Artisan Contest Winners

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Beithir Seun
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Artisan Contest Winners

Post by Beithir Seun »

June - July 2009 : Wood Elf Kindred : ArchMagosAlchemys
Warhawk Rider Kindred
Kindreds of Sethayla

Sometimes known as Bretheren of Seth or Dawn-Riders. The Warhawk Rider kindreds hail mostly from the Pine Crags where their mounts live unrestrained by the dense forest canopy of the lower reaches of Athel Loren. Members of the Warhawk Rider kindreds are often reckless, secure in the knowledge that the swifteness of their mount can carry them unharmed through great danger. The name Sethayla has evolved from the Elven rootword Sethai, meaning flight, wind, and cry in the far mountains.


Wood Elf characters can be upgraded to become a member of a Warhawk Rider kindred.

Wood Elf Highborn + 50 points

Wood Elf Noble + 35 points

The character is armed with a longbow and spear and wears light armour and is mounted on a Warhawk. A shield may be purchased as additional equiment. The character benefits from the Flying Cavalry and Hit and Run special rules and may join units of Warhawk Riders. The model has US4.
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Beithir Seun
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Re: Artisan Contest Winners

Post by Beithir Seun »

August - September 2009 : Wood Elf Special Character : Mist Walker
Lady Elynett, Warden of the Crystal Mere

The Crystal Mere lies close to the Wildwood; it is a part of the river that runs from that dark and fey place. The Mere's appearance does not even suggest where its waters pass through, completely clear and calm. The happenings about it, and the magic with which the water is laden tell otherwise. The water is imbued with Athel Loren's spirit when it leaves the Wildwood, malicious and yet kind at the same time. The Mere serves as a place where this magic pools, the water which flows out of the Crystal Mere is as free of magic as that which flows in is imbued with it. As a result of the Crystal Mere's magical nature, it is well guarded and valued by the Wood Elves and those spirits trapped within the Wildwood wish to possess it themselves. The Stone of the Crystal Mere was found within its clear waters but it is not the only artifact to have come from them, most of those which emerge are given as gifts to esteemed warriors, mages and often Ariel.

Some however, go to the Warden of the Crystal Mere.

In the year 1697, by the Imperial Calender, Lady Elynett was warden and had been for a century and a half. It was this year that Drycha would attempt to disrupt the waystones of Coeddil's prison. The Branchwraith set to siphoning magic from upstrem of the Crystal Mere, gathering it to herself and her followers. The effects of this were felt around the Mere, fewer accidents took place about the water and forest creatures came to it to drink. Those Spellweavers which served Elynett were also aware of the pool's lack of magic and alerted the Warden of it, for it would be her task to address the issue. When the Lady announced what she would do, there was uproar, hunting was good and nobody had drowned themselves in weeks due to the Mere's lure no longer being so powerful. Elynett stood firm however.

After she had made the announcement she withdrew from her halls to escape the accusations hurled at her. An elf approached her, clad in dark wraiments, a Waywatcher. He told her of Drycha's actions and at once Elynett called for her Spellweavers and Spellsingers. Together, accompanied by Eternal Guard, they advanced upon Drycha.

The Branchwraith, enraged by their inteference, turned the magic she drew from the river upon them. The spirit worked her way into the elves' minds, convincing them they must drown themselves in the river. Many did, first the Eternal Guard, then the Spellsingers and finally the weakest among the Spellweavers began to move towards the river. Elynett held firm against the tendrils groping at her intentions, fighting them off as she strode forward towards Drycha. The tide began to turn, Elynett forced the Branchwraith towards the river herself, turning the magic back through strength of will alone. Before long the ancient Dryad was in the centre of the river, the currents tearing at her. Now that she was within, the magic attacked Drycha, tearing away her physical form until eventually she faded away, weakened but not slain, ready to rebuild her body eventually.


Lady Elynett, Warden of the Crystal Mere may be fielded as a lord choice in a Wood Elf army, taking up an additional hero slot as well. She costs 375 points.

M5 WS7 BS6 S4 T3 W3 I8 A4 Ld10

Equipment: Light Armour, Longbow, The Saphire Blades, The Crystal Necklace

Special Rules: Asrai Archery, Forest Walker, Elynett's Will

Elynett's Will
Lady Elynett possesses a will such that it was able to turn away the magic Drycha wielded, most call it stubbornness though. It is this which she instilled some of into her brooch shortly before her death though the artifact was unable to capture the entirety of her strength of mind.
Elynett counts as being Stubborn and this is conferred to any unit she joins. She, and any unit she joins, may reroll any failed tests based upon Leadership including Break Tests.

The Saphire Blades
The twin swords are the customary weapons of the Warden and despite their light weight and beauty are deadlier than most swords individually, let alone together.
Two hand Weapons. These swords confer +2 strength to the bearer.

The Crystal Necklace
Made from Crystals found within the Mere itself, this necklace is both the warden's sign of office and a source of protection. It is also part of the reason Elynett was able to resist Drycha though her considerable determination played the most part.
Gives the wearer Magic Resistance 1 and a 4+ Ward Save.
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Beithir Seun
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Re: Artisan Contest Winners

Post by Beithir Seun »

October - November 2009 : New Warhammer Fantasy Unit : Mist Walker
Seductresses of Slaanesh
Warriors of Chaos

Lords of Slaanesh will almost certainly possess dozens of slave-girls, each one magnificently beautiful and the jewel of whichever village they were taken from. Often they come to their master willingly, for he will have been blessed by Slaanesh. However, there are those among the slave-girls who are also blessed by Slaanesh. These women are more beautiful than any mortal should rightfully be and their allure is irresistable. A Lord of Slaanesh lucky enough to possess such women will rarely be willing to risk them in battle, however, if they should then they are a potent force on the battlefield, gliding gracefully along to distract their enemy despite being more than ready to flee should a threat present itself.

A unit of Seductresses may be taken as a Rare Choice in a Warriors of Chaos Army. Though they do not take up two rare slots, only one unit may be fielded for each two rare slots though one slot remains free. The Army General must have the Mark of Slaanesh.

A Seductress costs 38 points.

Unit size: 5-10

Code: Select all

                   M   WS   BS  S  T  I  A  W  Ld
Seductress    4    3      3   3  3  6  1  1   4
Courtesan     4    3      3   3  3  7  1  1   4
A Seductress may be upgraded to a Courtesan for +30 points.

Equipment: None.

Special Rules:Mark of Slaanesh, Grace of Slaanesh, Seductresses

Grace of Slaanesh
The Seductresses move with unnatural grace afforded to them by Slaanesh. They will often sway effortlessly out of the way of lead sho or a blade swung for their necks.
Seductresses are Skirmishers and have a 4+ ward save.

Seductresses
Clothing is the wrong word to describe what is worn by Seductresses when they go to battle. It plays on the foe's imagination, highly revealing and yet still obscuring that which men covet most. This, and a Seductress's natural and unnatural beauty, results in their foes being addled and unwilling to strike. Even those who are not living are stirred by their beauty.
If an enemy unit is able to see the unit of Seductresses and is within 18" then they must roll a D6 if wishing to attack the unit of Seductresses (in close combat, with missile weapons or to cast a spell of any kind on the unit with the exception of spells with an area of effect). If a 1-5 is rolled they may not attack or shoot this turn. If in combat with another unit they may attack that but any attacks that were to be directed at the Seductresses may not be made. On a 6 the unit may act normally.

In addition to this, enemy units within 18" suffer a -2 penalty to their Weapon Skill and Ballistic Skill to a minimum of 1.

