The Ninth Age Sylvan Elves 0 11 1
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Transcript of The Ninth Age Sylvan Elves 0 11 1
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Fantasy Battles
The9thAge
SylvanElvesArmy Rules
Version 0.11.1 Beta
Army Special Rules
Armoury
Kindreds
Aspects of Nature
Magical Items
Quick Reference SheetChange Log
Lords
Heroes
Core
Special
Rare
Mounts
Fantasy Battles: The 9th Age is a community-made miniatures wargame.
All relevant rules, as well as feedback and suggestions, can be found/given here:
http://www.the-ninth-age.com/
Rules changes between versions are colour coded in green. See change log at end of document.
http://www.the-ninth-age.com/ -
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Army Special Rules
The Forest FollowsAfter both players have selected their respectivedeployment zones butbefore anymodelsare deployed,the playermay
place a single Forest entirely within their half of the board. The terrain feature may not belargerthan27 cmin length
and 19 cm in width. All Forests on the table are considered Dangerous Terrain.
Forest WalkerModels with this special rule have the Strider (Forest) special rule. Close Combat Attacks from model parts with this
special rule have Armour Piercing (1), with the exception of models with the Otherworldly special rule. If a unit is
comprised entirely of models with this special rule andstartsthe Close CombatPhasewith themajority of itsmodels in
a Forest, all model parts with this special rule have Fight in Extra Rank and may reroll to-wound rolls of 1 in Close
Combat for the duration of that phase. Wizards may add an additional +1 to Channel attempts if the army has one or
more models with this rule channeling from within a Forest.
Master ArchersModels with this special rule count as being equipped with the following Fey Arrows (see Armoury): Truemark Arrow,
Starlight Shaft, Perforating Tip and Jewelweed Shot.
Tree SingingBound spell, Power Level 3, Range 24, Special, Instant. This spell may target a singleForestterrain feature and affects
anyfriendly unit completely insideof it andany enemy unit touching it in anymanner. Enemy units sufferD6 Strength 4
hits with ArmourPiercing(1). Thetarget Forestand alleligiblefriendlyunits (but notenemy units)are moved D3+1 in
a single direction chosen by the caster, following the rules for Magical Movement. The Forest immediately stops just
before moving into contact with enemy units or other terrain feature. After the spell isresolved, Breath ofLife(PathofNature) is automatically cast as Path Attribute.
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Armoury
Fey Arrows:
There are 6 different types of Fey Arrows which provide different effects when fired with a bow. All modelswithFey
Arrows in a unit, except for characters, must choose the same effect during a Shooting Phase. Whenever a model
equipped with Fey Arrows is shooting its Longbow, it may choose one of the following:
1) Use the Longbows normal rules
or
2) Ignore penalties for moving and shooting, lose Volley Fire, and apply the rules below
Black Arrow Strength 4 in Short Range, Armour Piercing (1) in Long Range
Hawthorn Point Poisoned Attacks, Armour Piercing (1)
Truemark Arrow Ignore to-hit modifiers from Cover, Skirmishers and Long Range
Starlight Shaft Magical Attacks, Flaming Attacks, Divine Attacks
Perforating Tip Armour Piercing (3)
Jewelweed Shot Multiple Shots (2)
Impaling Roots:
This is a Shooting Attack with the following profile: Range 12", Multiple Shots (D6+2), Strength 4 (Strength 5 if its target
touches a Forest), Quick to Fire, can march and fire, ignores to-hit modifiers for Cover and Long Range.
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Kindreds
Kindreds may be duplicated within an army.
Blade Dancer (50 / 35 pts)
Models on foot only.The model gains +2 WeaponSkill,+1
Strength, +1 Initiative, +1 Attack, Ward Save (4+),
Immune to Psychology and Dances of Cenyrn (see Blade
Dancers unit). The model may only join units of Blade
Dancers. It can't takeany other Close Combator Shooting
Weapon or Armour (magical or mundane).
Forest Guardian (40 / 30 pts)
Models on foot only. The model gains Innate Defence(5+) and +1 Attack. Can only be armed with a Spear or
Great Weapon but may still use a Longbow.
Pathfinder (30 / 25 pts )
Models on foot only. The model gains +1 Ballistic Skill.
