6" 14 3+ 5 A Spirit of Durthu is a walking pillar of oaken barkflesh and fiery, righteous anger. Some amongst them form the personal guard of the Everqueen; others walk abroad to stamp her enemies into the mulch or cut down her foes with scything sweeps of their guardian swords. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Verdant Blast | ||||||||
| Verdant Blast | 12" | 5 | 4+ | 3+ | 1 | 2 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Guardian Sword [Anti-MONSTER (+1 Rend)] | ||||||||
Guardian SwordAnti-MONSTER (+1 Rend) | 5 | 3+ | 2+ | 2 | 4 | |||
| Massive Impaling Talons [Crit (Mortal)] | ||||||||
| Massive Impaling Talons Crit (Mortal) | 2 | 4+ | 2+ | 2 | 3 | |||
Passive |
Once Per Turn (Army), Reaction: You declared a CHARGE ability for this unit |
Once Per Turn (Army), Any Combat Phase |
| KEYWORDS | RAMPAGE |
KEYWORDS | HERO, MONSTER |
| ORDER, SYLVANETH, FOREST ELDER |
The HERO keyword is used in the following Sylvaneth warscrolls:
| ||
Passive |
| When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying! | ||
| Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
The MONSTER keyword is used in the following Sylvaneth warscrolls:
The FOREST ELDER keyword is used in the following Sylvaneth warscrolls:
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
The SYLVANETH and HERO keywords are used in the following Sylvaneth warscrolls:
The non-FLY INFANTRY and SYLVANETH keywords are used in the following Sylvaneth warscrolls:
| ||
| There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase. Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST. | ||