wood elves revisited

Upload: lucas-zocco

Post on 09-Oct-2015

186 views

Category:

Documents


3 download

DESCRIPTION

A redressing of the new Wood Elves book

TRANSCRIPT

Wood Elves: ReviewedArmy Special RulesAmbush from the WorldrootsComment by Lucas Zocco: As is nowA Wood Elf army can always place an additional forest (use a Citadel Wood) on the battlefield. This is done during deployment, before any units are deployed, and must be placed wholly in your half of the battlefield. This forest is not mysterious terrain declare its type when you place it. If you cannot fit the forest on your half of the table, move other terrain features by the shortest distance necessary so that the forest can be placed. If you still cannot place the forest, or if the scenario means that the Wood Elf army does not have a table half in which to deploy, this additional forest is not used in this table.Asrai ArcheryComment by Lucas Zocco: As was in 6th, not sure about the Armour Piercing thingModels with this rule do not suffer the -1 to hit penalty for moving and shooting. In addition, if a model with this rule has not moved during its turn its shooting attacks gain the Armour Piercing special rule for the duration of the shooting phase.Blessing of the AncientsComment by Lucas Zocco: As is nowAny model that has this special rule, and is within a forest, adds +1 to all attempts to cast spells.Deepwood CovenComment by Lucas Zocco: As is now, but allows Ward Saves against miscastsA unit of Sisters of the Thorn is considered to be a Level 2 Wizard that knows the spells Shield of Thorns (Lore of Life) and Curse of Anraheir (Lore of Beasts). This doesnt prevent other friendly Wizards from knowing the same spells. The unit receives an additional +1 to cast for each rank of 5 or more models it has, after the first, to a maximum of +3. Each time the unit casts a spell (or is targeted by a special rule that affects a Wizard), you must nominate one Sister or Handmaiden of the Thorn as the caster (or target) for the purposes of line of sight, range, etc. In the event of a Sisters of the Thorn unit rolling a miscast, do not roll on the Miscast table. Instead, the unit suffers D3 Wounds with no armour saves allowed.Eternal Guard Fighting StyleComment by Lucas Zocco: As was in 6th with added Armour PiercingModels with this special rule have an Armour Save of 5+ regardless of how they are armed and armoured. Models with this rule are considered to fight as if with two hand weapons in close combat if they are in base contact with an enemy. In addition, models with this rule can make supporting attacks with one extra rank than normal in turns when they didnt charge. Attacks made in combat by models with this special rule have the Armour Piercing special rule.Forest AmbushComment by Lucas Zocco: Makes Ambush optional for Glade RidersA unit composed of models with this rule may choose to deploy normally or deploy using the Ambush rules.Forest SpiritComment by Lucas Zocco: As is nowA model with this special rule has the Forest Strider special rules and its attacks (close combat and shooting) are magical. In addition it has a 6+ ward save, and if the model is not a mount, it has the Immune to Psychology special rule.Forest StalkersComment by Lucas Zocco: Adapted from 6thEnemy models suffer an additional -1 to hit modifier when shooting at models with this special rule. In addition, models with this rule have the Scouts special rule. When deployed, they may be placed within 12 of the enemy so long as they are deployed in a piece of area terrain.Hit-and-RunComment by Lucas Zocco: As was in 6thOn any turn that Warhawk Riders charge, work out combat as normal. If the Warhawk Riders lose the combat or the combat is a draw, they do not take a Break test but automatically fall back (this is treated like fleeing, except that it does not cause panic in nearby units and the Warhawk Riders automatically rally at the end of the fall back move). The enemy cannot pursue them. If the Warhawk Riders win the combat, before the enemy takes its Break test, the Warhawk Riders may elect to fall back. Regardless of whether the Warhawk Riders choose to fall back or not, the enemy must take a Break test as normal. If the Warhawk Riders elect to remain in combat then work out the results of the Break test and any pursuits as normal. This special ability may only be used on a turn that Warhawk Riders charge.Talismanic TattoosComment by Lucas Zocco: As was in 6thA model with Talismanic Tattoos gains a 6+ Ward Save and has Magic Resistance (1).Wild ProwessComment by Lucas Zocco: As is nowA model with this special rule has the Forest Strider special rule. In addition, if at least half of the models in a unit are within a forest: All models in that unit that have the Wild Prowess special rule fire in one more rank than normal (if the unit chooses to Volley Fire, this will normally mean that all the models in the front three ranks, and half the models in the fourth and any subsequent ranks, are allowed to shoot). All models in that unit that have the Wild Prowess special rule can make supporting attacks with one extra rank than normal. This is cumulative with other special rules that allow models to fight in extra ranks. All models in that unit that have the Wild Prowess special rule (but not their mounts) re-roll all To Wound rolls of a 1 when making close combat attacks.

