Documentos de Académico
Documentos de Profesional
Documentos de Cultura
WARSCROLLS
COMPENDIUM
Introduction
Amid the forests of the Mortal Realms,
aelven peoples roam at will. Travelling
in nomadic warbands led by mighty
heroes and mages, these wanderers deal
swift death to their enemies wherever
they may be found.
Warscroll Key
1. Title: The name of the model that the
warscrolldescribes.
1 ARALOth
description
Attacks
20"
Starlight Spear
AV ERy
to hit
KEYWorDS
Damage
-1
4+
4+
to Wound
2"
to hit
3+
Rend
3+
Damage
-1
commA nd Ability
Th
e Eye Th
ief: If an enemy model suffers
any wounds from Skaryns Sharp Beak
and
is not slain, Skaryn has pecked out one
of its eyes. For the rest of the battle,
your
opponent must subtract 1 from any
hit roll
made for the affected model.
GLADE CAPtAIN
bAt tLE StANDARD bEARER
MOV E
5
bR
6"
7
5+
MELEE WEAPONS
Sword of Loren
Range
Attacks
1"
to hit
to Wound
3+
Rend
3+
Damage
AV ERy
description
Abilities
To Th
eir Dying Breath: Glade Captains
have sworn to defend their realm to
their
dying breath. If a Glade Captain is slain
in the combat phase, before removing
the
model you can immediately make a
pile-in
GON
GLADE LORD ON fORESt DRA
orDEr, AElF, WAnDErEr, hEro
, ToTEm, GlADE CApTAin BATT
Warhammer Age of Sigmar Games
MOV E
MELEE WEAPONS
12
4+
SAV E
U N DS
WO
bR AV ERy
Starlight Spear
lE STAnDArD BEArEr
Range
Attacks
to hit
to Wound
Rend
2"
3+
4+
-1
3"
4+
2"
4+
3+
DAMAGE tAbLE
Wounds Suffered
Move
Gaping Maw
2+
14"
0-2
single
A Glade Lord on Forest Dragon is a
long
model. The Glade Lord fights with a
Starlight Spear and carries a Kindred
Shield. His Forest Dragon mount attacks
Daggerand
Maw
Gaping
the foe with its
c
like Talons, and can belch a Soporifi
foe.
Breath that slows and befuddles the
3"
Soporifi c Breath: Enemy units within
to
of a Forest Dragon cannot be chosen
all
make attacks in the combat phase until
other units havemade their attacks.
save
Kindred Shield: You can re-roll failed
rolls for a Glade Lord on Forest Dragon.
Fly
y.
A Glade Lord on Forest Dragon canfl
KEYWorDS
rD
rEr, hEro, monSTEr, GlADE lo
commA nd Ability
Abilities
description
Dagger-like talons
4+
6"
10+
4+
8"
8-9
1
D6
-1
3+
10"
Damage
-2
3+
12"
5-7
Rend
4+
1
Attacks
to Wound
3+
18"
Range
Abilities
3-4
Range
Bow of Loren
Skaryns Sharp Beak
MELEE WEAPONS
KEYWorDS
5+
SAV E
bR
U N DS
WO
6"
MISSILE WEAPONS
SAV E
U N DS
WO
MOV E
Araloth
5
6"
9
5+
sav e
U N DS
WO
MOV E
br a ery
v
MISSILE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Bow of Loren
20"
3+
4+
-1
18"
4+
4+
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Starlight Spear
2"
3+
3+
-1
description
Abilities
Command Ability
KEYWORDS
Glade Captain
Battle Standard Bearer
5
6"
7
5+
sav e
u n ds
wo
MOV E
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Sword of Loren
1"
3+
3+
br a ery
v
description
Abilities
order, Aelf, Wanderer, Hero, totem, Glade Captain Battle Standard bearer
Warhammer Age of Sigmar Games Workshop Ltd. 2015
Glade Lord
MISSILE WEAPONS
6"
4+
sav e
U N DS
WO
MOV E
br a ery
v
Range
Attacks
To Hit
To Wound
18"
4+
Bow of Loren
20"
3+
MELEE WEAPONS
Range
Attacks
Kindred Blade
1"
Starlight Greatblade
1"
Starlight Spear
2"
description
Rend
Damage
4+
4+
-1
To Hit
To Wound
Rend
Damage
3+
4+
3+
3+
-1
D3
3+
3+
-1
Abilities
The Arrow of Kurnous: After set-up is
complete, roll a dice if the enemy general is
visible to at least one Glade Lord from your
army; on a 5 or more that general suffers a
mortal wound.
