Wood Elf Realms

Named Characters
Characters
Core
Special
Rare
Models

Magic Weapons
Magic Armour
Magic Standards
Enchanted Items
Arcane Items
Talismans
Equipment

Special Rules

Named Characters

Araloth, Lord of Talsyn

MWSBSSTWIALdPoints
Araloth, Lord of Talsyn5874338410150
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Command [pick 0-1]

Default Equipment

Special Rules

Orion, the King in the Woods

MWSBSSTWIALdPoints
Hound of Orion940441416-
Orion, the King in the Woods9865558510455
Troop Type
Monstrous infantry (named character, Orion)
Base Size
25 x 50 mm
Unit Size
3*

Command [pick 0-1]

Default Equipment

Special Rules

Characters

Branchwraiths

MWSBSSTWIALdPoints
Branchwraiths56644262880
Troop Type
Regular Infantry
Base Size
30 x 30 mm
Unit Size
1

Command [pick 0-1]

Equipment [pick 0-1]

Lores of Magic [pick 1, required]

Wizard Level [pick 1, required]

Default Equipment

Special Rules

Glade Captain

MWSBSSTWIALdPoints
Glade Captain56643253970
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Command [pick 0-1]

Equipment [pick 0-1]

Mounts [pick 0-1]

Other Options

Default Equipment

Special Rules

Glade Lord

MWSBSSTWIALdPoints
Glade Lord5774336410135
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Command [pick 0-1]

Equipment [pick 0-1]

Mounts [pick 0-1]

Other Options

Default Equipment

Special Rules

Shadowdancers

MWSBSSTWIALdPoints
Shadowdancers58643273885
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Equipment [pick 0-1]

Wizard Level [pick 0-1]

Default Equipment

Special Rules

Spellsinger

MWSBSSTWIALdPoints
Spellsinger54433241880
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Command [pick 0-1]

Lores of Magic [pick 1, required]

Mounts [pick 0-1]

Wizard Level [pick 1, required]

Other Options

Default Equipment

Special Rules

Spellweaver

MWSBSSTWIALdPoints
Spellweaver544333428155
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Command [pick 0-1]

Lores of Magic [pick 1, required]

Mounts [pick 0-1]

Wizard Level [pick 1, required]

Other Options

Default Equipment

Special Rules

Treemen Ancients

MWSBSSTWIALdPoints
Treemen Ancients5555662310265
Troop Type
Behemoth
Base Size
50 x 75 mm
Unit Size
1

Command [pick 0-1]

Lores of Magic [pick 1, required]

Wizard Level [pick 1, required]

Default Equipment

Special Rules

Restrictions

Waystalkers

MWSBSSTWIALdPoints
Waystalkers56743252885
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Command [pick 0-1]

Other Options

Default Equipment

Special Rules

Core

Deepwood Scouts

MWSBSSTWIALdPoints
Deepwood Scouts54433141813
Lord's Bowman544331418-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
5+

Command

Default Equipment

Special Rules

Restrictions

Dryads

MWSBSSTWIALdPoints
Dryads64434142813
Nymph644341428-
Troop Type
Regular Infantry
Base Size
30 x 30 mm
Unit Size
5+

Command

Default Equipment

Special Rules

Eternal Guard

MWSBSSTWIALdPoints
Eternal Guard55433141912
Eternal Warden554331419-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
5+

Equipment

Command

Unit Options

Default Equipment

Special Rules

Glade Guard

MWSBSSTWIALdPoints
Glade Guard54433141810
Lord's Bowman544331418-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
5+

Command

Unit Options

Default Equipment

Special Rules

Glade Riders

MWSBSSTWIALdPoints
Glade Riders-4433141817
Elven Steed93-3--41--
Glade Knight-44331418-
Troop Type
Light Cavalry
Base Size
30 x 60 mm
Unit Size
5+

Unit Options

Command

Default Equipment

Special Rules

Restrictions

Special

Deepwood Scouts

MWSBSSTWIALdPoints
Deepwood Scouts54433141813
Lord's Bowman544331418-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
5+