ArmouryAsrai LongbowComment by Lucas Zocco: Changed to Glade Guard Longbows from 6thTo carry one of the famed longbows of Athel Loren is to possess the finest weapon a hunter could possibly wield. If the eye is true, there is no quarry such a weapon cannot slay.RangeStrengthSpecial Rules

303Volley Fire, Powerful Draw (S4 at short range)

Blackbriar JavelinComment by Lucas Zocco: As is nowCrafted from the boughs of bitter and malevolent trees, these javelins are lethal to all blooded life.RangeStrengthSpecial Rules

12UserArmour Piercing, Poisoned Attacks

Asrai SpearComment by Lucas Zocco: As is nowThe spears of the Wood Elves are almost impossibly sharp. The blades, shaped and sharpened upon enchanted whetstones, slide between the links of chainmail as easily as they do the ribs.Asrai Spear (Foot)RangeStrengthSpecial Rules

CombatUserArmour Piercing, Fight in Extra Ranks

Asrai Spear (Mounted)RangeStrengthSpecial Rules

Combat+1*Armour Piercing

* The Strength bonus granted to a mounted model by an Asrai Spear only applies in a turn in which the wielder charged into combat.Enchanted ArrowsComment by Lucas Zocco: All as are now, but without Armour Piercing.Some models in the Wood Elf army have the option to purchase enchanted arrows. These are enchanted items, but do not prevent a model from having a second enchanted item. Each type of enchanted arrows improves the profile of the Asrai Longbow with the rules shown in its profile. This is not optional 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 having been made with magic weapons.Arcane BodkinsComment by Lucas Zocco: Reduced to allow lower cost (-1 point) and use with S4 at short range bowsArmour is of no protection against these ensorcelled weapons.Wounds caused by Arcane Bodkins have a -2 armour saving throw modifier.Hagbane TipsThese arrows are tipped with the tainted shards known in Athel Loren as the Callachs Claws. They are as deadly as their namesakes touch even a scratch can prove fatal if the venom settles in the targets blood.Attacks made using Hagbane Tips have the Poisoned Attacks special rule.Moonfire ShotBlessed under the light of a tainted moon, these arrows bring searing agony to creatures of noble heart.Attacks made using Hagbane Tips have the Flaming Attacks special rule. In addition, hits from Moonfire Shot have a +1 bonus on rolls To Wound made against units where the majority of models are from the Forces of Order.Starfire ShaftsThe starwood tree is anathema to all things unclean; no truer weapon can there be against corruption than arrows fashioned from its boughs.Attacks made using Hagbane Tips have the Flaming Attacks special rule. In addition, hits from Starfire Shafts have a +1 bonus on rolls To Wound made against units where the majority of models are from the Forces of Destruction.Swiftshiver ShardsThese arrows are crafted from a wood so light and strong that they seem to fly from the bow of their own accord.Attacks made using Swiftshiver Shards have the Multiple Shots (2) special rule.Trueflight ArrowsComment by Lucas Zocco: Cost per model reduced by 1 throughout the armyThere is a rudimentary sentience buried deep within these arrows, an awareness that causes them to seek the target unbidden.Attacks made using Trueflight Arrows do not suffer To Hit penalties.

