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WARHAMMER:

WOOD ELVES

By: Mathias Eliasson

WOOD ELVES

ARMY SPECIAL RULES


MARKSMAN PROWESS:
Models with this special rule (but not any mounts) may
re-roll all To Hit rolls of 1 when making shooting
attacks.

BLESSING OF ISHA:
Models with this special rule add +1 to all attempts to
cast spells from the Lore of Athel Loren.

AMBUSH FROM THE


WORLDROOTS
A Wood Elf army can always place an additional forest
no more than 5" in diameter on the battlefield. This is
done during deployment, before any units are
deployed, and must be placed wholly in your half of
the battlefield. This forest is not mysterious terrain declare its type when you place it. If you cannot fit the
forest on your half of the table, move other terrain
features by the shortest distance necessary so that the
forest can be placed. If you still cannot place the forest,
or if the scenario means that the Wood Elf army does
not have a table half in which to deploy, this additional
forest is not used in this battle.

ASRAI LONGBOW:
Range:
30"

Strength:
3

Special Rules:
Armour Piercing,
Volley Fire

ENCHANTED ARROWS:
Some models in the Wood Elf army have the option to
purchase enchanted arrows. If a model has enchanted
arrows, he must use them when shooting with an Asrai
longbow. All Shooting attacks made with enchanted
arrows count as Magical Attacks.
Arcane Bodkins: Wounds caused by Arcane Bodkins
have an additional -2 armour saving throw modifier,
cumulative with Armour Piercing.

immediately flee as soon as they are not engaged in


close combat remove them as casualties.
Hounds: Hounds have the Fast Cavalry special rule.
Boars: Boars gain +2 Strength on any turn that they
charge.
Bear: Bears have the Fear special rule and a 5+
armour save.

ETERNAL GUARD:
Saearath:
Range:
Combat

Strength:
As user

Special Rules:
Fight in Extra Ranks,
Extra Attack*,
Requires Two Hands*

*Does not apply if the model is armed with a shield.

WILDWOOD RANGERS:
Guardians of the Wildwood: If a model with this
special rule is in base contact with at least one enemy
model with either the Fear or Terror special rule, it has
+1 Attack.

WAR DANCERS:
Shadow Dances of Loec: At the start of each round of
close combat in which they are fighting, models with
this special rule (the dancers) choose one of the
following dances, the effect of which lasts until the end
of that turn or until a new dance is chosen. This is done
before Impact Hits are resolved. All dancers in the
same unit must choose the same dance. Dancers cannot
choose the same dance in two consecutive rounds of
combat.
Whirling Death: The dancers have the Armour
Piercing and Killing Blow special rules.
Storm of Blades: The dancers have +1 Attack.

Hagbane Tips: All shots have the Poisoned Attacks


special rule.
Swiftsshiver Shards: All shots have the Multiple
Shots (2) special rule.
Trueflight Arrows: Shooting attacks made with
Trueflight Arrows do not suffer To Hit penalties.

BEASTMASTER:
Beastmaster: A Beastmaster may be accompanied by
a unit consisting of one of the critters below, which he
will form a unit together with. These follows the rules
for Monsters and Handlers. The Beastmaster may make
a "Look Out, Sir!" roll as normal. If the Beastmaster is
killed, any remaining critters in the unit will

WOOD ELVES

The Shadows Coil: The dancers have a 4+ ward


save.
Woven Mist: Enemy units in base contact with the
unit receive no combat result bonus for extra ranks.

SISTERS OF THE THORN:


Deepwood Coven: A unit of Sisters of the Thorn is
considered to be a Level 2 Wizard that knows the
spells Shield of Thorns (Lore of Life) and Curse of
Anraheir (Lore of Beasts). This doesnt prevent other
friendly Wizards from knowing the same spells. The
unit receives an additional +1 to cast for each rank of 5
or more models it has, after the first, to a maximum of
+3. Each time the unit casts a spell (or is targeted by a

special rule that affects a Wizard), you must nominate


one Sister or Handmaiden of the Thorn as the caster (or
target) for the purposes of line of sight, range, etc. In
the event of a Sisters of the Thorn unit rolling a
miscast, do not roll on the Miscast table. Instead, the
unit suffers D3 Wounds with no saves of any kind
allowed.
Blackbriar Javelin:
Range:
Strength:
12"
As user

Special Rules:
Poisoned Attacks,
Quick to Fire

TREEMAN:
Tree Whack: A model with this special rule can
choose to make a single Tree Whack in place of
making his normal close combat attacks. If a model is
making a Tree Whack, it must be declared before
rolling To Hit.
To resolve a Tree Whack, nominate an enemy model in
base contact. That model must pass an Initiative test or
suffer D6 Wounds with no armour saves allowed. A
character with this special rule may make a Tree
Whack in a challenge.