Command

Default Equipment

Special Rules

Restrictions

Sisters Of The Thorn

MWSBSSTWIALdPoints
Sisters of the Thorn-4533141922
Handmaiden of the Thorn-45331419-
Troop Type
Light Cavalry
Base Size
30 x 60 mm
Unit Size
5+

Command

Default Equipment

Special Rules

Tree Kin

MWSBSSTWIALdPoints
Tree Kin54445333851
Elder544453338-
Troop Type
Monstrous Infantry
Base Size
50 x 50 mm
Unit Size
2+

Command

Default Equipment

Special Rules

Restrictions

Wardancers

MWSBSSTWIALdPoints
Wardancers56433161816
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
5+

Command [pick 0-1]

Equipment [pick 0-1]

Default Equipment

Special Rules

Warhawk Riders

MWSBSSTWIALdPoints
Warhawk Riders-4434241844
Warhawk23-4--42--
Wind Rider-44342418-
Troop Type
Monstrous Cavalry
Base Size
50 x 50 mm
Unit Size
3+

Command

Other Options

Default Equipment

Special Rules

Restrictions

Wild Riders

MWSBSSTWIALdPoints
Wild Riders-5443151926
Wild Hunter-54431519-
Troop Type
Light Cavalry
Base Size
30 x 60 mm
Unit Size
5+

Equipment

Command

Default Equipment

Special Rules

Wildwood Rangers

MWSBSSTWIALdPoints
Wildwood Rangers55433141914
Wildwood Warden554331419-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
5+

Equipment

Command

Default Equipment

Special Rules

Rare

Great Eagles

MWSBSSTWIALdPoints
Great Eagle250443436-
Troop Type
Monstrous Creature
Base Size
50 x 50 mm
Unit Size
1

Other Options

Default Equipment

Special Rules

Restrictions

Treemen

MWSBSSTWIALdPoints
Treemen564565259215
Troop Type
Behemoth
Base Size
50 x 50 mm
Unit Size
1

Default Equipment

Special Rules

Waywatchers

MWSBSSTWIALdPoints
Waywatchers54533151816
Sentinel545331518-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
5+

Command

Unit Options

Default Equipment

Special Rules

Wood Elf Beast Packs

MWSBSSTWIALdPoints
Beast Keeper54433141811
Bear of Loren54-44232620
Deepwood Hound94-3313158
Forest Cat74-3314156
Sylvan Boar63-44131511
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1+

Beast Pack

Other Options

Default Equipment

Special Rules

Restrictions

Models

Elven Steed

MWSBSSTWIALdPoints
Elven Steed93-3--41-+14
Troop Type
Light Cavalry
Base Size
30 x 60 mm

Default Equipment

Forest Dragon

MWSBSSTWIALdPoints
Forest Dragon66-7(+3)(+6)46-0
Troop Type
Behemoth
Base Size
60 x 100 mm

Default Equipment

Special Rules

Great Eagle

MWSBSSTWIALdPoints
Great Eagle250443436+60
Troop Type
Monstrous Creature
Base Size
50 x 50 mm

Default Equipment

Great Stag

MWSBSSTWIALdPoints
Great Stag84-5(+1)(+1)42-+50
Troop Type
Monstrous Cavalry
Base Size
50 x 50 mm

Default Equipment

Special Rules

Unicorn

MWSBSSTWIALdPoints
Unicorn104-4-(+1)52-+35
Troop Type
Monstrous Cavalry
Base Size
40 x 60 mm

Default Equipment

Special Rules

Warhawk

MWSBSSTWIALdPoints
Warhawk23-4--42-+30
Troop Type
Monstrous Cavalry
Base Size
50 x 50 mm

Default Equipment


Magic Items

Magic Weapons

Asyendi's Bane (10 pts)

RangeStrengthAPSpecial Rules
32"S-Armour Bane (1), Magical Attacks, Quick Shot

Asyendi’s Bane counts as an Asrai longbow. The wielder of Asyendi’s Bane may re-roll a single failed roll To Hit made during the Shooting phase. However, if the re-roll also fails to hit, the wielder suffers a single Strength 3 hit with an AP of -.

