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Wood Elves notextWAP
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WOOD ELVES
Based on PDF Version 1.5, Last Modified: 2023 March 29 @ 10:22
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.
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.
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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
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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.
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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.
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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.
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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:
Quick to Fire
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• 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
Poisoned Attacks,
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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:
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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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
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.
– Wolf: The Alters grow long fangs and claws that cuts
deep, making them more savage in combat.
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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.
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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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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:
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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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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