Courtesans
Courtesans are even more alluring than the Seductresses, a feat few would believe possible until encountering one.
A Seductress upgraded to a Courtesan retains all orginal rules for a Seductress as well as gaining the following benefit: Select an enemy unit within 12" at the start of the enemy turn, this must be the unit the Courtesan is in combat with if this applies, roll a D6: on a 1-4 nothing occurs, on a 5 the unit's WS, BS, I and A are reduced to 1 for the turn, on a 6 the unit's WS, BS, I and A are reduced to 1 until the end of the chaos player's turn.
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Beithir Seun
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Re: Artisan Contest Winners

Post by Beithir Seun »

March - April 2010 : New Wood Elf Core Unit : Baardah
Wood Elf Falconers

The wood elves of the pine crags feel a deep bond with the birds of prey that nest in the tree tops and mountainsides of the pine crags. While the kindreds that live in these areas are most known for riding the great war hawks, they also take pride in their friendship with the smaller bird of prey. The hunters of the Pine Crags are trained in the art of hunting with falcons from young age. When Loren is threatened, the skills acquired through hunting are applied in war. In defense of their beloved forest the hunters and their birds form bands that descend from the pine forested mountain slopes to heed the call to arms.
““The Beastman scratched his horns against the rugged bark of the old pine-tree. He could hear the fray of the battle up front. It hadn’t been long after they first entered the enchanted forest in search of the forgotten Braystone, before they where first attacked by the defenders of the forest. The elves first attempts to stop their advance into the forest had been in vain and for many days now they’ve had elfblood to drink by their campfires at night. Now they were so close to their goal. The forgotten Braystone was just a few leagues ahead, and all that stood between them and the powerfull mutating force of the stone was the sorry lot of elves that had assembled to stop their advance. Though they fought well, he was confident that the might of the herd would trample them under their hooves and leave them bloody and broken on the ground that was about to be spoiled in the name of wonderful chaotic forces of twisting mutation. He looked back at his raiders. Their moment of glory was closing. Just at the right point he would lead them into the fray of battle to lay ruin to the unknowing elves. He licked the bloodstained edge of his axe. The sweet taste of elven blood was still strong on the metal. Then he bellowed a command to his herd and his hornblower sounded the attack.
As they thundered through the wood towards the battle they suddenly heard an ear-deafening shriek. All of a sudden falcons, hawks and owls swooped towards them from between the trees and several of his raiders fell to the ground clutching at their eyes and throats. Black blood flowed from cut carotids and empty eye sockets. As panic started to spread among the beastmen's ranks a band of rugged looking wood elves in furry capes attacked. They wielded a slender sword in each hand and cut into the confused beastmen with savage fury. The Beastman that commanded the raiders cursed dark oaths to the gods of chaos as he saw his herd lying slaughtered on the forest floor. That was the last thing he saw before sharp talons of a black and white falcon took out his eyes. He could only feel the pain as two slender swords found rest inside his chest””

Code: Select all

               M WS BS S T W A I Ld
Falconer   	 5 4  4  3 3 1 1 5 8
Hawkbrother    5 4  4  3 3 1 2 5 8

Points Cost: 16 pts/model
Unit Size: 5-15
A wood elf army may include 0-1 units of falconers
Equipment: Hunting falcon, two hand weapons,
Options: May be upgraded to Scouts for 5 points per model
May upgrade one Falconer to Hawkbrother for 16 points

Special Rules: Falcons Attack, Skirmish

Falcons Attack: The falcons attacks counts as a ranged weapon with the range of 24” It used the hunter BS. This represents the hunter’s ability to direct his falcon towards the target. The attacks are S3 armor piercing attacks. The falcons can be used to stand and shoot.
In close combat the Falcons swoop down to harry their master’s assailants. To represent this all attacks against the hunters are resolved at -1 to hit
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Beithir Seun
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Re: Artisan Contest Winners

Post by Beithir Seun »

May - June 2010 : New Wood Elf Magic Weapon : Baardah
The Blades of Midnight 50 points
Eternal kindred only

This spearstave, wielded by the highest ranking officers of the eternal guard, is a legendary weapon of power and inspiration, and is almost regarded as a relic by the members of the Eternal Guard. The razor-sharp obsidian blades glow with farie lights in the darkest days of winter and is a beacon of hope for the Asrai guarding the forest as it slumbers through the dark winter. The shaft is sung from the rock-hard core wood from the old Wythel tree, and no bla,e mundane nor magical, can cut through it. Enemy magic gets sucked into the Wythel wood of the shaft and strengthens the weapon rather than destroying it.

The Blades of midnight count as a spear and an extra handweapon, exactly like the Eternal Guard’s spearstaves. The wielder of the Blades of Midnight may re-roll failed rolls to wound. In addition the spear is used to parry the blows of the enemy and adds +2 to the armoursave of the wielder. The weapon can be combined with the eternal guard fightingstyle special rule.
If the character wielding the blades of midnight joins a unit of Eternal Guard, he adds a +1 to the units Combat result like a standard bearer. This is in addition to the regular bonus to combat resolution provided by the standard bearer.
In addition , the character and any Eternal Guard unit he joins get Magic Resistance (1)
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Beithir Seun
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Re: Artisan Contest Winners

Post by Beithir Seun »

July - August 2010 : New 8th Edition Scenario : Lune and Eleven

Eleven
Armageddon
Bloody battles of epic proportions have been fought for millenia in the world of Warhammer. On rare occassions these battles and their surrounding magics tear the fabric of space and call forth an armaggedon. Meteors rain down from the sky inflicting immense damage crushing and burning those beneath them. It is in these battles that the bravest of men stand their ground and bring victory to their armies amongst the blazing chaos and inferno.

The Armies
Each player chooses his force using the army list from a Warhammer Armies book, to an equal points value agreed before the game.

The Battlefield
Setup terrain as described on page 142. Split the table into 24" square 'zones' and number them 1-x. If you are playing on a table which is 4' x 4' you will have four zones. On a table that is 4'x6' you will have six zones and so on.

Deployment
Roll off to see which player picks the half of the table they will deploy in. The opponent will deploy in the other half.

Players then take it in turns to place units on the table, using the alternating units method of deployment described on page 142. Units may be placed anywhere in their deployment zone that is 12" from the centre line.

First Turn
Roll off after deployment to see which player takes first turn. The player that finished deploying his army first gets +1 on his roll.

Game Length
As this is a battle to the bitter end, this game lasts eight game turns, or until one of the two players capitulates.

Victory Conditions
Use Victory points to determine the winner of the battle, as described on page 143.

Scenario Special Rules
Meteor Shower
  • At the start of each players turn, before he or she does anything else, the player must roll a D6 to determine if a meteor is on its way to hit the battlefield. Larger maps have a higher chance of being hit by a meteor. A meteor hits a map with four zones on a roll of 4+, a map with six zones is hit on a roll of 3+ and so on. If a meteor is on its way proceed to the next step, otherwise play on as if nothing happened.
  • To determine which of the sections is going to be hit by the meteor, roll a D6. On a 4'x4' table you must roll two dice consecutively, on a roll of 4+ the meteor will land in sections 3 or 4. The second throw will determine whether the meteor hits zone 3 or 4 (zone 4 being on a throw of 4+). If using a 6'x4' table simply throw a D6 to determine the zone.
  • The meteor will strike in exactly one game turn, so at the start of the current players next turn.
  • As the meteor enters the atmosphere it has a high chance of being broken up into D3 smaller pieces. On a roll of 2+ the meteor breaks up into smaller pieces. Each large meteor causes S8 flaming hits which cause D3 multiple wounds which may be saved normally. A 5" pie plate is used to demonstrate the size of the Meteor. Each smaller meteor causes S5 hits which count as flaming which may also be saved normally. The 3" pie plate is used for this smaller meteor. Each meteor deviates from the centre of the zone by 3D6 inches in a random direction. Meteors can deviate from the map (false alarm).
  • The area under a Large Meteor is scarred by a crater which counts as dangerous, flaming terrain. If there is a terrain feature currently there, it is not replaced.
The Arcanely Gifted
  • If a mage, belonging to the player whos turn it is, is within the zone where the meteor is about to strike he or she may pass a Magic Level test to determine whether or not he or she may influence the trajectory of the meteors after it is clear where they will hit. A Magic Level test is like a strength test just with the mages unmodified magic level. A Mage with the Lore of Fire may add 1 to his Magic Level when testing. For small meteors add one to your magic level when doing the test.
  • If successful, the mage may move the Meteor 0-4+D3" in any direction he or she desires, stating the direction and desired location (0-4" from the impact area) from which it continues to deviate D3" in a straight line much like a cannonball.
  • If a mage is unsuccsessful, remove power dice from the players next magic phase equalling how much he failed the Magic Level test by. The meteor, is still moved even if he fails. If there are not enough die at the start of the next magic phase to cover all the losses then the mage looses one wound per unaccounted die which cannot be saved in any way. If the Mage dies in this manner the opponent is rewarded 50 extra Victory Points. Each mage must test for each meteor individually but may choose to move any number of meteors if he or she likes. Each meteor may only be moved once. Mages can use this interference to move meteors off the map.
  • A roll of 6 always fails when checking for the Magic Level test. If failed a minimum of one die must be removed from the subsequent magic phase.
  • Magic Gear of any kind may not be used to improve the Magic Level. In the case of gear that is a standalone mage (Wizarding Hat) the bearer suffers the wounds.[/*]
  • A Runesmith counts as a level 2 Mage and a Runelord counts as a Level 4 Mage for this special rule

Lune
Niff Niblit's ludicrous end

Niff Niblit was one of Skarsniks most foolish generals. When Skarnsik heard that the dwarfs sent reinforcements from a 'nearby' fortress, he saw his chance to get rid of this idiot that dared to replace Skarsnik.
He ordered him to bury powder kegs in a valley the dwarfs would have to cross in order to reach his realms. Everything went like skarnsik planned and Niblit was caught by the dwarfs while burying the kegs.
Niblit tried to save himself, whilst the rest of his marauding goblins fought or fled, unfortunately by blowing up all the explosvies at once; not remembering he was standing on one of the largest kegs himself... at least taking half the dwarfen army with him.


