Source: Warhammer Armies Project: Unofficial 9th Edition

Army List: Wood Elves
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Based on PDF Version 1.5, Last Modified: 2023 March 29 @ 09:22

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Wood Elves

Based on PDF Version 1.5, Last Modified: 2023 March 29 @ 09:22

Army Special Rules

Models with this special rule have the Dodge (6+) special rule in close combat. However, this cannot be used against enemies that attack before the model with Elven Grace.

A Wizard that has this special rule, and is within 6" of a forest, adds +1 to all attempts to cast and dispel spells.

A model with this special rule has the Fear, Forest Strider, Magical Attacks, Immunity (Psychology) special rules. In addition, they have a Ward Save (5+) which becomes a Ward save (6+) against Magical Attacks. However, units of Forest Spirits may only be joined by characters that are also Forest Spirit.

A Wood Elf army can always place an additional forest no more than 12" 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. Declare which type of forest it is 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.

Longbow. All shots with this weapon have the Armour Piercing (1) special rule.

Models with this special rule do not suffer the normal -1 To Hit penalty for moving and shooting.

Enchanted Arrows

Some models in the Wood Elf army have the option to purchase enchanted arrows. If a model has enchanted arrows, they must use them when shooting with an Asrai longbow. All Shooting attacks made with enchanted arrows count as Magical Attacks.

Shooting attacks made with Arcane Bodkins have the Armour Piercing (1) special rule.

Shooting attacks made with Hagbane Tips have the Poisoned Attacks special rule.

Shooting attacks made with Starfire Shafts forces enemies to take a Panic test if they suffer any casualties.

Shooting attacks made with Swiftshiver Shards allow the model to fire Multiple Shots even when moving that turn.

Shooting attacks made with Trueflight Arrows ignore all Shooting Modifiers that are not caused by magic items or spells.

Lords

Glade Lord. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120 pts

MWSBSSTWIALd
Glade Lord5774338410

Troop Type: Infantry (Character)

Hand weapon.

  • May be armed with one of the following:

    • Additional hand weapon (3 pts)

    • Spear (4 pts)

    • Great weapon (8 pts)

  • May be armed with an Asrai longbow (5 pts)

  • May wear light armour (3 pts)

  • May take a shield (3 pts)

  • May take one of the following:

    • Arcane Bodkins (1 pt)

    • Hagbane Tips (3 pts)

    • Starfire Shafts (2 pts)

    • Swiftshiver Shards (3 pts)\

    • Trueflight Arrows (2 pts)

  • May be mounted upon one of the following:

    • Elven Steed (21 pts)

    • Warhawk (30 pts)

    • Great Eagle (45 pts)

    • Great Stag (55 pts)

    • Meadow Chariot (replacing one of the crew) (70 pts)

    • Forest Dragon (325 pts)

  • May take one spite and/or magic items up to a total of 100 pts

Asrai Archery, Elven Grace, Forest Strider

Spellweaver. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .185 pts

MWSBSSTWIALd
Spellweaver544333519

Troop Type: Infantry (Character)

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

Hand weapon.

  • May be upgraded to Level 4 Wizard (35 pts)

  • May be mounted upon one of the following:

    • Elven Steed (21 pts)

    • Warhawk (30 pts)

    • Unicorn (40 pts)

    • Great Eagle (45 pts)

  • May take one spite and/or magic items up to a total of 100 pts

Blessings of the Ancients, Elven Grace, Forest Strider

Treeman Ancient. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .235 pts

MWSBSSTWIALd
Treeman Ancient5445662310

Troop Type: Monster (Character)

Magic: Treeman Ancient is a Level 1 Wizard who uses spells from the Lore of Life or the Lore of Athel Loren.

  • May be upgraded to a Level 2 Wizard (35 pts)

  • May take Strangleroots (20 pts)

  • May take spites up to a total of 100 pts

A model with this upgrade can make the following shooting attack:

RangeStrengthSpecial Rules
12"5-

Blessings of the Ancients, Flammable, Forest Spirit, Natural Armour (3+), Stubborn, 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.

Warsong Revenant. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .260 pts

MWSBSSTWIALd
Warsong Revenant544333519

Troop Type: Infantry (Character)

A Warsong Revenant is a Level 3 Wizard who use spells from the Lore of Life or Athel Loren. In addition, they know the spell Unleash Swarm of Spites.

Unleash Swarm of Spites is a direct damage spell that targets all enemy units within 12". Roll a number of dice equal to the casting result for each enemy unit. For each roll of 5+, the enemy unit suffers a Wound. Saves are taken as normal.

Hand weapon.

  • May take one spite and/or magic items up to a total of 100 pts

Blessings of the Ancients, Fly (5), Forest Spirit, Natural Armour (6+), Regeneration (5+), Song of Athel Loren

Friendly models within 12" of one or more Warsong Revenants gain +1 to their Leadership. Enemy models within 12" of one or more Warsong Revenants suffer -1 to their Leadership.

Heroes

Glade Captain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55 pts

MWSBSSTWIALd
Glade Captain566432739

Troop Type: Infantry (Character)

Hand weapon.

  • May be armed with one of the following:

    • Additional hand weapon (2 pts)

    • Spear (3 pts)

    • Great weapon (6 pts)

  • May be armed with an Asrai longbow (5 pts)

  • May wear light armour (2 pts)

  • May take a shield (2 pts)

  • May take one of the following:

    • Arcane Bodkins 1 pt

    • Hagbane Tips (3 pts)

    • Starfire Shafts (2 pts)

    • Swiftshiver Shards (3 pts)

    • Trueflight Arrows (2 pts)

  • May be mounted upon one of the following:

    • Elven Steed (14 pts)

    • Warhawk (20 pts)

    • Great Eagle (45 pts)

    • Great Stag (55 pts)

    • Meadow Chariot (replacing one of the crew) (70 pts)

  • May take one spite and/or magic items up to a total of 50 pts

  • One Glade Captain or ArchRevenant in the army may carry the Battle Standard for +25 pts. The Battle Standard Bearer can have a magic banner with no pts limit. However, a model carrying a magic standard can only take a spite and/or magic items up to a total of 25 pts.

Asrai Archery, Elven Grace, Forest Strider

Spellsinger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 pts

MWSBSSTWIALd
Spellsinger544332518

Troop Type: Infantry (Character)

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

Hand weapon.

  • May be upgraded to Level 2 Wizard (35 pts)

  • May be mounted upon one of the following:

    • Elven Steed (14 pts)

    • Warhawk (20 pts)

    • Unicorn (40 pts)

    • Great Eagle (45 pts)

  • May take one spite and/or magic items up to a total of 50 pts

Blessings of the Ancients, Elven Grace, Forest Strider

Shadowdancer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110 pts

MWSBSSTWIALd
Shadowdancer586432848

Troop Type: Infantry (Character)

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

Two hand weapons.

  • May be upgraded to a Level 1 Wizard (35 pts)

  • May take one spite and/or magic items up to a total of 50 pts

Blessings of the Ancients, Elven Grace, Forest Strider, Immunity (Psychology), Shadow Dances of Loec, Skirmishers, Talismanic Tattoos

At the start of each round of close combat in which they are fighting, models with this special rule 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: Each strike of a Wardancer's blade is made with uncanny precision, capable of severing a head or piercing a heart with one deceptively elegant stroke.
    While performing this dance, the model gains the Armour Piercing (1) and Killing Blow special rules.

  • Storm of Blades: The Wardancers rain blow after blow upon their opponent, moving with such speed that the eye cannot follow each distinct cut and thrust.
    While performing this dance, the model gains +1 Attack.

  • The Shadows Coil: With agile grace the Wardancers evade the clumsy attacks of their enemies, becoming almost impossible to strike.
    While performing this dance, all close combat attacks against the model suffer -1 To Hit.

  • Woven Mist: The sinuous movements of this dance distract and confuse the enemy, allowing the Wardancers to strike before their foe can react.
    When performing this dance, the model gains the Always Strikes First special rule.

Models with this special rule has Magic Resistance (1) and a Ward save (6+).

Waystalker. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90 pts

MWSBSSTWIALd
Waystalker567432728

Troop Type: Infantry (Character)

Two hand weapons, Asrai Longbow.

