Wood Elf warbandChoice of warriors:
A Wood Elf warband must include a minimum of three models. You have 500gc available to spend.
The maximum number of warriors in the warband may never exceed 12
Sentinel: your warband must include 1 Sentinel, no more no less!
Shifter: Your warband may include a single Shifter
Stalkers: Your warband may include up to two Stalkers
Kindred Youngers: Your warband may include any number of Kindred Youngers
Scouts: Your warband may include up to 5 Scouts
Wardancers: Your warband may include up to 5 Wardancers
Special Rules
Forest Walkers: Wood elves move through forest and woods terrain without penalty.
Excellent Sight: Wood elves have keen eyesight. They may spot Hidden enemies from two times as far away as other warriors (i.e. twice their initiative value in inches).
Subtle Nature: Wood elves specialize in being cunning and elusive. They dislike the loud and smelly elements of black powder weapons; therefore, they will never use them. Also, wood elves will never wear heavy armour of any type except Ithilmar.
Distrusting: Wood elves are unusually secretive about their activities; therefore, they will never hire any Hired Swords, or Dramatis Personae that are not elven.
Starting Experience:
A Sentinel starts with 20 experience
A Shifter starts with 12 experience
A Stalker starts with 8 experience
Henchmen start with 0 experience
Wood Elf skill tables:
Sentinel may choose from the Combat, Shooting, Academic, Speed or Special skill lists.
Shifter may choose from the Combat, Shooting, Speed or Special lists.
Stalkers may choose from the Shooting, Speed or Special skill lists.
Maximum characteristics
M..WS..BS..S...T...W...I...A..LD
5.....7.....7...4...4...3...9...4...10
Scout
HtH WEAPONSDagger (1st free/2gc)
Poisoned Dagger (5gc)
Spear (10gc)
Sword (10gc)
Ithalmar Weapon* (3 x cost)
MISSILE WEAPONSLong Bow (15gc)
Elf Bow* (35gc)
Glade Bow* (40gc)
ARMOURShield (5gc)
Helmet (10gc)
Light Armour* (20gc)
Ithalmar Armour* (90gc)
Tattoos** (20gc)
MISCELLANEOUSHunting Arrows* (25gc)
*=Heroes only
**=Shifter only
Wardancer
HtH WEAPONSDagger (1st free/2gc)
Poisoned Dagger (5gc)
Spear (10gc)
Sword (10gc)
Halberd (10gc)
Double Handed Sword (15gc)
Ithalmar Weapon (3 x cost)
AMROURTattoos (15gc)*
*Always this price for Wardancers
Heroes
Sentinel1
85gc
M..WS..BS..S...T...W...I...A..LD
5.....4.....5...3...3...1...5...1...9
Weapons /Armour: May choose weapons and armour from the Scout list
Special rules
Leader: Any models in the warband within 6” of the Sentinel may use his Leadership instead of their own.
Infiltration: As detailed in the Skaven skill list although only ½ the total number of warriors in the warband (rounded down) may deploy in this way each battle.
Shifter0-1
55gc
M..WS..BS..S...T...W...I...A..LD
5.....4.....3...3...3...1...5...1...8
Weapons/Armour: May choose weapons and armour from the Scout list
Special rules
Aspects: When the Shifter is hired they must choose one of the aspects below to adopt.
- Stag: +1S and may choose from Strength Skills (although promoted henchmen still cannot choose strength skills).
- Hare: +2M, +1I and counts as having a Lucky Charm.
- Fox: Gains the Infiltration skill and may modify the result of one die in the exploration phase by +1/-1 if they did not go OoA.
- Badger: +1T and passes all LD tests they are required to take.
Loner: The Shifter may not use the Leaders Leadership or become the Leader.
Stalker0-2
50gc
M..WS..BS..S...T...W...I...A..LD
5.....4.....4...3...3...1...4...1...8
Weapons/Armour: May choose weapons and armour from the Scout list
Special rules
Agile Hunter: As detailed in the Special skills list.
