ravening hordes - wood elves 9th ed
TRANSCRIPT
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1WOOD ELVES
WARHAMMER:WOOD ELVES
By: Mathias Eliasson
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2 WOOD ELVES
ARMY SPECIAL RULESMARKSMAN PROWESS:Models with this special rule (but not any mounts) may
re-roll all To Hit rolls of 1 when making shooting
attacks.
BLESSING OF ISHA:Models with this special rule add +1 to all attempts to
cast spells from the Lore of Athel Loren.
AMBUSH FROM THEWORLDROOTSA Wood Elf army can always place an additional forest
no more than 5" in diameter on the battlefield. This is
done during deployment, before any units are
deployed, and must be placed wholly in your half of
the battlefield. This forest is not mysterious terrain -declare its type when you place it. If you cannot fit the
forest on your half of the table, move other terrainfeatures by the shortest distance necessary so that the
forest can be placed. If you still cannot place the forest,
or if the scenario means that the Wood Elf army does
not have a table half in which to deploy, this additional
forest is not used in this battle.
ASRAI LONGBOW:Range: Strength: Special Rules:
30" 3 Armour Piercing (1),
Volley Fire,
Multiple Shots (2),
Stand and Fire
ENCHANTED ARROWS:Some models in the Wood Elf army have the option to
purchase enchanted arrows. If a model has enchanted
arrows, he must use them when shooting with an Asrai
longbow. All Shooting attacks made with enchanted
arrows count as Magical Attacks.
Arcane Bodkins: All shots have the Armour Piercing
(2) special rule. This replaces the normal Armour
Piercing (1) from the Asrai longbow.
Hagbane Tips: All shots have the Poisoned Attacks
special rule.
Trueflight Arrows: Shooting attacks made with
Trueflight Arrows do not suffer To Hit penalties.
BEASTMASTER:Beastmaster: A Beastmaster may be accompanied by
a unit consisting of one of the critters below, which hewill form a unit together with. These follows the rules
for Monsters and Handlers. The Beastmaster may make
a "Look Out, Sir!" roll as normal. If the Beastmaster iskilled, any remaining critters in the unit will
immediately flee as soon as they are not engaged in
close combat – remove them as casualties.
• Hounds: Hounds have the Fast Cavalry special rule.
• Boars: Boars gain +2 Strength on any turn that they
charge.
• Bear: Bears have the Fear and Natural Armour (5+)
special rule.
ETERNAL GUARD:Saearath:
Range: Strength: Special Rules:
Combat As user Fight in Extra Ranks (1),
Extra Attack*,
Requires Two Hands*
*Does not apply if the model is armed with a shield.
WILDWOOD RANGERS:Guardians of the Wildwood: If a model with this
special rule is in base contact with at least one enemy
model with either the Fear or Terror special rule, it has
+1 Attack.
WAR DANCERS:Shadow Dances of Loec: At the start of each round of
close combat in which they are fighting, models with
this special rule (the dancers) choose one of the
following dances, the effect of which lasts until the end
of that turn or until a new dance is chosen. This is done before Impact Hits are resolved. All dancers in the
same unit must choose the same dance. Dancers cannot
choose the same dance in two consecutive rounds of
combat.
• Whirling Death: The dancers have the ArmourPiercing (1) and Killing Blow special rules.
• Storm of Blades: The dancers have +1 Attack.
• The Shadows Coil: The dancers have the Ward save(4+) special rule.
• Woven Mist: Enemy units in base contact with the
unit receive no combat result bonus for extra ranks.
SISTERS OF THE THORN:Deepwood Coven: A unit of Sisters of the Thorn is
considered to be a Level 2 Wizard that knows the
spells Shield of Thorns (Lore of Life) and Curse of
Anraheir (Lore of Beasts). This 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 nominateone Sister or Handmaiden of the Thorn as the caster (or
target) for the purposes of line of sight, range, etc. In
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3WOOD ELVES
the event of a Sisters of the Thorn unit rolling a
miscast, do not roll on the Miscast table. Instead, the
unit suffers D3 Wounds with no saves of any kind
allowed.
Blackbriar Javelin:
Range: Strength: Special Rules:
12" As user Poisoned Attacks,Quick to Fire,
Multiple Shots (2),
Stand and Fire
WAYWATCHERS:Hawk-eyed Archer: Before a model with this specialrule makes a shooting attack, decide whether it will
make a fast shot or an aimed shot, as seen below.
