Drycha
| M | WS | BS | S | T | W | I | A | Ld |
| Drycha |
5 |
7 |
1+ |
4 |
4 |
2 |
7 |
4 |
9 |
Saves:
Ward 5+ (Forest Spirit)
Rules:
Flammable
Blessings of the Ancients:
A Wizard with this rule, while within 6" of a forest, adds +1 to all attempts to cast and dispel spells.
Forest Spirit:
A model with this rule has Fear, Forest Strider, Magical Attacks and Immunity (Psychology), plus a Ward save (5+) that becomes a Ward save (6+) against Magical Attacks. Units of Forest Spirits may only be joined by characters that are also Forest Spirits.
Tree Aspects:
At the start of each round of close combat, models with this rule choose one Tree Aspect (lasting until the end of that turn or until a new Aspect is chosen), before Impact Hits are resolved; all Dryads in a unit must choose the same Aspect, and cannot repeat the same Aspect in consecutive rounds. Birch Aspect: +1 Attack. Oak Aspect: +1 Toughness. Willow Aspect: enemy models in base contact suffer -1 To Hit.
Spirit-walk:
Instead of moving normally, the unit may walk the spirit paths during the Remaining Moves sub-phase: remove it from play and set it up again with the unit's centre within any wood on the table.
Eternal Rage:
Drycha has the Hatred special rule, applying in every round of close combat, not just the first.
Fanatical Resolve:
If Drycha suffers an unsaved Wound, her Attacks characteristic increases by 1 for the remainder of the battle. Each time she regains a Wound lost earlier in the battle, her Attacks characteristic decreases by 1 for the remainder of the battle.
Roused to Wrath:
Cannot be used if there are no forests on the battlefield at deployment. When deploying, you may choose D3 units wholly composed of Forest Spirit models to be 'slumbering' rather than deployed. At the start of the Remaining Moves sub-phase of your first turn, roll a D6 for each: 1-2 nothing happens (roll again next turn), 3-6 the unit awakens and is placed wholly within a forest, at least 1" from other units/impassable terrain (treat as 1-2 if it cannot be placed). Any unit that never awakens by the end of the game awards victory points as if destroyed.
200 points
Hero · Infantry (Unique)