WAYWATCHERS:

UPGRADE:

Hawk-eyed Archer: Before a model with this special


rule makes a shooting attack, decide whether it will
make a fast shot or an aimed shot, as seen below.
Models in the same unit must choose the same type of
shot.

Strangleroots: A model with this upgrade can make


the following shooting attack:

Fast Shot: The models missile weapon has the


Multiple Shots (2) special rule for the duration of that
attack.
Aimed Shot: The models missile weapon ignores
armour saves for the duration of that attack.

Range:
12"

Strength:
5

Special Rules:
Multiple Shots (D6+1)

FOREST DRAGON:
Soporific Breath: A Forest Dragon has a Strength 2
Breath Weapon. Armour saves taken against Wounds
caused by Soporific Breath suffer a -3 penalty. All
models in a unit that suffers one or more hits from
Soporific Breath gain the Stupidity special rule for the
remainder of the game.

WOOD ELVES

LORE OF ATHEL LOREN


VERDUROUS HARMONY (Lore Attribute)

3. THE HIDDEN PATH

Whenever a spell from the Lore of Athel Loren is cast


on a friendly unit, that unit immediately recover one
Wounds worth of models, as described for the
Regrowth spell in the Lore of Life.

The Hidden Path is an augment spell with a range of


24". The unit gains the Ethereal special rule until the
start of the caster's next Magic phase. If the unit
becomes engaged in close combat, the spell instantly
ends. The Wizard can instead choose to cast a more
powerful version, affecting all friendly units within
12". If they do so, the casting value is increased to 14+.

TREE SINGING (Signature Spell)

Cast on 6+

Tree Singing is an augment spell that targets a single


forest within 18" of the caster. If there are no units
within the forest, it immediately moves up to D6+1" in
a direction of your choice. A forest cannot move to
within 1" of units or other terrain features.
If there is at least one unit (friendly or enemy) within
the forest, then the forest does not move. Instead,
choose a single enemy unit at least partially within the
forest; that unit immediately suffers 2D6 Strength 4
hits. The Wizard can choose to instead have this spell
target all forests within 12". If he does so, the casting
value of the spell is increased to 12+.

1. FURY OF THE FOREST

Cast on 6+

Fury of the Forest is a direct damage spell with a


range of 24". If successfully cast, the spell causes D6
Strength 4 hits. If the target is within 6" of a wood,
then this is increased to 2D6 Strength 4 hits. The
Wizard can instead choose to cast a more powerful
version, affecting all enemies within 12". If they do so,
the casting value is increased to 12+.

2. THE TWILIGHT HOST

Cast on 6+

The Twilight Host is an augment spell with a range of


24". Until the caster's next Magic phase, the unit causes
Fear. If the unit would already cause fear, it instead
causes Terror. In addition, the unit will counts as
having twice the number of ranks it really has for the
purpose of determining Steadfast (but not rank bonus).
The Wizard can instead choose to cast a more powerful
version, affecting all friendly units within 12". If they
do so, the casting value is increased to 12+.

WOOD ELVES

4. MADRIGAL OF GREENING

Cast on 7+

Cast on 9+

Madrigal of Greening has a range of 24". Place a


mysterious forest no more than 5" in diameter within
the spells maximum range. Any models under this
forest are placed within them (in exactly the same
formation and facing).

5. ARIEL'S BLESSING

Cast on 10+

Ariels Blessing is an augment spell with a range of


12". The unit gains the Regeneration special rule until
the start of the player's next Magic phase. The Wizard
can instead choose to cast a more powerful version,
affecting all friendly units within 12". If they do so, the
casting value is increased to 20+.

