Sylvaneth – Warscrolls


Cavalry Hero


SYLVANETH WARSCROLL
Kelthannor
the Forest Prince
12"
6
4+
2
Veteran of a thousand bloody skirmishes, Kelthannor of the Golden Hunt is not a being to take lightly. He and his centauroid kin worship Kurnoth, the warlike consort of Alarielle the Everqueen, and to them, the pursuit of worthy prey is a spiritual duty. Though he is haughty, impulsive and often dismissive of those without royal blood in their veins, Kelthannor’s bravery cannot be questioned, and neither can his skill with a bow.
SYLVANETH WARSCROLL
Kelthannor
the Forest Prince
RANGED WEAPONS
RngAtkHitWndRndDmg
Kurnothi Princeling’s Bow [Crit (Auto-wound)]
Kurnothi Princeling’s Bow
Crit (Auto-wound)
18"33+3+22
MELEE WEAPONS
AtkHitWndRndDmg
Hooves and Knuckles [Charge (+1 Damage)]
Hooves and Knuckles
Charge (+1 Damage)
43+3+11
Your Hero Phase
CLARION OF THE FOREST PRINCE: Kelthannor’s war-horn blasts clear and loud as he controls the battle from afar.

Declare: Pick a friendly non-WAR MACHINE unit wholly within 12" of this unit to be the target.

Effect: The target can move 3". It can move through and end that move within the combat ranges of enemy units that it was in combat with at the start of that move, but not those of other enemy units. It does not have to end the move in combat.

Any Shooting Phase
DEBILITATING SHOT: Kelthannor sends a steady stream of arrows whipping through the air to both maim and impede his quarry.

Declare: Pick an enemy unit that has no more than 1 model and that had any damage points allocated to it this phase by this unit’s shooting attacks to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from the Attacks characteristic of the target’s weapons until the start of your next turn.

KEYWORDS
UNIQUE, HERO, CAVALRY
ORDER, SYLVANETH, KURNOTHI

Infantry Hero


SYLVANETH WARSCROLL
Arch-Revenant
12"
6
4+
2
Arch-Revenants soar high over the battlefield, borne upon the wings of a companion zephyrspite. Swooping down to strike where the foe is most vulnerable, their majestic glaives weave a dance of death before they take flight once more, seeking out the next target to feel their wrath.
SYLVANETH WARSCROLL
Arch-Revenant
MELEE WEAPONS
AtkHitWndRndDmg
Arch-Revenant’s Glaive
Arch-Revenant’s Glaive53+4+12
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 40mm
Can be reinforced: No
Regiment Options: Any SYLVANETH non-MONSTER
Notes: This HERO can join an eligible regiment as a Forest Sentinel.

Once Per Turn (Army), Any Combat Phase
GOSSAMID COMMANDER: The winged Arch-Revenants often go to battle at the head of a flight of Gossamid Archers, who loose coordinated volleys of arrows as their leader plunges into the fight.

Declare: If this unit charged this turn, pick a visible friendly Gossamid Archers unit that is not in combat and is wholly within 18" of this unit to be the target.

Effect: The target can immediately use a SHOOT ability as if it were your shooting phase but all of the attacks made as part of that SHOOT ability must target an enemy unit that is in combat with this unit.

Reaction: You declared a FIGHT ability for this unit
FIGHT AND FLY: Arch-Revenants have perfected the art of mobile warfare, diving down to slay their targets before swiftly retreating to the skies before the foe can muster a reprisal.

Effect: If this unit charged this turn, this unit can move up to 2D6" after that FIGHT ability has been resolved. It cannot end that move in combat.

KEYWORDS
HERO, INFANTRY, FLY, REVENANT
ORDER, SYLVANETH


SYLVANETH WARSCROLL
Branchwych
6"
5
5+
2
Matriarchs of the Sylvaneth's warrior households, the Branchwyches lead their kin to battle with blasts of jade magic and hissing swings of their scythes. These same weapons are used when the fighting is done to harvest the lamentiri of the fallen.
SYLVANETH WARSCROLL
Branchwych
MELEE WEAPONS
AtkHitWndRndDmg
Greenwood Scythe and Bittergrub
Greenwood Scythe and Bittergrub33+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 32mm
Can be reinforced: No
Regiment Options: Any INFANTRY

Once Per Turn (Army), Your Hero Phase
SLAY THE TRESPASSERS!: The Branchwych singles out a foe to suffer the full extent of the Sylvaneth’s vengeance.

Declare: Pick an enemy unit that is within the creeping overgrowth or that is visible to this unit and within friendly territory to be the target.

Effect: Roll a dice. On a 3+, add 1 to wound rolls for combat attacks that target that enemy unit for the rest of the turn.

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


SYLVANETH WARSCROLL
Grove Guardian
4"
7
5+
2
Grove Guardians are the keepers of the sacred soulpod groves, fey wardens whose powers of rejuvenation can grant new life to fallen Sylvaneth. In battle, they slay their foes with deft strikes of their sickles or leaf-bladed shears whilst regenerating the life energy of harvested lamentiri within the amniotic pods of their genesis trees.
SYLVANETH WARSCROLL
Grove Guardian
MELEE WEAPONS
AtkHitWndRndDmg
Grove Sickle or Shears
Grove Sickle or Shears33+4+1D3
Guardian Spites [Crit (Mortal), Companion]
Guardian Spites
Crit (Mortal), Companion
64+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 220
Base size: 90 × 52mm
Can be reinforced: Yes
Regiment Options: Any SYLVANETH

Passive
SOULSHRIEK: Should a Revenant be slain in their presence, a Grove Guardian can trigger a spiritual backlash through the fallen’s lamentiri fuelled by the collective trauma of generations, stilling the heart of their killer in a sudden burst of soul-shock.

Effect: Each time a model in a friendly non-HERO REVENANT unit wholly within 12" of and visible to this unit is slain by a combat attack and that model was in combat with the attacking unit, roll a number of dice equal to the slain model’s Health characteristic. For each 5+, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

Your Hero Phase
4
REGENESIS: Freshly grown forest spirits leap from the amniotic pods of the Grove Guardian’s genesis tree, ready to join the Everqueen’s war.

Declare: Declare: Pick a friendly SYLVANETH unit that is wholly within the creeping overgrowth or that is visible to and wholly within 12" of this unit to be the target, then make a chanting roll of D6.

Effect: If the chanting roll was 6+, you can pick another eligible unit to be a second target. If a target is a REVENANT INFANTRY or Dryads unit, return up to D3 models to that target unit. Otherwise, Heal (3) that target.
KEYWORDSPRAYER

KEYWORDS
HERO, PRIEST (2), INFANTRY
ORDER, SYLVANETH, FOREST ELDER


SYLVANETH WARSCROLL
Warsong Revenant
6"
7
5+
2
6+
The Warsong Revenants are few in number, but their influence is far-reaching. Their odd, skirling music causes the lands themselves to come alive, and the harmonies it brings to the spirit-song are a balm to nearby Sylvaneth.
SYLVANETH WARSCROLL
Warsong Revenant
MELEE WEAPONS
AtkHitWndRndDmg
Spirit Falchion and Spearing Vines
Spirit Falchion and Spearing Vines53+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 150
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.

Once Per Turn (Army), Reaction: You made an unmodified chanting roll of 1 for a SYLVANETH PRIEST wholly within 12" of this unit
ROUSING ACCOMPANIMENT: The harmonies played by the Warsong Revenants entwine with and enhance the spirit-song.

Effect: Re-roll that chanting roll.

KEYWORDS
HERO, PRIEST (1), INFANTRY, FLY, WARD (6+), REVENANT
ORDER, SYLVANETH

Monster Hero


SYLVANETH WARSCROLL
Alarielle
the Everqueen
14"
16
4+
10
5+
The ground shudders beneath the tread of Alarielle’s gargantuan Wardroth Beetle as she leads the Sylvaneth charge. Wherever the goddess’s gaze falls, her foes cower, for there is no mercy in the Everqueen’s heart towards those who despoil her realm.
SYLVANETH WARSCROLL
Alarielle
the Everqueen
RANGED WEAPONS
RngAtkHitWndRndDmg
Spear of Kurnoth
Spear of Kurnoth12"12+3+24
MELEE WEAPONS
AtkHitWndRndDmg
Spear of Kurnoth [Charge (+1 Damage)]
Spear of Kurnoth
Charge (+1 Damage)
53+3+22
Wardroth Beetle’s Antlers [Companion]
Wardroth Beetle’s Antlers
Companion
64+2+24
BATTLE PROFILE

Unit Size: 1      Points: 600
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 Beetle’s Antlers is 4.

Start of Battle Round
SEASONS OF WAR: Alarielle and her children are fundamentally intertwined with the shifting of the seasons, and their abilities and temperaments alter accordingly. It is within the power of the goddess to temporarily manipulate this state of being, should she wish it.

Declare: You must use this ability.

Effect: Pick 1 of the following effects to apply for the rest of the battle round. You cannot pick the effect that you picked in the previous battle round.

