Вы находитесь на странице: 1из 2

Durthu counts as a Lord and two Hero choices in a Wood Elves army.

He must be used as
presented here and may not be given any additional equipment, magic items, or Spites.

urthu resembles a wizened and gnarled old oak tree. He is immensely old and has endured
in the depths of the forest for untold ages. On rare occasions he is glimpsed among the
shadowy glades or even found by wandering mages. If the Forest of Loren is invaded,
Durthu will become disturbed by shouts and wanton destruction of the invaders. Enraged, he will
lurch through the forest seeking out the intruders and attack them with savage fury that defies
description.

M WS BS S T W I A Ld
Durthu 5 6 0 6 6 6 1 5 8

Points: 450
SPECIAL RULES
Treeman Ancient: As an incredibly old and powerful Forest Spirit, Durthu has no need of weapons
to crush his foes- though he is infested with an Unburden of Thieflings (see below). He follows the
normal rules for Forest Spirits (ie; has a 5+ Ward Save that is negated by magical attacks, is
Immune to Psychology and may not join non Forest Spirit units). Durthu also causes Terror.
Tough Hide: Durthu's 'skin' is gnarled and dense, even by the standards of Treemen - he has a
scaly skin save of 3+, whenever Durthu is wounded, he treats the armour save modifier of the
attack as one less then it would normally be ( ie; , a Strength 5 attack would only confer a -1 save
modifier).
One Tree Short of a Forest: Durthu has seen incursion after
incursion lay waste to his beloved groves. He 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 most
responsible. After the start of the game, the opposing player
may 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 Moves
Phase, Durthu must pass a Leadership test or move towards
the chosen unit if it is visible, charging it if he can. If unable
to charge the unit he may charge a different enemy, provided
that it brings him closer to the chosen unit.
Strangle Roots: Durthu can plunge his roots into the
ground, only to have them re-emerge from the soil many feet
away, clutching and tearing at the foe. He may use this ability
during the Shooting Phase. This attack may be used even if
Durthu has marched. Pick one unit within 6"- the target does
not have to be in Durthu’s line of sight though otherwise
follows normal targeting rules. 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.
Tree Singing: Durthu may cast Tree singing twice each Magic Phase. This is a bound spell with a
Power Level of 3.

Unburden of Thieflings: Durthu is infested with spites possessed not only of seemingly
inexhaustible energy but also a kleptomaniac streak a league or so wide. When these spites swarm
over 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 to
work together in acquiring a particularly shiny helmet). These spites act as a missile weapon with a
range of 12" that always hits on a 4+ and inflict D6 Strength 2 hits (this may target a different unit
to 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 the
effects of the spell Transmutation of Lead for the rest of the game.

Treewhack: Durthu is an unstoppable force, able to smash things that would be proof against other
weapons with a single, well chosen, strike. Rather than making his normal attacks, Durthu may
choose to make a single Strength 10 attack that causes D6 wounds.

Вам также может понравиться