Ich habe mal ein bisschen am Wood Elves Regrown Fanmade Armybook rumgespielt und sie auf ein hoffentlich balanciertes Niveau zu bringen.
(Ist recht viel)
Army Special Rules
Asrai Archery: Models with the Asrai Archery rule add +1 Strength to any longbow attacks made at short range. In addition, they confer the Quick To Fire special rule on their longbows.
Bowmaster: Wood Elves who hone their archery skills over centuries can loose arrows with blinding speed. Models with the Bowmaster rule confer the Multiple Shots rule on their longbows. The maximum number of shots is equal to the unmodified Attacks characteristic on the model’s profile. For example, a longbow wielded by a Highborn gains the Multiple Attacks (4) special rule. Note that Bowmasters still suffer the -1 to hit penalty for using Multiple Shots as normal.
Forest Spirit: All Forest Spirits have the following rules: Burning Rage, Immune to Psychology, and Woodland Kin. Close combat attacks made by Forest Spirits are magical attacks. Forest Spirit characters cannot join units of non-Forest Spirits, nor can non-Forest Spirit characters join units of Forest Spirits.
Burning Rage: The threat of fire can rouse even the most ponderous Forest Spirit. Models with the Burning Rage rule have Hatred against enemies with Flaming Attacks.Models with the Burning Rage rule cannot take any item or banner that would grant them Flaming Attacks, nor can they be joined by a character bearing such an item.
Interceptors: The Wood Elves are experts at luring their prey into traps and launching furious assaults from unexpected directions. If fighting in a wood, Interceptors gain the Always Strikes First rule.
Woodland Kin: Woodland Kin units have the Forest Strider rule. When a Woodland Kin unit enters a Mysterious Forest and rolls the dice to determine the type of woods, they may re-roll the result.
Equipment
Spear-staves: Spear-staves are used prominently by the Wood Elves in close combat, especially by the Eternal Guard. Spear-staves count as Spears (both foot and mounted versions) In addition, models with a spear-stave may make a Parry Save as though they were armed with a hand weapon and shield, even when mounted. Spear-staves do not confer any additional armour benefit, nor do they count as armour in any way.
Talismanic Tattoos: Talismanic Tattoos increase the wearer’s Magic Resistance by +1. For example, if the model ordinarily had Magic Resistance (1), Talismanic Tattoos would grant Magic Resistance (2). Models without any other Magic Resistance gain Magic Resistance (1).
Lords
Wood Elf Highborn
Highborn • M5•WS7•BS6•S4•T3•W3•I8•A4•Ld10 • Infantry (Character)
• 160 points • Size 1
• Equipment:
o longbow
• Special Rules:
o Asrai Archery
o Bowmaster
o Woodland Kin
• Options:
o May choose to be armed with one of the following:
additional hand weapon (6)
spear (3)
spear-stave (9)
great weapon (9)
o May take talismanic tattoos (12)
o May take light armour (3) or heavy armour (6)
o May take a shield (3)
o May choose to be mounted on one of the following:
Elven Steed (18)
Great Stag (50)
Great Eagle (50)
Forest Dragon (300)
o May take up to 100pts of Magic Items.
Spellweaver
Spellweaver • M5•WS4•BS4•S3•T3•W3•I5•A1•Ld9 • Infantry (Character)
• 215 points • Size 1
• Equipment:
o longbow
• Special Rules:
o Woodland Kin
• Magic:
o A Spellweaver is a Level 3 Wizard. They can use the Lore of Life, Lore of Beasts, Lore of Heavens, or Lore of Shadow.
