Regole speciali
Wood Elves

Global

Ambush Master

If Sceolan is included in your army, one Core Unit of your choice may deploy using Ambushers.

Animal Form

At the start of each round of close combat in which they are fighting, models with this rule choose one of the following Animal Forms, the effect of which lasts until the end of that turn or until a new form is chosen. This is done before Impact Hits are resolved. All Alters in the same unit must choose the same form. Alters cannot choose the same Animal Forms in two consecutive rounds of combat.

Asrai Archery

Models with this rule do not suffer the normal -1 To Hit penalty for moving and shooting.

Asrai Longbow

Multiple Shots (2) (Only if the unit hasn't moved. Can't be used to Stand and Shoot). Volley Fire. All shots with this weapon have Armour Piercing (1).

Aura of the Fey Queen

Ariel has Magic Resistance (3). In addition, all friendly units within 6" of Ariel have Immunity (Panic).

Beastmaster

During the Movement phase, Fang and Claw may move away from Gruath if they wish, forming a unit of their own. They may return to Gruath in the Remaining Moves phase by moving within 1" of him as long as neither of them is fleeing, in which case the unit will revert back to the normal Mixed Unit rule. While the wolves are more than than 12" from Gruath they are subject to Frenzy. If both wolves are slain, Gruarth becomes subject to Hatred.

Blessings of the Ancients

A Wizard that has this rule, and is within 6" of a forest, adds +1 to all attempts to cast and dispel spells.

Boldest of the Bold

Whilst Araloth is a lone character, he has Unbreakable.

Call to Battle

All friendly units with Forest Spirit within 6" of the Arch-Revenant are subject to Frenzy as long as they remain within range, and do not lose Frenzy even if losing combat.

Choose Opponent

In close combat, Wychwethyl can choose to attack any enemy model in the enemy unit, not just the models in base contact with him.

Conjoined Destiny

If Naestra and Arahan have been reduced to less than 4 Wounds at the end any turn, they will be restored to 4 Wounds.

Dance of Doom

Wychwethyl can use the Dance of Doom instead of his normal Shadow Dances. If he does so, he gains +1 A for every enemy model in base contact with him.

Deadly Infestation

In addition to Drycha's normal attacks, she can also make two types of special attacks with the Colony of Flitterfuries and the Swarm of Squirmlings.

Deepwood Coven

A unit of Sisters of the Thorn is considered to be a Level 2 Wizard that knows the spells Shield of Thorns (Lore of Life) and Curse of Anraheir (Lore of Beasts). This doesn’t prevent other friendly Wizards from knowing the same spells. The unit receives an additional +1 to cast for each rank of 5 or more models it has, after the first, to a maximum of +3. Each time the unit casts a spell (or is targeted by a special rule that affects a Wizard), you must nominate one Sister or Handmaiden of the Thorn as the caster (or target) for the purposes of line of sight, range, etc. In the event of a Sisters of the Thorn unit rolling a miscast, do not roll on the Miscast table. Instead, the unit suffers D3 Wounds with no saves of any kind allowed.

Deepwood Scout

You may not have more units of Deepwood Scouts than you have units of Glade Guard.

Earthbind

Any units declaring a charge on Ariel count as moving through Dangerous Terrain for the duration of the turn. In addition, if Ariel flees from combat, any enemies attempting to pursue her roll an extra D6 when determining their pursuit distance and discard the highest result.

Eternal Rage

Drycha has Hatred which applies in every round of close combat, not just the first.

Falcons

Skaw may use his 3 Falcons in addition to another missile weapon during the start of the Shooting phase. The Falcons can be directed against any enemy unit within line of sight, regardless of range. The enemy unit must take a WS test for each War Hawk targeting them; if failed, the unit takes a S 3 Hit.

In close combat, the birds give Skaw an additional 3 A that are resolved at WS 4, S 3 and I 4. These attacks no not benefit from any rules or items that Skaw might have.

Fanatical Resolve

If Drycha is reduced to 1 Wound, she gains Frenzy. She automatically loses Frenzy if she is
healed back to her starting number of Wounds.

Forest Spirit

A model with this rule has Fear, Forest Strider, Magical Attacks, Immunity (Psychology). In addition, they have a Ward save (5+) which becomes a Ward save (6+) against Magical Attacks. However, units of Forest Spirits may only be joined by characters that are also Forest Spirits.

Forest Stalkers

While inside a wood, models with this rule are at an additional -1 to be Hit with missile attacks. In addition, they may deploy within 12" of an enemy unit if they do so within a wood.

Guardians of the Wildwood

If a model with this rule is in base contact with at least one enemy model with either Fear or Terror, it gains +1 A.

Hunter's Mount

When mounted on Gwindalor, Naestra and Arahan re-roll all failed To Hit rolls when making shooting attacks.

Impale

Unicorns gain +1 S to their Impact Hits.

Impetuous

If Ceithin-Har can declare a Charge during the Charge sub-phase, he must do so unless he passes a LD test.

Larval Shafts

If a model with this rule rolls a natural 6 To Hit with their bows, that Attack automatically Wounds with Multiple Wounds (D3).

Lethal Shot

Models with this rule have Killing Blow with missile attacks from their bows.

Martial Memories

Models with this rule may re-roll failed rolls of 1 when rolling To Hit and To Wound in close combat.

Mercurial Aspect

At the start of each of your turns, declare whether Drycha is Enraged or Embittered. If Drycha is Enraged, the Colony of Flitterfuries gains Multiple Shots (3D6). If Drycha is Embittered, the Swarm of Squirmlings gains Random Attacks (3D6).

