Source: Warhammer Armies Project: Unofficial 9th Edition (v2.2)

Army List: High Elves
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Based on PDF Version 1.5, Last Modified: 2023 March 29 @ 09:03

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High Elves

Based on PDF Version 1.5, Last Modified: 2023 March 29 @ 09:03

Army Special Rules

Models with this special rule have the Dodge (6+) special rule in close combat. However, this cannot be used against enemies that attack before the model with Elven Grace.

Models with this special rule (but not any mounts) may re-roll all To Hit rolls of 1 when making close combat attacks.

If your opponent's army roster contains one or more models from Warhammer: Dark Elves, models with this special rule re-roll all failed Panic tests and have Immunity (Fear).

A Wizard with this special rule adds +1 to all dispel attempts.

Elven Bows follow the rules for Bows. Elven Longbows follow the rules for Longbows. All shots with these weapons have the Armour Piercing (1) special rule.

Ithilmar barding follows all the rules for barding in the Warhammer rulebooks, except that the mount suffers no penalty to its Movement from it.

Heavy armour. Dragon armour grants the wearer the Immunity (Flaming Attacks) special rule.

Lion Cloaks have the following armour profile:

CombatMissileSpecial Rules
-+1/6+-

Lords

Prince. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125 pts

MWSBSSTWIALd
Prince5774338410

Troop Type: Infantry (Character)

Hand weapon, medium armour.

  • May be armed with one of the following:

    • Additional hand weapon (3 pts)

    • Spear (4 pts)

    • Lance (mounted only) (8 pts)

    • Great weapon (8 pts)

    • Polearm (8 pts)

  • May be armed with an Elven longbow (5 pts)

  • May replace medium armour with one of the following:

    • Heavy armour (3 pts)

    • Dragon armour (5 pts)

  • May take a Lion cloak (unless wearing Dragon armour) (3 pts)

  • May take a shield (3 pts)

  • May be mounted upon one of the following:

    • Ithilmar Barded Elven Steed (27 pts)

    • Pegasus (30 pts)

    • Great Eagle (50 pts)

    • Tiranoc Chariot (replacing one of the crew) (70 pts)

    • Lion Chariot (requires Lion cloak, replacing one of the crew) (110 pts)

    • Griffon (150 pts)

    • Sun Dragon (235 pts)

    • Moon Dragon (300 pts)

    • Star Dragon (390 pts)

  • May take magic items up to a total of 100 pts

Elven Grace, Martial Prowess, Valour of Ages

Arch Mage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .185 pts

MWSBSSTWIALd
Arch Mage544333519

Troop Type: Infantry (Character)

Magic: Arch Mage is a Level 3 Wizard who uses spells from the Lore of Fire, the Lore of Metal, the Lore of Life, the Lore of Beasts, the Lore of Heavens, the Lore of Light, the Lore of Shadow, the Lore of Death or the Lore of High Magic.

Hand weapon.

  • May be upgraded to Level 4 Wizard (35 pts)

  • May be mounted upon one of the following:

    • Elven Steed (20 pts)

      • May be upgraded to have Ithilmar barding (7 pts)

    • Unicorn (40 pts)

    • Great Eagle (50 pts)

    • Sun Dragon (235 pts)

    • Moon Dragon (300 pts)

  • May take magic items up to a total of 100 pts

Elven Grace, Lileath's Blessing, Martial Prowess, Valour of Ages

Lord of Aenarion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .185 pts

MWSBSSTWIALd
Lord of Aenarion5874339510

A Lord of Aenarion can never be the army's General.

Troop Type: Infantry (Character)

Hand weapon, heavy armour.

  • May be armed with one of the following:

    • Additional hand weapon (3 pts)

    • Great weapon (10 pts)

    • Lance (mounted only) (10 pts)

    • Polearm (10 pts)

  • May take a shield (3 pts)

  • May be mounted upon an Ithilmar barded Elven Steed (27 pts)

  • May take magic items up to a total of 100 pts

Battle Trance, Curse of Aenarion, Elven Grace, Frenzy, Hatred (Forces of Destruction), Martial Prowess, Valour of Ages

If a Lord of Aenarion is in base contact with a friendly unit, he must pass a Leadership test at the start of any round of combat a he is involved in. If failed, he will make one Attack on every model in base contact instead of attacking normally. Roll to Hit as normal.

As soon as a model with this special rule is reduced to 1 Wound he gets a Ward save (3+) for the rest of the battle. This has no effect on attacks that would outright kill him before he is reduced to 1 Wound, like a spell or attack with the Multiple Wounds special rule. If he were to suffer multiple Wounds in a single phase, roll one save at a time (if he has any) for each Wound suffered until his Ward save takes effect.

Loremaster of Hoeth. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .230 pts

MWSBSSTWIALd
Loremaster of Hoeth564433739

Troop Type: Infantry (Character)

Loremasters of Hoeth are Level 2 Wizards. They do not choose spells following the normal rules, but instead always know the eight signature spells from the Lores of Battle Magic in the Warhammer rulebook.

Great weapon, heavy armour.

  • May take magic items up to a total of 100 pts

Elven Grace, Martial Prowess, Swordmaster, Valour of Ages

Models with this special rule ignore Initiative penalties from great weapons and gain the Dodge (6+) special rule against non-magical missile attacks (except templates).

Heroes

Noble. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60 pts

MWSBSSTWIALd
Noble566432739

Troop Type: Infantry (Character)

Hand weapon, medium armour.

  • May be armed with one of the following:

    • Additional hand weapon (2 pts)

    • Spear (3 pts)

    • Lance (mounted only) (6 pts)

    • Great weapon (6 pts)

    • Polearm (6 pts)

  • May be armed with an Elven longbow (5 pts)

  • May replace medium armour with one of the following:

    • Heavy armour (2 pts)

    • Dragon armour (5 pts)

  • May take a Lion cloak (unless wearing Dragon armour) (3 pts)

  • May take a shield (2 pts)

  • May be mounted upon one of the following:

    • Ithilmar Barded Elven Steed (18 pts)

    • Pegasus (20 pts)

    • Great Eagle (50 pts)

    • Tiranoc Chariot (replacing one of the crew) (70 pts)

    • Lion Chariot (requires Lion cloak, replacing one of the crew) (110 pts)

  • May take magic items up to a total of 50 pts

  • One Noble or Lothern Sea Helm in the army may carry the Battle Standard for +25 pts. The Battle Standard Bearer can have a magic banner with no pts limit. However, a model carrying a magic standard can only carry other magic items up to a total of 25 pts.

Elven Grace, Martial Prowess, Valour of Ages

Mage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 pts

MWSBSSTWIALd
Mage544332518

Troop Type: Infantry (Character)

Magic: Mage is a Level 1 Wizard who uses spells from the Lore of Fire, the Lore of Metal, the Lore of Life, the Lore of Beasts, the Lore of Heavens, the Lore of Light, the Lore of Shadow, the Lore of Death or the Lore of High Magic.

Hand weapon.

  • May be upgraded to Level 2 Wizard (35 pts)

  • May be mounted upon one of the following:

    • May be mounted upon an Elven Steed (14 pts)

      • May be upgraded to have Ithilmar barding (4 pts)

    • Unicorn (40 pts)

  • May take magic items up to a total of 50 pts

Elven Grace, Lileath's Blessing, Martial Prowess, Valour of Ages

Anointed of Asuryan. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .160 pts

MWSBSSTWIALd
Anointed of Asuryan566432739

An Anointed of Asuryan can never be the army's General.

Troop Type: Infantry (Cavalry)

Polearm, heavy armour.

  • May be mounted upon one of the following:

    • Flamespyre Phoenix (225 pts)

    • Frostheart Phoenix (260 pts)

  • May take magic items up to a total of 50 pts

Blessings of Asuryan, Elven Grace, Fear, Martial Prowess, Valour of Ages, Ward Save (4+)

All models in a unit that contains an Anointed of Asuryan have the Immunity (Psychology) special rule and may re-roll Ward save results of 1.

Lothern Sea Helm. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55 pts

MWSBSSTWIALd
Sea Helm555432629

Troop Type: Infantry (Character)

Spear, medium armour, shield.

  • May be armed with an Elven bow (5 pts)

  • May be mounted on a Lothern Skycutter* (replacing one of the crew (85 pts)

  • May take magic items up to a total of 50 pts

  • One Noble or Lothern Sea Helm in the army may carry the Battle Standard for +25 pts. The Battle Standard Bearer can have a magic banner with no pts limit. However, a model carrying a magic standard can only carry other magic items up to a total of 25 pts.
    *A Sea Helm mounted on a Lothern Skycutter may not buy any upgrades for it.

