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SCEOLAN

Lord of the Hooked Blade, Glade Lord of Atylwyth


Sceolan is the oldest and most cunning of the Wood Elf MAGIC ITEMS:
warriors. He fights on foot and will usually lead The Bow of Loren (Magic Weapon)
warriors from his own kindred of the Oak Glades. Not Never closer to death has Ariel come than during the
only does he use the longbow but he is an expert hand- assault on Ghrond, when an assassin’s knife would
to-hand fighter and adept at organising ambushes in the have taken her heart, but for the timely intervention
depths of the forest. and peerless aim of Galed, an archer of Lady
Morgalla’s household. As reward for this heroic deed,
Sceolan is the ruler of the High Realm of Atylwyth, Galed sought only a single perfect hair from his
also known as the Winterheart. queen’s head. This he ever after used to string his
enchanted longbow, transforming an already
M WS BS S T W I A Ld exceptional weapon into a hunter’s tool worthy of
Sceolan 5 7 7 4 3 3 8 4 10 mighty Kurnous himself. The wielder of the Bow of
Loren is therefore considered to be the Fey Queen's
POINTS: 185. champion upon the battlefield, striking down her
enemies with unnaturally swift precision.
TROOP TYPE: Infantry (Special Character, Lord).
Asrai Longbow. All shots from the Bow of Loren are
EQUIPMENT: Hand weapon, light armour. resolved at Strength 4 with Multiple Shots (A+1)
special rule. Multiple Shots (A+1) means the bow fires
SPECIAL RULES: Asrai Archery, Elven Grace, a number of shots equal to 1 plus the wielder’s Attacks
Forest Strider, Scouts. characteristic. It cannot fire enchanted arrows.

Ambush Master: If Sceolan is included in your army, Note that if Sceolan is included in your army, no other
one Core Unit of your choice may deploy using the model may be given the Bow of Loren.
Ambushers special rule.
Buckler of Bronze (Magic Armour)
Sceolan carries a buckler instead of an ordinary shield.
This is a small shield with a spiked bronze boss and
many bronze studs arranged in arcane patterns. Not
only does this buckler parry the blows of the enemy but
it can be used to strike back at any opponent whose
blow is parried.

Buckler. For each attack that Hits Sceolan in close


combat, he may make an extra Attack back
immediately.

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WYCHWETHYL THE WILD
Shadowdancer
Wychwethyl is a Wardancer of exceptional skill and M WS BS S T W I A Ld
agility. It is he who performs the ritual dance at the Wychwethyl 5 8 6 4 3 2 8 3 8
beginning of spring which awakens the King and
Queen in the Wood after their long sleep in the Oak of POINTS: 125.
Ages. In battle he is unsurpassed in his reckless
savagery. TROOP TYPE: Infantry (Special Character, Hero).

EQUIPMENT: Two hand weapons.

SPECIAL RULES: Elven Grace, Forest Strider,


Immunity (Psychology), Shadow Dances of Leoc,
Ward save (6+).

Choose Opponent: Wychwethyl is an expert dancer


who can pick out his favoured opponent in the
confusion of battle and bound into combat with him.

In close combat, Wychwethyl can choose to attack any


enemy model in the enemy unit, not just the models in
base contact with him.

Dance of Doom: Wychwethyl knows an ancient and


secret war dance.

Instead of attacking as normal, Wychwethyl may make


one attack against each enemy model in base contact
with him.

MAGIC ITEMS:
The Drum of Orcskin (Enchanted Item)
Wychwethyl carries the Drum of Orcskin which is
made from the stretched skin of an Orc warlord slain
at the battle of the Glade of Woe and beaten with a
drumstick made from his rib-bone. When he beats the
drum it quickens the pace of Wychwethyl with its
unearthly rhythm.

The Drum of Orcskin gives Wychwethyl and any unit


he joins the Swiftstride special rule when they roll their
charge distance.

