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Army List: Wood Elves | Warhammer Armies Project: Unofficial 9th E...

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WOOD ELVES
Based on PDF Version 1.5, Last Modified: 2023 March 29 @ 10:22

ARMY SPECIAL RULES


Elven Grace: 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.

Blessings of the Ancients: A Wizard that has this special rule,


and is within 6" of a forest, adds +1 to all attempts to cast and
dispel spells.

Forest Spirit: 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.

Ambush from the Worldroots: 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.

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

Asrai Archery: 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.

Arcane Bodkins (Enchanted Item): Shooting attacks made


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

Hagbane Tips (Enchanted Item): Shooting attacks made with


Hagbane Tips have the Poisoned Attacks special rule.

Starfire Shafts (Enchanted Item): Shooting attacks made with


Starfire Shafts forces enemies to take a Panic test if they suffer
any casualties.

Swiftshiver Shards (Enchanted Item): Shooting attacks made


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

Trueflight Arrows (Enchanted Item): Shooting attacks made


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

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LORDS
TREEMAN
. . . . . . . . . . ANCIENT
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235
. . . .pts
..............
GLADE
. . . . . . . LORD
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
. . . .pts
......................
M WS BS S T W I A Ld
M WS BS S T W I A Ld
Treeman Ancient 5 4 4 5 6 6 2 3 10
Glade Lord 5 7 7 4 3 3 8 4 10
Troop Type: Monster (Character)
Troop Type: Infantry (Character)
Magic: Treeman Ancient is a Level 1 Wizard who uses spells
Equipment: Hand weapon. from the Lore of Life or the Lore of Athel Loren.
Options: Options:
• May be armed with one of the following: • May be upgraded to a Level 2 Wizard (35 pts)
– Additional hand weapon (3 pts) • May take Strangleroots (20 pts)
– Spear (4 pts) • May take spites up to a total of 100 pts
– Great weapon (8 pts)
• May be armed with an Asrai longbow (5 pts) • Strangleroots: A model with this upgrade can make the
• May wear light armour (3 pts) following shooting attack:
• May take a shield (3 pts)
• May take one of the following: Range Strength Special Rules
– Arcane Bodkins (1 pt) 12" 5 Multiple Shots (D6+1),
– Hagbane Tips (3 pts)
– Starfire Shafts (2 pts) Quick to Fire
– Swiftshiver Shards (3 pts)\
– Trueflight Arrows (2 pts) Special Rules: Blessings of the Ancients, Flammable, Forest
• May be mounted upon one of the following: Spirit, Natural Armour (3+), Stubborn, Tree Whack
– Elven Steed (21 pts) • Tree Whack: A model with this special rule can choose to
– Warhawk (30 pts) make a single Tree Whack in place of making his normal
– Great Eagle (45 pts) close combat attacks. If a model is making a Tree Whack, it
– Great Stag (55 pts) must be declared before rolling To Hit.
– Meadow Chariot (replacing one of the crew) (70 pts)
– Forest Dragon (325 pts) To resolve a Tree Whack, nominate an enemy model in base
• May take one spite and/or magic items up to a total of 100 contact. That model must pass an Initiative test or suffer D6
pts Wounds with no armour saves allowed. A character with
this special rule may make a Tree Whack in a challenge.
Special Rules: Asrai Archery, Elven Grace, Forest Strider

WARSONG
. . . . . . . . . . REVENANT
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 260
. . . .pts
..............
SPELLWEAVER
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185
. . . .pts
......................
M WS BS S T W I A Ld
M WS BS S T W I A Ld
Warsong Revenant 5 4 4 3 3 3 5 1 9
Spellweaver 5 4 4 3 3 3 5 1 9
Troop Type: Infantry (Character)
Troop Type: Infantry (Character)
Magic: A Warsong Revenant is a Level 3 Wizard who use
Magic: Spellweaver is a Level 3 Wizard who uses spells from
spells from the Lore of Life or Athel Loren. In addition, they
the Lore of Beasts, the Lore of Life, the Lore of Heavens, the
know the spell Unleash Swarm of Spites.
Lore of Light, the Lore of Shadow or the Lore of Athel Loren.
• Unleash Swarm of Spites (Signature Spell, Cast on 8+):
Equipment: Hand weapon.
Unleash Swarm of Spites is a direct damage spell that targets
Options: all enemy units within 12". Roll a number of dice equal to
• May be upgraded to Level 4 Wizard (35 pts) the casting result for each enemy unit. For each roll of 5+,
• May be mounted upon one of the following: the enemy unit suffers a Wound. Saves are taken as normal.
– Elven Steed (21 pts)
– Warhawk (30 pts) Equipment: Hand weapon.
– Unicorn (40 pts) Options:
– Great Eagle (45 pts) • May take one spite and/or magic items up to a total of 100
• May take one spite and/or magic items up to a total of 100 pts
pts
Special Rules: Blessings of the Ancients, Fly (5), Forest Spirit,
Special Rules: Blessings of the Ancients, Elven Grace, Forest Natural Armour (6+), Regeneration (5+), Song of Athel Loren
Strider
• 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.

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HEROES
SHADOWDANCER
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
. . . .pts
..............
GLADE
. . . . . . . CAPTAIN
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
. . .pts
......................
M WS BS S T W I A Ld
M WS BS S T W I A Ld
Shadowdancer 5 8 6 4 3 2 8 4 8
Glade Captain 5 6 6 4 3 2 7 3 9
Troop Type: Infantry (Character)
Troop Type: Infantry (Character)
Magic: Shadowdancer that is a Wizard uses spells from the
Equipment: Hand weapon. Lore of Shadow.
Options: Equipment: Two hand weapons.
• May be armed with one of the following:
– Additional hand weapon (2 pts) Options:
– Spear (3 pts) • May be upgraded to a Level 1 Wizard (35 pts)
– Great weapon (6 pts) • May take one spite and/or magic items up to a total of 50 pts
• May be armed with an Asrai longbow (5 pts) Special Rules: Blessings of the Ancients, Elven Grace, Forest
• May wear light armour (2 pts) Strider, Immunity (Psychology), Shadow Dances of Loec,
• May take a shield (2 pts) Skirmishers, Talismanic Tattoos
• May take one of the following:
– Arcane Bodkins 1 pt • Shadow Dances of Loec: At the start of each round of close
– Hagbane Tips (3 pts) combat in which they are fighting, models with this special
– Starfire Shafts (2 pts) rule choose one of the following dances, the effect of which
– Swiftshiver Shards (3 pts) lasts until the end of that turn or until a new dance is chosen.
– Trueflight Arrows (2 pts) This is done before Impact Hits are resolved. All dancers in
• May be mounted upon one of the following: the same unit must choose the same dance. Dancers cannot
– Elven Steed (14 pts) choose the same dance in two consecutive rounds of
– Warhawk (20 pts) combat.
– Great Eagle (45 pts)
– Whirling Death: Each strike of a Wardancer's blade is
– Great Stag (55 pts)
made with uncanny precision, capable of severing a
– Meadow Chariot (replacing one of the crew) (70 pts)
head or piercing a heart with one deceptively elegant
• May take one spite and/or magic items up to a total of 50 pts
stroke.
• One Glade Captain or ArchRevenant in the army may carry
the Battle Standard for +25 pts. The Battle Standard Bearer While performing this dance, the model gains the
can have a magic banner with no pts limit. However, a Armour Piercing (1) and Killing Blow special rules.
model carrying a magic standard can only take a spite and/or
magic items up to a total of 25 pts. – Storm of Blades: The Wardancers rain blow after blow
Special Rules: Asrai Archery, Elven Grace, Forest Strider upon their opponent, moving with such speed that the
eye cannot follow each distinct cut and thrust.

SPELLSINGER
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 . . . . . . . . . . . . . While
. . .pts . . . . . .performing
... this dance, the model gains +1 Attack.
M WS BS S T W I A Ld – The Shadows Coil: With agile grace the Wardancers
Spellsinger 5 4 4 3 3 2 5 1 8 evade the clumsy attacks of their enemies, becoming
almost impossible to strike.
Troop Type: Infantry (Character)
Magic: Spellsinger is a Level 1 Wizard who uses spells from While performing this dance, all close combat attacks
the Lore of Beasts, the Lore of Life, the Lore of Heavens, the against the model suffer -1 To Hit.
Lore of Light, the Lore of Shadow or the Lore of Athel Loren.
– Woven Mist: The sinuous movements of this dance
Equipment: Hand weapon. distract and confuse the enemy, allowing the Wardancers
to strike before their foe can react.
Options:
• May be upgraded to Level 2 Wizard (35 pts)
When performing this dance, the model gains the
• May be mounted upon one of the following:
Always Strikes First special rule.
– Elven Steed (14 pts)
– Warhawk (20 pts) • Talismanic Tattoos: Models with this special rule has
– Unicorn (40 pts) Magic Resistance (1) and a Ward save (6+).
– Great Eagle (45 pts)
• May take one spite and/or magic items up to a total of 50 pts
Special Rules: Blessings of the Ancients, Elven Grace, Forest
Strider

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WAYSTALKER
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
. . .pts
. . . . . . . BRANCHWRAITH
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
. . .pts
..............
M WS BS S T W I A Ld M WS BS S T W I A Ld
Waystalker 5 6 7 4 3 2 7 2 8 Branchwraith 5 6 6 4 4 2 7 3 9