6. THE CALL OF THE HUNT

Cast on 11+

The Call of the Hunt is an augment spell with a range


of 18". Unless the start of the casters next Magic
phase, the unit gains +1 Attack (does not affect steeds
or ridden monsters). If the unit is not engaged in
combat, it immediately moves forward towards the
closest enemy unit using the Random Movement (2D6)
special rule. The Wizard can instead choose to cast a
more powerful version, affecting all friendly units
within 12". If they do so, the casting value is increased
to 22+.

MAGIC ITEMS
THE SPIRIT SWORD

70 points

Magic Weapon
Armour saves cannot be taken against Wounds caused
by the Spirit Sword. Furthermore, immediately when
an enemy character, champion or monster suffers one
or more unsaved Wounds from the Spirit Sword, both
he and the wielder must roll 2D6 and add their
respective Leadership values. If the wounded models
total is higher, or the totals are the same, nothing else
happens. If the wounded models total is lower, it
immediately suffers a Wound for each point by which
its total was exceeded, with no armour saves allowed.

DAITH'S REAPER

50 points

Magic Weapon
All failed To Hit and To Wound rolls made with
Daiths Reaper must be re-rolled, as must all successful
armour saves taken against Wounds caused by this
weapon.

THE BOW OF LOREN

MOONSTONE OF THE
HIDDEN WAYS

35 points

Enchanted Item
If the bearers unit is wholly within a forest at the end
of your Movement phase, and is not in close combat, it
can forestwalk. If it does so, remove it from the
battlefield and immediately replace it, wholly within
any forest on the battlefield, in the same formation, but
facing any direction. A forestwalking unit cannot be
placed within 1" of an enemy unit or impassable
terrain. A unit that forestwalks counts as having
marched in the Movement phase.

HAIL OF DOOM ARROW

30 points

Enchanted Item
One use only. Model with Asrai longbow only. The
Hail of Doom arrow can be used instead of making a
Shooting attack with the bearers Asrai longbow.
Declare that the Hail of Doom Arrow is being used
before any dice are rolled.

20 points

Magic Weapon
The Bow of Loren is an Asrai longbow with the
Multiple Shots (A+1) special rule, which means it fires
a number of shots equal to 1 plus the wielders Attacks
characteristic. It cannot fire enchanted arrows.

Range:
30"

THE HELM OF THE HUNT

Magic Armour
The wearer of the Helm of the Hunt counts his armour
save as being one point higher than normal.
Furthermore, the Helm of the Hunt grants the bearer
the Devastating Charge special rule and +1 Weapon
Skill on a turn in which he charges into combat.

Magic Standard
The bearer has the Magic Resistance (3) special rule. In
addition, once per game, all models in the same unit as
the Banner of the Eternal Queen have the Unbreakable
special rule until the end of the turn, or until the bearer
is slain (whichever comes first). Declare you are using
this ability at the start of any turn.

THE RHYMER'S HARP

THE BANNER OF THE HUNTER KING 30 points

15 points

75 points

Talisman
This item bestows a 5+ Ward Save on the bearer, their
mount, and any unit they join. In addition, the bearer,
their mount, and any unit they join gains the Strider
special rule.

CALAINGOR'S STAVE

Strength:
4

Special Rules:
Armour Piercing,
Multiple Shots (3D6)

THE BANNER OFTHE


ETERNAL QUEEN

55 points

Magic Standard
All models in the same unit as the Banner of the Hunter
King have the Vanguard deployment special rule. In
addition the bearers unit re-roll their first failed charge
of the game.

15 points

Arcane Item
When casting the Tree Singing spell, the bearer may reroll the distance the forest moves, or the number of
Hits it inflicts.

WOOD ELVES

LORDS
HIGHBORN

125 points

Profile
Highborn

M WS BS S T W I A Ld
5 7
7 4 3 3 8 4 10

Equipment:
Hand weapon
Asrai longbow
Light armour
Special Rules:
Marksman Prowess
Forest Strider

Troop Type
Infantry (Character)

Options:
May be armed with one of the following:
- Additional hand weapon.3 points
- Spear...3 points
- Great weapon..6 points
May take a shield....3 points
May be mounted upon one of the following:
- Elven Steed...21 points
- Great Eagle...50 points
- Great Stag.65 points
- Meadow Chariot (replacing one of the crew)...70 points
- Forest Dragon.300 points
May take magic items up to a total of.100 points

SPELLWEAVER

185 points

Profile
Spellweaver

M WS BS S T W I A Ld
5 4
4 3 3 3 5 1 9

Equipment:
Hand weapon
Special Rules:
Blessing of Isha
Forest Strider

Magic:
A Spellweaver is a
Level 3 Wizard who
uses spells from the
Lore of Life, Beasts,
Light, Shadow or
Athel Loren.

