Forest Tribes Army Special Rules

The Forest Tribes bring a unique spectrum of special rules to the battlefield which are apart of their culture as much as from the Wild Magic which fuels them.

## Army Special Rules

**Nature Expertise** - Great Forest Tribes are surrounded by Wild Magic and as such have become accustomed to it. When Models from the Great Forest Tribes use Wild Magic, they use the **Wild** version on a d10 roll of a 1 instead of a 1 or 2. On subsequent casts of spells in the same game turn by the same caster, they go **Wild** on a 1 or 2 instead of a 1, 2, or 3.

**Moon Walkers**- Thousands of years living in a thick forest has produced a people who are comfortable fighting in the dark as they are in the day. Models from the Great Forest Tribes are not effected by the rules of Night Time.

## Forces of Nature

As the Great Forest is inundated with Wild Magic, the individuals of the Tribes are tainted and infused with it. The Wild is ever present in the mind and body of the Tribes, there to provide and sustain them but also with the hidden danger of possessing them and transforming them into a beast of the forest. When on the battlefield, the raw emotion of mortal combat, something so feral and natural, brings The Wild to the surface, causing it to permeate the very air around the battlefield in magic as the armies of the Tribes engage in battle. Here the Tribes are both at their strongest physically due to the Wild Magic empowering their bodies but also at their weakest mentally as the Wild Magic threatens to overcome them. As battle progresses, The Wild grows stronger, filling the air with magic as it rises up from the bodies of the warriors. This makes it vital for the Druids and Shamans of the Tribes to be present on the battlefield to control the Wild for as the Wild causes the strength of the army to grow so to does it increase the danger that the whole army may crumble as the Wild begins possessing its warriors.

## The Wild

As a Game progresses, the forces of the Wild are tracked by the **Wild Meter**.

**Wild Meter** - The Wild Meter is a mechanic which keeps track of how much Wild Magic is overlaying the battlefield. The meter starts at 0 and has a maximum of 5. Each Game Turn, the Wild Meter will increase by 1 during the Resolution: End Phase.

**Wild Meter Rules** - Many Special Rules use the letter X to represent the current level of the Wild Meter. When utilizing such a special rule, substitute the current level of the Wild Meter into for the letter X in that Special Rule.

**Feral Forces Rule** - During the Resolution: End Phase, before increasing the Wild Meter due to the **Wild Meter Rules**, you must test to see if any of your warriors will be overcome by The Wild and transform into a Feral Monster.

**Determine How Many Models Need to Roll**

1. Roll a d10
2. Add X

You will roll for that many Models. Or, if you do not have that many Models left in your army, you will roll up to as many Models as you have. A single Model never rolls more than once. Models which are not on the Table-top but still in your army (i.e. reserves), still roll.

**Determine the Value you Need to Roll**

Depending on the current Wild Meter will impact the Die Roll you need. Refer to the chart below. If you roll equal to or higher than the Die Roll presented, you are safe. Otherwise, the Model turns into a Feral Monster for the rest of the game. Models which are turned into Feral Monsters are not considered removed from the Table-top until the Feral Monster is removed.

 2
 3
 4
 5

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