KindredsComment by Lucas Zocco: Removed Waywatcher and Wardancer kindreds as they already are shown as specific hero choicesAlter KindredsComment by Lucas Zocco: As was in 6thWood Elf characters can be upgraded to become a member of an Alter Kindred.The characters Movement and Initiative are increased to 9 and his Attacks are increased by 1. However, he must fight on foot.A character from an Alter Kindred may not be the army general, nor may he join a unit.Glade Lord: +35 points - Glade Captain: +25 pointsEternal KindredsComment by Lucas Zocco: Reworked into 8th, same as in 6th essentiallyWood Elf characters can be upgraded to become a member of an Eternal Kindred.A character from an Eternal Kindred benefits from the Eternal Guard Fighting Style special rule, though this is lost if they choose any Magic Weapons or Magic Armour.Glade Lord: +10 points - Glade Captain: +5 pointsScout KindredsComment by Lucas Zocco: Same as 6th but with a cost reduction (5pts)Wood Elf characters can be upgraded to become a member of a Scout Kindred.A character from a Scout Kindred gains the Scout special rule. However the character must fight on foot and may not carry a great weapon.Glade Lord: +20 points - Glade Captain: +10 pointsWild Rider KindredsComment by Lucas Zocco: Modified from 6th to the new Wild Rider rules and a cost reduction (5pts)Wood Elf characters can be upgraded to become a member of a Wild Rider Kindred.The character carries a spear and wears light armour. They may not choose any additional weapons, though they may replace their spear with a magic spear. A character from a Wild Rider Kindred gains the Devastating Charge, Fear, Frenzy and Talismanic Tatoos special rules. However, they must ride an Elven Steed, Steed of Kurnous or Great Stag (chosen at additional cost from the army list).Glade Lord: +45 points - Glade Captain: +30 pointsGlamourweave KindredsComment by Lucas Zocco: As was in 6thWood Elf characters can be upgraded to become a member of a Glamourweave Kindred.A character from a Glamourweave Kindred gains the Forest Spirit special rule. However, they must ride an Elven Steed, Steed of Isha or a Unicorn (chosen at an additional cost from the army list).Spellweaver/Spellsinger: +10 points

SpitesComment by Lucas Zocco: Do not use magic item allowancesSpites can be chosen in the same manner as Magic Items but do not count towards the maximum number of points a character is allowed to spend on Magic Items. Each particular Spite choice may only be chosen once in an army. A model may only have a single Spite. Models with the Forest Spirit special rule may have any number of Spites.A Blight of Terrors 25 pointsComment by Lucas Zocco: Reduced from 50pts to 25ptsA model with a Blight of Terrors has the Terror special rule.A Befuddlement of Mischiefs 25 pointsComment by Lucas Zocco: Modified from 6th (caused stupidity) to be a decent hexBound Spell (Power Level 3). If cast successfully, this item casts a hex spell with a range of 18. The target suffers a -1 modifier to its WS, BS, I, Leadership and suffers from Stupidity until the start of the casters next Magic phase.A Murder of Spites 25 pointsComment by Lucas Zocco: As was in 6thThe model gains +D6 attacks in close combat. These are worked out at the bearers WS, and have an Initiative of 4 and a Strength of 2. In addition, these attacks count as magical, and are Poisoned Attacks.A Muster of Malevolents 25 pointsComment by Lucas Zocco: As was in 6th but with quick-to-fire to help wordingA Muster counts as a ranged weapon with the following profile:RangeStrengthSpecial Rules

62Multiple Shots (D6), Quick-to-Fire, Poisoned Attacks

The Muster of Malevolents may be used in addition to any ranged weapon that the model carries. The model counts as a single model with all-around vision for this attack and may target a different unit than any other attack done by the character. Shots from the Muster of Malevolents always hit on a 4+ and count as magical attacks. A model with Malevolents may stand and shoot with them (in addition to any other ranged weapon the model may have), even if the charging unit is outside the models line of sight. So long as the model has a chance to be contacted by the enemy unit, the character may still stand and shoot.An Annoyance of Netlings 25 pointsComment by Lucas Zocco: Changed from 6s to hit to re-roll successful hitsIn a challenge, any enemy attempting to strike a character with an Annoyance of Netlings must re-roll successful To Hit rolls.A Resplendence of Luminescents 25 pointsComment by Lucas Zocco: As was in 6thAll attacks made by a character with a Resplendence of Luminescents are magical, as are those of any unit that they join.A Lamentation of Despairs 25 pointsComment by Lucas Zocco: Changed from 6th to use Spirit Leech insteadBound Spell. Power Level 4. The Lamentation of Despairs contains the Spirit Leech spell.A Cluster of Radiants 25 pointsComment by Lucas Zocco: As was in 6thTreemen Ancients and Branchwraiths only. A character with Radiants may add one extra dice to their Dispel pool in their opponents Magic phase.A Pageant of Shrikes 25 pointsComment by Lucas Zocco: As was in 6thIn addition to any shooting attacks the model has, Shrikes confer an additional shooting attack with the following profile:RangeStrengthSpecial Rules

