Wood Elf Army Book Update Version 6!Download Link for a printable pdf:
http://www.mediafire.com/view/?s47uq5cj0xrz06wWow, a pretty big update this time! Took quite a while to get all this ready to put up. As usual, all the great constructive criticism and ideas for this list have been quite inspiring. Thanks to everyone who was involved in getting this far! As before, any more is always welcome.
(*Notes*) Added two new units, the Silverback Wolves and Tree of Life! Wild Riders, Wardancers, Warhawk Riders, Waywatchers, and Treemen received updates. Fae Swarms removed. See individual unit notes for more info.
Army Wide Rules:Whispers of the Bow:All Wood Elven units may march and shoot when using Longbows (including Magical/Asrai ones). All shooting elements using Longbows, (including Magical/Asrai ones) in the Wood Elf army do not suffer the -1 to hit for moving and shooting and may fire with a quantity of shots equal to their Attacks profile with no -1 to hit for Multiple Shots. Weapons of any kind may not increase the quantity of
shots, but other items or magic may.
Where the Asrai Walk:The Wood Elf player may place one forest no larger than 6" in diameter in their half of the table, before units have been deployed, but after table sides have been chosen. This forest is a mysterious forest, as per the rules on page 119 of the Warhammer Rulebook. All Wood Elven units have the Forest Strider special rule and will not suffer Wounds or Stupidity from the special rules of forests.
Multiple Unit Wide Rules:Asrai Longbow: 36" range, Strength 4 at short range, Strength 3 otherwise.
Forest Spirit: Immune to Psychology, 5+ Ward Save, Magical Attacks, May only join or be joined by other Forest Spirits.
The Asrai Roster:Core Choices:Glade Guard (12 points/model)Glade Guard: ... M5 WS4 BS4 S3 T3 W1 I5 A1 Ld8
Lord's Bowman: M5 WS4 BS4 S3 T3 W1 I5 A2 Ld8
Unit Size & Type: 10+ (5-10 for Scouts), Infantry (20x20mm base)
Weapons & Armor: Asrai Longbow
Special Rules: Asrai Longbow
Options: Add Additional Hand Weapons +1pt/model.
Musician: +10 pts.
Standard Bearer: +10 pts.
Lord's Bowman: +10 pts.
One unit of Glade Guard/Scouts may carry a Magic Standard worth up to 25 pts.
Glade Guard may be upgraded to Scouts at +4 points/model.
Glade Guard Scouts gain the Skirmish and Scouts special rules. You may not have more units of Scouts than Glade Guard.
Dryads (12 points/model)Dryad: .......... M5 WS4 BS0 S4 T4 W1 I6 A2 Ld8
Branch Nymph: M5 WS4 BS0 S4 T4 W1 I6 A3 Ld8
Unit Size & Type: 8-24, Infantry (25x25mm base)
Weapons & Armor: Razor sharp talons
Special Rules: Forest Spirit, Fear, Skirmish
Options: Branch Nymph: +10 pts.
Glade Riders (18 points/model)Glade Rider:. M5 WS4 BS4 S3 T3 W1 I5 A1 Ld8
Horsemaster: M5 WS4 BS4 S3 T3 W1 I5 A2 Ld8
Elven Steed:. M9 WS3 BS0 S3 T3 W1 I4 A1 Ld5
Unit Size & Type: 5+, Cavalry (25x50mm base)
Weapons & Armor: Spear, Asrai Longbow
Special Rules: Fast Cavalry, Asrai Longbow
Options: Add Light Armor (+1 pt/model).
Musician: +10 pts.
Standard Bearer: +10 pts.
Horsemaster: +10 pts.
Eternal Guard (13 points/model)Eternal Guard: M5 WS5 BS4 S3 T3 W1 I5 A2 Ld9
Guardian: ..... M5 WS5 BS4 S3 T3 W1 I5 A3 Ld9
Unit Size & Type: 10+, Infantry (20x20mm base)
Weapons & Armor: Saearath, Heavy Armor
Special Rules: Stubborn, Saearath
Saearath: Requires Two Hands. +1 Strength in close combat. Fights in an extra rank as with Spears (losing this bonus for the round Eternal Guard charge in). Parry.
Options: Musician: +10 pts.
Standard Bearer: +10 pts.
Guardian: +10 pts.
One Eternal Guard unit may carry a Magical Standard worth up to 50 pts.
Parry: The Parry special rule gives a 6+ Ward Save that follows all the rules for the Hand Weapon and Shield rule on page 88 of the Warhammer rulebook.
Special Choices:Wardancer Troupe (18 points/model)Wardancer:. M5 WS6 BS4 S3 T3 W1 I6 A1 Ld8
Bladesinger: M5 WS6 BS4 S3 T3 W1 I6 A2 Ld8
Unit Size & Type: 5-20, Infantry (20x20mm base)
Weapons & Armor: Wardancer Weapons
Special Rules: Skirmish, Always Strikes First, Shadow Dances of Loec, Immune to Psychology, Talismanic Tattoos
Options: Musician: +10 pts.