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AETHIS THE WANDERER
Shadowdancer
The Wood Elves live in the Loren Forest in Bretonnia. MAGIC ITEMS:
These colonies are the only permanent Elf presence in Orion's Swords (Magic Weapon)
the Old World since the Phoenix King recalled his These two swords are also called the King's Twins.
people back to Ulthuan. Aethis was one of the They were forged for the daughters of King Orion, who
Wardancers, sacred actors who participate in the secret were more attracted to the warrior arts than to the
rituals of the Wood Elves. They are also dreadful traditional occupations of Elven women. These swords
warriors, using their agility and speed to make a were given to them for their sixteenth birthday and for
formidable passage of arms. years they fought together, mainly opposing the
incursions of Greenskins into the forests of Loren. But
Some Wood Elves choose not to stay in their native one of them was killed during a skirmish and her sister,
forests and to travel the world, as traders to supply their unable to live without the one who had always
fellow Elves with food and metals not available in the accompanied her, threw herself from the top of a cliff a
forest, or solitary, traveling aimlessly and exploring the few days later. King Orion kept the swords of his
surrounding lands. These adventurers are called the daughters by promising to bequeath them to a
Wanderers. Aethis was already a famous Wardancer deserving warrior. The spirit of the twins still seems to
when he decided to become a Wanderer. To thank him inhabit the swords, refining the fencing skills of the one
for having put all his talents at the service of the who wields them.
community of the Wood Elves during all these long
years, King Orion and Queen Ariel summoned him and Two hand weapons. Orion's Swords adds +2 Weapon
offered him gifts that would help him survive in the Skill and Strength to the wielder. In addition, Aethis
Old World. Orion offered him two swords whose can choose to reduce the number of Attacks of one
magical properties would add to his unparalleled enemy model in base contact of his choosing by 1 at
fencing skills. Ariel, whose concerns were more the start of each close combat phase. However, if he
maternal, gave him a magic belt that would protect him does so, he will only gain +1 Weapon Skill and
like the best of armor. Strength that close combat phase.

The Wanderers avoid human cities most of the time, Ariel's Belt (Talisman)
but when they cross paths with Elf or Human armies This belt was woven in the distant past by the great
marching against their common enemies, they elven mages of Saphery and it is one of the few
sometimes join them to fight alongside them. treasures that the High Elves left behind when they left
for Ulthuan.
M WS BS S T W I A Ld
Aethis 5 8 6 4 3 2 8 3 8 Ariel's Belt gives the wearer a Ward Save (6+).

POINTS: 165.

TROOP TYPE: Infantry (Special Character, Hero).


"I dance, therefore I am."
SPECIAL RULES: Elven Grace, Forest Strider, - Aethis the Wanderer
Immunity (Psychology), Shadow Dances of Leoc,
Ward save (6+).

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DRYCHA HAMADRETH
Note: Drycha Hamadreth is an upgraded version Deadly Infestation: Malicious spites infest
of Drycha, and as a result you may not include Drycha’s form, drawn to the bitterness of her soul.
both at the same time in your army.
In addition to Drycha's normal attacks, she can also
M WS BS S T W I A Ld make two types of special attacks. The Colony of
Drycha Hamadreth 5 7 6 5 5 5 7 6 9 Flitterfuries uses the following profile:

POINTS: 340. Range: Strength: Special Rules:


12" 1 Multiple Shots (2D6),
TROOP TYPE: Monster (Special Character, Lord). Poisoned Attacks

MAGIC: Drycha is a Level 2 Wizard who uses spells The Colony of Flitterfuries suffers no To Hit
from the Lore of Life or Athel Loren. penalties for firing Multiple Shots.

SPECIAL RULES: Blessings of the Ancients, The Swarm of Squirmlings uses the following
Forest Spirit, Natural Armour (3+). profile:

Eternal Rage: Drycha is filled with deep and Range: Strength: Special Rules:
abiding loathing of all non-forest spirits. Combat 1 Random Attacks (2D6),
Poisoned Attacks
Drycha has the Hatred special rule which applies
in every round of close combat, not just the first. Mercurial Aspect: The Flitterfuries that dwell in
Drycha’s body bask in the heat of her rage, while
Fanatical Resolve: Like many driven individuals, the Squirmlings she hosts suckle at her sorrow.
Drycha dreads being slain with her work
At the start of each of your turns, declare whether
unfinished and will fight all the harder if death
Drycha is Enraged or Embittered. If Drycha is
seeks to claim her. Enraged, the Colony of Flitterfuries gains the
Multiple Shots (3D6) special rule. If Drycha is
If Drycha suffers an unsaved Wound, her Attacks Embittered, the Swarm of Squirmlings gains the
characteristic increases by 1 for the remainder of Random Attacks (3D6) special rule.
the battle. Each time Drycha regains a Wound lost
earlier in the battle, her Attacks characteristic
decreases by 1 for the remainder of the battle.

Roused to Wrath: This rule cannot be used if


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

At the start of the Remaining Moves sub-phase of


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

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