The Burgeoning: Each time a friendly Awakened Wyldwood uses the ‘Ever Growing’ ability, you can pick any terrain feature your opponent does not control to be the target rather than the closest.

The Reaping: Add 1 to casting rolls and chanting rolls for friendly SYLVANETH units while they are wholly within 12" of this unit.

The Dwindling: Friendly SYLVANETH units can use CHARGE abilities even if they used a RETREAT ability in the same turn. In addition, no mortal damage is inflicted on those units when they use RETREAT abilities.

Everdusk: Each time you use the ‘Creeping Dread’ ability this battle round, you can pick up to 3 targets instead of 1.

Once Per Turn (Army), Any Hero Phase
LIFEBLOOM: Just as the Burgeoning follows Everdusk, the restorative energies of Ghyran heal Alarielle’s wounds with cyclical inevitability.

Effect: Heal (2D6) this unit.

Your Hero Phase
7
METAMORPHOSIS: With a fierce glare, Alarielle’s foes are wracked with creaking contortions as they violently transform into twisted effigies of 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 would be destroyed by this spell, before removing any models, pick the closest terrain feature to the target that does not have a friendly overgrown token and give it a friendly overgrown token. If all terrain features on the battlefield already have a friendly overgrown token, inflict D3 mortal damage on each enemy unit within 6" of the target instead.
KEYWORDSSPELL

Once Per Battle, Your Movement Phase
2
THE GODDESS OF LIFE: So long as Ghyran endures, so will the Everqueen.

Declare: This unit can use this ability even if it has been destroyed.

Effect: Set up a replacement unit with 8 damage points allocated to it (ward rolls cannot be made for those damage points) wholly within the creeping overgrowth and more than 9" from all enemy units.

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 a visible enemy 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 (5+)
ORDER, SYLVANETH


SYLVANETH WARSCROLL
Belthanos
First Thorn of Kurnoth
12"
14
3+
5
Belthanos is the greatest champion of the Hunter God, Kurnoth, and one of the Sylvaneth’s most fearsome warriors. Riding atop his loyal and deadly Carnelian Greatspite, the First Thorn hunts worthy prey, unleashing thunderous blasts from his Kurnothi war- horn before impaling his quarry with a thrust of his huge glaive.
SYLVANETH WARSCROLL
Belthanos
First Thorn of Kurnoth
MELEE WEAPONS
AtkHitWndRndDmg
Kurnoth Glaive [Charge (+1 Damage)]
Kurnoth Glaive
Charge (+1 Damage)
53+3+22
Carnelian Greatspite’s Mandibles [Companion]
Carnelian Greatspite’s Mandibles
Companion
44+2+23
BATTLE PROFILE

Unit Size: 1      Points: 290
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 Mandibles is 3.

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

Effect: Add 2" to the Move characteristic of friendly KURNOTHI units while they are wholly within 12" of this unit.

Once Per Turn (Army), End of Any Turn
HUNTMASTER’S STRIKE: The battlefield is the hunting ground and until his god returns, Belthanos is the prime hunter.

Effect: If this unit charged this turn, remove it from the battlefield and set it up again more than 6" from all enemy units and wholly within the creeping overgrowth.

Once per Turn (Army), Any Combat Phase
RHYTHM OF THE CHASE: Belthanos relentlessly harries his quarry before deftly closing the distance to deliver the killing strike

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 within 1" of the target.
KEYWORDSRAMPAGE

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


SYLVANETH WARSCROLL
Drycha Hamadreth
10"
12
3+
5
Drycha Hamadreth keens with hatred as she tears through her enemies like a raging storm. The Queen of the Outcasts fights a never-ending crusade to eradicate those she sees as a threat to her people, leaving a trail of corpses of both friend and foe in her wake.
SYLVANETH WARSCROLL
Drycha Hamadreth
MELEE WEAPONS
AtkHitWndRndDmg
Slashing Talons [Crit (2 Hits)]
Slashing Talons
Crit (2 Hits)
53+2+22
Swarm of Spites [Crit (Mortal), Companion]
Swarm of Spites
Crit (Mortal), Companion
204+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 250
Base size: 105 × 70mm
Can be reinforced: No
Regiment Options: Any SYLVANETH

Passive
TERROR OF THE DEEP WOODS: When faced with Drycha’s fury, even the most seasoned warriors feel like young rabbits frozen beneath the gaze of a hungry wolf.

Effect: Enemy units cannot use RUN or RETREAT abilities while they are within 9" of this unit.

Your Hero Phase
7
ENRAGE THE SPITES: Drycha shares a special kinship with the flitting, scuttling lesser spirits of the forest, who are stirred into a frenzy when her ire is raised.

Declare: Pick up to 3 enemy units that are visible to and within 12" of this unit or that are within the creeping overgrowth to be the targets, then make a casting roll of 2D6.

Effect: Inflict D3 mortal damage on each target.
KEYWORDSSPELL

Your Charge Phase
MERCILESS AMBUSH: Despite her size and terrifying presence, Drycha stalks silently through hidden realm-root passageways, emerging without warning to fall upon her prey.

Effect: If this unit is not in combat and has not used a RUN or RETREAT ability this turn, make a charge roll of 2D6. Then, remove this unit from the battlefield and set it up again within ½" of an enemy unit and wholly within X" of a terrain feature that has a friendly overgrown token, where X is equal to the charge roll. If you do so, this unit has charged.
KEYWORDSCORE, MOVE, CHARGE, RAMPAGE

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


SYLVANETH WARSCROLL
Spirit of Durthu
6"
14
3+
5
A Spirit of Durthu is a walking pillar of oaken barkflesh and fiery, righteous anger. Some amongst them form the personal guard of the Everqueen; others walk abroad to stamp her enemies into the mulch or cut down her foes with scything sweeps of their guardian swords.
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)
53+2+24
Massive Impaling Talons [Crit (Mortal)]
Massive Impaling Talons
Crit (Mortal)
24+2+23
BATTLE PROFILE

Unit Size: 1      Points: 320
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), Reaction: You declared a CHARGE ability for this unit
GUARDIAN OF THE GLADES: While they answer to no single glade, the Spirits of Durthu have sworn solemn oaths to safeguard all of Alarielle’s children. In battle, they will stand in defence of the wargrove’s commanders, and their wrath is terrible to behold should those under their protection be imperilled.

Effect: Add 2 to the charge roll but this unit must end that charge move within ½" of an enemy unit that is in combat with another friendly SYLVANETH HERO.

Once Per Turn (Army), Any Combat Phase
GROUNDSHAKER: The Spirit of Durthu stamps down hard with one of its trunk-like legs, shaking the earth as well as the enemy’s wits.

Declare: Pick an enemy non-FLY INFANTRY or CAVALRY unit in combat with this unit to be the target.

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

KEYWORDS
HERO, MONSTER
ORDER, SYLVANETH, FOREST ELDER


SYLVANETH WARSCROLL
The Lady of Vines
6"
10
4+
5
5+
The Lady of Vines is literally the hand of Alarielle, cut from the goddess’s wrist and then grown into a towering war leader. Her lashing whip-limbs and spear, Kurnotheal’s Wrath, have slain thousands of the Sylvaneth’s foes.
SYLVANETH WARSCROLL
The Lady of Vines
RANGED WEAPONS
RngAtkHitWndRndDmg
Kurnotheal’s Wrath
Kurnotheal’s Wrath12"12+2+2D6
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

Once Per Turn (Army), Any Hero Phase
HAND OF THE EVERQUEEN: Thrusting her tendrils into the ground, the Lady of Vines wields the power she inherited from Alarielle to channel her magic through root and mycelium to reach a distant target.

Declare: Pick a terrain feature within 18" of this unit that has a friendly overgrown token to be the target.

Effect: Measure the range and visibility of the next SPELL ability used by this unit this phase from the target instead of from this unit, and your opponent can measure range and visibility to that terrain feature instead of this unit for the purposes of the ‘Unbind’ ability.
KEYWORDSRAMPAGE

Your Hero Phase
7
PROTECTION OF THE EVERQUEEN: The Lady of Vines shields her fellow Sylvaneth with the purifying power of her goddess mother.

Declare: Make a casting roll of 2D6. Add 1 to the roll if this unit is wholly within the creeping overgrowth.

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 Battle, Any Hero Phase
VERDIAN CROWN: The invigorating power of the Everqueen herself radiates from the ornate jade crown borne by the Lady of Vines.

Declare: Pick a terrain feature within 18" of this unit that does not have a friendly overgrown token to be the target.

Effect: Give the target a friendly overgrown token.

