RED ELF
WOOD ELVES

To the Wood Elves, their forest home of Loren is a sacred place. They guard it with all their strength and cunning, leading invaders to their doom in the darkest tangles of the thickest woods.

CHAMPIONS, MUSICIANS & STANDARD BEARERS

Any unit of Glade Guard or Archers may upgrade a model to a Champion, musician or standard bearer for +10 points each. Any unit of Glade Riders may upgrade a model to a Champion, musician or standard bearer for +15 points each. A Champion will have +1 BS if the unit he is with is equipped with longbows, otherwise he will have +1A. A standard bearer from the following units may carry a magic banner worth up to 50 points: Glade Guard, Glade Riders.

SPECIAL RULES

The following special rules apply to the Wood Elf army.

  • Wood Elf longbows have a -1 save modifier.
  • All units in a Wood Elf Army (except flyers and chariots) move at normal speed through woods.
  • Level 4 Mage Lords may use any lore of magic from the Warhammer rulebook. Lesser Wood Elf wizards may use Beasts and Life lores.
LORDS FOREST LORD,
MAGE LORD
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Elf Lord
5
7
6
4
4
3
8
4
10
110
Mage Lord
5
4
4
3
4
3
5
1
9
200
Elven Steed
9
3
0
3
3
1
4
1
5
+18
Forest Dragon
6
6
0
6
6
6
3
5
8
+320
Great Eagle
2
5
0
4
4
3
4
2
8
+50
Unicorn
9
5
0
4
4
1
6
2
10
+55

Equipment: Hand weapon. A Mage Lord may not have other equipment except barding for his steed. A Forest Lord may have a spear (+6 pts). He may also carry javelins (+9 pts) or a longbow (+15 pts). He may wear light armour (+3 pts) and may carry a shield ( + 3 pts).

A Forest Lord may ride a Forest Dragon (+320 pts) or a Great Eagle (+50 pts). A Mage Lord may ride a Unicorn (+55 pts) or a Great Eagle (+50 pts). A Forest Lord or Mage Lord may ride an Elven Steed (+18 pts) which may be barded (+6 pts). If a Forest Lord is mounted he may have a lance (+6 pts).

A Forest Lord or Mage Lord may ride in a chariot chosen as normal from the Special units section of the army list at the cost shown there. He will displace one of the crew.

Special rules: A Mage Lord is a level 3 wizard. This may be increased to level 4 at a cost of +40 points. A character riding a Forest Dragon counts as 1 Lord choice and 1 Hero choice. A Forest Dragon or Great Eagle can fly. A Dragon causes terror, is a large target, has a 3+ armour save and breathes S3 fire. A Unicorn gets +2S on the turn it charges. A Unicorn also gives its rider +2 Dispel dice to dispel each spell that affects them and the unit they are with.

HEROES COMMANDER,
MAGE
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Commander
5
6
6
4
3
2
7
3
9
65
Mage
5
4
4
3
3
2
5
1
8
75
Elven Steed
9
3
0
3
3
1
4
1
5
+12
Great Eagle
2
5
0
4
4
3
4
2
8
+50
Unicorn
9
5
0
4
4
1
6
2
10
+55

Equipment: Hand weapon. A Mage may not have other equipment except barding for his steed. A Commander may have a spear (+4 pts). He may also carry javelins (+6 pts) or a longbow (+10 pts). He may wear light armour (+2 pts) and may carry a shield (+2 pts).

An Elven Commander may ride a Great Eagle (+50 pts). A Mage may ride a Unicorn (+55 pts). Any Elven Hero may ride an Elven Steed (+12 pts) which may be barded (+4 pts). If an Elven Commander is mounted he may have a lance (+4 pts).

One Elven Commander may be upgraded to a Battle Standard Bearer for +25 points. He may carry any magic banner (no points limit), but if he does so he may take no other magic items. He may not be given any extra equipment except light armour. A Battle Standard Bearer may not be your army General, nor may he ride a flying creature.

A Mage or Commander may ride in a chariot chosen as normal from the Special units section of the army list at the cost shown there. He will displace one of the crew.

Special rules: A Mage is a level 1 wizard. This may be increased to level 2 at a cost of +35 points. A Great Eagle can fly. A Unicorn gets +2S on the turn it charges. A Unicorn also gives its rider +2 Dispel dice to dispel each spell that affects them and the unit they are with.

CORE UNITS GLADE GUARD, ARCHERS
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Glade Guard
5
4
4
3
3
1
5
1
8
8
Archer
5
4
4
3
3
1
5
1
8
12

Unit Size: 10+

Equipment: Glade Guard have a hand weapon and spear. Archers have a hand weapon and longbow. In addition, Glade Guard may be given light armour (+1 pt) and/or shield (+1 pt).

SPECIAL UNITS DRYADS
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Dryad
5
4
3
4
4
2
4
2
8
31

Unit Size: 5+

Equipment: None.

