WARHAMMER ARMIES -
WOOD ELVES

SPECIAL CHARECTERS:

Orion, King of the Woods .................. 450 Points (inclueding items)

Profile M WS BS S T W I A LD
Orion 5 8 7 5 5 5 9 5 10

Weapons/Armor: Hand Weapon and the Spear of Kurnos

Magic Items: May have up to three. They are always the Spear of Kurnos, The Cloak of Isha and The Horn of the Wild Hunt.

Special Rules:

Kurnous Aspect: When Orion goes forth to battle he takes on the awesome aspect of Kurnous the god of the forest. While the battle rages, Orion becomes the wild hunter himself, sprouting antlers from his head and belllowing like a mighty stag. The Kurnous aspect of Orion gives him the following effects:

Causes Fear: Orion caused fear when in the aspect of Kurnos.

Wild Charge: Adds D6" to charges

Feral Savagery: Orion is immune to psychology

Divine Aura: Save of 4+ against spells cast upon him

Magic Items:

Spear of Kurnos .......... 50 points
Can be thrown like a missile weapon using Orion's BS. It has a range of 8" and no peanalty for over half distance. It returns to Orion's hand enabling it to use it again next turn or use it in hand to hand combat.

If the spear hits an independant model, roll dice equal to the models original wounds characteristic (4 wounds=4 dice) Each dice that scores a 4+ causes a wound

If the spear hits a unit, roll dice equal to the number of ranks in the unit. As before, a roll of 4+ causes a wound.

Use as normal in hand to hand combat. The spear can not be thrown in hand to hand combat. Weather being used in hand to hand combat or being thrown, only magic armor may save against it.

The Horn of The Wild Hunt .......... 50 points
Orion may blow the hond during the magic phase. The nearest enemy unit within 12" must make a panic test. Orion may not blow the horn while in hand to hand combat. The blast is a magic spell and may be despelled.

The Cloak of Isha .......... 50 points
Gives Orion a save of 4+ against every kind of attack. This is not an armor save and so saves against war machines, breath attacks and magic weapons that normally allow no save. Pack of Baying Hounds ........ 5 points each

Orion is followed into battle by a pack of baying hounds. There is no limit to the number of hounds but they are 5 points a piece. When he is accompanied by the hounds, they form one unit and he can not join another unit. The pack emulates Orion's movement and get the bonus for charging along with him. If Orion is killed, the hounds are removed from play with him. The hounds always test for psychology against Orion's leadership. When shooting at Orion roll a die. On a 1, 2 or 3 you hit a hound. On a 4, 5, or 6 you hit Orion.

Profile M WS BS S T W I A LD
Baying Hounds 5 4 - 4 3 1 3 1 3

Ariel, Mage Queen of Loren .............. 491 Points (inclueding items)

Profile M WS BS S T W I A LD
Ariel 5 4 4 4 4 4 9 3 10

Special Rules:

Isha Aspect: When Ariel enters battle she takes the form of Isha god of nature.

Wings of Isha: Ariel can Fly as described in the rulebook

Divine Aura: Save of 4+ on any spell cast against her

Sonic Scream: Uses voice to attack so there is no armor save at all. Not even for magic armor

Dodge Blows: Is very fast so has a save of 4+ on all attacks. Can't be modified

Magic Items:

The Wand of Wych Elm
The wand allows Ariel to cast a spell without expending any power cards. You must declare which one of your spells is enscribed on the wand before the battle begins. The spell can only be cast using the wand. You may enscribe a spell of any power on the wand

The Acorns of the Oak of Ages
When used the acorn creates a wood 12" in diameter on the battle field with Ariel at it's center. It can only be used once per turn and only on flat open ground.

The wood can only be despelled with the Drain Magic card. When played the wood disappears.

The Dart of Doom
The dart can only be used once per battle and has a range of 12". Roll to hit using Ariels BS. If a model gets hit, it suffers 1 automatic wound. Only magic armor may save. If not saved the models strength is reduced by D6 to a minnimum of 1

The Berry Wine
The wine may only be used in the magic phase and only once per battle. Ariel or a model in base contact with Ariel regenerates D6 wounds. This cannot bring their wounds above their original wounds characteristic nor can it revive slain models

Durthu the Treeman .................... 360 Points

You may include Durthu in addition to one treeman per 1000 pts

Profile M WS BS S T W I A LD
Durthu 6 8 3 7 7 6 3 5 9

Special Rules:

Swarm of sprites: Act as a missile weapon but always hits with a range of 12" inflicting D6 S3 hits. If in hand to hand combat the sprites attack the enemy who are in hand to hand with Durthu in the same way. The sprites cannot be destroyed but if Durthu is slain the sprites will be removed along with Durthu

Cause Fear: Durthu Causes fear

Thick Bark: Has a save of 4+ (unmodified)

Flammable: If hit by any type of fire, double wounds to Durthu

Hates: Orcs, Goblins and Dwarfs.

Woods: Durthu can move through the woode without penalty

Fallen Treeman: When Durthu is slain roll a D6. On a score of 1,2,3,4,5 roll scatter dice. Place the fallen treeman template next to the Treeman in the direction he has fallen over. Each model under the template must roll equal to or under their initiative (a score of 1 always fails) or they are crushed. There is no save at all

Branch Whack: If Durthu is in hand to hand combat with a war machine, wagon, chariot, howdah or similar device he may deliver a singlt S10 hit against it. A succesful hit inflicts D6 wounds with NO save possible. These wounds only apply to the structure not the crew.

Break Tests: Durthu does not have to take a break test if he is beaten in hand to hand combat unless he has suffered any wounds

Sarloc ................... 79 Points (inclueding items)

Sarloc may be included as the champion for a unit of scouts

M WS BS S T W I A Ld Sarloc 5 5 5 4 3 1 7 2 8

Weapons/Armor: Hand Weapon, light armor, shield and a longbow

Save: 5+

Magic Items: The hail of doom arrow

Magic Items:

The Hail of Doom Arrow
When the Hail of doom arrow is shot it splits into 3D6 arrows in flight. Roll to hit for each arrow usig Sarloc's BS. Each arrow has a strength of 4. The hail of Doom Arrow can be used only once.

Sceolan ..................... 166 Points (inclueding items)

Army may include Sceolan as an independant character

Profile M WS BS S T W I A Ld
Sceolan 5 6 6 4 4 2 8 3 9

Weapons/Armor: Sword,longbow, light armor and shield

Save: 5+

Magic Items: The Buckler of Bronze and the Bow of Loren Magic Items:

The Buckler of Bronze
Carries this instead of a normal shield. If Sceolan's hand to hand opponent rolls a 1 to hit, he immeaditly strikes back with an attack. This attack is in addition to his normal attacks

The Bow of Loren
The bow strikes with a number of attacks equal to it's user and hits with the same strength of it's user in addition to the 36" range of a normal bow

Return to the Wood Elves page