KEYWORDS
UNIQUE, HERO, MONSTER, WIZARD (2), WARD (5+)
ORDER, SYLVANETH, FOREST ELDER


SYLVANETH WARSCROLL
Treelord Ancient
6"
14
3+
5
The fury of the forest is roused by the magics of the Treelord Ancients. Amongst the eldest living creatures in the realms, these towering tree spirits are not only fearsome warriors but also potent spell-weavers who can loose the wrath of the wyldwoods.
SYLVANETH WARSCROLL
Treelord Ancient
RANGED WEAPONS
RngAtkHitWndRndDmg
Doom Tendril Staff
Doom Tendril Staff18"44+2+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Sweeping Blows [Anti-charge (+1 Rend)]
Sweeping Blows
Anti-charge (+1 Rend)
54+2+12
Massive Impaling Talons [Crit (Mortal)]
Massive Impaling Talons
Crit (Mortal)
24+2+23
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), Your Movement Phase
AWAKENING SLUMBERING SPIRITS: As the Sylvaneth reclaim parts of the realms, the spirit-song calls out to tree spirits that are deep in slumber to rejoin the glades.

Declare: Pick a visible terrain feature that has a friendly overgrown token and is within 12" of this unit. Then, pick a friendly non-UNIQUE KURNOTHI or Treelord unit that has been destroyed to be the target.

Effect: Set up a replacement unit with 1 model from the target unit wholly within 6" of that terrain feature and more than 9" from all enemy units. Then, remove the friendly overgrown token from that terrain feature. If the target was a Treelord, allocate 10 damage points to the replacement unit (ward rolls cannot be made for those damage points).

Once Per Turn (Army), Any Combat Phase
ELDEST OF ELDERS: The Treelord Ancient imparts its ancient wisdom through the spirit-song to the members of its circle, enlightening them on how best to deal with these particular enemies of the forest.

Declare: Pick each friendly FOREST ELDER within this unit’s combat range to be the targets.

Effect: Roll a dice for each target. On a 3+, add 1 to hit rolls for that target’s combat attacks until the start of your next turn.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, WIZARD (2)
ORDER, SYLVANETH, FOREST ELDER


SYLVANETH WARSCROLL
Scourge of Ghyran Drycha Hamadreth
10"
12
3+
5
Ghyran’s most ruthless and cruel-hearted defender, the feared Drycha Hamadreth is as much a living hive as a true forest spirit. When her home realm is threatened, Drycha’s spite-swarms become more furious and potent than ever, impeding their advance and rendering them staggering and helpless in the face of a Sylvaneth attack.
SYLVANETH WARSCROLL
Scourge of Ghyran Drycha Hamadreth
MELEE WEAPONS
AtkHitWndRndDmg
Slashing Talons [Crit (2 Hits)]
Slashing Talons
Crit (2 Hits)
103+2+22
BATTLE PROFILE

Unit Size: 1      Points: 300
Base size: 105 × 70mm
Can be reinforced: No
Regiment Options: 0-1 Forest Sentinel, Any SYLVANETH
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Passive
STRENGTH FROM SPITE: Having absorbed the dark and bitter energies permeating the cursed earth of the Hamadrithil, Drycha’s talons easily shred defences both mundane and magical.

Effect: Ward rolls cannot be made for damage points inflicted by this unit’s attacks.

Your Hero Phase
6
TWISTED SPIRIT-SONG: Disharmonious and laced with anger, Drycha’s spirit-song fills her allies with rage.

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

Effect: Until the start of your next turn, add 1 to wound rolls for the target’s combat attacks, including those made with Companion weapons.

In addition, if the target is non-KURNOTHI, add 1 to the Attacks characteristics of the target’s melee weapons.
KEYWORDSSPELL

Reaction: Opponent declared a CHARGE ability for a unit within 18" of this unit
VICIOUS SPITESWARMS: Swarms of Flitterfuries and Squirmlings pour forth from the hives within Drycha’s towering barkflesh form.

Effect: Your opponent must pick 1 of the following:

Avoid the Swarm: Subtract D3 from the charge roll. In addition, if your opponent re-rolls that charge roll, subtract D3 from that roll.

Charge Through the Swarm: Subtract 1 from hit rolls for that unit’s attacks for the rest of the turn, and add 1 to hit rolls for attacks that target that unit for the rest of the turn.
KEYWORDSRAMPAGE

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

Cavalry


SYLVANETH WARSCROLL
Revenant Seekers
12"
5
4+
2
It is the duty of the Revenant Seekers to extract the lamentiri of Sylvaneth who fall in battle and return them to the soulpod groves. The wickedly sharp sickles they wield for this purpose are equally useful for severing the mortal threads of those who would endanger the remains of their slain kin.
SYLVANETH WARSCROLL
Revenant Seekers
MELEE WEAPONS
AtkHitWndRndDmg
Seeker’s Sickle [Crit (Mortal)]
Seeker’s Sickle
Crit (Mortal)
33+4+11
Dragonspite’s Mandibles [Companion]
Dragonspite’s Mandibles
Companion
34+3+12
BATTLE PROFILE

Unit Size: 3      Points: 180
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".

Once Per Turn (Army), Any Combat Phase
DEAFENING DRONE: Revenant Seekers circle over the melee, cutting throats and piercing skulls with swipes of their sickles. The buzzing roar of their dragonspites’ wings soon disorientate enemies who engage them in protracted combat.

Declare: If this unit did not charge this turn, pick an enemy unit in combat with it to be the target.

Effect: Subtract 1 from the Attacks characteristic of the target’s melee weapons for the rest of the turn.

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


SYLVANETH WARSCROLL
Spiterider Lancers
12"
5
4+
2
The Spiterider Lancers are Alarielle's elite cavalry. Mounted on agile dragonspites whose bodies thrum with life magic, they deftly swoop and whirl above the battlefield before suddenly diving into a charge, striking the enemy lines with shocking force.
SYLVANETH WARSCROLL
Spiterider Lancers
MELEE WEAPONS
AtkHitWndRndDmg
Spiterider Lance [Charge (+1 Damage), Crit (2 Hits)]
Spiterider Lance
Charge (+1 Damage), Crit (2 Hits)
33+4+11
Dragonspite’s Mandibles [Companion]
Dragonspite’s Mandibles
Companion
34+3+12
BATTLE PROFILE

Unit Size: 3      Points: 220
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".

Once Per Turn (Army), End of Any Turn
STRIKE AND FADE: Spiterider Lancers seek to avoid drawn-out combat, preferring instead to launch blistering attacks from cover and annihilating their target in a furious charge, before disengaging and seeking a fresh direction from which to attack.

Effect: If this unit charged this turn, remove it from the battlefield and set it up again more than 9" from all enemy units and wholly within the creeping overgrowth.

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


SYLVANETH WARSCROLL
Scourge of Ghyran Revenant Seekers
12"
5
4+
2
Riding atop fierce dragonspites and armed with sickles that can slice through ironoak bark, Revenant Seekers have the dangerous task of recovering lamentiri from fallen Sylvaneth. Tragically, when war comes to Ghyran, these soul-seeds are in plentiful number; in desperate times, their innate magic can be channelled by the Revenant Seekers to aid nearby Sylvaneth.
SYLVANETH WARSCROLL
Scourge of Ghyran Revenant Seekers
MELEE WEAPONS
AtkHitWndRndDmg
Scourge Sickle [Crit (Mortal)]
Scourge Sickle
Crit (Mortal)
33+4+12
Sharpened Mandibles [Charge (+1 Damage), Companion]
Sharpened Mandibles
Charge (+1 Damage), Companion
34+3+11
BATTLE PROFILE

Unit Size: 3      Points: 240
Base size: 60mm
Can be reinforced: Yes
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

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

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

Once Per Turn (Army), Any Hero Phase
LAMENTIRI LIFE ENERGIES: The lamentiri recovered by Revenant Seekers from fallen Sylvaneth have powerful mystical properties that can be harnessed to benefit others of their kind.

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

Effect: Roll a dice. On a 3+, the target has WARD (5+) for the rest of the turn.

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


SYLVANETH WARSCROLL
Kurnoth’s Heralds
12"
3
5+
1
As graceful as they are merciless, Kurnoth’s Heralds have sworn to hunt and slay any trespassers who threaten the sanctity of Kurnotheal. They are led by Ylarin, Master of the Paths – a grizzled huntsman and veteran warden of the wild. Cullon is the warband’s mightiest fighter, as strong and resolute as an elder ironoak, while sharpshooter Lenwythe is so skilful that she can put an arrow through a grot’s eye at five hundred paces.
SYLVANETH WARSCROLL
Kurnoth’s Heralds
RANGED WEAPONS
RngAtkHitWndRndDmg
Kurnothi Bow
Kurnothi Bow18"33+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Hunter Weapons [Charge (+1 Damage)]
Hunter Weapons
Charge (+1 Damage)
33+4+11
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 3      Points: 110
Base size: 60 × 35mm
Can be reinforced: No

Each model in this unit is armed with Hunter Weapons. The models in this unit are:
  • Ylarin, Master of the Paths (champion)
  • Cullon, Axe of Kurnoth
  • Lenwythe, Eye of the Forest (also armed with a Kurnothi Bow)

Passive
GRACEFUL LEAPS: The agility and deer-like lower bodies of these Kurnothi allow them to leap right over the heads of the foe in the middle of combat.

Effect: Each time this unit makes a pile-in move:
  • Add 3" to the distance this unit can move.
  • This unit can pass through models in enemy units.