  • May take one of the following:

    • Arcane Bodkins (1 pt)

    • Hagbane Tips (3 pts)

    • Starfire Shafts (2 pts)

    • Swiftshiver Shards (3 pts)

    • Trueflight Arrows (2 pts)

  • May take one spite and/or magic items up to a total of 50 pts

Asrai Archery, Elven Grace, Forest Stalker, Forest Strider, Lethal Shot, Scouts, Sniper

While inside a wood, models with this special rule are at an additional -1 to be Hit with missile attacks. In addition, they may deploy within 12" of an enemy unit if they do so within a wood.

Models with this special rule have Killing Blow with missile attacks from their bows.

Branchwraith. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 pts

MWSBSSTWIALd
Branchwraith566442739

Troop Type: Infantry (Character)

Magic: Branchwraith that is a Wizard uses spells from the Lore of Life or the Lore of Athel Loren.

  • May be upgraded to a Level 1 Wizard (35 pts)

  • May take spites up to a total of 50 pts

Blessings of the Ancients, Flammable, Forest Spirit, Hatred, Natural Armour (6+), Tree Aspects

At the start of each round of close combat in which they are fighting, models with this special rule choose one of the following Tree Aspects, the effect of which lasts until the end of that turn or until a new Tree Aspect is chosen. This is done before Impact Hits are resolved. All Dryads in the same unit must choose the same Tree Aspect. Dryads cannot choose the same Tree Aspects in two consecutive rounds of combat.

  • Birch Aspect: Dryads which shift shape into their Birch aspect take on a silvery-white appearance like birch trees, with a mass of delicate yellow green or tawny yellow foliage for hair. They are extremely vicious and spiteful and lash the foe with their long fingers which cut into the flesh.
    While in this Aspect, the Dryads gain +1 Attack.

  • Oak Aspect: When Dryads shift shape into their Oak aspect, they become more robust and resilient to wounds. They assume a green or brown skin and their limbs thicken. Their hair becomes a mass of oak leaves and acorns.
    While in this Aspect, the Dryads gain +1 Toughness.

  • Willow Aspect: In their Willow aspect, Dryads change into creatures with green skin and extremely long yellowish green hair which hangs down around them like the leaves of the weeping willow tree. Their fingers extend in incredibly long, whip-like willow twigs. In close combat they entwine their fingers around the foe and grip his weapon making it difficult for him to wield it at all.
    While in this Aspect, enemy models in base contact suffer -1 To Hit.

Arch-Revenant. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120 pts

MWSBSSTWIALd
Arch-Revenant566432749

Troop Type: Infantry (Character)

Polearm, shield.

  • May take magic items and/or spites up to a total of 50 pts

  • One Glade Captain or Arch-Revenant in the army may carry the Battle Standard for +25 pts. The Battle Standard Bearer can have a magic banner with no pts limit. However, a model carrying a magic standard can only take a spite and/or magic items up to a total of 25 pts.

Call to Battle, Elven Grace, Fly (10), Forest Spirit, Natural Armour (6+)

All friendly units with the Forest Spirit special rule within 6" of the Arch-Revenant are subject to the Frenzy special rule as long as they remain within range, and do not lose Frenzy even if losing combat.

Mounts

Mounts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Elven Steed930331415
Unicorn1050442528
Warhawk240432525
Great Stag950543427
Great Eagle250443438
Forest Dragon660666358

Troop Type (Elven Steed): War Beast

Troop Type (Unicorn): War Beast

Troop Type (Warhawk): War Beast

Troop Type (Great Stag): Monstrous Beast

Troop Type (Great Eagle): Monstrous Beast

Troop Type (Forest Dragon): Monster

  • A Great Eagle may have any of the following:

    • Shredding Talons (5 pts)

    • Swiftsense (5 pts)

The model gains the Armour Piercing (1) rule.

The model gains +1 Initiative.

Forest Strider

Forest Strider, Impale, Magic Resistance (2), Magical Attacks

Model gain +1 Strength to their Impact Hits.

Fly (10)

Forest Strider, Impact Hits (D3)

Fly (9)

Fly (7), Forest Spirit, Natural Armour (3+), 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.

Core Units

Glade Guards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12 pts per model

MWSBSSTWIALd
Glade Guard544331518
Lord's Bowman545331518

Unit Size: 10+

Troop Type: Infantry

Hand weapon, Asrai Longbow.

  • May upgrade one Glade Guard to a Lord's Bowman (10 pts)

  • May upgrade one Glade Guard to a musician (10 pts)

  • May upgrade one Glade Guard to a standard bearer (10 pts)

    • May have a magic standard worth up to 25 pts

  • The entire unit may take one of the following:

    • Arcane Bodkins (1 pt per model)

    • Hagbane Tips (3 pts per model)

    • Starfire Shafts (2 pts per model)

    • Swiftshiver Shards (3 pts per model)

    • Trueflight Arrows (2 pts per model)

Asrai Archery, Elven Grace, Forest Strider

Deepwood Scout. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 pts per model

MWSBSSTWIALd
Deepwood Scout544331518
Master Scout545331518

You may not have more units of Deepwood Scouts than you have units of Glade Guard.

Unit Size: 5+

Troop Type: Infantry

Hand weapon, Asrai Longbow.

  • May upgrade one Deepwood Scout to a Master Scout (10 pts)

  • May upgrade one Deepwood Scout to a musician (10 pts)

  • May upgrade one Deepwood Scout to a standard bearer (10 pts)

  • The entire unit may take one of the following:

    • Arcane Bodkins (1 pt per model)

    • Hagbane Tips (3 pts per model)

    • Starfire Shafts (2 pts per model)

    • Swiftshiver Shards (3 pts per model)

    • Trueflight Arrows (2 pts per model)

Asrai Archery, Elven Grace, Forest Strider, Scouts, Skirmishers

Eternal Guard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11 pts per model

MWSBSSTWIALd
Eternal Guard554331519
Eternal Warden554331529

Unit Size: 10+

Troop Type: Infantry

Saearath, light armour.

A Saearath can either be used as a normal spear or a spear-stave. A spear-stave follows the normal rules for spears, but Requires Two Hands and adds +1 Attack. You may choose which fighting style you want to use at the start of each round of close combat.

  • May upgrade one Eternal Guard to an Eternal Warden (10 pts)

  • May upgrade one Eternal Guard to a musician (10 pts)

  • May upgrade one Eternal Guard to a standard bearer (10 pts)

    • May have a magic standard worth up to 50 pts

  • The entire unit may take shields (1 pt per model)

Elven Grace, Forest Strider, Stubborn

Dryads. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11 pts per model

MWSBSSTWIALd
Dryad544331528
Branch Nymph544331538

Unit Size: 10+

Troop Type: Infantry

  • May upgrade one Dryad to a Branch Nymph (10 pts)

  • The entire unit may be upgraded to Skirmishers (1 pt per model)

Flammable, Forest Spirit, Hatred, Natural Armour (6+), Tree Aspects

At the start of each round of close combat in which they are fighting, models with this special rule choose one of the following Tree Aspects, the effect of which lasts until the end of that turn or until a new Tree Aspect is chosen. This is done before Impact Hits are resolved. All Dryads in the same unit must choose the same Tree Aspect. Dryads cannot choose the same Tree Aspects in two consecutive rounds of combat.

  • Birch Aspect: Dryads which shift shape into their Birch aspect take on a silvery-white appearance like birch trees, with a mass of delicate yellow green or tawny yellow foliage for hair. They are extremely vicious and spiteful and lash the foe with their long fingers which cut into the flesh.
    While in this Aspect, the Dryads gain +1 Attack.

  • Oak Aspect: When Dryads shift shape into their Oak aspect, they become more robust and resilient to wounds. They assume a green or brown skin and their limbs thicken. Their hair becomes a mass of oak leaves and acorns.
    While in this Aspect, the Dryads gain +1 Toughness.

  • Willow Aspect: In their Willow aspect, Dryads change into creatures with green skin and extremely long yellowish green hair which hangs down around them like the leaves of the weeping willow tree. Their fingers extend in incredibly long, whip-like willow twigs. In close combat they entwine their fingers around the foe and grip his weapon making it difficult for him to wield it at all.
    While in this Aspect, enemy models in base contact suffer -1 To Hit.

Glade Rider. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17 pts per model

MWSBSSTWIALd
Glade Rider544331518
Glade Knight544331528
Elven Steed930331415

Unit Size: 5+

Troop Type: Cavalry

Spear, Asrai Longbow.