Blades of Endless Flame (25 pts)

RangeStrengthAPSpecial Rules
CombatS-1Extra Attacks (1), Flaming Attacks, Magical Attacks

No description available.

Blades of Loec (45 pts)

RangeStrengthAPSpecial Rules
CombatS-Extra Attacks (+D3), Magical Attacks, Requires Two Hands

The wielder of the Blades of Loec may re-roll any failed rolls To Wound.

Bow of Loren (40 pts)

RangeStrengthAPSpecial Rules
32"S-Armour Bane (1), Magical Attacks

The Bow of Loren counts as an [Asrai Longbow]. The wielder of the Bow of Loren may make a number of shooting attacks equal to their Attacks characteristic, rather than the usual one. The model does not suffer any modifier for firing multiple shots.

Daith's Reaper (40 pts)

RangeStrengthAPSpecial Rules
CombatS+1-1Magical Attacks

Enemy models must re-roll any successful Armour Save rolls against wounds caused by this weapon.

Spear of Twilight (65 pts)

RangeStrengthAPSpecial Rules
CombatS-2Killing Blow, Magical Attacks

When the wielder of the Spear of Twilight makes a roll To Wound, a roll of 3+ is always a success, regardless of the target’s Toughness.

Vaul's Wrath (55 pts)

RangeStrengthAPSpecial Rules
32"S+1-2Flaming Attacks, Magical Attacks, Multiple Wounds (2)

Once per game, unless the wielder moved during the previous Movement phase, Vaul's Wrath can be shot like a bolt thrower, using the 'Through & Through' special rule

Magic Armour

Cloak of Tumbling Leaves (30 pts)

Models whose troop type is 'regular infantry' or 'heavy infantry' only. The Cloak of Tumbling Leaves is a suit of light armour. In addition, its wearer has the Fly (10) and Swiftstride special rule. However, the wearer cannot join a unit.

Helm of the Hunt (50 pts)

May be worn with other armour. The wearer of the Helm of the Hunt improves their armour value by 1 (to a maximum of 2+). In addition the wearer has a +1 modifier to both their Weapon Skill and Attacks characteristic during a turn in which they charge.

Mantle of Rebirth (40 pts)

The Mantle of Rebirth is a suit of light armour. In addition, its wearer has the Regeneration (5+) special rule.

Railarian's Mantle (35 pts)

Railarian's Mantle is a suit of light armour. In addition, whilst its wearer is within 6" of a woodland terrain feature, they have a 4+ Ward save against any wounds suffered.

Magic Standards

A unit carrying the Banner of Midsummer's Eve gains the [Ignore Cover] special rule.

A unit carrying the Banner of Springtide gains the Quick Shot special rule.

When calculating its combat result, a unit carrying the Banner of the Eternal Queen may claim an additional bonus of +1 combat result point if it is within 6" of a woodland terrain feature.

A unit carrying the Banner of the Hunter King gains the Vanguard special rule.

A unit carrying the Banner of the Wildwood gains the Fear special rule. If the unit already has the Fear special rule, it instead gains the Terror special rule.

Standard of the Morning's Chill (25 pts)

The bearer of the Standard of Morning's Chill can cast the Swirling Mists spell from the Lore of the Wilds as a Bound Spell, with a Power Level of 2.

Enchanted Items

Blight-Tipped Arrows (15 pts)

Single Use. Models with Asrai longbow only. A Blight-Tipped Arrow can be fired as normal from the bearer's Asrai Longbow. If an enemy model suffers an unsaved wound from a Blight-Tipped Arrow, at the beginning of each subsequent Start of Turn sub-phase that model must make a Toughness test. If the test is failed, the model immediately suffers a single wound with nor armour or Regeneration saves permitted (Ward saves may be attempted as normal).

