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| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Tyrion | 5 | 9 | 0+ | 4(7) | 3 | 3 | 10 | 5 | 10 | |
| Malhandir | 10 | 4 | 0 | 4 | 3 | 1 | 5 | 2 | 7 | Vanguard |
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… Show moreHits 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. Show less
Dragon Armour (see the mundane Dragon Armour above). The Dragon Armour of Aenarion grants Tyrion a 1+ armour save and a Ward save (4+).
Gives Tyrion the Magic Resistance (2) special rule. In addition, if Tyrion suffers an unsaved Wound that would kill him (including via Killing Blow, Heroic Killing Blow or Multiple Wounds), roll a D6… Show moreGives Tyrion the Magic Resistance (2) special rule. In addition, if Tyrion suffers an unsaved Wound that would kill him (including via Killing Blow, Heroic Killing Blow or Multiple Wounds), roll a D6 before removing him as a casualty; on a 2+ Tyrion negates the Wound and the Heart of Avelorn is destroyed. Otherwise he is removed as a casualty as normal. Show less
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Teclis | 5 | 3 | 4+ | 2 | 2 | 3 | 5 | 1 | 10 |
All hits from the Sword of Teclis wound on a 2+, and Wounds caused by it Ignores Armour saves.
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: used at the start of any of Teclis' Magic phases, a bonus power… Show moreGives Teclis 1 extra Power and Dispel dice in each Magic phase. Once per game, the Moon Staff of Lileath can unleash its full power: used at the start of any of Teclis' Magic phases, a bonus power dice is added to every casting attempt that phase (at least one normal Power dice must be used); or, if Teclis suffers a Miscast, he can choose to ignore it before rolling on the Miscast table. Either way, the staff ceases to provide any additional dice for the rest of the battle. Show less
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… Show moreFollows 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. Show less
Allows Teclis to re-roll the result of any randomised spell effects (such as the number of hits inflicted by a magic missile).
Wizard Level 4
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Alarielle the Radiant | 5 | 4 | 3+ | 3 | 3 | 3 | 6 | 1 | 10 |
Grants Alarielle the Radiant and her unit a Ward save (5+) against any mundane attacks.
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… Show moreAt 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. Show less
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… Show moreUsed 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. Show less
Wizard Level 4
May choose from:
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Eltharion the Grim | 5 | 8 | 0+ | 4(5) | 3 | 3 | 8(9) | 4 | 10 | |
| Stormwing | 6 | 5 | 0 | 5 | 5 | 4 | 5 | 4 | 8 | Fly (8), Stomp, Terror |
Attacks made with the Fangsword are resolved at +2 Strength and Ignores Armour saves.
6+ armour save. Grants Eltharion a Ward save (5+). In addition, Eltharion may re-roll any failed Leadership-based test.
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… Show moreGrants 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 (chosen the same way any other Lore-choice Wizard picks). Show less
Wizard Level 2
May choose from:
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Alith Anar | 5 | 7 | 0+ | 4 | 3 | 3 | 9 | 4 | 10 |
Alith Anar and his unit have the Swiftstride special rule.
Bolt Thrower. 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. Alith Anar can shoot the Moonbow… Show moreBolt Thrower. 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. Alith Anar can shoot the Moonbow even if he moves (but not if he marches). Show less
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.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Imrik | 5 | 8 | 0+ | 4(7) | 3 | 3 | 9(11) | 4 | 10 | |
| Minaithir | 6 | 7 | 0 | 7 | 7 | 7 | 2 | 6 | 9 | Fly (7), Natural Armour (3+), Fiery Breath, Stomp, Terror |
Lance. When charging, Imrik gains an additional Strength Bonus (1) beyond a normal Lance's, for a total Strength Bonus (3), and Ignores Armour saves -- both only apply in the turn Imrik charges,… Show moreLance. When charging, Imrik gains an additional Strength Bonus (1) beyond a normal Lance's, for a total Strength Bonus (3), and Ignores Armour saves -- both only apply in the turn Imrik charges, against the unit he charged. Show less
Grants the wearer a 2+ armour save. In addition, grants the bearer the Ward Save (6+) and Immunity (Flaming Attacks) special rules.
