Branchwraiths

(Unit)
Type:

unit

Category:

Characters

Categories:

Faction: Wood Elf Realms, Characters, Faction: Wood Elf Realms - Host of Talsyn

LinkId:

c597-c7a7-52d8-610e

Hidden:

false

Options (1)

Profiles:

Unit Troop TypeUnit Size
Branchwraiths

Regular infantry

1

Special Rule
Fear:

Models with this special rule cause Fear:

• If a unit wishes to declare a charge against an enemy unit that both causes Fear and has a higher Unit Strength, it must first make a Leadership test. If this test is failed, the unit cannot charge. It does not move and is considered to have made a failed charge. If this test is passed, the unit can charge as normal.

• If a unit is engaged with an enemy unit that both causes Fear and has a higher Unit Strength when its combat is chosen during any Choose & Fight Combat sub-phase, it must make a Leadership test. If this test is failed, any models in the unit that direct their attacks against the Fear-causing enemy suffer a -1 modifier to their rolls To Hit.

A unit only needs to make one Fear test per turn. Models that cause Fear are immune to Fear. A unit that does not cause Fear does not become immune to Fear when joined by a character that does.

Flammable:

A model with this special rule cannot make a Regeneration save against a wound caused by a Flaming attack.

Move Through Cover:

Models with this special rule do not suffer any modifiers to their Movement characteristic for moving through difficult or dangerous terrain. In addition, a model with this special rule may re-roll any rolls of 1 when making Dangerous Terrain tests.

Immune To Psychology:

If the majority of the models in a unit are Immune to Psychology, the unit automatically passes any Fear, Panic or Terror tests it is required to make. However, if the majority of the models in a unit have this special rule, the unit cannot choose to Flee as a charge reaction.

Note that this special rule does not make a unit immune to any test made against Leadership not stated here.

Magical Attacks:

Any attack made or hit caused by a model with this special rule, or made using a weapon with this special rule, is a ‘Magical’ attack.

Note that all spells are considered to have this special rule, as are any hits caused by magic items.

Regeneration:

Immediately after a Wound is lost, but before models with zero Wounds remaining are removed from play, a model with this special rule may make a "Regeneration save" roll by rolling a D6 and comparing the result to its "Regeneration value", shown in brackets after the name of this special rule (shown here as "X+"). If the Regeneration save roll equals or exceeds the model’s Regeneration value, the lost Wound is recovered, but is still counted for the purposes of calculating the combat result. Rules that affect armour values do not affect Regeneration values unless stated otherwise.

Tree Spirit:

A character with this special rule cannot join a unit without this special rule. A unit with this special rule cannot be joined by, or use the Leadership characteristic of, a character without this special rule. However, a unit with this special rule can use the Leadership characteristic of a friendly character with this special rule that is not fleeing whilst within that character’s Command range.

Lore of Athel Loren:

A Wizard with the 'Lore of Athel Loren' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead the signature spell of their chose Lore of Magic, or one of the following spells:

  • Tree Singing - Forest Walker - Flock of Doom
Hatred:

A model with this special rule may re-roll any failed rolls To Hit made against a hatred enemy during the first round of combat.

Which enemies are hated varies from model to model and will be shown in brackets after the name of this special rule. Some models hate 'all enemies' meaning they hate all enemy models equally.

Furious Charge:

During a turn in which it made a charge move of 3" or more, a model with this special rule gains a +1 modifier to its Attacks characteristic.

Armour Bane:

If a model with this special rule rolls a natural 6 when making a roll To Wound, the Armour Piercing characteristic of its weapon is improved by the amount shown in brackets after the name of this special rule.

For example, if a natural 6 is rolled when rolling To Wound with a weapon that has an AP of "-" and the Armour Bane (1) special rule its AP counts as being -1 when making an Armour Save roll against that wound.

Spell NumberTypeCasting ValueRange
Flock of Doom

Magic Missile

8+

18"

Place a small (3") blast template so that its central hole is directly over the center of the target enemy unit. Any enemy model whose base lies underneath the template risks being hit and suffering a single Strength 3 hit with an AP of -1.

Forest Walker

Conveyance

9+

24"

This spell can only target a friendly Wood Elf character that is completely within a woodland terrain feature. If the target is not fleeing, you might immediately remove it from the battlefield and replace it so that it is completely within a different wood anywhere on the battlefield., but not within 6" of any enemy models. The target cannot move again during this Movement phase.

Tree Singing

Magical Vortex

7+/9+

15"

Remains in Play. If this spell is cast with a casting value result of 7 or more, place a small (3") blast template so that its central hole is within 15" of the caster. If this spell is cast with a casting result of 9" or more, place a large (5") blast template so that its central hole is within 15" of the caster. Whilst in play, the template foes not move and is treated as woodland terrain feature. Enemy units treat these woods as dangerous terrain.

Modifiers:

increment max pts(self) 1
repeat for every 4 limit::points of any in roster (recursive)
increment max pts(self) 1
and
force is not 1. Open War
force is not 2. Combined Arms
force is not 3. Grand Melee
force is not 5. Battle March
repeat for every 4 pts of any in force (recursive)
increment max pts(self) 1
ancestor is 5. Battle March
repeat for every 4 limit::points of any in roster (recursive)
increment max pts(self) 1
ancestor is 5. Battle March
and
force is not 1. Open War
force is not 2. Combined Arms
force is not 3. Grand Melee
force is not 5. Battle March
repeat for every 4 pts of any in force (recursive)
increment max(roster) 1
2000+ limit::points of any in roster (recursive)
repeat for every 1000 limit::points of any in roster (recursive)
set max Unit Strength(self) 20
ancestor is 5. Battle March
set max pts(self) 0
set max pts(self) 0
ancestor is 5. Battle March
set max(roster) 1
2000+ limit::points of any in roster (recursive)
set max(roster) 3
1999- limit::points of any in roster (recursive)
Used By (2)
Wood Elf Realms(Catalogue)

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