184Sniper, Magical

Shots from a Pageant of Shrikes always hit on a 3+.

Magic ItemsThe Spirit Sword 85 pointsComment by Lucas Zocco: As is nowMagic Weapon. Armour saves cannot be taken against Wounds caused by the Spirit Sword. Furthermore, immediately when an enemy character, champion or monster suffers one or more unsaved Wounds from the Spirit Sword, both he and the wielder must roll 2D6 and add their respective Leadership values.If the wounded models total is higher, or the totals are the same, nothing else happens.If the wounded models total is lower, it immediately suffers a Wound for each point by which its total was exceeded, with no armour saves allowed.Daiths Reaper 45 pointsComment by Lucas Zocco: -5 pointsMagic Weapon. All failed To Hit and To Wound rolls made with Daiths Reaper must be re-rolled, as must all successful armour saves taken against Wounds caused by this weapon.The Bow of Loren 35 pointsComment by Lucas Zocco: +15 points, stack with enchanted arrowsMagic Weapon. The Bow of Loren is an Asrai Longbow with the Multiple Shots (A+1) special rule, which means it fires a number of shots equal to 1 plus the wielders Attacks characteristic. It can fire enchanted arrows.The Helm of the Hunt 20 pointsComment by Lucas Zocco: As is nowMagic Armour. The wearer of the Helm of the Hunt counts his armour save as being one point higher than normal. Furthermore, the Helm of the Hunt grants the bearer the Devastating Charge special rule and +1 Weapon Skill on a turn in which he charges into combat.Acorn of the Ages 100 pointsComment by Lucas Zocco: As is nowEnchanted Item. One use only. At the start of the game, after the battlefield has been set up, but before deployment begins, place D3 Citadel Woods on the battlefield. A forest can be placed anywhere at least 1 away from another terrain feature and the edge of the battlefield. Once all forests have been placed, scatter each 2D6. If this scatter causes a forest to end up within 1 (or on top of) other terrain, or within 1 of the battlefield 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 these to be choose from the types on the Mysterious Forest table. All forests created by the Acorn of the Ages must be of the same type.Moonstone of the Hidden Ways 40 pointsComment by Lucas Zocco: As is nowEnchanted Item. If the bearers unit is wholly within a forest at the end of your movement phase, and is not in close combat, it can forestwalk. If it does so, remove it from the battlefield and immediately replace it, wholly within any forest on the battlefield, in the same formation, but facing any direction. A forestwalking unit cannot be placed within 1 of an enemy unit or impassable terrain. A unit that forestwalks counts as having marched in the movement phase.Hail of Doom Arrow 30 pointsComment by Lucas Zocco: As is nowEnchanted Item. One use only. Model with Asrai Longbow only. The Hail of Doom Arrow can be used instead of making a Shooting attack with the bearers Asrai Longbow. Declare that the Hail of Doom Arrow is being used before any dice are rolled.RangeStrengthSpecial Rules

304Armour Piercing, Multiple Shots (3D6)

