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.
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.
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.