Armies:
This battle is originally fought between an army of orcs & goblins against dwarfs, but you are free to play the scenario with any armies of your liking.
Both players agree to an army value and decide (or roll) which player is attacker and which one is defender.
The attacker receives the agreed value, the defender only 75% (eg. if you play a 2000pts game, the attacker gets 2000pts whilst the defender only 1500pts).

Terrain:
Place terrain to both player's agreement. We recommend d3+1 terrain pieces per 48x24 inches, mainly consisting of mountains, forests, hills, maybe the one or other ruin and/or lake.

Deployment:
The defender deploys all units of his army (including characters, excluding scouts or units/heroes with special deployment) first in the Zone marked as defender.
Then the defending player places D6+5 boom!!!-counters on the battlefield; each more than 12 inches from each other with no further restrictions.
Then the attacking player deploys all his units (including characters, excluding scouts or units/heroes with special deployment) as he wishes on the rest of the battlefield, but more than 18" away from the defender, but may keep any number of units as reinforcements (even lone characters; if characters are part of a unit that is reinforcement, mark on your list of which unit they are a part of).
Then the defending player positions all his scouts, followed by the attacking player, following normal rules.
's end.jpg
Who goes first?
Defending player gets the first turn, the game lasts 6 turns or until one player surrenders.

Special Rules:
Reinforcements:
A unit in reinforcement enters the battlefield not from the begin, instead you roll for it during the movement phase (after attackers have been declared and compulsory movements been done), beginning in turn 2.
on a roll of (6-turn number) the unit appears; in turn 6 it automatically appears.
When entering the battlefield, its controler chooses any point at any table edge, then places the unit there with the last rank in contact with the table edge.
The unit may move normally, but not march or attack this turn and counts as moved when shooting.

Boom!!!:
Once during the game,at the beginning of the own turn and not during turn 1, the defender may decide to fire the explosives that have been put in the ground.
Roll a d6 for each counter: on a 1-3, nothing happens, since the explosives became wet or other mishapps. on a 4-5, place the small template with the center over the counter and each model even particially covered receives a S5 hit with no armour save allowed (this does not count as flaming attack; units are hit by flying rocks etc).
If you roll a 6, place the large template with the center over the counter. Each model under the template receives a S6 hit with no armour save allowed that inflicts d3 wounds (apparently the unlucky unit(s) stands near a pretty much overloaded powder keg).

Victory conditions:
Each destroyed unit (or fled from the battlefield) is worth 2 VP, if the general or BSB is slain, both are worth another 2 VP.
Units under half strength are worth 1 VP.
Winner is the player who has more VP. If one player has double or more VPs than the other player, the winner massacres the other. A great victory that will be remebered for years (or find its way into the great book of grudges).

Miscellaneous:
If you want to play the scenario with the historical armies, the defending player uses the orc and goblin army book and the attacker the dwarfen.
Orcs an goblins may only use goblin units, giants and trolls, while the dwarfen player is restricted to not using anvil, organ guns and flame guns as well as canons.
In this case we recommend a game of 2000-3000pts on a 6x4 feet table.
Also, reinforcements from the large table edges must pass a S test per model. each model that fails the test is removed as casualty due to falling from the cliffs the unit is rappelling from.
Units that flee to the closest table edge always only flee in direction of the closest small table edge.
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Beithir Seun
The Philosopher
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Re: Artisan Contest Winners

Post by Beithir Seun »

September 2010 : New 8th Edition Lore of Athel Loren : Baardah
Lore of Athel Loren
Treesinging (Lore Attribute) Everytime a spellweaver or spellsinger cast a spell from the lore of Athel Loren successfully, she may move a wood D3” in any direction, This may bring the wood in contact or over a friendly or enemy unit. If a unit is wholly within the wood it will move with the wood.
Oaken armour: (signature spell)(8+) Augment. The caster makes even the smallest piece of wood carried by the target grow and harden into a tightly woven breastplate of rockhard wood. The Oaken armour has a range of 18”. The target unit may increase its armoursave with +2. The spell may be targeted at the caster himself. The upgraded version of this spell increases the casting value to (15+) and affects all units(including the caster) within 18”.

1: Fury of the forest: (12+) Direct damage. Roots and branches shoot up from the ground and lashes out at the target. The target takes D6 S5 hits. If a unit is wounded by this attack they will have their M reduced to half rounding up until the casters next magicphase. The upgraded version of this spell increase the castingvalue to (18+) and inflicts 2D6 S5 hits and a wounded unit may not move at all (except flee if broken in combat) until the casters next magicphase.

2: Fairy fire: (15+) hex.. The caster summons glowing faeries around the target that bewilders and lures them. The target unit becomes subject to stupidity until the casters next magic-phase and will instantly move 2d6” in a direction nominated by the caster. Any ranged attacks targeted at the unit will receive a +1 to-hit bonus. The upgraded version (18+) also reduces the target units Ld and Initiative by 2 down to a minimum of 1

3: Call of the Hunt: (14+)Augment. The caster summons a faerie horn of skimmering magic. As the horn is sounded the creat call of the hunt echoes over the battle field. The call of the hunt may target a friendly unit within 24” If the unit is not engaged in close combat it may immediately make a move of 3d6” towards the nearest visible enemy. If this brings the unit into contact with an enemy unit this counts as a charge. In addition the targeted unit has +1 Attacks until the casters next magicphase.
If the target unit is engaged in combat the unit will get an extra attack and is stubborn until the casters next magic phase.
The upgraded version (18+) increases the range of the spell to 48”

4: Eternal Acorns: (16+)Unique. The caster throws seeds from the oak of ages to the ground and starts to chant in the ancient tongue of the forest. In the matter of an instant the acorns grow into a tall forest. This spell places a wood with a footprint of D3+2” with the caster in the centre. The wood will be a normal forest. The upgraded version of this spell (20+) places a wood with a foot print of D6+2” which also will have the properties of an elven waystone available to wood elf casters within 6”.

5: Spiterage: (18+)Magical Vortex. The spites of Loren are easily angried and the Spellsingers of Loren are knows the incantations that will make the spites go to war. When aroused like this the spites gather in massed swarms that sweep over the foes with bites, stings and deadly poisons.
Place the small template anywhere within 12” of the caster. The template then travels 2D6” in a straight line, in a direction nominated by the caster. Any model touched by the template takes a S4, armourpiercing hit. The attacks of the spiterage count as magical and have the killing blow special rule.
The upgraded version (22+) uses the large template and travels 3D6”

6: Battlecry of Loren: (18+) The caster cries out to the woods for aid. And the forest provides…..This spell may be used to summon 2d6 wounds worth of Dryads or treekin. The new unit will appear within 6” of any wood nominated by the caster. The upgraded version(24+) will summon a treeman within 6” of a wood.
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Beithir Seun
The Philosopher
Posts: 17411
Joined: 18 Apr 2006, 18:03
Armies I play: Wood Elves, Bretonnians | Sylvaneth, Soulblight Gravelords | Astra Militarum, Tau
Location: Staffordshire, UK

Re: Artisan Contest Winners

Post by Beithir Seun »

October 2010 : New 8th Edition Waywatchers : Frost
Waywatchers: 26 points per model. One Waywatcher may be upgraded to a Stone Sentinel for +20 points.

M WS BS S T W I A Ld
5__4__5_3_3_1_6_1__8 Waywatcher
5__4__6_3_3_1_7_2__9 Stone Sentinel

Equipment: Longbows, Two Hand Weapons.

A Stone Sentinel may choose a single Magic Item or Spite with a value of up to 25 points.


Special Rules: Asrai Archery, Forest Stalkers, Hidden Paths, Lethal Shot, Scout, Skirmishers, Waywatcher Traps

(Army Wide) Asrai Archery: Shooting attacks made by models from the Wood Elf army list do not suffer -1 to hit from moving and shooting.