The model must be equipped with a Shooting Weapon
and gains the special rules Scout, Master Archer and
Multiple Shots (Attacks on profile).
Wild Hunter (20 / 15 pts)
Models mounted on Elven Horse or Great Elk only. The
model gains Frenzy and Devastating Charge. The model
gains Fear for the duration ofany PlayerTurnin which it
charged.
Shapeshifter (45 / 35 pts)
Models on foot only. The model gains +4 Movement, +2
Initiative, +1 Attack, Ward Save (4+). The model gains
Not A Leader and may never join any unit.
Aspects of Nature
Aspect of Nature cannot be duplicated within an army.
Entangling Vines (25 pts)
In a Challenge, opponents must reroll successful rolls to
hit.
Entwined Roots (5 pts)
During Army creation, upgrade one unitof Dryads for +4
points/model or one unit of Thicket Beasts for +10
points/model to +1 Strength. This bonus applies only as
long as the wearer is alive.
Toxic Spores (30 pts)
Every model in the bearers unit gains a ShootingAttack
with the following profile: Range 18, Strength 3, Lethal
Strike.
Oaken Crown (25 pts) - General only
If the General of the army bears the Oaken Crown,every
unit of Dryads and Thicket Beasts in the army may
upgrade one model to a Standard Bearer and one model
to a Musician for 10 pts each.
Fertile Seeds (15 pts)
Whenever a Wizardwithin 12of thebearer resolves the
Path Attributeof thePath of Nature, theplayermay RaiseWoundsinstead of RecoverWounds. This effectmay only
be used on Otherworldly units.
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Magical Items
Magical Weapons
Bow of Wyscan 35 pts
Type: Longbow. The bearer may elect to replace its
normal shooting attack with Multiple Attacks (2D6), S1,Poisoned Attacks. This special shooting attack cannotbe
combined with Fey Arrows.
Sacred Spear of Cadaron 30 pts
Type:Spear. Attacksmade with this weaponhas Multiple
Wounds (2). If the bearer causes at least one unsaved
wound with this weapon, all models in the bearer's unit
gain Distracting until the end of the Close Combat Phase.
Whirlwind Blade50/40 pts
Type: Great Weapon. Models on foot only. The bearer
gains +1 to Armour Save in Close Combat up to a
maximum of 2+, +1 Weapon Skill
and all attacks madewith this weapon has Multiple Wounds (2).
Magical Armour
Helm of the Wild Hunt 20 pts
Type: None (6+ ArmourSave). When thebearer charges,
it has +1 Weapon Skill and +1Attack until the end ofthe
Turn.
Talismans
Ancient Brooch 35 pts
The bearer has Ward Save (3+), which cannot be usedagainst Magical Attacks.
Enchanted Items
Drums of Cenyrn 55 pts
Blade Dancerkindred only. Enemy units canonly declare
a Hold reaction when charged bythebearer's unit unlessalready fleeing. The enemy unit may still declare a Flee
reaction if it is subsequently charged by another unit.
Sacred Seeds 50 pts
One use only. The player may activate the item at the
start of any friendly Player Turn and place a Forest
terrain feature within12" of thebearerand more than 1
away from enemy units. The Forest may not be larger
than 6" in diameter.
Hail Shot 30 ptsOne use only. This item is used as a Shooting Weapon
with thefollowing Profile: Range30. Strength 4, Armour
Piercing (1), Multiple Shots (3D6).Fey Arrowscannotbe
used in conjunction with Hail Shot.
Mist Walkers Mirror 35 pts
Models on foot only. If the bearers unit is unengaged,
consists entirely of Infantry models and is entirely
within a
Forest Terrain Feature, the unitmay teleportto
any other Forest Terrain Feature on the game board.
This special movement is resolved at the end of the
Players Movement Phase. When teleporting, the unit is
placed entirely within the targetForestin anyformation
and following the 1 unit spacing rule. When teleporting,
the unit must be placedentirely withinthe target Forest.
The unit counts as having performed a March Move.
Magical Standards
Amryls Banner 25 pts
The bearers unit gains Fight in Extra Rank.