Standard Bearer: +10 pts.
Bladesinger: +10 pts.
Wardancer Weapons: Extra Attack, +1 Strength
Talismanic Tattoos: 5+ Ward Save, Magic Resistance (1)
Shadow Dances of Loec: A dance must be chosen at the beginning of each round of close combat. These dances all last for one round of close combat.
--Whirling Death: Killing Blow.
--Storm of Blades: +1 Attack
--Shadows Coil: 4+ Ward Save
(*Note*) Removed Heroic Killing Blow potential and movement went back down to 5.
Wild Riders of Kurnous (28 points/model)Wild Rider: . M5 WS5 BS4 S4 T3 W1 I5 A2 Ld9
Wild Hunter: M5 WS5 BS4 S4 T3 W1 I5 A3 Ld9
Elven Steed: M9 WS3 BS0 S3 T3 W1 I4 A1 Ld5
Unit Size & Type: 5+, Cavalry (25x50mm base)
Weapons & Armor: Spear, Light Armor, Shield
Special Rules: Fast Cavalry, Forest Spirit, Magic Resistance (1), Fear, Fury of Kurnous
Options: Musician: +10 pts.
Standard Bearer: +10 pts.
Wild Hunter: +10 pts.
A Standard Bearer may carry a Magic Standard worth up to 50 pts.
Fury of Kurnous: On a round that Wild Riders charge, they may re-roll misses in close combat. This does not include their mounts.
(*Note*) Added the Fury of Kurnous rule to help distinguish Wild Riders from Sylvan Knights a bit more. Upped cost to 28 to compensate.
Tree Kin (60 points/model)Tree Kin: ...... M5 WS4 BS0 S5 T5 W3 I3 A3 Ld8
Tree Kin Elder: M5 WS4 BS0 S5 T5 W3 I3 A4 Ld8
Unit Size & Type: 3+, Monstrous Infantry (40x40mm base)
Weapons & Armor: Branchlike limbs
Special Rules: Forest Spirit, Fear, Scaly Skin (4+), Flammable
Options: Treekin Elder: +10 pts.
Warhawk Riders (40 points/model)Warhawk Rider: M5 WS4 BS4 S3 T3 W1 I5 A2 Ld8
Wind Rider: .... M5 WS4 BS4 S3 T3 W1 I5 A3 Ld8
Warhawk: ...... M2 WS4 BS0 S4 T3 W2 I5 A1 Ld5
Unit Size & Type: 3-12, Monstrous Cavalry (40x40mm base)
Weapons & Armor: Spear, Asrai Longbow, Light Armor
Special Rules: Asrai Longbow, Talismanic Tattoos, Flying Cavalry, Hit-and-Run, Flying Entourage, Flying High
Options: Wind Rider: +10 pts.
Talismanic Tattoos: 5+ Ward Save, Magic Resistance (1)
Hit-and-Run: A unit of Warhawk Riders may elect to make a fall back move on a turn they successfully charged. When it comes time to tally up combat results, have the Warhawk Riders make a normal flee move that they immediately rally in any facing and/or formation from after the completion. They may not be pursued when making this action.
If the opponent needed to make a break test they will still have to, as normal. However, they will not be able to be pursued by the Warhawk Riders after having performed a Hit-and-Run maneuver.
Flying High: Warhawk Riders may deploy as standard for Flying Cavalry (Vanguard, etc.) or deploy as Ambushers. Choose one or the other before the game begins. This may not be changed after the game begins.
Flying Entourage: A character riding a Warhawk or Great Eagle may join units of Warhawk Riders. If a character does so, they will also benefit from the Hit-and-Run, Flying Cavalry, and Flying High rules.
This also allows said character to deploy with Warhawk Riders that are Ambushing. The character will follow the same fate as the Warhawk Riders they join until deployed. These bonuses only apply for so long as the character remains in the Warhawk Riders.
(*Note*) Added a rider attack and Light Armor back. Price increased back to 40 to compensate.
Sylvan Knights of Loren (70 points/model)Sylvan Knight: . M5 WS5 BS4 S4 T4 W1 I6 A2 Ld9
Sylvan Captain: M5 WS5 BS4 S4 T4 W1 I6 A3 Ld9
Great Stag: .... M9 WS5 BS0 S5 T4 W3 I4 A2 Ld7
Unit Size & Type: 3+, Monstrous Cavalry (50x50mm base)
Weapons & Armor: Spear, Light Armor, Shield
Special Rules: Fast Cavalry, Forest Spirit, Scaly Skin (6+), Magic Resistance (1), Fear, Thunderous Assault
Options: Musician: +10 pts.
Standard Bearer: +10 pts.
Sylvan Captain: +10 pts.
A Standard Bearer may carry a Magic Standard worth up to 50 points.
Thunderous Assault: Great Stags cause Impact Hits (D3).
