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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