Sylvaneth – Awakened Wyldwood
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Awakened Wyldwood

When the Wyldwoods of the Sylvaneth stir, enemies of the natural order must be on their guard. The awakened spirits that dwell within these ancient groves are roused to terrible fury by intrusions into their domain. They seek every chance to prey upon those foolish enough to stray beneath their shadowed boughs.

Unit Size: 1      Points: 0
Battlefield Role: Scenery
Base size: Use model


When you choose a Sylvaneth army, you can include 1 Awakened Wyldwood terrain feature. In addition, you may be able to add additional Awakened Wyldwood terrain features to the battlefield after the battle has started.

Each Awakened Wyldwood consists of 1-3 scenery pieces. After territories have been determined, you can set up any friendly Awakened Wyldwood terrain features taken as part of your army wholly within your own territory, more than 3" from all other terrain features and objectives. If both players can set up terrain features after territories have been determined, the players must roll off, and the winner chooses who sets up their terrain features first.

Any abilities that allow you to add Awakened Wyldwood terrain features to the battlefield will tell you how to set them up. In addition, they must be set up more than 3" from all other terrain features and objectives.

If an Awakened Wyldwood has more than 1 scenery piece, each piece must be set up touching all of the other pieces to form a single circle with an area of open ground inside the circle. The area of open ground inside the circle is considered to be part of the Awakened Wyldwood terrain feature.

Scenery Rules

Overgrown Wilderness: It is only possible to see a few yards into these foreboding thickets.
Visibility between 2 models is blocked if a straight line 1mm wide drawn between the closest points of the 2 models passes across more than 3" of an AWAKENED WYLDWOOD. Visibility to or from models with a Wounds characteristic of 10 or more is not blocked by an AWAKENED WYLDWOOD. Visibility from units with the SYLVANETH keyword is not blocked by an AWAKENED WYLDWOOD.

Vengeful Forest Spirits: The spirits within an awakened wyldwood are easily angered by trespassers into their domain – even more so when arcane powers are being used nearby.
At the end of the charge phase, roll a dice for each unit that does not have the SYLVANETH keyword that is within 1" of an AWAKENED WYLDWOOD. Add 2 to the roll if any WIZARDS or endless spells are within 6" of that AWAKENED WYLDWOOD. On a 6+, that unit suffers D3 mortal wounds.

Sometimes a rule may require the players to make a roll-off. When this is the case, each of the players rolls a dice, and whoever rolls highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the dice when making a roll-off.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
© Vyacheslav Maltsev 2013-2021