Sylvaneth Druckbogen

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Sylvaneth Sylvaneth Sylvaneth Sylvaneth

BAT TLE TR AIT BAT TLE TR AIT BAT TLE TR AIT COM M AND TR AIT
WYLDWOOD GROVES FOREST SPIRITS NAVIGATE REALMROOTS 1 – REALM WALKER
Wherever the sylvaneth march to war, Wyldwood The sylvaneth are natives of the wild places of the Sylvaneth armies favour a swift, hit-and-run fighting If your General uses the Navigate Realmroots
groves burst from the realmroots. realms, lurking in wait to strike at their enemies. style, using spirit paths to strike and fade before the ability, add 2 to the dice result.
They flow from ambush with lithe grace, falling enemy can react.
After all other pieces of scenery are set up, but upon the foe without mercy or restraint.
before the battle begins and players choose If a Sylvaneth unit is within 3" of a Sylvaneth
territory or set up their armies, you can place Instead of setting up a Sylvaneth unit or Wyldwood at the start of your Movement Phase,
one Sylvaneth Wyldwood anywhere on the battalion, you can place it to one side. you can remove the unit from the battlefield,
battlefield that is more than 1" from any other then set it up within 3" of a different Sylvaneth
In any of your Movement Phases, you can Wyldwood, more than 9" from any enemy models.
piece of scenery.
transport the unit (or battalion) to the battlefield. Then, roll a D6.
When you do so, set it up so that all models are 1 Tangled Roots: The unit can do nothing else for
within 3" of a Sylvaneth Wyldwood and more the rest of your turn.
than 9" from any enemy models.
2 – 5 Safe Passage: The unit cannot move further
Th is is their move for that Movement Phase. during this Movement Phase.
6+ Pathway Revealed: The unit can move again
during this Movement Phase.
Treelords, Treelord Ancients and
Spirits Of Durthu that use this ability always
treat a result of Tangled Roots as Safe Passage.
Hero
Sylvaneth Sylvaneth Sylvaneth Sylvaneth
Artefact of Power Artefact of Power
COM M AND TR AIT COM M AND TR AIT
M AGICAL ARTEFACTS ARCANE TREASURES
ANCIENT NOBILITY IRONBARK TALISMAN TEAR OF GRACE 2 – GNARLED WARRIOR
Oakenbrow leaders inspire courage in their Forged by the duardin, this talisman infuses the Only in times of dire need is the Tear of Grace When you make Save rolls for your General,
followers. sylvaneth’s limbs with steely strength. risked in open battle. ignore the enemy’s Rend unless it is -2 or better.
All friendly Sylvaneth units within 15" of Add 1 to all To-Wound rolls made for the The bearer of the Tear of Grace knows an
your General in the Battleshock Phase add 1 to bearer’s Melee weapons. extra spell, which is always generated from the
their Bravery. Deepwood spell lore.
In addition, the bearer can add 3" to the range
of all of their spells.
Oakenbrow Hero Ironbark Hero Harvestboon Branchwraith Hero
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Sylvaneth Sylvaneth Sylvaneth Sylvaneth
Artefact of Power Artefact of Power
COM M AND TR AIT COM M AND TR AIT
M AGICAL ARTEFACTS M AGICAL ARTEFACTS
3 – GIFT OF GHYRAN 4 – LORD OF SPITES 1 – DAITH’S REAPER 2 – THE OAKEN ARMOUR
Your General heals 1 wound at the start of each You can re-roll the first failed To-Hit roll made Drawn up and fashioned from the only ever seam Twined from bark shorn from the mighty Oak of
of your Hero Phases, or D3 wounds if they are for your General in each phase. of Harrowgold, no armour can turn aside this Ages,it is all but impossible to tell where this armour
within 3" of a Sylvaneth Wyldwood. ancient blade if its wielder’saim is true. ends and the hide of its sylvaneth wearer begins.
Pick one of this Hero’s Melee weapons to be Add 1 to any Save rolls made for this Hero.
Daith’s Reaper.
When making attacks with this weapon, any To-
Wound rolls of 6+ have a Rend characteristic of -4.