Crown of Antlers (35 pts)

The Crown of Antlers gives its wearer the Armour Bane (1) and Impact Hits (D3) special rule. This Impact Hit has an Armour Piercing characteristic of -2.

Hail of Doom Arrow (35 pts)

Single use. Models with Asrai Longbow only. A Hail of Doom Arrow can be fired as normal from the bearer's Asrai Longbow. If the roll To Hit is successful, place a small (3") blast template so that its central hole is directly over the centre of the target unit. Any model whose base lies underneath the template risks being hit and suffering a single Strength 4 hit with an AP of -1 and the Magical Attacks special rule.

Moonstone of the Hidden Ways (30 pts)

Single Use. The wearer of the Moonstone of the Hidden Ways may cast the Forest Walker spell from the Lore of Athel Loren as a Bound spell with a Power Level of 3.

Wailing Arrow (20 pts)

Single use. Models with Asrai Longbow only. A Wailing Arrow can be fired as normal from the bearer's Asrai Longbow. A unit that suffers an unsaved wound from this shot must make a Panic test as if it had taken heavy casualties.

Wraithstone (50 pts)

Unless the bearer of the Wraithstone is fleeing, enemy units suffer a -1 modfifier to their Leadership characteristic (to a minimum of 2) whilst within 6" of the bearer.

Arcane Items

Deepwood Sphere (45 pts)

Unless the bearer of the Deepwood Sphere is fleeing or engaged in combat, they may use it when an enemy Wizard that is within 6" of a woodland terrain feature succesfully casts a spell. If they do sim no dispel attempt can be made and the spell is cast as normal. Once the spell has been resolved, the enemy Wizard immediately suffers D3 Strength 4 hits each with and AP of -1

Heartwood Pendant (15 pts)

In addition to the Lores of Magic they may normally know spell from, the bearer of a Heartwood Pendant may know spells from the Lore of the Wilds.

Oaken Stave (40 pts)

Whilst within 3" of a woodland terrain feature, the bearer of the Oaken Stave increases their Dispel range by 3". Additionally, shilst within 3"of a woodland terrain feature, the bearer may roll an extra D6 when making the Dispel roll and discard the lowest result.

Orb of Midsummer (35 pts)

Once per turn, the bearer of the Orb of Midsummer may re-roll a Casting roll.

Sigil of the Mage Queen (25 pts)

Single Use. The bearer of the Sigil of the Mage Queen may use it before making a Casting roll. If they do, they may apply a +2 modifier to that Casting roll.

Wand of Wych Elm (30 pts)

Once per turn, if they are within 3" of a woodland terrain feature, the bearer of the Wand of Wych Elm may re-roll a failed Casting roll.

Talismans

Ariel's Favour (30 pts)

The bearer of Ariel's Favour has the Magic Resistance (-2) special rule.

Glamourweave (30 pts)

Enemy models must make a Leadership test before making any rolls To Hit against the wearer of the Glamourweave during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.

Merciw's Locus (35 pts)

The Strength characteristic of the bearer of Merciw's Locus cannot be modified by any weapon. However, the Strength characteristic of any model that directs its attacks against the bearer during the Combat phase cannot be modified by any weapon either.

Orion's Favour (25 pts)

Single Use. The bearer of Orion's Favour can re-roll any failed rolls To Hit and/or To Wound made during the Combat phase.

Equipment

Enchanted Items

Cloak of Isha

The Cloak of Isha grants Orion a 5+ Ward save. In addition, during each of your Start of Turn sub-phases, roll a D6. On a roll of 5+, Orion recovers a single Wound lost earlier in the battle.

Horn of the Wild Hunt

Once per game, during the Command sub-phase of his turn, Orion may sound the Horn of the Wild Hunt. If he does, until the end of this turn, friendly units in Orion's Command range gain the Frenzy special rule. A unit may become Frenzied in this way even if it has lost Frenzy earlier in the game.

