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 i ntruders and attack them with savage fury t hat defies description.
Durthu
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Points: 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 al so 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 bel oved 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 t est 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 abili ty during the Shooting Phase. This attack may be used even if Durthu has marched. Pick one unit wi thin 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 i nflict 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.