Troop Type
Infantry (Character)

Options:
May be upgraded to Level 4 Wizard..35 points
May be mounted upon one of the following:
- Elven Steed.21 points
- Great Eagle.50 points
- Unicorn...60 points
May take magic items up to a total of..100 points

TREEMAN ANCIENT
Profile
Treeman Ancient
Special Rules:
Terror
Large Target
Flammable
Forest Strider
Immune to Psychology
Scaly Skin (3+)
Stubborn
Ward save (6+)
Tree Whack
Blessing of Isha

255 points
M WS BS S T W I A Ld
5 4
4 5 6 6 2 3 10

Troop Type
Monster (Character)

Magic:
Options:
A Treeman Ancient May be upgraded to Level 2 Wizard...35 points
is a Level 1 Wizard May take Strangleroots...20 points
who uses spells from
the Lore of Life or
Athel Loren.

WOOD ELVES

HEROES
GLADE CAPTAIN

60 points

Profile
Glade Captain
Equipment:
Hand weapon
Asrai longbow
Light armour

M WS BS S T W I A Ld
5 6
6 4 3 2 7 3 9
Special Rules:
Marksman Prowess
Forest Strider

ARMY BATTLE STANDARD


One Glade Captain in the army may
carry the Battle Standard for +25
points. The Battle Standard Bearer can
have a magic banner (no points limit).
A model carrying a magic standard
cannot carry any other magic items.

Troop Type
Infantry (Character)

Options:
May be armed with one of the following:
- Additional hand weapon...2 points
- Spear.2 points
- Great weapon4 points
May take a shield..2 points
May be mounted upon one of the following:
- Elven Steed.14 points
- Great Eagle..50 points
- Meadow Chariot (replacing one of the crew).70 points
- Great Stag65 points
May take magic items up to a total of.50 points

SPELLSINGER
Profile
Spellsinger
Equipment:
Hand weapon
Special Rules:
Blessing of Isha
Forest Strider

80 points
M WS BS S T W I A Ld
5 4
4 3 3 2 5 1 8

Magic:
A Spellsinger is a
Level 1 Wizard who
uses spells from the
Lore of Life, Beasts,
Light, Shadow or
Athel Loren.

Troop Type
Infantry (Character)

Options:
May be upgraded to Level 2 Wizard..35 points
May be mounted upon one of the following:
- Elven Steed.14 points
- Great Eagle.50 points
- Unicorn...60 points
May take magic items up to a total of50 points

BEASTMASTER
Profile
Beastmaster
Hound
Boar
Bear
Equipment:
Hand weapon
Asrai longbow
Special Rules:
Marksman Prowess
Forest Strider
Beastmaster

30 points
M WS BS S T W I A Ld
5 5
5 4 3 2 6 2 8
9 3
0 3 3 1 3 1 5
7 3
0 3 4 1 3 1 5
6 4
0 5 4 3 3 3 6

Troop Type
Infantry (Character)
War Beast
War Beast
Monstrous Beast

Options:
May be armed with one of the following:
- Additional hand weapon2 points
- Spear..2 points
May be mounted upon one of the following:
- Elven Steed..14 points
- Great Eagle...50 points
- Great Stag.65 points
May be accompanied by one of the following:
- Up to 5 Hounds.....6 points per model
- Up to 5 Boars8 points per model
- Up to 3 Bears..45 points per model
May take magic items up to a total of..50 points

WOOD ELVES

HEROES
SHADOWDANCER
Profile
Shadow Dancer

100 points
M WS BS S T W I A Ld
5 8
6 4 3 2 8 3 8

Equipment:
Two hand weapons
Special Rules:
Forest Strider
Immune to Psychology
Skirmishers
Ward save (6+)
Shadow Dances

Magic:
A Shadowdancer who is a
Wizard uses spells from
the Lore of Shadow.