KEYWORDS
UNIQUE, CAVALRY, CHAMPION
ORDER, SYLVANETH, KURNOTHI

Infantry


SYLVANETH WARSCROLL
Dryads
6"
1
5+
1
Singing a song of slaughter, Dryads stride from the deepwoods to fall upon those who would defile the Sylvaneth’s soulpod groves. With vicious talons, these forest spirits rip and impale, dancing lithely between their enemies even as they tear them apart.
SYLVANETH WARSCROLL
Dryads
MELEE WEAPONS
AtkHitWndRndDmg
Wracking Talons
Wracking Talons23+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 90
Base size: 32mm
Can be reinforced: Yes

Passive
ONE WITH THE FOREST: Dryads seamlessly blend in with the surrounding foliage; in overgrown environments, the attacks of their opponents are as likely to strike unfeeling wood as they are the Sylvaneth themselves.

Effect: Subtract 1 from hit rolls and wound rolls for attacks that target this unit while it is wholly within the creeping overgrowth.

KEYWORDS
INFANTRY, CHAMPION
ORDER, SYLVANETH


SYLVANETH WARSCROLL
Gossamid Archers
12"
2
5+
1
Gossamid Archers are afforded the power of flight by the zephyrspites that clasp their torsos. A gruesome fate awaits any struck by the shafts of these skirmishers, for the arrowheads contain voracious grubs that devour the target from within.
SYLVANETH WARSCROLL
Gossamid Archers
RANGED WEAPONS
RngAtkHitWndRndDmg
Gossamid Bow [Crit (Auto-wound), Shoot in Combat]
Gossamid Bow
Crit (Auto-wound), Shoot in Combat
12"23+4+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".

Reaction: You declared a SHOOT ability for this unit
ZEPHYRSPITES: These symbiotic winged spites offer their hosts unparalleled manoeuvrability, allowing them to swiftly reposition after loosing a deadly volley.

Effect: After that SHOOT ability has been resolved, this unit can move up to D6". It cannot move into combat during any part of that move.
KEYWORDSMOVE

KEYWORDS
INFANTRY, CHAMPION, FLY, REVENANT
ORDER, SYLVANETH


SYLVANETH WARSCROLL
Kurnoth Hunters
with Greatbows
6"
5
4+
2
Some Kurnoth Hunters are armed with towering bows, each the size of the mobile artillery pieces of other races. Drawn by the great strength of their wielders, the huge shafts loosed by these weapons can be fired across awesome distances, skewering clutches of lesser foes and slaying the enemy’s elite with relentless precision.
SYLVANETH WARSCROLL
Kurnoth Hunters
with Greatbows
RANGED WEAPONS
RngAtkHitWndRndDmg
Kurnoth Greatbow [Anti-CAVALRY (+1 Rend)]
Kurnoth Greatbow
Anti-CAVALRY (+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
HUNTER’S ENDURANCE: As the spirit-song intensifies and the magic of life surges across the battlefield, Kurnoth Hunters are gripped with a sacred fervour of the chase that sees them shrug off wounds.

Effect: Subtract 1 from the Rend characteristic of weapons used for attacks that target this unit while it is wholly within the creeping overgrowth.

Once Per Turn (Army), Your Shooting Phase
STEADY AIM: Bow-wielding Kurnoth Hunters are those of their kind who exhibit particular focus and patience. They take the time to carefully aim and line up a target before unleashing their arrows with deadly precision.

Effect: If this unit has not used a MOVE ability this turn and was not set up this turn, add 1 to hit rolls for this unit’s shooting attacks for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION
ORDER, SYLVANETH, KURNOTHI


SYLVANETH WARSCROLL
Kurnoth Hunters
with Greatscythes
6"
5
4+
2
The greatscythe is the weapon chosen by Kurnoth Hunters who show cool implacability and a desire to reap the greatest tally of kills. With a single sweep, these forest spirits can carve through multiple footsoldiers, and with their polearms’ hooked blades, they can drag cavalrymen from their saddles before ruthlessly dispatching them as they sprawl in the gore-sprayed undergrowth.
SYLVANETH WARSCROLL
Kurnoth Hunters
with Greatscythes
MELEE WEAPONS
AtkHitWndRndDmg
Kurnoth Greatscythe [Anti-charge (+1 Rend)]
Kurnoth Greatscythe
Anti-charge (+1 Rend)
33+3+13
BATTLE PROFILE

Unit Size: 3      Points: 190
Base size: 50mm
Can be reinforced: Yes

Passive
HUNTER’S ENDURANCE: As the spirit-song intensifies and the magic of life surges across the battlefield, Kurnoth Hunters are gripped with a sacred fervour of the chase that sees them shrug off wounds.

Effect: Subtract 1 from the Rend characteristic of weapons used for attacks that target this unit while it is wholly within the creeping overgrowth.

Any Combat Phase
TANGLETHORN THICKETS: Scythe-wielding Kurnoth Hunters have developed the technique of summoning carpets of thorned vines that snare and shred foes who approach without caution.

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 that is in combat with the target. For each 3+, inflict 1 mortal damage on the target.

KEYWORDS
INFANTRY, CHAMPION
ORDER, SYLVANETH, KURNOTHI


SYLVANETH WARSCROLL
Kurnoth Hunters
with Greatswords
6"
5
4+
2
Many Kurnoth Hunters who favour the fury of close combat choose to wield immense greatswords, two-handed weapons that can cleave a warrior in two with a single blow. These Hunters favour an aggressive fighting style, pounding towards the foe on their powerful hindlegs and crashing into them like a hurricane in a forest canopy.
SYLVANETH WARSCROLL
Kurnoth Hunters
with Greatswords
MELEE WEAPONS
AtkHitWndRndDmg
Kurnoth Greatsword [Crit (Mortal)]
Kurnoth Greatsword
Crit (Mortal)
43+3+12
BATTLE PROFILE

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

Passive
HUNTER’S ENDURANCE: As the spirit-song intensifies and the magic of life surges across the battlefield, Kurnoth Hunters are gripped with a sacred fervour of the chase that sees them shrug off wounds.

Effect: Subtract 1 from the Rend characteristic of weapons used for attacks that target this unit while it is wholly within the creeping overgrowth.

Any Combat Phase
CRASHING IMPACT: On the charge, Kurnoth Hunters use their great size and durability as a weapon, delivering powerful strikes driven by their momentum and trampling smaller foes underfoot.

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

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

KEYWORDS
INFANTRY, CHAMPION
ORDER, SYLVANETH, KURNOTHI


SYLVANETH WARSCROLL
Spite-Revenants
6"
2
5+
1
Spite-Revenants are shrieking terrors from the depths of nightmare. Light and shadow play weirdly around these ghastly beings as they tear and bite their victims, rending to bloody tatters any who do not simply fling down their weapons and flee.
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: 80
Base size: 32mm
Can be reinforced: Yes

Once Per Turn (Army), Your Movement Phase
SHADOWCREEP: Spite-Revenants have an affinity with the oppressive dark of the deepwood. They are able to dissolve into the shadows at will, creeping along the spirit paths before emerging once more where the enemy least expect it.

Effect: If this unit is wholly within the creeping overgrowth, remove this unit from the battlefield and set it up again wholly within 3" of a terrain feature and more than 9" from all enemy units. Then, add 1 to charge rolls for this unit for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION, REVENANT
ORDER, SYLVANETH


SYLVANETH WARSCROLL
The Twistweald
6"
2
5+
1
The Twistweald were once Sylvaneth like any other. Now their bodies are grown over with parasitic plants and fungi that choke their bark and muddy their minds. They wander in a state of pain-induced frenzy, attacking with lashing thorned roots and clouds of vicious spites until their enemies are shredded into pulp.
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 Weapons
Twistroot Weapons33+4+11
BATTLE PROFILE

Unit Size: 8      Points: 120
MODELBASE SIZE
1x Swarmsage40mm
2x Twistroot Warden, 1x Twistroot Revenant32mm
3x Twistroot Dryads28.5mm
0-1 Twistroot Revenant32mm
OR
0-1 Twistroot Spite-Revenant40mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

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

Once Per Turn (Army), End of Any Turn
LATCHING PARASPITES: The Twistweald are riddled with horrific parasitic plants and fungi that latch onto others nearby, draining them of their vitality.

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

Effect: The target has the INFESTED keyword for the rest of the battle. INFESTED enemy units cannot move more than 6" when using non-CHARGE MOVE abilities.

Passive
PAIN-INDUCED FRENZY: The pain caused by the Twistweald’s parasitic infestations reaches its zenith when their thoughts turn to imminent murder-making, driving them into an agonised fury.

Effect: This unit’s melee weapons have Crit (2 Hits) if it charged in the same turn.