  • May upgrade one Glade Rider to a Glade Knight (10 pts)

  • May upgrade one Glade Rider to a musician (10 pts)

  • May upgrade one Glade Rider to a standard bearer (10 pts)

    • May have a magic standard worth up to 25 pts

  • The entire unit may wear light armour (1 pt per model)

  • The entire unit may take shields (1 pt per model)

  • The entire unit may take one of the following:

    • Arcane Bodkins (1 pt per model)

    • Hagbane Tips (3 pts per model)

    • Starfire Shafts (2 pts per model)

    • Swiftshiver Shards (3 pts per model)

    • Trueflight Arrows (2 pts per model)

Asrai Archery, Fast Cavalry, Forest Strider

Special Units

Wildwood Rangers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 pts per model

MWSBSSTWIALd
Wildwood Ranger554431519
Wildwood Warden554431529

Unit Size: 10+

Troop Type: Infantry

Great weapon, light armour.

  • May upgrade one Wildwood Ranger to a Wildwood Warden (10 pts)

  • May upgrade one Wildwood Ranger to a musician (10 pts)

  • May upgrade one Wildwood Ranger to a standard bearer (10 pts)

    • May have a magic standard worth up to 50 pts

A Saearath can either be used as a normal spear or a spear-stave. A spear-stave follows the normal rules for spears, but Requires Two Hands and adds +1 Attack. You may choose which fighting style you want to use at the start of each round of close combat.

Elven Grace, Forest Strider, Guardians of the Wildwood, Immunity (Psychology)

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 gains +1 Attack.

Wardancers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 pts per model

MWSBSSTWIALd
Wardancer564331628
Bladesinger564331638

Unit Size: 5+

Troop Type: Infantry

Two hand weapons.

  • May upgrade one Wardancer to a Bladesinger (10 pts)

  • May upgrade one Wardancer to a musician (10 pts)

  • The entire unit may swap their hand weapons for Saearath (free)

Elven Grace, Forest Strider, Immunity (Psychology), Shadow Dances of Loec, Skirmishers, Talismanic Tattoos

At the start of each round of close combat in which they are fighting, models with this special rule 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: Each strike of a Wardancer's blade is made with uncanny precision, capable of severing a head or piercing a heart with one deceptively elegant stroke.
    While performing this dance, the model gains the Armour Piercing (1) and Killing Blow special rules.

  • Storm of Blades: The Wardancers rain blow after blow upon their opponent, moving with such speed that the eye cannot follow each distinct cut and thrust.
    While performing this dance, the model gains +1 Attack.

  • The Shadows Coil: With agile grace the Wardancers evade the clumsy attacks of their enemies, becoming almost impossible to strike.
    While performing this dance, all close combat attacks against the model suffer -1 To Hit.

  • Woven Mist: The sinuous movements of this dance distract and confuse the enemy, allowing the Wardancers to strike before their foe can react.
    When performing this dance, the model gains the Always Strikes First special rule.

Models with this special rule has Magic Resistance (1) and a Ward save (6+).

Wild Riders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22 pts per model

MWSBSSTWIALd
Wild Rider554431519
Wild Hunter554431529
Elven Steed930331415
Steed of Kurnous930431415

Unit Size: 5+

Troop Type: Cavalry

Spear.

  • May upgrade one Wild Rider to a Wild Hunter (10 pts)

  • May upgrade one Wild Rider to a musician (10 pts)

  • May upgrade one Wild Rider to a standard bearer (10 pts)

    • May have a magic standard worth up to 50 pts

  • The entire unit may wear light armour (1 pt per model)

  • The entire unit may take shields (1 pt per model)

  • The entire unit may replace their Elven Steeds with Steeds of Kurnous (2 pts per model)

Devastating Charge, Fast Cavalry, Forest Spirit, Frenzy

Meadow Chariot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70 pts per model

MWSBSSTWIALd
Meadow Chariot8--544---
Charioteer-543--519
Elven Steed-303--41-

Unit Size: 1 Meadow Chariot, 2 Charioteers & 2 Elven Steeds

Troop Type: Chariot (Armour Save 5+)

Spear, Asrai Longbow.

  • May take two extra Elven Steeds (5 pts)

  • May take two extra Charioteers (10 pts)

Asrai Archery

Tree Kin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 pts per model

MWSBSSTWIALd
Tree Kin544453338
Tree Kin Elder544453348

Unit Size: 3+

Troop Type: Monstrous Infantry

  • May upgrade one Tree Kin to a Tree Kin Elder (10 pts)

Flammable, Forest Spirit, Natural Armour (4+), Stubborn

Alters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 pts per model

MWSBSSTWIALd
Alter844331628
Wild Kin844331638

Unit Size: 5+

Troop Type: Infantry

  • May upgrade one Alter to a Wild Kin (10 pts)

Animal Form, Elven Grace, Fear, Forest Strider, Skirmishers, Swiftstride

At the start of each round of close combat in which they are fighting, models with this special rule choose one of the following Animal Forms, the effect of which lasts until the end of that turn or until a new form is chosen. This is done before Impact Hits are resolved. All Alters in the same unit must choose the same form. Alters cannot choose the same Animal Forms in two consecutive rounds of combat.

  • Bear: The Alters grow thick muscles, allowing them to strike harder against the foe.
    While in this form, the model gains +1 Strength.

  • Boar: The hide of the Alters thicken, making them able to withstand stronger blows.
    While in this form, the model gains +1 Toughness.

  • Wolf: The Alters grow long fangs and claws that cuts deep, making them more savage in combat.
    While in this form, the model gains +1 Attack and the Armour Piercing (1) special rule.

  • Stag: The Alters sprout long horns from their heads, which they use to pierce the flesh of their foe on the charge.
    While in this form, the model gains the Impact Hits (1) special rule with Strength Bonus (1).

Warhawk Riders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25 pts per model

MWSBSSTWIALd
Warhawk Rider544331518
Wind Rider544331528
Warhawk240432525

Unit Size: 3+

Troop Type: Cavalry

Spear, Asrai Longbow.

  • May upgrade one Warhawk Rider to a Wind Rider (10 pts)

  • The entire unit may take shields (2 pts per model)

  • The entire unit may take one of the following:

    • Arcane Bodkins (1 pt per model)

    • Hagbane Tips (3 pts per model)

    • Starfire Shafts (2 pts per model)

    • Swiftshiver Shards (3 pts per model)

    • Trueflight Arrows (2 pts per model)

Asrai Archery, Fast Cavalry, Fly (10)

Tree Revenants. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 pts per model

MWSBSSTWIALd
Tree Revenant554431528
Scion554431538

Unit Size: 5+

Troop Type: Infantry

Hand weapon.

  • May upgrade one Tree Revenant to a Scion (10 pts)

  • May upgrade one Tree Revenant to a musician (10 pts)

  • May upgrade one Tree Revenant to a standard bearer (10 pts)

    • May have a magic standard worth up to 50 pts

Forest Spirit, Martial Memories, Natural Armour (6+), Spirit-walk

Models with this special rule may re-roll 1's when rolling To Hit and To Wound in close combat.

Instead of moving normally, the unit can walk the spirit paths during the Remaining Moves sub-phase. Remove it from play, and set it up so that the centre of the unit is within any wood on the table.

Spite Revenants. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 pts per model

MWSBSSTWIALd
Spite Revenant544431528
Shadestalker544431538

Unit Size: 5+

Troop Type: Infantry

  • May upgrade one Spite Revenant to a Shadestalker (10 pts)

Ambushers, Forest Spirit, Hatred, Natural Armour (6+), Skirmishers, Unbridled Malice

Spite Revenants' Hatred special rule applies in all rounds of close combat, not just the first. In addition, enemy units in base contact with them must re-roll successful Leadership tests. This has no effect on units that have Immunity (Psychology).

Rare Units

Waywatchers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 pts per model

MWSBSSTWIALd
Waywatcher545331518
Waywatcher Sentinel546331518

Unit Size: 5+

Troop Type: Infantry

Hand weapon, Asrai Longbow.

  • May upgrade one Waywatcher to a Waywatcher Sentinel (10 pts)

  • The entire unit may take additional hand weapons (1 pt per model)

  • The entire unit may take one of the following:

    • Arcane Bodkins (1 pt per model)

    • Hagbane Tips (3 pts per model)

    • Starfire Shafts (2 pts per model)

    • Swiftshiver Shards (3 pts per model)

    • Trueflight Arrows (2 pts per model)

  • The entire unit may be upgraded with Traps 15 pts

A Waywatcher unit which is within a forest is automatically assumed to set traps around its positions. Any enemy charging the unit through the forest will activate the traps as soon as the enemy unit touches the forest. If the chargers are already inside the forest when the charge is declared the traps are activated as soon as the charge is declared. Roll a dice to determine the type and effect of the trap.

