Treemen

(Entry)
Type: unit
EntryId: 226a-c7c5-2a68-5f72
Hidden: false
Options (1)

Profiles:

Unit Troop TypeUnit Size
Treemen

Behemoth

1

Special Rule
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.

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.

Flammable:

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

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:

A model with this special rule can make a 'Regeneration' save. The armour value of a Regeneration save is shown in brackets after the name of this special rule (X+). A Regeneration save can never be modified by the AP characteristic of a weapon and can be made in addition to an armour save and Ward save. However, any wounds saved by a Regeneration save are still counted for the purposes of calculating combat result.

Note that models with this special rule are often vulnerable to the Flaming Attacks or Magical Attacks special rules.

Stomp Attacks:

The number of Stomp Attacks caused varies from model to model and will be shown in brackets after the name of this special rule. Often, this is determined by the roll of a dice.

Resolving Stomp Attacks: Stomp Attacks can only be made by a model that is in base contact with the enemy. Stomp Attacks are attacks made in combat that always strike at Initiative 1 (regardless of modifiers) and that hit automatically using the unmodified Strength characteristic of the model.

Stubborn:

The first time this unit is required to make a Break test it may choose not to and will automatically Fall Back in Good Order instead, even if the Unit Strength of the winning side is more than twice that of the losing side. A unit that is not Stubborn does not become Stubborn when joined by a character that is. A Stubborn character cannot use this special rule whilst part of a unit that is not Stubborn.

Terror:

Models with this special rule cause Terror. Models that cause Terror also cause Fear, as described on page 168:

• When a unit that causes Terror declares a charge, the charge target must immediately make a Leadership test. If this test is failed, it must Flee. If this test is passed, it can declare its charge reaction normally.

• If the winning side of a combat includes one or more units that cause Terror, each unit that belongs to the losing side must apply a -1 modifier to its Leadership characteristic when making its Break test.

Note that if a charged unit cannot choose to Flee, it does not make this Leadership test.

Models with the Fear special rule Fear models that cause Terror. Models that cause Terror are immune to Terror. A unit that does not cause Terror does not become immune to Terror when joined by a character that does.

Close Order:

A unit consisting of models with this special rule may adopt a Close Order formation, as described on page 100.

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.

Large Target:

Enemy models never suffer To Hit modifiers for full or partial cover when shooting at models with this special rule. In addition, a model can draw a line of sight to a model with this special rule over or through other models, and vice versa.

Timmm-Berrr!:

When this model is reduced to zero Wounds, the winner of a roll-off chooses one of its arcs (front, flank or rear) for it to fall into. Any units that are within the chosen arc and in base contact with this model suffer D6 hits, each using the Strength characteristic of this model, with an AP of -1. Once these hits are resolved, this model is removed from play.

Tree Whack:

Once per turn, during the Combat phase, a model with this special rule may use one of its Attacks to make a single ‘Tree Whack’ attack. To make a Tree Whack attack, nominate a single model within an enemy unit that this model is engaged in combat with to be the target of the attack. That model must immediately make an Initiative test:

• If the test is failed, the target suffers D3 hits, each using the Strength characteristic of this model, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).

• If the test is passed, the target manages to avoid the Tree Whack.

Used By (1)
Wood Elf Realms(Catalogue)