Elven Grace, Martial Prowess, Naval Discipline, Valour of Ages, Windrider

If a unit of Sea Guard containing at least one Sea Helm is charged during the Movement phase and chooses Hold as a charge reaction, it can attempt to change formation immediately before your opponent has moved any of his charging units, as long as it is not already engaged in close combat. To do so, the unit must take a Leadership test. If the test is passed, the Sea Helm's unit can immediately make a reform as described in the Warhammer rulebook.

A Sea Helm mounted on a Lothern Skycutter (and his Lothern Skycutter) has a 4+ ward save against shooting attacks. Furthermore, when mounted on a Lothern Skycutter, a Sea Helm re-rolls failed Dangerous Terrain tests.

Dragon Mage of Caledor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .325 pts

MWSBSSTWIALd
Dragon Mage544332628
Sun Dragon650555447

Troop Type: Monster (Character)

Magic: Dragon Mage is a Level 1 Wizard who uses spells from the Lore of Fire.

Hand weapon, light armour.

  • May be upgraded to Level 2 Wizard (35 pts)

  • May take magic items up to a total of 50 pts

Lileath's Blessing, Martial Prowess, Reckless, Valour of Ages, Warrior Mage

When a Dragon Mage casts a spell, a 'free' Power dice is added to the casting attempt. This extra dice counts towards Ultimate Power and can cause a Miscast as normal, and allows the Dragon Mage to roll more dice than he is normally allowed to.

Dragon Mages get +2 to cast the spell Flaming Sword of Rhuin when targeting themselves.

Mistweavers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 pts

MWSBSSTWIALd
Mistweaver544332628

Troop Type: Infantry (Character)

A Mistweaver is a Level 1 Wizard who uses Mist Magic.

Illusory Assault is a hex spell with a range of 24". The target unit must pass a Leadership test; if failed each model in the unit must fight a round of combat against itself. Any casualties inflicted counts as having been made with shooting attacks and may cause Panic.

Remains in Play. The Writhing Mists is an augment spell with a range of 24". Any enemy attacks targeted at the unit will suffer a -1 to hit penalty.

Remains in Play. Place an appropriate marker no larger than 1" in diameter to represent the Oceanid within 6" of the Wizard. Whenever an enemy unit wishes to fire upon or declare a charge against a unit in the High Elf army, it must first measure the distance to the Oceanid. If the Oceanid is closer than the target unit, it must make a Leadership test.

If the test is failed, the enemy unit is distracted by the Oceanid's haunting song, and the attack/charge is not performed. If the test is passed, no Oceanid will have any effect against that unit for the rest of the game. This spell has no effect against units with Immunity (Psychology).

Hand weapon.

  • May be upgraded to Level 2 Wizard (35 pts)

  • May take magic items up to a total of 50 pts

Elven Grace, Lileath's Blessing, Martial Prowess, Valour of Ages

Mounts

Mounts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Elven Steed930331415
Pegasus830442426
Unicorn1040442528
Great Eagle250443438
Griffon650554447
Sun Dragon650555447
Moon Dragon660666358
Star Dragon670777268

Troop Type (Elven Steed): War Beast

Troop Type (Pegasus): War Beast

Troop Type (Unicorn): War Beast

Troop Type (Great Eagle): Monstrous Beast

Troop Type (Griffon): Monster

Troop Type (Sun Dragon): Monster

Troop Type (Moon Dragon): Monster

Troop Type (Star Dragon): Monster

  • A Great Eagle may have any of the following:

    • Shredding Talons (5 pts)

    • Swiftsense (5 pts)

  • A Griffon may have any of the following:

    • Shredding Talons (5 pts)

    • Swooping Strike (5 pts)

The model gains the Armour Piercing (1) rule.

The model gains +1 Initiative.

The model gains the Armour Piercing (1) rule.

The model gains the Devastating Charge special rule.

Fly (9)

Impale, Magic Resistance (2), Magical Attacks

Model gain +1 Strength to their Impact Hits.

Fly (9)

Fly (8)

Fiery Breath, Fly (7), Natural Armour (3+)

Model has a Strength 4 Breath Weapon with the Flaming Attacks special rule.

Fiery Breath, Fly (7), Natural Armour (3+)

Model has a Strength 4 Breath Weapon with the Flaming Attacks special rule.

Fiery Breath, Fly (7), Natural Armour (3+)

Model has a Strength 4 Breath Weapon with the Flaming Attacks special rule.

Core Units

Archers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12 pts per model

MWSBSSTWIALd
Archer544331518
Hawkeye545331518

Unit Size: 10+

Troop Type: Infantry

Hand weapon, Elven Longbow.

  • May upgrade one Archer to a Hawkeye (10 pts)

  • May upgrade one Archer to a musician (10 pts)

  • May upgrade one Archer to a standard bearer (10 pts)

    • May have a magic standard worth up to 25 pts

  • The entire unit may be equipped with one of the following:

    • Light armour (½ pt per model)

    • Medium armour (1 pt per model)

Elven Grace, Martial Prowess, Valour of Ages

Spearmen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11 pts per model

MWSBSSTWIALd
Spearman544331518
Sentinel544331528

Unit Size: 10+

Troop Type: Infantry

Spear, medium armour, shield.

  • May upgrade one Spearman to a Sentinel (10 pts)

  • May upgrade one Spearman to a musician (10 pts)

  • May upgrade one Spearman to a standard bearer (10 pts)

    • May have a magic standard worth up to 25 pts

Elven Grace, Fight in Extra Ranks (1), Martial Prowess, Valour of Ages

Warriors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 pts per model

MWSBSSTWIALd
Warrior544331518
Custodian544331528

Unit Size: 10+

Troop Type: Infantry

Hand weapon, light armour, shield.

  • May upgrade one Warrior to a Custodian (10 pts)

  • May upgrade one Warrior to a musician (10 pts)

  • May upgrade one Warrior to a standard bearer (10 pts)

    • May have a magic standard worth up to 25 pts

  • The entire unit may swap their shields for additional hand weapons (free)

    • The entire unit may be upgraded to Skirmishers (free)

  • The entire unit may upgrade their light armour to medium armour (if using shields) (1 pt per model)

Elven Grace, Martial Prowess, Valour of Ages

Lothern Sea Guard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 pts per model

MWSBSSTWIALd
Sea Guard544331518
Sea Master544331528

Unit Size: 10+

Troop Type: Infantry

Spear, Elven Bow, medium armour, shield.

  • May upgrade one Sea Guard to a Sea Master (10 pts)

  • May upgrade one Sea Guard to a musician (10 pts)

  • May upgrade one Sea Guard to a standard bearer (10 pts)

    • May have a magic standard worth up to 25 pts

Elven Grace, Martial Prowess, Valour of Ages

Silver Helms. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 pts per model

MWSBSSTWIALd
Silver Helm544331518
High Helm544331528
Elven Steed930331415

Unit Size: 5+

Troop Type: Cavalry

Lance, medium armour, shield, Ithilmar Barding.

  • May upgrade one Silver Helm to a High Helm (10 pts)

  • May upgrade one Silver Helm to a musician (10 pts)

  • May upgrade one Silver Helm to a standard bearer (10 pts)

    • May have a magic standard worth up to 50 pts

  • The entire unit may upgrade to heavy armour (2 pts per model)

Martial Prowess, Valour of Ages

Reaver Knights. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 pts per model

MWSBSSTWIALd
Reaver Knight544331518
Harbinger544331528
Elven Steed930331415

Unit Size: 5+

Troop Type: Cavalry

Hand weapon, light armour.

  • May upgrade one Reaver Knight to a Harbinger (10 pts)

  • May upgrade one Reaver Knight to a musician (10 pts)

  • May upgrade one Reaver Knight to a standard bearer (10 pts)

    • May have a magic standard worth up to 25 pts

  • The entire unit must be equipped with at least one of the following:

    • Spears (1 pt per model)

    • Elven bows (3 pts per model)

  • The entire unit may choose any of the following:

    • Shields (1.5 pts per model)

    • Replace light armour with medium armour (1.5 pts per model)

    • Ithilmar barding (1.5 pts per model)

Fast Cavalry, Martial Prowess, Valour of Ages

Special Units

Swordmasters of Hoeth. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16 pts per model

MWSBSSTWIALd
Swordmaster564331628
Bladelord564331638

Unit Size: 10+

Troop Type: Infantry

Great weapon, heavy armour.

  • May upgrade one Swordmaster to a Bladelord (10 pts)

  • May upgrade one Swordmaster to a musician (10 pts)

  • May upgrade one Swordmaster to a standard bearer (10 pts)

    • May have a magic standard worth up to 50 pts

Elven Grace, Martial Prowess, Swordmaster, Valour of Ages

Models with this special rule ignore Initiative penalties from great weapons and gain the Dodge (6+) special rule against non-magical missile attacks (except templates).

White Lions of Chrace. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 pts per model

MWSBSSTWIALd
White Lion554431519
Guardian554431529

Unit Size: 10+

Troop Type: Infantry

Woodsman's Axe, medium armour, Lion Cloak.

