Avatar of Nature

(Unit)
Type:

model

Category:

Characters

Categories:

Sylvan Spirit, ⟨Hgt:5⟩, ⟨Character⟩, ⟨loses:closecombatattacks⟩, Characters

LinkId:

73d2-d995-dce6-31da

Hidden:

false

Costs: 480 pts2 Sylvan Beasts

Constraints:

max(roster): 0
Options (3)
Leadership:
Weapon:

Profiles:

Global AdvMarDisRsr
Avatar of Nature (Global)

5

5

9

Solitary, Forest Dweller, Fearless, Strider (Forest), Stubborn, Terror, Tree Singing

Defensive HPDefResArmAeg
Avatar of Nature (Defensive)

6

6

7

4

Aegis (5+), Weakness (Flaming Attacks)

Offensive AttOffStrAPAgiTags
Avatar of Nature

6

6

7

4

3

Sylvan Spirit

Crush Attack, Stomp Attack (D6), Magical Attacks, Impaling Roots

Size HeightTypeBaseRarity
Avatar of Nature (Size)

5

Sylvan Spirit

75×50

Extraordinary

Rule
Solitary:

Units containing Solitary can never join other units, and can never be joined by other models.
Note: if a model has both Solitary and Attached, it cannot be Deployed and is therefore considered a casualty.

Forest Dweller:

If a unit entierly with Forest Dweller is within 3" of a Forest, it benefits from Stubborn. In addition, if the unit already contains Stubborn, the unit is considered Steady when rolling Break Tests.

Fearless:

A unit containing Fearless automatically passes Panic Tests, cannot choose Flee! as a Charge Reaction (unless it is already Shaken, or the entire unit has Feigned Flight).
In addition it ignores the effects of Horror.

Strider:

If Strider is associated with a specific type of Terrain, which would be indicated in brackets (X). In such cases, Strider only affects the unit’s interaction with this Terrain Feature.
Models with Strider may ignore rules associated with Terrain Features, with the following exceptions:
  • They cannot ignore any rule affecting Line of Sight or Cover.
  • They cannot ignore any rule associated with Weakness.
  • They cannot ignore the Impassable rule of Impassable Terrain. A Health Pool with Strider never fulfils the criteria for which models must take Dangerous Terrain Tests due to the associated Terrain Feature (but still needs to take Dangerous Terrain Tests from other sources, such as Terrain Features not associated with its Strider rule, or when making a Flee Move through an enemy unit).
In addition, if the unit contains a Rank-and-File model with Strider, it ignores the Disruptive rule of any Terrain Feature associated to its Strider rule.

Stubborn:

When a unit containing Stubborn loses a Round of Combat, halve the penalty to its Discipline from the Combat Score difference, rounding fractions up (i.e. towards a larger modifier).
If the unit is also Steady, the modifier is first set to no smaller than −2 (following the Steady rules), and then halved, rounding up, to −1.
If the unit is Unstable, the Health Point losses due to Unstable are halved, rounding fractions up (i.e. towards more Health Point losses).

Terror:

When a unit containing Terror declares a Charge in the Charge Phase, the target must take a Panic Test. If the test is failed, the unit must choose Flee! as its Charge Reaction if allowed to do so (e.g. not already Engaged in Combat, etc.).
Units containing Terror are themselves immune to the effects of Terror.

Tree Singing:

Once in your Magic Phase, immediately after Excess Magic, a single model with Tree Singing can move a Forest following the steps below. The owner may discard a Magic Dice to increase the range to the distances written in square brackets [X"].
  • Choose a Forest not in contact with any unit and within 8" [24"] of a friendly model with Tree Singing.
  • Move this Forest in a straight line up to 4" [12"], or until just before moving into contact with any unit or Terrain Feature.

Aegis:

Aegis is a Special Save, with a value indicated in brackets (X).
If X is given as a modifier and with a maximum value (e.g. +2), the model gains this as a modifier to all its Aegis Special Save rolls, which can never be increased to rolls better than 3+. If the model does not have Aegis, it instead gains Aegis (7 X+). For example, a model without Aegis that gains Aegis (+2) will gain Aegis (5+).
Note that Aegis Saves cannot be taken against attacks with Divine Attacks.

Weakness:

Attacks allocated against the model’s Health Pool must reroll failed to-wound rolls.
If Weakness is associated with an Attack Attribute, Property or Rule, which would be indicated in brackets (X), it only applies against attacks with the indicated Attack Attribute or made by a model with the indicated Property or Rule.

Attack Attribute
Crush Attack:

When a model part with Crush Attack allocates its attacks in Combat, it may choose to exchange all of its Standard Melee Attacks for a single Standard Melee Attack, which has its Strength and Armour Penetration both set to 10 and gains Multiple Wounds (D3). This cannot be done as a Restricted Attack.

Stomp Attack:

A model part with Stomp Attack can make a Special Attack which is resolved at Agility Step 0, can only be allocated towards a Health Pool of Height 0–1, and inflicts X hits, using the model part’s Strength, Armour Penetration and Attack Attributes, but not Weapons. If more than one model part of a combined model has Stomp Attack, only a single model part (chosen by the model’s owner) can perform its Stomp Attack in each Round of Combat.

Magical Attacks:

This Attack Attribute does not confer any direct effects, but instead interacts with other rules, such as Aegis (X, against Magical Attacks).

Ranged Weapon AimRangeShotsStrAP
Impaling Roots

3+

12"

D6+1

4[5]

1[2]

Gnarled and Knotted, March and Shoot, Quick to Fire, ignores to-hit modifiers from Cover.

NameAimRangeShotsStrAPAttack Attributes
Impaling Roots312"D6+14
1
Gnarled and Knotted, March and Shoot, Quick to Fire, ignores to-hit modifiers from Cover.


Gnarled and Knotted
If the target is within 3" of a Forest, use the Strength and Armour Penetration values in brackets.

Melee Weapon
Hand Weapon:

During Combat Choices a model part can only choose a Hand Weapon if it has no other options, or is a Weapon Master.
Models with a Shield using a Hand Weapon gain Parry.
All model parts without Innate Weapons come equipped with a Hand Weapon as their default equipment and cannot lose it.

Modifiers:

increment max(roster) 1
repeat for every 5000 (rounded up) limit::ea90-6996-33df-993c of any in roster
remove category ⟨Hgt:5⟩
1+ selections of ⟨mount⟩ in Avatar of Nature (recursive)
Used By (1)
Sylvan Elves(Catalogue)

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