Troop Type: Infantry (Character) Troop Type: Infantry (Character)


Equipment: Two hand weapons, Asrai Longbow. Magic: Branchwraith that is a Wizard uses spells from the Lore
of Life or the Lore of Athel Loren.
Options:
• May take one of the following: Options:
– Arcane Bodkins (1 pt) • May be upgraded to a Level 1 Wizard (35 pts)
– Hagbane Tips (3 pts) • May take spites up to a total of 50 pts
– Starfire Shafts (2 pts)
Special Rules: Blessings of the Ancients, Flammable, Forest
– Swiftshiver Shards (3 pts)
Spirit, Hatred, Natural Armour (6+), Tree Aspects
– Trueflight Arrows (2 pts)
• May take one spite and/or magic items up to a total of 50 pts • Tree Aspects: At the start of each round of close combat in
which they are fighting, models with this special rule choose
Special Rules: Asrai Archery, Elven Grace, Forest Stalker, one of the following Tree Aspects, the effect of which lasts
Forest Strider, Lethal Shot, Scouts, Sniper until the end of that turn or until a new Tree Aspect is
• Forest Stalker: While inside a wood, models with this chosen. This is done before Impact Hits are resolved. All
special rule are at an additional -1 to be Hit with missile Dryads in the same unit must choose the same Tree Aspect.
attacks. In addition, they may deploy within 12" of an Dryads cannot choose the same Tree Aspects in two
enemy unit if they do so within a wood. consecutive rounds of combat.
• Lethal Shot: Models with this special rule have Killing – Birch Aspect: Dryads which shift shape into their Birch
Blow with missile attacks from their bows. 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.

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MOUNTS
ARCH-REVENANT
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
. . . .pts
......................
MOUNTS
...............................................................
M WS BS S T W I A Ld
M WS BS S T W I A Ld
Arch-Revenant 5 6 6 4 3 2 7 4 9
Elven Steed 9 3 0 3 3 1 4 1 5
Troop Type: Infantry (Character) Unicorn 10 5 0 4 4 2 5 2 8
Equipment: Polearm, shield. Warhawk 2 4 0 4 3 2 5 2 5
Great Stag 9 5 0 5 4 3 4 2 7
Options:
• May take magic items and/or spites up to a total of 50 pts Great Eagle 2 5 0 4 4 3 4 3 8
• One Glade Captain or Arch-Revenant in the army may carry Forest Dragon 6 6 0 6 6 6 3 5 8
the Battle Standard for +25 pts. The Battle Standard Bearer
can have a magic banner with no pts limit. However, a Troop Type (Elven Steed): War Beast
model carrying a magic standard can only take a spite and/or Troop Type (Unicorn): War Beast
magic items up to a total of 25 pts.
Troop Type (Warhawk): War Beast
Special Rules: Call to Battle, Elven Grace, Fly (10), Forest
Spirit, Natural Armour (6+) Troop Type (Great Stag): Monstrous Beast

• Call to Battle: All friendly units with the Forest Spirit Troop Type (Great Eagle): Monstrous Beast
special rule within 6" of the Arch-Revenant are subject to Troop Type (Forest Dragon): Monster
the Frenzy special rule as long as they remain within range,
Options:
and do not lose Frenzy even if losing combat.
• A Great Eagle may have any of the following:
– Shredding Talons (5 pts)
– Swiftsense (5 pts)
• Shredding Talons: The model gains the Armour Piercing
(1) rule.
• Swiftsense: The model gains +1 Initiative.
Special Rules (Elven Steed): Forest Strider
Special Rules (Unicorn): Forest Strider, Impale, Magic
Resistance (2), Magical Attacks
• Impale: Model gain +1 Strength to their Impact Hits.
Special Rules (Warhawk): Fly (10)
Special Rules (Great Stag): Forest Strider, Impact Hits (D3)
Special Rules (Great Eagle): Fly (9)
Special Rules (Forest Dragon): Fly (7), Forest Spirit, Natural
Armour (3+), Soporific Breath
• 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.

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CORE UNITS
ETERNAL
. . . . . . . . . .GUARD
. . . . . . . . . . . . . . . . . . . . . . . . . . . 11
. . .pts
. . .per
. . .model
.................
GLADE
. . . . . . . GUARDS
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
. . .pts
. . .per
. . .model
.........................
M WS BS S T W I A Ld
M WS BS S T W I A Ld
Eternal Guard 5 5 4 3 3 1 5 1 9
Glade Guard 5 4 4 3 3 1 5 1 8
Eternal Warden 5 5 4 3 3 1 5 2 9
Lord's Bowman 5 4 5 3 3 1 5 1 8
Unit Size: 10+
Unit Size: 10+
Troop Type: Infantry
Troop Type: Infantry
Equipment: Saearath, light armour.
Equipment: Hand weapon, Asrai Longbow.
• Saearath: A Saearath can either be used as a normal spear
Options: or a spear-stave. A spear-stave follows the normal rules for
• May upgrade one Glade Guard to a Lord's Bowman (10 pts) spears, but Requires Two Hands and adds +1 Attack. You
• May upgrade one Glade Guard to a musician (10 pts) may choose which fighting style you want to use at the start
• May upgrade one Glade Guard to a standard bearer (10 pts) of each round of close combat.
– May have a magic standard worth up to 25 pts
• The entire unit may take one of the following: Options:
– Arcane Bodkins (1 pt per model) • May upgrade one Eternal Guard to an Eternal Warden (10
– Hagbane Tips (3 pts per model) pts)
– Starfire Shafts (2 pts per model) • May upgrade one Eternal Guard to a musician (10 pts)
– Swiftshiver Shards (3 pts per model) • May upgrade one Eternal Guard to a standard bearer (10 pts)
– Trueflight Arrows (2 pts per model) – May have a magic standard worth up to 50 pts
• The entire unit may take shields (1 pt per model)
Special Rules: Asrai Archery, Elven Grace, Forest Strider
Special Rules: Elven Grace, Forest Strider, Stubborn

DEEPWOOD
. . . . . . . . . . . .SCOUT
. . . . . . . . . . . . . . . . . . . . . . . . .14
. . .pts
. . .per
. . .model
.........................
M WS BS S T W I A Ld
Deepwood Scout 5 4 4 3 3 1 5 1 8
Master Scout 5 4 5 3 3 1 5 1 8

You may not have more units of Deepwood Scouts than you have
units of Glade Guard.
Unit Size: 5+
Troop Type: Infantry
Equipment: Hand weapon, Asrai Longbow.
Options:
• 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)
Special Rules: Asrai Archery, Elven Grace, Forest Strider,
Scouts, Skirmishers

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DRYADS
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
. . .pts
. . .per
. . .model
. . . . . . . . . . GLADE
. .. .. .. .. .. .. ..RIDER
.. .. .. .. .. .. .. . . . . . . . . . . . . . . . . . . . . . . .17
. . .pts
. . .per
. . .model
.................
M WS BS S T W I A Ld M WS BS S T W I A Ld
Dryad 5 4 4 3 3 1 5 2 8 Glade Rider 5 4 4 3 3 1 5 1 8
Branch Nymph 5 4 4 3 3 1 5 3 8 Glade Knight 5 4 4 3 3 1 5 2 8
Elven Steed 9 3 0 3 3 1 4 1 5
Unit Size: 10+
Troop Type: Infantry Unit Size: 5+
Options: Troop Type: Cavalry
• May upgrade one Dryad to a Branch Nymph (10 pts) Equipment: Spear, Asrai Longbow.
• The entire unit may be upgraded to Skirmishers (1 pt per
model) Options:
• May upgrade one Glade Rider to a Glade Knight (10 pts)
Special Rules: Flammable, Forest Spirit, Hatred, Natural • May upgrade one Glade Rider to a musician (10 pts)
Armour (6+), Tree Aspects • May upgrade one Glade Rider to a standard bearer (10 pts)
• Tree Aspects: At the start of each round of close combat in – May have a magic standard worth up to 25 pts
which they are fighting, models with this special rule choose • The entire unit may wear light armour (1 pt per model)
one of the following Tree Aspects, the effect of which lasts • The entire unit may take shields (1 pt per model)
until the end of that turn or until a new Tree Aspect is • The entire unit may take one of the following:
chosen. This is done before Impact Hits are resolved. All – Arcane Bodkins (1 pt per model)
Dryads in the same unit must choose the same Tree Aspect. – Hagbane Tips (3 pts per model)
Dryads cannot choose the same Tree Aspects in two – Starfire Shafts (2 pts per model)
consecutive rounds of combat. – Swiftshiver Shards (3 pts per model)
– Trueflight Arrows (2 pts per model)
– Birch Aspect: Dryads which shift shape into their Birch Special Rules: Asrai Archery, Fast Cavalry, Forest Strider
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.