Forest Stalkers: Waywatchers are masters of stealth and move undetected through all terrain types as they patrol the boundaries of Athel Loren. To represent this, Waywatchers always count as being in Soft Cover, and treat Forests as Hard Cover.

Hidden Paths: Waywatchers roam the whole of Athel Loren and must traverse it’s many dangerous features. To represent their proficiency with negotiating natural obstacles, Waywatchers have the Strider special rule.

Lethal Shot: All Longbow shots from a Waywatcher unit have the Armor Piercing special rule. In addition, any shots made at Short Range gain the Killing Blow special rule.

Waywatcher Traps: If an enemy unit declares a charge against a unit of Waywatchers that would require the enemy unit to move into or through a Forest, then the Waywatchers may elect to use Waywatcher Traps instead of their Longbows for a Stand & Shoot charge reaction. The enemy unit must immediately take a Dangerous Terrain Test and any casualties caused by this test are treated as having been caused from a Stand & Shoot charge reaction for the purposes of Panic Tests (and therefore whether or not the charge is successful). The Forest Strider special rule does not exempt the enemy unit from this test, and if the unit charging the Waywatchers would normally require a Dangerous Terrain Test for moving into or through Forest as part of their charge move, then the unit will fail on a roll of a 1 or a 2.
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Re: Artisan Contest Winners

Post by Beithir Seun »

November 2010 : New 8th Edition Wood Elf Unit : Mountain Mammoth

Faerie Clouds (Special Choice)

The peasantry of Bretonnian has long ago learned to shun the boarders of Athel Loren. All manners of dangerous spirits haunt the forest, and perhaps the most dangerous of all is the smallest. Speaking in hushed whispers, mothers warn children of fae lights in the darkness, which draw the curious and unwary past the barriers of common sense and into the unknown. What starts as a simple ramble into the brush soon ends neck deep in a bog, in the glades of a bloodthirsty dryad, or on the shaft of waywatcher’s arrow. Tales also speak of the confusion that sudden befalls those approaching the lights, leaving the pursuer unable to remember where they are, what they are doing, and at times even their own name. Such lapses would be dangerous anywhere and often proves fatal in the xenophobic thickets of Athel Loren.

Known as Foxfire, will o’ the wisp, and wee folk, faerie are the tiny sentient spirits of the forest. Coming in shapes beyond counting, faerie range from beautiful miniature elven youths with butterfly wings to balls of inviting light to ghastly gremlins venomous fangs and everything in between. At times playful and mischievous, at times down right malevolent and murderous, the mood of the fae is as changing as the weather. Even their own allies can’t be certain of their mercurial goals and purpose all the time.

Though sprites often form bonds with a single liege, sometimes unaffiliated faerie will group together to heed the forest’s call for aid. These swarms fight more as their amusement dictates than by the plan of any general. Appearing where ever they wish, drawing some warriors to foolhardy charges and slowing others to a crawl, faerie shine when sowing chaos in an otherwise organized battlefield. While the hosts of the Wood Elves are often fluid enough to adapt to the changing conditions most others aren’t as flexible.


Points per model: 20
Unit Size: 3-10

M3 WS4 BS4 S2 T2 W3 I5 A3 LD8

Special rules
Forest Spirit, Scout, Swarm, Feigned flight, Lure, Fae Bows

Feigned flight: After any close combat, before the results are calculated, the faerie cloud may take an initiative test. If passed, the unbreakable swarm flees from the combat instead of suffering from unstable. After results are calculated and break tests are rolled, all units in base-to-base contact with the Faerie Cloud eligible to pursue must elect to pursue them, rolling an extra dice and discarding the highest. Should the Faerie Cloud survive, they immediately rally and may form up facing any direction they wish.

Lure: At the beginning of any enemy movement phase, a Faerie Cloud may choose to lure all enemy units who can draw TLOS to the faeries and have the faeries in their charge range. These enemy units roll a leadership test. Frenzied units automatically fail. Units unable to charge, due to stupidity, fleeing etc are immune to this ability. The player whose turn it is decides when in the beginning of the turn phase the lure check is taken, i.e. before or after stupidity/animosity checks. Those who fail must declare a charge against the Faerie Cloud in the movement phase regardless of whether they can actually complete the charge, due to other units, terrain, etc. Should an enemy be unable to complete the charge due to contact with a friendly unit in the way, they instead charge the friendly unit but receive no bonus for charging due to the fact that they weren’t set for the charge they found themselves in. These friendly units may not stand and shoot. Units in buildings count as a building and are not charged. Any other failure to come into contact with the Faerie cloud results in a failed charge as normal.

Fae Bows: Range:18” Strength:n/a Special Rules: Fae bows don’t roll to wound as normal. Instead successful hits cause the Target unit to make a stupidity check at the beginning of their next movement phase with a -1 penalty for each hit beyond the first that the Faerie Cloud scores. Note: Fae Bows do not benefit from Asrai Archery.

Options:

The unit may add the Hover rule for 10pts per base.
The unit may add the Poison rule to close combat attacks for 5 pts per base.
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Re: Artisan Contest Winners

Post by Beithir Seun »

January 2011 : New Wood Elf Enchanted Item : Gildesh
Wildwood pendant 30 points

Fashioned from wood found deep within the wild woods of Athel Loren this pendant bestows the wearer with the scent of the forest so much so that no creature of the forest would realise the bearer is not a spirit of the forest.

The wildwood pendant allows the bearer to join forest spirit units and grants a 5+ ward save.
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Re: Artisan Contest Winners

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February 2011 : New Wood Elf character option : Baardah

Druids (lord)

The Druids, also known as shifters, are ancient even by elven standards. When the elves of Elthin Arwan first walked into Athel Loren, the elves later to be known as the Druids where old even by elven standards. In their wisdom these scholars and casters wandered into the forest to seek attunement to Athel Loren as they immediately recognised the wood for wht it truly was; a magical entity on its own with it's own will and agenda. In their quest to truly understand the magical forest realm, they wandered hidden paths, communicated with the forest on a mental level and soon went into a deep slumber. As the years passed the Druids found their attunement to Athel Loren and where given a task. To advocate the will of the forest and to protect it from harm, they where given abilities the aid them in their task. To travel the woodland realm they where given the ability to shift into various woodland creatures, and the powers of Athel Loren is their to wield, knowing that if they should use it in a way the forest doesn't approve is the same as to loose them.

Druid 270 points

M WS BS S T W I A Ld
5 6 5 3 3 3 6 3 9

Equipment: hand weapon and longbow

Options:

May take a great weapon for +6 points
May take an additional hand weapon +4 points
May take change his longbow for javelins for +4 points
May take talismanic tatoos for +2 points
May choose magic items and/or spites worth up too 75 points.

A druid is a lvl 1 wizard and may choose spells from the lore of Beasts, Life or Athel Loren.
May upgrade to lvl 2 for +35 points

Mount: A druid may not ride any mounts

Special rules:

Forest spirit

The will of Loren: the Druids speak to the forest and the forest speak to them. When the times are dire, the druid can call for the aid of Loren.

Once per battle at the start of any turn the Druid may call forth the retribution of the forest to smite the enemy with. This maybe rampaging animals, roots shooting up from the ground or similar events. To represent this in the game place the large template anywhere on the table and throw a scatter dice and 3d6. The template travels 3d6" in the direction shown by the scatter dice, a hit on the scatter dice means that the template stays put. Any model touched by the template takes a S2 hit, with a -2 AS modifier.

Shapeshifter: at the start of the turn a Druid may choose one of these forms. In shifted form the druid may not cast or dispel any spells or channel any power or dispel dice, or use any arcane items. The effects of magic weapons does not work while shifted, though talismans and enchanted items work as normal. The Druid may shift back to elf form at the start of any subsequent turn. In any form the druid still count as unit type infantry.

Bear form: +2S, +2T, cause fear, tough skinned (5+ scaly skin save)
Hawk form: Fly, hit and run, dodge (4+), if the druid is the army's general the range of his inspiring presence is extended to 18"
Sabre tooth: +1 S, +1T, +3A, always strike first

Companion:
An avatar of the forest may take different forms and often accompanies the Druids to aid them in the various tasks that the forest lay upon them.