D6

Result

1-2

Spikes: The Waywatchers have scattered pieces of long thorn on the forest floor, and have half buried short spikes in the ground around their position.

The enemy unit suffers D6 Strength 3 hits.

3

Snares: The attackers are caught by snares as they charge, preventing them reaching their target.

The enemy unit deducts D3" from the charge distance.

4

Nets: As the enemy charges nets fall on top of them from the trees above.

All enemy models in base contact with the Waywatchers must pass a Strength test or be unable to attack in the ensuing close combat.

5

Camouflaged Pit: As the enemy advances they find themselves falling into concealed pits lined with sharp stakes.

The enemy unit counts as moving through Dangerous Terrain. If the unit would already treat the forest as Dangerous Terrain, they instead fail the test on a 1-2.

6

Impaler: A huge concealed spike suddenly springs out and impales anyone in its way.

Treat the unit as being hit by a bolt thrower in the front rank. The file it hits is determined by the Wood Elf player.

Asrai Archery, Elven Grace, Forest Stalker, Forest Strider, Lethal Shot, Scouts, Skirmishers

While inside a wood, models with this special rule are at an additional -1 to be Hit with missile attacks. In addition, they may deploy within 12" of an enemy unit if they do so within a wood.

Models with this special rule have Killing Blow with missile attacks from their bows.

Sisters of the Thorn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24 pts per model

MWSBSSTWIALd
Sister of the Thorn545331518
Handmaiden of the Thorn546331518
Steed of Isha930431415

Unit Size: 5+

Troop Type: Cavalry

Hand weapon, javelin.

  • May upgrade one Sister of the Thorn to a Handmaiden of the Thorn (10 pts)

  • May upgrade one Sister of the Thorn to a musician (10 pts)

  • May upgrade one Sister of the Thorn to a standard bearer (10 pts)

    • May have a magic standard worth up to 50 pts

Asrai Archery, Blessings of the Ancients, Deepwood Coven, Fast Cavalry, Forest Strider, Poisoned Attacks, Ward Save (4+)

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 The Curse of Anraheir (Lore of Beasts). This doesn’t 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.

Great Eagles. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45 pts per model

MWSBSSTWIALd
Great Eagle250443438

You may take 1-2 units of Great Eagles as a single Rare choice.

Unit Size: 1-3

Troop Type: Monstrous Beast

  • May have any of the following:

    • Shredding Talons (5 pts per model)

    • Swiftsense (5 pts per model)

The model gains the Armour Piercing (1) rule.

The model gains +1 Initiative.

Fly (9)

Sylvan Hunters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48 pts per model

MWSBSSTWIALd
Sylvan Hunter554443438
Huntmaster554443448

Unit Size: 3+

Troop Type: Monstrous Infantry

Great weapon.

  • May upgrade one Sylvan Hunter to a Huntmaster (10 pts)

  • The entire unit may replace their great weapons with one of the following:

    • Polearms (free)

    • Great bows (free)

Longbow. A Great Bow has a range of 36" and Strength 5. Any shots made with it have the Magical Attacks special rule.

Flammable, Forest Spirit, Natural Armour (5+), Tanglethorn Thicket

At the start of either player’s Movement phase, Sylvan Hunters can sprout a thick weave of thorned branches. Until the end of the turn, they cannot voluntarily move, but counts as being in Hard Cover.

Gossamid Archers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23 pts per model

MWSBSSTWIALd
Gossamid Archer554431528
Flitwing Scion555431528

Unit Size: 5+

Troop Type: Infantry

Hand weapon, Elven Longbow.

Elven Bows follow the rules for Bows. Elven Longbows follow the rules for Longbows. All shots with these weapons have the Armour Piercing (1) special rule.

  • May upgrade one Gossamid Archer to a Flitwing Scion (10 pts)

Fly (10), Forest Spirit, Larval Shafts, Martial Memories, Natural Armour (6+), Zephyrspites

If a model with this special rule rolls a natural 6 To Hit with their bows, that Attack automatically Wounds with the Multiple Wounds (D3) special rule.

Models with this special rule may re-roll 1's when rolling To Hit and To Wound in close combat.

After a unit where the majority of the models with this special rule has resolved all their missile attacks and is within 6" of an enemy unit; they may move directly backwards D6", keeping the same unit facing.

Spiterider Revenants. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60 pts per model

MWSBSSTWIALd
Spiterider Revenant554431528
Spiterider Scion554431538
Dragonspite330442425

Unit Size: 3+

Troop Type: Cavalry

Hand weapon, shield.

  • May upgrade one Spiterider Seeker to a Spiterider Scion (10 pts)

  • May upgrade one Spiterider Seeker to a musician (10 pts)

  • May upgrade one Spiterider Seeker to a standard bearer (10 pts)

    • May have a magic standard worth up to 50 pts

  • The entire unit may take spears (2 pts per model)

Devastating Charge, Fast Cavalry, Fly (9), Forest Spirit, Martial Memories, Natural Armour (5+), Regeneration (5+)

Models with this special rule may re-roll 1's when rolling To Hit and To Wound in close combat.

Treeman. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .215 pts per model

MWSBSSTWIALd
Treeman566565259

Unit Size: 1

Troop Type: Monster

  • May take Strangleroots (20 pts)

A model with this upgrade can make the following shooting attack:

RangeStrengthSpecial Rules
12"5-

Flammable, Forest Spirit, Natural Armour (3+), Stubborn, 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.

Forest Dragon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .325 pts per model

MWSBSSTWIALd
Forest Dragon660666358

Unit Size: 1

Troop Type: Monster

Fly (7), Forest Spirit, Natural Armour (3+), 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.

Special Characters - Lords

Orion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .425 pts

MWSBSSTWIALd
Orion9885559510
Hound of Orion940441416

Troop Type (Orion): Monstrous Infantry (Special Character)

Troop Type (Hound of Orion): War Beast

  • May be accompanied by two Hounds of Orion (20 pts)

Magic Items / Abilities (Orion): Hawk's Talon, Spear of Kurnous, Cloak of Isha, Horn of the Wild Hunt

Longbow. All shots with this weapon are resolved at Strength 5 and have the Multiple Shots (6) special rule. Hawk's Talon may fire Multiple Shots even when moving.

Spear. The Spear of Kurnous gives Orion +1 Strength, as well as the Armour Piercing (1) and Multiple Wounds (D3) special rules. In addition, it can be used to make shooting attacks using the same rules as a bolt thrower with the profile below. This attack can be made if Orion moves (but not if he marches).

RangeStrengthSpecial Rules
18"+1-

The Cloak of Isha grants Orion the Ward Save (6+) and Magic Resistance (2) special rules. At the start of each of your turns, roll a D6. On a score of 6, Orion regains a Wound lost earlier in the battle.

One use only. At the start of any turn, the Horn of the Wild Hunt may be sounded. Once it has, Orion and all friendly units within 18" gain the Devastating Charge and Fear special rules for the remainder of the turn.

Asrai Archery, Elven Grace, Forest Spirit, Frenzy, Orion's Equerries, Terror, Unbreakable, The Wild Hunt

If Orion is accompanied by Hounds of Orion, they must be deployed as a unit. Orion cannot leave this unit, and cannot join other units.

In an army led by Orion, Wild Riders counts as Core Units. An army led by Orion must include at least one unit of Wild Riders.

Forest Spirit, Frenzy, Unbreakable

Ariel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .520 pts

MWSBSSTWIALd
Ariel5554457010

Troop Type: Monstrous Infantry (Special Character)

Magic: Ariel is a Level 4 Wizard who uses spells from the Lore of Athel Loren.

Magic Items / Abilities: The Dart of Doom, The Heartstone of Athel Loren, The Wand of Wych Elm, The Acorn of Ages, The Berry Wine

One use only. The Dart of Doom has a range of 12". If the dart hits a model it causes 1 automatic Wound which Ignores Armour Saves. If the wound is not saved the dart sucks energy out of the victim, draining their Strength characteristic by D3 to a minimum of 1.

If Ariel successfully dispels a spell targeted at her, the casting Wizard must immediately take a Leadership test. If he fails, he immediately loses a Wizard level and may not cast that spell for the remainder of the game.

This staff allows any failed Dispel attempt to be re-rolled.