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… Show moreAt 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. Show less
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Belannaer the Wise | 5 | 6 | 2+ | 4 | 3 | 3 | 9 | 3 | 10 |
This blade has the Ignores Armour saves special rule against non-magical armour, but magic armours work as normal. In addition, once per battle, at the beginning of any close combat phase, Belannaer… Show moreThis blade has the Ignores Armour saves special rule against non-magical armour, but magic armours work 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 gains +D6 Attacks with the Flaming Attacks special rule that turn. Show less
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 verse of the book, lasting for the rest of the game unless the Book is destroyed or nullified. The Verse of Rebirth: if Belannaer is ever killed,… Show moreAt the beginning of the battle Belannaer may read one verse of the book, lasting for the rest of the game unless the Book is destroyed or nullified. The Verse of Rebirth: if Belannaer is ever killed, he immediately bursts into flames causing a Flaming Strength 6 hit on each model (friend or foe) in base-to-base contact with him, and returns to life with D3 Wounds -- he may be positioned in any High Elf unit on the battlefield; does not apply if caught in pursuit; one use only. The Verse of Flame Eternal: allows Belannaer to automatically cast one of his spells without using any power dice once per Magic phase; can still be dispelled as normal, at a Power Level of 5. The Verse of Destruction: doubles the Strength of Belannaer, giving him an effective Strength of 8. Show less
Wizard Level 3
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Sea Lord Aislinn | 5 | 7 | 0+ | 4 | 3 | 3 | 8 | 3 | 10 | |
| Lothern Skycutter | 0 | 0 | 0 | 5(6) | 4 | 4 | 0(1) | 0 | 0 | Fly (8), Impact Hits (D6), Martial Prowess, Valour of Ages |
| Sea Guard (Lothern Skycutter, Mount) | 0 | 4 | 3+ | 3 | 0 | 0 | 5 | 1 | 8 | |
| Swiftfeather Roc | 0 | 5 | 0 | 4 | 0 | 0 | 4 | 2 | 0 |
Bolt Thrower. Aislinn can shoot the bow even if he moves (but not if he marches).
Confers a 6+ armour save. In addition, the wearer gains the River Strider special rule.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Prince | 5 | 7 | 0+ | 4 | 3 | 3 | 8 | 4 | 10 | |
| Ithilmar Barded Elven Steed | 9 | 3 | 0 | 3 | 3 | 1 | 4 | 1 | 5 | Vanguard |
| Pegasus | 8 | 3 | 0 | 4 | 4 | 2 | 4 | 2 | 6 | Fly (9) |
| Great Eagle | 2 | 5 | 0 | 4 | 4 | 3 | 4 | 3 | 8 | Fly (9), Natural Flyer, Fear |
| Tiranoc Chariot | 0 | 0 | 0 | 5(6) | 4 | 4 | 0(1) | 0 | 0 | Impact Hits (D6), Martial Prowess, Valour of Ages |
| Charioteers (Tiranoc Chariot) | 0 | 4 | 3+ | 3 | 0 | 0 | 5 | 1 | 8 | |
| Elven Steeds (Tiranoc Chariot) | 0 | 3 | 0 | 3 | 0 | 0 | 4 | 1 | 0 | |
| Lion Chariot of Chrace | 0 | 0 | 0 | 5(6) | 4 | 4 | 0(-2) | 0 | 0 | Fear, Impact Hits (D6), Stubborn, Martial Prowess, Valour of Ages |
| White Lions (Lion Chariot of Chrace) | 0 | 5 | 3+ | 4 | 0 | 0 | 5 | 1 | 9 | |
| War Lions (Lion Chariot of Chrace) | 0 | 4 | 0 | 5 | 0 | 0 | 4 | 2 | 0 | |
| Griffon | 6 | 5 | 0 | 5 | 5 | 4 | 5 | 4 | 7 | Fly (8), Stomp, Terror |
| Sun Dragon | 6 | 5 | 0 | 5 | 5 | 5 | 4 | 4 | 7 | Fly (7), Natural Armour (3+), Fiery Breath, Stomp, Terror |
| Moon Dragon | 6 | 6 | 0 | 6 | 6 | 6 | 3 | 5 | 8 | Fly (7), Natural Armour (3+), Fiery Breath, Stomp, Terror |
| Star Dragon | 6 | 7 | 0 | 7 | 7 | 7 | 2 | 6 | 9 | Fly (7), Natural Armour (3+), Fiery Breath, Stomp, Terror |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