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SPECIAL UNITS
WARDANCERS
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
. . .pts
. . .per
. . .model
.................
WILDWOOD
. . . . . . . . . . . . RANGERS
. . . . . . . . . . . . . . . . . . . . . . . . .13
. . .pts
. . .per
. . .model
.........................
M WS BS S T W I A Ld
M WS BS S T W I A Ld
Wardancer 5 6 4 3 3 1 6 2 8
Wildwood Ranger 5 5 4 4 3 1 5 1 9
Bladesinger 5 6 4 3 3 1 6 3 8
Wildwood Warden 5 5 4 4 3 1 5 2 9
Unit Size: 5+
Unit Size: 10+
Troop Type: Infantry
Troop Type: Infantry
Equipment: Two hand weapons.
Equipment: Great weapon, light armour.
Options:
Options: • May upgrade one Wardancer to a Bladesinger (10 pts)
• May upgrade one Wildwood Ranger to a Wildwood Warden • May upgrade one Wardancer to a musician (10 pts)
(10 pts) • The entire unit may swap their hand weapons for Saearath
• May upgrade one Wildwood Ranger to a musician (10 pts) (free)
• May upgrade one Wildwood Ranger to a standard bearer (10
pts) Special Rules: Elven Grace, Forest Strider, Immunity
– May have a magic standard worth up to 50 pts (Psychology), Shadow Dances of Loec, Skirmishers, Talismanic
Tattoos
• Saearath: A Saearath can either be used as a normal spear
or a spear-stave. A spear-stave follows the normal rules for • Shadow Dances of Loec: At the start of each round of close
spears, but Requires Two Hands and adds +1 Attack. You combat in which they are fighting, models with this special
may choose which fighting style you want to use at the start rule choose one of the following dances, the effect of which
of each round of close combat. 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
Special Rules: Elven Grace, Forest Strider, Guardians of the the same unit must choose the same dance. Dancers cannot
Wildwood, Immunity (Psychology) choose the same dance in two consecutive rounds of
• Guardians of the Wildwood: If a model with this special combat.
rule is in base contact with at least one enemy model with
either the Fear or Terror special rule, it gains +1 Attack. – 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.

• Talismanic Tattoos: Models with this special rule has


Magic Resistance (1) and a Ward save (6+).

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WILD
. . . . . .RIDERS
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
. . .pts
. . .per
. . .model
. . . . . . . . . . ALTERS
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . . . . . . . . . . . . . . . . . . . . . . .14
. . .pts
. . .per
. . .model
.................
M WS BS S T W I A Ld M WS BS S T W I A Ld
Wild Rider 5 5 4 4 3 1 5 1 9 Alter 8 4 4 3 3 1 6 2 8
Wild Hunter 5 5 4 4 3 1 5 2 9 Wild Kin 8 4 4 3 3 1 6 3 8
Elven Steed 9 3 0 3 3 1 4 1 5
Unit Size: 5+
Steed of Kurnous 9 3 0 4 3 1 4 1 5
Troop Type: Infantry
Unit Size: 5+
Options:
Troop Type: Cavalry • May upgrade one Alter to a Wild Kin (10 pts)
Equipment: Spear. Special Rules: Animal Form, Elven Grace, Fear, Forest Strider,
Options: Skirmishers, Swiftstride
• May upgrade one Wild Rider to a Wild Hunter (10 pts) • Animal Form: At the start of each round of close combat in
• May upgrade one Wild Rider to a musician (10 pts) which they are fighting, models with this special rule choose
• May upgrade one Wild Rider to a standard bearer (10 pts) one of the following Animal Forms, the effect of which lasts
– May have a magic standard worth up to 50 pts until the end of that turn or until a new form is chosen. This
• The entire unit may wear light armour (1 pt per model) is done before Impact Hits are resolved. All Alters in the
• The entire unit may take shields (1 pt per model) same unit must choose the same form. Alters cannot choose
• The entire unit may replace their Elven Steeds with Steeds the same Animal Forms in two consecutive rounds of
of Kurnous (2 pts per model) combat.
Special Rules: Devastating Charge, Fast Cavalry, Forest Spirit,
– Bear: The Alters grow thick muscles, allowing them to
Frenzy
strike harder against the foe.

MEADOW
. . . . . . . . . .CHARIOT
. . . . . . . . . . . . . . . . . . . . . . . . . . .70
. . .pts
. . .per . . . . . . . . . . . . . . . . While
. . .model . . . . . .in. .this
. form, the model gains +1 Strength.
M WS BS S T W I A Ld – Boar: The hide of the Alters thicken, making them able
Meadow Chariot 8 - - 5 4 4 - - - to withstand stronger blows.
Charioteer - 5 4 3 - - 5 1 9
While in this form, the model gains +1 Toughness.
Elven Steed - 3 0 3 - - 4 1 -
– Wolf: The Alters grow long fangs and claws that cuts
Unit Size: 1 Meadow Chariot, 2 Charioteers & 2 Elven Steeds deep, making them more savage in combat.
Troop Type: Chariot (Armour Save 5+)
While in this form, the model gains +1 Attack and the
Equipment: Spear, Asrai Longbow. Armour Piercing (1) special rule.
Options:
• May take two extra Elven Steeds (5 pts) – Stag: The Alters sprout long horns from their heads,
• May take two extra Charioteers (10 pts) which they use to pierce the flesh of their foe on the
charge.
Special Rules: Asrai Archery
While in this form, the model gains the Impact Hits (1)
special rule with Strength Bonus (1).
TREE
. . . . . KIN
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50
. . .pts
. . .per
. . .model
.........................
M WS BS S T W I A Ld
WARHAWK
. . . . . . . . . . .RIDERS
. . . . . . . . . . . . . . . . . . . . . . . . . .25
. . .pts
. . .per
. . .model
.................
Tree Kin 5 4 4 4 5 3 3 3 8
Tree Kin Elder 5 4 4 4 5 3 3 4 8 M WS BS S T W I A Ld
Warhawk Rider 5 4 4 3 3 1 5 1 8
Unit Size: 3+ Wind Rider 5 4 4 3 3 1 5 2 8
Troop Type: Monstrous Infantry Warhawk 2 4 0 4 3 2 5 2 5
Options: Unit Size: 3+
• May upgrade one Tree Kin to a Tree Kin Elder (10 pts)
Troop Type: Cavalry
Special Rules: Flammable, Forest Spirit, Natural Armour (4+),
Stubborn Equipment: Spear, Asrai Longbow.
Options:
• 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)
Special Rules: Asrai Archery, Fast Cavalry, Fly (10)

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RARE UNITS
TREE
. . . . . REVENANTS
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
. . .pts
. . .per
. . .model
.........................
WAYWATCHERS
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
. . .pts
. . .per
. . .model
.................
M WS BS S T W I A Ld
M WS BS S T W I A Ld
Tree Revenant 5 5 4 4 3 1 5 2 8
Waywatcher 5 4 5 3 3 1 5 1 8
Scrion 5 5 4 4 3 1 5 3 8
Waywatcher Sentinel 5 4 6 3 3 1 5 1 8
Unit Size: 5+
Unit Size: 5+
Troop Type: Infantry
Troop Type: Infantry
Equipment: Hand weapon.
Equipment: Hand weapon, Asrai Longbow.
Options:
• May upgrade one Tree Revenant to a Scion (10 pts) Options:
• May upgrade one Tree Revenant to a musician (10 pts) • May upgrade one Waywatcher to a Waywatcher Sentinel (10
• May upgrade one Tree Revenant to a standard bearer (10 pts)
pts) • The entire unit may take additional hand weapons (1 pt per
– May have a magic standard worth up to 50 pts model)
• The entire unit may take one of the following:
Special Rules: Forest Spirit, Martial Memories, Natural – Arcane Bodkins (1 pt per model)
Armour (6+), Spirit-walk – Hagbane Tips (3 pts per model)
• Martial Memories: Models with this special rule may re- – Starfire Shafts (2 pts per model)
roll 1's when rolling To Hit and To Wound in close combat. – Swiftshiver Shards (3 pts per model)
– Trueflight Arrows (2 pts per model)
• Spirit-walk: Instead of moving normally, the unit can walk • The entire unit may be upgraded with Traps 15 pts
the spirit paths during the Remaining Moves sub-phase.
Remove it from play, and set it up so that the centre of the • Traps: A Waywatcher unit which is within a forest is
unit is within any wood on the table. 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
SPITE
. . . . . .REVENANTS
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
. . .pts
. . .per
. . .model
. . . . . . . . . . . . . chargers
. . . . . . . are
. . . already
.. inside the forest when the charge is
M WS BS S T W I A Ld declared the traps are activated as soon as the charge is
declared. Roll a dice to determine the type and effect of the
Spite Revenant 5 4 4 4 3 1 5 2 8
trap.
Shadestalker 5 4 4 4 3 1 5 3 8
D6 Result
Unit Size: 5+
1-2 Spikes: The Waywatchers have scattered pieces of
Troop Type: Infantry
long thorn on the forest floor, and have half buried
Options: short spikes in the ground around their position.
• May upgrade one Spite Revenant to a Shadestalker (10 pts)
The enemy unit suffers D6 Strength 3 hits.
Special Rules: Ambushers, Forest Spirit, Hatred, Natural
Armour (6+), Skirmishers, Unbridled Malice 3 Snares: The attackers are caught by snares as they
charge, preventing them reaching their target.
• Unbridled Malice: Spite Revenants' Hatred special rule
applies in all rounds of close combat, not just the first. In The enemy unit deducts D3" from the charge
addition, enemy units in base contact with them must re-roll distance.
successful Leadership tests. This has no effect on units that 4 Nets: As the enemy charges nets fall on top of them
have Immunity (Psychology). 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.