One use only. At the start of the game, after the battlefield has been set up, but before deployment begins, place a forest, no more than 12" in diameter, on the battlefield. This forest can be placed anywhere at least 1" away from another terrain feature and the edge of the battle field. Once the forest have been placed, it scatters 2D6". If this scatter causes a forest to end up within 1" (or on top of) other terrain, or within 1" of the battle field edge, reduce or increase the scatter by the smallest amount necessary to avoid the obstruction. When this has been done, declare which type of forest you want it to be – choose from the types on the Mysterious Forest table.

One use only. The wine can be drunk at the start of any phase. Ariel will immediately regain up to D3 Wounds previously lost during the battle.

Aura of the Fey Queen, Blessings of the Ancients, Earthbind, Fly (9), Forest Spirit, Loremaster (Lore of Athel Loren), Screech

Ariel has Magic Resistance (3). In addition, all friendly units within 6" of Ariel have Immunity (Panic).

Any units declaring a charge on Ariel count as moving through Dangerous Terrain for the duration of the turn. In addition, if Ariel flees from combat, any enemies attempting to pursue her roll an extra D6 when determining their pursuit distance and discard the highest result.

Ariel may use Screech when it would normally be her time to attack in close combat. This is a special attack that automatically Hits all enemy models in base contact at Strength 4 with the Ignores Armour Saves rule.

Durthu Oakheart. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .320 pts

MWSBSSTWIALd
Durthu Oakheart5666662510

Troop Type: Monster (Character)

Magic: Durthu Oakheart is a Level 1 Wizard who uses spells from the Lore of Beasts.

Magic Items / Abilities: Sword of Daith

This sword allows Durthu to re-roll failed To Hit rolls every turn, not just the first. In addition, he can never lose his Frenzy special rule.

Blessings of the Ancients, Flammable, Forest Spirit, Frenzy, Hatred, Natural Armour (3+), Strangleroots, Stubborn, Tree Whack, Unburden of Thieflings

A model with this upgrade can make the following shooting attack:

RangeStrengthSpecial Rules
12"5-

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.

An Unburden of Thieflings is a close combat attack that can be used in addition to Durthu's other attacks. It has the following profile:

RangeStrengthSpecial Rules
Combat2-

Any enemy units that suffer Wounds from any of these attacks suffer -1 To Hit and To Wound as well as -1 to their armour saves until the start of your next turn.

Araloth. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .195 pts

MWSBSSTWIALd
Araloth5874338510

Troop Type: Infantry (Special Character)

Spear, shield, light armour.

Boldest of the Bold, Forest Strider, Skaryn the Eye Thief, Ward Save (4+)

Whilst Araloth is a lone character, he has the Unbreakable special rule.

At the start of each of your turns, nominate a single enemy model within 18" of Araloth. That model takes a Strength 4 hit. If the Wound is unsaved, and the To Wound roll was a 6, the model suffers a -5 penalty to Weapon Skill, Ballistics Skill, and Initiative (to a minimum of 1) for the rest of the game. A model can only suffer this penalty once.

Thalandor Doomstar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .235 pts

MWSBSSTWIALd
Thalandor5774338410
Gwandor (Great Eagle)250443438

Troop Type: Monstrous Cavalry (Special Character)

Shield.

Magic Items / Abilities: Spear of Daith, Talisman of Qwarr

Spear. The Spear of Daith gives Thalandor a Parry (4+), even while mounted.

Models targeting against Thalandor and Gwandor with missile attacks suffer -1 To Hit.

Fly (9)

Sceolan. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .185 pts

MWSBSSTWIALd
Sceolan5774338410

Troop Type: Infantry (Special Character)

Hand weapon, light armour.

Magic Items / Abilities: The Bow of Loren, Buckler of Bronze

Asrai Longbow. All shots from the Bow of Loren are resolved at Strength 4 with Multiple Shots (A) special rule. Multiple Shots (A) means the bow fires a number of shots equal to the wielder's Attacks characteristic. It cannot fire enchanted arrows.

Note that if Sceolan is included in your army, no other model may be given the Bow of Loren.

Buckler. For each attack that Hits Sceolan in close combat, he may make an extra Attack back immediately.

Ambush Master, Asrai Archery, Elven Grace, Forest Strider, Scouts

If Sceolan is included in your army, one Core Unit of your choice may deploy using the Ambushers special rule.

The Lady of Vines. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .340 pts

MWSBSSTWIALd
The Lady of Vines576554759

Troop Type: Monstrous Infantry (Special Character)

The Lady of Vines is a Level 2 Wizard who uses spells from the Lore of Athel Loren. In addition, she knows the following spell: Aspect of Athel Loren

Aspect of Athel Loren is an augment spell that is cast on the wizard themself. Until the start of your next Magic phase, all friendly units with the Forest Spirit special rule gain a Ward save (6+) as long as they remain within 12" of the caster.

Magic Items / Abilities: Kurnotheal's Wrath, Verdian Crown

Spear/javelin. All attacks (both shooting and close combat) made with this weapon may re-roll failed rolls To Hit and have the Multiple Wounds (D3) special rule.

All friendly units with the Forest Spirit special rule within 6" of the Lady of Vines counts as being in soft cover.

Blessings of the Ancients, Forest Spirit, Natural Armour (5+), Writhing Vines

At the start of each round of close combat, the Lady of Vines can choose between creating a protective barrier or ensnare foes.

If she creates a protective barrier, enemy units targeting her or any unit she is within suffer -1 To Hit this round of close combat. If she ensnares foes, she and any unit she is with gains +1 To Hit this round of close combat.

Drycha Hamadreth. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .315 pts

MWSBSSTWIALd
Drycha Hamadreth576555769

Drycha Hamadreth is an upgraded version of Drycha, and as a result you may not include both at the same time in your army.

Troop Type: Monstrous Infantry (Special Character)

Magic: Drycha Hamadreth is a Level 2 Wizard who uses spells from the Lore of Life or the Lore of Athel Loren.

Blessings of the Ancients, Deadly Infestation, Eternal Rage, Fanatical Resolve, Flammable, Forest Spirit, Mercurial Aspect, Natural Armour (3+), Roused to Wrath

In addition to Drycha's normal attacks, she can also make two types of special attacks. The Colony of Flitterfuries uses the following profile:

RangeStrengthSpecial Rules
12"1-

The Colony of Flitterfuries suffers no To Hit penalties for firing Multiple Shots.

The Swarm of Squirmlings uses the following profile:

RangeStrengthSpecial Rules
Combat1-

Drycha has the Hatred special rule which applies in every round of close combat, not just the first.

If Drycha is reduced to 1 Wound, she gains the Frenzy special rule. She automatically loses Frenzy if she is healed back to her starting number of Wounds.

At the start of each of your turns, declare whether Drycha is Enraged or Embittered. If Drycha is Enraged, the Colony of Flitterfuries gains the Multiple Shots (3D6) special rule. If Drycha is Embittered, the Swarm of Squirmlings gains the Random Attacks (3D6) special rule.

This rule cannot be used if there are no forests on the battlefield when it is time to deploy your army. When you deploy, you may choose D3 units wholly composed of models with the Forest Spirit special rule – these are not deployed at the start of the game, but are ‘slumbering’ somewhere on the battlefield.

At the start of the Remaining Moves sub-phase of your first turn, roll a D6 for each slumbering unit. On a roll of 1-2, nothing happens – roll again next turn. On a roll of 3-6, the unit awakens. Place it on the battlefield so that all models in the unit are wholly within a forest, and at least 1" away from other units and impassable terrain. Treat units that cannot be placed as having rolled a 1-2. Any units that have not yet awoken by the time the game ends award victory points as if they had been destroyed.

Special Characters - Heroes

Drycha. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .170 pts

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Drycha576442749

Troop Type: Infantry (Special Character)

Magic: Drycha is a Level 2 Wizard who uses spells from the Lore of Life or the Lore of Athel Loren.

Blessings of the Ancients, Eternal Rage, Fanatical Resolve, Flammable, Forest Spirit, Natural Armour (6+), Roused to Wrath, Spirit-walk, Tree Aspects

Drycha has the Hatred special rule which applies in every round of close combat, not just the first.

If Drycha is reduced to 1 Wound, she gains the Frenzy special rule. She automatically loses Frenzy if she is healed back to her starting number of Wounds.