Troop Type
Infantry (Character)

Options:
May be upgraded to a Level 1 Wizard..50 points

WAYSTALKER

90 points

Profile
Waystalker

M WS BS S T W I A Ld
5 6
7 4 3 2 7 1 8

Equipment:
Two hand weapons
Asrai longbow

Troop Type
Infantry (Character)

Special Rules:
Options:
Marksman Prowess May take magic items up to a total of25 points
Forest Strider
Scout
Sniper
Hawk-eyed Archer

BRANCHWRAITH

65 points

Profile
Branchwraith
Special Rules:
Blessing of Isha
Forest Strider
Fear
Forest Strider
Hatred
Immune to Psychology
Ward save (6+)

M WS BS S T W I A Ld
5 6
6 4 4 2 7 3 9
Magic:
A Branchwraith who is a
Wizard uses spells from
the Lore of Life or Athel
Loren.

Troop Type
Infantry (Character)

Options:
May be upgraded to a Level 1 Wizard..50 points

CHARACTER MOUNTS
Profile
Elven Steed
Unicorn
Great Eagle
Great Stag
Forest Dragon

M WS BS S T W I A Ld
9 3
0 3 3 1 4 1 5
10 5
0 4 4 1 5 2 8
2 5
0 4 4 3 4 2 8
9 5
0 5 4 3 4 2 7
6 6
0 6 6 6 3 5 8

Special Rules:
Great Eagle: Fly
Unicorn: Fear, Impact Hits (1), Magic Resistance (2)
Great Stag: Fear, Forest Strider, Impact Hits (D3)
Forest Dragon: Fly, Large Target, Scaly Skin (3+), Terror, Soporific Breath

WOOD ELVES

Troop Type
War Beast
War Beast
Monstrous Beast
Monstrous Beast
Monster

CORE UNITS
GLADE GUARDS
Profile
Glade Guard
Lord's Bowman
Unit Size: 10+
Equipment:
Hand weapon
Asrai Longbow

12 points per model


M WS BS S T W I A Ld
5 4
4 3 3 1 5 1 8
5 4
5 3 3 1 5 2 8

Special Rules:
Marksman Prowess
Forest Strider

Troop Type
Infantry
Infantry

Options:
One Glade Guard may be upgraded to a Lord's Bowman.10 points
One Glade Guard may be upgraded to a musician10 points
One Glade Guard may be upgraded to a standard bearer..10 points
- One unit may have a magic standard worth up to..25 points
The entire unit may take one of the following:
- Arcane Bodkins..3 points per model
- Hagbane Tips..3 points per model
- Trueflight Arrows...3 points per model

DEEPWOOD SCOUTS
Profile
Deepwood Scout
Master Scout

14 points per model


M WS BS S T W I A Ld
5 4
5 3 3 1 6 1 8
5 4
6 3 3 1 6 1 8

Troop Type
Infantry
Infantry

Note: You may not have more units of Deepwood Scouts than you have units of Glade Guard.
Unit Size: 5+
Equipment:
Hand weapon
Asrai Longbow

Special Rules:
Marksman Prowess
Forest Strider
Scouts
Skirmishers

Options:
One Deepwood Scout may be upgraded to a Master Scout..10 points
One Deepwood Scout may be upgraded to a musician.10 points
One Deepwood Scout may be upgraded to a standard bearer...10 points
The entire unit may take one of the following:
- Arcane Bodkins..3 points per model
- Hagbane Tips..3 points per model
- Trueflight Arrows...3 points per model

ETERNAL GUARD
Profile
Eternal Guard
Eternal Warden
Unit Size: 10+
Equipment:
Saearath
Light armour

11 points per model


M WS BS S T W I A Ld
5 5
4 3 3 1 5 1 8
5 5
4 3 3 1 5 2 8

Special Rules:
Forest Strider
Stubborn

Troop Type
Infantry
Infantry

Options:
One Eternal Guard may be upgraded to an Eternal Warden.10 points
One Eternal Guard may be upgraded to a musician..10 points
One Eternal Guard may be upgraded to a standard bearer10 points
- May have a magic standard worth up to25 points
The entire unit may take shieldsfree