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Army List
LORDS
Forest Prince 130 pts
single modelM WS BS S T W I A Ld
5 7 7 4 3 3 8 4 10 Infantry 20x20mm base
Elves Special Rules :
Forest Walker, Lightning Reflexes
Options: pts
May take Magical Items up to 100
May join a Kindred no pts limit
May take any of the following:
Light Armour free
Shield 5
Innate Defence (6+) 8
May take a Longbow 3
May take Fey Arrows (one choice only) 3
May take a weapon (one choice only)
Spear 5
Additional Hand Weapon 5
Great Weapon 10
Lance 15
May take a mount (one choice only)
Elven Horse 20
Great Elk 50
Forest Eagle 60
Dragon 250
High Druid 190 ptssingle model
M WS BS S T W I A Ld
5 4 4 3 3 3 5 1 9 Infantry 20x20mm base
Elves Special Rules:
Forest Walker, Lightning Reflexes
Magic:
Level 3 Wizard Master . Generate spellsfromPath
of Black Magic, Path of White Magical oranyofthePaths of Battle Magic.
Options: pts
May become a Level 4 Wizard 35
May take the bound spell Tree Singing 25
May take Magical Items up to 100
May take a mount (one choice only)
Elven Horse 20
Forest Eagle 50
Unicorn 60
Dragon 300
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Treefather Ancient 225 pts single model
M WS BS S T W I A Ld
Treefather Ancient 5 4 4 5 6 6 2 3 9 Monster 75x50mm base
Avatar of Nature 5 6 5 7 6 6 3 6 9 Monster 75x50mm base
Armour:
Innate Defence (3+)
Sylvan Special Rules:
Forest Walker, Otherworldly, Flammable
Special Rules:
Crush Attack, Stubborn, Impaling Roots
Must become one of the following:
Treefather Ancient(free)
Options: ptsMay take a single Aspect of Natureno pt limit
May take bound spell Tree Singing 25
May become (one choice only)
Level 1 Wizard Apprentice 40
Level 2 Wizard Apprentice 65
Level 3 Wizard Master 135
Level 4 Wizard Master 170
If upgraded to a wizard
may take an Arcane Item up to 50
Magic:
If a Wizard, generate spells from Path of Nature or
Wilderness
Avatar of Nature(one of a kind, 70 pts)
Options: ptsMay take a single Aspect of Nature no pts limit
May take the bound spell Tree Singing 25
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HEROES
Chieftain 70 ptssingle model
M WS BS S T W I A Ld
5 6 6 4 3 2 7 3 9 Infantry 20x20mm base
Elves Special Rules:
Forest Walker, Lightning Reflexes
Options: pts
May be the BSB 25
May take Magical Items up to 50
May join Kindred no pts limit
May take any of the following:
Light Armour free
Shield 3
Innate Defence (6+) 5
May take a Longbow 2
May take Fey Arrows (one choice only) 3
May take a weapon (one choice only)Spear 5
Additional Hand Weapon 5
Great Weapon 8
Lance 10
May take a mount (one choice only)
Elven Horse 15
Great Elk 50
Forest Eagle 60
Druid 70 ptssingle model
M WS BS S T W I A Ld
5 4 4 3 3 2 5 1 8 Infantry 20x20mm base
Elves Special Rules:
Forest Walker, Lightning Reflexes
Magic:
Level 1 WizardApprentice. Generate spells from
the Path of Black Magic, the Path of White Magic or
any of the Paths of Battle Magic.
Options: pts
May take Magical Items up to 50
May become a Level 2 Wizard 25
May take the bound spell Tree Singing 25
May take a mount (one choice only)
Elven Horse 15
Forest Eagle 50Unicorn 60
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Dryad Matriarch 80 ptssingle model
M WS BS S T W I A Ld
5 6 6 4 4 2 7 3 9 Infantry 25x25mm base
Sylvan Special Rules:
Forest Walker, Otherworldly
Special Rules:
Hatred
Magic:
Level 1 WizardApprentice. Generate spells from
the Path of Nature or Wilderness.