KEYWORDS
INFANTRY, CHAMPION, REVENANT
ORDER, SYLVANETH


SYLVANETH WARSCROLL
Tree-Revenants
6"
2
5+
1
Tree-Revenants move with flowing grace, flickering along the spirit paths to carve their way through the enemy’s ranks. Their highly ritualised martial customs and the memories of war they inherit from past generations of Sylvaneth through their lamentiri lend them a skill in combat that few enemies can match.
SYLVANETH WARSCROLL
Tree-Revenants
MELEE WEAPONS
AtkHitWndRndDmg
Revenant Blade
Revenant Blade33+4+11
BATTLE PROFILE

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

Passive
WARRIORS OF THE WOODS: The Tree-Revenants comprise the formal warrior class of the Sylvaneth. It is their duty to engage and hold the enemy’s battleline, and it is one they perform with exceptional ability. Once they have the foe’s measure, they become even more dangerous, overwhelming their opponents with their relentless martial skill.

Effect: While this unit is in combat and has not charged this turn, add 1 to the Damage characteristic of this unit’s melee weapons.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/5), STANDARD BEARER (1/5), REVENANT
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
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 5      Points: 90
MODELBASE SIZE
Skaeth the Huntsman52 × 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
Enchanted Glade Weapons [Crit (Auto-wound)]
Enchanted Glade Weapons
Crit (Auto-wound)
33+4+11
Revenant Bow
Revenant Bow13+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
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

Monster


SYLVANETH WARSCROLL
Treelord
6"
14
3+
5
Treelords bear down on the enemy with earth- shaking strides, ignoring the feeble attempts of the enemy to slow their advance. Lashing vines shoot forth from their open talons to rend and ensnare, while every swing of their huge talons slaughters another swathe of foes.
SYLVANETH WARSCROLL
Treelord
RANGED WEAPONS
RngAtkHitWndRndDmg
Strangleroots [Shoot in Combat]
Strangleroots
Shoot in Combat
10"33+2+12
MELEE WEAPONS
AtkHitWndRndDmg
Sweeping Blows [Anti-charge (+1 Rend)]
Sweeping Blows
Anti-charge (+1 Rend)
54+2+12
Massive Impaling Talons [Crit (Mortal)]
Massive Impaling Talons
Crit (Mortal)
24+2+23
BATTLE PROFILE

Unit Size: 1      Points: 260
Base size: 105 × 70mm
Can be reinforced: No

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 Shooting Phase
LASH AND TANGLE: The whipping tendrils that shoot from the Treelord’s palm ensnare enemies and keep them at bay with their frantic thrashing.

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. Add 1 to the roll if the target is within the creeping overgrowth. On a 3+, subtract 1 from hit rolls for the target’s attacks until the start of your next turn.

Once Per Turn (Army), Any Combat Phase
STRANGLING GRASP: The Treelord’s tendrils coil around a chosen foe, crushing the life out of them.

Declare: Pick a visible enemy unit within 10" of this unit to be the target.

Effect: Roll a dice. If the roll exceeds the target’s Health characteristic, 1 model in the target unit is slain.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER
ORDER, SYLVANETH, FOREST ELDER

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 spirits that dwell within these ancient groves are roused to terrible fury by intrusions into their domain, and they will take every chance to prey upon those foolish enough to stray beneath their shadowed boughs.
SYLVANETH WARSCROLL
Awakened Wyldwood
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Unstable, Obscuring

Designer’s Note: For rules purposes, an Awakened Wyldwood is a single tree miniature with a crescent-shaped base.

Passive
BUDDING FORESTS: Once awakened, a wyldwood will rapidly grow into an entire forest in a matter of days, should the Sylvaneth successfully repel those who would threaten its flourishing.

Effect: When this terrain feature is set up, give it a friendly overgrown token.

Once Per Battle Round, Start of Battle Round
EVER GROWING: A wyldwood roused by the Sylvaneth will spread its roots deep, inundating its surroundings with life.

Declare: Pick the closest terrain feature to this terrain feature that does not have a friendly overgrown token to be the target.

Effect: If the target is not controlled by your opponent, give the target a friendly overgrown token.

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 3" of this terrain feature to be the targets.

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

KEYWORDS
FACTION TERRAIN
ORDER, SYLVANETH

Endless Spell


SYLVANETH WARSCROLL
Gladewyrm
8"
7
4+
7+
6+
Gladewyrms are ferocious subterranean creatures formed from concentrated life magic, used by the Sylvaneth to protect the realmroots from eldritch invaders. When called upon, they leave their patrols along the spirit paths and erupt from the earth to aid their summoners.
SYLVANETH WARSCROLL
Gladewyrm
MELEE WEAPONS
AtkHitWndRndDmg
Fearsome Mandibles and Bladed Carapace [Anti-PRIEST (+1 Rend), Anti-WIZARD (+1 Rend)]
Fearsome Mandibles and Bladed Carapace
Anti-PRIEST (+1 Rend), Anti-WIZARD (+1 Rend)
64+2+1D3
Passive
FEED ON ELDRITCH ENERGY: As predators of preternatural threats, Gladewyrms readily devour the energies that the enemy draws upon to fuel their spells and rituals.

Effect: Subtract 1 from casting rolls, unbinding rolls, chanting rolls and banishment rolls for enemy units while they are in combat with this MANIFESTATION.

Your Movement Phase
ELDRITCH HUNTERS: Gladewyrms are magical creatures, and their prey of choice is similarly arcane in nature. During battle, they burrow beneath the surface, reemerging to devour spellcasters and other mystics, whom they sense with greater clarity than other beings.

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 non-PRIEST units and more than 3" from all enemy WIZARDS and enemy PRIESTS.
KEYWORDSCORE

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


SYLVANETH WARSCROLL
Spiteswarm Hive
-
6
6+
7+
6+
With a humming chant, those versed in the magic of Ghyran can summon a Spiteswarm Hive. As enemies cautiously approach the comb, the air thrums angrily before the inhabiting spites buzz forth, their swarms swirling around the foe, crawling between gaps in armour to burrow into eyes, chew through jugulars and clog screaming throats.
SYLVANETH WARSCROLL
Spiteswarm Hive
RANGED WEAPONS
RngAtkHitWndRndDmg
Spiteswarm [Crit (2 Hits)]
Spiteswarm
Crit (2 Hits)
18"54+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Spiteswarm [Crit (2 Hits)]
Spiteswarm
Crit (2 Hits)
104+3+11
Your Shooting Phase
ANGER THE HIVE: As enemies draw closer to the hive, the spites attack with heightened ferocity to protect their home.

Effect: If this MANIFESTATION was not set up this turn, add 10 to the Attacks characteristic of this MANIFESTATION’s ranged weapons for the rest of the phase, but all of the shooting attacks it makes this phase must target an enemy unit within 9" of it.

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


SYLVANETH WARSCROLL
Vengeful Skullroot
8"
8
4+
7+
6+
Also known as the Drifting Death or the Creeping Willow, the Vengeful Skullroot is a manifestation of a forest’s fury. Black-hearted and hateful, these arcane plants can be summoned by Sylvaneth versed in magic. As the tree stalks across the battlefield, its tentacle-like roots bludgeon, crush and strangle all they pass over.
SYLVANETH WARSCROLL
Vengeful Skullroot
MELEE WEAPONS
AtkHitWndRndDmg
Writhing Roots
Writhing Roots34+2+1D3
Passive
VENGEFUL TERRORS: Wherever this rogue spirit drifts, creeping ominously through the air, its roots churn open the shallow graves of battles past, dragging grotesque remains to the surface that chill the hearts of the forest’s foes.

Effect: Subtract 1 from hit rolls for attacks made by enemy units while they are within 6" of this MANIFESTATION.

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

Regiment of Renown


REGIMENT OF RENOWN
Bloodthirsty Shiver
The Idoneth refer to a formation of two Allopexes as a Bloodthirsty Shiver – and for good reason. Perfected by the warlike Fuethán enclave and sought after by many forces of Order, this deadly pairing is fast, resilient and brimming with raw killing power. In their wake, the ethersea is stained red with the blood of the foe.
REGIMENT OF RENOWN
Bloodthirsty Shiver
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 300

Your Hero Phase
HUNT OF THE BLOODTHIRSTY SHIVER: Advancing in tandem, the Akhelian Allopexes either evade the foe in skilled formation or close in to deliver the killing bite.

Effect: If both units in this Regiment of Renown are within each other’s combat range, pick 1 of the following effects to apply until the start of your next turn:

Evasive Approach: While both units in this Regiment of Renown are within each other’s combat range, subtract 1 from hit rolls for attacks that target them.

Ferocious Attack: While both units in this Regiment of Renown are within each other’s combat range, their Allopex’s Ferocious Bites have Crit (2 Hits).


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
Dawnrider Lance
When the need is great, a Vanari Lord Regent may lead a squadron of Dawnriders to aid the efforts of the Lumineth’s allies. Since the Reinvention, the aelves of Hysh have come to understand that no matter their people’s great power, the realms would have been entirely consumed by Chaos if not for the efforts of other civilisations. Therefore, when the hour is dire, they will ride out to tip the scales in Order’s favour.
REGIMENT OF RENOWN
Dawnrider Lance

BATTLE PROFILE

Points: 260

Once Per Turn (Army), Any Charge Phase
BLINDING CHARGE: As they bear down on the foe with great swiftness, the aetherquartz in the Dawnriders’ armour reacts, causing it to blaze with a fierce radiance that makes their enemies flinch at a critical moment.