The Druid may choose 1 of the following companions for +50 points

Moon wolf: the wolf is a natural leader. The wolf mirrors his abilities as a tactical hunter to the Druid and add +1 to his leadership and allows any unit the Druid joins to use his weaponskill in close combat

Night owl: the owl is an embodiment of wisdom and perception. An owl companion allows the Druid to know an additional spell from his chosen lore. In addition the owl adds 1 dispel dice to the pool.

Feral lynx: an aspect of the feral and wild rage Athel Loren can feel. A lynx adds +1 attack to the Druids profile in addition the Druid will be subject to frenzy

Stout wolverine: the wolverine is a hard fighting and tough predator that embodies the forests will of self-preservation. A woverine companion adds +1 T and gives the regeneration (6+) special rule.
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Re: Artisan Contest Winners

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March 2011 : New Forest Spirit Unit : Baardah
Winterwolves

The forest of Loren is the home to many different creatures. Elves, animals and forest spirits. Like the great stag is an embodiment of the forests pride and stalwart resistance to those opposing it, the winter wolves embodies the eternal hunt, the feral instinct of killing and the rage of Athel Loren. The winter wolves' pelts are so white that they almost glow. Their ice-blue eyes emmits a chilling coldness and from their mouts and nostrils comes frost smoke, even on a warm summer night. When the pack leader howls, chills will run down the spines of those who hear it for in the back of their minds they will know that they are now hunted, and that when they can feel a coldness caress their skin it will already be to late.

Winterwolves 12 points

Code: Select all

            M WS BS S T W I A Ld
Wolf      9  4   0  4  3  1 6 1  8
Alpha    9   4   0  4  3  1  6  1  8

Core (does not count towards the minimum for core)
Unit type: war beast
Unit size: 5-15


Equipment: fangs and claws

Special rules: forest spirit, fear, devastating charge, fast cavalry

Options: One winter wolf may be upgraded to an alpha for +16 points.

The alpha counts as both a champion and a musician.

In addition the alpha may use his chilling howl in the magic phase. The chilling howl is a bound spell with a power level of 5. The spell affects the alphas unit and gives the entire unit freezing attacks until the players next magicphase. The freezing attacks follows the rules for poisoned attacks in the warhammer rulebook.
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Re: Artisan Contest Winners

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April 2011 : New Wood Elf Monster : Cyberspite
Wild Wood Leviathan

Image

The forest of Athel Loren is home to many strange and capricious spirits, however in times of great need these usually insubstantial and fickle spirit forms have been known to bind themselves together to form a single consciousness. Usually under the control of a particularly ancient and powerful spirit they will bind themselves to fallen trees and branches, coalescing into a single gargantuan structure. Its branches infested with scores of vicious spites and lit from within by the ghostly lights of cackling forest spirits the Wild Wood Leviathan is followed by flocks of ravens, eager to glut themselves on the crushed and broken bodies left in the beast's wake.

A Wild Wood Leviathan is a terrifying sight to behold for the enemies of Athel Loren, the sound of crashing branches and thunderous footfalls can be heard for many leagues around, it is as though the forest itself marches to war.

Wild Wood Leviathan M 5, WS 4, BS 0, S 6, T 8, W 8, I 2, A (2d6), Ld 8

Points: 450pts

Rare Choice - only 1 Wild Wood Leviathan may be taken

Options: May choose Spites, with a maximum total value of 100pts

Special Rules: Forest Spirit, Scaly Skin (3+), Stubborn, Flammable, Terror, Regeneration, Fickle Spirits, Timber!

Fickle Spirits - The creatures inhabiting the Leviathan are notoriously fickle and have no understanding of warfare or tactics. Take a Ld test at the beginning of each Wood Elf turn, if the test is failed the Leviathan uses the artillery dice to determine its movement and direction, if a 'hit' is rolled it remains stationary. Any enemy contacted count as being charged. The Leviathan will stop 1" away from any friendly units contacted.

Timber! - If the magical bonds that sustain the Leviathan are broken it's form will begin to unravel. If the Leviathan is destroyed place the large template directly over the model's base, any unit or single model touched by the template immediately takes d6 strength 6 hits.
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Re: Artisan Contest Winners

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May 2011 : New Wood Elf Armour : Shandrakor
The Crown of Thorns - 50 points
The Crown of Thorns may be taken by Treeman Ancients and Branchwraiths as part of their Spites points allotment or as a normal magical armor selection for Highborn and Nobles.

The Crown of Thorns is a circlet made of woven vines wrapped around a ring of bark. Thorns jutt out at semi-regular intervals along the outside rim.

It is said that the handmaidens of the ancient Treeman Durthu once crafted this magic-infused circlet in hopes of appeasing their lord and allowing him to more swiftly rid Athel Loren of their enemies. Durthu, so addled as he is, paid it no heed. Thus it has adorned many different wardens of Athel Loren since.


This helm confers a 6+ armor save that can be combined with other bonuses as normal. In addition, the bearer of the Crown of Thorns also gains +1 Strength, Toughness, and Attack.
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Re: Artisan Contest Winners

Post by Beithir Seun »

June 2011 : New Wood Elf Army Special Rules : Caitsidhe
1. Hostile Ground:
The woods of Athel Loren rise to slow down and injure invaders in every way possible. Branches catch, vines grab, the ground shifts, and paths shift to lead the unwary over cliffs. Even when the elves of Athel Loren use magical pathways to travel far to other forests, the spirit of the great wood travels with them and animates the grounds upon which they fight. The forests themselves act as barriers against foes.

All forests on the battlefield cost double to move through for all forces besides Wood Elves. In addition, any movement through forests invokes a Dangerous Terrain test. If a test would normally be invoked by the model/unit type already, that test becomes more difficult. Add a (+1) to the chance of failure. Thus, someone failing on a roll of one now fails on a roll of two. Wood Elves may place up to three 6" diameter forests on the battlefield prior to either player's deployment. One must be placed in the Wood Elf deployment zone. It is free. The other two "optional" forests may be placed anywhere on the battlefield but cost (50)pts each. Forests may be placed so that they overlap to make larger forests. These forests may or may not be considered "Mysterious," but this choice must be made when placed.

2. Wood Elf Longbows:
Wood Elves craft the deadliest longbows in the world. Carved from from the wood of living trees which willingly give of their flesh, these bows straddle the ground between master craftsmanship and magical. They shoot further and hit harder even some of the black powder weapons.

All longbows of the Wood Elves have a 36" Range and are STR-4 at short range. In addition, they have the Armor Piercing rule.

3. Guerrilla Tactics:
Wood Elves specialize in both speed, surprise, and hit and run tactics.

Wood Elves can always move/march and shoot taking no penalty for doing so. They may even stand and shoot at no penalty. Likewise, they never take dangerous terrain tests for movement through a forest (i.e. doubles as Forest Strider), including "mysterious forests." Wood Elf Skirmishers always have a 360 degree line of sight and negate the benefits of an opponent's Ranks if any part of the opponent's unit touches a forest.
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Re: Artisan Contest Winners

Post by Beithir Seun »

July 2011 : New Magic Lore : Nathan1x
Lore of Water

Lore attribute.
After any spell from the lore of water is cast successfully cannot march as though it is moving through a normal river.

Signature spell.
Sail of the Swamp 9+
Can be cast on a friendly or an enemy unit within 18” of the caster. The unit suffer the effects of Mist - Wreathed Swamp until Casters next magic phase.

1, Arrow of Boann. 8+ 10+
Magic missile with range of 30” that causes 2D6 strength 3 wounds. If you opt to use the stronger spell then strength is increased 4.

2, Force of the Tritones 5 +
Hex spell with range of 12” the unit suffers -1 to the toughness. (to a minimum of 1) until the start of the casters next magic phase.

3. Restriction of Ukupanipo 8+ 16+
Hex spell range of 12“(24” if cast with higher power) that causes the targets movement to be reduced by one (to a minimum of 1) till the casters next magic phase. If opt to use the stronger spell then the movement remains in play until it is dispelled or the caster is killed.

4. Generosity of Suijin 7+
This is a augment spell with a range of 18” that gives the target the regeneration ability.

5. Flood of Paricia 12+
Magic missile with range 24” that causes 3D6 strength 5 wounds. However the flood dries quickly and so the lore attribute does not apply.

6. The trident of Poseidon 16+
Magic missile with range of 36” that is treated like a bolt thrower however it is strength 4 and targets 3 rows rather then just 1.
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Re: Artisan Contest Winners

Post by Beithir Seun »

August 2011 : Storm of Magic Monster : Shandrakor
Phoenix
Image

The Phoenix is a legendary mythical bird comprised of entirely flames. It is said that this bird is capable of great feats of destruction. But from destruction, new life can spring forth as well.