Great weapon. White Lions may make use of one the following special rules in close combat in the situations described below:

  • Lion Rampant: The axe is used to hold back a charging enemy and blunt the force of his attack. The White Lion uses the thick haft of the axe like a quarter staff to defend himself against the enemy's onslaught.
    Lion Rampant can be used in a turn when choosing "Hold" as a charge reaction. The White Lions gain the Parry (6+) special rule for the duration of the close combat phase.

  • Lion Leaping: The warrior uses the weight of his weapon to barge over his opponent, employing his Elven speed and agility to catch his foe off balance.
    Lion Leaping can be used in a turn when the White Lions are charging. The enemy models in base contact are subject to the Always Strikes Last special rule for the duration of the close combat phase.

  • Lion Claw: This method is employed against larger creatures, and is essentially a killing blow to the neck. The Chracians practice this movement using thick logs, and it is said that a well-aimed blow will cut a tree clean in two.
    Lion Claw can be used fighting against Monstrous Infantry, Monstrous Beasts and Monstrous Cavalry. Against these Troop Types, the White Lions have the Heroic Killing Blow special rule in the first turn of close combat.

  • One White Lion may be upgraded to a Guardian (10 pts)

  • One White Lion may be upgraded to a musician (10 pts)

  • One White Lion may be upgraded to a standard bearer (10 pts)

    • May have a magic standard worth up to 50 pts

Elven Grace, Forest Strider, Martial Prowess, Stubborn, Valour of Ages

Lion Chariot of Chrace. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110 pts per model

MWSBSSTWIALd
Lion Chariot7--544---
White Lion-544--519
War Lion-405--42-

Unit Size: 1 Chariot, 2 White Lions & 2 War Lions

Troop Type: Chariot (Armour Save 6+)

Woodsman's Axe, medium armour, Lion Cloak.

Great weapon. White Lions may make use of one the following special rules in close combat in the situations described below:

  • Lion Rampant: The axe is used to hold back a charging enemy and blunt the force of his attack. The White Lion uses the thick haft of the axe like a quarter staff to defend himself against the enemy's onslaught.
    Lion Rampant can be used in a turn when choosing "Hold" as a charge reaction. The White Lions gain the Parry (6+) special rule for the duration of the close combat phase.

  • Lion Leaping: The warrior uses the weight of his weapon to barge over his opponent, employing his Elven speed and agility to catch his foe off balance.
    Lion Leaping can be used in a turn when the White Lions are charging. The enemy models in base contact are subject to the Always Strikes Last special rule for the duration of the close combat phase.

  • Lion Claw: This method is employed against larger creatures, and is essentially a killing blow to the neck. The Chracians practice this movement using thick logs, and it is said that a well-aimed blow will cut a tree clean in two.
    Lion Claw can be used fighting against Monstrous Infantry, Monstrous Beasts and Monstrous Cavalry. Against these Troop Types, the White Lions have the Heroic Killing Blow special rule in the first turn of close combat.

Fear, Martial Prowess, Stubborn, Valour of Ages

Tiranoc Chariot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70 pts per model

MWSBSSTWIALd
Tiranoc Chariot8--544---
Charioteer-443--518
Elven Steed-303--41-

Unit Size: 1 Chariot, 2 Charioteers & 2 Elven Steeds

Troop Type: Chariot (Armour Save 6+)

Spear, Elven Bow.

Martial Prowess, Valour of Ages

Dragon Princes of Caledor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26 pts per model

MWSBSSTWIALd
Dragon Prince554331629
Drakemaster554331639
Elven Steed930331415

Unit Size: 5+

Troop Type: Cavalry

Lance, Dragon Armour, shield, Ithilmar Barding.

  • May upgrade one Dragon Prince to a Drakemaster (10 pts)

  • May upgrade one Dragon Prince to a musician (10 pts)

  • May upgrade one Dragon Prince to a standard bearer (10 pts)

    • May have a magic standard worth up to 50 pts

Dragon Armour, Martial Prowess, Valour of Ages

Shadow Warriors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16 pts per model

MWSBSSTWIALd
Shadow Warrior545331618
Shadow Walker546331618

Unit Size: 5+

Troop Type: Infantry

Hand weapon, Elven Longbow, light armour.

  • May upgrade one Shadow Warrior to a Shadow Walker (10 pts)

  • May upgrade one Shadow Warrior to a musician (10 pts)

  • May upgrade one Shadow Warrior to a standard bearer (10 pts)

  • The entire unit may be equipped with one of the following:

    • Additional hand weapons (1 pt per model)

    • Shields (1 pt per model)

Elven Grace, Hatred (Dark Elves), Martial Prowess, Scouts, Skirmishers, Valour of Ages

Sisters of Avelorn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 pts per model

MWSBSSTWIALd
Sister of Avelorn545331618
High Sister546331618

Unit Size: 10+

Troop Type: Infantry

Hand weapon, Bow of Avelorn, light armour.

Bow. All shots with this weapon are resolved at Strength 4 with the Armour Piercing (1), Flaming Attacks and Magical Attacks special rules. These are non-physical attacks.

  • May upgrade one Sister of Avelorn to a High Sister (10 pts)

Elven Grace, Martial Prowess, Valour of Ages

Eagle Claw Bolt Thrower. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60 pts per model

MWSBSSTWIALd
Eagle Claw----7----
Sea Guard Crew544331518

Unit Size: 1 Bolt Thrower & 2 Sea Guard Crew.

Troop Type: War Machine (Bolt Thrower)

Hand weapon, light armour.

  • May take an additional Sea Guard Crew (10 pts)

Elven Grace, Martial Prowess, Repeater Bolt Thrower, Valour of Ages

A Repeater Bolt Thrower can fire either as an ordinary bolt thrower or can instead fire six smaller repeating bolts, with the profile given below. Note that, unlike firing a single bolt, repeating bolts do not pierce ranks.

RangeStrengthSpecial Rules
48"4-

Rare Units

Phoenix Guard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 pts per model

MWSBSSTWIALd
Phoenix Guard554331629
Keeper of the Flame554331639

Unit Size: 10+

Troop Type: Infantry

Polearm, heavy armour.

  • May upgrade one Phoenix Guard to a Keeper of the Flame (10 pts)

  • May upgrade one Phoenix Guard to a musician (10 pts)

  • May upgrade one Phoenix Guard to a standard bearer (10 pts)

    • May have a magic standard worth up to 50 pts

Elven Grace, Fear, Martial Prowess, Valour of Ages, Ward Save (4+)

Handmaidens of the Everqueen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 pts per model

MWSBSSTWIALd
Handmaiden555331619
Queen's Guard555331629

Unit Size: 5+

Troop Type: Infantry

Spear, Bow of Avelorn, light armour.

Bow. All shots with this weapon are resolved at Strength 4 with the Armour Piercing (1), Flaming Attacks and Magical Attacks special rules. These are non-physical attacks.

  • May upgrade one Handmaiden to a Queen's Guard (10 pts)

  • May upgrade one Handmaiden to a musician (10 pts)

    • May carry the Horn of Isha (20 pts)

  • May upgrade one Handmaiden to a standard bearer (10 pts)

    • May carry the Standard of Avelorn (10 pts)

Magic Items / Abilities: The Horn of Isha, The Banner of Avelorn

Optional Upgrade: One use only. The Horn of Isha can be used at the start of one of your Movement phases. For the remainder of the turn, all models in the bearer's unit receive a +1 To Hit bonus on all shooting and close combat attacks.

Optional Upgrade: Spells from the Lore of Light and the Lore of Life cast by a friendly Wizard that target a unit containing the Banner of Avelorn receive a +2 bonus to cast. If Alarielle the Radiant is included in your army and is slain, this ability is immediately lost.

Elven Grace, Fight in Extra Ranks (1), Martial Prowess, Quick to Fire, Valour of Ages

Great Eagles. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45 pts per model

MWSBSSTWIALd
Great Eagle250443438

You may take 1-2 units of Great Eagles as a single Rare choice.

Unit Size: 1-3

Troop Type: Monstrous Beast

  • May have any of the following:

    • Shredding Talons (5 pts per model)

    • Swiftsense (5 pts per model)

The model gains the Armour Piercing (1) rule.

The model gains +1 Initiative.

Fly (9)

Lothern Skycutter. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90 pts per model

MWSBSSTWIALd
Lothern Skycutter---544---
Sea Guard-443--518
Swiftfeather Roc-504--42-

Unit Size: 1 Skycutter, 3 Sea Guard Crew & 1 Swiftfeather Roc

Troop Type: Chariot (Armour Save 6+)

Spear, Elven Bow, medium armour.

  • May exchange one Sea Guard crew for an Eagle Eye Bolt Thrower (25 pts)

The Eagle Eye Bolt Thrower is a bolt thrower with the following profile, and can be fired by one of the Skycutter's crew in place of his bow, even if the Skycutter moves.