Calaingors Stave 20 pointsComment by Lucas Zocco: Adds a spell instead of replacing it and can now move forest with units insideThe bearer knows the Tree Singing spell in addition to the spells that are generated as normal for his Wizard level.Tree Singing (8+)Tree Singing is an augment spell that targets a single forest within 18 of the caster. If there are no units inside the forest, or the forest only contains friendly Wood Elf units that are completely within the woods, then the forest moves up to D6+1 in a direction of your choice. Friendly troops within the woods are moved with it, but must end their turn at least 1 away from enemy troops and count as having moved. A forest cannot move to within 1 of units or other terrain features.If there is at least one enemy unit at within the forest, then the forest does not move. Instead, choose a single enemy unit at least partially within the forest; that unit immediately suffers 2D6 Strength 4 hits. The Wizard can choose to instead have this spell target all forests within 12. If he does so, the casting value of the spell is increased to 16+.The Banner of the Eternal Queen 75 pointsComment by Lucas Zocco: As is now, but with a points drop (25pts) and a Magic Resistance (1) aura.The bearer has the Magic Resistance (3) special rule. In addition, any friendly unit within 12 of this banner receives Magic Resistance (1). Once per game, all models in the same unit as the Banner of the Eternal Queen have the Unbreakable special rule until the end of the turn, or until the bearer is slain (whichever comes first). Declare you are using this ability at the start of any turn.The Banner of the Hunter King 50 pointsComment by Lucas Zocco: As is now, but with a points drop (25pts)All models in the same unit as the Banner of the Hunter King have the Vanguard deployment Special Rule. In addition, the bearers unit re-roll their first failed charge of the game.

LordsGlade Lord 145 pointsComment by Lucas Zocco: As is now, but with the option for a Spite, Kindreds and Steed of KurnousProfileMWSBSSTWIALTroop Type

Glade Lord5774338410Infantry (Character)

Equipment: Hand weapon Asrai Longbow Light ArmourSpecial Rules: Always Strikes First Asrai Archery The Arrow of Kurnous Wild Prowess

Options: May be armed with one of the following: Asrai spear (3 points) Additional hand weapon (unless mounted) (3 points) Great weapon (6 points) May take a shield (3 points) May take one of the following types of enchanted arrows: Trueflight arrows (2 points) Hagbane tips (3 points) Moonfire shot (4 points) Starfire shafts (4 points) Swiftshiver shards (4 points) Arcane bodkins (4 points) May be mounted on one of the following: Elven Steed (20 points) Steed of Kurnous (25 points) (Only Wild Rider Kindred) Great Eagle (50 points) Great Stag (65 points) Forest Dragon (300 points) May be a member of any Kindred except for the Glamourweave Kindred. May take magic items up to a total of 100 points May take a spite worth up to a total of 25 points

Spellweaver 185 pointsComment by Lucas Zocco: As is now but with option for a Kindred and spites (Only 1 unless the Glamourweave Kindred is chosen)ProfileMWSBSSTWIALTroop Type

Spellweaver544333519Infantry (Character)

Equipment: Hand weaponMagic:A Spellweaver is a Level 3 Wizard who uses spells from the Lore of High Magic, the Lore of Dark Magic or one of the eight Lores of Battle Magic.Special Rules: Always Strikes First Asrai Archery Blessings of the Ancients Wild Prowess

Options: May be upgraded to a Level 4 Wizard (35 points) May take an Asrai Longbow (5 points) May be mounted on one of the following: Elven Steed (20 points) Steed of Isha (25 points) (Glamourweave Kindred only) Great Eagle (50 points) Unicorn (60 points) May be a member of the Glamourweave Kindred (10 points) May take magic items up to a total of 100 points May take spites worth up to a total of 50 pointsTreeman Ancient 290 pointsComment by Lucas Zocco: As is now but with option for spitesProfileMWSBSSTWIALTroop Type

Treeman Ancient5445662310Monster (Character)

Magic:A Treeman Ancient is a Level 2 Wizard who uses spells from the Lore of Life.

Special Rules: Blessings of the Ancients Flammable Forest Spirit Large Target Scaly Skin (3+) Stubborn Terror Tree Whack

Options: May be upgraded to one of the following: Level 3 Wizard (35 points) Level 4 Wizard (70 points) May take Strangleroots (20 points) May take spites worth up to a total of 75 points

HeroesGlade Captain 75 pointsComment by Lucas Zocco: As is now, but with the option for a Spite, Kindreds and Steed of KurnousProfileMWSBSSTWIALTroop Type

Glade Captain566432739Infantry (Character)

Equipment: Hand weapon Asrai Longbow Light ArmourSpecial Rules: Always Strikes First Asrai Archery The Arrow of Kurnous Wild Prowess