Hero Hero Hero Hero
Sylvaneth Sylvaneth Sylvaneth Sylvaneth
Artefact of Power Artefact of Power
COM M AND TR AIT COM M AND TR AIT
M AGICAL ARTEFACTS M AGICAL ARTEFACTS
6 – WISDOM OF
5 – WARSINGER 3 – BRIARSHEATH 4 – SEED OF REBIRTH
THE ANCIENTS
You can add 1 to any Charge rolls made for All friendly Sylvaneth units within 10" of This shadowed branchcrest renders its Should its bearer ever fall, the seed’s rejuvenating
friendly Sylvaneth units that are within 10" your General in the Battleshock Phase add 1 to wearer’strue form difficult to discern. energies will pour into its host to grant them new life.
of your General. their Bravery.
Your opponent must subtract 1 from all To-Hit The first time the bearer of this artefact loses its
rolls made against the Briarsheath’s bearer. last wound, it immediately heals D3 wounds.
Hero Hero Hero Hero
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Sylvaneth Sylvaneth Sylvaneth Sylvaneth
Artefact of Power Artefact of Power Artefact of Power Artefact of Power
M AGICAL ARTEFACTS ARCANE TREASURES ARCANE TREASURES ARCANE TREASURES
3 – MOONSTONE OF
5 – WRAITHSTONE 1 – ACORN OF THE AGES 2 – WARSONG STAVE
THE HIDDEN WAYS
This crystal emits the ghostly screams of all whose This unassuming acorn is verdant life given form. This staff ’s bearer can call upon all the forest to This incredible shard reshapes the spirit paths as
souls were torn from their bodies by the ancient lend aid. its bearer wills.
spirits of the forest and bound within it. Once per game, in your Hero Phase, set up a
new Sylvaneth Wyldwood anywhere within 5" The bearer knows the Treesong spell in addition Once per game, instead of moving the bearer
Subtract 1 from the Bravery of all enemy units of the bearer. to any other spells they know. in the Movement Phase, remove them from the
within 10" of the bearer in the Battleshock Phase. battlefield and place them anywhere that is more
The wood cannot be set up within 1" of any other than 4" from any enemy models.
models or terrain features.
Hero Wizard Hero Wizard Hero Wizard Hero
Sylvaneth Sylvaneth Sylvaneth Sylvaneth
Artefact of Power Artefact of Power Artefact of Power Artefact of Power
M AGICAL ARTEFACTS ARCANE TREASURES ARCANE TREASURES ARCANE TREASURES
6 – THE SILVERWOOD
6 – GLAMOURWEAVE 4 – RANU’S LAMENTIRI 5 – HAGBANE SPITE
CIRCLET
Such are Glamourweave’s illusory enchantments Even in death, Ranu’s Lamentiri serves to lend These rare forest spites are deadly to the sorcerous This silverwood crown enables its wearer’s
that even the surest blow struck against its wearer sorcerous strength to his kin. foes of the sylvaneth. perception to travel far afield.
can be proven false.
Add 1 to all Casting rolls made for the bearer of Once per game, instead of attempting to unbind Add 6" to the maximum range of every spell that
Roll a D6 each time the bearer suffers an unsaved Ranu’s Lamentiri. a spell, the bearer can send forth their Hagbane the wearer knows.
wound or a Mortal Wound. Spite to attack the caster.
If they attempt to cast a spell from the Deepwood
On a roll of 6, the wound is ignored. spell lore, add 2 to the Casting roll instead. After resolving the spell’s effects, the caster
immediately suffers D3 Mortal Wounds.
Hero Wizard Hero Wizard Hero Wizard Hero
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Sylvaneth Sylvaneth Sylvaneth Sylvaneth
Spell Lore Spell Lore Spell Lore Spell Lore
DEEPWOOD SPELL LORE DEEPWOOD SPELL LORE DEEPWOOD SPELL LORE DEEPWOOD SPELL LORE
1 – THRONE OF VINES 2 – REGROWTH 3 – VERDANT BLESSING VERDUROUS HARMONY
Casting Value: 5 Casting Value: 5 Casting Value: 6 Casting Value: 7
Raising their arms high, the caster summons a The children of Alarielle are filled with the burgeoning Throwing back their head, the caster gives voice The wizard plucks the youngest sprouts of magic
waving nest of glowing emerald vines. These vibrant magic of life. It sings within their heartwood and to a vibrant burst of the spirit-song that flows and uses them to renew the broken forms of fallen
tendrils entwine the caster’s body before rearing like thrums through every fibre of their beings. Those through their being. Those energies surge through warriors.
snakes and plunging down into the soil beneath their sylvaneth with an innate command of the mystic the air and then spiral in upon themselves,
feet. Borne aloft upon this seething, coiling throne of arts can harness this energy, focussing it into a surge becoming a shimmering orb of jade energy If successfully cast, select a friendly Sylvaneth
magical vines, the caster drinks deep of the sorcerous of raw life magic that heals even the most grievous of cupped in the caster’s waiting hands. This the
energies that flow beneath the skin of the Mortal hurts. Barkflesh reknits. Snapped and twisted limbs unit within 18".