Models in the same unit must choose the same type of
shot.
• Fast Shot: The model’s missile weapon has the
Multiple Shots (2) special rule for the duration of thatattack. This ignores the Stand and Fire special rule.
• Aimed Shot: The model’s missile weapon has the
Ignore Armour Saves special rule for the duration of
that attack. This ignores the Multiple Shots (2) specialrule.
TREEMAN:Tree Whack: A model with this special rule canchoose 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.
UPGRADE:Strangleroots: A model with this upgrade can make
the following shooting attack:
Range: Strength: Special Rules:
12" 5 Multiple Shots (D6+1)
FOREST DRAGON:Soporific Breath: A Forest Dragon has a Strength 2
Breath Weapon with the Armour Piercing (3) special
rule. 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.
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4 WOOD ELVES
LORE OF ATHEL LORENVERDUROUS HARMONY (Lore Attribute)Whenever a spell from the Lore of Athel Loren is cast
on a friendly unit, that unit immediately recover one
Wounds’ worth of models, as described for the Regrowth spell in the Lore of Life.
TREE SINGING (Signature Spell) Cast on 6+Tree Singing is an augment spell that targets a single
forest within 18" of the caster. If there are no units
within the forest, it immediately moves up to D6+1" in
a direction of your choice. A forest cannot move to
within 1" of units or other terrain features.
If there is at least one unit (friendly or enemy) within
the forest, then the forest does not move. Instead,
choose a single enemy unit at least partially within the
forest; that unit immediately suffers 2D6 Strength 4hits. The Wizard can choose to instead have this spell
target all forests within 12". If he does so, the castingvalue of the spell is increased to 12+.
1. FURY OF THE FOREST Cast on 6+ Fury of the Forest is a direct damage spell with a
range of 24". If successfully cast, the spell causes D6
Strength 4 hits. If the target is within 6" of a wood,
then this is increased to 2D6 Strength 4 hits. The
Wizard can instead choose to cast a more powerful
version, affecting all enemies within 12". If they do so,
the casting value is increased to 12+.
2. THE TWILIGHT HOST Cast on 6+The Twilight Host is an augment spell with a range of
24". Until the caster's next Magic phase, the unit causes
Fear. If the unit would already cause fear, it instead
causes Terror. In addition, the unit will counts as
having twice the number of ranks it really has for the
purpose of determining Steadfast (but not rank bonus).
The Wizard can instead choose to cast a more powerful
version, affecting all friendly units within 12". If they
do so, the casting value is increased to 12+.
3. THE HIDDEN PATH Cast on 7+The Hidden Path is an augment spell with a range of
24". The unit gains the Ethereal special rule until the
start of the caster's next Magic phase. If the unit becomes engaged in close combat, the spell instantly
ends. The Wizard can instead choose to cast a more
powerful version, affecting all friendly units within12". If they do so, the casting value is increased to 14+.
4. MADRIGAL OF GREENING Cast on 9+ Madrigal of Greening has a range of 24". Place a
mysterious forest no more than 5" in diameter within
the spell’s maximum range. Any models under thisforest are placed within them (in exactly the same
formation and facing).
5. ARIEL'S BLESSING Cast on 10+ Ariel’s Blessing is an augment spell with a range of12". The unit gains the Regeneration (4+) special ruleuntil the start of the player's next Magic phase. The
Wizard can instead choose to cast a more powerful
version, affecting all friendly units within 12". If they
do so, the casting value is increased to 20+.
6. THE CALL OF THE HUNT Cast on 11+The Call of the Hunt is an augment spell with a range
of 18". Unless the start of the caster’s next Magic
phase, the unit gains +1 Attack (does not affect steeds
or ridden monsters). If the unit is not engaged in
combat, it immediately moves forward towards theclosest enemy unit using the Random Movement (2D6)
special rule. The Wizard can instead choose to cast a
more powerful version, affecting all friendly units
within 12". If they do so, the casting value is increased
to 22+.
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MAGIC ITEMSTHE SPIRIT SWORD 70 pointsMagic Weapon
All attacks made with the Spirit Sword has the Ignore
Armour saves special rule. Furthermore, immediatelywhen an enemy character, champion or monster suffers
one or more unsaved Wounds from the Spirit Sword,
both he and the wielder must roll 2D6 and add theirrespective 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 for each point by which
its total was exceeded, with no armour saves allowed.
