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==Allegiance Abilities== ===<span style="color:#01bbe3;">Battle Traits</span>=== Armies with the {{AOSKeyword|SYLVANETH}} allegiance have the following abilities: '''{{color|#01bbe3|Glades}}''' You may pick from subfactions, which may be seen below. '''{{color|#01bbe3|Places of Power}}''' After determination of territories, but before placement of faction terrain, you can pick 3 terrain features outside of the enemy territory and make them overgrown (they will largely follow the rules for Awakened Wyldwoods now). You can heal 1 wound to each of your units at the beginning of your hero phase, if the unit is wholly within 9" of any overgrown terrain or one of your Wyldwoods. '''{{color|#01bbe3|From the Woodland Depths}}''' Walk the hidden paths - redeploy one of your units from wholly within 9" of a Wyldwood or overgrown terrain to and put them into a Wyldwood or overgrown terrain. The unit must be set up 9" away from enemy units. Also, it must be set up wholly within 9" of the target terrain and the target terrain must not be within 3" of enemies. Strike and fade - In your combat phase, when a unit has fought, you can redeploy it with the same restrictions like the previous ability. It must be wholly within 9" to be able to and you can only do this once per turn. '''{{color|#01bbe3|Verdant Blessing}}''' All your wizards know this spell: Verdant Blessing. CV of 6, 18" range. Set up an Awakened Wyldwood visible to the caster 3" away from enemies, invocations, endless spells, objectives and other terrain features. '''{{color|#01bbe3|Awakened Wyldwood}}''' (This ability has since been replaced with the updated warscroll for Awakened Wyldwoods). Additionally, read the Core Rules, which surprisingly have a whole chapter on Wyldwoods. For whatever reason, the warscroll does not mention any of those. '''{{color|#01bbe3|Seasons of War}}''' In addition to picking a subfaction, you also pick a season: * The Burgeoning - your units within 9" of overgrown terrain or friendly Wyldwoods get a 6+ FNP if they did not charge. * The Reaping - +3" on Places of Power and From the Woodland Depths * The Dwindling - get once per turn reroll casting, dispell or unbind within 9" of overgrown terrain or friendly Wyldwoods. * Everdusk - -3" on Places of Power and From the Woodland Depths. Unm. hit rolls of 6 wholly within 6" of overgrown terrain or friendly Wyldwoods by melee weapons get 2 hits. ==={{color|#01bbe3|Command Traits}}=== A general of an army with a {{AOSKeyword|SYLVANETH}} allegiance can choose one Command Trait from the lists below (be advised that if you choose your army to be one of the Wargroves, you are forced to take a specific command trait instead of one of these): '''{{color|#01bbe3|Aspects Of War}}''' #'''Gnarled Warrior''': Get ethereal #'''Lord of Spites''': if enemy ends pile in within 3", they get -1 attack for this phase #'''Warsinger''': +3" move at the start of movement phase for all friendly units wholly within 12" '''{{color|#01bbe3|Aspects Of Renewal}}''' {{AOSKeyword|Wizards}} only #'''Nurtured by magic''': on successful, non-unbounded cast. Heal D3 to a friendly unit wholly within 18" once per turn. #'''Spellsinger''': you may measure and check visibility from a spell from an Awakened Wyldwood instead. #'''Radiant Spirit''': If affected by a spell/endless spell (unit wholly within 12"), roll a dice, on a 4+ ignore the effect. Note the correct usage of affect and effect. ==={{color|#01bbe3|Artefacts}}=== One {{AOSKeyword|hero}} in an army with a {{AOSKeyword|sylvaneth}} allegiance and has chosen to take the {{AOSKeyword|sylvaneth}} allegiance abilities, plus one {{AOSKeyword|hero}} for every battalion selected, can choose one Artefact from the lists below. '''{{color|#01bbe3|Boons Of The Everqueen}}''' #'''Greenwood Gladius''': +D3 attacks on one melee weapon. #'''Crown of Fell Bowers''': +1 toWound against a unit within 6" in the combat phase for all Sylvaneth units. #'''Seed of Rebirth''': When slain the first time, 2+ to ignore and heal D3. (Excess damage is negated) '''{{color|#01bbe3|Relics Of Nature}}''' {{AOSKeyword|Wizards}} only. #'''Acorn of the Ages''': Set up a Wyldwood wholly within 12", one-use only. 3" away from everything. The old favourite artefact of the one drop armies. You can simply throw a forest-shaped wrench into enemy charge lanes, you can let an isolated Hero summon their own reinforcement spawn point, you can make some cover to make a stand. #'''The Vesperal Gem''': Once per turn, automatically succeed a Deepwood spell roll, which