Command Ability
KEYWORDS
16"
8
MISSILE WEAPONS
4+
sav e
u n ds
wo
MOV E
br a ery
v
Range
Attacks
To Hit
Rend
Damage
Bow of Loren
20"
3+
4+
-1
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
1"
3+
3+
-1
2"
4+
3+
description
Abilities
Command Ability
Fly
KEYWORDS
To Wound
10"
7
4+
sav e
u n ds
wo
MOV E
br a ery
v
description
Attacks
To Hit
To Wound
Rend
Damage
Bow of Loren
20"
3+
4+
-1
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Kindred Blade
1"
3+
4+
Starlight Spear
2"
3+
3+
-1
1"
4+
3+
-1
KEYWORDS
Range
Abilities
Command Ability
12
4+
sav e
U N DS
WO
MOV E
br a ery
v
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Starlight Spear
2"
3+
4+
-1
3"
4+
-2
D6
2"
4+
3+
-1
DAMAGE TABLE
Wounds Suffered
Move
Gaping Maw
0-2
14"
2+
3-4
12"
3+
5-7
10"
3+
8-9
8"
4+
10+
6"
4+
description
Abilities
Command Ability
Fly
Dagger-like Talons
14"
8
4+
sav e
U N DS
WO
MOV E
MELEE WEAPONS
Range
Attacks
2"
1"
To Hit
To Wound
Rend
Damage
3+
3+
-1
4+
4+
br a ery
v
description
Abilities
Command Ability
KEYWORDS
12"
9
4+
sav e
U N DS
WO
MOV E
br a ery
v
description
MISSILE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Hawks Talon
24"
3+
3+
-1
Spear of Kurnous
12"
3+
3+
-2
D3
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Spear of Kurnous
3"
3+
3+
-2
KEYWORDS
Abilities
Command ability
Damage
Hunting Hounds
2
12"
8
5+
sav e
U N DS
WO
MOV E
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Savage Teeth
1"
4+
4+
br a ery
v
description
Magic
Abilities
Summon Hounds
KEYWORDS
wild riders
2
12"
7
5+
sav e
u n ds
wo
MOV E
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Hunting Spear
2"
3+
4+
1"
4+
4+
br a ery
v
description
Standard Bearer
wild hunter
Hornblower
KEYWORDS
Abilities
12
4+
sav e
U N DS
WO
MOV E
br a ery
v
Range
Attacks
To Hit
To Wound
Rend
Damage
Talon of Dawn
20"
3+
3+
-1
D6
Talon of Dusk
20"
2D6
3+
5+
-1
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
2"
3+
4+
-1
2"
4+
-2
D6
2"
4+
3+
-1
DAMAGE TABLE
Wounds Suffered
Move
Gaping Maw
Dagger-like Talons
0-2
14"
2+
3-4
12"
3+
5-7
10"
3+
8-9
8"
4+
10+
6"
4+
description
KEYWORDS
Abilities
Conjoined Destiny: Roll a dice in each
of your hero phases. If the result is odd,
nothing happens, but if it is even, this
model heals a number of wounds equal to
the dice result.
Spellweaver
6"
6+
sav e
U N DS
WO
MOV E
br a ery
v
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
1"
4+
3+
Heartwood Staff
2"
4+
3+
-1
D3
1"
4+
5+
description
Abilities
Purebred Steed
MAGIC
Blessing of Life
KEYWORDS
Shadowdancer
5
8"
7
6+
sav e
U N DS
WO
MOV E
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
War Stave
2"
3+
4+
-1
Weaving Blade
1"
3+
4+
br a ery
v
description
Abilities
Shadow Dance of Loec: At the start of
your hero phase, a Shadowdancer can
perform one of the shadow dances of Loec.
The same dance cannot be performed by
the same Shadowdancer in consecutive
battle rounds, and the effects of each dance
last until your next hero phase:
Magic
Bridge of shadows
A Shadowdancer is a wizard. A
Shadowdancer can attempt to cast one
spell in each of your own hero phases, and
attempt to unbind one spell in each enemy
hero phase. A Shadowdancer knows the
Arcane Bolt, Mystic Shield and Bridge of
Shadowsspells.
Bridge of Shadows has a casting value of
5+. If successfully cast, pick a Wanderer
unit from your army within 18". The unit
you picked can double the distance it can
move and gains the ability to fly for the
duration of its next Movement phase.
