Sylvaneth – Awakened Wyldwood

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SYLVANETH WARSCROLL
Awakened Wyldwood
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8
4+
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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, and they will take every chance to prey upon those foolish enough to stray beneath their shadowed boughs.
SYLVANETH WARSCROLL
Awakened Wyldwood
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Unstable, Obscuring

Designer’s Note: For rules purposes, an Awakened Wyldwood is a single tree miniature with a crescent-shaped base.

Passive
BUDDING FORESTS: Once awakened, a wyldwood will rapidly grow into an entire forest in a matter of days, should the Sylvaneth successfully repel those who would threaten its flourishing.

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

Once Per Battle Round, Start of Battle Round
EVER GROWING: A wyldwood roused by the Sylvaneth will spread its roots deep, inundating its surroundings with life.

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 the target a friendly overgrown token.

Once Per Turn (Army), Any Combat Phase
VENGEFUL FOREST SPIRITS: The spirits within a Sylvaneth wyldwood are easily angered by trespassers into their domain.

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.

KEYWORDS
FACTION TERRAIN
ORDER, SYLVANETH

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Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Unstable
Models can move across but cannot be set up on or end any type of move on any part of this terrain feature that is more than 1" tall.
Obscuring
While every model in a non-MONSTER non‐WAR MACHINE unit that does not have the FLY keyword is within 1" of this terrain feature, the following apply:
  • That unit is only visible to enemy units that are within its combat range.
  • The Range characteristic of that unit’s ranged weapons is halved (rounding down to the nearest inch).
© Vyacheslav Maltsev 2013-2026