Magic Weapons

Hawk's Talon

RangeStrengthAPSpecial Rules
30"S-1Magical Attacks, Multiple Shots (D3+1)

Spear of Kurnous

RangeStrengthAPSpecial Rules
18"S+1-2Magical Attacks, Multiple Wounds (D3)

The Spear of Kurnous shoots like a bolt thrower, using the Through & Through special rule.

Spear of Kurnous

RangeStrengthAPSpecial Rules
CombatS+1-2Magical Attacks, Multiple Wounds (D3)

Spear of Talsyn

RangeStrengthAPSpecial Rules
CombatS-1Armour Bane (1), Magical Attacks

Weapon

Asrai Longbow

RangeStrengthAPSpecial Rules
32S-Armour Bane (1), Volley Fire

Asrai Spear

RangeStrengthAPSpecial Rules
CombatS-1Fight in Extra Rank

A model wielding an Asrai spear cannot make a supporting attack during a turn in which it charged. During a turn in which it was charged in its front arc, a model wielding an Asrai spear gains a +1 modifier to its Initiative against the charging unit(s).

Blackbriar Javelines

RangeStrengthAPSpecial Rules
12"S-1Move & Shoot, Quick Shoot

Hunting spear

RangeStrengthAPSpecial Rules
CombatS+1-2Armour Bane (1)

A hunting spear can only be used during a turn in which the wielder charged. In subsequent turns (or if the wielder did not charge) the model must use its hand weapon instead.

Mighty antlers

RangeStrengthAPSpecial Rules
CombatS-1Armour Bane (1)

Oaken fists

RangeStrengthAPSpecial Rules
CombatS-2-

Ranger's Glaive

RangeStrengthAPSpecial Rules
CombatS+2-2Requires Two Hands

Soporific breath

RangeStrengthAPSpecial Rules
N/A2N/ABreath Weapon

No armour save is permitted against wounds caused by soporific breath (Ward and Regeneration saves can be attempted as normal).

Spear of Loec

RangeStrengthAPSpecial Rules
CombatS+1-1Armour Bane (2), Killing Blow

Strangleroots

RangeStrengthAPSpecial Rules
12"S-1Multiple Shots (D6+1)

Trickster's Blades

RangeStrengthAPSpecial Rules
CombatS-Extra Attacks (+D3), Requires Two Hands

Special Rules

Arcane Bodkins

Armour offers no protection against these ensorcelled arrows. An Asrai Longbow with Arcane Bodkins has an AP of -2.

Aspect of the Bear

'Infantry' or 'calvalry' only. A character who adopts the Aspect of the Bear increases their Strength and Toughness characteristic by 1. However, units that have been joined by the Character cannot use that character's Leadership.

Aspect of the Boar

A character who adopts the Aspect of the Boar improves the Armour Piercing characteristics of its weapon(s) by 1 during a turn in which it charged and gains the Impact Hits (1) special rule. However, units that have been joined by the Character cannot use that character's Leadership.

Aspect of the Cat

A character who adopts the Aspect of the Cat gains the Armour Bane (1) special rule and may re-roll any failed rolls To Hit during a challenge. However, units that have been joined by the Character cannot use that character's Leadership.

Aspect of the Hound

A character who adopts the Aspect of the Hound, and any unit they have joined, may re-roll any rolls To hit of a natural 1 during the Combat Phase. However, units that have been joined by the Character cannot use that character's Leadership.

Beguiling Aura

Enemy models must take a Leadership test before making any rolls To Hit against this model during the Combat phase.

If this test is failed, only rolls of natural 6 will hit.

Boldest of the Bold

Araloth ignores all negative modifiers to his Leadership characteristic.

Cleaving Blow

If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a 'Cleaving Blow.' Enemy models whose troops type is 'regular infantry,' 'heavy infantry,' 'light cavalry,' 'heavy cavalry,' or 'war beasts' are not permitted an armour or Regeneration save against a Cleaving blow (Ward saves can be attempted as normal).

Note that if an attack wounds automatically, this special rule cannot be used.