• Options:
o May be upgraded to a Level 4 Wizard (35)
o May take talismanic tattoos (12)
o May choose to be armed with a spear-stave (4)
o May choose to be mounted on one of the following:
Elven Steed (18)
Great Eagle (50)
Unicorn (70)
o May take up to 100pts of Magic Items.
o
Treeman Ancient
Treeman Ancient • M6•WS5•BS3•S6•T6•W6•I2•A5•Ld9 • Monster
• 300 points • Size 1
• Special Rules:
o Bloom: One Use Only. Bound Spell (10). Place a Mysterious Wood within 12” of the Treeman Ancient. Use a Citadel Wood or model wood of similar size. No friendly or enemy units in the way can be placed in the wood, and will suffer or benefit from any relevant Mysterious Wood effects. Note that if the wood contains a unit with the Woodland Kin rule, the result can be re-rolled.
o Flammable
o Forest Spirit
o Large Target
o Loremaster (Life)
o Scaly Skin (3+)
o Stubborn
o Terror
o Tree Singing: Bound Spell (5). A wood within 18” may be moved D6” in any direction. The wood may not move through another piece of terrain, though it may move onto a hill. Friendly units in the wood are moved with it, but must be placed 1” away from any enemy unit. Enemy units are not moved with the wood. If the wood comes into contact with an enemy unit, place the enemy unit inside the wood.
o Regeneration (5+)
o Woodland Kin
• Magic:
o A Treeman Ancient is a Level 1 Wizard. They always use the Lore of Life.
Heroes
Wood Elf Noble
Noble • M5•WS6•BS6•S4•T3•W2•I7•A3•Ld9 • Infantry (Character)
• 90 points • Size 1
• Equipment:
o longbow
• Special Rules:
o Asrai Archery
o Bowmaster
o Woodland Kin
• Options:
o May choose to be armed with one of the following:
additional hand weapon (4)
spear (2)
spear-stave (6)
great weapon (6)
o May take talismanic tattoos (8)
o May take light armour (2) and a shield (2).
o May choose to be mounted on one of the following:
Elven Steed (12)
Great Eagle (50)
o May take up to 50pts of Magic Items.
o One Wood Elf Noble may carry the battle standard (25). They may carry a Magic Standard (with no points limit), but if they do so they may not take any Magic Items.
o
Spellsinger
Spellsinger • M5•WS4•BS4•S3•T3•W2•I5•A1•Ld8 • Infantry (Character)
• 90 points • Size 1
• Equipment:
o longbow
• Special Rules:
o Woodland Kin
• Magic:
o A Spellweaver is a Level 1 Wizard. They can use the Lore of Life, Lore of Beasts, Lore of Heavens, or Lore of Shadow.
• Options:
o May be upgraded to a Level 2 Wizard (35)
o May choose to be armed with a spear-stave (3)
o May take talismanic tattoos (8)
o May choose to be mounted on one of the following:
Elven Steed (18)
Great Eagle (50)
o May take up to 50pts of Magic Items.
Alter
Alter • M9•WS6•BS4•S4•T4•W2•I7•A3•Ld9 • Infantry (Character)
• 100 points • Size 1
• Equipment:
o longbow
• Special Rules:
o Ambusher
o Hatred (Beastmen)
o Wanderer: Alters may never join units, nor can they be the army General.
o Swiftstride
o Woodland Kin
• Options:
o May be upgraded to a Level 1 Wizard (50). Alters always use the Lore of Beasts. When selecting spells, the Alter may choose to swap a spell for Pann’s Impenetrable Pelt instead of the usual signature spell.
o May choose to be armed with one of the following:
additional hand weapon (6)
spear-stave (9)
o May take talismanic tattoos (8)
o May take up to 50pts of Magic Items.
Shadow Sentinel
Shadow Sentinel • M5•WS6•BS6•S4•T3•W2•I7•A4•Ld9 Infantry • (Character)
• 115 points • Size 1
• Equipment:
o longbow
• Special Rules:
o Ambusher
o Asrai Archery
o Bowmaster
o Dead Eye: In a turn in which he did not move, the Shadow Sentinel gains the Sniper special rule. If he does so, he does not benefit from the Bowmaster rule.
o Heroic Lethal Shot: A Shadow Sentinel has the Lethal Shot rule (see Waywatchers). When shooting as part of a Stand and Shoot charge reaction, the Shadow Sentinel’s ranged attacks have the Heroic Killing Blow rule instead.
o Master Waywatcher: A Shadow Sentinel may only join units of Waywatchers, and may not be the army General.
o Stalker (see Waywatchers)
o Woodland Kin
• Options
o May take up to 50pts of Magic Items, but may not take any armour or a close combat weapon that requires two hands.