Options: pts
May take a single Aspect of Nature up to 50
May become a Level 2 Wizard 25
May take the bound spell Tree Singing 25
Thicket Shepherd 130 pts
single modelM WS BS S T W I A Ld
5 5 3 5 5 4 4 4 9 Monstrous Infantry 40x40mm base
Armour:
Innate Defence (4+)
Sylvan Special Rules:
Forest Walker, Otherworldly, Flammable, Armour
Piercing (1), Stubborn when within Forests
Options: pts
May take a single Aspect of Nature up to 50
May be the Battle Standard Bearer 25
- May take a Magical Standard *
*
If this model takes an Aspect of Nature, the total cost of that
Aspect and this Magical Standard must not exceed 50 points. If
this model does not take an Aspect of Nature, its Magical
Standard has no points limit.
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CORE
Forest Guard 80 pts10 models, may add up to 30 models 8 pts/model
M WS BS S T W I A Ld
5 5 4 3 3 1 5 1 8 Infantry 20x20mm base
Weapons:
Spear
Armour:
Light Armour
Elves Special Rules:
Forest Walker, Lightning Reflexes
Special Rules:
Bodyguard (Forest Prince, Chieftain)
Options: pts
May take:
Innate Defence (6+) 1 / model
Shield 1 / model
May upgrade one model to each of the following:
Champion 10
Musician 10
Standard Bearer 10
- May become the Veteran Standard Bearer*
*A Veteran Standard Bearer is One of a Kind and may take aMagical Standard worth up to 25 pts.
Sylvan Archers 90 pts10 models, may add up to 20 models 9 pts/model
M WS BS S T W I A Ld
5 4 4 3 3 1 5 1 8 Infantry 20x20mm base
Weapons:
Longbow
Elves Special Rules:
Forest Walker, Lightning Reflexes
Options: pts
May take Black Arrows 3/ modelMay upgrade one model to each of the following:
Champion 10
Musician 10
Standard Bearer 10
- May become the Veteran Standard Bearer
Black Arrows: Fey Arrows withStrength 4 in Short Range,
Armour Piercing (1) in Long Range.
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Heath Riders 90 pts5 models, may add up to 10 models 18 pts/model
M WS BS S T W I A Ld
Rider 5 4 4 3 3 1 5 1 8
Elven Horse 9 3 - 3 3 1 4 1 3 Cavalry 25x50mm base
Weapons:
Longbow, Light Lance
Armour:
Mounts Protection (6+), Light Armour
Elves Special Rules:
Forest Walker (Rider only), Lightning Reflexes
(Rider only)
Special Rules:
Fast Cavalry, Ambush
Options: ptsMay exchange Longbow for Shield free
May exchange Fast Cavalry and Ambush
for Mounts Protection (5+) free
May upgrade one model to each of the following:
Champion 10
Musician 10
Standard Bearer 10
- May become the Veteran Standard Bearer*
*unit without Fast Cavalry only
Dryads 90 pts8 models, may add up to 30models 11 pts/model
M WS BS S T W I A Ld
5 4 4 4 4 1 5 2 8 Infantry 25x25mm base
Sylvan Special Rules:
Forest Walker, Otherworldly
Special Rules:
Hatred (if joined by a Dryad Matriarch)
Options: pts
May Skirmish (units of 15 models or less) 10
May upgrade one model to a Champion 10
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SPECIAL
Blade Dancers 75pts5 models, may add up to 10 models 15 pts/model
M WS BS S T W I A Ld
5 6 4 4 3 1 6 2 8 Infantry 20x20mm base
Elves Special Rules :
Forest Walker, Lightning Reflexes
Special Rules:
Skirmishers, Immune to Psychology, Ward Save
(6+), Magic Resistance (1)
Options: pts
May upgrade one model to each of the following:
Champion 10
Musician 10
Standard Bearer 10
- Magical Standard up to 50
Dances of Cenyrn: At the start ofeachRoundof Combat,models withthisspecial rulemay chooseone ofthe following
effects. No model may use the same effect in two player turns in a row. All models in the same unit must choose the
same effect. The effects last until the end of the Round of Combat.
Dance of Whirling Blades +1 Attack
Dance of the Parting Mists Ward Save (3+), -1 Strength
Dance of Bedevilments The unit causes Fear and enemy units in base contact with it do not receive any
Rank Bonus to their Combat Score.