The +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the… Show moreThe +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the usual "Parry cannot be used by mounted models" restriction for that one turn only. This applies both to mounted attackers and mounted defenders with a shield. Show less
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
Follows the rules for a Longbow. Multiple Shots (2) only applies in turns the model has not moved. Cannot be used as a charge reaction.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Great Eagle | 2 | 5 | 0 | 4 | 4 | 3 | 4 | 3 | 8 |
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Tiranoc Chariot | 0 | 0 | 0 | 5(6) | 4 | 4 | 0(1) | 0 | 0 | |
| Charioteers (Tiranoc Chariot) | 0 | 4 | 3+ | 3 | 0 | 0 | 5 | 1 | 8 | |
| Elven Steeds (Tiranoc Chariot) | 0 | 3 | 0 | 3 | 0 | 0 | 4 | 1 | 0 |
Follows the rules for a Bow. Multiple Shots (2) only applies in turns the model has not moved. Cannot be used as a charge reaction.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Lion Chariot of Chrace | 0 | 0 | 0 | 5(6) | 4 | 4 | 0(-2) | 0 | 0 | |
| White Lions (Lion Chariot of Chrace) | 0 | 5 | 3+ | 4 | 0 | 0 | 5 | 1 | 9 | |
| War Lions (Lion Chariot of Chrace) | 0 | 4 | 0 | 5 | 0 | 0 | 4 | 2 | 0 |
Great Weapon. White Lions may make use of one of the following special rules in close combat in the situations described: Lion Rampant (choosing Hold as a charge reaction), Lion Leaping (when… Show moreGreat Weapon. White Lions may make use of one of the following special rules in close combat in the situations described: Lion Rampant (choosing Hold as a charge reaction), Lion Leaping (when charging), Lion Claw (fighting Monstrous Infantry/Beasts/Cavalry). Show less
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Arch Mage | 5 | 4 | 3+ | 3 | 3 | 3 | 5 | 1 | 9 | |
| Great Eagle | 2 | 5 | 0 | 4 | 4 | 3 | 4 | 3 | 8 | Fly (9), Natural Flyer, Fear |
| Sun Dragon | 6 | 5 | 0 | 5 | 5 | 5 | 4 | 4 | 7 | Fly (7), Natural Armour (3+), Fiery Breath, Stomp, Terror |
| Moon Dragon | 6 | 6 | 0 | 6 | 6 | 6 | 3 | 5 | 8 | Fly (7), Natural Armour (3+), Fiery Breath, Stomp, Terror |
| Elven Steed | 9 | 3 | 0 | 3 | 3 | 1 | 4 | 1 | 5 | Vanguard |
| Unicorn | 10 | 4 | 0 | 4 | 4 | 2 | 5 | 2 | 8 | Magical Attacks, Magic Resistance (2), Impale, Vanguard |
Wizard Level 3 (may be upgraded to Level 4 for +35 pts)
May choose from:
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Lord of Aenarion | 5 | 8 | 0+ | 4 | 3 | 3 | 9 | 5 | 10 | |
| Ithilmar Barded Elven Steed | 9 | 3 | 0 | 3 | 3 | 1 | 4 | 1 | 5 | Vanguard |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
The +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the… Show moreThe +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the usual "Parry cannot be used by mounted models" restriction for that one turn only. This applies both to mounted attackers and mounted defenders with a shield. Show less
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Loremaster of Hoeth | 5 | 6 | 3+ | 4(5) | 3 | 3 | 7(5) | 3 | 9 |
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
Wizard Level 2
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Korhil | 5 | 6 | 1+ | 4(6) | 3 | 2 | 7 | 3(4) | 9 | |
| Lion Chariot of Chrace | 0 | 0 | 0 | 5(6) | 4 | 4 | 0(-2) | 0 | 0 | Fear, Impact Hits (D6), Stubborn, Martial Prowess, Valour of Ages |
| White Lions (Lion Chariot of Chrace) | 0 | 5 | 3+ | 4 | 0 | 0 | 5 | 1 | 9 | |
| War Lions (Lion Chariot of Chrace) | 0 | 4 | 0 | 5 | 0 | 0 | 4 | 2 | 0 |
Two hand weapons. Close combat attacks made with Chayal are resolved at +2 Strength and have the Killing Blow special rule.