o
Branchwraith
Branchwraith • M5•WS6•BS0•S4•T4•W2•I8•A3•Ld8 • Infantry (Character)
• 70 points • Size 1
• Special Rules:
o Regeneration (5+)
o Hatred
o Fear
o Forest Spirit
o Stubborn
o Woodland Kin
• Options:
o May be upgraded to a Level 1 Wizard (50). Branchwraiths always use the Lore of Life. When selecting spells, the Branchwraith may choose to swap a spell for Awakening of the Wood instead of the usual signature spell.
o May be upgraded to have one of the following:
Cluster of Radiants (15): if upgraded to a Wizard, the Branchwraith channels dispel dice on a D6 roll of 4+ rather than 6. They channel power dice as normal.
Muster of Malevolents (15): the Branchwraith has Poisoned Attacks.
Pageant of Shrikes (15): the Branchwraith has the Tree Singing bound spell (see Treeman Ancient).
Core
Glade Guard
Glade Guard • M5•WS4•BS4•S3•T3•W1•I5•A1•Ld8 • Infantry
Lord’s Bowman • M5•WS4•BS5•S3•T3•W1•I5•A1•Ld8 • Infantry
• 12 points each • Size 10+
• Equipment:
o longbow
• Special Rules:
o Asrai Archery
o Woodland Kin
• Options:
o May take a Lord’s Bowman (10), a musician (10), and a standard bearer (10).
o One unit of Glade Guard may carry a Magic Standard worth up to 50pts.
Glade Scouts
(one for each unit of Glade Guards)
Glade Scout • M5•WS4•BS4•S3•T3•W1•I5•A1•Ld8 • Infantry
Scoutmaster • M5•WS4•BS5•S3•T3•W1•I5•A1•Ld8 • Infantry
• 16 points each • Size 5-15
• Equipment:
o longbow
• Special Rules:
o Asrai Archery
o Scout
o Skirmisher
o Woodland Kin
• Options:
o May take a Scoutmaster (10) and a musician (10).
Glade Riders
Glade Rider • M5•WS4•BS4•S3•T3•W1•I5•A1•Ld8 • Cavalry
Horsemaster • M5•WS4•BS4•S3•T3•W1•I5•A2•Ld8 • Cavalry
Elven Steed • M9•WS3•BS0•S3•T3•W1•I4•A1•Ld5
• 21 points each • Size 5+
• Mounted on Elven Steeds.
• Equipment:
o longbow
o spear
• Special Rules:
o Asrai Archery
o Fast Cavalry
o Woodland Kin
• Options:
o May take a Horsemaster (10), a musician (10), and a standard bearer (10).
Eternal Guard
Eternal Guard • M5•WS5•BS4•S3•T3•W1•I6•A2•Ld9 • Infantry
Lord’s Guardian • M5•WS5•BS4•S3•T3•W1•I6•A3•Ld9 • Infantry
• 12 points each • Size 10+
• Equipment:
o spear-staves
o heavy armour
• Special Rules:
o Defenders of Loren: When joined by any Wood Elves character, Eternal Guard are Stubborn. If the army General is removed as a casualty (even if they had not joined an Eternal Guard unit), all Eternal Guard units gain the Hatred rule.
o Honourable Duty: Every time an Eternal Guard unit is on the winning side of a close combat during their own turn, they increase their Ward Save by +1. So after their first victory, they gain a 6+ Ward Save. After their second victory, the Ward Save is increased to 5+, and so on, up to a maximum of 2+.
o Woodland Kin
• Options:
o May take a Lord’s Guardian (10), a musician (10), and a standard bearer (10).
o The Lord’s Guardian may choose Magic Items up to a total of 25 points.
o The standard bearer may carry a Magic Standard worth up to 50pts.
Dryads
Dryad • M5•WS4•BS0•S4•T4•W1•I6•A2•Ld8 • Infantry
Branch Nymph • M5•WS4•BS0•S4•T4•W1•I6•A3•Ld8 • Infantry
• 12 points each • Size 8-24
• Special Rules:
o Fear
o Forest Spirit
o Interceptors
o Regeneration (5+)
o Skirmishers
• Options:
o May take a Branch Nymph (10).