Special Rules: Asrai Archery, Elven Grace, Forest Stalker,


Forest Strider, Lethal Shot, Scouts, Skirmishers

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• Forest Stalker: 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 SYLVAN
. . . . . . . .HUNTERS
. . . . . . . . . . . . . . . . . . . . . . . . . . . . .48
. . .pts
. . .per
. . .model
.................
enemy unit if they do so within a wood. M WS BS S T W I A Ld
• Lethal Shot: Models with this special rule have Killing Sylvan Hunter 5 5 4 4 4 3 4 3 8
Blow with missile attacks from their bows. Huntmaster 5 5 4 4 4 3 4 4 8

Unit Size: 3+
SISTERS
. . . . . . . . OF
. . . THE
. . . . . THORN
. . . . . . . . . . . . . . . . . . . . .24
. . .pts
. . .per
. . .model
.........................
Troop Type: Monstrous Infantry
M WS BS S T W I A Ld
Equipment: Great weapon.
Sister of the Thorn 5 4 5 3 3 1 5 1 8
Handmaiden of the Options:
5 4 6 3 3 1 5 1 8 • May upgrade one Sylvan Hunter to a Huntmaster (10 pts)
Thorn
Steed of Isha 9 3 0 4 3 1 4 1 5 • The entire unit may replace their great weapons with one of
the following:
Unit Size: 5+ – Polearms (free)
– Great bows (free)
Troop Type: Cavalry
• Great Bow: Longbow. A Great Bow has a range of 36" and
Equipment: Hand weapon, javelin. Strength 5. Any shots made with it have the Magical Attacks
Options: special rule.
• May upgrade one Sister of the Thorn to a Handmaiden of Special Rules: Flammable, Forest Spirit, Natural Armour (5+),
the Thorn (10 pts) Tanglethorn Thicket
• May upgrade one Sister of the Thorn to a musician (10 pts)
• May upgrade one Sister of the Thorn to a standard bearer • Tanglethorn Thicket: At the start of either player’s
(10 pts) Movement phase, Sylvan Hunters can sprout a thick weave
– May have a magic standard worth up to 50 pts of thorned branches. Until the end of the turn, they cannot
voluntarily move, but counts as being in Hard Cover.
Special Rules: Asrai Archery, Blessings of the Ancients,
Deepwood Coven, Fast Cavalry, Forest Strider, Poisoned
Attacks, Ward Save (4+) GOSSAMID
. . . . . . . . . . .ARCHERS
. . . . . . . . . . . . . . . . . . . . . . . . . .23
. . .pts
. . .per
. . .model
.................
• Deepwood Coven: A unit of Sisters of the Thorn is M WS BS S T W I A Ld
considered to be a Level 2 Wizard that knows the spells Gossamid Archer 5 5 4 4 3 1 5 2 8
Shield of Thorns (Lore of Life) and The Curse of Anraheir Flitwing Scion 5 5 5 4 3 1 5 2 8
(Lore of Beasts). This doesn’t prevent other friendly
Wizards from knowing the same spells. The unit receives an Unit Size: 5+
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 Troop Type: Infantry
casts a spell (or is targeted by a special rule that affects a Equipment: Hand weapon, Elven Longbow.
Wizard), you must nominate one Sister or Handmaiden of
• Elven Bows and Longbows: Elven Bows follow the rules
the Thorn as the caster (or target) for the purposes of line of
for Bows. Elven Longbows follow the rules for Longbows.
sight, range, etc. In the event of a Sisters of the Thorn unit
All shots with these weapons have the Armour Piercing (1)
rolling a miscast, do not roll on the Miscast table. Instead,
special rule.
the unit suffers D3 Wounds with no saves of any kind
allowed. Options:
• May upgrade one Gossamid Archer to a Flitwing Scion (10
pts)
GREAT
. . . . . . .EAGLES
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45
. . .pts
. . .per
. . .model
.........................
Special Rules: Fly (10), Forest Spirit, Larval Shafts, Martial
M WS BS S T W I A Ld Memories, Natural Armour (6+), Zephyrspites
Great Eagle 2 5 0 4 4 3 4 3 8
• Larval Shafts: If a model with this special rule rolls a
You may take 1-2 units of Great Eagles as a single Rare choice. natural 6 To Hit with their bows, that Attack automatically
Wounds with the Multiple Wounds (D3) special rule.
Unit Size: 1-3
• Martial Memories: Models with this special rule may re-
Troop Type: Monstrous Beast roll 1's when rolling To Hit and To Wound in close combat.
Options: • Zephyrspites: After a unit where the majority of the models
• May have any of the following: with this special rule has resolved all their missile attacks
– Shredding Talons (5 pts per model) and is within 6" of an enemy unit; they may move directly
– Swiftsense (5 pts per model) backwards D6", keeping the same unit facing.
• Shredding Talons: The model gains the Armour Piercing
(1) rule.
• Swiftsense: The model gains +1 Initiative.
Special Rules: Fly (9)

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SPITERIDER
. . . . . . . . . . . . REVENANTS
. . . . . . . . . . . . . . . . . . . . . . . . .60
. . .pts
. . .per
. . .model
. . . . . . . . . . FOREST
. .. .. .. .. .. .. .. ..DRAGON
.. .. .. .. .. .. . . . . . . . . . . . . . . . . . . . . . .325
. . . .pts
. . .per
. . .model
.................
M WS BS S T W I A Ld M WS BS S T W I A Ld
Spiterider Revenant 5 5 4 4 3 1 5 2 8 Forest Dragon 6 6 0 6 6 6 3 5 8
Spiterider Scion 5 5 4 4 3 1 5 3 8
Unit Size: 1
Dragonspite 3 3 0 4 4 2 4 2 5
Troop Type: Monster
Unit Size: 3+
Special Rules: Fly (7), Forest Spirit, Natural Armour (3+),
Troop Type: Cavalry Soporific Breath
Equipment: Hand weapon, shield. • Soporific Breath: A Forest Dragon has a Strength 2 Breath
Options: Weapon. Armour saves taken against Wounds caused by
• May upgrade one Spiterider Seeker to a Spiterider Scion (10 Soporific Breath suffer a -3 penalty. All models in a unit that
pts) suffers one or more hits from Soporific Breath gain the
• May upgrade one Spiterider Seeker to a musician (10 pts) Stupidity special rule for the remainder of the game.
• 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)
Special Rules: Devastating Charge, Fast Cavalry, Fly (9),
Forest Spirit, Martial Memories, Natural Armour (5+),
Regeneration (5+)
• Martial Memories: 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
.........................
M WS BS S T W I A Ld
Treeman 5 6 6 5 6 5 2 5 9

Unit Size: 1
Troop Type: Monster
Options:
• May take Strangleroots (20 pts)
• Strangleroots: A model with this upgrade can make the
following shooting attack:

Range Strength Special Rules


12" 5 Multiple Shots (D6+1),

Quick to Fire

Special Rules: Flammable, Forest Spirit, Natural Armour (3+),


Stubborn, Tree Whack
• 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.

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SPECIAL CHARACTERS - LORDS


ARIEL
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 520
. . . .pts
..............
ORION
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 425
. . . .pts
......................
M WS BS S T W I A Ld
M WS BS S T W I A Ld
Ariel 5 5 5 4 4 5 7 0 10
Orion 9 8 8 5 5 5 9 5 10
Hound of Orion 9 4 0 4 4 1 4 1 6 Troop Type: Monstrous Infantry (Special Character)
Magic: Ariel is a Level 4 Wizard who uses spells from the Lore
Troop Type (Orion): Monstrous Infantry (Special Character)
of Athel Loren.
Troop Type (Hound of Orion): War Beast
Magic Items / Abilities: The Dart of Doom, The Heartstone of
Options: Athel Loren, The Wand of Wych Elm, The Acorn of Ages, The
• May be accompanied by two Hounds of Orion (20 pts) Berry Wine
Magic Items / Abilities (Orion): Hawk's Talon, Spear of
• The Dart of Doom (Magic Weapon): One use only. The
Kurnous, Cloak of Isha, Horn of the Wild Hunt
Dart of Doom has a range of 12". If the dart hits a model it
• Hawk's Talon (Magic Weapon): Longbow. All shots with causes 1 automatic Wound which Ignores Armour Saves. If
this weapon are resolved at Strength 5 and have the Multiple the wound is not saved the dart sucks energy out of the
Shots (6) special rule. Hawk's Talon may fire Multiple Shots victim, draining their Strength characteristic by D3 to a
even when moving. minimum of 1.

• Spear of Kurnous (Magic Weapon): Spear. The Spear of • The Heartstone of Athel Loren (Talisman): If Ariel
Kurnous gives Orion +1 Strength, as well as the Armour successfully dispels a spell targeted at her, the casting
Piercing (1) and Multiple Wounds (D3) special rules. In Wizard must immediately take a Leadership test. If he fails,
addition, it can be used to make shooting attacks using the he immediately loses a Wizard level and may not cast that
same rules as a bolt thrower with the profile below. This spell for the remainder of the game.
attack can be made if Orion moves (but not if he marches).
• The Wand of Wych Elm (Arcane Item): This staff allows
Range Strength Special Rules any failed Dispel attempt to be re-rolled.
18" +1 Armour Piercing (1), • The Acorn of Ages (Enchanted Item): One use only. At
the start of the game, after the battlefield has been set up,
Multiple Wounds (D3) but before deployment begins, place a forest, no more than
12" in diameter, on the battlefield. This forest can be placed
• Cloak of Isha (Talisman): The Cloak of Isha grants Orion
anywhere at least 1" away from another terrain feature and
the Ward Save (6+) and Magic Resistance (2) special rules.
the edge of the battle field. Once the forest have been
At the start of each of your turns, roll a D6. On a score of 6,
placed, it scatters 2D6". If this scatter causes a forest to end
Orion regains a Wound lost earlier in the battle.
up within 1" (or on top of) other terrain, or within 1" of the
• Horn of the Wild Hunt (Enchanted Item): One use only. battle field edge, reduce or increase the scatter by the
At the start of any turn, the Horn of the Wild Hunt may be smallest amount necessary to avoid the obstruction. When
sounded. Once it has, Orion and all friendly units within 18" this has been done, declare which type of forest you want it
gain the Devastating Charge and Fear special rules for the to be – choose from the types on the Mysterious Forest
remainder of the turn. table.