RangeStrengthSpecial Rules
24"5-

Fly (8), Martial Prowess, Valour of Ages

Flamespyre Phoenix. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .225 pts per model

MWSBSSTWIALd
Flamespyre Phoenix250555438
Frostheart Phoenix260565349

Unit Size: 1

Troop Type (Flamespyre Phoenix): Monster

Troop Type (Frostheart Phoenix): Monster

  • May be upgraded to a Frostheart Phoenix (35 pts)

Attuned to Magic, Flaming Attacks, Fly (8), Immunity (Flaming Attacks), Magical Attacks, Phoenix Reborn, Wake of Fire, Ward Save (5+)

When rolling to determine the strength of the Winds of Magic in the controlling player's Magic phase, compare the highest D6 rolled with the table below to determine what effects the Phoenix will have (the effect rolled will last until the start of the controlling player's next Magic phase):

D6

Results

1

Magical Dearth: The Phoenix's Ward save is reduced to 6+.

2

Ebbing Zephyr: The Phoenix has -1 Strength.

3

Magical Draught: The Phoenix has +1 Initiative.

4

Energising Breeze: The Phoenix has +1 Attack.

5

Invigorating Winds: The Phoenix has +1 Strength.

6

Howling Gale: The Phoenix's Ward save is increased to 4+

As soon as a Flamespyre Phoenix loses its last Wound (including unsaved Wounds that killed the monster as a result of the Heroic Killing Blow or Multiple Wounds special rules), remove the model and place a Phoenix Reborn counter (a small coin will do) to mark the centre of the death spot. If your army contains several Flamespyre Phoenixes, you will need to place a Phoenix Reborn counter for each one that is slain (and a way of telling the counters apart).

At the end of the turn roll a D6 for each Phoenix Reborn counter and consult the table below:

D6

Result

1-2

Dead Embers. The Flamespyre Phoenix is dead, never to return – remove the Phoenix Reborn counter from play.

3-5

Flame Kindled. Centre the large round template over the centre of the Phoenix Reborn counter. All models (friend or foe) hit by the template suffer a Strength 4 hit with the Flaming Attacks special rule. This is a non-physical attack. The Phoenix Reborn counter remains in play – roll again at the end of the next turn (yours or your opponent's).

6+

Rise from the Ashes. Place the Flamespyre Phoenix anywhere that is within 6" of the centre of the Phoenix Reborn counter and at least 1" away from any unit, and then remove the marker from play. If it is not possible to place the Phoenix due to the aforementioned restrictions, treat this result as a Flame Kindled result instead. Reborn Flamespyre Phoenixes return with D3+2 Wounds. The reborn model suffers no bonuses or penalties incurred from its former existence – i.e. if the model was fleeing or affected by an augment or hex spell at the time of its death, the reborn model will not be.

If a Flamespyre Phoenix has a rider when it loses its last Wound, both monster and rider are removed and replaced with a Phoenix Reborn counter as described above. However, add +1 when rolling on the Phoenix Reborn table for a Flamespyre Phoenix that had a rider when it was removed.

If the result is Dead Embers, both monster and rider are slain, never to return. However, if the result is Rise from the Ashes, the character returns to life with its starting number of Wounds, riding atop the reborn Flamespyre Phoenix.

At the end of the game, remove all Phoenix Reborn counters from the board – these Flamespyre Phoenixes and any riders they had count as casualties.

If a Flamespyre Phoenix moves over an unengaged enemy unit in the Remaining Moves sub-phase, it suffers D6 Strength 4 hits with the Flaming Attacks special rule. This is a non-physical attack.

Attuned to Magic, Blizzard Aura, Fly (8), Ice Attacks, Magical Attacks, Natural Armour (5+), Ward Save (5+)

When rolling to determine the strength of the Winds of Magic in the controlling player's Magic phase, compare the highest D6 rolled with the table below to determine what effects the Phoenix will have (the effect rolled will last until the start of the controlling player's next Magic phase):

D6

Results

1

Magical Dearth: The Phoenix's Ward save is reduced to 6+.

2

Ebbing Zephyr: The Phoenix has -1 Strength.

3

Magical Draught: The Phoenix has +1 Initiative.

4

Energising Breeze: The Phoenix has +1 Attack.

5

Invigorating Winds: The Phoenix has +1 Strength.

6

Howling Gale: The Phoenix's Ward save is increased to 4+

Any enemy unit in base contact with one or more Frostheart Phoenixes suffers -1 to its Strength (to a minimum of 1). This has no effect on models with Immunity (Ice Attacks).

Merwyrm. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .205 pts per model

MWSBSSTWIALd
Merwyrm660555357

Unit Size: 1

Troop Type: Monster

Aquatic, Natural Armour (3+), Powerful Tail, Regeneration (4+)

The Merwyrm may make one extra Attack at Strength 7 and Initiative 1.

Special Characters - Lords

Tyrion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .400 pts

MWSBSSTWIALd
Tyrion59743310510
Malhandir (Elven Steed)1040431527

Troop Type: Cavalry (Special Character)

Magic Items / Abilities: Sunfang, Dragon Armour of Aenarion, Heart of Avelorn

Hits from Sunfang are resolved at +3 Strength and have the Flaming Attacks special rule. In addition, Sunfang's bearer can make a Strength 3 Breath Weapon attack once per game. Hits from this attack are magical, and have the Flaming Attacks special rule.

Dragon armour. The Dragon Armour of Aenarion grants Tyrion a 1+ armour save and a Ward Save (4+).

The Heart of Avelorn gives Tyrion the Magic Resistance (2) special rule. In addition, if Tyrion suffers an unsaved Wound that would kill him (including unsaved Wounds that killed him as a result of the Killing Blow, Heroic Killing Blow or Multiple Wounds special rules), roll a D6 before removing him as a casualty; on a 2+ Tyrion negates the Wound and the Heart of Avelorn is destroyed. Otherwise, Tyrion is removed as a casualty as normal.

Curse of Aenarion, Defender of Ulthuan, Feint, Martial Prowess, Riposte, Valour of Ages

As soon as a model with this special rule is reduced to 1 Wound he gets a Ward save (3+) for the rest of the battle. This has no effect on attacks that would outright kill him before he is reduced to 1 Wound, like a spell or attack with the Multiple Wounds special rule. If he were to suffer multiple Wounds in a single phase, roll one save at a time (if he has any) for each Wound suffered until his Ward save takes effect.

If Tyrion is your army's General, his Inspiring Presence has a range of 18".

Tyrion may re-roll any failed rolls to Hit in Close Combat.

Tyrion has the Parry (6+) special rule, even while mounted. For each successful Parry made (every '6' rolled when making Ward saves), he may immediately make an additional Attack back at the model who struck the blow.

Teclis. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .460 pts

MWSBSSTWIALd
Teclis5332235110

Troop Type: Infantry (Special Character)

Teclis is a Level 4 Wizard. He does not generate spells following the normal rules, but instead can choose either to know all of the spells in the Lore of High Magic, or choose one spell from each of the eight Lores of Battle Magic in the Warhammer rulebook.

Magic Items / Abilities: Sword of Teclis, Moon Staff of Lileath, Scroll of Hoeth, War Crown of Saphery, Potion of Inner Strength

All hits from the Sword of Teclis wound on a 2+, and Wounds caused by it Ignores Armour Saves.

The staff gives Teclis 1 extra Power and Dispel dice in each Magic phase. Once per game, The Moon Staff of Lileath can unleash its full power. It can either be used at the start of any of Teclis' Magic phases, in which case a bonus power dice is added to every casting attempt Teclis makes that phase (at least one normal Power dice must be used), or if Teclis suffers a miscast he can choose to ignore it (before any roll on the Miscast table is made). In either case, his staff will cease to provide any additional dice for the rest of the battle.

One use only. The Scroll of Hoeth follows the rules of Dispel Scrolls. In addition, immediately after the dispel has been resolved, both Teclis and the caster must roll a D6; if Teclis scores higher, the caster immediately forgets the spell; otherwise, nothing else happens.

The War Crown of Saphery allows Teclis to re-roll the result of any randomised spell effects (such as the number of hits inflicted by a magic missile).

One use only. At the start of any turn, Teclis may drink his Potion of Charoi. When he does so, he will increase his Weapon Skill and Initiative to 6, and Strength, Toughness and Attacks to 3 for the remainder of the turn.

Curse of Aenarion, Elven Grace, Lileath's Blessing, Martial Prowess, Valour of Ages

As soon as a model with this special rule is reduced to 1 Wound he gets a Ward save (3+) for the rest of the battle. This has no effect on attacks that would outright kill him before he is reduced to 1 Wound, like a spell or attack with the Multiple Wounds special rule. If he were to suffer multiple Wounds in a single phase, roll one save at a time (if he has any) for each Wound suffered until his Ward save takes effect.

