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 forest spirits that reside in these ancient groves are roused to terrible fury by intrusions into their domain, and will seek every chance to prey upon those foolish enough to stray beneath their shadowed boughs – even more so when arcane powers are at work nearby. The Sylvaneth are beloved of these wild and verdant copses. The Wyldwoods’ ancient sentience recognises the efforts of Alarielle’s children to protect and cultivate life in all its forms, and will allow them to travel between them using their jade magic-laden roots. They also serve to protect those Sylvaneth that dwell within their glades, as it is only possible for foes to see a few yards into these foreboding thickets. Those unlucky enough to wander into these dense and disorienting woods find themselves lost almost immediately, with the fey laughter of the concealed Sylvaneth echoing from all around.
SYLVANETH WARSCROLL
Awakened Wyldwood
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Unstable, Obscuring

Deployment Phase
DEPLOY WYLDWOOD: The wyldwoods within which the Sylvaneth dwell are possessed of a bitter animus. They stir for the sole purpose of excising intruders to their tree-kin’s territories. Their reaching branches and choking roots will crush, slash and stab through any that dare come near, watering the soil with their blood.

Effect: Set up this terrain feature wholly within friendly territory, more than 3" from all objectives and other terrain features. This terrain feature has now been deployed.
KEYWORDSDEPLOY TERRAIN

Passive
GROWING WOODS: An Awakened Wyldwood varies greatly in size and scale, but often grow rapidly once summoned by the Sylvaneth.

Effect: Each time you set up an Awakened Wyldwood, you can place 1-3 scenery pieces. If you place more than 1 scenery piece, the tips at the end of each base must touch, forming a circle. For each additional scenery piece in this terrain feature that is placed after the first:
  • Add 2 to the Health characteristic of this terrain feature.
  • Increase the range of friendly abilities that require friendly models to be wholly within 6" of this terrain feature by 3".

Passive
OVERGROWN WILDERNESS: Only the Sylvaneth can see more than a few yards into these foreboding thickets.

Effect: Enemy units can be targeted by shooting attacks made by friendly SYLVANETH units even if they are behind or wholly on this terrain feature (this is an exception to Terrain, 1.2).

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 this terrain feature’s combat range to be the targets.

Effect: Roll a dice for each target. On a 4+, inflict D3 mortal damage on the target.

KEYWORDS
FACTION TERRAIN, WARD (5+)
ORDER, SYLVANETH
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

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).
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.

The WARD keyword is used in the following Sylvaneth warscrolls:

Endless Spell

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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).
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
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
A unit cannot be targeted by shooting attacks if it is behind or wholly on this terrain feature, unless it has the FLY keyword.
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
1.1 Wholly on Terrain and Behind Terrain
A model is wholly on a terrain feature if its base is on that terrain feature and no part of its base extends past the edge of that terrain feature. A unit is wholly on a terrain feature if every model in that unit is wholly on that terrain feature.

When a unit is targeted by an attack, the unit is considered to be behind a terrain feature if it is impossible to draw a straight line from a model in the attacking unit to a model in the target unit without that line passing across that terrain feature. Ignore parts of the terrain feature within the attacking unit’s combat range for the purposes of determining if the target is behind that terrain feature.
© Vyacheslav Maltsev 2013-2024