Leadership breaktest are unmodified.
Unit causes Terror. Troops who are confronted by monsters or situations that cause terror must test to see whether they overcome their terror. If they fail, they are completely terrified and are reduced to gibbering wrecks. Troops only ever test for terror once in a battle. Once they've overcome their terror they are not affected again. If a creature causes terror then it automatically causes fear as well, and all the rules described for fear apply. However, you never have to take a Terror and a Fear test from the same enemy or situation - just take a Terror test: if you pass the Terror test then you automatically pass the Fear test, too. As any unit of Troops only ever takes one Terror test in a battle, any subsequent encounters with terrifying monsters or situations will simply count as fear. A unit must make a Terror test if charged by or wishing to charge an enemy that causes terror. A unit must make a Terror test at the start of its turn if there is an enemy which causes terror within 6".
Scaly Skin gives 3+ saving throw
Add +1 to be hit for shooting
Treemen can plunge their roots into the ground, only to have them erupt elsewhere, clutching and tearing at the foe. This is a specialised Shooting attack that may be used even if the Treeman marched. Pick one unit within 6" —the target does not have to be in the Treeman's line of sight, but all other targeting restrictions apply. That unit takes an Artillery dice worth of Strength 4 hits (Strength 5 if the target is at least partially within a wood). On a misfire, nothing happens.
A Treeman may cast the spell Tree Singing (see page 79) in the same manner as a Bound Spell with a power level of 3. A Treeman Ancient may cast Tree Singing twice in each of his Magic phases.
A flammable creature hit by a flaming weapon or fiery spell will take double wounds, so every wound suffered by a flammable creature will be doubled to 2 wounds. Take any saves before multiplying the wounds.
The following rules apply to all creatures with the Forest Spirit special rule. • Non-Forest Spirits may not join a Forest Spirit unit and vice versa. Treeman Ancients may never join units. • Forest Spirits have a 5+ Ward Save. However, this save cannot be used against magical attacks (spells, magic weapons etc). • All attacks by Forest Spirits count as being magical. This includes any special or ranged attacks they may have. • Forest Spirits are Immune to Psychology.
Durthu is infested with spites possessed not only of seeminglyinexhaustible energy but also a kleptomaniac streak a league or so wide. When these spites swarmover the target they use their razor sharp claws to filch anything that takes their fancy (peculiarly,these tend to be all manner of clasps, buckles and pins, although it has been known for several towork together in acquiring a particularly shiny helmet). These spites act as a missile weapon with arange of 12" that always hits on a 4+ and inflict D6 Strength 2 hits (this may target a different unitto his Strangle Roots attack). In close combat, these spites give an additional D6 Strength 2 attacks.Any enemy units that suffer wounds from these either of these is counted as being subject to theeffects of the spell Transmutation of Lead for the rest of the game.
Durthu is an unstoppable force, able to smash things that would be proof against otherweapons with a single, well chosen, strike. Rather than making his normal attacks, Durthu maychoose to make a single Strength 10 attack that causes D6 wounds.
Durthu is stubborn and may re-roll any missed rolls to hit in close combat. Unfortunately his eagerness to exact revenge upon particularly vile forest-despoilers often leads Durthu to fixate upon one particular enemy who he judges to be the one mostresponsible. After the start of the game, the opposing playermay nominate one of his own units as a group of ruthless, tree-killing individuals who have been guilty of earning Durthu's ire. At the start of each Wood Elf Compulsory MovesPhase, Durthu must pass a Leadership test or move towardsthe chosen unit if it is visible, charging it if he can. If unableto charge the unit he may charge a different enemy, provided that it brings him closer to the chosen unit.
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