Dance of a Thousand Cuts Each Blade Dancer model in the unit that is eligible to attack (including
supporting attacks) may instead choose to attack an enemy character in base
contact with at least one of them, with all their attacks
. For this purpose, every
Blade Dancer model counts as being in base contact with the enemy character.
Enemy characters in a Challenge cannot be chosen as a target for this dance.
Blade Dancer characters in a Challenge do not benefit from the effects of this
dance.
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Sylvan Sentinels 55 pts5 models, may add up to 10 models 11pts/model
M WS BS S T W I A Ld
5 4 4 3 3 1 5 1 8 Infantry 20x20mm base
Weapons:Longbow
Elves Special Rules:
Forest Walker, Lightning Reflexes
Special Rules:
Skirmishers
Options: ptsMay take Additional Hand Weapon 1 / model
A single unit may take Scout special rule 2 / model
May take Hawthorn Points 4 / model
May upgrade one model to each of the following:
Champion 10
Musician 10
Standard Bearer 10
- Magical Standard on one unit up to 25
Hawthorn Points: Fey Arrows with Poisoned Attacks and
Armour Piercing (1)
.
Forest Rangers 130 pts10 models, may add up to 20 models 13 pts/model
M WS BS S T W I A Ld
5 5 4 3 3 1 5 2 9 Infantry 20x20mm base
Weapons:
Great Weapon
Armour:
Light Armour
Elves Special Rules:
Forest Walker, Lightning Reflexes
Special Rules:
Bodyguard (Forest Prince, Chieftain)
Options: pts
May take Innate Defence (6+) 1 / modelMay upgrade one model to each of the following:
Champion 10
Musician 10
Standard Bearer 10
- May take a Magical Standard up to 50
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Wild Huntsmen 150 pts5 models, may add up to 7 models 30 pts/model
M WS BS S T W I A Ld
Rider 5 5 4 4 3 1 6 1 9
Elven Deer 9 3 - 4 3 1 4 1 3 Cavalry 25x50mm baseWeapons:
Light Lance
Armour:
Mounts Protection (6+), Light Armour
Elves Special Rules:
Forest Walker (Rider only), Lightning Reflexes
(Rider only)
Special Rules:
Devastating Charge (Rider only), Frenzy, WardSave (6+), Free Reform
Options: pts
May take Shield 3 / model
May exchange Free Reform for
Mounts Protection (5+) 2 / model
May upgrade one model to each of the following:
Champion 10
Musician 10
Standard Bearer 10
- Magical Standard up to 50
Forest Eagle 50 pts1 model, may add up to 4 models 35 pts/model
M WS BS S T W I A Ld
2 5 - 4 4 3 4 2 8 Monstrous Beast 50x50mm base
Special Rules:
Strider (Forest), Fly (9)
Options: pts
May take Armour Piercing (1) 5 / model
Thicket Beasts 130 pts3 models, may add up to 7 models 45 pts/model
M WS BS S T W I A Ld
5 4 4 4 5 3 3 3 8 Monstrous Infantry 40x40mm base
Armour:
Innate Defence (4+)
Sylvan Special Rules:
Forest Walker, Otherworldly, Flammable, Armour
Piercing (1), Stubborn when within Forests
Options: pts
May upgrade one model to a Champion 10
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RARE
Kestrel Knights 100 pts2 models, may add up to 4models 50pts/model
M WS BS S T W I A Ld
Rider 5 5 4 4 3 1 5 1 9
Kestrel 2 5 - 4 4 3 4 2 5 Monstrous Cavalry 40x40mm base
Weapons:
Longbow, Light Lance
Armour:
Mounts Protection (6+)
Elves Special Rules:
Forest Walker (Rider only),
Lightning Reflexes (Rider only)
Special Rules:
Fast Cavalry
, Skirmisher
, Fly (9), Lethal Strike
(Kestrel only)
Options: pts
May take Shield 5 / model
May take Light Armour 5 / model
May take Skirmishers (if 3 or less models) 5 / model
