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 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: -      Points: 0
Battlefield Role: Faction Terrain Feature
Base size: Use model

FACTION TERRAIN: Only Sylvaneth armies can include this faction terrain feature.

SET-UP: After territories are determined, you can set up this faction terrain feature wholly within your territory and more than 3" from all objectives and other terrain features. If both players can set up faction terrain features at the same time, they must roll off and the winner chooses who sets up their faction terrain features first.

When you set up this terrain feature, it can be set up as either a small, medium or large Awakened Wyldwood. A small Awakened Wyldwood consists of 1 scenery piece, a medium Awakened Wyldwood consists of 2 scenery pieces, and a large Awakened Wyldwood consists of 3 scenery pieces.

If this terrain feature is set up as a medium or large Awakened Wyldwood, all of its scenery pieces must be set up touching so that they form a circle with an area of open ground inside the circle. This area is considered to be part of the Awakened Wyldwood terrain feature.

Abilities that allow you to add an Awakened Wyldwood to your army during the battle will tell you how to set it up, and they may also specify the maximum number of scenery pieces it can consist of. In addition, it must be set up more than 3" from all models, objectives, other terrain features, endless spells and invocations, unless noted otherwise.

Overgrown Wilderness: It is only possible to see a few yards into these foreboding thickets.
Visibility from units with the SYLVANETH keyword is not blocked by this terrain feature.

Vengeful Forest Spirits: The spirits within a Sylvaneth 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 any Awakened Wyldwoods. Add 2 to the roll if any WIZARDS or endless spells are within 6" of an Awakened Wyldwood that is within 1" of the unit being rolled for. On a 6+, that unit suffers D3 mortal wounds.

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14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.
© Vyacheslav Maltsev 2013-2024