Armour: 1, Missiles: 2, Immunity (Poisoned Attacks).
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Caradryan | 5 | 6 | 1+ | 4(5) | 3 | 2 | 7 | 3 | 9 | |
| Ashtari | 2 | 6 | 0 | 6 | 6 | 5 | 3 | 5 | 9 | Fly (8), Ice Attacks, Magical Attacks, Natural Armour (5+), Attuned to Magic, Blizzard Aura, Stomp, Terror |
Polearm. Close combat attacks made with the Phoenix Blade have the Flaming Attacks and Multiple Wounds (D3) special rules.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Selafyn | 5 | 6 | 1+ | 4 | 3 | 2 | 7 | 3 | 9 |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
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+).
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Noble | 5 | 6 | 1+ | 4 | 3 | 2 | 7 | 3 | 9 | |
| Ithilmar Barded Elven Steed | 9 | 3 | 0 | 3 | 3 | 1 | 4 | 1 | 5 | Vanguard |
| Pegasus | 8 | 3 | 0 | 4 | 4 | 2 | 4 | 2 | 6 | Fly (9) |
| Great Eagle | 2 | 5 | 0 | 4 | 4 | 3 | 4 | 3 | 8 | Fly (9), Natural Flyer, Fear |
| Tiranoc Chariot | 0 | 0 | 0 | 5(6) | 4 | 4 | 0(1) | 0 | 0 | Impact Hits (D6), Martial Prowess, Valour of Ages |
| Charioteers (Tiranoc Chariot) | 0 | 4 | 3+ | 3 | 0 | 0 | 5 | 1 | 8 | |
| Elven Steeds (Tiranoc Chariot) | 0 | 3 | 0 | 3 | 0 | 0 | 4 | 1 | 0 | |
| Lion Chariot of Chrace | 0 | 0 | 0 | 5(6) | 4 | 4 | 0(-2) | 0 | 0 | Fear, Impact Hits (D6), Stubborn, Martial Prowess, Valour of Ages |
| White Lions (Lion Chariot of Chrace) | 0 | 5 | 3+ | 4 | 0 | 0 | 5 | 1 | 9 | |
| War Lions (Lion Chariot of Chrace) | 0 | 4 | 0 | 5 | 0 | 0 | 4 | 2 | 0 |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
The +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the… Show moreThe +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the usual "Parry cannot be used by mounted models" restriction for that one turn only. This applies both to mounted attackers and mounted defenders with a shield. Show less
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
Follows the rules for a Longbow. Multiple Shots (2) only applies in turns the model has not moved. Cannot be used as a charge reaction.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Mage | 5 | 4 | 3+ | 3 | 3 | 2 | 5 | 1 | 8 | |
| Elven Steed | 9 | 3 | 0 | 3 | 3 | 1 | 4 | 1 | 5 | Vanguard |
| Unicorn | 10 | 4 | 0 | 4 | 4 | 2 | 5 | 2 | 8 | Magical Attacks, Magic Resistance (2), Impale, Vanguard |
Wizard Level 1 (may be upgraded to Level 2 for +35 pts)
May choose from:
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Anointed of Asuryan | 5 | 6 | 1+ | 4(5) | 3 | 2 | 7 | 3 | 9 | |
| Flamespyre Phoenix | 2 | 5 | 0 | 5 | 5 | 5 | 4 | 3 | 8 | Flaming Attacks, Fly (8), Immunity (Flaming Attacks), Magical Attacks, Attuned to Magic, Phoenix Reborn, Wake of Fire, Stomp, Terror |
| Frostheart Phoenix | 2 | 6 | 0 | 5 | 6 | 5 | 3 | 4 | 9 | Fly (8), Ice Attacks, Magical Attacks, Natural Armour (5+), Attuned to Magic, Blizzard Aura, Stomp, Terror |
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Flamespyre Phoenix | 2 | 5 | 0 | 5 | 5 | 5 | 4 | 3 | 8 |
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Frostheart Phoenix | 2 | 6 | 0 | 5 | 6 | 5 | 3 | 4 | 9 |
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Lothern Sea Helm | 5 | 5 | 2+ | 4(5) | 3 | 2 | 6(7) | 2 | 9 | |
| Lothern Skycutter | 0 | 0 | 0 | 5(6) | 4 | 4 | 0(1) | 0 | 0 | Fly (8), Impact Hits (D6), Martial Prowess, Valour of Ages |
| Sea Guard (Lothern Skycutter, Mount) | 0 | 4 | 3+ | 3 | 0 | 0 | 5 | 1 | 8 | |