DAITH'S REAPER 50 pointsMagic Weapon
All failed To Hit and To Wound rolls made with
Daith’s Reaper must be re-rolled, as must all successfularmour saves taken against Wounds caused by this
weapon.
THE BOW OF LOREN 20 pointsMagic Weapon
The Bow of Loren is an Asrai longbow with the
Multiple Shots (A+1) special rule, which means it firesa number of shots equal to 1 plus the wielder’s Attacks
characteristic. It cannot fire enchanted arrows.
THE HELM OF THE HUNT 15 pointsMagic Armour
6+ armour save. Furthermore, the Helm of the Huntgrants the bearer the Devastating Charge special rule
and +1 Weapon Skill on a turn in which he charges into
combat.
THE RHYMER'S HARP 75 pointsTalisman This item gives the bearer, their mount, and any unit
they join the Ward save (5+) and Strider special rules.
CALAINGOR'S STAVE 15 pointsArcane ItemWhen casting the Tree Singing spell, the bearer may re-
roll the distance the forest moves, or the number ofHits it inflicts.
MOONSTONE OF THEHIDDEN WAYS 35 pointsEnchanted Item
If the bearer’s unit is wholly within a forest at the endof your Movement phase, and is not in close combat, it
can forestwalk. If it does so, remove it from the
battlefield and immediately replace it, wholly within
any forest on the battlefield, in the same formation, but
facing any direction. A forestwalking unit cannot be
placed within 1" of an enemy unit or impassable
terrain. A unit that forestwalks counts as having
marched in the Movement phase.
HAIL OF DOOM ARROW 30 pointsEnchanted Item
One use only. Model with Asrai longbow only. The
Hail of Doom arrow can be used instead of making aShooting attack with the bearer’s Asrai longbow.
Declare that the Hail of Doom Arrow is being used before any dice are rolled.
Range: Strength: Special Rules:
30" 4 Armour Piercing (1),
Multiple Shots (3D6)
THE BANNER OFTHEETERNAL QUEEN 55 pointsMagic Standard
The bearer has the Magic Resistance (3) special rule. In
addition, once per game, all models in the same unit asthe Banner of the Eternal Queen have the Unbreakable
special rule until the end of the turn, or until the bearer
is slain (whichever comes first). Declare you are using
this ability at the start of any turn.
THE BANNER OF THE HUNTER KING 30 pointsMagic Standard
All models in the same unit as the Banner of the Hunter
King have the Vanguard special rule. In addition the
bearer ’s unit re-roll their first failed charge of the
game.
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LORDSHIGHBORN 125 points Profile M WS BS S T W I A Ld Troop Type
Highborn 5 7 7 4 3 3 8 4 10 Infantry (Character)
Equipment: Options:
Hand weapon
Asrai longbow
Light armour
May be armed with one of the following:
- Additional hand weapon………………………………………………………….3 points
- Spear ……………………………………………………………………………...3 points
- Great weapon……………………………………………………………………..6 points
May take a shield…………………….……………………………………………...3 points
May take one of the following:
- Arcane Bodkins…………………………………………………………………..3 points
- Hagbane Tips……………………………………………………………………..3 points
- Trueflight Arrows………………………………………………………………...3 points
May be mounted upon one of the following:
-
Elven Steed……………………………………………………………………...21 points - Great Eagle……………………………………………………………………...50 points
- Great Stag……………………………………………………………………….65 points
- Meadow Chariot (replacing one of the crew)…………………………………...70 points
- Forest Dragon………………………………………………………………….300 points
May take magic items up to a total of…………………………………………….100 points
Special Rules:
Marksman Prowess
Forest Strider
SPELLWEAVER 185 points Profile M WS BS S T W I A Ld Troop Type
Spellweaver 5 4 4 3 3 3 5 1 9 Infantry (Character)
Equipment: Magic: Options: Hand weapon
Special Rules:
Blessing of Isha
Forest Strider
A Spellweaver is a
Level 3 Wizard who
uses spells from the
Lore of Life, Beasts,
Light, Shadow or
Athel Loren.
