|Charge Defence Against All|
A powerful flurry of knots and branches, striking out in the midst of the battle; the will of the forest made real.
The most powerful of Athel Loren's spirits are able to entwine their essence with that of a living tree, moulding it to their will. It is not a decision taken lightly, for when a spirit forms a bond with a living tree, they become irrevocably merged and cannot choose to leave - only death can sever the connection. From that moment on, the will of the spirit shapes and drives the tree, using knotted bark and gnarled branches to serve where an insubstantial spirit form cannot. Thus is a Treeman born. Certain to be counted amongst the mightiest of Athel Loren's denizens, his gnarled form is almost impervious to harm, and his strength a near-match for the Dragons of the deep glades. Treemen do not fight with grace or finesse, but with huge sweeping blows that strike home with enough force to shatter stone. They can stomp their knurled feet into the ground, knocking foes down, or even send writhing roots to drag foes deep underground where their tendrils can feast upon the flesh and bone.
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
When bracing, this unit negates the charge bonus of any attacker.
This unit can hide in forests until enemy units get too close.
This unit can pass through trees.
The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
Armoured units can block damage from any source apart from Armour-Piercing damage.
When standing and bracing against a charge this unit will negate the enemy's charge bonus.
The spirits of Athel Loren are able to shrug off most mundane attacks, causing magical damage in turn before melting into the forest from whence they came.
|Battle Entity Stats|
|Unit Size||Very Large|
|Ch. Dist. to Commence Run||35.00|
|Ch. Dist. to Adopt Pose||35.00|
|Ch. Dist. to Pick Target||35.00|
|Land Unit Stats|
|Unit Category||Melee Infantry|
|Unit Class||Melee Infantry|
|Move Action Points||2100|
|Visibility Range||40 - 1500|
|Spot Tree Distance||60|
|Spot Scrub Distance||60|
|Bonus Hit Points||9320|
|Unit Group Parent||Monsters & Beasts|
|Bonus vs Cavalry|
|Bonus vs Large|
|Bonus vs Infantry|
|Weapon AP Damage||300|
|Missile Block Chance||0|