May upgrade one model to each of the following:
Champion 10
Musician 10
Standard Bearer 10
- May take a Magical Standard up to 25
Briar Maidens 120 pts5 models, may add up to 5 models 24 pts/model
M WS BS S T W I A Ld
Rider 5 4 5 3 3 1 5 1 9
Elven Deer 9 3 - 4 3 1 4 1 3 Cavalry 25x50mm base
Weapons:
Poisoned Thorn: This is a shooting weapon with
the following profile: Range 12, Strength 3, Quick
to Fire, Armour Piercing (1)
Armour:
Mounts Protection (6+)
Elves Special Rules:
Forest Walker (Rider only), Lightning Reflexes
(Rider only)
Special Rules:
Poisoned Attacks (Rider only), Ward Save (4+),
Free Reform
Options: pts
May upgrade one model to each of the following:
Champion 70
Musician 10
Standard Bearer 10
- May take a Magical Standard up to 50
Magic:
Wizard Conclave (Luminous Bolts, Curse of the Wild Wood)
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Pathfinders 100 pts5 models, may add up to 5 models 20 pts/model
M WS BS S T W I A Ld
5 4 5 3 3 1 5 1 8 Infantry 20x20mm base
Weapons:Additional Hand Weapon, Longbow
Elves Special Rules:
Forest Walker, Lightning Reflexes
Special Rules:
Skirmishers, Scout, Master Archer
Options: ptsMay upgrade one model to a Champion 10
Treefather 220 ptssingle model
M WS BS S T W I A Ld
5 5 5 6 6 5 2 5 8 Monster 75x50mm base
Armour:
Innate Defence (3+)
Sylvan Special Rules:
Forest Walker, Otherworldly
Special Rules:
Crush Attack, Stubborn, Flammable, Impaling Roots
Options: pts
May take the bound spell Tree Singing 25
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MOUNTS
The Mounts section is for character mounts. Non-character mounts follow the rules given under their respective entries.
Elven Horse
M WS BS S T W I A Ld
9 3 - 3 3 1 4 1 3 War Beast 25x50mm base
Armour:
Mounts Protection (6+)
Special Rules:
Strider (Forest)
Options: pts
May take Mounts Protection (5+) 10
Forest Eagle
M WS BS S T W I A Ld
2 5 - 4 4 3 4 2 8 Monstrous Beast 50x50mm base
Armour:
Mounts Protection (6+)
Special Rules:
Strider (Forest), Fly (9)
Options: pts
May add Armour Piercing (1) 5
Great Elk
M WS BS S T W I A Ld
9 4 - 4 5 1 4 2 5 War Beast 50x50mm base
Armour:
Mounts Protection (6+)
Special Rules:
Strider (Forest)
Unicorn
M WS BS S T W I A Ld
10 5 - 5 4 3 5 2 8 War Beast 50x50mm base
Armour:
Mounts Protection (6+)
Special Rules:
Strider (Forest), Magical Attacks, Magic Resistance
(2)
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Dragon (One of a Kind)M WS BS S T W I A Ld
6 5 1 6 6 6 3 5 9 Monster 50x100mm base
Armour:
Innate Defence (3+)
Special Rules:
Strider (Forest), Fly (7), Breath Weapon (Strength
4, Flaming Attacks)
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Quick Reference Sheet
L - Lords, H - Heroes, C - Core, S - Special, R - Rare, M - Mounts only
CHARACTERS M WS BS S T W I A Ld
L Forest Prince 5 7 7 4 3 3 8 4 10
High Druid 5 4 4 3 3 3 5 1 9
Treefather Ancient 5 4 4 5 6 6 2 3 9
H Chieftain 5 6 6 4 3 2 7 3 9
Druid 5 4 4 3 3 2 5 1 8
Dryad Matriarch 5 6 6 4 4 2 7 3 9
Thicket Shepherd 5 5 3 5 5 4 4 4 9
INFANTRY
C Forest Guard 5 5 4 3 3 1 5 1 8
Sylvan Archer 5 4 4 3 3 1 5 1 8
Dryad 5 4 4 4 4 1 5 2 8
S Blade Dancer 5 6 4 4 3 1 6 2 8
Sylvan Sentinel 5 4 4 3 3 1 5 1 8
Forest Ranger 5 5 4 3 3 1 5 2 9
R Pathfinder 5 4 5 3 3 1 5 1 8
MONSTROUS INFANTRY
S Thicket Beast 5 4 4 4 5 3 3 3 8
WAR BEASTS M WS BS S T W I A Ld
M Elven Horse 9 3 - 3 3 1 4 1 3
Forest Eagle 2 5 - 4 4 3 4 2 8
Great Elk 9 4 - 4 5 1 4 2 5