Phoenix (220 points/model) [One per army]
Phoenix: M3 WS6 BS0 S6 T5 W4 I5 A5 Ld9

Unit Size & Type: 1, Monster

Weapons & Armor: Flaming Talons and Beak

Special Rules: From the Ashes Reborn, Aura of Flame, Pure Flames, Fly, Terror

From the Ashes Reborn: The symbol of rebirth itself, the first time a Phoenix is slain roll a D6. On anything besides a 1 the Phoenix comes back to life with all of its Wounds remaining. On a 1 the Phoenix remains dead.

Aura of Flame: The Phoenix's destructive power is a marvel to behold. It's flames rage so hot that those even nearby it will begin to burn with it. Any unit, including friendly units, in base contact with the Phoenix at the start of any round of close combat suffer D6 automatic Stength 4 flaming, magical hits resolved after Impact Hits, but before any models roll To Hit. Any Wounds caused by the flames count towards combat resolution.

Pure Flames: A Phoenix is a legendary mythical creature made of entirely fire. It has a 5+ Ward Save, Flaming Attacks, and Magical Attacks. In addition, it has a 2+ Ward Save against any Wound caused with the flaming property.

[Additional Options]
May take any of the following:


Blessing of the Flame (20 points):
Instead of a 2+ Ward Save against flaming attacks, the Phoenix will regain a Wound previously lost instead of taking a Wound, when any attack would cause a Wound with the flaming property. This may not regain Wounds past the total starting value but will still negate Wounds caused with the flaming property when at full Wounds remaining.

Firestorm (30 points):
Grants the Phoenix a Strength 4 Breath Weapon, which is flaming and magical.

Renewing Flames (30 points):
The Phoenix may, once per movement phase, fly over one unit and buffet it with rejuvenating flames while passing by. Declare the use of Renewing Flames, then make a normal flying move or march move (but not charge) that starts on one side of the selected unit and ends on the opposite side. That unit will immediately regain D6 Wounds, as per the Regrowth spell, on page 496 of the Warhammer Rulebook.
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Re: Artisan Contest Winners

Post by Baardah »

September 2011
Kojibear
Wood Elf Saboteurs



Wood Elves forgo the traditional arts of warfare in favour of a style and strategy that more befits the woodland realm within which they now dwell.
Once long ago, there were engineers among them capable of constructing terrible machines of war that flung giant bolts of dagger tipped steel into their enemies. But that was before, before the betrayal, before the Asrai.
Wood Elves are not without ingenuity, however. Nor has their isolation forced their development into stagnation. Whatever technology was lost, has more than been made up for with an equally terrifying mastery of guile and stealth.
Making use of all that their forest provides, small groups of dedicated elves spend their long lives devising methods of war that are as cunning as they are cruel. Living nature has replaced lifeless steel, and instead of powder there is plant life. You may think this exchange of technology for nature weak and ineffective. You are wrong, dead wrong...


Wood Elf Saboteurs.....................................................................125 points.

Includes a unit of 5 elves armed with longbows and hand weapons.

M WS BS S T W I LD
5 4 4 3 3 5 5 8

Wood Elf Saboteurs have the following special rules: skirmish (see the warhammer fantasy rule book), forest stalkers (refer to Wood Elf special rules), Disperse, Sabotage, A Fickle Fate

Wood Elves do not suffer from the arrogant and wasteful pride of younger nations. Wood Elves know their role in battle and will not jeopordise their Lord's strategm with foolish acts of grandeur or selfish jaunts of hubris.

Disperse
When charged by an enemy unit, saboteurs will always flee. However, before rolling for distance, both the wood elf player and the opposing player roll a D6 and add their unit's unmodified leadership. If the saboteurs' total is higher than the charging unit's total, the charge is considered to have failed as the saboteurs split up and run in random directions to confuse the enemy. If the enemy unit's total is equal to or higher, the charge continues as normal.


Sabotage
It is considered that in each shooting phase, one of the saboteurs makes his or her run at the enemy to disrupt or destroy the intended target. The range of a saboteur is long as nothing is done without a plethora of pre-planning and an intricate preparation. A saboteur will be exactly where he needs to be, at the exact time he should be there. All Saboteur strikes have a range of 36' inches.

A Fickle Fate!
Even the most deliberate and meticulous plan can be foiled by fate and random chance. A Wood Elf saboteur may have patiently laid in wait for hours in anticipation of his or her planned strike, only to find that an enemy soldier's sudden need to relieve himself brings his boot to within an inch of where the saboteur hides. The plan foiled by fate, the saboteur must begin his infiltration all over again.

At the start of the shooting phase roll a D6 for each unit of saboteurs. On a roll of a 1, the saboteurs may not make any attack this turn.

Once per shooting phase, any group of wood elf saboteurs may choose one of the following actions:
A Sack of Spites

The saboteurs release a sack of hungry and angry spites into an enemy unit. Use the small template and treat the attack as you would a stone thrower, with the exception that hits are worked out at Strength 3 and are considered poisoned.

In addition, an enemy calvary unit hit by this strike must take an immediate panic test using the mounts leadership, not the riders.

A Present of Poison

The night before the battle, the saboteurs slipped a vile poison into the enemy's ale and wine. Tasteless and slow acting, the poison runs a sinister course through the veins of its victims, seemingly harmless until at long last it reaches the brain. Death is instant.

Choose an enemy unit and roll a D6. The resulting number is how many enemy models must make a strength test. If failed, the victim has succommed to the poison and drops dead regardless of how many wounds it has. Only ward saves are allowed.

This attack may not be used to attack single character models, as leaders and generals do not share the cheap and watered-down drink served to their rank and file. Warmachine crews may be targeted by a present of poison but roll a D3 to determine the number of models that must test their strength.

A Trail of Traps

It may be you fall prey to a poisoned tipped dart driven into the dirt and cunningly concealed with rock or foliage that is driven deep into your flesh by your own heavy step. Mayhap you walk surely onto hard packed soil only to find yourself falling and screaming six feet down into a perilous pit. Perhaps it will be a vine so delicately and precisely tied to a bent tree that pulls your feet from under you and leaves you hanging uselessly upside down. At least you are alive. Hanging, you look on in horror as others around you suddenly fall to the ground screaming in terror as the hundreds of biting ants begin crawling into their mouths and noses to feast upon the unprotected flesh within.

The targeted unit suffers D6 strength 5 hits. Any unit wounded by a trail of traps may not move next turn.

If the target unit is wholly or partially in a forest, roll 2D6 for hits. This represents the ease with which traps can be concealed and the abundant sources of additional resources that the saboteur has at his or her disposal.

A Curse of Corrosion

The saboteurs have spent more than a millenia studying the properties of the thousands upon thousands of plants and wildlife that share Athel Loren with the Asrai. Of all of their discoveries, the sap of the rare waikawa tree is perhaps the most coveted. Just how the tree survives its own corrosive lifeblood is a marvel in itself, but how the Asrai saboturs manage to collect the acidic sap is nothing short of a miracle.

The saboteurs apply the corrosive sap of the waikawa tree to the enemy's steel and iron. The effect is immediate as the metal's strength disintegrates, becoming nothing more than useless adornment.

The targeted unit suffers a -1 to their armour save and a -1 to their strength until the start of the Wood Elf player's next shooting phase.
My summer night wood elves
Drstrangelove wrote:Imagine a magic item. For 20 points you get +4M, Vanguard, extra +1 to your armour save, unlimited free reforms, and an extra S3 attack at I4.
That item would be in every list.

That item is a horse...
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Re: Artisan Contest Winners

Post by Baardah »

October 2011, Shandrakor

Naieth the Prophetess

Naieth the Prophetess

Naieth the Prophetess is skilled in the arcane arts of divination. Only a select band of mages knows this secret lore. By means of divining rods sung from magical trees they are able to «feel» the flow of magic deep within the ground. When they find a point at which the magic rises towards the surface they instruct their kindred to set a stone in that place, carved with arcane spirals to direct the flow of magic.

In this way the Wood Elf mages have created a web of magical protection around the Forest of Loren. Changes in the flow of magic can be detected using divining rods and used to predict impending danger or the presence of intruders in the forest. Naieth has become so adept at interpreting these signs that she is known throughout Loren as the Prophetess.

Whereas other mages study the ways of the elements, trees and beasts, Naieth has devoted herself to the arts of divination. Although there are mightier mages with greater power upon the battlefield, Naieth will sometimes accompany the wood elf host to battle to use her unique and subtle skills to help her kind.