May be upgraded to Level 4 Wizard…………………………..35 points
May be mounted upon one of the following:
- Elven Steed………………………………………………….21 points
- Great Eagle………………………………………………….50 points
- Unicorn……………………………………………………...60 points
May take magic items up to a total of………………………..100 points
TREEMAN ANCIENT 255 points Profile M WS BS S T W I A Ld Troop Type
Treeman Ancient 5 4 4 5 6 6 2 3 10 Monster (Character)
Special Rules: Magic: Options:
Flammable
Forest Strider
Immunity (Psychology)
Natural Armour (3+)
Stubborn
Ward save (6+)
Tree Whack
Blessing of Isha
A Treeman Ancient
is a Level 1 Wizardwho uses spells from
the Lore of Life or
Athel Loren.
May be upgraded to Level 2 Wizard…………………...35 points
May take Strangleroots………………………………...20 points
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HEROESGLADE CAPTAIN
60 points Profile M WS BS S T W I A Ld Troop Type
Glade Captain 5 6 6 4 3 2 7 3 9 Infantry (Character)
Equipment: Special Rules: Options:
Hand weapon
Asrai longbow
Light armour
Marksman Prowess
Forest Strider
May be armed with one of the following:
- Additional hand weapon…………………………………...2 points
- Spear ……………………………………………………….2 points
- Great weapon………………………………………………4 points
May take a shield…………………….……………………….2 points
May take one of the following:
- Arcane Bodkins…………………………………………….3 points
- Hagbane Tips………………………………………………3 points
- Trueflight Arrows………………………………………….3 points
May be mounted upon one of the following:
-
Elven Steed……………………………………………….14 points - Great Eagle………………………………………………..50 points
- Meadow Chariot (replacing one of the crew)…………….70 points
- Great Stag…………………………………………………65 points
May take magic items up to a total of……………………….50 points
SPELLSINGER
80 points Profile M WS BS S T W I A Ld Troop Type
Spellsinger 5 4 4 3 3 2 5 1 8 Infantry (Character)
Equipment: Magic: Options:
Hand weapon
Special Rules:
Blessing of Isha
Forest Strider
A Spellsinger is aLevel 1 Wizard who
uses spells from the
Lore of Life, Beasts,
Light, Shadow or
Athel Loren.
May be upgraded to Level 2 Wizard…………………………..35 points May be mounted upon one of the following:
- Elven Steed………………………………………………….14 points
- Great Eagle………………………………………………….50 points
- Unicorn……………………………………………………...60 points
May take magic items up to a total of…………………………50 points
BEASTMASTER 30 points Profile M WS BS S T W I A Ld Troop Type
Beastmaster 5 5 5 4 3 2 6 2 8 Infantry (Character)
Hound 9 3 0 3 3 1 3 1 5 War Beast
Boar 7 3 0 3 4 1 3 1 5 War BeastBear 6 4 0 5 4 3 3 3 6 Monstrous Beast
Equipment: Options:
Hand weapon
Asrai longbow
May be armed with one of the following:
- Additional hand weapon………………………………………………………2 points
- Spear …………………………………………………………………………..2 points
May be mounted upon one of the following:
- Elven Steed…………………………………………………………………..14 points
- Great Eagle…………………………………………………………………...50 points
- Great Stag…………………………………………………………………….65 points
May be accompanied by one of the following:
-
Up to 5 Hounds………………………………………………….....6 points per model - Up to 5 Boars………………………………………………………8 points per model
- Up to 3 Bears……………………………………………………..45 points per model
May take magic items up to a total of…………………………………………..50 points
Special Rules:
Marksman Prowess
Forest Strider
Beastmaster
ARMY BATTLE STANDARDOne Glade Captain in the army may
carry the Battle Standard for +25 points. The Battle Standard Bearer can
have a magic banner (no points limit).
A model carrying a magic standard
cannot carry any other magic items.
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HEROESSHADOWDANCER
100 points Profile M WS BS S T W I A Ld Troop Type
Shadow Dancer 5 8 6 4 3 2 8 3 8 Infantry (Character)
Equipment: Magic: Options:
Two hand weapons
Special Rules:
Forest Strider
Immunity (Psychology)
Skirmishers
Ward save (6+)
Shadow Dances
A Shadowdancer who is a
Wizard uses spells from
the Lore of Shadow.