| Swiftfeather Roc | 0 | 5 | 0 | 4 | 0 | 0 | 4 | 2 | 0 |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
Follows the rules for a Bow. Multiple Shots (2) only applies in turns the model has not moved. Cannot be used as a charge reaction.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Dragon Mage of Caledor | 5 | 4 | 3+ | 3 | 3 | 2 | 6 | 2 | 8 | |
| Sun Dragon | 6 | 5 | 0 | 5 | 5 | 5 | 4 | 4 | 7 | Fly (7), Natural Armour (3+), Fiery Breath, Stomp, Terror |
Wizard Level 1 (may be upgraded to Level 2 for +35 pts)
Uses:
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Mistweaver | 5 | 4 | 3+ | 3 | 3 | 2 | 6 | 2 | 8 |
Wizard Level 1 (may be upgraded to Level 2 for +35 pts)
Uses:
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Archers | 5 | 4 | 3+ | 3 | 3 | 1 | 5 | 1 | 8 | |
| Hawkeye | 5 | 4 | 2+ | 3 | 3 | 1 | 5 | 1 | 8 |
Follows the rules for a Longbow. Multiple Shots (2) only applies in turns the model has not moved. Cannot be used as a charge reaction.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Spearmen | 5 | 4 | 3+ | 3(4) | 3 | 1 | 5(6) | 1 | 8 | |
| Sentinel | 5 | 4 | 3+ | 3(4) | 3 | 1 | 5(6) | 2 | 8 |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Warriors | 5 | 4 | 3+ | 3 | 3 | 1 | 5 | 1 | 8 | |
| Custodian | 5 | 4 | 3+ | 3 | 3 | 1 | 5 | 2 | 8 |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Lothern Sea Guard | 5 | 4 | 3+ | 3(4) | 3 | 1 | 5(6) | 1 | 8 | |
| Sea Master | 5 | 4 | 3+ | 3(4) | 3 | 1 | 5(6) | 2 | 8 |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
Follows the rules for a Bow. Multiple Shots (2) only applies in turns the model has not moved. Cannot be used as a charge reaction.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Silver Helms | 5 | 4 | 3+ | 3(5) | 3 | 1 | 5(7) | 1 | 8 | |
| High Helm | 5 | 4 | 3+ | 3(5) | 3 | 1 | 5(7) | 2 | 8 | |
| Ithilmar Barded Elven Steed | 9 | 3 | 0 | 3 | 3 | 1 | 4 | 1 | 5 | Vanguard |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
The +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the… Show moreThe +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the usual "Parry cannot be used by mounted models" restriction for that one turn only. This applies both to mounted attackers and mounted defenders with a shield. Show less
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Reaver Knights | 5 | 4 | 3+ | 3 | 3 | 1 | 5 | 1 | 8 | |
| Harbinger | 5 | 4 | 3+ | 3 | 3 | 1 | 5 | 2 | 8 | |
| Elven Steed | 9 | 3 | 0 | 3 | 3 | 1 | 4 | 1 | 5 | Vanguard |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
Infantry: +1 Initiative, +1 Extra Rank, +1 Strength when charged. Cavalry: +1 Initiative, +1 Strength on Charge
Follows the rules for a Bow. Multiple Shots (2) only applies in turns the model has not moved. Cannot be used as a charge reaction.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Swordmasters of Hoeth | 5 | 6 | 3+ | 3(4) | 3 | 1 | 6(4) | 2 | 8 | |
| Bladelord | 5 | 6 | 3+ | 3(4) | 3 | 1 | 6(4) | 3 | 8 |
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| White Lions of Chrace | 5 | 5 | 3+ | 4(5) | 3 | 1 | 5(3) | 1 | 9 | |
| Guardian | 5 | 5 | 3+ | 4(5) | 3 | 1 | 5(3) | 2 | 9 |
Great Weapon. White Lions may make use of one of the following special rules in close combat in the situations described: Lion Rampant (choosing Hold as a charge reaction), Lion Leaping (when… Show moreGreat Weapon. White Lions may make use of one of the following special rules in close combat in the situations described: Lion Rampant (choosing Hold as a charge reaction), Lion Leaping (when charging), Lion Claw (fighting Monstrous Infantry/Beasts/Cavalry). Show less
