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===Expansion Magic Items=== '''''Weapons''''' *'''The Dawn Spear:'''35pts. This particular spear is a good defensive tool. If it successfully wounds an enemy model, that unit suffers a -1 to hit for the rest of the turn. *'''The Callach's Claw:''' 25pts. This weapon deals a -2 to Ld if it successfully wounds, making for a good pick for Breaking. *'''The Hunter's talon:''' 25pts. This is an Elven Longbow with Sniper, making it a great pick because of our preference in shooting. *'''Blades of Loec:''' 20pts. Shadowdancer only. These paired hand weapons allow a re-roll to wound, a great pick for these loons. *'''The Spear of Twilight:''' 20pts. This spear packs KB. *'''The Sword of a Thousand Winters:''' 20pts. Oh lawdy, is this cruel. Ice attacks and For every unsaved wound an enemy character or monster suffers, they have to make a Toughness test or suffer -1 to S/I/A for the rest of the game. *'''Rageth's Wildfire Blades:''' 10pts. Two Flaming hand weapons. Could be worse for the price. '''''Armour''''' *'''Armour of the Fey:''' 30pts. This is light armor with a 4++ ward against magical attacks. Shame it's no good against spells. *'''The Oaken Armour:''' 30pts. This is light armor with a 4+ Regen. *'''Railarian's Mantle:''' 20pts. Light armor. When this model's within 6" of a forest, they gain a 5++ Ward. While you do have the means to shove your forests around, you shouldn't be relying on this unless you're running an archery bunker. *'''Briarsheath:''' 15pts. Model on foot only. A more defensive buff than the one above, this inflicts a -1 to hit the wearer with missiles, upped to -2 when in a forest. '''''Talismans''''' *'''Amaranthine Brooch:''' 30pts. Deals a 4++ Ward against non-Magical Attacks. *'''Glamourweave:''' 35pts. This sinister piece deals a 4++ Ward against missiles, but in melee the enemies must make a Leadership Test or else need a 6+ to hit the bearer. *'''Stone of the Crystal Mere:''' 30pts. This is a risky gamble. While a 3++ Ward is nice, it only lasts as long as you can make your saves. The moment you lose, it goes poof. *'''Amber Pendant:''' 25pts. Enemies in base contact suffer ASL. AWESOME. *'''The Fimbul Winter Shard:''' 25pts. This particular piece makes enemies in melee suffer -1 to melee, but it grants Tree Spirits within 6" Stupidity. *'''Stone of Rebirth:''' 15pts. You got an extra life. So long as the bearer didn't die from being pursued, you can roll a d6 and be rezzed with a single wound on a 2+. *'''Merciw's Locus:''' 15pts. A premier challenge tool, this robs the strength bonus from the bearer's weapons and those wielded by any enemy in melee. Pretty much what you want to laugh at super-slow great weapon dwarfs or roid-raging Khornates. '''''Arcane Items''''' *'''Ranu's Hearthione:''' 40pts. A grand assurance policy, this lets you re-roll a single casting or dispel die each magic phase. This is especially handy for avoiding miscasts or triggering Ultimate Power. *'''Divination Orb:''' 25pts. Whenever the enemy casts using 3+ magic die, the bearer gets a free die to dispel with. While you're not the master mages your high cousins are, this does give you some influence. *'''The Deepwood Sphere:''' 20pts. Enemies who move into a forest within 18"of the bearer suffer d6 S4 hits on this turn and on any turn where they stay in the area. Long live area denial. *'''Elf Charm:''' 20pts. Lore of life wizard may add D3 when casting once per magic phase. '''''Enchanted Items''''' *'''Waystalker's Cloak:''' 25pts. gives the wearer the Forest Stalker and scout. *'''The Horn of the Asrai:''' 25pts. During one enemy movement phase per game, you can use this item. All enemies within charging range must then make a Psychology check or be forced to charge them. Great if you know how to influence your enemy movements, not if you suddenly bring a badass in front of your sad treeman ancient. *'''Wraithstone:''' 25pts. Deals -1 to Leadership on enemies within 6" of the bearer, but it's useless when the enemy's Immune to Psychology. *'''Elynett's Brooch:''' 20pts. Grants re-rolls to Psychology tests. *'''Gwytherc's Horn:''' 15pts. Friendly units within 12" of the bearer gain a +1 to rally. *'''Dragontooth Arrows:''' 5pts. These special arrows inflict Stupidity on those it wounds. Nasty and for dirt cheap. *'''Arrows of Potency:''' 10pts. Enchanted Arrows. arrows gain Multiple Wounds (2). '''''Magic Standards''''' *'''Gaemrath, The Banner of Midwinter:''' 25pts. Once per game, you can trigger this. The bearer's unit may be unable to move, but they gain Unbreakable for this turn. *'''Faoghir, The Banner of Dwindling:''' 25pts. This robs a die from the enemy if they decide to roll for charging or fleeing distance against a unit carrying this banner. This also means you're going to counter charge and overrun them that much easier. *'''Saemrath, The Banner of Zenith:''' 25pts. Enemies within 12" of this banner cannot march. *'''Aech, The Banner of Springtide:''' 10pts. The unit gains Quick to Fire and may fire Multiple Shots when choosing Stand & Shoot as a charge reaction. Know what that means? ARROW SPAM ON ALL THE CHARGERS!
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