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Lords of the Clan

An Army of Renown for Sylvaneth: only the units below, with these battle traits and enhancements in place of the army’s own, and no battle formation. It cannot take a Regiment of Renown. Build one by choosing it under Army of Renown in the list builder.

Battle traits

Dormant Heroes
Deployment Phase

Declare: If there are more Lords of the Clan units on the battlefield than there are in reserve, pick a friendly Lords of the Clan Monster unit that has not been deployed.

Effect: Set up that unit in reserve as a dormant forest spirit. It has now been deployed.

Elder Authority
Once Per Turn (Army), Deployment Phase

Declare: You can only use this ability if there is a friendly Awakened Wyldwood on the battlefield.

Effect: You can set up up to 2 additional Awakened Wyldwoods on the battlefield (an Awakened Wyldwood is a single tree miniature with a crescent-shaped base). The first can be set up anywhere on the battlefield more than 3" from all units, objectives, and other terrain features. The second can be set up anywhere on the battlefield wholly outside of enemy territory and more than 3" from all units, objectives, and other terrain features.
Designer's Note: *The original* Awakened Wyldwood *is set up in Step 1 of the deployment phase using the 'Deploy Faction Terrain' ability. This ability allows you to set up a second and third such terrain feature and is used in Step 3 of the deployment phase, after armies have been deployed.*

Our Reach is Long

Effect: The creeping overgrowth (referenced by other abilities extends 6" from each terrain feature that has a friendly overgrown token.
Increase this range by 1" for each friendly
Lords of the Clan** unit that is wholly outside friendly territory.

Roused to Fury
Enemy Movement Phase

Declare: Pick an enemy unit within 9" of a friendly Awakened Wyldwood to be the target.

Effect: Pick 1 of the following units:
• A friendly Lords of the Clan unit that is in reserve as a dormant forest spirit.
• A friendly Lords of the Clan Monster that has been destroyed.
Set up the unit you picked, or a replacement unit if you picked a destroyed unit, within 9" of the target, wholly within 6" of that friendly Awakened Wyldwood and not in combat. If you set up a replacement unit, allocate 6 damage points to it (ward rolls cannot be made for those damage points).
Then, remove that friendly Awakened Wyldwood from the battlefield.

Heroes (5)

Spirit of Durthu
6" · 14W · Sv 3+
320
The Lady of Vines
6" · 10W · Sv 4+
280
Treelord Ancient
6" · 14W · Sv 3+
260
Grove Guardian
4" · 7W · Sv 5+
200
Treelord Ancient (Scourge of Aqshy)
6" · 14W · Sv 3+
290

Units (6)

Treelord
6" · 14W · Sv 3+
200
Kurnoth Hunters with Kurnoth Greatbows
6" · 5W · Sv 4+
190
Kurnoth Hunters with Kurnoth Greatswords
6" · 5W · Sv 4+
210
Kurnoth Hunters with Kurnoth Scythes
6" · 5W · Sv 4+
200
Skaeth's Wild Hunt
6" · 2W · Sv 5+
90
Kurnoth Hunters with Kurnoth Greatswords (Scourge of Aqshy)
6" · 5W · Sv 4+
220

Faction Terrain

Awakened Wyldwood
Budding Forest

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

Vengeful Forest Spirits
Once Per Turn (Army), Any Combat Phase

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.

Ever Growing
Once Per Battle Round, Start of Battle Round

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 that target a friendly overgrown token.

Spell Lore

Spell Lore: Lords of the Clan
Call Forth the Forest
Your Hero Phase

Declare: Pick a friendly Lords of the Clan Wizard to cast this spell, then make a casting roll of 2D6.

Effect: If there are fewer than 9 friendly Awakened Wyldwoods on the battlefield, you can set up an Awakened Wyldwood wholly within 24" of the caster, more than 3" from all objectives and more than 1" from all enemy units and other terrain features. If there are 9 or more friendly Awakened Wyldwoods on the battlefield, Heal (3) each friendly Awakened Wyldwood instead.

Artefact of Power

Rejuvenating Companions
End of Any Turn

Effect: Heal (3) this unit.

Heroic Trait

Ancient Might

Effect: This unit can use Charge abilities even if it is in combat. If the charge roll is 3 or less when it does so, it does not count as having charged.

Manifestation Lore

Manifestation Lore: Lords of the Clan
Gladewyrm
Your Movement Phase

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.

Spiteswarm Hive
Your Shooting Phase

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.

Vengeful Skullroot

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

Jade Winds
Your Hero Phase

Declare: Pick a friendly Lords of the Clan Wizard to cast this spell, pick 1 of the friendly Manifestations below that is not on the battlefield, then make a casting roll of 2D6.
• Gladewyrm
• Spiteswarm Hive
• Vengeful Skullroot

Effect: If you picked a Gladewyrm or Vengeful Skullroot, set it up wholly within 12" of the caster, visible to them and more than 9" from all enemy units. If you picked a Spiteswarm Hive, set it up wholly within 12" of the caster and visible to them.

Prayer Lore

Prayer Lore: Lords of the Clan
Song of Persistence
Your Hero Phase

Declare: Pick a friendly Lords of the Clan Priest to chant this prayer, pick a friendly Lords of the Clan Monster that is wholly within the creeping overgrowth or that is visible to them and wholly within 12" of them to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn, ignore the effect of the 'Battle Damaged' ability on the target. In addition, if the chanting roll was 6+, the target has Ward (6+) until the start of your next turn.