regiment of Renown cannot be picked to be the target of RAMPAGE abilities used by enemy units.
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.

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 HERO keyword is used in the following Sylvaneth warscrolls:

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.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


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:

Endless Spell
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
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).
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.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
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.
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:

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.
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

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

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. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.
Banish Manifestation
Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a manifestation within 30" of them to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy manifestation on the battlefield after the first.

Effect: If the banishment roll equals or exceeds the banishment value listed on the manifestation’s warscroll, it is banished and removed from play. You cannot pick the same manifestation as the target of this ability more than once per turn.
KEYWORDSBANISH

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).

The WARD keyword is used in the following Sylvaneth warscrolls:

Endless Spell
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
This HERO can join an eligible regiment as a Forest Sentinel.

Monster Hero
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).

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

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
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.
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 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:

Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
Place of Power
HEROES within 3" of this terrain feature can use the ‘Activate Place of Power’ ability.
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), 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
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
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).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
15.1 Coherency
Any time a unit is set up or ends a move, it must be in a single group. A unit is considered to be in a coherent group if each model in that unit is within coherency range, measured horizontally, of at least 1 other model in that unit (ignore differences in height between the two models).

For the majority of units, coherency range is 1/2", though some units (particularly those with large models with overhanging parts) have a longer coherency range noted on their warscroll for ease of play. While there are 7 or more models in a unit, that unit is considered to be in a coherent group if each model in that unit is within coherency range of at least 2 other models in that unit.

If it is not possible for a unit to end a move in a single coherent group, that move cannot be made.

  • After finishing a move, a unit must be in a single group.
  • Coherency range is 1/2" horizontally.
  • Each model must be within coherency range of a different model from the same unit.
  • While a unit has 7+ models, each model must be in coherency with 2 other models in the unit.
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

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

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.

The CAVALRY keyword is used in the following Sylvaneth warscrolls:

1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

The MUSICIAN keyword is used in the following Sylvaneth warscrolls:

32.2 Objective Control
At the start of the first battle round 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.
3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

The STANDARD BEARER keyword is used in the following Sylvaneth warscrolls:

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.
Passive
GUARDED HERO: The leader is shielded by their warriors, who close ranks around them to protect them from harm.

Effect: If this HERO is within the combat range of a friendly unit that is not a HERO:
  • Subtract 1 from hit rolls for shooting attacks that target this HERO.
  • If this HERO is INFANTRY, they cannot be picked as the target of shooting attacks made by units more than 12" from them.
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).
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.
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

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.
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Unstable
Models can move across but cannot be set up on or end any type of move on any part of this terrain feature that is more than 1" tall.
Obscuring
A unit cannot be targeted by shooting attacks if it is behind or wholly on this terrain feature, unless it has the FLY keyword.
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.
1.1 Wholly on Terrain and Behind Terrain
A model is wholly on a terrain feature if its base is on that terrain feature and no part of its base extends past the edge of that terrain feature. A unit is wholly on a terrain feature if every model in that unit is wholly on that terrain feature.

When a unit is targeted by an attack, the unit is considered to be behind a terrain feature if it is impossible to draw a straight line from a model in the attacking unit to a model in the target unit without that line passing across that terrain feature. Ignore parts of the terrain feature within the attacking unit’s combat range for the purposes of determining if the target is behind that terrain feature.

The MANIFESTATION keyword is used in the following Sylvaneth warscrolls:

Endless Spell

The ENDLESS SPELL keyword is used in the following Sylvaneth warscrolls:

Endless Spell
5.0 Abilities
The vast majority of things that units can do in Warhammer Age of Sigmar are called abilities. This is an example of an ability:


1
Timing
2
Name and description
3
Declare instructions
4
Effect
5
Keywords

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
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 1/2" of an enemy faction terrain feature as if it were a unit.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • If a terrain feature has any melee or ranged weapons, it can use the ‘Fight’ and ‘Shoot’ Core 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).

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.
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.
Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.

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