Skip to main content

Wood Elves of Athel Loren

Grade: 2a
Source: (PDF)
Setting: Athel Loren

The Wood Elves, known as the Asrai in some tales, or as the Fay Folk of Athel Loren, are a reclusive, secretive and highly isolationist race of Elves that have long ago voluntarily split off from the rest of their kin, preferring instead to live out their lives in Nature's embrace beneath the enchanted forested canopy of Athel Loren. From here, they have learnt to dwell in concord with the seasons and the weave of life and death that binds all living things together. They are the defenders of the forest, guardians of all things natural and pure. For millennia, the Wood Elves have lived in this state of harmony, lying in wait and hidden from the prying eyes of the wider World.

Yet times have changed since that ancient age, and the Wood Elves realize that the fate of Athel Loren is now tied to that of other lands. Though they do not seek to act as the world’s protectors as do the High Elves, nor enthrone themselves as its rulers as do the Dark Elves, there are those times when the will of Orion and Ariel, the King and Queen in the Woods, must shape the fortunes of those that live beyond the boundary of their homelands...

Special Rules

Hate Dark Elves: All warriors in a Wood Elves Warband (excluding any Hired Swords) have an unyielding Hatred for Dark Elves.

Excellent Sight: Elves have eyesight unmatched by mere humans. All the Elves in a Wood Elf Warband can spot Hidden enemies from twice as far away as other warriors (i.e. twice their Initiative in inches).

Unforgiving: In addition to their hatred of their corrupt kin, the folk of Athal Loren will not fight alongside the forces of Chaos. In multiplayer games, a Wood Elf warband may never forge an alliance with any Warband of a chaotic nature (Possessed, Skaven, Beastmen, Dark Elves, etc.).

Tolerant: Due to their outsider status in the world, the Elves of Athel Loren have learned to stifle their distaste for ‘lesser races’, and have even been known to work alongside them from time to time. A Wood Elf Warband may hire any Hired Sword that is not of a Chaotic or evil bent (so no Skaven, Possessed, Beastmen, Dark Elves, Undead, etc.).

Choice of warriors

A Wood Elf Warband must include a minimum of 3 models. You have 500 Gold Crowns which you can use to recruit your initial warband. Maximum number of warriors in the warband is 12.

Heroes

Hunt Master: Each Wood Elf Warband must have one Hunt Master: no more, no less!

Waywatcher: Your Warband may include up to 2 Waywatchers.

Forest Mage: Your Warband may include one Forest Mage.

Henchmen

Deepwood Scouts: Any number of models may be Deepwood Scouts.

Glade Guard: Any number of models may be Glade Guard.

Starting Experience

Hunt Master starts with 20 experience.

Waywatchers start with 12 experience.

Forest Mages start with 12 experience.

Henchmen start with 0 experience.

Wood Elf Skill Table

CombatShootingAcademicStrengthSpeedSpecial
Hunt Master
Waywatcher
Forest Mage

Special Skills

Wood Elf Heroes with the Special skill available to them may choose to use the following Skill list instead of any of the standard Skill tables available to them.

Fey: The Wood Elf has a certain understanding of magic and therefore gets a saving throw of 4+ against hostile magic.

Elven Luck: The Elven Gods favour the Wood Elf. Once per game, he may reroll any failed roll. Excellent Sight: By training his eyesight for years the Wood Elf can spot hidden enemy models up to 2 x I inch away.

Seeker: Being an expert Tracker, the Wood Elf is able to spot even hidden treasures. He may modify the result of one exploration die by +/- 1. Only one Elven Hero may possess this skill!

Infiltration: The Wood Elf is an expert in infiltrating behind enemy lines. Therefore he is always deployed last, anywhere out of sight of the enemy. If both players have infiltrate, roll 1d6. Lowest roll deploys first.

Wood Elf equipment lists

The following lists are used by Wood Elf warbands to pick their weapons:

Hero Equipment List

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free/2 gc
Sword10 gc
Double-handed weapon15 gc
Spear10 gc
Ithilmar weapon*2 x price

Missile Weapons

ItemCost
Bow10 gc
Long bow15 gc
Elf Bow35 gc

Armour

ItemCost
Light armour20 gc
Shield5 gc
Ithilmar armour*60 gc

Miscellaneous Equipment

ItemCost
Elven Cloak75 gc
Elven Wine50 gc
Hunting arrows35 gc

Scout Equipment List

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free/2 gc
Club3 gc
Axe5 gc
Sword10 gc
Ithilmar weapon*2 x price

Missile Weapons

ItemCost
Bow10 gc
Long bow15 gc
Elf Bow35 gc

Armour

ItemCost
Light armour20 gc
Ithilmar armour*60 gc

Miscellaneous Equipment

ItemCost
Elven Cloak75 gc
Elven Wine50 gc
Hunting arrows35 gc

* Heroes only. These special prices represent the lower rarity of these items in Ulthuan; when attempting to purchase these items in Mordheim (or Lustria), Wood Elves pay the same prices as other Warbands, and must roll to find them as normal. No roll is necessary to find these items when first starting a Wood Elf Warband.

heroes

1 Hunt Master

60 gold crowns to hire

A Hunt Master’s marksmanship shames even that of other Wood Elves. They can pick out a single enemy from a seething mass of troops and place the one perfect shot that brings the target, lifeless, to the ground. Yet the Hunt Master finds no reason to exult in the application of his skills — after all, what prey could hope to escape one who has dedicated his entire life to the hunter's art.