Othu the Owl:
Naieth is always accompnied by her faithful companion, the owl Othu. When not flying around the battlefield Othu rests on Naieth´s wrist. Naieth is able to understand the owl´s twitterings and knows how to interpret his strange wisdom. It is said that many of her inspired prophecies come from the owl, for Othu is all-seeing and all-wise. In battle Naieth sends Othu to swoop low over the battlefield where the fighting is fiercest and the danger is greatest.

Sometimes Othu will perch upon the standard of a regiment or the shoulder of its leader. This is seen as a good omen by the wood elves. A unit of wood elves favoured by the owl seems to gain from the birds uncanny sureness of sight and are more likely to hit their mark.

Equipment:
The Rod of Divination:
Naieth carries a long rod which is made of the willow twigs of many magical trees woven and entwined tightly together. Wherever this rod is thrust into the ground it has the power to tap the flow of magic and draw it to the surface. Naieth can use this power herself or direct it towards any other Wood elf mage so they can use it.

The Seer's Shroud:
Naieth's shroud is imbued with some of her own potent divination magic. When danger is at hand the cloak gives Naieth small portents of the future. This thus gives Naieth those few precious extra moments to prepare for trouble.


Naieth the Prophetess (200 points/model)
Naieth M5 WS4 BS4 S3 T3 W2 I5 A1 Ld8

Unit Type & Size: Infantry, 1 (20x20mm base)

Equipment: The Rod of Divination, The Seer's Shroud

Magic:
Naieth is a level 2 Wizard. She must choose her spells from the Lore of Heavens as described in the Warhammer rulebook. Naieth knows the 'Harmonic Convergence' spell in addition to those she rolls for. Re-roll results of a 1 when rolling for her spells.

Special Rules: Othu the Owl

Othu the Owl:
Othu's portents of the future allow him to guide his allies actions to be more precise. This ability is usable once at the beginning of each of the owning player's shooting phases. A target friendly unit within 18" gains +1 to hit (close combat and shooting) until the beginning of the next owning player's shooting phase.

Equipment:
The Rod of Divination:
This magical rod allows Naieth to add +1 to any single Wizard's casting attempts within 12" (including Naieth herself). This bonus works on all of the Wizard's spell casting attempts for one entire magic phase. However, only one Wizard can be targeted in each owning player's magic phase.

The Seer's Shroud:
The Seer's Shroud provides Naieth a 5+ Ward Save and Magic Resistance (1).
Want to see how Wood Elves should look in 8th edition?
Check this out then: viewtopic.php?f=29&t=21211
Feel free to leave your ideas too!
My summer night wood elves
Drstrangelove wrote:Imagine a magic item. For 20 points you get +4M, Vanguard, extra +1 to your armour save, unlimited free reforms, and an extra S3 attack at I4.
That item would be in every list.

That item is a horse...
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Baardah
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Re: Artisan Contest Winners

Post by Baardah »

NOVEMBER 2011, Allerius

The Wood Elves are often considered rugged by the refined standards of their kin from across the sea, but it is the elusive Beastmasters of Athel Loren that are regarded most feral. These elves do not demand the respect of the forest’s beasts by beating them into submission, or command it through years of training. Instead, wild creatures respond naturally to the elemental charisma of the Beastmasters as though they were one of their own.

Though Beastmasters share a kinship to all the forests animals it is with the forest’s greatest hunters that the Amber Kindred dwell. These fey wolves of Athel Loren are the stuff of Bretonnian nightmare. Though noble, they are fast, vicious, and give no ground to their prey. Beastmasters find sanctuary with these packs, tirelessly stalking the moonlit paths of the forest for both sustenance and to rid their territory of the tainted and diseased.

It is their free spirit that allows the Beastmasters to feel the pulse of the land, track the foul and corrupted, and achieve their uncanny ferocity. When the Wood Elves go to war the accompanying Beastmasters often skirt the flanks of the enemy with their packs, hunting for weak and easy prey. When hours grow dire, however, Beastmasters have been known to join other retinues of elves and in doing so lend them a bit of their savagery to better bring the forest’s defilers to their knees.

Points: 130

Beastmaster M5 WS6 BS4 S4 T3 W2 I7 A3 Ld8 Type: Infantry

Options:
-May choose an additional hand weapon (+4 pts) or a spear (+2 pts)
-May wear light armor (+2 pts) and may carry a shield (+2 pts)
-May ride an Elven Steed (+12 pts), a Great Eagle (+50 pts), a Great Hunter (+65 pts), or a Forest Dragon (+320 pts)
-May choose Spites or items from the Wood Elf or Common Magic Items lists with a maximum total value of 50 points

Special Rules: Forest Walkers (see Wood Elves army book), Devastating Charge, Amber Kindred, Wolf Pack


Amber Kindred:
Wood Elven Beastmasters can harness the more primal winds of magic by instinct alone.

Each Beastmaster is considered to know the following spells from The Lore of Beasts: Wyssan’s Wildform, The Flock of Doom, Pann’s Impenetrable Pelt, and The Savage Beast of Horros. A Beastmaster may cast one of these spells in the same manner as a Bound Spell at a power level equal to the casting value of the spell. If the first attempt is dispelled by the opponent no other attempt may be made that turn. Applicable targets, as per the Lore Attribute, decrease the Bound Spell power level by 1. Beastmasters are not true Wizards in the normal sense and so cannot channel during the Magic Phase to generate additional Power or Dispell dice.


Wolf Pack:
Beastmasters possess the same wild spirit as the beasts of the forest. They are accepted and respected by the wild packs of Athel Loren and are often accompanied by them, not as broken slaves to their will but as companions sharing in the joys of the hunt. Particularly feral Beastmasters can earn the respect of the forest’s hunter lords and call upon their aid.

A Beastmaster mounted on an Elven Steed or a Great Hunter may be accompanied by a unit of Fey Wolves or Great Hunters. Additional Beastmasters may join these units, but other heroes cannot. The Beastmaster for whom the unit was purchased must accompany the unit and cannot leave it. Points for these units count towards Special (Fey Wolves) or Rare (Great Hunters) points contributions.

Points/model: 15
Fey Wolf M9 WS4 BS0 S4 T3 W1 I4 A1 Ld6 Type: Cavalry
Unit Size: 4+
Special Rules: Forest Walkers (see Wood Elves army book), Howl, Fast Cavalry

Points/model: 60
Great Hunter M9 WS5 BS0 S5 T4 W3 I5 A3 Ld7 Type: Monstrous Cavalry
Unit Size: 2+
Special Rules: Forest Walkers (see Wood Elves army book), Howl, Vicious

Howl: Units with this Special Rule count as having a Musician.

Vicious: Great Hunters in the second rank may make 3 supporting attacks per model.
Allarius


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My summer night wood elves
Drstrangelove wrote:Imagine a magic item. For 20 points you get +4M, Vanguard, extra +1 to your armour save, unlimited free reforms, and an extra S3 attack at I4.
That item would be in every list.

That item is a horse...
User avatar
Baardah
Former Council Member
Posts: 2612
Joined: 25 Aug 2009, 23:01
Armies I play: WE, Dwarf, HE, Skaven, VC, O&G
Location: Norway, upon the North Pole

Re: Artisan Contest Winners

Post by Baardah »

The winner for December 2011 Artisan´s contest:

Kojibear
Teeth of Kurnous...50 points
Enchanted Item

Image

Honour me by honouring the hunt. There is balance in all things, even death, for only in death can life flourish. It is a truly conflicting alliance, and yet at its end, there is the most pure of harmonies. The beasts know this, they know it with a certainty that should be the envy of us all. And so, within the tiniest mouse there can be found more wisdom than even the mightiest of kings.

Kurnous - God of the Hunt


The Teeth of Kurnous is a most sacred and treasured artifact, though it is not the mighty God's teeth at all. Rather, the enchanted necklace has been formed by generations upon generations of Asrai hunters. Only a tooth or claw from the most noble and courageous of hunts will be added to the necklace. Each addition to the necklace is granted its own ceremony by the council of beasts and it is a much revered ceremony. Wood Elves from across Athel Loren will gather to pay homage to both the hunter and the beast, and to add their voice to the prayer that will beseech the creature to bond a part of its spirit to the necklace.

Primal Howl – In combat the wearer will howl with the feral fury of the spirits contained within the necklace. The howl grants the wearer and any unit he is with +1 attack.
In addition, once per magic phase the bearer can cast the beast lore spell Wyssan's Wildform. This ability does not require power dice to cast, but may be dispelled as normal.