Declare: Pick a unit in this Regiment of Renown that charged this turn. Then, pick an enemy INFANTRY unit within 1" of that unit to be the target.

Effect: For the rest of the turn, ignore positive modifiers to save rolls for the target.

Passive
MASTERS OF ALL TERRAIN: These Dawnriders have been dispatched on multiple missions throughout the realms. Consequently, their steeds have become accustomed to traversing all kinds of terrain, be it scree, sand or swamp.

Effect: Ignore negative modifiers to run rolls and charge rolls for units in this Regiment of Renown and to their Move characteristic.


REGIMENT OF RENOWN
Drekki’s Privateers
Drekki Flynt is one of the most famous skyfarers in Kharadron society, a rogue and opportunist whose feats grow ever more outrageous in the telling. Captain of the Frigate the Aelsling, Flynt has lent the services of his vessel and his crew to many causes over the years – few of them entirely noble.
REGIMENT OF RENOWN
Drekki’s Privateers
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 500

Deployment Phase
CRUISING INTO POSITION: The Aelsling’s speed and agility allow her to enter battle at the perfect moment.

Declare: Pick all units in this Regiment of Renown that have not been deployed.

Effect: Set up all of those units in reserve plying the winds. They have now been deployed.
KEYWORDSDEPLOY

Passive
YOU CALL IT YOURS, I CALL IT MINE: Aether-gold is Drekki Flynt’s great love, but other treasures will do in a pinch.

Effect: Add 1 to hit rolls and wound rolls for shooting attacks made by units in this Regiment of Renown that target an enemy unit that is within 6" of an enemy unit that has an enhancement.

Your Movement Phase
DAREDEVIL DEPLOYMENT: Flynt’s crew lead the way with guns blazing.

Declare: Pick the Arkanaut Frigate in this Regiment of Renown to use this ability if it is plying the winds.

Effect: Set up the Arkanaut Frigate anywhere on the battlefield more than 9" from all enemy units. Then, set up all other units in this Regiment of Renown wholly within 6" of the Arkanaut Frigate and more than 9" from all enemy units.

Passive
THE GOOD SHIP AELSLING: Flynt’s beloved skyship has endured all that the realms can throw at her with stubborn indifference.

Effect: The Aelsling in this Regiment of Renown has a Health characteristic of 17 instead of 14.


REGIMENT OF RENOWN
Heroes of The Jade Abbey
Renowned for defeating the plague daemon Gelgus Pust, thwarting his plans to befoul the life-giving waters of the Everspring and ultimately banishing evil from the Jade Abbey, these legendary heroes are welcomed with open arms into the forces of Order.
REGIMENT OF RENOWN
Heroes of The Jade Abbey
ORGANISATION
  • 0-1 Kelthannor the Forest Prince

This Regiment of Renown is built during army composition. You must include at least 1 of the units opposite in this regiment and can include 1 of each of them. Add together the points values of each unit you include in this regiment to determine its points cost.

UnitPoints
Edmark Valoran, the Manticore Knight+110
Bren Tylis, the Renegade Saint+120
Inara Sion, the Cleansing Blade+120
Drolf Ironhead, the Grizzled Explorer+100
Kelthannor, the Forest Prince+150
Jacobus Vyne, the Jade Wizard+130
Drasher Vorn, the Rampaging Beast+150


Passive
STRONGER TOGETHER: Fighting shoulder to shoulder, the saviours of the Jade Abbey are nigh unstoppable.

Effect: While each unit in this Regiment of Renown is wholly within 6" of each other unit in this Regiment of Renown, add 1 to the Attacks characteristic of melee weapons used by units in this Regiment of Renown.

End of Any Turn
WATERS OF THE EVERSPRING: A single drop from the shimmering depths of the Everspring can cure sickness and heal suppurating wounds.

Effect: Heal (1) each unit in this Regiment of Renown.


REGIMENT OF RENOWN
Khinerai Death Flight
When a Khinerai Death Flight strikes from on high, the air is filled with lethal missiles and the shrieking battle-cries of Morathi’s airborne killers. These swift-moving aerial hunters are dispatched to track down the enemies of the Khainite cult, and they will pursue them deep into enemy territory if necessary.
REGIMENT OF RENOWN
Khinerai Death Flight
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 240

Passive
FIERCE COMPETITION: These Scáthborn are amongst the most cut-throat of their kind, endlessly seeking to outdo their peers as they compete for the attention of their murderous deity.

Effect: Each time a unit in this Regiment of Renown uses an ability and any enemy models were slain by that ability, after that ability has been resolved, the unit that used that ability is pre-eminent and the other unit in this Regiment of Renown is overlooked.

Weapons used by an overlooked unit in this Regiment of Renown have Crit (Auto-wound).


REGIMENT OF RENOWN
Mask of the Deceiver
The Changeling adopts one of its manifold masks to infiltrate the enemy ranks, spreading confusion and dismay whilst ensuring that the Change God’s schemes come to pass.

DISCIPLES OF TZEENTCH WARSCROLL
Mask of The Deceiver
5"
6
5+
2
5+
The Changeling adopts one of its manifold masks to infiltrate the enemy ranks, spreading confusion and dismay whilst ensuring that the Change God’s schemes come to pass.
DISCIPLES OF TZEENTCH WARSCROLL
Mask of The Deceiver
MELEE WEAPONS
AtkHitWndRndDmg
The Trickster’s Staff
The Trickster’s Staff33+3+1D3
Deployment Phase
MASKED IN PLAIN SIGHT: Few can see through the Changeling’s disguise.

Declare: This unit must be deployed using this ability.

Effect: Set up this unit in reserve incognito. It has now been deployed.

Friendly incognito units are destroyed at the end of the fifth battle round and not at the start of the fourth battle round
KEYWORDSDEPLOY

Any Hero Phase
BAIT AND SWITCH: The Changeling swaps places with a temporary ally

Declare: This unit can use this ability if it is incognito. Pick this unit and a friendly INFANTRY HERO to be the targets. One target must be incognito and the other must be on the battlefield.

Effect: Set up the incognito target wholly within 6" of the other target and not in combat. Then, remove the other target from the battlefield and set it up in reserve incognito.

If this unit is destroyed, before removing it from play, set up the friendly incognito unit wholly within 6" of a battlefield edge and not in combat.

Your Hero Phase
6
FORCEFUL COMMAND: The Changeling imbues its orders with compelling enchantments so that none can disobey.

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

Effect: Until the start of your next turn:
  • The target cannot use MOVE abilities.
  • The target’s melee weapons have Anti-charge (+1 Rend).
KEYWORDSSPELL

KEYWORDS
UNIQUE, HERO, WIZARD (2), INFANTRY, WARD (5+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON


REGIMENT OF RENOWN
Namarti Shore Raid
Led by a veteran Akhelian Thrallmaster, a Namarti Shore Raid is trained to harry the enemy relentlessly. Such contingents are often dispatched to aid the Idoneth’s allies as scouts and ambush troops. Their swiftness allows them to outflank and surprise enemy hosts, turning the tide of battle.
REGIMENT OF RENOWN
Namarti Shore Raid
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 270

Deployment Phase
IN THE SHADOW OF THE ETHERSEA: Though their allies may not understand the nature of the ethersea, they have come to rely on the advantages it provides in battle as the Idoneth advance out of sight of the enemy.

Declare: This ability must be used to deploy this Regiment of Renown.

Effect: Set up the units in this Regiment of Renown in reserve in the ethersea. They have now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
LAUNCH THE ATTACK: There is a sudden blur of movement as these Namarti warriors burst forth from an unseen quarter.

Declare: Pick each unit in this Regiment of Renown that is in the ethersea.

Effect: Set up each unit on the battlefield wholly within 7" of a battlefield edge, more than 9" from all enemy units and within the combat range of another unit in this Regiment of Renown. Then, each unit can immediately move D3". The units cannot move into combat during any part of that move.


REGIMENT OF RENOWN
Sigil Convocation
Some Scinari Calligraves embark on the path of the wanderer, not content to restrict their efforts at healing the lands to Hysh. These aelves have mastered the art of magical coalescence, giving a degree of permanence to their spells, which they utilise to aid the allies of the Lumineth in other realms. The assemblages of magic summoned and shepherded by these roaming mage-scribes are known as Sigil Convocations.
REGIMENT OF RENOWN
Sigil Convocation
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

Designer’s Note: Including this Regiment of Renown in your army does not stop you from being able to pick a manifestation lore for your army


BATTLE PROFILE

Points: 130

Your Hero Phase
6
CYCLE MANIFESTATION: With a deft gesture, the caster dismisses one manifestation and uses its power to summon another.

Declare: Pick the Scinari Calligrave in this Regiment of Renown to cast this spell, pick 1 of the friendly MANIFESTATIONS below that is not on the battlefield, then make a casting roll of 2D6.