(*NEW*) You can see the fluff for them in the Artisan's Contest here:
viewtopic.php?f=29&t=21780The Silverback Wolves (7 points/model)Silverback Wolf: . M9 WS3 BS0 S4 T3 W1 I4 A1 Ld6
Silverback Alpha: M9 WS3 BS0 S4 T3 W1 I4 A2 Ld6
Unit Size & Type: 5-20, Warbeast (25x50mm base)
Weapons & Armor: Tearing Bite
Options: Alpha: 10 pts.
Special Rules: Ambushers, Animal Instinct, Pack Leader's Howl
Animal Instinct: Silverback Wolves may not use the Inspiring Presence or Hold Your Ground! rules of the army General or Battle Standard Bearer. Further, Silverback Wolves may not be joined by characters.
Pack Leader's Howl: Any Silverback Wolf unit that has an Alpha also counts as having a Musician for so long as the Alpha remains alive.
(*NEW*) The new chaff and/or Ambushing unit. Designed to complement Waywatchers and Warhawk Riders on the Ambush or Great Eagles with redirecting.
Rare Choices:Great Eagles (50 points/model)Great Eagle: M2 WS5 BS0 S4 T4 W3 I4 A2 Ld8
Unit Size & Type: 1, Monstrous Beast (50x50mm base)
Weapons & Armor: Powerful Talons
Special Rules: Fly
Treeman (250 points/model)Treeman: M5 WS5 BS0 S6 T6 W6 I2 A5 Ld8
Unit Size & Type: 1, Monster (50x50mm base)
Weapons & Armor: Gnarled Fists
Special Rules: Forest Spirit, Stubborn, Terror, Scaly Skin (3+), Large Target, Strangle-roots, Tree Singing, Flammable
Options: May choose one of the following, but not both:
Add Throwing Boulder: +15 pts.
or
Tree Whack: +30 pts.
Tree Singing: May cast the spell Tree Singing as a Bound Spell with a power level of 3 once per owning player's Magic phase.
Strangle-roots: 8" range. Artillery dice worth of auto hits at Strength 4 (5 if the target is at least partially in a forest). On a misfire roll nothing happens. May shoot, move and shoot, march and shoot, or Stand and Shoot in any direction with no line of sight or frontal arc required.
Throwing Boulder: (One-Use Only) Treat as a Stone Thrower: Strength 4(10), Damage 1(D6). 24" maximum range. No minimum range. May move and fire. If you march and fire, treat the shot as indirect. On rolls of a misfire re-roll the artillery die and scatter double the distance shown. On the second artillery die roll, if a hit occurs, use the little arrow and scatter as normal (at doubled distance). If a second misfire occurs, treat the shot as a complete miss. You may not Stand and Shoot with this attack or use it in the same shooting phase as Strangle-roots.
Tree Whack: Only Usable In Close Combat -- Trade all attacks besides Thunderstomp in a given round of close combat, for one attack at normal Weapon Skill and Initiative, but Strength 10 and a successful Wound does D6 Wounds.
(*Note*) Added Tree Whack option.
Waywatchers (24 points/model)Waywatcher: .... M5 WS5 BS5 S3 T3 W1 I6 A1 Ld8
Shadow Sentinel: M5 WS5 BS5 S3 T3 W1 I6 A2 Ld8
Unit Size & Type: 5-10, Infantry (20x20mm base)
Weapons & Armor: Two Hand-Weapons, Asrai Longbow
Special Rules: Skirmish, Deadly Quiver, Forest Stalker, Asrai Longbow, Talismanic Tattoos
Options: Shadow Sentinel: +10 pts.
Talismanic Tattoos: 5+ Ward Save, Magic Resistance (1)
Forest Stalker: Waywatchers may deploy as Scouts or use the rules for Ambushers. However, they must choose one or the other before the beginning of the game and may not change this after the game has begun.
Deadly Quiver: Waywatchers must choose one special Shot at the beginning of each owning player's shooting phase. This may be changed or remain the same in each subsequent shooting phase, but will last until the beginning of the following owning player's shooting phase.
--Lethal Shot: All non-magical arrows have the Killing Blow special rule when fired at short range.
--Multi-Shot: One additional shot with a non-magical Longbow that applies a -1 to Hit for all shots made with a Longbow during that shooting phase.
--Venom Shot: All non-magical arrows have the Poisoned Attacks special rule.
(*Note*) Dropped Musician option. Didn't really fit after rethinking about it. Traded Elusiveness and 6+ Dodge Save for Talismanic Tattoos.
Tree of Life (150 points/model)Tree of Life: M5 WS4 S5 T6 W5 I3 A3 Ld8
Unit Size & Type: 1, Monster (50x50mm base)
Weapons & Armor: Branch-like Limbs
Options: Leyline Nexus: 20 pts.
or
Sleepy Hollow: 30 pts.
