Rules (10) FAQ (NornConsensus) **Q.** Does a Treeman natively benefit from both Stubborn and Immune to Psychology via the Forest Spirit rule in close combat?
**A.** Yes. A Treeman has Forest Spirit and Stubborn in its own unit entry. Forest Spirit makes it Immune to Psychology, and Stubborn is also part of its printed rules.
Both Rulebook definitions of Immune to Psychology preserve Break tests. Since Stubborn modifies Break tests rather than causing a Psychology test, the Treeman takes Stubborn Break tests on unmodified Leadership while simultaneously ignoring Psychology tests and external Psychology effects as normal.
This is one of the clearest examples showing that Immune to Psychology cannot be read as automatically deleting every other Psychology rule already printed on the model.
**S.** Rulebook pages 85, 112 & 270 / Wood Elves Army Book / Warhammer Chronicles 2004 page 116 / Direwolf FAQ Council Interpretation / The Norn Consensus Historical Precedent FAQ (NornConsensus) **Q.** Does the Treeman ruling contradict the official Empire FAQ concerning the Banner of Sigismund?
**A.** No. The Banner of Sigismund FAQ concerns a Magic Standard granting Stubborn to a unit that is already Immune to Psychology.
A Treeman has both Forest Spirit and Stubborn in its own unit entry. Neither rule is being imposed by a Magic Item or Magic Standard.
The Treeman is therefore both Immune to Psychology and Stubborn.
**S.** Wood Elves Army Book / Rulebook pages 112 & 270 / Warhammer Chronicles 2004 page 116 / Direwolf FAQ Council Interpretation / The Norn Consensus Historical Precedent Terror Unit causes Terror.
Troops who are confronted by monsters or situations that cause terror must test to see whether they overcome their terror. If they fail, they are completely terrified and are reduced to gibbering wrecks. Troops only ever test for terror once in a battle. Once they've overcome their terror they are not affected again.
If a creature causes terror then it automatically causes fear as well, and all the rules described for fear apply. However, you never have to take a Terror and a Fear test from the same enemy or situation - just take a Terror test: if you pass the Terror test then you automatically pass the Fear test, too. As any unit of Troops only ever takes one Terror test in a battle, any subsequent encounters with terrifying monsters or situations will simply count as fear.
A unit must make a Terror test if charged by or wishing to charge an enemy that causes terror.
A unit must make a Terror test at the start of its turn if there is an enemy which causes terror within 6". Large Target Add +1 to be hit for shooting Scaly Skin 3+ Scaly Skin gives 3+ saving throw Forest Spirit The following rules apply to all creatures with the Forest Spirit special rule.
• Non-Forest Spirits may not join a Forest Spirit unit and vice versa. Treeman Ancients may never join units.
• Forest Spirits have a 5+ Ward Save. However, this save cannot be used against magical attacks (spells, magic weapons etc).
• All attacks by Forest Spirits count as being magical. This includes any special or ranged attacks they may have.
• Forest Spirits are Immune to Psychology. Stubborn Leadership breaktest are unmodified. Strangle-root Attack Treemen can plunge their roots into the ground, only to have them erupt elsewhere, clutching and tearing at the foe. This is a specialised Shooting attack that may be used even if the Treeman marched. Pick one unit within 6" —the target does not have to be in the Treeman's line of sight, but all other targeting restrictions apply. 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 A Treeman may cast the spell Tree Singing (see page 79) in the same manner as a Bound Spell with a power level of 3. A Treeman Ancient may cast Tree Singing twice in each of his Magic phases. Flammable A flammable creature hit by a flaming weapon or fiery spell will take double wounds, so every wound suffered by a flammable creature will be doubled to 2 wounds. Take any saves before multiplying the wounds.