Effect: If there is already a friendly MANIFESTATION from the list above on the battlefield, it is immediately banished. Then, set up the MANIFESTATION you picked within 1" of the caster and visible to them. If that MANIFESTATION is a Sanctum of Amyntok, it must instead be set up wholly within 12" of the caster, more than 3" from all enemy units, and with its 3 parts touching each other so that they form a ring.
KEYWORDSSUMMON, SPELL

Reaction: Opponent declared a SPELL ability
SWIFT ERASURE: With a dismissive flourish, the Calligrave nullifies the inelegantly wrought spells of the foe.

Effect: Roll a dice for each friendly unit that was picked to be a target of that SPELL ability and that is wholly within 12" of the Scinari Calligrave in this Regiment of Renown. On a 4+, that SPELL ability has no effect on that unit.

Once Per Turn, Your Movement Phase
ARCANE TAXONOMY: The Convocation’s master is never found far from the objects of their magical studies, compelled to take notes and record observations even as battle rages around them.

Effect: Remove the Scinari Calligrave in this Regiment of Renown from the battlefield and set it up again on the battlefield wholly within 3" of a friendly MANIFESTATION and more than 7" from all enemy units.


REGIMENT OF RENOWN
Sky-Port Profiteers
The Kharadron Overlords are nothing if not pragmatic when it comes to defending their interests. The elite groups known as Sky-Port Profiteers are dispatched to seek allies and secure the most vital territories. Litigious Codewrights negotiate terms, ably backed up by the firepower of their Grundstok bodyguards.
REGIMENT OF RENOWN
Sky-Port Profiteers

BATTLE PROFILE

Points: 350

Your Hero Phase
1
SUPPLIES DONT COME CHEAP: Profiteers will dispatch aid to beleaguered allies in exchange for payment.

Declare: Pick a visible terrain feature within 18" of the Codewright in this Regiment of Renown. Each friendly unit wholly within 3" of that terrain feature is a target.

Effect: Roll a D3 for each target. On a 2+, Heal (X) the target, where X is an amount equal to the roll.

Your Movement Phase
1
NO ONE RIDES FOR FREE: Kharadron can make a healthy profit transporting allies via the skyways.

Declare: Pick a friendly INFANTRY unit with up to 10 models that is wholly within 9" of the Codewright in this Regiment of Renown and not in combat to be the target.

Effect: Remove the target from the battlefield, then set it up again on the battlefield more than 9" from all enemy units.

Your Shooting Phase
1
LONG-RANGE SUPPORT: The Codewright can call in a long-range barrage to reduce a troublesome obstacle to dust.

Declare: Pick an objective within 15" of the Codewright in this Regiment of Renown and that no friendly units are contesting. Each unit contesting that objective is a target.

Effect: Roll a dice for each target. If the roll exceeds the target’s Health characteristic, inflict an amount of mortal damage on the target equal to the roll.


REGIMENT OF RENOWN
The Crimson Lash
One of the most famous gladiatorial troupes to tour the Khainite fighting pits, the Crimson Lash hire themselves out as mercenaries to those who can offer them a worthy fight. They take their foes apart with cruel pleasure, causing even their allies to look upon them with a mix of awe and fear.
REGIMENT OF RENOWN
The Crimson Lash
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 220

Once Per Battle (Army), Deployment Phase
SITE OF SLAUGHTER: The Crimson Lash choose the location of their gladiatorial bloodletting carefully, selecting sites from which their enemies will not easily escape.

Effect: Pick an objective wholly outside friendly territory. That objective is considered by you to be the amphitheatre.

Passive
FINISHING MOVES: The Crimson Lash cavort about their chosen arena with effortless grace, avoiding enemy blows and responding with elaborately deadly strikes.

Effect: While each model in a unit in this Regiment of Renown is contesting the amphitheatre:
  • That unit’s melee weapons have Crit (Mortal).
  • If you control the amphitheatre, if the unmodified hit roll or wound roll for an attack that targets that unit is a 1-4, the attack fails and the attack sequence ends.


REGIMENT OF RENOWN
The Horizon Seekers
One of the most famed Vanguard formations is that of Lord-Aquilor Tyran Veld, a grizzled veteran who has fought campaigns in every realm save Azyr. Known as the Horizon Seekers, his retinue are often seconded to Sigmar's allies, serving as scouts and putting their hard-earned knowledge of the realms' hinterlands to good effect as they harry enemies and seize control of vital objectives.
REGIMENT OF RENOWN
The Horizon Seekers
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 500

Passive
HUNTER’S COHESION: The Horizon Seekers have long roamed the wilderness together, operating in well-honed unison to run circles around the foe.

Effect: Each time this Regiment of Renown’s Lord-Aquilor uses its ’Ride the Winds Aetheric’ ability, you can pick all units in this Regiment of Renown that are not in combat to be the targets.

In addition, add 1 to hit rolls for attacks made by this Regiment of Renown’s Lord-Aquilor and VANGUARD-PALLADORS units that target a HUNTED enemy unit.

Designer’s Note: See the ’Astral Compass’ ability on the Vanguard-Hunters warscroll to see how an enemy unit can become Hunted.


REGIMENT OF RENOWN
Valnir’s Stormwing
One of the brightest stars of the Hammers of Sigmar, Knight-Draconis Aldus Valnir is an expert drake-rider known for his death-defying bravery. Lending his lance to Sigmar's allies in the fight against darkness, he is accompanied in battle by his loyal bodyguard Ortana. The two have developed a formidable synergy, timing their aerial charges to deliver a devastating one-two punch to the enemy.
REGIMENT OF RENOWN
Valnir’s Stormwing

BATTLE PROFILE

Points: 350

Once Per Battle (Army), Your Hero Phase
HOUR OF RETRIBUTION: Aldus Valnir and Ortana dive down from the clouds into the midst of the reelingfoe, using the shock of their sudden assault to inflict maximum damage.

Effect: For the rest of the turn:
  • Add 1 to wound rolls for attacks made by units in this Regiment of Renown.
  • Add 1 to save rolls for units in this Regiment of Renown.


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:

BATTLE PROFILE

Points: 420

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.


REGIMENT OF RENOWN
Gotrek Gurnisson
Gotrek Gurnisson hails from a world lost to legend. After a great shame befell him, he swore an oath to meet an honourable death in battle – but with his warrior skill and the unwelcome favour of the fallen god Grimnir, no foe has yet proven equal to the task. Cantankerous, surly and stubborn to a fault, Gotrek is ever travelling across the realms in search of battle. For a worthy cause, he might lend his axe for a time; still, allies are wise to keep out of the Slayer’s business, if they know what’s good for them.
REGIMENT OF RENOWN
Gotrek Gurnisson
ORGANISATION
  • 1 Gotrek Gurnisson

BATTLE PROFILE

Points: 320


FYRESLAYERS WARSCROLL
Gotrek Gurnisson
4"
8
5+
2
3+
Gotrek Gurnisson hails from a world lost to legend. After a great shame befell him, he swore an oath to meet an honourable death in battle – but with his warrior skill and the unwelcome favour of the fallen god Grimnir, no foe has yet proven equal to the task. Cantankerous, surly and stubborn to a fault, Gotrek is ever travelling across the realms in search of battle. For a worthy cause, he might lend his axe for a time; still, allies are wise to keep out of the Slayer’s business, if they know what’s good for them.
FYRESLAYERS WARSCROLL
Gotrek Gurnisson
MELEE WEAPONS
AtkHitWndRndDmg
Zangrom-az [Crit (Mortal)]
Zangrom-az
Crit (Mortal)
82+2+23
Any Combat Phase
1
UNSTOPPABLE BATTLE FURY: Once Gotrek has started to fight, he continues to do so with a relentless fury that abates only when all his opponents lie slain.

Effect: is unit can use 2 FIGHT abilities this phase. After the first is used, however, this unit has STRIKE-LAST for the rest of the turn.

Passive
‘I’LL GET THERE MYSELF!’: Gotrek is renowned for his legendary stubbornness.

Effect: This unit cannot be set up in reserve and cannot be targeted by abilities that would remove it from the battleeld.

KEYWORDS
UNIQUE, INFANTRY, HERO, WARD (3+)
ORDER, DUARDIN


REGIMENT OF RENOWN
Norgrimm’s Rune Throng
Once, Clan Arzabul were nobles amongst the Khazalid Empire. Yet the fall of that nation quashed their fortunes. Rather than succumb to despair, the Runelord Norgrimm leads his surviving kin to search ruined karaks for valuable rune-lore. Amongst this recovered knowledge is the Rune of Restored Hearth.
REGIMENT OF RENOWN
Norgrimm’s Rune Throng
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 320

Once Per Battle (Army), Your Hero Phase
RUNE OF RESTORED HEARTH: Upon striking this rune, Norgrimm and his kin are filled with a tenacious impulse to restore their people’s glory.

Effect: If the Runelord in the Regiment of Renown is contesting an objective, for the rest of the battle, units in this Regiment of Renown have WARD (5+) while they are contesting that objective.

Your Hero Phase
4
WRATH AND RUIN: The very earth cracks before the priest, venting fire and sulphurous fumes that engulf the enemy.

Declare: Pick the Runelord in this Regiment of Renown to chant this prayer, pick a visible enemy unit within 18" of them to be the target, then make a chanting roll of D6.