Special Rules: Forest Spirit, Large Target, Flammable, Rampant Regrowth
Rampant Regrowth: At the start of each owning player's Shooting phase, all friendly units except units with the Undead or Daemonic properties that are at least partially within 8" of the Tree of Life will regain D3+1 models/wounds as per the Regrowth spell on page 496 of the main Warhammer rulebook. This includes the Tree of Life as well.
The Tree of Life may purchase one or the other of the Leyline Nexus or Sleepy Hollow special rules, but not both.Leyline Nexus: All friendly Wizards within 12" of the Tree of Life will gain +1 to cast.
Sleepy Hollow: All enemy Wizards within 24" of the Tree of Life must pass an unmodified Leadership test at the beginning of their magic phase or suffer a -2 penalty to their casting rolls for that casting phase.
(*NEW*) The new force multiplier unit for Wood Elves. This unit is supposed to stick with the Wood Elven battle line and make wars of attrition in shooting and/or close combat losses, not so disparaging. Also has magic phase options to make the magic phase not so one sided against the Wood Elves.
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The Leaders of the Asrai:The characters and their special rules they can buy.
Version 6 has a massive Kindreds update (see individual Kindreds for info)! Added +1 Attack to Branchwraith Haste Aspect and added Thunderous Assault to Great Stag mounts. Lots of points costs for upgrades adjusted for balancing. New Tree Whack option for Treemen Ancients.
Wood Elf Highborn (145 points/model)Highborn: M5 WS7 BS6 S4 T3 W3 I8 A4 Ld10
Unit Type: Infantry (20x20mm base)
Weapons & Armor: Asrai Longbow
Options:--May choose an Additional Hand Weapon (6 pts), Great Weapon (6 pts), or a Spear (3 pts).
--May wear Heavy Armor (6 pts), or Light Armor (3 pts), and may carry a Shield (3 pts).
--May be a member of one of the following Kindreds: Alter (+60 pts), Wardancer (+50 pts), Sylvan Knight (+50 pts), Waywatcher (+45 pts), Eternal (+45 pts), or Scout (+20 pts).
--If a member of the Sylvan Knight Kindred, may ride a Great Stag (+65 pts).
--If a Forest Spirit via Kindred or Spite, may ride a Forest Dragon (+340 pts).
--May ride either an Elven Steed (+18 pts), a Warhawk (+30 pts), or a Great Eagle (+50 pts).
--May choose Spites and/or items from the Common or Wood Elf Magic Item lists, with a maximum total value of 100 pts.
(*Note*) Raised Great Stag price to accomodate new Thunderous Assault rule and reflect Storm of Magic pricing (same stat-line). Adjusted most Kindred pricing.
Spellweaver (215 points/model)Spellweaver: M5 WS4 BS4 S3 T3 W3 I5 A1 Ld9
Unit Type: Infantry (20x20mm base)
Weapons & Armor: Asrai Longbow
Magic: A Spellweaver is a level 3 Wizard. May choose spells from the Lore of Life, Beasts, Shadow, or Heavens as described in the Warhammer rulebook, or the Lore of Athel Loren.
Options:--May be upgraded to a level 4 Wizard for +35 pts.
--May be a member of the Glamourweave Kindred (+20 pts).
--If a member of the Glamourweave Kindred, may ride a Unicorn (+60 pts).
--May ride either an Elven Steed (+18 pts), a Warhawk (+30 pts), or a Great Eagle (+50 pts).
--May choose Spites and/or items from the Common or Wood Elf Magic Item lists, with a maximum total value of 100 pts.
Special Rules: The Forest's Song
The Forest's Song: All Wood Elven Wizards gain +1 to cast any spell while wholly within a forest.
(*Note*) Lowered Unicorn cost to reflect Storm of Magic pricing on Royal Unicorns (Same stat-line).
Treeman Ancient (300 points/model)Treeman Ancient: M5 WS5 BS0 S6 T6 W6 I3 A6 Ld9
Unit Type: Monster (50x50mm base)
Weapons & Armor: Gnarled fists
Options:--May choose Spites, with a maximum total value of 100 pts.
--May choose one of the following, but not both:
--Throwing Boulder: +15pts.
--or
--Tree Whack: +30pts.
Special Rules: Forest Spirit, Scaly Skin (3+), Stubborn, Strangle-roots, Flammable, Large Target, Grove Singing, Terror
Grove Singing: May cast the spell Tree Singing as a Bound Spell with a power level of 3 twice per owning player's Magic phase.
Strangle-roots: 8" range. Artillery dice worth of auto hits at Strength 4 (5 if the target is at least partially in a forest). On a misfire roll nothing happens. May shoot, move and shoot, march and shoot, or Stand and Shoot in any direction with no line of sight or frontal arc required.
Throwing Boulder: (One-Use Only) Treat as a Stone Thrower: Strength 4(10), Damage 1(D6). 24" maximum range. No minimum range. May move and fire. If you march and fire, treat the shot as indirect. On rolls of a misfire re-roll the artillery die and scatter double the distance shown. On the second artillery die roll, if a hit occurs, use the little arrow and scatter as normal (at doubled distance). If a second misfire occurs, treat the shot as a complete miss. You may not Stand and Shoot with this attack or use it in the same shooting phase as Strangle-roots.