Wardancers
8"
6+
sav e
U N DS
WO
MOV E
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
2"
3+
4+
-1
Weaving Blades
1"
3+
4+
br a ery
v
description
Abilities
KEYWORDS
waywatcher lord
5
6"
8
MISSILE WEAPONS
5+
sav e
u n ds
wo
MOV E
br a ery
v
To Hit
To Wound
Rend
Damage
Waystalker Bow
20"
3+
3+
Range
Attacks
To Hit
To Wound
Rend
Damage
Waystalker Blade
1"
3+
4+
KEYWORDS
Attacks
MELEE WEAPONS
description
Abilities
Range
waywatchers
1
6"
7
5+
sav e
u n ds
wo
MOV E
MISSILE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Asrai Longbow
20"
3+
4+
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Glade Knives
1"
4+
5+
br a ery
v
description
Abilities
Waywatcher sentinel
KEYWORDS
Glade Guard
1
6"
6
MISSILE WEAPONS
6+
sav e
U N DS
WO
MOV E
Attacks
To Hit
To Wound
Rend
Damage
Asrai Longbow
20"
4+
4+
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Glade Blade
1"
5+
5+
br a ery
v
description
Pennant Bearer
KEYWORDS
Range
Abilities
Glade Riders
14"
6+
sav e
U N DS
WO
MOV E
br a ery
v
MISSILE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Asrai Longbow
20"
4+
4+
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Asrai Spear
2"
4+
4+
1"
4+
5+
description
Pennant Bearer
Glade Knight
Abilities
Hornblower
KEYWORDS
Eternal Guard
1
6"
7
5+
sav e
U N DS
WO
MOV E
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Asrai Spear-stave
2"
4+
4+
br a ery
v
description
Standard Bearer
KEYWORDS
Abilities
wildwood rangers
1
6"
7
5+
sav e
u n ds
wo
MOV E
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Rangers Draich
2"
3+
3+
-1
br a ery
v
description
Standard Bearer
Abilities
KEYWORDS
Warhawk Riders
4
16"
6
MISSILE WEAPONS
6+
sav e
U N DS
WO
MOV E
br a ery
v
description
Attacks
To Wound
Rend
Damage
Asrai Longbow
20"
4+
4+
Range
Attacks
To Hit
To Wound
Rend
Damage
2"
4+
4+
2"
4+
4+
Abilities
KEYWORDS
To Hit
MELEE WEAPONS
Range
Sweep Through Their Lines: If, after
this unit has made all its attacks in the
combat phase, there are no enemy models
within 3", it can immediately pile in 6" and
attackagain.
12"
7
MISSILE WEAPONS
5+
sav e
U N DS
WO
MOV E
br a ery
v
Range
Attacks
To Hit
To Wound
Rend
Damage
Blackbriar Javelin
9"
4+
4+
-1
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
2"
4+
4+
1"
4+
4+
description
Standard Bearer
Shield of Thorns
MAGIC
KEYWORDS
Great Eagles
4
16"
6
6+
sav e
U N DS
WO
MOV E
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
2"
4+
3+
br a ery
v
description
Abilities
Fly
KEYWORDS
Branchwraith
5
7"
8
5+
sav e
U N DS
WO
MOV E
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Piercing Talons
2"
4+
4+
-1
br a ery
v
description
Abilities
Magic
Roused To Wrath
KEYWORDS
Dryads
1
7"
6
5+
sav e
U N DS
WO
MOV E
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Wracking Talons
2"
4+
4+
br a ery
v
description
Abilities
Branch Nymph
KEYWORDS
Impenetrable Thicket: When Dryads
gather in great numbers their many
twisting limbs and branches form an
interlocking shield of thorns that protects
them against the enemys blows. You can
add 1 to the result of save rolls for this unit
if it includes at least 12 models.
Tree Kin
4
6"
6
4+
sav e
U N DS
WO
MOV E
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Bludgeoning Branches
2"
4+
3+
br a ery
v
description
Abilities
MAGIC
KEYWORDS
Regrowth
Durthu
12
5"
9
3+
sav e
U N DS
WO
MOV E
br a ery
v
MISSILE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Lamentations of Despair
10"
3+
5+
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
3"
3+
3+
-2
1"
3+
-2
DAMAGE TABLE
Wounds Suffered
Lamentations of Despair
0-2
12
2+
10
D6
2+
5-7
D6
3+
8-9
D6
3+
10+
D3
4+
Impale: If Durthus Massive Impaling
Talons inflict a wound on an enemy model,
roll a dice and subtract 1 from the roll. If
the result equals or exceeds the number of
wounds the enemy model has remaining,
it is slain.
Spirit Paths: If Durthu is within 3" of a
Sylvaneth Wyldwood at the start of
your movement phase, he can travel along
the spirit paths. If he does so, remove
Durthu from the battlefield, and then set
him up within 3" of a different Sylvaneth
Wyldwood, more than 9" from any
enemy models. This is his move for the
movement phase.