Special rules: Flammable, skirmish. Their tough skin gives them an armour save of 5+. Dryads are shapeshifters and in close combat may choose to assume either the Birch Aspect (+1A), Oak Aspect (+1S, +1T) or the Willow Aspect (-1A for attacking foes attempting to strike the Dryad). All the Dryads in a unit assume the same Aspect and the effects only apply for the close combat phase. They cannot choose the same Aspect in two consecutive turns.

SCOUTS
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Scout
5
4
4
3
3
1
5
1
8
14

Unit Size: 5-15

Equipment: Hand weapon and longbow.

Special rules: Wood Elf Scouts are scouts and skirmish.

WARDANCERS
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Wardancer
5
5
4
3
3
1
6
1
8
20

Unit Size: 5-12

Equipment: Two hand weapons.

Special rules: Wardancers skirmish, are immune to psychology, and have a 6+ Ward save. Their talismanic war paint gives them an additional dice to dispel any spell that affects them. Each turn in close combat they may choose one special war dance with the following effects: Whirling Death (+1A), Woven Mist (enemy takes Ld test or needs 6s to hit the Wardancers), The Shadows Coil (the Wardancers don't attack and may not be attacked, and the combat is automatically considered a draw) or Storm of Blades (all Wardancers fight a single enemy model in contact with any one of them, the enemy fight back normally). You cannot choose the same dance in two consecutive turns.

0-1 WARHAWK RIDERS
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Rider
5
4
4
3
3
1
6
1
8
29
Warhawk
2
4
-
3
3
1
5
1
5

Unit Size: 5-10

Equipment: Hand weapon, spear and shield. May replace their spear and shield with a longbow (+4 pts).

Special rules: Flying unit

GLADE RIDERS
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Glade Rider
5
4
4
3
3
1
6
1
8
19
Elven Steed
9
3
0
3
3
1
4
1
5

Unit Size: 5+

Equipment: Hand weapon, spear and light armour. May replace their spear with a longbow (+5 pts). May have shield (+3pts).

Special rules: Glade Riders are fast cavalry.

RARE UNITS TREEMEN
Profile M WS BS S T W I A Ld Points
Treeman 6 5 0 5 6 5 2 4 9 220

Unit Size: 1

Equipment: None. Doesn't need any.

Special rules: Flammable, cause fear, hate Orcs & Goblins. Their thick skin gives them a 3+ armour save. In combat they may elect to make a single S10 attack doing D6 wounds instead of their normal attacks. If they lose a round of combat, but do not suffer any wounds that Close Combat phase, they are not required to take a break test.

0-1 UNITS OF WAYWATCHERS
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Waywatcher
5
4
5
3
3
1
6
1
8
22

Unit Size: 5-10

Equipment: Hand weapon and longbow.

Special rules: Waywatchers are scouts and skirmish. In addition, if the unit is entirely inside a wood it is hidden. This means that an enemy unit must roll 4+ in order to be able to shoot, charge or cast spells at them. If they fail this they may choose a different target. If the Waywatchers fight in close combat in a wood they get +1A on their first turn.

CHARIOTS
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Chariot
-
-
-
5
4
4
-
-
-
75
Crew
-
4
4
3
3
-
6
1
8
Elven Steed
9
3
-
3
-
-
4
1
-

Unit Size: 1 chariot with 2 crew, pulled by 2 Elven steeds. You may take up to 2 Chariots as a single Rare choice.

Equipment: The chariot has an armour save of 5+. The crew have hand weapons, spears and longbows. May have scythed wheels (+15 pts).

MAGIC ITEMS

You may choose magic items for your characters and units from the following list and/or the common magic items in the rulebook.

Bow of Loren (magic weapon):
The Bow of Loren has a 36" range. It fires a number of shots equal to the bearer's Attacks at his Strength. All shots must be directed at the same target. The arrows count as magical weapons.
50 pts.

Hail of Doom Arrow (magic weapon):
When fired, the arrow splits into 3D6 magical S4 arrows. Roll to hit for each arrow. One use only.
25 pts.

Blade of Ages (magic weapon):
Wounds automatically. Saves are modified by the Strength of the user.
75 pts.

Shield of Ptolos (magic armour):
Counts as normal shield (6+ armour save). Gives the bearer a 1+ armour save against missile attacks.
15 pts.

Vambraces of Lightning (talisman):
5+ ward save.
30 pts.

Amber Amulet (enchanted item):
Bearer recovers 1 Wound at the start of each of hrs turns unless he is dead.
25 pts.

Healing Potion (enchanted item):
Can be used at the beginning of any phase. Bearer recovers all Wounds suffered to that point in the battle. One use only.
50 pts.

Potion of Knowledge (arcane item):
Can be drunk during any Wood Elf Magic phase. Bearer may cast a single spell for free (counts as being cast at the spell's casting value). One use only.
25 pts.

Wand of Jet (arcane item):
Adds 1 dice to the Wood Elf army's pool of magic dice in each player's turn.
50 pts.

Banner of the Forest (magic banner):
The unit gains 2 extra Dispel dice against spells that affect it.
40 pts.