Tree Whack: Only Usable In Close Combat -- Trade all attacks besides Thunderstomp in a given round of close combat, for one attack at normal Weapon Skill and Initiative, but Strength 10 and a successful Wound does D6 Wounds.
(*Note*) Added Tree Whack option.
Wood Elf Noble* (75 points/model)Noble: M5 WS6 BS6 S4 T3 W2 I7 A3 Ld9
Unit Type: Infantry (20x20mm base)
Weapons & Armor: Asrai Longbow
Options:--May choose an Additional Hand Weapon (4 pts), Great Weapon (4 pts), or a Spear (2 pts).
--May wear Heavy Armor (4 pts), or Light Armor (2 pts), and may carry a Shield (2 pts).
--May be a member of one of the following Kindreds: Alter (+50 pts), Wardancer (+40 pts), Sylvan Knight (+40 pts), Waywatcher (+35 pts), Eternal (+35 pts), or Scout (+15 pts).
--If a member of the Sylvan Knight Kindred, may ride a Great Stag (+65 pts).
--May ride either an Elven Steed (+12 pts), a Warhawk (+30 pts), or a Great Eagle (+50 pts).
--May choose Spites and/or items from the Common or Wood Elf Magic Item lists, with a maximum total value of 50 pts.
*One Wood Elf Noble may become the Battle Standard Bearer (+25 pts). Said Battle Standard Bearer may not be the army's General.
The Battle Standard bearer may not join the Alter, Scout, or Waywatcher Kindreds
The Battle Standard Bearer can have any Magic banner (no points limit), but if he carries a Magic banner he cannot carry other Magic Items. However, he may still choose one Spite up to the normal maximum Magic Item points limit.
(*Note*) Massive Kindred updates, prices reflect updated power status. Also raised Great Stag price to accomodate new Thunderous Assault rule and reflect Storm of Magic pricing (same stat-line).
Spellsinger (90 points/model)Spellsinger: M5 WS4 BS4 S3 T3 W2 I5 A1 Ld8
Unit Type: Infantry (20x20mm base)
Weapons & Armor: Asrai Longbow
Magic: A Spellsinger is a level 1 Wizard. May choose spells from the Lore of Life, Beasts, Shadow, or Heavens as described in the Warhammer rulebook, or the Lore of Athel Loren.
Options:--May be upgraded to a level 2 Wizard for +35 pts.
--May be a member of the Glamourweave Kindred (+20 pts).
--If a member of the Glamourweave Kindred, may ride a Unicorn (+60 pts).
--May ride either an Elven Steed (+12 pts), a Warhawk (+30 pts), or a Great Eagle (+50 pts).
--May choose Spites and/or items from the Common or Wood Elf Magic Item lists, with a maximum total value of 50 pts.
Special Rules: The Forest's Song
The Forest's Song: All Wood Elven Wizards gain +1 to cast any spell while wholly within a forest.
(*Note*) Lowered Unicorn cost to reflect Storm of Magic pricing on Royal Unicorns (Same stat-lines).
Branchwraith (100 points/model)Branchwraith: M5 WS6 BS0 S4 T4 W2 I8 A3 Ld8
Unit Type: Infantry (25x25mm base)
Weapons & Armor: Razor sharp talons
Options:--May be upgraded to a level 1 Wizard for +35 pts. If upgraded, the Branchwraith must choose spells from the Lore of Athel Loren. In addition, the Branchwraith will gain The Forest's Song special rule.
--May choose Spites, with a maximum total value of 50 pts.
Special Rules: Forest Spirit, Fear, Aspects
The Forest's Song: All Wood Elven Wizards gain +1 to cast any spell while wholly within a forest.
Aspects: A Branchwraith must choose one Aspect at the beginning of the game. This Aspect cannot be changed during the game. The Branchwraith gains the given Aspect's bonuses and will give the special rule(s) associated with said Aspect to a unit of Dryads they join (including Branch Nymph). If the Branchwraith should perish, the Dryads immediately lose said special rule(s). Any given unit of Dryads may only gain one Aspect's benefits at any given time. In the case of overlapping Aspects, choose which Aspect the Dryads will gain at the beginning of each player turn.
--Rage Aspect: +1 Strength and Hatred of all enemies.
Joined Dryads gain Hatred of all enemies.
--Verdant Aspect: +1 Toughness and Scaly Skin (4+).
Joined Dryads gain Scaly Skin (5+).
--Haste Aspect: +1 Attack, +2 Movement value, and Swiftstride.
Joined Dryads gain +2 Movement value and Swiftstride.
(*Note*) Added +1 Attack to Haste Aspect.