Effect: Roll 6 dice. If the chanting roll was 8+, roll 9 dice instead. For each 5+, inflict 1 mortal damage on the target. If 3 or more damage points are allocated to the target as a result of those dice rolls, ignore positive modifiers to save rolls for the target until the start of your next turn.
KEYWORDSPRAYER, UNLIMITED


REGIMENT OF RENOWN
Nurgle’s Gift
Nurgle is a generous god, granting gifts even to those who deny their genius. It takes only one infected well, watering hole or imported keg for corruption to bite. At first, a warrior feels little but mild discomfort – but as the day of battle draws near, their suffering deepens, and an eager giggling echoes through the aether...
REGIMENT OF RENOWN
Nurgle’s Gift

BATTLE PROFILE

Points: 180

Deployment Phase
INCUBATION PERIOD: Nurgle’s gifts can incubate slowly within the afflicted, gaining a malign sentience.

Declare: This ability must be used to deploy this Regiment of Renown.

Effect: Set up the units in this Regiment of Renown in reserve festering within. They have now been deployed.
KEYWORDSDEPLOY

Passive
BURSTING WITH LIFE: Guts roil and buboes weep before cheering Nurglings burst forth from the slain.

Effect: If a friendly non-NURGLE’S GIFT unit would be destroyed, before the last model is removed from play, roll a dice. Add 1 to the roll for each other friendly non-NURGLE’S GIFT unit that has been destroyed this battle. On a 5+, pick a friendly unit that is festering within and set it up wholly within 6" of that model. It can be set up in combat.


REGIMENT OF RENOWN
Saviours of Cinderfall
The backstreets and catacombs of the God-King’s free cities conceal innumerable threats, from lurking monsters to hidden cults. It is the duty of the Saviours of Cinderfall to root out these horrors with blade and spell, and there are few more effective at this than Hanniver Toll and his companion Armand Callis. Along with a motley retinue of hired blades, these heroes fight a bitter underground war to keep the Cities of Sigmar from sliding into disorder and bloodshed.
REGIMENT OF RENOWN
Saviours of Cinderfall
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 290

Passive
DUTY BOUND: Hanniver Toll has assembled a formidable array of agents, bound by oath – or debt – to serve Sigmar unto death.

Effect: While every model in the same unit in the Regiment of Renown is contesting the same objective, add 1 to save rolls and ward rolls for that unit.

Once Per Battle (Army), Deployment Phase
SIGMAR’S JUSTICE: Callis, Toll and their companions are single-minded in their purpose: the elimination of a high-priority target.

Declare: Pick an enemy unit to be marked for justice. You can pick a unit that is in reserve.

Effect: For the rest of the battle, add 1 to wound rolls for combat attacks made by units in this Regiment of Renown that target a unit that is marked for justice.


REGIMENT OF RENOWN
Stumblefoot Gargant
The rise of the Mega-Gargants has focused many of their smaller mates, but there are always some who loot great kegs of ale and get a bit carried away. Staggering across the land in a drunken stupor, these gargants just turn up on one side of the battlefield and canny commanders simply move their troops out of the way…
REGIMENT OF RENOWN
Stumblefoot Gargant

BATTLE PROFILE

Points: 140

Once Per Turn (Army), Your Shooting Phase
PROJECTILE VOMIT: Better out than in, as they say…

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn. Then, pick a point on the battlefield within 6" of this unit and pick all other units (friendly and enemy) within 3" of that point to be the targets.

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

Once Per Turn (Army), Any Combat Phase
BELLOWING MOCKERY: Drunken gargants often holler incoherent insults to aggravate and taunt.

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn, then pick an enemy unit within this unit’s combat range to be the target.

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

Once Per Turn (Army), Any Charge Phase
WHAT’RE YOU LOOKIN’ AT?: Bleary eyes narrowed, the gargant picks a fight with a cocky-looking target.

Declare: Pick this unit to use this ability if it charged this turn and has not used a RAMPAGE ability this turn. Then, pick an enemy unit within 9" of this unit to be the target.

Effect: Roll 2D6. This unit can move a number of inches equal to the roll. It can pass through enemy models and must end that move in combat with the target.
KEYWORDSRAMPAGE


REGIMENT OF RENOWN
The Blacktalons
From scions of the Dark Gods to marauding orruk warlords, threats to Sigmar’s people lurk in every corner of the realms. It is Neave Blacktalon, the God-King’s foremost assassin, who must put down these fell champions. Neave travels upon winds of magic during battle to unleash storms of never-ending axe blows. With her come the Blacktalons, tightly knit companions and warriors of deadly renown all.
REGIMENT OF RENOWN
The Blacktalons

BATTLE PROFILE

Points: 320

Once Per Battle (Army), Any Combat Phase
JUSTICE WILL BE SERVED: When her appointed target is within her grasp, Neave fights with the overwhelming fury of an Azyrite storm.

Declare: Pick the Neave Blacktalon in this Regiment of Renown to be the target if it is in combat with an enemy HERO.

Effect: The target can use 2 FIGHT abilities this phase. Each time it does so, if it is in combat with an enemy HERO, all of its attacks must target an enemy HERO. In addition, after the first FIGHT ability is used, the target has STRIKE-LAST for the rest of the turn.
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.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
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.
18.2 Allocating Damage
After resolving the effect of any ability that inflicts damage points (whether via attacks, mortal damage or both), you must allocate the damage points.

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

If the number of damage points allocated to a unit is not enough to slay a model, keep track of the number of damage points currently allocated to the unit (most players place a dice or markers next to the unit). While a unit has any damage points allocated to it, it is damaged.
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).

The CAVALRY keyword is used in the following Sylvaneth warscrolls:

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 may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
This HERO can join an eligible regiment as a Forest Sentinel.

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

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

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

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

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
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 REVENANT keyword is used in the following Sylvaneth warscrolls:

Passive
THE CREEPING OVERGROWTH: As children of Ghyran, the Sylvaneth are redolent with the energies of life, which cause the ambient flora to rapidly grow and spread.

Effect: The creeping overgrowth is measured from each terrain feature that has a friendly overgrown token. The range of the creeping overgrowth is based on the number of friendly overgrown tokens on the battlefield as shown:
Overgrown
Tokens
Creeping
Overgrowth Range
0-26"
3-59"
6-812"
9+Whole battlefield


Designer’s Note: Awakened Wyldwoods are your main way of generating overgrown tokens. Some unit abilities allow you to do so too.
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
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.
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:

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.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).

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

18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.
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).
3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

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

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

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

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



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

Declare: Make a chanting roll of D6.

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

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

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 PRIEST keyword is used in the following Sylvaneth warscrolls:

The FOREST ELDER keyword is used in the following Sylvaneth warscrolls:

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.

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

The WARD keyword is used in the following Sylvaneth warscrolls:

Endless Spell
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

Once Per Turn (Army), Start of Any Turn
CREEPING DREAD: The creaking of the trees and the oppressive hum of the spirit-song in their subconscious makes the enemy jumpy and distracted, causing them to hesitate and second- guess orders in the absence of clear leadership.

Declare: Pick an enemy unit within the creeping overgrowth to be the target.

Effect: For the rest of the turn, the first time your opponent declares a command for the target while it is not wholly within 12" of a HERO in their army, unless your opponent spends 1 additional command point to use that command, the command has no effect, it still counts as being used and the command points spent to use the command are still lost.
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.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
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

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.

The non-FLY INFANTRY and SYLVANETH keywords are used in the following Sylvaneth warscrolls:

• Dryads
The non-FLY CAVALRY keyword is used in the following Sylvaneth warscrolls:

Cavalry
Cavalry Hero
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

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

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

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

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

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

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
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

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

Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
15.1 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.
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.

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

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
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:

Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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. In addition, some units with a unit size of more than 1 can not be reinforced. This will be noted on their battle profile.
1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.

MULTIPLE POWER LEVELS
  • If an ability references a unit’s power level and that unit has more than one power level, use whichever power level is higher.
  • If an ability modifies a unit’s power level and that unit has more than one power level, it modifies both.
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
While every model in a non-MONSTER non‐WAR MACHINE unit that does not have the FLY keyword is within 1" of this terrain feature, the following apply:
  • That unit is only visible to enemy units that are within its combat range.
  • The Range characteristic of that unit’s ranged weapons is halved (rounding down to the nearest inch).
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 that was not summoned this turn 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. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

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

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

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

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

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

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

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

The MANIFESTATION keyword is used in the following Sylvaneth warscrolls:

Endless Spell

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

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

  • You cannot include more than one Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.

The MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:

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.
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.
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

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

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

Your Movement Phase
RUN: The unit rushes into position.

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

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

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

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

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

24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.
7.2 Banishing Manifestations
Instead of using a SPELL or PRAYER ability (including when using the ‘Magical Intervention’ ability), each WIZARD and PRIEST can use the ‘Banish Manifestation’ ability:

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 that was not summoned this turn 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. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

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.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

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

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.

The VANGUARD-PALLADORS keyword is used in the following Stormcast Eternals warscrolls:

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