May be upgraded to a Level 1 Wizard………..50 points
May take magic items up to a total of………...50 points
WAYSTALKER
90 points Profile M WS BS S T W I A Ld Troop Type
Waystalker 5 6 7 4 3 2 7 1 8 Infantry (Character)
Equipment: Special Rules: Options:
Two hand weapons
Asrai longbow
Marksman Prowess
Forest Strider
Scout
Sniper
Hawk-eyed Archer
May take one of the following:
- Arcane Bodkins…………………………………………3 points
- Hagbane Tips…………………………………………...3 points - Trueflight Arrows………………………………………3 points
May take magic items up to a total of……………………25 points
BRANCHWRAITH
70 points
Profile M WS BS S T W I A Ld Troop Type
Branchwraith 5 6 6 4 4 2 7 4 9 Infantry (Character)
Special Rules: Magic: Options:
Blessing of Isha
Forest Strider
Fear
Flammable
Forest Strider
Hatred
Immunity (Psychology)
Ward save (6+)
A Branchwraith who is a
Wizard uses spells from
the Lore of Life or Athel
Loren.
May be upgraded to a Level 1 Wizard………..50 points
CHARACTER MOUNTS Profile M WS BS S T W I A Ld Troop Type
Elven Steed 9 3 0 3 3 1 4 1 5 War Beast
Unicorn 10 5 0 4 4 1 5 2 8 War Beast
Great Eagle 2 5 0 4 4 3 4 2 8 Monstrous Beast
Great Stag 9 5 0 5 4 3 4 2 7 Monstrous Beast
Forest Dragon 6 6 0 6 6 6 3 5 8 Monster
Special Rules:
Great Eagle: Fly
Unicorn: Fear, Impact Hits (2), Magic Resistance (2)
Great Stag: Forest Strider, Impact Hits (D3)
Forest Dragon: Fly, Natural Armour (3+), Soporific Breath
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CORE UNITSGLADE GUARDS
13 points per model Profile M WS BS S T W I A Ld Troop Type
Glade Guard 5 4 4 3 3 1 5 1 8 Infantry
Lord's Bowman 5 4 5 3 3 1 5 1 8 Infantry
Unit Size: 10+ Special Rules: Options:
Equipment:
Hand weapon
Asrai Longbow
Marksman Prowess
Forest Strider
One Glade Guard may be upgraded to a Lord's Bowman…….10 points
One Glade Guard may be upgraded to a musician……………10 points
One Glade Guard may be upgraded to a standard bearer ……..10 points
- One unit may have a magic standard worth up to…………..25 points
The entire unit may take one of the following:
- Arcane Bodkins…………………………………..3 points per model
- Hagbane Tips……………………………………..3 points per model
- Trueflight Arrows………………………………...3 points per model
DEEPWOOD SCOUTS 15 points per model Profile M WS BS S T W I A Ld Troop Type
Deepwood Scout 5 4 4 3 3 1 5 1 8 Infantry
Master Scout 5 4 5 3 3 1 5 1 8 Infantry
Note: You may not have more units of Deepwood Scouts than you have units of Glade Guard.
Unit Size: 5+ Special Rules: Options:
Equipment:
Hand weapon Asrai Longbow
Marksman Prowess
Forest Strider
Scouts Skirmishers
One Deepwood Scout may be upgraded to a Master Scout…..10 points
One Deepwood Scout may be upgraded to a musician……….10 points
One Deepwood Scout may be upgraded to a standard bearer...10 points The entire unit may take one of the following:
- Arcane Bodkins…………………………………..3 points per model
- Hagbane Tips……………………………………..3 points per model
- Trueflight Arrows………………………………...3 points per model
ETERNAL GUARD 11 points per model Profile M WS BS S T W I A Ld Troop Type
Eternal Guard 5 5 4 3 3 1 5 1 8 Infantry
Eternal Warden 5 5 4 3 3 1 5 2 8 Infantry
Unit Size: 10+ Special Rules: Options:
Equipment:
Saearath
Light armour
Forest Strider
Stubborn
One Eternal Guard may be upgraded to an Eternal Warden….10 points
One Eternal Guard may be upgraded to a musician…………..10 points
One Eternal Guard may be upgraded to a standard bearer ……10 points
- May have a magic standard worth up to……………………25 points
