Source: Warhammer Armies Project: Unofficial 9th Edition

Traps
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Waywatchers are masters of woodcraft and ambush. They are especially adept at setting woodland traps for unwary invaders.

A Waywatcher unit which is within a forest is automatically assumed to set traps around its positions. Any enemy charging the unit through the forest will activate the traps as soon as the enemy unit touches the forest. If the chargers are already inside the forest when the charge is declared the traps are activated as soon as the charge is declared. Roll a dice to determine the type and effect of the trap.

D6

Result

1-2

Spikes: The Waywatchers have scattered pieces of long thorn on the forest floor, and have half buried short spikes in the ground around their position.

The enemy unit suffers D6 Strength 3 hits.

3

Snares: The attackers are caught by snares as they charge, preventing them reaching their target.

The enemy unit deducts D3" from the charge distance.

4

Nets: As the enemy charges nets fall on top of them from the trees above.

All enemy models in base contact with the Waywatchers must pass a Strength test or be unable to attack in the ensuing close combat.

5

Camouflaged Pit: As the enemy advances they find themselves falling into concealed pits lined with sharp stakes.

The enemy unit counts as moving through Dangerous Terrain. If the unit would already treat the forest as Dangerous Terrain, they instead fail the test on a 1-2.

6

Impaler: A huge concealed spike suddenly springs out and impales anyone in its way.

Treat the unit as being hit by a bolt thrower in the front rank. The file it hits is determined by the Wood Elf player.

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