Alarielle the Radiant. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .385 pts

MWSBSSTWIALd
Alarielle5443336110

Troop Type: Infantry (Special Character)

Alarielle the Radiant is a Level 4 Wizard who uses spells from the Lore of Life, the Lore of Light and the Lore of High Magic. She can choose all of her spells from the same lore, or from two or more of the above lores in any combination.

Hand weapon.

Magic Items / Abilities: The Shieldstone of Isha, Stave of Avelorn, Star of Avelorn

The Shieldstone of Isha grants Alarielle the Radiant and her unit a Ward save (5+) against any mundane attacks.

One use only. The Stave of Avelorn is used in the Magic phase. When used, it allows Alarielle to immediately attempt to cast a spell she has already cast that phase, even if the casting attempt failed, or was miscast. The spell is otherwise cast according to the normal rules.

At the start of your Movement phase, nominate a single friendly character within 12" – that model immediately regains a single Wound lost earlier in the battle. Alarielle can only restore her own Wounds if there is no other viable target within range.

Boon of Isha, Chaos Bane, Elven Grace, Lileath's Blessing, Martial Prowess, Touch of the Everqueen, Valour of Ages

All attacks made by models in the Everqueen's unit adds +1 to all of its To Hit rolls and are magical attacks. In addition, all models in her unit have Immunity (Fear/Terror).

At the start of each of Alarielle's Magic phases, before rolling for the Winds of Magic, every unit with the Daemonic special rule within 12" of Alarielle the Radiant suffers D6 Strength 4 hits, distributed as for shooting attacks. However, Alarielle suffers a -D3 penalty to her casting attempts if there is one or more models with the Daemonic special rule within 12".

If Alarielle's makes a successful roll To Hit in close combat, that model is reduced to Weapon Skill 1 for the remainder of that phase.

Eltharion the Grim. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .475 pts

MWSBSSTWIALd
Eltharion5874338410
Stormwing (Griffon)650554548

Troop Type: Monster (Special Character)

Spear, heavy armour.

Magic Items / Abilities: Fangsword of Athel Tamarha, Helm of Yvresse, Talisman of Hoeth

Attacks made with the Fangsword are resolved at +2 Strength and Ignores Armour saves.

6+ armour save. The Helm of Yvresse grants Eltharion a Ward save (5+). In addition, Eltharion may re-roll any failed Leadership-based test.

This item grants Eltharion the Magic Resistance (1) special rule. The Talisman of Hoeth also makes Eltharion a Level 2 Wizard, who uses spells from one of the eight Lores of Battle Magic found in the Warhammer rulebook

Fly, Hatred (Orcs & Goblins), Martial Prowess, Valour of Ages

Alith Anar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .250 pts

MWSBSSTWIALd
Alith Anar5774339410

Troop Type: Infantry (Special Character)

Hand weapon, light armour.

Magic Items / Abilities: The Moonbow, Stone of Midnight, The Shadow Crown

The Moonbow is a bolt thrower with the profile given below. Alith Anar can shoot the Moonbow even if he moves (but not if he marches).

RangeStrengthSpecial Rules
36"7-

Any unit of Dark Elves that suffers one or more casualties from the Moonbow also suffers a -1 penalty to their Leadership until the end of the phase.

The Stone of Midnight grants Alith Anar a Ward save (4+). In addition, enemies suffer a -1 penalty To Hit when shooting against Alith Anar or a unit he has joined.

Alith Anar and his unit have the Swiftstride special rule.

Elven Grace, Hatred (Dark Elves), Martial Prowess, Scouts, Valour of Ages

Imrik. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .575 pts

MWSBSSTWIALd
Imrik5874339410
Minaithir (Star Dragon)670777269

Troop Type: Monster (Special Character)

Magic Items / Abilities: Star Lance, Armour of Caledor, Dragonhorn

Lance. When charging, Imrik gains the Strength Bonus (1) in addition to the normal Strength Bonus from his Lance, for a total of Strength Bonus (3) and Ignores Armour Saves special rule.

The Armour of Caledor grants the wearer a 2+ armour save. In addition, the Armour of Caledor grants the bearer the Ward Save (6+) and Immunity (Flaming Attacks) special rules.

One use only. At the start of any of his own turns, Imrik may sound the Dragonhorn. This fills his army with pride, and all friendly High Elf units may re-roll any failed Rally and Psychology tests until the start of their next turn.

Dragon Kin, Fiery Breath (Minaithnir only), Fly, Loyal Bond, Martial Prowess, Natural Armour (3+), Valour of Ages

No Dragons will fight Imrik. If they are in base contact with other models (and not in a challenge) then they fight them instead, otherwise they may do nothing. Their riders (if they have any) still fight as normal.

Model has a Strength 4 Breath Weapon with the Flaming Attacks special rule.

Whenever Imrik takes an unsaved Wound, Minaithnir will become subject to Hatred against the model or unit that inflicted the Wound for the remainder of the turn.

Belannaer the Wise. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .405 pts

MWSBSSTWIALd
Belannaer the Wise5654339310

Troop Type: Infantry (Special Character)

Belannaer is a Level 3 Wizard. He does not generate spells following the normal rules, but instead always know the eight signature spells from the Lores of Battle Magic in the Warhammer rulebook.

Magic Items / Abilities: Blade of Bel-Korhadris, Cloak of Stars, Staff of Cyeos, Book of the Phoenix

This blade has the Ignore Armour saves special rule against non-magical armour, but magic armours works as normal. In addition, once per battle, at the beginning of any close combat phase, Belannaer can unleash the fires of the captured star. He then gains +D6 Attacks with the Flaming Attacks special rule that turn.

All shooting and close combat Attacks that strike Belannaer will be resolved at -1 Strength (with a minimum of 1).

Belannaer may add an additional free Power Dice to one spell attempt each turn.

At the beginning of the battle Belannaer may read one of the verses of the book. The effect will last for the end of the game, unless the Book is destroyed or nullified by some means.

  • The Verse of Rebirth: If Belannaer is ever killed, he will immediately burst into flames causing a Flaming Strength 6 hit on each model, friend or foe, in base-to-base contact with him, and return to life with D3 wounds. He may be positioned in any High Elf unit on the battlefield. This does not apply if Belannaer is caught in pursuit. One use only.

  • The Verse of Flame Eternal: This verse will allow Belannaer to automatically cast one of his spells without using any power dice once per Magic phase. It can still be dispelled as normal, at a Power Level of 5.

  • The Verse of Destruction: This verse will double the strength of Belannaer, giving him an effective Strength of 8.

Elven Grace, Glamour of Hoeth, Martial Prowess, Swordmaster, Valour of Ages

Enemies who declare a charge against Belannaer or his unit must re-roll successful charge distance rolls.

Models with this special rule ignore Initiative penalties from great weapons and gain the Dodge (6+) special rule against non-magical missile attacks (except templates).

Sea Lord Aislinn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .240 pts

MWSBSSTWIALd
Sea Lord Aislinn5774338310

Troop Type: Infantry (Special Character)

Hand weapon, medium armour.

  • May be mounted on a Lothern Skycutter* (replacing one of the crew) (85 pts)
    *If Aislinn is mounted on a Lothern Skycutter he may not buy any upgrades for it.

Magic Items / Abilities: Bow of the Seafarer

The Bow of the Seafarer is a bolt thrower with the profile given below. Aislinn can shoot the bow even if he moves (but not if he marches).

RangeStrengthSpecial Rules
30"6-

Elven Grace, Martial Prowess, Master of the Mists, Naval Discipline, Valour of Ages, Windrider

Immediately after both armies have been fully deployed (including scouts), each unit of Lothern Sea Guard and Eagle Claw Bolt Throwers in Aislinn's army gets to fire as if it was the Shooting phase, adding +D6" to their range.

If a unit of Sea Guard containing at least one Sea Helm is charged during the Movement phase and chooses Hold as a charge reaction, it can attempt to change formation immediately before your opponent has moved any of his charging units, as long as it is not already engaged in close combat. To do so, the unit must take a Leadership test. If the test is passed, the Sea Helm's unit can immediately make a reform as described in the Warhammer rulebook.

A Sea Helm mounted on a Lothern Skycutter (and his Lothern Skycutter) has a 4+ ward save against shooting attacks. Furthermore, when mounted on a Lothern Skycutter, a Sea Helm re-rolls failed Dangerous Terrain tests.

Eltharion the Blind Swordmaster of Hoeth. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .220 pts

MWSBSSTWIALd
Eltharion5874338410

Troop Type: Infantry (Special Character)

Light armour.

Magic Items / Abilities: The White Sword

So great is Eltharion's skill, he can use a number of fighting styles, each of which has a different effect on his rules. At the start of each round of combat, Eltharion must declare which fighting style he is using for that whole round.