Special Rules (Orion): Asrai Archery, Elven Grace, Forest • The Berry Wine (Enchanted Item): One use only. The
Spirit, Frenzy, Orion's Equerries, Terror, Unbreakable, The Wild wine can be drunk at the start of any phase. Ariel will
Hunt immediately regain up to D3 Wounds previously lost during
the battle.
• Orion's Equerries: If Orion is accompanied by Hounds of
Orion, they must be deployed as a unit. Orion cannot leave Special Rules: Aura of the Fey Queen, Blessings of the
this unit, and cannot join other units. Ancients, Earthbind, Fly (9), Forest Spirit, Loremaster (Lore of
• The Wild Hunt: In an army led by Orion, Wild Riders Athel Loren), Screech
counts as Core Units. An army led by Orion must include at • Aura of the Fey Queen: Ariel has Magic Resistance (3). In
least one unit of Wild Riders. addition, all friendly units within 6" of Ariel have Immunity
Special Rules (Hound of Orion): Forest Spirit, Frenzy, (Panic).
Unbreakable • Earthbind: 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.
• Screech: 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.

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DURTHU
. . . . . . . . .OAKHEART
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 320
. . . .pts
. . . . . . . ARALOTH
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195
. . . .pts
..............
M WS BS S T W I A Ld M WS BS S T W I A Ld
Durthu Oakheart 5 6 6 6 6 6 2 5 10 Araloth 5 8 7 4 3 3 8 5 10

Troop Type: Monster (Character) Troop Type: Infantry (Special Character)


Magic: Durthu Oakheart is a Level 1 Wizard who uses spells Equipment: Spear, shield, light armour.
from the Lore of Beasts. Special Rules: Boldest of the Bold, Forest Strider, Skaryn the
Magic Items / Abilities: Sword of Daith Eye Thief, Ward Save (4+)
• Boldest of the Bold: Whilst Araloth is a lone character, he
• Sword of Daith (Magic Weapon): This sword allows
has the Unbreakable special rule.
Durthu to re-roll failed To Hit rolls every turn, not just the
first. In addition, he can never lose his Frenzy special rule. • Skaryn the Eye Thief: At the start of each of your turns,
nominate a single enemy model within 18" of Araloth. That
Special Rules: Blessings of the Ancients, Flammable, Forest model takes a Strength 4 hit. If the Wound is unsaved, and
Spirit, Frenzy, Hatred, Natural Armour (3+), Strangleroots, the To Wound roll was a 6, the model suffers a -5 penalty to
Stubborn, Tree Whack, Unburden of Thieflings Weapon Skill, Ballistics Skill, and Initiative (to a minimum
• Strangleroots: A model with this upgrade can make the of 1) for the rest of the game. A model can only suffer this
following shooting attack: penalty once.

Range Strength Special Rules THALANDOR


. . . . . . . . . . . . .DOOMSTAR
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235
. . . .pts
..............
12" 5 Multiple Shots (D6+1),
M WS BS S T W I A Ld
Quick to Fire Thalandor 5 7 7 4 3 3 8 4 10
Gwandor (Great
• Tree Whack: A model with this special rule can choose to 2 5 0 4 4 3 4 3 8
Eagle)
make a single Tree Whack in place of making his normal
close combat attacks. If a model is making a Tree Whack, it Troop Type: Monstrous Cavalry (Special Character)
must be declared before rolling To Hit.
Equipment: Shield.
To resolve a Tree Whack, nominate an enemy model in base Magic Items / Abilities: Spear of Daith, Talisman of Qwarr
contact. That model must pass an Initiative test or suffer D6
Wounds with no armour saves allowed. A character with • Spear of Daith (Magic Weapon): Spear. The Spear of
this special rule may make a Tree Whack in a challenge. Daith gives Thalandor a Parry (4+), even while mounted.
• Unburden of Thieflings: An Unburden of Thieflings is a • Talisman of Qwarr (Talisman): Models targeting against
close combat attack that can be used in addition to Durthu's Thalandor and Gwandor with missile attacks suffer -1 To
other attacks. It has the following profile: Hit.
Range Strength Special Rules Special Rules: Fly (9)
Combat 2 Magical Attacks,

Poisoned Attacks,

Random Attacks (D6)

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.

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SCEOLAN
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185
. . . .pts
. . . . . . . DRYCHA
. .. .. .. .. .. .. .. .. .HAMADRETH
. .. .. .. .. .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 315
. . . .pts
..............
M WS BS S T W I A Ld M WS BS S T W I A Ld
Sceolan 5 7 7 4 3 3 8 4 10 Drycha Hamadreth 5 7 6 5 5 5 7 6 9

Troop Type: Infantry (Special Character) Drycha Hamadreth is an upgraded version of Drycha, and as a
result you may not include both at the same time in your army.
Equipment: Hand weapon, light armour.
Troop Type: Monstrous Infantry (Special Character)
Magic Items / Abilities: The Bow of Loren, Buckler of Bronze
Magic: Drycha Hamadreth is a Level 2 Wizard who uses spells
• The Bow of Loren (Magic Weapon): Asrai Longbow. All from the Lore of Life or the Lore of Athel Loren.
shots from the Bow of Loren are resolved at Strength 4 with
Multiple Shots (A) special rule. Multiple Shots (A) means Special Rules: Blessings of the Ancients, Deadly Infestation,
the bow fires a number of shots equal to the wielder's Eternal Rage, Fanatical Resolve, Flammable, Forest Spirit,
Attacks characteristic. It cannot fire enchanted arrows. Mercurial Aspect, Natural Armour (3+), Roused to Wrath
• Deadly Infestation: In addition to Drycha's normal attacks,
Note that if Sceolan is included in your army, no other she can also make two types of special attacks. The Colony
model may be given the Bow of Loren. of Flitterfuries uses the following profile:

• Buckler of Bronze (Magic Armour): Buckler. For each Range Strength Special Rules
attack that Hits Sceolan in close combat, he may make an
12" 1 Multiple Shots (2D6),
extra Attack back immediately.
Poisoned Attacks
Special Rules: Ambush Master, Asrai Archery, Elven Grace,
Forest Strider, Scouts
The Colony of Flitterfuries suffers no To Hit penalties for
• Ambush Master: If Sceolan is included in your army, one firing Multiple Shots.
Core Unit of your choice may deploy using the Ambushers
special rule. The Swarm of Squirmlings uses the following profile:

Range Strength Special Rules


THE
. . . . LADY
. . . . . . OF
. . . .VINES
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 340
. . . .pts
......................
Combat 1 Poisoned Attacks,
M WS BS S T W I A Ld
The Lady of Vines 5 7 6 5 5 4 7 5 9 Random Attacks (2D6)

Troop Type: Monstrous Infantry (Special Character) • Eternal Rage: Drycha has the Hatred special rule which
applies in every round of close combat, not just the first.
Magic: The Lady of Vines is a Level 2 Wizard who uses spells
from the Lore of Athel Loren. In addition, she knows the • Fanatical Resolve: If Drycha is reduced to 1 Wound, she
following spell: Aspect of Athel Loren gains the Frenzy special rule. She automatically loses
Frenzy if she is healed back to her starting number of
• Aspect of Athel Loren (Signature Spell, Cast on 9+): Wounds.
Aspect of Athel Loren is an augment spell that is cast on the
wizard themself. Until the start of your next Magic phase, • Mercurial Aspect: At the start of each of your turns,
all friendly units with the Forest Spirit special rule gain a declare whether Drycha is Enraged or Embittered. If Drycha
Ward save (6+) as long as they remain within 12" of the is Enraged, the Colony of Flitterfuries gains the Multiple
caster. Shots (3D6) special rule. If Drycha is Embittered, the
Swarm of Squirmlings gains the Random Attacks (3D6)
Magic Items / Abilities: Kurnotheal's Wrath, Verdian Crown special rule.
• Roused to Wrath: This rule cannot be used if there are no
• Kurnotheal's Wrath (Magic Weapon): Spear/javelin. All forests on the battlefield when it is time to deploy your
attacks (both shooting and close combat) made with this army. When you deploy, you may choose D3 units wholly
weapon may re-roll failed rolls To Hit and have the Multiple composed of models with the Forest Spirit special rule –
Wounds (D3) special rule. these are not deployed at the start of the game, but are
‘slumbering’ somewhere on the battlefield.
• Verdian Crown (Talisman): All friendly units with the
Forest Spirit special rule within 6" of the Lady of Vines At the start of the Remaining Moves sub-phase of your first
counts as being in soft cover. 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
Special Rules: Blessings of the Ancients, Forest Spirit, Natural
unit awakens. Place it on the battlefield so that all models in
Armour (5+), Writhing Vines
the unit are wholly within a forest, and at least 1" away from
• Writhing Vines: At the start of each round of close combat, other units and impassable terrain. Treat units that cannot be
the Lady of Vines can choose between creating a protective placed as having rolled a 1-2. Any units that have not yet
barrier or ensnare foes. awoken by the time the game ends award victory points as if
they had been destroyed.
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.