cannot be unbound. Sounds great.... but, then roll a dice, on a 1 you get D3 mortals. Ouchy. Good thing you have healing out the ass. Amazing relic because while you NEED magic, you don't have a lot of multi spell casters OR casting bonuses. Very solid choice. Note, Verdant Blessing is not part of Deepwood, so no autotree spamming. #'''Luneth's Lamp''': +2 unbinding/dispelling rolls for endless spells. And you can banish invocations. ==={{color|#01bbe3|Spell Lore}}=== All {{AOSKeyword|sylvaneth}} {{AOSKeyword|wizard}}s know Verdant Blessing '''Verdant Blessing''' (6+): Casting value 6. Sets up an Awakened Wyldwood wholly within 24". As useful as the Wyldwoods are to you, this spell is pretty good. ''This used to be 18", part of the Deepwood list, and was more or less auto include''. '''{{color|#01bbe3|Deepwood Spell Lore}}''' Alarielle knows all of these (The Warsong Revenant lost its ability to do so). All other {{AOSKeyword|sylvaneth}} {{AOSKeyword|wizard}} can pick one for each spell lore enhancement taken. #'''Throne of Vines''' (9+): You can heal 1 wound per phase to the caster until your next hero phase #'''Regrowth''' (5+): Casting value 5. Heal D6 Wounds to a friendly, visible {{AOSKeyword|sylvaneth}} unit wholly within 18". TAKE IT. I don't care about your strategy, take it. Alarielle? Take it. Treelord Ancient? Take it. Drycha? Take it unless you want a suicide bomb. #'''The Dwellers Below''' (7+): Pick a unit within 12", roll a D6 for every model in the unit, every 5+ deals a Mortal Wound. Basically Vermintide/New Treason of Tzeentch. It's good, with a potentially gigantic damage output. #'''Deadly Harvest''' (6+): Each enemy unit within 3" gets D3 mortals. Nice when you're stuck in melee, but only really good in combination with the Spellsinger command trait. Also, remember that it gets better against multiple small units, but worse against horde armies - essentially the opposite of Dwellers below. #'''Verdurous Harmony''' (7+): A unit wholly within 18" regains 1 slain model (or D3 for Dryads, Tree/Spite Revs). Amazing spell, just can be a little tricky to consistently cast without bonuses. #'''Treesong''' (7+): Pick an Awakened Wyldwood within 16". Your units wholly within 9" get +1 rend with melee weapons ==={{color|#01bbe3|Endless Spells}}=== Note that unlike the some of the [[Age of Sigmar/Tactics/Malign Sorcery|generic]] endless spells, the Sylvaneth spells can't be used by your opponent against you (other than moving them out of harms way). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Gladewyrm_ENG.pdf Gladewyrm]''' (60pts, CV 7, range 6", move 8", fly): Ancient protectors of the <s>[[Dune|spice]]</s> realmroots. **Does D3 mortal wounds to non-{{AOSKeyword|SYLVANETH}} units within 1" and heals D3 wounds to {{AOSKeyword|SYLVANETH}} units wholly within 6" of where it ends up. This only happens on a 3+. **Pretty good for the cost. For best effect, lob it in the middle of any combat not involving your battleline. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Vengeful_Skullroot_ENG.pdf Vengeful Skullroot]''' (60pts, CV 6, range 6", move 8", fly): Spooky tree **Adds D3 to fleeing non-{{AOSKeyword|SYLVANETH}} models that fail battleshock tests within 3". **On a 2+, does D3 mortal wounds to non-{{AOSKeyword|SYLVANETH}} units it passes across, boosted to D6 if said units are within 6" of an {{AOSKeyword|AWAKENED WYLDWOOD}}. **If you can get that D6 off, then this is great. Given the myriad ways of avoiding battleshock, and that enemies avoid woods where possible, you might find better use out of the slightly cheaper Gladewyrm. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Spiteswarm_Hive_ENG.pdf Spiteswarm Hive]''' (40pts, CV 7, range 15"): More of Drycha's little gribbles. **Lets ''you'' (and only you) choose one of the following effects in ''every'' hero phase (including your opponents) each turn it's around if you have a wizard or hero within 9". Roll a dice for one {{AOSKeyword|SYLVANETH}} unit wholly within 9", on a 2+ ''either'' add 3" to normal moves and charge moves ''or'' worsen rend against that unit by 1. **Great spell, however be careful when using the move bonus that your models don't get out of range too quickly. **Best case is to place it halfway between you and an enemy, use the move bonus to get into combat, then use the save bonus during your opponents turn (assuming you survive the first round of combat). **The small base size helps to stop it getting in the way of movement, assuming you point the gribbles out of the way.
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