Steed Profiles:Elven Steed - Cavalry (25x50mm base)
M9 WS3 BS0 S3 T3 W1 I4 A1 Ld5
Special Rules: Fast Cavalry
Warhawk - Monstrous Beast (40x40mm base)
M1 WS4 BS0 S4 T3 W2 I5 A1 Ld5
Special Rules: Fly
Great Stag - Monstrous Beast (50x50mm base)
M9 WS5 BS0 S5 T4 W3 I4 A2 Ld7
Special Rules: Forest Spirit, Fast Cavalry, Thunderous Assault
Thunderous Assault: Great Stags cause Impact Hits (D3).
Great Eagle - Monstrous Beast (50x50mm base)
M2 WS5 BS0 S4 T4 W3 I4 A2 Ld8
Special Rules: Fly
Unicorn - Monstrous Beast (50x50mm base)
M10 WS5 BS0 S4 T4 W3 I5 A2 Ld8
Special Rules: Impale, Magic Resistance (2), Forest Spirit, Fast Cavalry
Impale: +2 Strength on the charge.
Forest Dragon - Monster (50x50mm base)
M6 WS6 BS0 S6 T6 W6 I3 A5 Ld8
Special Rules: Large Target, Terror, Fly, Forest Spirit, Scaly Skin (3+), Poison Breath
Poison Breath: Breath Weapon, Strength 3, any Wounds caused by Poison Breath are at -3 Armor Save.
Kindreds:Wardancer Kindred:Wardancer Kindred characters gain the Always Strikes First, Shadow Dances of Loec, Immune to Psychology, and Talismanic Tattoos special rules. They are equipped with Wardancer Weapons at no additional cost and lose their Asrai Longbow. Wardancer characters must be on foot.
Wardancer characters may not buy or use any additional weapons or armor. Wardancer characters may only join units of Wardancers, and if they join one, they must use the same Shadow Dance of Loec as the unit they join.
Wardancer Weapons: Extra Attack, +1 Strength.
Talismanic Tattoos: 5+ Ward Save, Magic Resistance (1)
Shadow Dances of Loec: A dance must be chosen at the beginning of each round of close combat. These dances all last for one round of close combat.
--Whirling Death: Killing Blow.
--Storm of Blades: +1 Attack
--Shadows Coil: 4+ Ward Save
(*Note*) Removed Heroic Killing Blow potential and movement went back down to 5.
Eternal Kindred:Eternal Kindred characters gain the Stubborn special rule. In addition they gain a Saearath and Heavy Armor at no additional cost. They may not use or exchange their Saearath for another close combat weapon. However, they may buy a magical bow or purchase magical armor as normal.
Saearath: Requires Two Hands. +1 Strength in close combat. Fights in an extra rank as with Spears (losing this bonus for the round Eternal Guard charge in). Parry.
Parry: The Parry special rule gives a 6+ Ward Save that follows all the rules for the Hand Weapon and Shield rule on page 88 of the Warhammer rulebook.
(*Note*) Kindred got Stubborn automatically but now costs more to compensate.
The Alter Kindreds:The Alter Kindreds have evolved away from the Asrai society so much so that they've started to take on aspects of the forest. This transformation has changed them to the point that they are hardly identifiable as their former elven selves.
Each Alter Kindred character has a 40x40mm base and is now of unit type Monstrous Infantry. They may not be the General or use the General's Leadership and may not join any unit.
There are three distinct variations the Alters have largely taken after. When choosing this Kindred, the Alter character must choose one of them and will gain all of the corresponding bonuses.
The Tenacity of the Bear:+1 Strength, +1 Toughness, +1 Attack, +1 Wound, Scaly Skin (5+)
The Cunning of the Wolf:+4 Movement, +1 Strength, +1 Attack, +1 Wound, Swiftstride, Ambusher
The Swiftness of the Hawk:Initiative set to 9, +1 Attack, +1 Wound, Always Strikes First, Fly
(*Note*) The whole Kindred was completely revamped. The character becomes Monstrous Infantry and gains new bonuses based on the animal profile they've been 'Altered' towards. This solves 2 problems. The first is that now a Great Eagle isn't the obvious choice over Alter Kindred. The second is that they aren't Stompable anymore, which means they're a heck of a lot more durable.
Scout Kindred:Scout Kindred characters gain the Scout special rule. They must be on foot.
Sylvan Knight Kindred:Sylvan Knight Kindred characters gain the Forest Spirit, Scaly Skin (6+), and Magic Resistance (1) special rules. In addition, they gain a +1 bonus to their Attack and Toughness attributes.
The Sylvan Knight Kindred comes equipped with Light Armor, a Shield, and a Spear at no additional cost. They may not buy any additional mundane weapons or armor and Sylvan Knights are limited to The Dawnspear as the only magical weapon selection they may select. However, they may purchase any magical armor upgrade.
Sylvan Knight Kindred characters must ride an Elven Steed, Great Stag, or Forest Dragon chosen at additional cost from the army list.
(*Note*) This Kindred replaced the Wild Rider Kindred and gains bonuses akin to that of the Sylvan Knights themselves. Can ride all the mounts that Wild Rider Kindred used to be able to.