Henchmen
Kindred Younger0+
25gc
M..WS..BS..S...T...W...I...A..LD
5.....3.....3...3...3...1...4...1...7
Weapons/Armour: May choose weapons and armour from the Scout list
Scouts0-5
40gc
M..WS..BS..S...T...W...I...A..LD
5.....3.....4...3...3...1...4...1...8
Weapons/Armour: May choose weapons and armour from the Scout list
Special Rules
Lie in Wait: A Scouts may accompany an infiltrating hero during deployment and must be deployed within 3" of the hero (restriction on number infiltrating Warriors still applies to scouts). If a Scout is promoted to a hero they exchange this skill for infiltration.
Wardancer0-5
50gc
M..WS..BS..S...T...W...I...A..LD
5.....4.....3...3...3...1...5...1...8
Weapons/Armour: May choose weapons and armour from the Wardancer list
Special Rules
Battle Trance: Wardancers automatically pass any LD test they are required to take but may never become the leader or use their LD for a rout test.
Dance of Blades: Wardancers must always use bladed or pointed weapons like swords, spears and halberds. Upon hire the Wardancer must choose one dance to learn from the list below but if they become a hero then they may learn more dances instead of a skill but can only benefit the effects of one dance in each combat phase.
- Storm of Blades: The Wardancer may choose to negate the enemies ability to parry or to reduce their armour save by 1.
- Woven Mist: No matter what weapons they are equipped with the Wardancer may parry although if they are already armed with a sword then they may re-roll their parry just as if they had a buckler (note that an additional sword or buckler will have no effect).
- Whirling Death: The Wardancer may use a doubled handed weapon without striking last or if armed with two weapons may ignore any dual wielding house rules that apply.
Special Skills
Agile Hunter: The elf may ignore the -1 to hit penalty for moving and shooting or may run and still shoot although with a -2 to hit penalty (cannot be combined with nimble or Trick Shot).
Ambush: If the elf is charged while unengaged in a building, dense forest or similar terrain feature (determine what counts before the game starts) then the charger counts as striking last as if they are recovering from being knocked down.
Silent Sniper: The elf may shoot and still remain hidden unless the target was not stunned or taken OoA and can pass an initiative test (cannot be combined with Quick Shot).
Infiltration: As detailed in the Skaven skill list although only ½ the total number of warriors in the warband (rounded down) may deploy in this way each battle.
Heightened Reflexes: The elf gains a 6+ save against shooting and close combat hits like Dodge and Step Aside (cannot be combined with Dodge or Step Aside).
Focused: If the elf shoots at a target within half range and does not move then they are at +1 to hit and get critical hits on a 5+ (cannot be combined with Quick Shot, Knife Fighter,Silent Sniper or Nimble).
Special equipment:
Glade Bow; 40+2D6gc; Availability: Rare 11 (Wood Elves only)
Fashioned from wood from deep within Athel Loren which provides such flexibility and strength that arrows can be fired with tremendous power from these bows.
Range: 36”; Strength 3/4
Special Rules
Strong Draw: If the firer has not moved and is within half range of their target then the shot is at +1S.
Poisoned Dagger; 5gc; Availability: Common (Wood Elves only)
Range: Close Combat; Strength: As user; Special Rules: +1 Armour Save, Poisoned
These daggers are coated in a relatively mild poison that while not as potent as black lotus will still inflict huge pain on its victims.
Special Rules:
+1 Armour Save: All armour saves from attacks with a Poisoned Dagger are at +1.
Poisoned: If a 6 is rolled to hit then the roll to wound is at +1.
Tattoos; 20gc; Availability: Common (Wood Elves only)
Save: 6+
Special Rules
Protective: The Tattoos grant the wearer a 6+ armour save that can never be modified or negated be that by strength or a critical hit. This save is lost if any other armour is worn.
Permanent: Once bought they cannot be sold, lost or stolen.