This rule cannot be used if there are no forests on the battlefield when it is time to deploy your army. When you deploy, you may choose D3 units wholly composed of models with the Forest Spirit special rule – these are not deployed at the start of the game, but are ‘slumbering’ somewhere on the battlefield.

At the start of the Remaining Moves sub-phase of your first turn, roll a D6 for each slumbering unit. On a roll of 1-2, nothing happens – roll again next turn. On a roll of 3-6, the unit awakens. Place it on the battlefield so that all models in the unit are wholly within a forest, and at least 1" away from other units and impassable terrain. Treat units that cannot be placed as having rolled a 1-2. Any units that have not yet awoken by the time the game ends award victory points as if they had been destroyed.

Instead of moving normally, the unit can walk the spirit paths during the Remaining Moves sub-phase. Remove it from play, and set it up so that the centre of the unit is within any wood on the table.

At the start of each round of close combat in which they are fighting, models with this special rule choose one of the following Tree Aspects, the effect of which lasts until the end of that turn or until a new Tree Aspect is chosen. This is done before Impact Hits are resolved. All Dryads in the same unit must choose the same Tree Aspect. Dryads cannot choose the same Tree Aspects in two consecutive rounds of combat.

  • Birch Aspect: Dryads which shift shape into their Birch aspect take on a silvery-white appearance like birch trees, with a mass of delicate yellow green or tawny yellow foliage for hair. They are extremely vicious and spiteful and lash the foe with their long fingers which cut into the flesh.
    While in this Aspect, the Dryads gain +1 Attack.

  • Oak Aspect: When Dryads shift shape into their Oak aspect, they become more robust and resilient to wounds. They assume a green or brown skin and their limbs thicken. Their hair becomes a mass of oak leaves and acorns.
    While in this Aspect, the Dryads gain +1 Toughness.

  • Willow Aspect: In their Willow aspect, Dryads change into creatures with green skin and extremely long yellowish green hair which hangs down around them like the leaves of the weeping willow tree. Their fingers extend in incredibly long, whip-like willow twigs. In close combat they entwine their fingers around the foe and grip his weapon making it difficult for him to wield it at all.
    While in this Aspect, enemy models in base contact suffer -1 To Hit.

Naestra & Arahan. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .175 pts

MWSBSSTWIALd
Naestra566432739
Arahan566432739
Ceithin-Har660666358
Gwindalor250444438

Naestra & Arahan must choose a mount, either Ceithin-Har or Gwindalor.

Troop Type (Naestra): Infantry (Special Character)

Troop Type (Arahan): Infantry (Special Character)

Troop Type (Ceithin-Har): Monster

Troop Type (Gwindalor): Monstrous Beast

Spear, light armour.

Spear, light armour.

  • Must be mounted on one of the following:

    • Ceithin-Har (Forest Dragon) (320 pts)

    • Gwindalor (Great Eagle) (100 pts)

Magic Items / Abilities (Naestra): Talon of Dawn

The Talon of Dawn is a missile weapon with the following profile:

RangeStrengthSpecial Rules
30"5-

If an attack from the Talon of Dawn causes one or more unsaved Wounds, they regain a single Wound lost earlier in the battle.

Magic Items / Abilities (Arahan): Talon of Dusk

The Talon of Dusk is a missile weapon with the following profile:

RangeStrengthSpecial Rules
30"2-

Asrai Archery, Conjoined Destiny, Sisters of Twilight

If Naestra and Arahan have been reduced to less than 4 Wounds at the end any turn, they will be restored to 4 Wounds.

Naestra’s close combat attacks receive a +1 bonus To Wound against models from the Forces of Destruction. Arahan’s close combat attacks receive a +1 bonus To Wound against models from the Forces of Order.

Asrai Archery, Conjoined Destiny, Sisters of Twilight

If Naestra and Arahan have been reduced to less than 4 Wounds at the end any turn, they will be restored to 4 Wounds.

Naestra’s close combat attacks receive a +1 bonus To Wound against models from the Forces of Destruction. Arahan’s close combat attacks receive a +1 bonus To Wound against models from the Forces of Order.

Fly (7), Forest Spirit, Impetuous, Natural Armour (3+), Soporific Breath

If Ceithin-Har can declare a Charge during the Charge sub-phase, he must do so unless he passes a Leadership test.

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.

Fly (9), Hunter’s Mount

When mounted on Gwindalor, Naestra and Arahan re-roll all failed To Hit rolls when making shooting attacks.

Naieth the Prophetess. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .155 pts

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Naieth544332518

Troop Type: Infantry (Special Character)

Magic: Naieth is a Level 2 Wizard who uses spells from the Lore of Beasts, the Lore of Life, the Lore of Heavens, the Lore of Light or the Lore of Athel Loren.

Hand weapon.

Magic Items / Abilities: The Rod of Divination

The Rod of Divination gives Naieth an extra Power dice at the start of each Magic phase.

Blessings of the Ancients, Elven Grace, Forest Strider, Othu the Owl

Othu may settle on any unit of Wood Elves with a Standard Bearer at the start of the shooting phase. This unit may then re-roll To Hit rolls of 1 with missile attacks this turn. The owl never settles on the same unit twice in succession. Othu is not vulnerable to weapons, missiles or magic, but if Naieth is removed from play Othu flies away.

Lothlann the Brave. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .160 pts

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Lothlann566432739

Troop Type: Infantry (Special Character)

Hand weapon, light armour.

  • May be mounted on an Elven Steed (14 pts)

Magic Items / Abilities: The Battle Standard of Athel Loren

This is the army's Battle Standard. Any enemy spell cast at a friendly unit within 12" of the standard is automatically dispelled on the roll of a 5+.

Elven Grace, Forest Strider

Scarloc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110 pts

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Scarloc566432739

Troop Type: Infantry (Special Character)

Magic Items / Abilities: Asyendi's Bane, Runesword of Darkwood

Asrai Longbow. This weapon allow Scarloc to re-roll all missed shooting attacks. However, if the shot still misses after this re-roll, then he suffers a Strength 3 hit.

This weapon gives Skarloc the Always Strikes First and Armour Piercing (1) special rules.

Asrai Archery, Elven Grace, Forest Strider, Scouts

Skaw. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 pts

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Skaw555432628

Troop Type: Infantry (Special Character)

Magic Items / Abilities: The Lash of Claws, The Cape of Feathers

The Lash of Claws gives Skaw the Strength Bonus (1) and Always Strikes First special rule. In addition, if the victim is Hit but not Wounded, it is temporarily ensnared by the flail and loses 1 Attack for the duration of the turn.

This armour gives Skaw the following armour profile:

CombatMissileSpecial Rules
-+3/4+-

Elven Grace, Falcons, Forest Strider

Skaw may use his 3 falcons in addition to another missile weapon during the start of the Shooting phase. The falcons can be directed against any enemy unit within line of sight, regardless of range. The enemy unit must take a Weapon Skill test for each falcons targeting them; if failed, the unit takes a Strength 3 Hit.

In close combat, the falcons give Skaw an additional 3 Attacks that are resolved at Weapon Skill 4, Strength 3 and Initative 4. These attacks no not benefit from any special rules or items that Skaw might have.

Gruarth. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75 pts

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Gruarth855432628
Fang940442425
Claw940442425

Troop Type (Gruarth): Infantry (Special Character)

Troop Type (Fang): War Beast

Troop Type (Claw): War Beast

Hand weapon, Animal Hide Cape.

The Animal Hide Cape gives Gruath the following armour profile:

CombatMissileSpecial Rules
+1/6++2/5+-

Magic Items / Abilities (Gruarth): The Binding Bolas

The Blinding Bolas is a missile weapon with the following profile:

RangeStrengthSpecial Rules
18"1-

If a target has Unit Strength 3 or less and is Hit, but not slain, then it is temporarily entangled and cannot move in their next Movement phase. Entangled enemies may be left behind, counting as casualties, or in the case of a Character, as if they had left the unit.

Animal Form, Beastmaster, Elven Grace, Fear, Forest Strider, Mixed Unit, Skirmishers

At the start of each round of close combat in which they are fighting, models with this special rule choose one of the following Animal Forms, the effect of which lasts until the end of that turn or until a new form is chosen. This is done before Impact Hits are resolved. All Alters in the same unit must choose the same form. Alters cannot choose the same Animal Forms in two consecutive rounds of combat.

  • Bear: The Alters grow thick muscles, allowing them to strike harder against the foe.
    While in this form, the model gains +1 Strength.

  • Boar: The hide of the Alters thicken, making them able to withstand stronger blows.
    While in this form, the model gains +1 Toughness.