The entire unit may take shields…………………………………… free
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CORE UNITSSPITE SWARMS
40 points per model Profile M WS BS S T W I A Ld Troop Type
Spite Swarm 5 3 0 2 2 5 5 5 10 Swarm
Unit Size: 2+ Special Rules:
Magical Attacks
Ward save (6+)
DRYADS 11 points per model Profile M WS BS S T W I A Ld Troop Type
Dryad 5 4 4 3 4 1 5 2 8 Infantry
Branch Nymph 5 4 4 3 4 1 5 3 8 Infantry
Unit Size: 10+ Special Rules: Options: Fear
Flammable
Forest Strider
Hatred
Immunity (Psychology)
Ward save (6+)
One Dryad may be upgraded to a Branch Nymph………….10 points
The entire unit may skirmish…………………………………….. free
GLADE RIDERS 18 points per model Profile M WS BS S T W I A Ld Troop Type
Glade Rider 5 4 4 3 3 1 5 1 8 Cavalry
Glade Knight 5 4 4 3 3 1 5 2 8 CavalryElven Steed 9 3 0 3 3 1 4 1 5 -
Unit Size: 5+ Special Rules: Options:
Equipment:
Spear
Asrai longbow
Marksman Prowess
Forest Strider
Fast Cavalry
Mount:
Elven Steed
One Glade Rider may be upgraded to a Glade Knight………..10 points
One Glade Rider may be upgraded to a musician…………….10 points
One Glade Rider may be upgraded to a standard bearer……...10 points
- One unit may have a magic standard worth up to…………..25 points
The entire unit may wear light armour……………...2 points per model
The entire unit may take shields…………………….2 points per model
The entire unit may deploy as Ambushers…………………………. free
The entire unit may take one of the following:
-
Arcane Bodkins…………………………………...3 points per model - Hagbane Tips……………………………………..3 points per model
- Trueflight Arrows………………………………...3 points per model
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SPECIAL UNITSWILDWOOD RANGERS
11 points per model Profile M WS BS S T W I A Ld Troop Type
Wildwood Ranger 5 5 4 3 3 1 5 1 9 Infantry
Wildwood Warden 5 5 4 3 3 1 5 2 9 Infantry
Unit Size: 10+ Special Rules: Options:
Equipment:
Great weapon
Light armour
Forest Strider
Immune to Psychology
Guardians of the
Wildwood
One Wildwood Ranger may be upgraded to a Wildwood
Warden……………………………………………………...10 points
One Wildwood Ranger may be upgraded to a musician……10 points
One Wildwood Ranger may be upgraded to a standard
bearer ………………………………………………………..10 points
- May have a magic standard worth up to………………….25 points
WAR DANCERS 15 points per model Profile M WS BS S T W I A Ld Troop Type
War Dancer 5 6 4 3 3 1 6 1 8 Infantry
Bladesinger 5 6 4 3 3 1 6 2 8 Infantry
Unit Size: 5+ Special Rules: Options:
Equipment:
Two hand weapons
Forest Strider
Immune to
Psychology
Skirmishers
Ward save (6+)
Shadow Dances
One War Dancer may be upgraded to a Bladesinger ……….10 points
One War Dancer may be upgraded to a musician…………..10 points
WILD RIDERS 21 points per model Profile M WS BS S T W I A Ld Troop Type
Wild Rider 5 5 4 4 3 1 5 1 9 Cavalry
Wild Hunter 5 5 4 4 3 1 5 2 9 Cavalry
Elven Steed 9 3 0 3 3 1 4 1 5 -
Steed of Kurnous 9 3 0 4 3 1 4 1 5
Unit Size: 5+ Special Rules: Options:
Equipment:
Spear
Forest Strider
Devastating Charge
Fast Cavalry Fear
Frenzy
Ward save (6+)
Mount:
Elven Steed
One Wild Rider may be upgraded to a Wild Hunter ………….10 points
One Wild Rider may be upgraded to a musician……………..10 points
One Wild Rider may be upgraded to a standard bearer………10 points - May have a magic standard worth up to……………………50 points
The entire unit may wear light armour……………...2 points per model
The entire unit may take shields…………………….2 points per model