Options: May be armed with one of the following: Asrai spear (2 points) Additional hand weapon (unless mounted) (2 points) Great weapon (4 points) May take a shield (2 points) May take one of the following types of enchanted arrows: Trueflight arrows (2 points) Hagbane tips (3 points) Moonfire shot (4 points) Starfire shafts (4 points) Swiftshiver shards (4 points) Arcane bodkins (4 points) May be mounted on one of the following: Elven Steed (10 points) Steed of Kurnous (15 points) (Only Wild Rider Kindred) Great Eagle (50 points) Great Stag (65 points) May be a member of any Kindred except for the Glamourweave Kindred. May take magic items up to a total of 50 points May take a spite worth up to a total of 25 points

Spellsinger 80 pointsComment by Lucas Zocco: As is now but with option for a Kindred and a spiteProfileMWSBSSTWIALTroop Type

Spellsinger544332518Infantry (Character)

Equipment: Hand weaponMagic:A Spellweaver is a Level 1 Wizard who uses spells from one of the eight Lores of Battle Magic.Special Rules: Always Strikes First Asrai Archery Blessings of the Ancients Wild Prowess

Options: May be upgraded to a Level 2 Wizard (35 points) May take an Asrai Longbow (5 points) May be mounted on one of the following: Elven Steed (10 points) Steed of Isha (15 points) (Glamourweave Kindred only) Great Eagle (50 points) Unicorn (60 points) May be a member of the Glamourweave Kindred (10 points) May take magic items up to a total of 50 points May take a spite worth up to a total of 25 pointsShadowdancer 100 pointsComment by Lucas Zocco: As is now, but wizard option price drop of 15 pointsProfileMWSBSSTWIALTroop Type

Shadowdancer586432838Infantry (Character)

Equipment: Two hand weaponsMagic:A Shadowdancer who is a Wizard uses spells from the Lore of Shadow.

Special Rules: Always Strikes First Blessings of the Ancients Immune to Psychology Shadow Dances of Loec Talismanic Tattoos Wild Prowess

Options: May be upgraded to a Level 1 Wizard (45 points) May take magic items up to a total of 25 points

Waystalker 90 pointsComment by Lucas Zocco: As is now, but with the option for a Spite and KindredsProfileMWSBSSTWIALTroop Type

Waystalker567432728Infantry (Character)

Equipment: Two hand weapons Asrai longbow

Special Rules: Always Strikes First Asrai Archery Forest Stalkers Hawk-eyed Archer Sniper Wild Prowess

Options: May take magic items up to a total of 25 pointsBranchwraith 75 pointsComment by Lucas Zocco: As is now, but wizard option price drop of 15 pointsProfileMWSBSSTWIALTroop Type

Branchwraith586432838Infantry (Character)

Equipment: Hand weaponsMagic:A Branchwraith is a Level 1 Wizard who uses spells from the Lore of Life.Special Rules: Blessings of the Ancients Fear Forest Spirit Hatred

Options: May take spites worth up to a total of 50 pointsMountsComment by Lucas Zocco: As is now but with the addition of the Steed of KurnousProfileMWSBSSTWIALTroop Type

Elven Steed930331415War Beast

Forest Dragon660666358Monster

Great Eagle250443428Monstrous Beast

Great Stag950543427Monstrous Beast

Unicorn1050443528Monstrous Beast

Steed of Kurnous/Isha930431415War Beast

Special Rules: Elven Steed: Fast Cavalry. Forest Dragon: Fly, Forest Spirit, Large Target, Scaly Skin (3+), Soporific Breath, Terror. Great Eagle: Fly. Great Stag: Fear, Forest Spirit, Impact Hits (D3). Steed of Kurnous/Isha: Fast Cavalry

Core UnitsGlade Guard 11 points per modelComment by Lucas Zocco: Price drop of 1 pointProfileMWSBSSTWIALTroop Type

Glade Guard544331518Infantry

Lords Bowman545331518Infantry

Unit Size: 10+Equipment: Hand weapon Asrai LongbowSpecial Rules: Always Strikes First Asrai Archery Wild Prowess