  • Way of the Willow Branch: Eltharion's body twists and contorts like a reed in the wind, and his sword deflects incoming blows with astounding speed, making him virtually impossible to hit.
    Any close combat attacks against Eltharion require 6's To Hit, before any other modifications, and regardless of relative Weapons Skills or any other special rules.

  • Way of the Winter Breeze: Weaving his sword in a bewildering, swirling arc, Eltharion is able to guide his blade through even the most steadfast defence.
    Eltharion gains +1 To Hit and ignores Parry saves in close combat.

  • Way of the Swooping Eagle: Eltharion summons all of his speed and might into a few deadly blows.
    Eltharion gains +2 Strength.

  • Way of the Breaking Storm: Unleashing his speed and strength in a flurry of blistering attacks, Eltharion rains down blow after blow on the enemy.
    Eltharion gains +2 Attacks.

The Dark Within, Great Leap, Hatred (Dark Elves, Orcs & Goblins), Immunity (Psychology), Impenetrable Defence, Lord of Hoeth, Martial Prowess, Valour of Ages

Eltharion and any unit he joins is subject to the Berserk Rage part of the Frenzy special rule.

At the start of any round of combat, before attacks are allocated or challenges issued, Eltharion may be moved to anywhere in the same combat (even leaving one unit and joining another, or becoming an independent character). He may not use this to position himself out of combat, or if he is already involved in a challenge.

Eltharion has the Dodge (5+) and Immunity (Killing Blow) special rules.

If Eltharion is your General, you may take one unit of Swordmasters as a Core choice. Any unit of Swordmasters joined by Eltharion becomes Stubborn.

Finubar the Seafarer Phoenix King of Ulthuan. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .350 pts

MWSBSSTWIALd
Finubar5774338410

Troop Type: Infantry (Special Character)

Hand weapon, heavy armour.

Magic Items / Abilities: Royal Sceptre of Ulthuan, Crown of the Phoenix King

Additional hand weapon. The Royal Sceptre gives Finubar +1 Strength and the Flaming Attacks special rule. In addition, it contains a Bound Spell, Power Level 3. When cast, all enemy models in base contact suffer a Strength 5 Hit with the Flaming Attacks and Multiple Wounds (D3) special rules.

Enemy missile attacks suffer a -1 To Hit penalty when firing at Finubar or any unit he is with. In addition, it makes Finubar and any unit he joins Unbreakable. Finally, all friendly units within 6" of Finubar are Stubborn.

Elven Grace, Martial Prowess, Phoenix King, Valour of Ages

Finubar has the Immunity (Flaming Attacks, Psychology) and Ward Save (5+) special rules.

Althran Stormrider. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .210 pts

MWSBSSTWIALd
Althran Stormrider5774338410
Sharpclaw (Griffon)650554447

Troop Type (Althran Stormrider): Infantry (Special Character)

Troop Type (Sharpclaw): Monster

Shield.

  • May be mounted on a Sharpclaw (155 pts)

Magic Items / Abilities (Althran Stormrider): The Stormrider's Sword, Potion of Foolhardiness

This Sword gives Althran the Multiple Wounds (2) special rule.

The Potion of Foolhardiness can be drunk at the start of any phase. Althran gains the Devastating Charge special rule until the end of the turn.

Elven Grace, Glory of the Elves, Martial Prowess, Sharpclaw, Valour of Ages

Once per game, declared at the start of any close combat phase, Althran and all friendly units with the Martial Prowess special rule within 6" of him gain +1 To Hit for the duration of that phase.

Althran may be mounted on Sharpclaw. Sharpclaw follows the rules for a normal Griffon in all respects. In addition, Althran gains a lance. He may use this lance when charging, but otherwise uses his Magic Weapon.

Fly (8)

Thaindal. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .255 pts

MWSBSSTWIALd
Thaindal-774338410
Chariot of Kings8--554---
Elven Steed-303--41-

Troop Type: Chariot (Special Character)

Heavy armour.

Magic Items / Abilities: Cloudcleaver

Polearm. All attacks made with Cloudcleaver have the Ignores Armour Saves special rule. In addition, it gives Thaindal the Fear special rule. Against War Beasts, Cavalry, Monstrous Cavalry and ridden Monsters, he causes Terror.

Chariot of Kings, Hatred (Dark Elves), Martial Prowess, Valour of Ages

Thaindal's Chariot is pulled by 4 Elven Steeds and has scythes.

Gilead & Fithvael Last of Tor Anrok. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .240 pts (170 for Gilead, 70 for Fithvael)

MWSBSSTWIALd
Gilead5774338410
Shadowfast810643310810
Fithvael566432739

Gilead & Fithvael may never be the Army General.

Troop Type (Gilead): Infantry (Special Character)

Troop Type (Fithvael): Infantry (Special Character)

Hand weapon, Elven Longbow, light armour, shield.

Hand weapon, Elven Longbow, light armour, shield.

Magic Items / Abilities (Gilead): Blade of Galeth

All attacks made by Gilead with the Blade of Galeth have the Armour Piercing (1) special rule.

Doom-saga, Elven Grace, Martial Prowess, Melancholic Distractions, Shadowfast, Skirmishers, Valour of Ages

At the beginning of the battle, after deployment, nominate one enemy character. Against this particular target, Gilead re-rolls all failed rolls To Hit and To Wound.

At the start of each of his turns, Gilead must take a Leadership test, unless he is engaged in combat. If this test is failed, roll a dice. On a 1-3 Gilead cannot move that turn as he struggles with his inner demons. On a 4-6 his tortured mind gets the better of him and Gilead must move his full movement for that turn towards the closest table edge. If he leaves the table, he is treated as a casualty and will not return. If Gilead is engaged in combat, he will fight as normal.

Once per game, at the start of any of the High Elf player's movement phase, Gilead may enter Shadowfast. Until the start of his next turn, Gilead's stat line will change to his Shadowfast characteristics. In addition, while Shadowfast, Gilead also gains the Always Strikes First and Dodge (4+) special rules due to his inhuman speed.

Elven Grace, Martial Prowess, Multiple Shots (3), Skirmishers, Valour of Ages

Salendor Lord of Tor Achare. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .270 pts

MWSBSSTWIALd
Salendor58643395

Troop Type: Infantry (Special Character)

Magic: Salendor is a Level 2 Wizard who uses spells from the Lore of High Magic.

Two hand weapons.

Dodge (4+), Elven Grace, Martial Prowess, Master Tactician, Valour of Ages

After deployment has finished, you may choose to redeploy one of your units. The unit can be moved to any area within your deployment zone.

Special Characters - Heroes

Korhil. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .150 pts

MWSBSSTWIALd
Korhil566432739

Troop Type: Infantry (Special Character)

Hand weapon, heavy armour.

  • May be mounted on a Lion Chariot (replacing one of the crew) (100 pts)

Magic Items / Abilities: Chayal, Pelt of Charandis

Two hand weapons. Close combat attacks made with Chayal are resolved at +2 Strength and have the Killing Blow special rule.

The Pelt of Charandis have the following armour profile:

CombatMissileSpecial Rules
+1/6++2/5+-

Elven Grace, Forest Strider, Martial Prowess, Stubborn, Valour of Ages

Caradryan. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .170 pts

MWSBSSTWIALd
Caradryan566432739
Ashtari (Frostheart Phoenix)260665359

Troop Type (Caradryan): Infantry (Special Character)

Troop Type (Ashtari): Monster

Hand weapon, heavy armour.

  • May be mounted on Ashtari (275 pts)

Magic Items / Abilities (Caradryan): The Phoenix Blade

Polearm. Close combat attacks made with the Phoenix Blade have the Flaming Attacks and Multiple Wounds (D3) special rules.

Fear, Magic Resistance (1), Mark of Asuryan, Martial Prowess, Valour of Ages, Ward Save (4+)

If Caradryan is slain in close combat, the unit that killed him immediately suffers D3 Wounds with no armour saves allowed. These Wounds are distributed as for shooting attacks. Any Wounds inflicted count towards combat results. If Caradryan is killed in a challenge, then only his opponent takes these Wounds – any excess Wounds caused by the Mark of Asuryan count towards overkill.

Blizzard Aura, Attuned to Magic, Fly, Ice Attacks, Magical Attacks, Natural Armour (5+), Ward Save (5+)

When rolling to determine the strength of the Winds of Magic in the controlling player's Magic phase, compare the highest D6 rolled with the table below to determine what effects the Phoenix will have (the effect rolled will last until the start of the controlling player's next Magic phase):

D6

Results

1

Magical Dearth: The Phoenix's Ward save is reduced to 6+.

2

Ebbing Zephyr: The Phoenix has -1 Strength.

3

Magical Draught: The Phoenix has +1 Initiative.

4

Energising Breeze: The Phoenix has +1 Attack.

5

Invigorating Winds: The Phoenix has +1 Strength.