Unicorn 10 5 - 5 4 3 5 2 8
CAVALRY
C Heath Rider 5 4 4 3 3 1 5 1 8
- Elven Horse 9 3 - 3 3 1 4 1 3
S Wild Huntsman 5 5 4 4 3 1 6 1 9
- Elven Deer 9 3 - 4 3 1 4 1 3
R Briar Maiden 5 4 5 3 3 1 5 1 9
- Elven Deer 9 3 - 4 3 1 4 1 3
MONSTROUS CAVALRY
R Kestrel Knight 5 5 4 4 3 1 5 1 9
- Kestrel 2 5 - 4 4 3 4 2 8
MONSTERS
R Treefather 5 5 5 6 6 5 2 5 8
M Dragon 6 5 1 6 6 6 3 5 9
FEY ARROWS
Sylvan Archer Black Arrow Strength 4 in Short Range, Armour Piercing (1) in Long Range
Sylvan Sentinel Hawthorn Point Poisoned Attacks, Armour Piercing (1)
Master Archer Truemark Arrow Ignore to-hit modifiers from Cover, Skirmishers and Long Range
Master Archer Starlight Shaft Magical Attacks, Flaming Attacks, Divine Attacks
Master Archer Perforating Tip Armour Piercing (3)
Master Archer Jewelweed Shot Multiple Shots (2)
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Change Log
v0.9.1
Fey Arrows: changed
Bladedancer Kindred: changed
Ancient Treant: points adjustment
Avatar of Nature: Magic Weapons allowance removedTreant: points adjustment
Thicket Beasts: points adjustment
Forest Guardian+King's Guard: points adjustment
Dryad Matriarch: Level 2 Wizard points adjustment
Banner of the Living Forest: changed
Wild Huntsmen: points, initiative, natural armour adjustments
Forest Eagle: points adjustment
Sentinels: Fey Arrows cost adjustment
v0.10.0
Names of units, rules and items updated.
Forest Walker: clarifications, removed AP(1) for Otherworldly units
Master Archers: clarifications
Fey Arrows: clarifications, 2 new Fey Arrows added, ignore penalties for moving and shooting
Avatar of Nature: BS reduced to 5
Dryad Matriarch: points adjustment
Blade Dancers: shield option removed, max. unit size, Fear added to Dance of Bedevilments
Forest Rangers: split from Forest Guard and moved to special
Forest Eagle: Innate Defence option removed
Kestrel Knights: unit size, equipment options/points adjustments
Briar Maidens: Multiple Shots removed, points adjustments
Tree Singing: clarifications
Dryads: max. unit size
Heath Riders: equipment, max. unit size
Thicket Shepherd and Thicket Beasts: Stubborn (in Forests) and Armour Piercing (1)
Max. 1 Magic Banner for Core units
Fey Bow replaced by Longbow
Sylvan Sentinels: equipment, points adjustment, BS reduced to 4
Pathfinders: equipment
Blade Dancer kindred: points adjustment, +1 Strength, removed access to other weapons
Pathfinder kindred: points adjustment
Shapeshifter kindred: points adjustment
Forest Guardian kindred: points adjustment
Aspects of Nature: cannot be duplicated within the army
v0.10.1
Forest guard armour upgrades
v0.11.0
Heath Riders: equipment
Wild Hunters: equipment
Bow of Wyscan and Wardancer Drums: effect changed
Sword of the Dance: points adjustment and limited to 2+ AS
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Pathfinder Kindred: points adjustment
Thicket Shepherd Battle Standard Bearer: access to Magic Standard
Wizards, points cost due to new magic system
Master Archer: clarification
Forest Prince and Chieftain magical arrows
Avatar of Nature: one of a kind
Blade Dancers: points adjustment
Treefather: -1 wound
Kestrel Knights: Skirmishers optional
Entwined Roots: changed
Black Arrows: points adjustment
Magic items renamed to magical items
Holy Attacks renamed to Divine Attacks
v0.11.1
Entwined Roots
Whirlwind Blade
Sacred Spear of Cadaron
Dance of a thousand cuts