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SPECIAL CHARACTERS - – Willow Aspect: In their Willow aspect, Dryads change


into creatures with green skin and extremely long
HEROES yellowish green hair which hangs down around them
like the leaves of the weeping willow tree. Their fingers
DRYCHA
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
. . . .pts
. . . . . . . . . . . . . extend
. . . . . .in. .incredibly
. long, whip-like willow twigs. In
M WS BS S T W I A Ld close combat they entwine their fingers around the foe
Drycha 5 7 6 4 4 2 7 4 9 and grip his weapon making it difficult for him to wield
it at all.
Troop Type: Infantry (Special Character)
While in this Aspect, enemy models in base contact
Magic: Drycha is a Level 2 Wizard who uses spells from the suffer -1 To Hit.
Lore of Life or the Lore of Athel Loren.
Special Rules: Blessings of the Ancients, Eternal Rage,
Fanatical Resolve, Flammable, Forest Spirit, Natural Armour
(6+), Roused to Wrath, Spirit-walk, Tree Aspects
• Eternal Rage: Drycha has the Hatred special rule which
applies in every round of close combat, not just the first.
• Fanatical Resolve: 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.
• Roused to Wrath: 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.
• Spirit-walk: 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.
• 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.

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• Sisters of Twilight: Naestra’s close combat attacks receive


a +1 bonus To Wound against models from the Forces of
NAESTRA
. . . . . . . . . .&. .ARAHAN
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175
. . . .pts
. . . . . . . . . . Destruction.
. . . . . . . . . . .Arahan’s
. close combat attacks receive a +1
M WS BS S T W I A Ld bonus To Wound against models from the Forces of Order.
Naestra 5 6 6 4 3 2 7 3 9 Special Rules (Ceithin-Har): Fly (7), Forest Spirit, Impetuous,
Arahan 5 6 6 4 3 2 7 3 9 Natural Armour (3+), Soporific Breath
Ceithin-Har 6 6 0 6 6 6 3 5 8 • Impetuous: If Ceithin-Har can declare a Charge during the
Gwindalor 2 5 0 4 4 4 4 3 8 Charge sub-phase, he must do so unless he passes a
Leadership test.
Naestra & Arahan must choose a mount, either Ceithin-Har or
• Soporific Breath: A Forest Dragon has a Strength 2 Breath
Gwindalor.
Weapon. Armour saves taken against Wounds caused by
Troop Type (Naestra): Infantry (Special Character) Soporific Breath suffer a -3 penalty. All models in a unit that
Troop Type (Arahan): Infantry (Special Character) suffers one or more hits from Soporific Breath gain the
Stupidity special rule for the remainder of the game.
Troop Type (Ceithin-Har): Monster
Special Rules (Gwindalor): Fly (9), Hunter’s Mount
Troop Type (Gwindalor): Monstrous Beast
• Hunter’s Mount: When mounted on Gwindalor, Naestra
Equipment (Naestra): Spear, light armour. and Arahan re-roll all failed To Hit rolls when making
Equipment (Arahan): Spear, light armour. shooting attacks.
Options:
• Must be mounted on one of the following: NAIETH
. . . . . . . .THE
. . . . .PROPHETESS
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
. . . .pts
..............
– Ceithin-Har (Forest Dragon) (320 pts) M WS BS S T W I A Ld
– Gwindalor (Great Eagle) (100 pts)
Naieth 5 4 4 3 3 2 5 1 8
Magic Items / Abilities (Naestra): Talon of Dawn
Troop Type: Infantry (Special Character)
• Talon of Dawn (Magic Weapon): The Talon of Dawn is a
missile weapon with the following profile: 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
Range Strength Special Rules of Light or the Lore of Athel Loren.
30" 5 Armour Piercing (1), Equipment: Hand weapon.
Magic Items / Abilities: The Rod of Divination
Flaming Attacks,
• The Rod of Divination (Arcane Item): The Rod of
Multiple Wounds (D6)
Divination gives Naieth an extra Power dice at the start of
If an attack from the Talon of Dawn causes one or more each Magic phase.
unsaved Wounds, they regain a single Wound lost earlier in
Special Rules: Blessings of the Ancients, Elven Grace, Forest
the battle.
Strider, Othu the Owl
Magic Items / Abilities (Arahan): Talon of Dusk • Othu the Owl: Othu may settle on any unit of Wood Elves
with a Standard Bearer at the start of the shooting phase.
• Talon of Dusk (Magic Weapon): The Talon of Dusk is a This unit may then re-roll To Hit rolls of 1 with missile
missile weapon with the following profile: attacks this turn. The owl never settles on the same unit
twice in succession. Othu is not vulnerable to weapons,
Range Strength Special Rules missiles or magic, but if Naieth is removed from play Othu
30" 2 Armour Piercing (1), flies away.

Multiple Shots (2D6),


LOTHLANN
. . . . . . . . . . . THE
. . . . . BRAVE
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160
. . . .pts
..............
Poisoned Attacks M WS BS S T W I A Ld
Special Rules (Naestra): Asrai Archery, Conjoined Destiny, Lothlann 5 6 6 4 3 2 7 3 9
Sisters of Twilight
Troop Type: Infantry (Special Character)
• Conjoined Destiny: If Naestra and Arahan have been
reduced to less than 4 Wounds at the end any turn, they will Equipment: Hand weapon, light armour.
be restored to 4 Wounds. Options:
• Sisters of Twilight: Naestra’s close combat attacks receive • May be mounted on an Elven Steed (14 pts)
a +1 bonus To Wound against models from the Forces of Magic Items / Abilities: The Battle Standard of Athel Loren
Destruction. Arahan’s close combat attacks receive a +1
bonus To Wound against models from the Forces of Order. • The Battle Standard of Athel Loren (Magic Standard):
This is the army's Battle Standard. Any enemy spell cast at a
Special Rules (Arahan): Asrai Archery, Conjoined Destiny,
friendly unit within 12" of the standard is automatically
Sisters of Twilight
dispelled on the roll of a 5+.
• Conjoined Destiny: If Naestra and Arahan have been
reduced to less than 4 Wounds at the end any turn, they will Special Rules: Elven Grace, Forest Strider
be restored to 4 Wounds.

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SCARLOC
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
. . . .pts
. . . . . . . GRUARTH
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
. . .pts
..............
M WS BS S T W I A Ld M WS BS S T W I A Ld
Scarloc 5 6 6 4 3 2 7 3 9 Gruarth 8 5 5 4 3 2 6 2 8
Fang 9 4 0 4 4 2 4 2 5
Troop Type: Infantry (Special Character)
Claw 9 4 0 4 4 2 4 2 5
Magic Items / Abilities: Asyendi's Bane, Runesword of
Darkwood Troop Type (Gruarth): Infantry (Special Character)
Troop Type (Fang): War Beast
• Asyendi's Bane (Magic Weapon): Asrai Longbow. This
weapon allow Scarloc to re-roll all missed shooting attacks. Troop Type (Claw): War Beast
However, if the shot still misses after this re-roll, then he Equipment (Gruarth): Hand weapon, Animal Hide Cape.
suffers a Strength 3 hit.
• Animal Hide Cape: The Animal Hide Cape gives Gruath
• Runesword of Darkwood (Magic Weapon): This weapon the following armour profile:
gives Skarloc the Always Strikes First and Armour Piercing
(1) special rules. Combat Missile Special Rules
+1/6+ +2/5+
Special Rules: Asrai Archery, Elven Grace, Forest Strider,
Scouts Magic Items / Abilities (Gruarth): The Binding Bolas

• The Binding Bolas (Magic Weapon): The Blinding Bolas


SKAW
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
. . .pts
......................
is a missile weapon with the following profile:
M WS BS S T W I A Ld
Skaw 5 5 5 4 3 2 6 2 8 Range Strength Special Rules
18" 1 Armour Piercing (1),
Troop Type: Infantry (Special Character)
Multiple Shots (2),
Magic Items / Abilities: The Lash of Claws, The Cape of
Feathers Sniper
• The Lash of Claws (Magic Weapon): The Lash of Claws If a target has Unit Strength 3 or less and is Hit, but not
gives Skaw the Strength Bonus (1) and Always Strikes First slain, then it is temporarily entangled and cannot move in
special rule. In addition, if the victim is Hit but not their next Movement phase. Entangled enemies may be left
Wounded, it is temporarily ensnared by the flail and loses 1 behind, counting as casualties, or in the case of a Character,
Attack for the duration of the turn. as if they had left the unit.
• The Cape of Feathers (Magic Armour): This armour Special Rules (Gruarth): Animal Form, Beastmaster, Elven
gives Skaw the following armour profile: Grace, Fear, Forest Strider, Mixed Unit, Skirmishers
Combat Missile Special Rules • Animal Form: At the start of each round of close combat in
- +3/4+ Ward Save (6+) which they are fighting, models with this special rule choose
one of the following Animal Forms, the effect of which lasts
Special Rules: Elven Grace, Falcons, Forest Strider 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
• Falcons: Skaw may use his 3 falcons in addition to another same unit must choose the same form. Alters cannot choose
missile weapon during the start of the Shooting phase. The the same Animal Forms in two consecutive rounds of
falcons can be directed against any enemy unit within line of combat.
sight, regardless of range. The enemy unit must take a
Weapon Skill test for each falcons targeting them; if failed, – Bear: The Alters grow thick muscles, allowing them to
the unit takes a Strength 3 Hit. strike harder against the foe.