Orion's Equerries

If Orion is accompanied by Hounds of Orion, they must be deployed as a unit. Orion cannot leave this unit, and cannot join other units.

Othu the Owl

Othu may settle on any unit of Wood Elves with a Standard Bearer at the start of the shooting phase. This unit may then re-roll To Hit rolls of 1 with missile attacks this turn. The owl never settles on the same unit twice in succession. Othu is not vulnerable to weapons, missiles or magic, but if Naieth is removed from play Othu flies away.

Roused to Wrath

This rule cannot be used if there are no forests on the battlefield when it is time to deploy your army. When you deploy, you may choose D3 units wholly composed of Forest Spirits – these are not deployed at the start of the game, but are ‘slumbering’ somewhere on the battlefield.

At the start of the Remaining Moves sub-phase of your first turn, roll a D6 for each slumbering unit. On a roll of 1-2, nothing happens – roll again next turn. On a roll of 3-6, the unit awakens. Place it on the battlefield so that all models in the unit are wholly within a forest, and at least 1" away from other units and impassable terrain. Treat units that cannot be placed as having rolled a 1-2. Any units that have not yet awoken by the time the game ends award victory points as if they had been destroyed.

Saearath

A Saearath can either be used as a normal spear or a spear-stave. A spear-stave follows the normal rules for spears, but Requires Two Hands and adds +1 A. You may choose which fighting style you want to use at the start of each round of close combat.

Screech

Ariel may use Screech when it would normally be her time to attack in close combat. This is a special attack that automatically Hits all enemy models in base contact at S 4 with Ignores Armour.

Shadow Dances of Loec

At the start of each round of close combat in which they are fighting, models with this rule choose one of the dances, the effect of which lasts until the end of that turn or until a new dance is chosen. This is done before Impact Hits are resolved. All dancers in the same unit must choose the same dance. Dancers cannot choose the same dance in two consecutive rounds of combat.

Shredding Talons

The model gains Armour Piercing (1).

Sisters of Twilight

Naestra’s close combat attacks receive a +1 bonus To Wound against models from the Forces of Destruction. Arahan’s close combat attacks receive a +1 bonus To Wound against models from the Forces of Order.

Skaryn the Eye Thief

At the start of each of your turns, nominate a single enemy model within 18" of Araloth. That model takes a S 4 hit. If the Wound is unsaved, and the To Wound roll was a 6, the model suffers a -5 penalty to WS, BS, and I (to a minimum of 1) for the rest of the game. A model can only suffer this penalty once.

Song of Athel Loren

Friendly models within 12" of one or more Warsong Revenants gain +1 to their LD. Enemy models within 12" of one or more Warsong Revenants suffer -1 to their LD.

Soporific Breath

A Forest Dragon has a S 2 Breath Weapon. Armour saves taken against Wounds caused by Soporific Breath suffer a -3 penalty. All models in a unit that suffers one or more hits from Soporific Breath gain Stupidity for the remainder of the game.

Spirit-walk

Instead of moving normally, the unit can walk the spirit paths during the Remaining Moves subphase. Remove it from play, and set it up so that the centre of the unit is within any wood on the table.

Strangleroots

Multiple Shots (D6+1). Quick to Fire.

Swiftsense

The model gains +1 I.

Talismanic Tattoos

Models with this rule have Magic Resistance (1) and a Ward save (6+).

Tanglethorn Thicket

At the start of either player’s Movement phase, Sylvan Hunters can sprout a thick weave of thorned branches. Until the end of the turn, they cannot voluntarily move, but counts as being in Hard Cover.

The Wild Hunt

In an army led by Orion, Wild Riders count as Core choice. An army led by Orion must include at least one unit of Wild Riders.

Traps

A Waywatcher unit which is within a wood is automatically assumed to set traps around its positions. Any enemy charging the unit through the woods will activate the traps as soon as the enemy unit touches the wood. If the chargers are already inside the wood when the charge is declared the traps are activated as soon as the charge is declared. Roll a dice on the Waywatcher Trap Table to determine the type and effect of the trap.

Tree Aspects

At the start of each round of close combat in which they are fighting, models with this rule choose one of the Tree Aspects, the effect of which lasts until the end of that turn or until a new aspect is chosen. This is done before Impact Hits are resolved. All Dryads in the same unit must choose the same aspect. Dryads cannot choose the same Tree Aspects in two consecutive rounds of combat.

Tree Whack

A model with this rule can choose to make a single Tree Whack in place of making his normal close combat attacks. If a model is making a Tree Whack, it must be declared before rolling To Hit.

To resolve a Tree Whack, nominate an enemy model in base contact. That model must pass an I test or suffer D6 Wounds with no armour saves allowed. A character with this rule may make a Tree Whack in a challenge.

Unbridled Malice

Spite Revenants' Hatred applies in all rounds of combat, not just the first. In addition, enemy units in base contact with them must re-roll successful LD tests. This has no effect on units that have Immunity (Psychology).

Writhing Vines

At the start of each round of close combat, the Lady of Vines can choose between creating a protective barrier or ensnare foes.

If she creates a protective barrier, enemy units targeting her or any unit she is within suffer -1 To Hit this round of close combat. If she ensnares foes, she and any unit she is with gains +1 To Hit this round of close combat.

Zephyrspites

After a unit where the majority of the models with this rule has resolved all their missile attacks and is within 6" of an enemy unit; they may move directly backwards D6", keeping the same unit facing.