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Dragon Princes of Caledor | 5 | 5 | 3+ | 3(5) | 3 | 1 | 6(8) | 2 | 9 | |
| Drakemaster | 5 | 5 | 3+ | 3(5) | 3 | 1 | 6(8) | 3 | 9 | |
| Ithilmar Barded Elven Steed | 9 | 3 | 0 | 3 | 3 | 1 | 4 | 1 | 5 | Vanguard |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
The +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the… Show moreThe +2 Initiative and Strength Bonus only apply in the turn the model charges, and only against the unit it charged. A Shield's Parry save may be used on the turn this model charges, waiving the usual "Parry cannot be used by mounted models" restriction for that one turn only. This applies both to mounted attackers and mounted defenders with a shield. Show less
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Shadow Warriors | 5 | 4 | 2+ | 3 | 3 | 1 | 6 | 1 | 8 | |
| Shadow Walker | 5 | 4 | 1+ | 3 | 3 | 1 | 6 | 1 | 8 |
Follows the rules for a Longbow. Multiple Shots (2) only applies in turns the model has not moved. Cannot be used as a charge reaction.
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Sisters of Avelorn | 5 | 4 | 2+ | 3 | 3 | 1 | 6 | 1 | 8 | |
| High Sister | 5 | 4 | 1+ | 3 | 3 | 1 | 6 | 1 | 8 |
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.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Eagle Claw Bolt Thrower | 0 | 0 | 0 | 0 | 7 | 0 | 0 | 0 | 0 | |
| Sea Guard Crew | 5 | 4 | 3+ | 3 | 3 | 1 | 5 | 1 | 8 |
The Eagle Claw can fire either as an ordinary bolt thrower (Range 36", Strength 4, Armour Piercing (1), Multiple Wounds (D3)) or instead fire six smaller repeating bolts at this profile -- unlike… Show moreThe Eagle Claw can fire either as an ordinary bolt thrower (Range 36", Strength 4, Armour Piercing (1), Multiple Wounds (D3)) or instead fire six smaller repeating bolts at this profile -- unlike firing a single bolt, repeating bolts do not pierce ranks. Show less
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Phoenix Guard | 5 | 5 | 3+ | 3(4) | 3 | 1 | 6 | 1 | 9 | |
| Keeper of the Flame | 5 | 5 | 3+ | 3(4) | 3 | 1 | 6 | 2 | 9 |
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Handmaidens of the Everqueen | 5 | 5 | 2+ | 3(4) | 3 | 1 | 6(7) | 1 | 9 | |
| Queen's Guard | 5 | 5 | 2+ | 3(4) | 3 | 1 | 6(7) | 2 | 9 |
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.
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… Show moreThe 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. Show less
(rules text and points cost not provided in the source material for this character-specific item)
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Lothern Skycutter | 0 | 0 | 0 | 5(6) | 4 | 4 | 0(1) | 0 | 0 | |
| Swiftfeather Roc | 0 | 5 | 0 | 4 | 0 | 0 | 4 | 2 | 0 | |
| Sea Guard (Lothern Skycutter) | 0 | 4 | 3+ | 3 | 0 | 0 | 5 | 1 | 8 |
Follows the rules for a Bow. Multiple Shots (2) only applies in turns the model has not moved. Cannot be used as a charge reaction.
Fired by one of the Lothern Skycutter's crew in place of his bow, even if the Skycutter moves.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Merwyrm | 6 | 6 | 0 | 5 | 5 | 5 | 3 | 5 | 7 |
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