WOOD ELVES

CORE UNITS
SPITE SWARMS
Profile
Spite Swarm
Unit Size: 2+

40 points per model


M WS BS S T W I A Ld
5 3
0 2 2 5 5 5 10

Troop Type
Swarm

Special Rules:
Magical Attacks
Ward save (6+)

DRYADS

11 points per model

Profile
Dryad
Branch Nymph
Unit Size: 10+

M WS BS S T W I A Ld
5 4
4 3 4 1 5 2 8
5 4
4 3 4 1 5 3 8
Special Rules:
Fear
Forest Strider
Hatred
Immune to Psychology
Ward save (6+)

Troop Type
Infantry
Infantry

Options:
One Dryad may be upgraded to a Branch Nymph.10 points
The entire unit may skirmish..free

GLADE RIDERS
Profile
Glade Rider
Glade Knight
Elven Steed
Unit Size: 5+
Equipment:
Spear
Asrai longbow

M WS BS S T W I A Ld
5 4
4 3 3 1 5 1 8
5 4
4 3 3 1 5 2 8
9 3
0 3 3 1 4 1 5
Special Rules:
Marksman Prowess
Forest Strider
Fast Cavalry
Mount:
Elven Steed

10

19 points per model

WOOD ELVES

Troop Type
Cavalry
Cavalry
-

Options:
One Glade Rider may be upgraded to a Glade Knight..10 points
One Glade Rider may be upgraded to a musician.10 points
One Glade Rider may be upgraded to a standard bearer...10 points
- One unit may have a magic standard worth up to..25 points
The entire unit may wear light armour...2 points per model
The entire unit may take shields.2 points per model
The entire unit may deploy as Ambushers.free
The entire unit may take one of the following:
- Arcane Bodkins..3 points per model
- Hagbane Tips..3 points per model
- Trueflight Arrows...3 points per model

SPECIAL UNITS
WILDWOOD RANGERS
Profile
Wildwood Ranger
Wildwood Warden
Unit Size: 10+
Equipment:
Great weapon
Light armour

11 points per model


M WS BS S T W I A Ld
5 5
4 3 3 1 5 1 9
5 5
4 3 3 1 5 2 9

Special Rules:
Forest Strider
Immune to Psychology
Guardians of the
Wildwood

Troop Type
Infantry
Infantry

Options:
One Wildwood Ranger may be upgraded to a Wildwood
Warden...10 points
One Wildwood Ranger may be upgraded to a musician10 points
One Wildwood Ranger may be upgraded to a standard
bearer..10 points
- May have a magic standard worth up to.25 points

WAR DANCERS

15 points per model

Profile
War Dancer
Bladesinger

M WS BS S T W I A Ld
5 6
4 3 3 1 6 1 8
5 6
4 3 3 1 6 2 8

Unit Size: 5+
Equipment:
Two hand weapons

Special Rules:
Forest Strider
Immune to
Psychology
Skirmishers
Ward save (6+)
Shadow Dances

Options:
One War Dancer may be upgraded to a Bladesinger.10 points
One War Dancer may be upgraded to a musician..10 points

WILD RIDERS
Profile
Wild Rider
Wild Hunter
Elven Steed
Steed of Kurnous
Unit Size: 5+
Equipment:
Spear

Troop Type
Infantry
Infantry

22 points per model


M WS BS S T W I A Ld
5 5
4 4 3 1 5 1 9
5 5
4 4 3 1 5 2 9
9 3
0 3 3 1 4 1 5
9 3
0 4 3 1 4 1 5

Special Rules:
Forest Strider
Devastating Charge
(riders only)
Fast Cavalry
Fear
Frenzy (riders only)
Ward save (6+)

Troop Type
Cavalry
Cavalry
-

Options:
One Wild Rider may be upgraded to a Wild Hunter.10 points
One Wild Rider may be upgraded to a musician..10 points
One Wild Rider may be upgraded to a standard bearer10 points
- May have a magic standard worth up to50 points
The entire unit may wear light armour...2 points per model
The entire unit may take shields.2 points per model
The entire unit may replace their Elven Steeds with Steeds of
Kurnous..2 points per model

Mount:
Elven Steed

WOOD ELVES

11

SPECIAL UNITS
MEADOW CHARIOT
Profile
Cold One Chariot
Knight Charioteer
Cold One

70 points
M WS BS S T W I A Ld
- 5 4 4 - - 5
4 4 - - 5 1 9
9 3
0 3 - - 4 1 -

Unit Size: 1

Equipment (Knight Charioteers):