The entire unit may replace their Elven Steeds with Steeds of
Kurnous……………………………………………..2 points per model
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SPECIAL UNITSMEADOW CHARIOT
70 points Profile M WS BS S T W I A Ld Troop Type
Meadow Chariot - - - 5 4 4 - - - Chariot (Armour save 5+)
Charioteer - 5 4 4 - - 5 1 9 -
Elven Steed 9 3 0 3 - - 4 1 - -
Unit Size: 1 Equipment (Charioteers): Special Rules:
Crew: 2 Charioteers
Drawn by: 2 Elven Steeds
Spear
Asrai longbow
Marksman Prowess
TREE KIN 45 points per model Profile M WS BS S T W I A Ld Troop Type
Tree Kin 5 4 4 4 5 3 3 3 8 Monstrous Infantry
Tree Kin Elder 5 4 4 4 5 3 3 4 8 Monstrous Infantry
Unit Size: 3+ Special Rules: Options:
Flammable
Forest Strider
Immunity (Psychology)
Natural Armour (4+)
Ward save (6+)
One Tree Kin may be upgraded to a Tree Kin Elder………..10 points
ALTER KIN
44 points per model
Profile M WS BS S T W I A Ld Troop Type
Alter Kin 8 4 0 5 4 3 5 3 8 Monstrous Beast
Wild Kin 8 4 0 5 4 3 5 4 8 Monstrous Beast
Unit Size: 3+ Special Rules: Options:
Forest Strider
Frenzy
Ward save (6+)
One Alter Kin may be upgraded to a Wild Kin………………...10 points
WARHARK RIDERS 35 points per model Profile M WS BS S T W I A Ld Troop Type
Warhawk Rider 5 4 4 3 3 1 5 1 8 Monstrous Cavalry
Wind Rider 5 4 4 3 3 1 5 2 8 Monstrous Cavalry
Warhawk 2 4 0 4 3 2 5 2 5 -
Unit Size: 3+ Special Rules: Options:
Equipment:
Spear
Asrai longbow
Marksman Prowess
Forest Strider
Mount:
Warhawk
One Warhawk Rider may be upgraded to a Wind Rider……...10 points
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8/17/2019 Ravening Hordes - Wood Elves 9th Ed
13/13
13WOOD ELVES
RARE UNITSWAYWATCHERS
20 points per model Profile M WS BS S T W I A Ld Troop Type
Waywatcher 5 4 5 3 3 1 5 1 8 Infantry
Waywatcher Sentinel 5 4 6 3 3 1 5 1 8 Infantry
Unit Size: 5+ Special Rules: Options:
Equipment:
Two hand weapons
Asrai longbow
Marksman Prowess
Forest Strider
Skirmishers
Scouts
Hawk-eyed Archer
One Waywatcher may be upgraded to a Waywatcher
Sentinel………………………………………………..…..10 points
The entire unit may take one of the following:
- Arcane Bodkins………………………………..3 points per model
- Hagbane Tips………………………………….3 points per model - Trueflight Arrows……………………………..3 points per model
SISTERS OF THE THORN 26 points per model Profile M WS BS S T W I A Ld Troop Type
Sister of the Thorn 5 4 4 3 3 1 5 2 8 Cavalry
Handmaiden of the Thorn 5 4 4 3 3 1 5 3 8 Cavalry
Steed of Isha 9 3 0 4 3 1 4 1 5 -
Unit Size: 5+ Special Rules: Options:
Equipment:
Hand weapon
Blackbriar javelin
Mount:
Steed of Isha
Marksman Prowess
Forest Strider
Fast Cavalry
Poisoned Attacks
(Riders only)
Ward save (4+)
Deepwood Coven
One Sister of the Thorn may be upgraded to a Handmaiden of the
Thorn……………………………………………………...10 points
One Sister of the Thorn may be upgraded to a musician…10 points
One Sister of the Thorn may be upgraded to a standard
bearer……………………………………………………...10 points
- May have a magic standard worth up to………………..50 points
The entire unit may take shields………………...2 points per model
GIANT EAGLE 50 points Profile M WS BS S T W I A Ld Troop Type
Giant Eagle 2 5 0 4 4 3 4 2 8 Monstrous Beast
Unit Size: 1+ Special Rules:
Fly
TREEMAN 225 points
Profile M WS BS S T W I A Ld Troop TypeTreeman 5 6 6 5 6 5 2 5 9 Monster
Unit Size: 1 Special Rules:
Flammable
Forest Strider
Immunity (Psychology)
Natural Armour (3+)
Stubborn
Ward save (6+)
Tree Whack
Options:
May take Strangleroots………………………………….20 points