  • Wolf: The Alters grow long fangs and claws that cuts deep, making them more savage in combat.
    While in this form, the model gains +1 Attack and the Armour Piercing (1) special rule.

  • Stag: The Alters sprout long horns from their heads, which they use to pierce the flesh of their foe on the charge.
    While in this form, the model gains the Impact Hits (1) special rule with Strength Bonus (1).

During the Movement phase, Fang and Claw may move away from Gruath if they wish, forming a unit of their own. They may return to Gruath in the Remaining Moves phase by moving within 1" of him as long as neither of them is fleeing, in which case the unit will revert back to the normal Mixed Unit special rule. While the wolves are more than than 12" from Gruath they are subject to Frenzy. If both wolves are slain, Gruarth becomes subject to Hatred.

Wychwethyl the Wild. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135 pts

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Wychwethyl 586432848

Troop Type: Infantry (Special Character)

Two hand weapons.

Magic Items / Abilities: The Drum of Orcskin

The Drum of Orcskin gives Wychwethyl and any unit he joins the Swiftstride special rule when they roll their charge distance.

Choose Opponent, Dance of Doom, Elven Grace, Forest Strider, Immunity (Psychology), Shadow Dances of Loec, Talismanic Tattoos

In close combat, Wychwethyl can choose to attack any enemy model in the enemy unit, not just the models in base contact with him.

Wychwethyl can use the Dance of Doom instead of his normal Shadow Dances. If he does so, he gains +1 Attack for every enemy model in base contact with him.

At the start of each round of close combat in which they are fighting, models with this special rule 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: Each strike of a Wardancer's blade is made with uncanny precision, capable of severing a head or piercing a heart with one deceptively elegant stroke.
    While performing this dance, the model gains the Armour Piercing (1) and Killing Blow special rules.

  • Storm of Blades: The Wardancers rain blow after blow upon their opponent, moving with such speed that the eye cannot follow each distinct cut and thrust.
    While performing this dance, the model gains +1 Attack.

  • The Shadows Coil: With agile grace the Wardancers evade the clumsy attacks of their enemies, becoming almost impossible to strike.
    While performing this dance, all close combat attacks against the model suffer -1 To Hit.

  • Woven Mist: The sinuous movements of this dance distract and confuse the enemy, allowing the Wardancers to strike before their foe can react.
    When performing this dance, the model gains the Always Strikes First special rule.

Models with this special rule has Magic Resistance (1) and a Ward save (6+).

Aethis the Wanderer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .165 pts

MWSBSSTWIALd
Aethis586432848

Troop Type: Infantry (Special Character)

Magic Items / Abilities: Orion's Swords, Ariel's Belt

Two hand weapons. Orion's Swords adds +2 Weapon Skill and Strength to the wielder. In addition, Aethis can choose to reduce the number of Attacks of one enemy model in base contact of his choosing by 1 at the start of each close combat phase. However, if he does so, he will only gain +1 Weapon Skill and Strength that close combat phase.

Ariel's Belt gives the wearer a Ward Save (6+).

Elven Grace, Forest Strider, Immunity (Psychology), Shadow Dances of Loec, Talismanic Tattoos

At the start of each round of close combat in which they are fighting, models with this special rule 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: Each strike of a Wardancer's blade is made with uncanny precision, capable of severing a head or piercing a heart with one deceptively elegant stroke.
    While performing this dance, the model gains the Armour Piercing (1) and Killing Blow special rules.

  • Storm of Blades: The Wardancers rain blow after blow upon their opponent, moving with such speed that the eye cannot follow each distinct cut and thrust.
    While performing this dance, the model gains +1 Attack.

  • The Shadows Coil: With agile grace the Wardancers evade the clumsy attacks of their enemies, becoming almost impossible to strike.
    While performing this dance, all close combat attacks against the model suffer -1 To Hit.

  • Woven Mist: The sinuous movements of this dance distract and confuse the enemy, allowing the Wardancers to strike before their foe can react.
    When performing this dance, the model gains the Always Strikes First special rule.

Models with this special rule has Magic Resistance (1) and a Ward save (6+).

Spites of Athel Loren

Choosing Spites

Spites are chosen in the same manner as Magic Items, and count towards the maximum number of points a character is allowed to spend on Magic Items. Therefore each particular Spite choice may only be chosen once in an army. For example, you cannot have two models with A Murder of Spites in the one army. In addition, each character can only choose one Spite from the list below. However, models with the Forest Spirit special rule may have any number of Spites, to the limit of their allowance (100 points and 50 points respectively).

A model with a Blight of Terrors causes Terror.

Forest Spirit only. A character with a Cluster of Radiants adds one extra dice to their Dispel pool in their opponent's Magic phase.

Any enemy attempting to strike a character with an Annoyance of Netlings in close combat will suffer -1 To Hit.

Innate Bound Spell, Power Level 3. A Befuddlement of Mischiefs is a hex spell with a range of 18". The targeted unit must take a Stupidity test using 3D6 in their next Movement phase.

Innate Bound Spell, Power Level 3. A Lamentation of Despairs is a direct damage spell with a range of 12" which can be used to target enemy Characters or Monsters, even within a unit. The targeted model must pass a Leadership test, or else suffer D3 Wounds which Ignores Armour Saves.

A Muster of Malevolents is a shooting attack that can be used in addition to the models other shooting attacks. It has the following profile:

RangeStrengthSpecial Rules
12"2-

A Pageant of Shrikes is a shooting attack that can be used in addition to the model's other shooting attacks. It has the following profile:

RangeStrengthSpecial Rules
18"4-

A Murder of Spites is a close combat attack that can be used in addition to the models other attacks. It has the following profile:

RangeStrengthSpecial Rules
Combat2-

A Resplendence of Luminescents give the character and any unit they join Magical Attacks.

Heirlooms of Athel Loren

This section contains the rules and background for some of the most iconic and powerful magical artefacts used by the Wood Elves. These may be used in addition to the magic items found in the Warhammer rulebook.

Magic Weapons

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

Armour saves cannot be taken against Wounds caused by the Spirit Sword. Furthermore, immediately when an enemy single model unit (that is not an Animated Construct) or Character suffers one or more unsaved Wounds from the Spirit Sword, both they and the wielder must roll 2D6 and add their respective Leadership values. If the wounded model's total is higher, or the totals are the same, nothing else happens. If the wounded model's total is lower, it immediately suffers a Wound which Ignores Armour Saves for each point by which its total was exceeded.

Asrai Longbow. All shots from the Bow of Loren are resolved at Strength 4 with Multiple Shots (A) special rule. Multiple Shots (A) means the bow fires a number of shots equal to the wielder's Attacks characteristic. It cannot fire enchanted arrows.

Note that if Sceolan is included in your army, no other model may be given the Bow of Loren.

Magic Armour

This enchanted helm imbues the wearer with the spirit and fury of Orion. The Helm of the Hunt has the following armour profile:

CombatMissileSpecial Rules
+1/6++1/6+-

Talismans

The Rhymer's Harp gives the bearer and any unit they join the Ward Save (5+) and Strider special rules.

Arcane Items

When casting the Tree Singing spell, the bearer may re-roll the distance the forest moves, or the number of Hits it inflicts.

Enchanted Items

One use only. Model with Asrai Longbow only. The Hail of Doom arrow can be used instead of making a Shooting attack with the bearer's Asrai longbow, though it cannot be used with the Sniper rule. Declare that the Hail of Doom Arrow is being used before any dice are rolled.

RangeStrengthSpecial Rules
30"4-

If the bearer's 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.

Magic Standards

Banner of the Eternal Queen can hear Ariel's voice whispering in their minds, filling them with courage in the face of impossible odds. 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 phase.

The unit carrying the Banner of the Hunter King add +D6" to their charge range.

Magic Items Expansion

Magic Weapons

Spear. If the wielder of the Dawnspear causes an unsaved wound on an enemy, then all enemy models in that unit that have not yet attacked suffer -1 To Hit in this round of close combat.

Any unit suffering one or more unsaved wounds from the Callach's Claw suffers a -2 penalty to their Leadership for the remainder of the Combat phase.

Asrai Longbow. The Hunter's Talon gives the wielder the Sniper special rule.

Shadowdancer only. Two hand weapons. The Blades of Loec allow the wielder to re-roll failed rolls To Wound.

Spear. The Spear of Twilight gives the wielder the Killing Blow special rule.