Spear
Asrai longbow

Crew: 2 Charioteers

Troop Type
Chariot (Armour save 5+)
-

Special Rules:
Marksman Prowess

Drawn by: 2 Elven Steeds

TREE KIN

45 points per model

Profile
Tree Kin
Tree Kin Elder
Unit Size: 3+

M WS BS S T W I A Ld
5 4
4 4 5 3 3 3 8
5 4
4 4 5 3 3 4 8
Special Rules:
Fear
Flammable
Forest Strider
Immune to Psychology
Scaly Skin (4+)
Ward save (6+)

Options:
One Tree Kin may be upgraded to a Tree Kin Elder..10 points

ALTER KIN

42 points per model

Profile
Alter Kin
Wild Kin

M WS BS S T W I A Ld
8 4
0 5 4 3 5 3 8
8 4
0 5 4 3 5 4 8

Unit Size: 3+

Special Rules:
Fear
Forest Strider
Ward save (6+)

Profile
Warhawk Rider
Wind Rider
Warhawk

Equipment:
Spear
Asrai longbow

12

38 points per model


M WS BS S T W I A Ld
5 4
4 3 3 1 5 1 8
5 4
4 3 3 1 5 2 8
2 4
0 4 4 2 5 2 5

Special Rules:
Marksman Prowess
Forest Strider
Flying Cavalry
Mount:
Warhawk

WOOD ELVES

Troop Type
Monstrous Beast
Monstrous Beast

Options:
One Alter Kin may be upgraded to a Wild Kin...10 points

WARHARK RIDERS

Unit Size: 3+

Troop Type
Monstrous Infantry
Monstrous Infantry

Troop Type
Monstrous Cavalry
Monstrous Cavalry
-

Options:
One Warhawk Rider may be upgraded to a Wind Rider...10 points

RARE UNITS
WAYWATCHERS
Profile
Waywatcher
Waywatcher Sentinel
Unit Size: 5+
Equipment:
Two hand weapons
Asrai longbow

20 points per model


M WS BS S T W I A Ld
5 4
5 3 3 1 5 1 8
5 4
6 3 3 1 5 1 8

Special Rules:
Options:
Marksman Prowess One Waywatcher may be upgraded to a Waywatcher
Sentinel....10 points
Forest Strider
The entire unit may take one of the following:
Skirmishers
- Arcane Bodkins..3 points per model
Scouts
- Hagbane Tips.3 points per model
Hawk-eyed Archer
- Trueflight Arrows..3 points per model

SISTERS OF THE THORN


Profile
Sister of the Thorn
Handmaiden of the Thorn
Steed of Isha
Unit Size: 5+

26 points per model


M WS BS S T W I A Ld
5 4
4 3 3 1 5 2 8
5 4
4 3 3 1 5 3 8
9 3
0 4 3 1 4 1 5

Special Rules:
Marksman Prowess
Forest Strider
Fast Cavalry
Poisoned Attacks
(Riders only)
Ward save (4+)
Deepwood Coven

Equipment:
Hand weapon
Blackbriar javelin
Mount:
Steed of Isha

Troop Type
Infantry
Infantry

Troop Type
Cavalry
Cavalry
-

Options:
One Sister of the Thorn may be upgraded to a Handmaiden of the
Thorn...10 points
One Sister of the Thorn may be upgraded to a musician10 points
One Sister of the Thorn may be upgraded to a standard
bearer...10 points
- May have a magic standard worth up to..50 points
The entire unit may take shields...2 points per model

GIANT EAGLE
Profile
Giant Eagle
Unit Size: 1+

50 points
M WS BS S T W I A Ld
2 5
0 4 4 3 4 2 8

Troop Type
Monstrous Beast

Special Rules:
Fly

TREEMAN
Profile
Treeman
Unit Size: 1

225 points
M WS BS S T W I A Ld
5 6
6 5 6 5 2 5 9
Special Rules:
Terror
Large Target
Flammable
Forest Strider
Immune to Psychology
Scaly Skin (3+)
Stubborn
Ward save (6+)
Tree Whack

Troop Type
Monster

Options:
May take Strangleroots20 points

WOOD ELVES

13

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