In close combat, the falcons give Skaw an additional 3 While in this form, the model gains +1 Strength.
Attacks that are resolved at Weapon Skill 4, Strength 3 and
Initative 4. These attacks no not benefit from any special – Boar: The hide of the Alters thicken, making them able
rules or items that Skaw might have. 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.

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While in this form, the model gains the Impact Hits (1)
special rule with Strength Bonus (1).
WYCHWETHYL
. . . . . . . . . . . . . . . THE
. . . . . WILD
. . . . . . . . . . . . . . . . . . . . . . . . . 135
. . . .pts
..............
• Beastmaster: During the Movement phase, Fang and Claw M WS BS S T W I A Ld
may move away from Gruath if they wish, forming a unit of
Wychwethyl 5 8 6 4 3 2 8 4 8
their own. They may return to Gruath in the Remaining
Moves phase by moving within 1" of him as long as neither Troop Type: Infantry (Special Character)
of them is fleeing, in which case the unit will revert back to
the normal Mixed Unit special rule. While the wolves are Equipment: Two hand weapons.
more than than 12" from Gruath they are subject to Frenzy. Magic Items / Abilities: The Drum of Orcskin
If both wolves are slain, Gruarth becomes subject to Hatred.
• The Drum of Orcskin (Enchanted Item): The Drum of
Orcskin gives Wychwethyl and any unit he joins the
Swiftstride special rule when they roll their charge distance.

Special Rules: Choose Opponent, Dance of Doom, Elven


Grace, Forest Strider, Immunity (Psychology), Shadow Dances
of Loec, Talismanic Tattoos
• Choose Opponent: In close combat, Wychwethyl can
choose to attack any enemy model in the enemy unit, not
just the models in base contact with him.
• Dance of Doom: 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.
• Shadow Dances of Loec: 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.

• Talismanic Tattoos: Models with this special rule has


Magic Resistance (1) and a Ward save (6+).

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SPITES OF ATHEL LOREN


AETHIS
. . . . . . . .THE
. . . . WANDERER
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
. . . .pts
......................
Choosing Spites
M WS BS S T W I A Ld
Aethis 5 8 6 4 3 2 8 4 8 Spites are chosen in the same manner as Magic Items, and count
towards the maximum number of points a character is allowed
Troop Type: Infantry (Special Character) to spend on Magic Items. Therefore each particular Spite choice
may only be chosen once in an army. For example, you cannot
Magic Items / Abilities: Orion's Swords, Ariel's Belt have two models with A Murder of Spites in the one army. In
addition, each character can only choose one Spite from the list
• Orion's Swords (Magic Weapon): Two hand weapons.
below. However, models with the Forest Spirit special rule may
Orion's Swords adds +2 Weapon Skill and Strength to the
have any number of Spites, to the limit of their allowance (100
wielder. In addition, Aethis can choose to reduce the number
points and 50 points respectively).
of Attacks of one enemy model in base contact of his
choosing by 1 at the start of each close combat phase. A Blight of Terrors (Ability, 25 pts): A model with a Blight of
However, if he does so, he will only gain +1 Weapon Skill Terrors causes Terror.
and Strength that close combat phase.
A Cluster of Radiants (Ability, 25 pts): Forest Spirit only. A
• Ariel's Belt (Talisman): Ariel's Belt gives the wearer a character with a Cluster of Radiants adds one extra dice to their
Ward Save (6+). Dispel pool in their opponent's Magic phase.
Special Rules: Elven Grace, Forest Strider, Immunity An Annoyance of Netlings (Ability, 20 pts): Any enemy
(Psychology), Shadow Dances of Loec, Talismanic Tattoos attempting to strike a character with an Annoyance of Netlings
• Shadow Dances of Loec: At the start of each round of close in close combat will suffer -1 To Hit.
combat in which they are fighting, models with this special
rule choose one of the following dances, the effect of which A Befuddlement of Mischiefs (Ability, 15 pts): Innate Bound
lasts until the end of that turn or until a new dance is chosen. Spell, Power Level 3. A Befuddlement of Mischiefs is a hex
This is done before Impact Hits are resolved. All dancers in spell with a range of 18". The targeted unit must take a
the same unit must choose the same dance. Dancers cannot Stupidity test using 3D6 in their next Movement phase.
choose the same dance in two consecutive rounds of
combat. A Lamentation of Despairs (Ability, 15 pts): Innate Bound
Spell, Power Level 3. A Lamentation of Despairs is a direct
– Whirling Death: Each strike of a Wardancer's blade is damage spell with a range of 12" which can be used to target
made with uncanny precision, capable of severing a enemy Characters or Monsters, even within a unit. The targeted
head or piercing a heart with one deceptively elegant model must pass a Leadership test, or else suffer D3 Wounds
stroke. which Ignores Armour Saves.

While performing this dance, the model gains the A Muster of Malevolents (Ability, 15 pts): A Muster of
Armour Piercing (1) and Killing Blow special rules. Malevolents is a shooting attack that can be used in addition to
the models other shooting attacks. It has the following profile:
– Storm of Blades: The Wardancers rain blow after blow
upon their opponent, moving with such speed that the Range Strength Special Rules
eye cannot follow each distinct cut and thrust. 12" 2 Magical Attacks,
While performing this dance, the model gains +1 Attack. Multiple Shots (D6),
– The Shadows Coil: With agile grace the Wardancers Poisoned Attacks,
evade the clumsy attacks of their enemies, becoming
almost impossible to strike. Quick to Fire

While performing this dance, all close combat attacks A Pageant of Shrikes (Ability, 15 pts): A Pageant of Shrikes is
against the model suffer -1 To Hit. a shooting attack that can be used in addition to the model's
other shooting attacks. It has the following profile:
– Woven Mist: The sinuous movements of this dance
distract and confuse the enemy, allowing the Wardancers Range Strength Special Rules
to strike before their foe can react. 18" 4 Magical Attacks,
When performing this dance, the model gains the
Slow to Fire,
Always Strikes First special rule.
Sniper
• Talismanic Tattoos: Models with this special rule has
Magic Resistance (1) and a Ward save (6+). A Murder of Spites (Ability, 10 pts): 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:

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Range Strength Special Rules HEIRLOOMS OF ATHEL LOREN


Combat 2 Magical Attacks,
This section contains the rules and background for some of the
Poisoned Attacks, most iconic and powerful magical artefacts used by the Wood
Elves. These may be used in addition to the magic items found
Random Attacks (D6) in the Warhammer rulebook.
A Resplendence of Luminescents (Ability, 10 pts): A MAGIC WEAPONS
Resplendence of Luminescents give the character and any unit
they join Magical Attacks. Daith's Reaper (Magic Weapon, 50 pts): 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.

The Spirit Sword (Magic Weapon, 50 pts): 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.

The Bow of Loren (Magic Weapon, 20 pts): 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
The Helm of the Hunt (Magic Armour, 40 pts): This
enchanted helm imbues the wearer with the spirit and fury of
Orion. The Helm of the Hunt has the following armour profile:

Combat Missile Special Rules


+1/6+ +1/6+ Devastating Charge,

Forest Spirit,

Frenzy

TALISMANS
The Rhymer's Harp (Talisman, 60 pts): The Rhymer's Harp
gives the bearer and any unit they join the Ward Save (5+) and
Strider special rules.

ARCANE ITEMS
Calaingor's Stave (Arcane Item, 15 pts): 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
Hail of Doom Arrow (Enchanted Item, 35 pts): 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.