6

Howling Gale: The Phoenix's Ward save is increased to 4+

Any enemy unit in base contact with one or more Frostheart Phoenixes suffers -1 to its Strength (to a minimum of 1). This has no effect on models with Immunity (Ice Attacks).

Selafyn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .150 pts

MWSBSSTWIALd
Selafyn566432739

Troop Type: Infantry (Special Character)

Shield.

Magic Items / Abilities: Foe Bane, Armour of Protection

Against Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts and Monsters, this sword will always wound on a 2+.

Heavy armour. Selafyn gains a Ward Save (4+).

Elven Grace, Martial Prowess, Scouts, Valour of Ages

Hallar the Swordmaster. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .155 pts

MWSBSSTWIALd
Hallar597432939

Troop Type: Infantry (Special Character)

Hand weapon, heavy armour.

Magic Items / Abilities: Sword of Victory

Additional hand weapon. The Sword of Victory gives Hallar the Always Strikes First and Armour Piercing (1) special rules. In addition, he will always Wound on a 2+.

Elven Grace, Martial Prowess, Parry (5+), Valour of Ages

Phytrion Chosen of Tor Yvresse. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120 pts

MWSBSSTWIALd
Phytrion566432739

Troop Type: Infantry (Special Character)

Shield.

Magic Items / Abilities: Sword of Retaliation, Moonshade Armour

All enemy models from the Forces of Destruction suffer -1 To Hit Phytrion in close combat.

Heavy armour. The Moonshade Armour gives Phytrion the Ward Save (5+) special rule

Elven Grace, Favour of Destiny, Hatred (Warriors of Chaos), Martial Prowess, Valour of Ages

Roll a D3 at the start of the game; this is the number of dice that Phytrion may re-roll of either To Hit, To Wound, Armour Saves or Ward Saves.

Liandra Athinol. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .425 pts

MWSBSSTWIALd
Liandra Athinol566432739
Borgash660666458

Troop Type: Monster (Special Character)

Lance, Dragon Armour.

Magic Items / Abilities: The Shield of Ithinar, The Signet of Athinol

Shield. All close combat attacks against Liandra suffer -1 To Hit.

Any attacks made against Liandra suffer -1 to their Strength.

Fiery Breath, Fly (7), Martial Prowess, Natural Armour (3+), Valour of Ages

Model has a Strength 4 Breath Weapon with the Flaming Attacks special rule.

Vaul's Forge

On the following pages are magic items available to High Elf armies. These can be taken in addition to any of the magic items listed in the Warhammer rulebook.

Magic Weapons

The Blade of Leaping Gold grants the wielder +3 Attacks. In addition, any roll of 6 To Wound made with the Blade of Leaping Gold Ignores Armour Saves.

Elven Longbow. All shots from the Reaver Bow are resolved at Strength 5. In addition, it has the Multiple Shots (3) special rule.

Magic Armour

Model on foot only. Medium armour. The wearer has the Scouts and Strider special rules.

Shield. The bearer of the Shield of the Merwyrm gains the Parry (5+) special rule instead of the normal 6+.

Talismans

One use only. The Golden Crown of Atrazar bestows a Ward Save (2+) against the first wounding hit suffered by the wearer (which cancels out not only the Wound, but also any Killing Blow or Multiple Wounds special rules the attack has) after which its power fades and it cannot be used again during the game.

Arcane Items

The Book of Hoeth allows the bearer to re-roll a single dice from each of his casting or dispel attempts. Results of 6 cannot be re-rolled.

Enchanted Items

Bound Spell (power level 3). Khaine's Ring of Fury contains the Soul Quench spell (see the Lore of High Magic).

One use only. At the start of any of your turns, when the Gem of Sunfire is used, all of the bearer's spells, shooting attacks and close combat attacks (and their mount's, if they have one) have a +1 bonus To Wound (rolls of 1 still fail) provided that they also have the Flaming Attacks special rule.

Model on foot only. The bearer of Moranion's Wayshard has the Ambushers special rule. They can also give the Ambushers special rule to a friendly unit of Archers, Spearmen or Warriors from Warhammer: High Elves up to 30 models in size, immediately before deployment. If they do so, the bearer immediately joins the unit and cannot leave it until the turn after the one in which the combined unit has deployed.

The wearer of the Cloak of Beards causes Fear. Against models chosen from Warhammer: Dwarfs, the wearer causes Terror instead. However, all models from Warhammer: Dwarfs gain the Hatred special rule while attacking the wearer. In addition, at the start of each Close Combat phase, roll a D6 for each magic item carried by each model from Warhammer: Dwarfs that is in base contact with the bearer. On a roll of 4+, that magic or runic item is destroyed and cannot be used for the rest of the battle; it will count as a mundane version of whatever item it is instead. Note that this has no effect on magic items that are mounts, war machines, magic items that contain bound spells that have already miscast during the game, and any magic items labelled as 'one use only' that have already been used during the game – do not roll to see if these magic items are destroyed.

Magic Standards

All models in a unit that carries the Banner of the World Dragon have the Magic Resistance (5) special rule. Furthermore, all Dragons (friend or foe) within 12" of the Banner of the World Dragon have the Stubborn special rule.

Magic Items Expansion

Magic Weapons

The Sword of Ages gives the wielder +1 To Hit, +2 Strength and +1 Attack.

The Blade of the Phoenix gives the wielder the Ignores Armour Saves special rule. Once per battle, at the start of any close combat phase the wielder can unleash the full power of the sword. For the remainder of that close combat phase, they get the Always Strikes First special rule and +D6 Attacks.

All hits with the Sword of Hoeth wound automatically. Armour saves are modified by the Strength of the bearer.

Model on foot only. Great Weapon. The wielder of the White Sword ignores the normal Initiative penalties from great weapons and gains the Killing Blow special rule.

The Blade of Darting Steel gives the wielder +1 To Hit and the Always Strikes First special rule.

Lance. During turns in which the wielder of the Dragonblade Lance charges, it automatically Hits all models in one file that is in base contact rather than fighting normally. Hits are resolved as that from a Bolt Thrower.

Elven Longbow. The Bow of Tor Alessi has the Quick to Fire special rule. In addition, it may re-roll any failed To Hit rolls.

Magic Armour

Medium armour. The Armour of Protection grants the wearer a Ward Save (4+).

Shield. Enemies must re-roll all successful To Hit rolls against the bearer of the Golden Shield.

The Helm of Fortune gives the wearer a 6+ armour save. The wearer may re-roll failed armour saves.

Temakador's Gauntlets gives the wearer a 6+ armour save. In addition, they gain a Ward Save (5+) against attacks of Strength 4 or greater.

Shield. The Dragonscale Shield adds an additional +1 to the bearer's armour save as well as the Ward Save (6+) special rule.

Heavy armour. In order to allocate close combat attacks against the wearer, each enemy model must first pass a Leadership test at the start of each close combat phase. If the test is failed, the model may not attack at all this round.

Infantry only. Light armour. If the wearer of the Armour of Stars suffers an unsaved wound (but is not slain) they can choose to instantly teleport 3D6" in a random direction (placing it at least 1" away from other units or impassable terrain) with its front arc in a direction of your choosing. If the model teleports off the table, then treat this as it having pursued off the table.

Heavy armour. The Wyrmscale Armour of the Deep gives the wearer the Aquatic and Immunity (Flaming Attacks) special rule.

Talismans

Model on foot only. The Pinion of the Phoenix gives the wearer the Ward Save (5+) special rule. If the bearer is slain, the item is destroyed but restores the bearer to their starting Wound total and inflicts a Strength 5 Hit with the Flaming Attacks special rule on all models in base contact.

The Vambraces of Defence gives the wearer a Ward Save (4+). In addition, they may re-roll failed armour saves.

The Guardian Phoenix gives the wearer a Ward Save (5+) and the Immunity (Flaming Attacks) special rule.

The wearer of the Loremaster's Cloak gains the Ward Save (3+) special rule against missile attacks.

All missile attacks targeted at the bearer of the Sacred Incense or the unit they are with suffer -1 To Hit.

The Talisman of Saphery causes all Magic Weapons of enemy models in base contact to lose all their effects; treat them as mundane weapons of their type.

The Amulet of Fire gives the wearer the Immunity (Flaming Attacks) and Magic Resistance (1) special rules.

Arcane Items

During the enemy's Magic phase, the Annulian Crystal allows you to remove one dice from the opponent's Power dice pool and add it to your own Dispel dice pool.

One use only. When an enemy cast a spell, the bearer may immediately counter its effects by reading the Sigil of Asuryan to release the spell written upon it instead of attempting to dispel the spell by using dispel dice. This gives them 6 free dice to attempt to dispel the spell, which cannot be combined with any other dispel dice. In addition, the spell is destroyed and the enemy caster loses access to the spell for the rest of the game (note that this has no effect on Innate Bound spells).

Bound Spell, Power level 5. The Ring of Corin contains the Arcane Unforging spell from the Lore of High Magic.