KEYWORDS
3-4
description
Abilities
Elder Wrath Sword: Durthu makes an
extra D3 attacks with the Elder Wrath
Sword if he is within 3" of a Sylvaneth
Wyldwood when he attacks in the
combat phase.
Command Ability
Treeman
12
6"
6
3+
sav e
U N DS
WO
MOV E
br a ery
v
MISSILE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Strangleroots
12"
3+
-1
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Sweeping Blows
3"
3+
3+
-1
D6
1"
3+
-2
DAMAGE TABLE
Wounds Suffered
0-2
2+
2+
3+
2+
5-7
4+
3+
8-9
5+
3+
10+
6+
4+
Sweeping Blows
3-4
description
Abilities
Strangleroots
Groundshaking Stomp: At the start of
the combat phase the Treeman stomps the
ground; roll a dice for each enemy unit
within 3" of this model. On a roll of 4 or
more that unit is knocked off their feet by
the impact and must subtract 1 from all hit
rolls in that combat phase as they regain
their footing.
Spirit Paths: If a Treeman is within 3" of
a Sylvaneth Wyldwood at the start of
your movement phase it can travel along
the spirit paths. If it does so, remove the
Treeman from the battlefield, and then set
it up within 3" of a different Sylvaneth
Wyldwood, more than 9" from any
enemy models. This is its move for the
movement phase.
Treeman Ancient
12
5"
9
3+
sav e
U N DS
WO
MOV E
br a ery
v
MISSILE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
18"
3+
-1
D6
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Sweeping Blows
3"
3+
3+
-1
D6
1"
3+
-2
DAMAGE TABLE
Wounds Suffered
0-2
2+
2+
3+
2+
5-7
4+
3+
8-9
5+
3+
10+
6+
4+
KEYWORDS
Sweeping Blows
3-4
description
Abilities
Impale: If a Treeman Ancients Massive
Impaling Talons inflict a wound on an
enemy model, roll a dice and subtract 1
from the roll. If the result equals or exceeds
the number of wounds the enemy model
has remaining, it is slain.
Magic
Sylvaneth wyldwood
DESCRIPTION
KEYWORDS
scenery rules
Wood Elves
Abilities
Forest Spirits: Instead of setting up a Treeman, Treeman Ancient or unit of Dryads
from this battalion on the battlefield, you can place it to one side and say that it is
set up as part of your army in the hidden sanctuaries. In any of your movement
phases, you can transport the unit to the battlefield. When you do, set it up so that
all models are within 3" of a Sylvaneth Wyldwood and more than 9" from any
enemy models. This is their move for that movement phase.
Sacred Groves: This battalions Sylvaneth Wyldwoods are set up on the battlefield
after all other scenery pieces are set up, but before the battle begins and either side
sets up their armies. You can place them anywhere on the battlefield.
Wood Elves
Wanderer host
Organisation
A Wanderer Host consists of
the following units and pieces
ofscenery:
1 Glade Lord
1 Spellsinger
2 units of Glade Guard
1 unit of Glade Riders
1 unit of Eternal Guard
1 unit of Wardancers,
Waywatchers or
WildwoodRangers
Abilities
Realm Wanderer: Wanderer Hosts have travelled the realms for countless years,
and know many hidden paths. Instead of setting up the units in a Wanderer Host on
the battlefield, you can place them to one side. In your first movement phase, set up
all of these units wholly within 6" of the edges of the battlefield, and more than 9"
from any enemy models. This is the units move for that movementphase.
Sure-footed Stalkers: The warriors of a Wanderer Host are experts at reading the
dangers of their surroundings and instinctively avoid such perils. If a model from
this battalion would be slain as the result of a scenery rule, roll a dice. On a roll of 4
or more, the model deftly avoids harm and is not slain.
SUBSTITUTE WARSCROLLS
The following do not have warscrolls. Instead, use the substitute warscrolls listed below.
Unit
Warscroll
Ariel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Spellweaver
Deepwood Scouts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Glade Guard
Drycha. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Branchwraith
Glade Captain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Glade Lord
Sisters of Twilight on Gwindalor . . . . . . . . . . . . . . . . Glade Lord on Great Eagle with Bow of Loren
Spellsinger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Spellweaver
Spellweaver on Unicorn. . . . . . . . . . . . . . . . . . . . . . . . Spellweaver on Purebred Steed
Spellweaver on Great Eagle . . . . . . . . . . . . . . . . . . . . . Glade Lord on Great Eagle
Waystalker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Waywatcher Lord
Wood Elf Chariot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tiranoc Chariot
(see the High Elves Compendium)