An Alter or Wildrider kindred wearing this necklace feels the pull of the spirits more so than others. Characters of these kindreds may also attempt to cast the Lore of Beast Spell Savage Beast of Horros.
No power dice are required to cast, but may be dispelled as normal. This ability may only be used once per game.
My summer night wood elves
Drstrangelove wrote:Imagine a magic item. For 20 points you get +4M, Vanguard, extra +1 to your armour save, unlimited free reforms, and an extra S3 attack at I4.
That item would be in every list.

That item is a horse...
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Beithir Seun
The Philosopher
Posts: 17411
Joined: 18 Apr 2006, 18:03
Armies I play: Wood Elves, Bretonnians | Sylvaneth, Soulblight Gravelords | Astra Militarum, Tau
Location: Staffordshire, UK

Re: Artisan Contest Winners

Post by Beithir Seun »

January 2012 Artisan's Contest Winner - Monstrous Cavalry

Shandrakor

Sylvan Knights of Loren

The infamous Wild Riders of Kurnous are a largely young Kindred for a reason. When one of their brethren has grizzled themselves through many seasons of battle they are chosen by Athel Loren to uphold an even greater responsibility. When the calling comes, these chosen hear the whispers of the forest which lead them to long forgotten groves within Loren that even most Asrai know naught about. There the veteran Wild Rider is initiated into a covenant with one of the majestic and powerful Great Stags that dwell within Athel Loren.

Thus a Sylvan Knight of Loren is born. These powerful beings have evolved even further into their symbiosis with the forest. Their bodies have grown stronger, able to move with a supernatural agility, and shrug off blows that would fell a normal Elf. Their outward appearance seems like an Elf made of bark, but with hauntingly brilliant eyes that pierce their enemies with dread. With their trusty spear and armor of their younger years, these Sylvan Knights ride their faithful companions and find others of their kind to then set out with to defeat the most dangerous foes that would threaten Athel Loren.



Special Unit Choice:
Sylvan Knights of Loren (70 points/model)
Sylvan Knight: M5 WS5 BS4 S4 T4 W1 I6 A2 Ld9
Sylvan Captain: M5 WS5 BS4 S4 T4 W1 I6 A3 Ld9
Great Stag: M9 WS5 BS0 S5 T4 W3 I4 A2 Ld7

Unit Size & Type: 3+, Monstrous Cavalry

Weapons & Armor: Spear, Light Armor, Shield

Special Rules: Fast Cavalry, Forest Spirit, Scaly Skin (6+), Magic Resistance (1), Fear, Thunderous Assault

Options: Musician: +10 pts.
Standard Bearer: +10 pts.
Sylvan Captain: +10 pts.
A Standard Bearer may carry a Magic Standard worth up to 50 points.

Thunderous Assault:
Great Stags cause Impact Hits (D3).
Carrot and Stick ~ Beithir's Blog
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Beithir Seun
The Philosopher
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Location: Staffordshire, UK

Re: Artisan Contest Winners

Post by Beithir Seun »

March 2012 Artisan's Contest Winner - Spites

Kojibear
A Thicket of Thieves...35 points

Spites are by their very nature, mischievous. What has made them this way? Many Asrai scholars and mages have tried to discover the source behind their rascally ways, and many theories have been proffered. None of these theories have held any credibility, however, as the spites themselves will go out of their way to sabotage and distort any experiment or prolonged observation. All this plethora of research has revealed is what is already a well known certainty - spites have no concept of ownership. Well, that is not entirely true, the sly little imps have quite a strong concept of mine, they just have absolutely no regard for what is yours.

A Thicket of Thieves is a bunch of spites whose natural thieving tendencies have manifested themselves into a quite frightening level of craftiness and skill. They are especially attracted to anything shiny and anything which has the slightest whiff of delicious magic. Looters and liars these little terrors might be, but they do come in very handy for an elf wishing to confirm the existence of any magical artifacts that may be close by.

When a model accompanied by a Thicket of Thieves is in combat with an enemy unit that contains a magical item/items, the opposing player must reveal the nature and abilities of every item. The controller of the model with the Thicket of Thieves may then select ONE of the enemy's magical items and roll a D6. On a roll of 4 or higher, that item may not be used during that round of combat. This process may be repeated at the beginning of each subsequent combat phase.
Carrot and Stick ~ Beithir's Blog
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frogboy
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Re: Artisan Contest Winners

Post by frogboy »

April 2015 Artisan's Contest Winner - A new Magical Item

Aezeal
Waystalker Traps
Enchanted item
25 points


Waystalkers are feared for their markmanship and renown for their ability to conceal and ambush. They often roam Athel Loren alone and when they encounter a large band of foul intruders or huge monstrous creatures even their legendary archery skills may need some assistance. In such situations they lure the prey into concealed traps specifically designed to deal with the enemy at hand. Monstrous beasts get impaled by spiked falling logs and more numerous enemies are lured into the deadly embrace of Loren's strangleroot vines or in venomous brambles with poisoned thorns.
This is the ancient trapping kit of a nameless Waystalker, the kit is unadorned and simple but those who have used it have felt the blessing of Kurnous when placing their traps and when seeing the hated enemies of Athel Loren die in unanticipated numbers


One use only. Can only be use by a waystalker. Can only be used in a forest.
When the waystalker or the unit he is with is charged you can use this item in addition to the regular charge reaction (hold, stand and shoot or flee).

Spiked log: D3 (+1) strength 6 hits, no armor save allowed
Strangleroot vines: D6 (+2) strength 4 hits
Poisoned thorns: 2D6 (+3) strength 2 hits, automatically wounds on a 6
The value between brackets is only applied when the Waystalker is assisted by waywatchers when placing the traps (when the waystalker is in a unit of waywatchers.
Its been too long since we burned a heretic, witch hunt anyone !??
sentinalofthewoods wrote:yes, unicorn riders that shoot rainbows..hell yeah
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frogboy
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Re: Artisan Contest Winners

Post by frogboy »

May 2015 Artisans Contest Winner - Character Mount

Hyarion
Fluff wrote: Not all white lions are killed out of hand. The High Elves take no joy in needless slaughter, and often stay their blades should cubs be discovered. These infants would doubtless become savage and deadly beasts if they were left in the wild, but with expert care, the young white lions are raised to become as loyal as Griffons. These 'tame' white lions swiftly form a bond with the Chracian hunters that foster them and later serve the armies of Ulthuan as War Lions.

So do many of the Phoenix King's bodyguard ride to battle on War Lions. Each of these snarling War Lions who savage power is belied by their feline grace and elegantly plaited manes. While some commanders on steeds might sweep across the battlefield with an Ellyrian Reaver escort carefully dissecting the foe, a Commander on a War Lion charges headlong into the battle sure of victory. As the War Lions tear into the foe with fang and claw, the captain fights on cleaving heads from shoulders with every axe-blow. Such daring charges have become the hallmark of War Lions earning them a well-deserved reputation as the bane of even the most determined shieldwall.
May be ridden by a Noble or a Prince but not a BSB.
Cost: 50pts.

War Lion
M: 8
WS: 5
BS: -
S: 5
T: 4
W: 1
I: 4
A: 2
Ld: 7

Special Rules: Armor Piercing, Fear, Blood Rage, Dreadful Howl.
May be upgraded with Ithilmar Barding: +15pts

Blood Rage: After an attack by the War Lion which causes an unsaved wound which removes a model as a casualty, it gains +1A. The War Lion must take and pass a leadership test on it's own unmodified leadership to remember its training at the beginning of each turn before charges are declared. If the test is passed, it may move and act normally. If the test is failed, the model acts as if it had the Frenzy special rule (this does not stack with the bonus +1A). If, on a subsequent turn, all of the War Lion's attacks miss, this bonus attack is lost and the War Lion does not need to take a leadership test at the beginning of it's turn. The bonus attack does not stack, ever. If, after the War Lion has lost its Blood Rage, it causes an unsaved wound which removes a model as a casualty, it re-gains Blood Rage.

Dreadful Howl: When an enemy unit declares a Stand-And-Shoot charge reaction when it is being charged by a War Lion (even if the Stand-And-Shoot is directed at a different unit which is also charging the enemy unit), it must pass a leadership test or it must choose a different charge reaction (Flee or Hold).
Its been too long since we burned a heretic, witch hunt anyone !??
sentinalofthewoods wrote:yes, unicorn riders that shoot rainbows..hell yeah
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