Options: May upgrade one Glade Guard to a Lords Bowman (10 points) May upgrade one Glade Guard to a musician (10 points) May upgrade one Glade Guard to a standard bearer (10 points) One Glade Guard unit with a standard bearer may take a magic standard worth up to 25 points The entire unit may take one of the following types of enchanted arrows: Trueflight arrows (2 points per model) Hagbane tips (3 points per model) Moonfire shot (4 points per model) Starfire shafts (4 points per model) Swiftshiver shards (4 points per model) Arcane bodkins (4 points per model)Dryads 10 points per modelComment by Lucas Zocco: Price drop of 1 point and SkirmishProfileMWSBSSTWIALTroop Type

Dryad540341528Infantry

Branch Nymph540341538Infantry

Unit Size: 10+Equipment: Hand weaponSpecial Rules: Fear Forest Spirit Hatred Skirmish

Options: May upgrade one Dryad to a Branch Nymph (10 points)

Glade Riders 19 points per modelComment by Lucas Zocco: As is now, but ambush is optionalProfileMWSBSSTWIALTroop Type

Glade Rider544331518Cavalry

Glade Knight545331518Cavalry

Elven Steed930331415-

Unit Size: 5+Equipment: Asrai spear Hand weapon Asrai LongbowSpecial Rules: Always Strikes First (Riders only) Asrai Archery Forest Ambush Fast Cavalry Wild Prowess

Options: May upgrade one Glade Rider to a Glade Knight (10 points) May upgrade one Glade Rider to a musician (10 points) May upgrade one Glade Rider to a standard bearer (10 points) One Glade Rider unit with a standard bearer may take a magic standard worth up to 25 points The entire unit may take one of the following types of enchanted arrows: Trueflight arrows (2 points per model) Hagbane tips (3 points per model) Moonfire shot (4 points per model) Starfire shafts (4 points per model) Swiftshiver shards (4 points per model) Arcane bodkins (4 points per model)Eternal Guard 11 points per modelComment by Lucas Zocco: Back to old eternal guard fighting styleProfileMWSBSSTWIALTroop Type

Eternal Guard554331519Infantry

Eternal Warden554331529Infantry

Unit Size: 10+Equipment: Asrai spear Hand weapon Light armourSpecial Rules: Always Strikes First Eternal Guard Fighting Style Stubborn Wild Prowess

Options: May upgrade one Eternal Guard to an Eternal Warden (10 points) May upgrade one Eternal Guard to a musician (10 points) May upgrade one Eternal Guard to a standard bearer (10 points) May take a magic standard worth up to 25 points

Special UnitsWildwood Rangers 11 points per modelComment by Lucas Zocco: As is nowProfileMWSBSSTWIALTroop Type

Wildwood Ranger554331519Infantry

Wildwood Warden554331529Infantry

Unit Size: 10+Equipment: Great weapon Light armourSpecial Rules: Always Strikes First Guardians of the Wildwood Immune to Psychology Wild Prowess

Options: May upgrade one Wildwood Ranger to a Wildwood Warden (10 points) May upgrade one Wildwood Ranger to a musician (10 points) May upgrade one Wildwood Ranger to a standard bearer (10 points) May take a magic standard worth up to 25 pointsWardancers 15 points per modelComment by Lucas Zocco: As is now, but spear switch is freeProfileMWSBSSTWIALTroop Type

Wardancer564331618Infantry

Bladesinger564331628Infantry

Unit Size: 5+Equipment: Two hand weapons

Special Rules: Always Strikes First Immune to Psychology Shadow Dances of Loec Skirmishers Talismanic Tattoos Wild Prowess

Options: May upgrade one Wardancer to a Bladesinger (10 points) May upgrade one Wardancer to a musician (10 points) Any model may exchange its hand weapons for an Asrai spear (free)

Tree Kin 45 points per modelComment by Lucas Zocco: As is nowProfileMWSBSSTWIALTroop Type

Tree Kin540453338Monstrous Infantry

Tree Kin Elder540453348Monstrous Infantry

Unit Size: 3+Equipment: Hand weaponSpecial Rules: Fear Flammable Forest Spirit Scaly Skin (4+)

Options: May upgrade one Tree Kin to a Tree Kin Elder (10 points)Deepwood Scouts 13 points per modelComment by Lucas Zocco: As is nowProfileMWSBSSTWIALTroop Type