The Sword of a Thousand Winters gives the bearer the Ice Attacks special rule. In addition, Characters and Monsters must take a Toughness test for each unsaved wound suffered by the Sword of a Thousand Winters. For every test failed, they suffer -1 Strength, Initiative and Attacks for the remainder of the game.

Two hand weapons. Rageth's Wildfire Blades give the wielder the Flaming Attacks special rule.

Magic Armour

Light armour. The Armour of the Fey gives the Ward Save (4+) special rule against Magical Attacks.

Light armour. The Oaken Armour gives the wearer the Regeneration (4+) special rule.

Light armour. Railarian's Mantle gives the wearer the Regeneration (5+) special rule if they are within 6" of a forest.

Model on foot only. Light armour. The Briarsheath causes any missile attacks targeted at the wearer to suffer -1 To Hit, or -2 To Hit if the wearer is in a forest.

Talismans

The Glamourweave gives the bearer the Ward Save (4+) special rule against missile attacks. In addition, any model attempting to strike the bearer in close combat must first pass a Leadership test or require 6's To Hit the bearer during that Combat phase.

The Amaranthine Brooch gives the wearer the Ward Save (4+) special rule against non-Magical Attacks.

The Stone of the Crystal Mere gives the bearer the Ward Save (3+) special rule. However, if this Ward Save is ever failed, then the stone shatters and the Ward Save is lost for the rest of the game.

The Amber Pendant causes all enemy units in base contact with the wearer to be subject to the Always Strikes Last special rule.

The Fimbulwinter Shard causes enemies attacking the bearer in close combat to suffer -1 To Hit. However, all models with the Forest Spirit special rule (including the bearer) suffer from Stupidity while the bearer is within 6".

The Waystalker's Cloak gives the wearer the Forest Stalker and Scouts special rule.

Merciw's Locus causes the bearer and any model attacking them to lose all Strength bonuses from any weapon they might carry.

One use only. If the bearer of the Stone of Rebirth is killed, roll a D6. On a 2+, the model is brought back to life with one Wound remaining. This has no effect if the wearer was killed as a result of being pursued down.

Arcane Items

Once per Magic phase, the bearer of Ranu's Heartstone may re-roll one of the dice when casting or dispelling a spell. This can be used to prevent a miscast or to cause Ultimate Power.

If an opponent uses more than three power dice (from any source) when casting any spell, the bearer of the Divination Orb may add an extra free Dispel dice into the attempt to dispel that spell.

Any enemy unit that enters a forest within 18" of the bearer of the Deepwood Sphere suffers D6 Strength 4 Hits as soon as they have finished their move. They continue to suffer D6 Strength 4 Hits at the start of any of their Movement phases for as long as they remain in the forest.

When casting spells from the Lore of Life, the wizard carrying the Elf Charm may add D3 to their casting value once per Magic phase.

Enchanted Items

One use only. The Horn of the Asrai can be used at the beginning of any enemy Movement phase. When used, all enemies able to declare a charge against the bearer of this item must take a Psychology test. If they fail, they must declare a charge against the bearer this turn.

All enemy units within 6" of the bearer of the Wraithstone suffer a -1 penalty to their Leadership. This has no effect on models with Immunity (Psychology).

Elynett's Brooch allows the wearer and any unit they are with to re-roll failed Psychology tests.

Enchanted Arrows. Any shots made with the Arrows of Potency have the Multiple Wounds (2) special rule.

Enchanted Arrows. Any Character or Monster wounded by Dragontooth Arrows gains the Stupidity special rule for the remainder of the game.

All friendly units within 12" of the bearer of Gwytherc's Horn gain +1 to their Leadership when attempting to Rally.

Magic Standards

Enemies that attempt to charge or flee from the unit carrying Faoghir, the Banner of Dwindling roll one dice fewer than normal to determine their charge/flee distance.

One use only. Gaemrath, the Banner of Midwinter may be used at the start of any close combat phase. Until the start of your next Movement phase, the unit carrying the banner may not move and gains the Unbreakable special rule.

Enemy units within 12" of the unit carrying Saemrath, the Banner of the Zenith at the start of their Movement phase may not March.

The unit carrying Aech, the Banner of Springtide gains the Quick to Fire special rule and may fire Multiple Shots with their bows when choosing Stand & Shoot as a charge reaction.

Magic Lores

Whenever a spell from the Lore of Athel Loren is cast on a friendly unit, that unit immediately recovers 1 Wound worth of models (rounding up to 2 for Cavalry), as described for the Regrowth spell in the Lore of Life.

Tree Singing is an augment spell which targets a single forest within 24" 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 they do so, the casting value of the spell is increased to 12+.

Fury of the Forest is a direct damage spell with a range of 18". 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 increase the range of this spell to 36". If they do so, the casting value is increased to 8+.

The Twilight Host is an augment spell with a range of 18". 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 Unit Strength it really has for the purpose of determining Steadfast and Outnumber. The Wizard can instead choose to increase the range of this spell to 36". If they do so, the casting value is increased to 9+.

The Hidden Path is an augment spell with a range of 18". 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 increase the range of this spell to 36". If they do so, the casting value is increased to 10+.

Madrigal of Greening has a range of 18". Place a forest of your choosing no more than 12" in diameter wholly within the spell's maximum range. Any models under this forest are placed within them (in exactly the same formation and facing).

Ariel's Blessing is an augment spell with a range of 12". The unit gains the Regeneration (4+) special rule until the start of the player's next Magic phase. The Wizard can instead choose to increase the range of this spell to 24". If they do so, the casting value is increased to 14+.

The Call of the Hunt is an augment spell with a range of 18". Until the start of the caster's next Magic phase, the unit gains +1 Attack (except mounts). 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 increase the range of this spell to 36". If they do so, the casting value is increased to 14+.

Reference Chart

Unit Name

Troop Type

Base Size (mm)

Aethis the Wanderer

Infantry

20x20

Alters

Infantry

20x20

Araloth

Infantry

20x20

Arch-Revenant

Infantry

25x25

Ariel

Monstrous Infantry

40x40 or 50x50

Branchwraith

Infantry

25x25

Ceithin-Har

Monster

50x50

Deepwood Scouts

Infantry

20x20

Dryads

Infantry

25x25

Drycha

Infantry

25x25

Drycha Hamadreth

Monstrous Infantry

100x50

Durthu Oakheart

Monster

50x75

Elven Steed

Warbeast

25x50

Eternal Guard

Infantry

20x20

Fang & Claw

Warbeast

25x50

Forest Dragon

Monster

50x50

Forest Dragon

Monster

50x50 or 50x100

Glade Captain

Infantry

20x20

Glade Guard

Infantry

20x20

Glade Lord

Infantry

20x20

Glade Riders

Cavalry

25x50

Gossamid Archers

Infantry

25x25

Great Eagle

Monstrous Beast

40x40 or 50x50

Great Stag

Monstrous Beast

50x50

Gruath

Infantry

20x20

Gwindalor

Monstrous Cavalry

40x40

Hound of Orion

Warbeast

25x50

Lothlann The Brave

Infantry

20x20

Meadow Chariot

Chariot

50x100

Naestra & Arahan

Infantry

20x20

Naieth The Prophetess

Infantry

20x20

Orion

Monstrous Infantry

50x50

Scarloc

Infantry

20x20

Sceolan

Infantry

20x20

Shadowdancer

Infantry

20x20

Sisters of The Thorn

Cavalry

25x50

Skaw

Infantry

20x20

Spellsinger

Infantry

20x20

Spellweaver

Infantry

20x20

Spite Revenants

Infantry

25x25

Spiterider Revenants

Cavalry

50x50

Sylvan Hunters

Monstrous Infantry

40x40 or 50x50

Thalandor

Monstrous Cavalry

40x40

The Lady of Vines

Monstrous Infantry

50x50

Tree Kin

Monstrous Infantry

40x40

Tree Revenants

Infantry

25x25

Treeman

Monster

50x50 or 75x50

Treeman Ancient

Monster

50x75

Unicorn

Warbeast

25x50

War Dancers

Infantry

20x20

Warhawk

Warbeast

40x40

Warhawk Riders

Cavalry

40x40

Warsong Revenant

Infantry

25x25 or 50x50

Waystalker

Infantry

20x20

Waywatchers

Infantry

20x20

Wild Riders

Cavalry

25x50

Wildwood Rangers

Infantry

20x20

Wychwethyl the Wild

Infantry

20x20