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==Equipment== *'''Asrai Longbow:''' Armour Piercing (1) longbows. Some models with these bows can also grab enchanted arrows. ===Enchanted Arrows=== Being that your army focuses a lot on archery, it's only fair that you have units able to buy special magical arrows. *'''Arcane Bodkins:''' Your arrows are now Armour Piercing (1), just to mock heavy armour even harder. Considering Asrai Longbows already have AP(1) this can be deadly against the plated fools. *'''Hagbane Tips:''' Poisoned Attacks, which might give you a bit of an edge against armies of equal Toughness. *'''Starfire Shafts:''' Enemies that test for panic because of these arrows are forced to re-roll a successful check. Works best if your targets don't have much armor or toughness like Goblins or small skirmish units. *'''Swiftshiver Shards:''' These are for massed fire units. They'll allow you to fire multiple shots when on the move, then Asrai Archery turns this into only a -1 to hit. You won't mind shooting 2 arrows each that hit on a 4+. *'''Trueflight Arrows:''' Similar to the tomb kings, Your arrows ignore all Ballistic modifiers that were not the product of magic items or spells. Your walls, lose formations, and camouflage are meaningless now. ===Spites of Athel Loren=== Yep, they've returned. These let tree-people tack on special rules in place of a magic item allowance. Elven characters can also buy one with their allowance. *'''A Blight of Terrors:''' 25pts. Terror for your trees and elves since they usually lack it. *'''A Cluster of Radiants:''' 25pts. Branchwraiths and Treeman Ancients Only. Adds a bonus dispel die to the dispel pool. *'''An Annoyance of Netlings:''' 20pts. -1 to hit the bearer for only 20 points? That's a deal. *'''A Muster of Malevolents:''' 15pts. Gives d6 poisoned magical S2 Shooting attacks with Quick to Fire. Pretty much gives the Treepeople their form of quick shooting. *'''A Pageant of Shrikes:''' 15pts. Gives an S4 magical shooting attack with sniper and slow to fire. What you'll be using to kill mages. *'''A Befuddlement of Mischiefs:''' 15pts. A bound PL3 Magic Missile that lets you force a unit make a stupidity on a 3d6. It can be ok, less so if it's on a unit with high leadership. Definitely not fun for many wizards. *'''A Lamentation of Despairs:''' 15pts. A bound PL3 Direct Damage that forces monsters or characters to test Ld or eat d3 save-ignoring hits. The former tends to have poor Leadership, so save it for them. *'''A Resplendence of Luminescents:''' 10 points for Magical Attacks? Really? Mathias dropped the ball when updating the Forest Spirit rule. Currently a pointless point sink. *'''A Murder of Spites:''' 10pts. Adds d6 poisoned magical melee S2 attacks, which might be handy for whittling away wounds. ===Heirlooms of Athel Loren=== *'''The Spirit Sword:''' 50 points for ignoring armour saves (as if Wood Elves didn't punch through it enough already), and if you cause an unsaved wound on a living single model unit (ie. character/champion/monster), you and your foe both take a leadership test. For each point you beat your opponent by, it causes a wound. If you lose the test nothing happens. I guess it is neat and will kill monsters like hell, but this weapon is overpriced and relies on you hitting/wounding your target. Rely on the rulebook's magic items instead. *'''Daith's Reaper:''' This weapon would be amazing for almost any race but Wood Elves. For 50pts you can re-roll to hit and to wound and force your opponent to re-roll successful armour saves. With the loss of ASF everywhere, this sword goes from useless on your heroes to just being overpriced since Wards still nerf it. *'''The Bow of Loren:''' For 20 points, you get a S4 Asrai Longbow that fires a number of shots equal to your character's attacks. You can use it on the Waystalker to get 2 armour ignoring, sniping shots, slap The Savage Beast of Horros on him to get 5 of them or give it to the Glade Lord to fire 5 BS7 shots. Note that these are Multiple Shots (so -1 to hit and can't stack with Waystalker multiple shots and won't get any bonus from extra hand weapon). The one drawback of this weapon is that it won't use any of the special arrows, which is a letdown. The best that can be said about this bow is that it is properly priced. *'''Helm of the Hunt:''' For 40 points, you can grab a 6+ save, Devastating Charge, Frenzy, and Forest Spirit. This might allow you to join the wearer with legit Wild Riders or with treepeople, but that's all you get. **Alternate Opinion: For 40pts, you get an awful lot with plenty of Magical Items allowance left over when given to a Glade Lord. The +2 attacks on the charge stack with magical weapons so combine with Daith's Reaper for the maximum lulz as you scythe through infantry. *'''The Rhymer's Harp:''' Grants a 5++ Ward and Strider to the bearer, the mount, and any unit they join. That sounds neat, but...60 points? Fucking really? *'''Calaingor's Stave:''' 15pts. With Tree Singing now in its own lore, what does this thing do? Well, it lets you re-roll the distance your forest moves or the damage it inflicts when using Tree Singing. All right, that might make the spell useful, especially now at 15 points. *'''Moonstone of the Hidden Ways:''' This item's potential power is immense, while it's actual usefulness is varied. For 35 points you can teleport your unit at the end of a movement phase, from one forest to another. The only restriction on what can be teleported is whether it can fit wholly inside the forest. The "forest walking" unit can't be placed in another forest that is too small and counts as having marched. While interesting, this item makes you a sitting duck for 1 turn and either rely on the luck of the terrain deployment table or how quickly you can get Madrigal of Meeting to cast. Leave it to the Tree Revenants. *'''Hail of Doom Arrow:''' 35pts. Glade Lord or Glade Captain with Asrai longbow only. One uses S4 Multiple Shots (3D6). Waystalkers can now take it but can't with his snipe. It still sends a fucking frenzy of arrows, but now without armour piercing. Say goodbye to hordes. *'''The Banner of the Eternal Queen:''' 55pts. This banner provides Magic Resistance 3 and for 1 turn the ability to be unbreakable. At almost half the cost it was in 8th Ed it has become a lot more viable due to the survivability it can bring against Magic heavy armies. Its good to see this item being done justice while the Banner of the World Dragon got hit by the nerf bat into next week. *'''The Banner of the Hunter King:''' 30 pts. Got changed to add 1d6" to your charge range instead of vanguard and re-roll one first failed charge. More useful now than the previous iteration as any unit benefits from adding, on average, +3.5" to thier threat range. ===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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