One use only. The bearer may use the Vortex Shard at the start of any enemy Magic phase. Your opponent must remove D6 power dice from their power pool.

One use only. The Staff of Solidity makes the Wizard immune to the effects of their first Miscast.

The Starwood staff gives the bearer a +1 bonus to the result of their spell casting attempts. In addition, they may re-roll one failed channelling roll per turn.

The Jewel of the Dusk gives the bearer +1 Power dice in each of your Magic phases. Only they may use this extra dice.

If an enemy Wizard suffers a Miscast, the bearer of the Trickster's Pendant can choose to make the Wizard re-roll the result on the Miscast Table.

The Seerstaff of Saphery allows the bearer to choose one more spell than normal from their chosen Lore of Magic.

The bearer of the Silver Wand may pick a spell one level higher than they are normally allowed.

Enchanted Items

No model in base contact with the bearer of the Null Stone may cast spells, and all Magic Items lose their effects; treat them as mundane versions of the same type.

The bearer of the Radiant Gem of Hoeth becomes a Level 1 Wizard using the Lore of High Magic.

Model on foot only. The wearer of the Folariath's Robe gains the Ethereal special rule.

The bearer of the Pendant of Vengeance may cause any successful casting roll (except Miscasts) on the Anvil of Doom to be rerolled.

The model gains the Inspiring Presence rule with a range of 6". If given to the Army General, their Inspiring Presence range is instead increased by 6".

The Skeinsliver allows the controlling player to add +1 to the roll to determine which player can decide whether to take the first turn or not.

Model with non-magical Elven Longbow only. One use only. The Sky Arrow of Naloer has the following profile:

RangeStrengthSpecial Rules
30"6-

All close combat attacks made by the bearer of the Amulet of Light and any unit they are with gain the Magical Attacks special rule. In addition, enemies must re-roll 6's when taking Ward saves .

Enemy spells that target the character or the unit they are with suffer a -3 penalty to the result of the spell casting attempt.

One use only. The bearer of the Gem of Courage and any unit they are with may take any one Leadership test on 3D6, discarding the highest result.

One use only. The Talisman of Loec may be used at the start of any close combat phase. Until the end of the phase, the bearer may re-roll all failed rolls To Hit and wound, and any model wounded by their attacks must re-roll all successful Armour Saves, Ward Saves and Regeneration saves. However, at the end of the phase, the bearer loses half of their remaining Wounds (rounding down) with no saves of any kind allowed.

Magic Standards

The Banner of Sorcery adds +D3 Power dice to your power pool in each of your own Magic phases.

The unit carrying the Standard of Balance, and any enemy unit in base contact with it, gain the Immunity (Psychology) special rule, and any Frenzy or Hatred special rule have no effect.

Cavalry only. The unit gains the Strider special rule and may re-roll failed Pursuit distances.

The unit carrying the Lion Standard gains the Immunity (Terror) special rule.

The Lore of High Magic

Each time a spell from this lore is successfully cast, the caster and their unit immediately gain a Ward save (6+) (which can then be increased by further castings thanks to this lore attribute) until the beginning of the caster's next Magic phase.

Drain Magic can be cast on any unit (friend or foe) and has a range of 24". If the target is a friendly unit, Drain Magic is an augment spell. If the target is an enemy unit, Drain Magic is a hex spell. In either case, all Remains in Play spells affecting the unit are immediately dispelled, and the effects of all other spells on the target unit immediately come to an end. The Wizard can choose to have this spell target all units (friend and foe) within 12". If he does so, the casting value is increased to 14+.

Soul Quench is a magic missile with a range of 18" that causes 2D6 Strength 4 hits. The caster can choose for this spell to instead inflict 3D6 Strength 4 hits. If he does so, the casting value is increased to 12+.

Apotheosis is an augment spell that targets a single model within 18". The target immediately regains a single lost Wound. The Wizard can choose to cast a more powerful version of Apotheosis. If he does so, the target instead immediately regains D3 lost Wounds, in which case the casting value is increased to 10+. Regardless of how many lost Wounds (if any) are recovered, the target also gains the Fear special rule until the start of the caster's next Magic phase.

Hand of Glory is an augment spell with a range of 18". The target unit's Weapon Skill, Ballistic Skill, Initiative or Movement (you choose which) is increased by D3 until the start of the caster's next Magic phase. The Wizard can choose to cast a more powerful version of this spell that instead increases all four characteristics (don't roll a separate D3 for each — make one roll and apply it to all four characteristics). If he does so, the casting value is increased to 10+.

Walk Between Worlds is an augment spell that targets a single unengaged unit within 24". The target gains the Ethereal special rule until the end of the phase and can immediately move up to 10" as if it were the Remaining Moves sub-phase. The Wizard can choose to cast a more powerful version of this spell, in which case the target instead gains the Ethereal special rule until the end of the phase and can immediately move up to 20" as if it were the Remaining Moves sub-phase. If he chooses to do so, the casting value is increased to 16+.

Tempest is a direct damage spell. Place the large round template anywhere within 30" of the Wizard — it then scatters D6". All models hit by the template suffer a Strength 3 hit (models with the Fly special rule suffer a Strength 4 hit instead). If a unit suffers any unsaved Wounds from this spell, it suffers a -1 modifier to all To Hit rolls (both shooting and close combat) until the start of the caster's next Magic phase (shooting attacks that do not use Ballistic Skill must roll 4+ on a D6 before firing, or the shot(s) area lost).

Arcane Unforging is a direct damage spell with a range of 24" that targets a single enemy model (even a character in a unit). The target suffers a single Wound on a dice roll greater than or equal to the model's unmodified armour save (excluding Natural Armour, models without an armour save cannot be wounded). No armour saves are permitted against a Wound caused by this spell. The owning player must then reveal to the caster all the magic items possessed by the target (if any). If the target has one or more magic items, randomly select one of them — on the roll of 2+, that item is immediately destroyed and cannot be used for the rest of the game. Note that this spell has no effect on magic items that are mounts, magic items that contain bound spells that have miscast during the game, and any magic items labelled as 'one use only' that have already been used during the game – do not include these when randomly selecting a magic item.

Remains in play. Fiery Convocation is a direct damage spell with a range of 24". Every model in the target unit takes a Strength 4 hit with the Flaming Attacks special rule. At the end of every subsequent Magic phase, every model in the target unit suffers a Strength 4 hit with the Flaming Attacks special rule

Reference Chart

Unit Name

Troop Type

Base Size (mm)

Alarielle the Radiant

Infantry

20x20

Alith Anar

Infantry

20x20

Althran Stormrider

Infantry

20x20

Anointed of Asuryan

Infantry

20x20

Arch Mage

Infantry

20x20

Archers

Infantry

20x20

Belannaer The Wise

Infantry

20x20

Caradryan

Infantry

20x20

Dragon Mage of Caledor

Monster

50x100

Dragon Princes of Caledor

Cavalry

25x50

Eagle Claw Bolt Thrower

War Machine

60

Eltharion the Blind

Infantry

20x20

Eltharion the Grim

Monster

50x50

Elven Steed

Warbeast

25x50

Finubar the Seafarer

Infantry

20x20

Flamespyre Phoenix

Monster

50x100

Frostheart Phoenix

Monster

50x100

Great Eagle

Monstrous Beast

40x40 or 50x50

Griffon

Monster

50x50

Handmaidens of the Everqueen

Infantry

20x20

Imrik

Monster

50x50

Korhil

Infantry

20x20

Lion Chariot of Chrace

Chariot

50x100

Lord of Aenarion

Infantry

20x20

Loremaster of Hoeth

Infantry

20x20

Lothern Sea Guard

Infantry

20x20

Lothern Sea Helm

Infantry

20x20

Lothern Skycutter

Chariot

50x100

Mage

Infantry

20x20

Merwyrm

Monster

50x100

Mistweaver

Infantry

20x20

Moon Dragon

Monster

50x50 or 50x100

Noble

Infantry

20x20

Pegasus

Warbeast

40x40

Phoenix Guard

Infantry

20x20

Prince

Infantry

20x20

Reaver Knights

Cavalry

25x50

Sea Lord Aislinn

Infantry

20x20

Selafyn

Infantry

20x20

Shadow Warriors

Infantry

20x20

Silver Helms

Cavalry

25x50

Sisters of Avelorn

Infantry

20x20

Spearmen

Infantry

20x20

Star Dragon

Monster

50x50 or 50x100

Sun Dragon

Monster

50x50 or 50x100

Swordmasters of Hoeth

Infantry

20x20

Teclis

Infantry

20x20

Thaindal

Chariot

100x100

Tiranoc Chariot

Chariot

50x100

Tyrion

Cavalry

25x50 or 50x50

Unicorn

Warbeast

25x50

Warriors

Infantry

20x20

White Lions of Chrace

Infantry

20x20