Waywatcher Kindreds:Waywatcher Kindred characters gain the following special rules: Talismanic Tattoos, Forest Stalker, Deadly Quiver, and Deadly Aim.
Waywatcher Kindred characters may not wear armor heavier than Light Armor and may not use Shields or Great Weapons. They may use Magical Light Armor or miscellaneous Magic Armors such as Helms or Cloaks within their Magic item budget. Waywatcher characters must be on foot.
Talismanic Tattoos: 5+ Ward Save, Magic Resistance (1)
Forest Stalker: Waywatchers may deploy as Scouts or use the rules for Ambushers. However, they must choose one or the other before the beginning of the game and may not change this after the game has begun.
A Waywatcher character may deploy with an Ambushing Waywatcher unit. Roll as normal for the unit and include the Waywatcher character in the unit when they arrive on the table. If, for whatever reason, the Waywatcher unit never deploys, treat the Waywatcher character as the same result as the Waywatcher unit.
Deadly Quiver: Waywatchers must choose one special Shot at the beginning of each owning player's shooting phase. This may be changed or remain the same in each subsequent shooting phase, but will last until the beginning of the following owning player's shooting phase.
--Lethal Shot: All non-magical arrows have the Killing Blow special rule when fired at short range.
--Multi-Shot: One additional shot with a non-magical Longbow that applies a -1 to Hit for all shots made with a Longbow during that shooting phase. May be combined with magical arrows.
--Venom Shot: All non-magical arrows have the Poisoned Attacks special rule.
Deadly Aim: Waywatcher Kindred characters may trade all of their shots with a Longbow for a given shooting phase in exchange for one shot with the Sniper special rule. This shot may benefit from the Deadly Quiver special rule's benefits, including gaining an extra shot when using Multi-Shot.
(*Note*) Swapped Elusiveness and 6+ Dodge Save for Talismanic Tattoos and added the Deadly Aim option to make the Kindred seem a notch above the basic Waywatcher.
Glamourweave Kindreds:Glamourweave Kindred characters benefit from the Forest Spirit special rule. They may, but do not have to, ride any normal mount selection or a Unicorn chosen at additional cost from the army list.
(*Note*) Updated wording and allowance to ride all mounts a Spellsinger/Spellweaver would normally be allowed to ride.
Spites:Spites may only be taken once per army. Treeman Ancients and Branchwraiths may take as many Spites as they wish, up to their maximum total allotment. All others may only take one Spite. Spites count as special rules, despite being bought from the Magic item points allotment.
A Befuddlement of Mischiefs (20 pts)Treeman Ancients and Wardancer Kindred characters may not take this Spite.
A Befuddlement of Mischiefs will give the Forest Spirit special rule to a character, and their mount, if they don't already have it.
A character, and their mount, who already has the Forest Spirit special rule may join units of non-Forest Spirits, as though they did not have the Forest Spirit special rule. Note, the character, and their mount, still retains the Forest Spirit special rule while joining non-Forest Spirits and maintains all the standard restrictions for joining units besides the Forest Spirit one.
An Annoyance of Nettlings (25 pts)A Pageant of Shrikes (25 pts)A Murder of Spites (25 pts)Same, but Strength 3.
A Muster of Malevolents (25 pts)Same, but Strength 3.
A Cluster of Radiants (25 pts)Only Forest Spirit characters may take this Spite. Otherwise same.
A Lamentation of Despairs (25 pts)One-Use Only. Bound Spell - Power Level 3. Any model on the board may be targeted, with no Look Out Sir! roll. The targeted model must pass an unmodified Leadership test, or else suffer D3 automatic Wounds that cannot be saved by any means.
A Resplendence of Luminescents (15 pts)------------------------------------------------------------------------------------------------------------------------------------------------
The Asrai Armory:Revised Wood Elf Magic item section. The less useful or not useful items were cut for the trend that GW is making the Magic item sections smaller in the army books. Some items have the same name but have been revised or points cost updated. Any items listed that are the same completely are just listed for a complete list of items and because they didn't change at all in my rendition.
Version 6 didn't change the magic item section.
Magical Weapons:The Bow of Lathain (70pts)Longbow with 36" range. The wielder of this Magical bow may make one Strength 10 shot that penetrates ranks in the same manner as a Bolt Thrower and does Multiple Wounds (D6). The wielder of The Bow of Lathain may not benefit from the Multiple Shots benefit of the Whispers of the Bow special rule or Stand and Shoot while using this bow.
The Dawnspear (30pts)Magical Armor:The Crown of Thorns (65pts)The Crown of Thorns may be taken by a Treeman Ancient as part of their Spites points allotment or as a normal magical armor selection for Highborn.
This helm confers a 6+ Armor Save that can be combined with other bonuses as normal. In addition, the bearer of the Crown of Thorns also gains +1 Strength, Toughness, and Attack.