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Range Strength Special Rules Armour of the Fey (Magic Armour, 30 pts): Light armour.
30" 4 Multiple Shots (3D6) The Armour of the Fey gives the Ward Save (4+) special rule
against Magical Attacks.
Moonstone of the Hidden Ways (Enchanted Item, 35 pts): If
The Oaken Armour (Magic Armour, 30 pts): Light armour.
the bearer's unit is wholly within a forest at the end of your
The Oaken Armour gives the wearer the Regeneration (4+)
Movement phase, and is not in close combat, it can forestwalk.
special rule.
If it does so, remove it from the battlefield and immediately
replace it, wholly within any forest on the battlefield, in the Railarian's Mantle (Magic Armour, 20 pts): Light armour.
same formation, but facing any direction. A forestwalking unit Railarian's Mantle gives the wearer the Regeneration (5+)
cannot be placed within 1" of an enemy unit or impassable special rule if they are within 6" of a forest.
terrain. A unit that forestwalks counts as having marched in the
Movement phase. Briarsheath (Magic Armour, 15 pts): Model on foot only.
Light armour. The Briarsheath causes any missile attacks
MAGIC STANDARDS targeted at the wearer to suffer -1 To Hit, or -2 To Hit if the
wearer is in a forest.
The Banner of the Eternal Queen (Magic Standard, 55 pts):
Banner of the Eternal Queen can hear Ariel's voice whispering TALISMANS
in their minds, filling them with courage in the face of
impossible odds. The bearer has the Magic Resistance (3) Glamourweave (Talisman, 35 pts): The Glamourweave gives
special rule. In addition, once per game, all models in the same the bearer the Ward Save (4+) special rule against missile
unit as the Banner of the Eternal Queen have the Unbreakable attacks. In addition, any model attempting to strike the bearer in
special rule until the end of the turn, or until the bearer is slain close combat must first pass a Leadership test or require 6's To
(whichever comes first). Declare you are using this ability at the Hit the bearer during that Combat phase.
start of any phase.
Amaranthine Brooch (Talisman, 30 pts): The Amaranthine
The Banner of the Hunter King (Magic Standard, 30 pts): Brooch gives the wearer the Ward Save (4+) special rule against
The unit carrying the Banner of the Hunter King add +D6" to non-Magical Attacks.
their charge range.
Stone of the Crystal Mere (Talisman, 30 pts): The Stone of
the Crystal Mere gives the bearer the Ward Save (3+) special
MAGIC ITEMS EXPANSION 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.
MAGIC WEAPONS Amber Pendant (Talisman, 25 pts): The Amber Pendant
causes all enemy units in base contact with the wearer to be
The Dawnspear (Magic Weapon, 35 pts): Spear. If the wielder
subject to the Always Strikes Last special rule.
of the Dawnspear causes an unsaved wound on an enemy, then
all enemy models in that unit that have not yet attacked suffer -1 The Fimbulwinter Shard (Talisman, 25 pts): The
To Hit in this round of close combat. Fimbulwinter Shard causes enemies attacking the bearer in
close combat to suffer -1 To Hit. However, all models with the
The Callach's Claw (Magic Weapon, 25 pts): Any unit
Forest Spirit special rule (including the bearer) suffer from
suffering one or more unsaved wounds from the Callach's Claw
Stupidity while the bearer is within 6".
suffers a -2 penalty to their Leadership for the remainder of the
Combat phase. Waystalker's Cloak (Talisman, 25 pts): The Waystalker's
Cloak gives the wearer the Forest Stalker and Scouts special
The Hunter's Talon (Magic Weapon, 25 pts): Asrai Longbow.
rule.
The Hunter's Talon gives the wielder the Sniper special rule.
Merciw's Locus (Talisman, 15 pts): Merciw's Locus causes
Blades of Loec (Magic Weapon, 20 pts): Shadowdancer only.
the bearer and any model attacking them to lose all Strength
Two hand weapons. The Blades of Loec allow the wielder to re-
bonuses from any weapon they might carry.
roll failed rolls To Wound.
Stone of Rebirth (Talisman, 15 pts): One use only. If the
The Spear of Twilight (Magic Weapon, 20 pts): Spear. The
bearer of the Stone of Rebirth is killed, roll a D6. On a 2+, the
Spear of Twilight gives the wielder the Killing Blow special
model is brought back to life with one Wound remaining. This
rule.
has no effect if the wearer was killed as a result of being
The Sword of a Thousand Winters (Magic Weapon, 20 pts): pursued down.
The Sword of a Thousand Winters gives the bearer the Ice
Attacks special rule. In addition, Characters and Monsters must ARCANE ITEMS
take a Toughness test for each unsaved wound suffered by the
Ranu's Heartstione (Arcane Item, 40 pts): Once per Magic
Sword of a Thousand Winters. For every test failed, they suffer
phase, the bearer of Ranu's Heartstone may re-roll one of the
-1 Strength, Initiative and Attacks for the remainder of the
dice when casting or dispelling a spell. This can be used to
game.
prevent a miscast or to cause Ultimate Power.
Rageth's Wildfire Blades (Magic Weapon, 10 pts): Two hand
Divination Orb (Arcane Item, 25 pts): If an opponent uses
weapons. Rageth's Wildfire Blades give the wielder the Flaming
more than three power dice (from any source) when casting any
Attacks special rule.
spell, the bearer of the Divination Orb may add an extra free
Dispel dice into the attempt to dispel that spell.
MAGIC ARMOUR

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The Deepwood Sphere (Arcane Item, 20 pts): Any enemy


unit that enters a forest within 18" of the bearer of the
MAGIC LORES
Deepwood Sphere suffers D6 Strength 4 Hits as soon as they The Lore of Athel Loren:
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 Verdurous Harmony (Lore Attribute): Verdurous Harmony
they remain in the forest. (Lore Attribute): Whenever a spell from the Lore of Athel
Loren is cast on a friendly unit, that unit immediately recovers 1
Elf Charm (Arcane Item, 20 pts): When casting spells from Wound worth of models (rounding up to 2 for Cavalry), as
the Lore of Life, the wizard carrying the Elf Charm may add D3 described for the Regrowth spell in the Lore of Life.
to their casting value once per Magic phase.
Tree Singing (Signature Spell, Cast on 6+): Tree Singing
ENCHANTED ITEMS (Signature Spell, Cast on 6+): Tree Singing is an augment spell
which targets a single forest within 24" of the caster. If there are
The Horn of the Asrai (Enchanted Item, 25 pts): One use no units within the forest, it immediately moves up to D6+1" in
only. The Horn of the Asrai can be used at the beginning of any a direction of your choice. A forest cannot move to within 1" of
enemy Movement phase. When used, all enemies able to declare units or other terrain features.
a charge against the bearer of this item must take a Psychology
test. If they fail, they must declare a charge against the bearer If there is at least one unit (friendly or enemy) within the forest,
this turn. then the forest does not move. Instead, choose a single enemy
unit at least partially within the forest; that unit immediately
Wraithstone (Enchanted Item, 25 pts): All enemy units suffers 2D6 Strength 4 hits. The Wizard can choose to instead
within 6" of the bearer of the Wraithstone suffer a -1 penalty to have this spell target all forests within 12". If they do so, the
their Leadership. This has no effect on models with Immunity casting value of the spell is increased to 12+.
(Psychology).
1. Fury of the Forest (Cast on 5+): 1. Fury of the Forest
Elynett's Brooch (Enchanted Item, 20 pts): Elynett's Brooch (Cast on 5+): Fury of the Forest is a direct damage spell with a
allows the wearer and any unit they are with to re-roll failed range of 18". If successfully cast, the spell causes D6 Strength 4
Psychology tests. 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
Arrows of Potency (Enchanted Item, 10 pts): Enchanted
the range of this spell to 36". If they do so, the casting value is
Arrows. Any shots made with the Arrows of Potency have the
increased to 8+.
Multiple Wounds (2) special rule.
2. The Twilight Host (Cast on 5+): 2. The Twilight Host
Dragontooth Arrows (Enchanted Item, 5 pts): Enchanted
(Cast on 5+): The Twilight Host is an augment spell with a
Arrows. Any Character or Monster wounded by Dragontooth
range of 18". Until the caster's next Magic phase, the unit causes
Arrows gains the Stupidity special rule for the remainder of the
Fear. If the unit would already cause Fear, it instead causes
game.
Terror. In addition, the unit will counts as having twice the Unit
Gwytherc's Horn (Enchanted Item, 5 pts): All friendly units Strength it really has for the purpose of determining Steadfast
within 12" of the bearer of Gwytherc's Horn gain +1 to their and Outnumber. The Wizard can instead choose to increase the
Leadership when attempting to Rally. range of this spell to 36". If they do so, the casting value is
increased to 9+.
MAGIC STANDARDS
3. The Hidden Path (Cast on 7+): 3. The Hidden Path (Cast
Faoghir, The Banner of Dwindling (Magic Standard, 25 pts): on 7+): The Hidden Path is an augment spell with a range of
Enemies that attempt to charge or flee from the unit carrying 18". The unit gains the Ethereal special rule until the start of the
Faoghir, the Banner of Dwindling roll one dice fewer than caster's next Magic phase. If the unit becomes engaged in close
normal to determine their charge/flee distance. combat, the spell instantly ends. The Wizard can instead choose
to increase the range of this spell to 36". If they do so, the
Gaemrath, The Banner of Midwinter (Magic Standard, 25 casting value is increased to 10+.
pts): One use only. Gaemrath, the Banner of Midwinter may be
used at the start of any close combat phase. Until the start of 4. Madrigal of Greening (Cast on 9+): 4. Madrigal of
your next Movement phase, the unit carrying the banner may Greening (Cast on 9+): Madrigal of Greening has a range of
not move and gains the Unbreakable special rule. 18". Place a forest of your choosing no more than 12" in
diameter wholly within the spell's maximum range. Any models
Saemrath, The Banner of Zenith (Magic Standard, 25 pts): under this forest are placed within them (in exactly the same
Enemy units within 12" of the unit carrying Saemrath, the formation and facing).
Banner of the Zenith at the start of their Movement phase may
not March. 5. Ariel's Blessing (Cast on 10+): 5. Ariel's Blessing (Cast on
10+): Ariel's Blessing is an augment spell with a range of 12".
Aech, The Banner of Springtide (Magic Standard, 10 pts): The unit gains the Regeneration (4+) special rule until the start
The unit carrying Aech, the Banner of Springtide gains the of the player's next Magic phase. The Wizard can instead
Quick to Fire special rule and may fire Multiple Shots with their choose to increase the range of this spell to 24". If they do so,
bows when choosing Stand & Shoot as a charge reaction. the casting value is increased to 14+.

6. The Call of the Hunt (Cast on 11+): 6. The Call of the


Hunt (Cast on 11+): 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

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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+.

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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

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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

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