ProfileMWSBSSTWIALd
545331619

Weapons/Armour: The Hunt Master may be equipped from the Wood Elf equipment list.

SPECIAL RULES

Leader: Any warrior within 6" of the Protector of the Hunt may use his Leadership value when taking Leadership tests.

0 – 2 Waywatchers

40 gold crowns to hire

Waywatchers are silent sentinels, the guardians of the paths leading into Athel Loren. They are masters of concealment, and can lie unmoving and unnoticed for days on end before springing an ambush on a startled and unfortunate prey.

ProfileMWSBSSTWIALd
544331618

Weapons/Armour: Waywatchers may be equipped from the Wood Elf equipment list.

SPECIAL RULES

Sniper: Due to their years of training Waywatchers can shoot while keeping almost invisible. This allows the character to shoot while hiding. After the shot roll a D6, on a 5+ no one noticed where the arrow came from.

Camouflage: Waywatchers are experts at camouflage. They wear cloaks of green, brown or grey which are made from leaves sewn together. By painting their faces and bodies with green and brown paint they are almost invisible when hiding. When a Waywatcher is hidden, each enemy model has to make an additional I test to spot them.

0 – 1 Forest mage

55 gold crowns to hire

Wood Elven Mages are specialist wizards in the ways of Nature. All their spells are fed from the earth's energy.

ProfileMWSBSSTWIALd
544331618

Weapons/Armour: Your Forest Mage may be equipped from the Wood Elf equipment list.

SPECIAL RULES

Wizard: The Forest Mage is a Wizard and may use the Woodland Incantations spell list.

henchmen

(Bought in groups of 1-5)

Deepwood Scouts

35 gold crowns to hire

Deepwood Scouts hold the responsibility of patrolling those areas of the forest deemed too dangerous for Glade Guard to enter. To tread such paths, an Elf must be invisible not only to a predator’s sight, but to his other senses also - no easy matter when contending with otherworldly creatures to whom an Elf’s soul manifests as a brightly burning light.

ProfileMWSBSSTWIALd
534331618

Weapons/Armour: Deepwood Scouts may be equipped from the Wood Elf Scout equipment list.

SPECIAL RULES:

Crossfire: If more than one scout henchman shoots at the same target, they get +1 on the injury roll.

Glade Guard

30 gold crowns to hire

The Glade Guards forms the very core of Athel Loren's armies. In time of need, every Wood Elf can answer the call to defend their forest home, for all are trained in the arts of the longbow as soon as they can hold one.

ProfileMWSBSSTWIALd
533331517

Weapons/Armour: Glade Guard may be equipped from the Wood Elf Scout equipment list.

D6Result
1Song of Thorns
2Murmuring of the Wind
3The Rain Song
4Lyrics of Feral Infatuation
5Song of the Sun
6Eagle's Cry

Woodland Incantations

Song of Thorns

Difficulty: 8

Branches strike out to the foe under influence of the singer cadence. If no plants are present wooden chips fly at the victim, as if they want to be thorns…

Victim suffers 2D6 S1 hits, range 8".

Murmuring of the Wind

Difficulty: 7

Very softly the wind increases around the caster and takes him wherever he wants.

Caster may move anywhere within 12", if he gets into HtH it counts as a charge.

The Rain Song

Difficulty: 9

The air around the caster becomes moist and it starts to rain, until it looks like a major downpour…

Everything, except Woodelves, within 6" of the caster suffers -1 to hit and suffers -1 Initiative. This lasts until the beginning of the caster’s next magic phase.

Lyrics of Feral Infatuation

Difficulty: 8

This soothing song seems to calm even the most ferocious monsters and sends them into a lethargic state.

Any animal or monster has to pass a Ld-test, on his own Ld, in order to attack an opponent. If it fails it will do nothing else that turn, not even fighting back if attacked.

Song of the Sun

Difficulty: 6

While the caster sings his victim believes he is in a scorching desert. His movement slows and throat becomes parched.

The target must be within 18" and is -1M until the caster's next magic phase, he also must make a test, if he fails, he suffers a S4 hit.

Eagle's Cry

Difficulty: 8

The caster utters a melodious cry, which sounds like a great eagle. This inspires the elves so much they gain the legendary sight of Thuarindir.

All Wood elves within 6" gain +1 to hit and +1 on the critical hit table. This lasts until the beginning of the caster’s next magic phase.