Talismans:The Rhymer's Harp (75pts)The bearer, their mount, and any unit they join gains a 5+ Ward Save. In addition, the bearer, their mount, and any unit they join receive the Strider special rule.
Stone of Rebirth (30pts)When the wearer is reduced to one Wound this item bestows a 2+ Ward Save. This may be used as long as the wearer remains at one Wound and will be lost if the wearer goes above one Wound. However, the 2+ Ward Save will be regained when the wearer is reduced back to one Wound remaining. Multiple Wound attacks are only protected against while the bearer is at one Wound remaining.
Enchanted Items:Hail of Doom Arrow (30pts)One Use Only - The Hail of Doom Arrow is a single magical arrow shot that splits into 3D6 shots when fired. These shots are Strength 4, Magical, and suffer no penalty for multiple shots. Any magical bow firing the Hail of Doom Arrow loses any effects from being magical and is considered mundane for this shot.
Arcane Bodkins (25pts)Arcane Items:Wand of Wych Elm (55pts)------------------------------------------------------------------------------------------------------------------------------------------------
The Fey Magic of Athel Loren:I tried to make spells that were relevant to our army and made a little bit of everything with the Lore. A few spells for board control, a few spells for movement, and a few spells for combat or damage/survival.
Revision 6: Made Tree Singing the Signature spell and changed the way it works. Updated Call of the Hunt in light of Vanhel's casting cost to be 9+ to cast instead of 10+. Finally, Illusory Domain is now 2D6" for Line of Sight instead of 1D6".
Lore Attribute: Nature's EntrapmentFor each successful Athel Loren spell cast reduce the Movement value of one enemy unit within 24" of the caster by D3 (to a minimum of 1). When pursuing, over-running, or fleeing, subtract one from the roll. This lasts until the beginning of the caster's next Magic phase. A unit may only be affected in this way once per Magic phase.
Signature Spell: Tree Singing [Cast on 8+]Tree Singing is an augment spell with a range of 36". Place a citadel wood or similar forest terrain piece with a maximum of 8" in diameter at any location completely within 36". This forest is treated as a mysterious forest and the effect of placing it is instantaneous, permanent, and may not place forests in contact with enemy units or such that it overlaps with other terrain besides open terrain. A maximum of 1 forest may be placed on a board for every 8 square feet available (rounding up).
Alternately, Tree Singing may be cast as an augment spell with a range of 24”. A target forest may be moved up to D6+1". This forest may start in contact or move into contact with units. If this forest enters or leaves contact with an enemy unit, that unit immediately takes D6 Strength 5 hits. A unit may only be affected in this way once per Magic phase.
Spell 1: The Hidden Path [Cast on 7+]The Hidden Path is an augment spell with a range of 24". The target unit must have the majority of its models within a forest to be targeted. Once cast on an eligible unit, that unit may be moved to any other unoccupied forest on the board (no range limit). The moved unit must maintain a majority of its models within the forest it ends in but may be in any formation and facing any direction it chooses, however, it must maintain a 1" distance from other units. If this is not possible, the spell fails. This effect is instantaneous.
Spell 2: Illusory Domain [Cast on 8+]Illusory Domain is a hex spell with a range of 48". The targeted unit may only use abilities that require line of sight to a range of 2D6” until the start of the caster’s next Magic phase. Movement, shooting, and spells that don’t require line of sight are unaffected.
Spell 3: The Call of the Hunt [Cast on 9+]The Call of the Hunt is an augment spell with a range of 18". If the target unit is not in combat, it will make a normal move or march move as if in the Remaining Moves phase.
If, instead, the target unit is in combat, it will re-roll misses (including mounts) until the start of the caster's next Magic phase. The Wizard can choose to increase the range of this spell to 36". If he does so, the casting value is increased to 12+.
Spell 4: Ariel's Blessing [Cast on 10+]Ariel's Blessing is an augment spell with a range of 18". If the target unit is Flammable it loses this Special Rule for the duration of this spell. The target unit gains Scaly Skin (5+) or improves an existing Scaly Skin save by one until the start of the caster's next Magic phase. The Wizard can choose to increase the range of this spell to 36". If he does so, the casting value is increased to 13+.
Spell 5: Fae Bewitchment [Cast on 12+]Fae Bewitchment is a hex spell with a range of 24". The target unit is at -1 to hit (in close combat and shooting). The target unit also cannot be Steadfast. This lasts until the start of the caster's next Magic phase. The Wizard can choose to increase the range of this spell to 48". If he does so, the casting value is increased to 15+.
Spell 6: Fury of the Forest [Cast on 16+]Fury of the Forest is an augment spell with a range of 12". The target unit gains +1 To Hit and +1 To Wound on close combat attacks only. It also gains Magical Attacks and Armor Piercing on all of its weapons (including ranged ones). These benefits last until the start of the caster's next Magic phase. The Wizard can choose to instead have his spell target all friendly units within 12". If he does so, the casting value is increased to 24+.
Edit: Fixed some typos and added 'One Use Only' to Hail of Doom Arrow.