Realms. So empowered, their incantations roll across crackle and creak as they are made whole once more.
caster then hurls across the battlefield. Where it
strikes, the orb explodes in a burst of life magic One model in that unit that has been slain earlier
the land like thunder and tear their enemies apart, Even those hacked and hewn warriors who teeter during the battle is returned to life.
while with a contemptuous flick of the wrist they upon the very brink of death can be brought surging that saturates even the most ashen and deathly
snuff out the spells of the enemy as though they had back into the fight by such sorcerous regrowth, wastes, and conjures forth surging new plant life Return D3 slain models to the unit instead if
never been. eschewing the cold grip of death for the warm and from amidst the ruin of war. they are Dryads or Tree-Revenants.
vibrant embrace of life.
If successfully cast, the caster can add D3 to all If successfully cast, set up a new Sylvaneth
future Casting and Unbinding rolls they make If successfully cast, pick the caster, or a friendly Wyldwood anywhere within 18" of the caster
until they next move. unit within 18". that is not within 1" of any other model or terrain
feature.
Once cast, the caster cannot cast this spell again One model in the unit you picked heals D3 wounds.
unless they have moved. If the unit you picked is a Sylvaneth unit, one
model in the unit heals D6 wounds instead.
Wizard Wizard Wizard Gnarlroot Wizard
Sylvaneth Sylvaneth Sylvaneth
Spell Lore Spell Lore Spell Lore
DEEPWOOD SPELL LORE DEEPWOOD SPELL LORE DEEPWOOD SPELL LORE
4 – THE DWELLERS BELOW 5 – THE REAPING 6 – TREESONG
Casting Value: 7 Casting Value: 6 Casting Value: 7
Drawing upon the darkest and most spiteful The energies of life magic flow like a river, pouring Channelling the spirit-song that floods through their
aspects of nature’s power, the caster summons a endlessly through every living thing in the Mortal roots and joins them to their kin, the caster implores the
seething swarm of shadowy tendrils from beneath Realms. Just as the sylvaneth can instinctively tap simple spirits of the Wyldwoods to join the Wargrove in
their fight. With bass rumbles and creaking groans, the
the ground. Grasping talons and half-seen into that flood of power and use it to create life,those Wyldwoods heed the caster’s song, raising their roots from
claws snatch at the enemy from below, eliciting of a darker bent can also stem the flood, or leech the ground and lumbering heavily across the field of battle.
screams of panic and terror as they latch onto it away altogether. As the caster of this cruel spell Soon enough, slumber reclaims the roused Wyldwoods
their victims. Those too slow to scramble clear are booms out their cold, dark song, their victims feel and they settle once more into still, sombre silence.
dragged down into the soil, their fates too horrible the energies of life leaving them. They become
to be imagined. weary and sorrowful, slumping to the ground If successfully cast, pick a Sylvaneth Wyldwood within
as their skin bleaches pale white and their souls 10" of the caster. That Wyldwood’s Roused by Magic
If successfully cast, pick an enemy unit within seep slowly from their bodies. As the final harsh ability is immediately activated.
10" of the caster. syllables of the Reaping spill from the caster’s After resolving damage, roll 2D6 and move the
mouth, its victims shudder once, a pale green Wyldwood in any direction up to the rolled distance.
Roll a D6 for each model in the unit you picked; mist seeping from their lungs and frittering away
the unit suffers a Mortal Wound for each roll It cannot move within 3" of any enemy models or other
upon the breeze, before death takes them at last. terrain features.
of a 6.
If successfully cast, all enemy units within 3" Any units that are wholly within the Sylvaneth
Wyldwood are also moved along with it (if a unit is
suffer D3 Mortal Wounds. only partially within the Sylvaneth Wyldwood, the
Wyldwood cannot be moved at all).
Wizard Wizard Wizard
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