Deepwood Scout544331518Infantry

Master Scout545331518Infantry

Unit Size: 5+Equipment: Hand weapon Asrai LongbowSpecial Rules: Always Strikes First Asrai Archery Scouts Skirmishers Wild Prowess

Options: May upgrade one Deepwood Scout to a Master Scout (10 points) May upgrade one Deepwood Scout to a musician (10 points) May upgrade one Deepwood Scout to a standard bearer (10 points) The entire unit may take one of the following types of enchanted arrows: Trueflight arrows (2 points per model) Hagbane tips (3 points per model) Moonfire shot (4 points per model) Starfire shafts (4 points per model) Swiftshiver shards (4 points per model) Arcane bodkins (4 points per model)

Warhawk Riders 45 points per modelComment by Lucas Zocco: As are now but with Hit-and-RunProfileMWSBSSTWIALTroop Type

Warhawk Rider544331518Monstrous Cavalry

Wind Rider544331528Monstrous Cavalry

Warhawk140443525-

Unit Size: 3+Equipment: Asrai spear Hand weapon Asrai LongbowSpecial Rules: Always Strikes First (Riders only) Armour Piercing (Warhawks only) Flying Cavalry Hit-and-Run Predators Descent (Warhawks only) Wild Prowess

Options: May upgrade one Warhawk Rider to a Wind Rider (10 points)Sisters of the Thorn 26 points per modelComment by Lucas Zocco: Ward save works against miscasts and gain light armourProfileMWSBSSTWIALTroop Type

Sisters of the Thorn545331519Cavalry

Handmaiden of the Thorn546331519Cavalry

Steed of Isha930431415-

Unit Size: 5+Equipment: Hand weapon Blackbriar javelin Light armour

Special Rules: Always Strikes First (Riders only) Daughters of Eternity Deepwood Coven Fast Cavalry Poisoned Attacks (Riders only) Wild Prowess Options: May upgrade one Sister of the Thorn to a Handmaiden of the Thorn (10 points) May upgrade one Sister of the Thorn to a musician (10 points) May upgrade one Sister of the Thorn to a standard bearer (10 points) May take a magic standard worth up to 50 points

Wild Riders 26 points per modelComment by Lucas Zocco: As is nowProfileMWSBSSTWIALTroop Type

Wild Rider554431519Cavalry

Wild Hunter554431529Cavalry

Steed of Kurnous930431415-

Unit Size: 5+Equipment: Asrai spear Hand weapon Light armour

Special Rules: Always Strikes First (Riders only) Devastating Charge (Riders only) Fast Cavalry Fear Frenzy Talismanic Tattoos Wild Prowess

Options: May upgrade one Wild Rider to a Wild Hunter (10 points) May upgrade one Wild Rider to a musician (10 points) May upgrade one Wild Rider to a standard bearer (10 points) May take a magic standard worth up to 50 points The entire unit may take shields (2 points per model)

Rare UnitsWaywatchers 24 points per modelComment by Lucas Zocco: +4 points per model, Forest Stalker is backProfileMWSBSSTWIALTroop Type

Waywatcher545331518Infantry

Waywatcher Sentinel546331518Infantry

Unit Size: 5+Equipment: Two hand weapons Asrai LongbowSpecial Rules: Always Strikes First Forest Stalkers Hawk-eyed Archer Skirmishers Wild Prowess

Options: May upgrade one Waywatcher to a Waywatcher Sentinel (10 points)Great Eagles 50 points per modelComment by Lucas Zocco: As is now, but with the upgrades available to High ElvesProfileMWSBSSTWIALTroop Type

Great Eagle250443428Monstrous Beast

Unit Size: 1+Special Rules: Fly

Options: The entire unit may be upgraded to have Swiftsense (10 points per model) The entire unit may be upgraded to have Shredding Talons (5 points per model)Treeman 225 pointsComment by Lucas Zocco: As is nowProfileMWSBSSTWIALTroop Type

Treeman566565259Monster

Unit Size: 1

Special Rules: Flammable Forest Spirit Large Target Scaly Skin (3+) Stubborn Terror Tree Whack

Options: May take Strangleroots (20 points)