Courage Beyond Compare

If this character joins a unit of Guardians of Talsyn, that unit gains the Immune to Psychology special rule. Should this character leave the unit for any reason, the unit loses this special rule.

Crown of Antlers

Impact Hits caused by a model with this special rule have the Armour Bane (1) special rule and an Armour Piercing characteristic of -1.

Dances of Loec

When this unit’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, choose one of the following Dances of Loec for it to perform. Every model within the unit performs the same Dance:

• Whirling Death: Until the end of this Combat phase, the Armour Piercing characteristic of this unit’s weapons is improved by 2.

• Storm of Blades: Until the end of this Combat phase, this unit gains the Extra Attacks (+1) special rule.

• The Shadows Coil: Until the end of this Combat phase, this unit has a 4+ ward save against any wounds suffered.

• Woven Mist: Any enemy model that directs its attacks against this unit during this Combat phase suffers a -1 modifier to its rolls To Hit.

Note that a Shadowdancer that joins this unit is considered to have this special rule as well.

Daughters of Eternity

Models with this special rule have a 4+ Ward save against any wounds suffered.

Deepwood Covern

A unit of Sisters of the Thorn knows a single, randomly generated spell from either the Battle Magic or Elementalism Lore of Magic. If you wish, this spell may be discarded and the unit may instead select the signature spell of its chosen Lore of Magic. The unit may cast this spell as a Bound spell.

Elven Reflexes

A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat.

Eternal Kindred

'Infantry' only. A character belonging to the Eternal Kindred and any unit they have joined, may re-roll any rolls To Hit of a natural 1 during the Combat phase. In addition, a character belonging to the Eternal Kindred, and any unit they have joined, may re-roll and failed rolls To wound during the Combat phase while within 6" of a special feature.

Favour of the Goddess

Araloth has a 5+ Ward save against any wounds suffered.

Glamour Weave Kindred

Wood Elf Mages only. A character belonging to the Glamour Weave Kindred has a 5+ Ward save and gains the Tree Spirit special rule.

Guardians of the Wildwood

Whilst it is in base contact with an enemy model that causes Fear or Terror, a model with this special rule gains a +1 modifier to its Attacks characteristics (to a maximum of 10) and the Multiple Wounds (2) special rule.

Hagbane Tips

Even a scratch from an arrow dipped in Hagbane sap can prove fatal. An Asrai Longbow with Hagbane Tips has the Poisoned Attacks special rule.

Hawk-eyed Archer

A model with this special rule can target any enemy character it can draw a line of sight to, regardless of the usual rules for targeting Lone characters. In addition, a model with this special rule can target a specific model within its target unit, such as a champion or a character.

Lore of Athel Loren

A Wizard with the 'Lore of Athel Loren' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead the signature spell of their chose Lore of Magic, or one of the following spells:

Martial Prowess

A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.

Moonfire Shot

Glowing eerily with pale light, the touch of these arrows bring searing agony. An Asrai Longbow with the Moonfire Shot has the Flaming Attacks and Magical Attacks special rules.

Parry

When fighting with a hand weapon and shield, or Asrai spear and shield, this unit improves its armour value by 1.

Razor Tusks

During a turn in which it charged, the Armour Piercing characteristic of a boar's tusks (hand weapon) is improved by1.

Run with the Pack

Whilst one or more Beast Keeper remains within this unit, the unit is not subject to the Undisciplined rule and 'war beasts' within this unit do not fear models with the Flaming Attacks special rule. In addition, a unit with this special rule may use the movement characteristic of the majority of the models in the unit.

Scout Kindred

'Infantry' only. A character belonging to the Scout Kindred gains the Quick Shot and Scouts special rules.

Skaryn the Eye Thief

During the Command sub-phase of his turn, Araloth may attempt to dispatch Skaryn to strike from the skies by rolling a D6. On a roll of 1-2, Skaryn lingers out of reach of the enemy and nothing happens. On a roll of 3+, Skaryn descends from the skies to strike at his master's mark. Nominate a single enemy model within 18" of Araloth. That model suffers a single Strength 4 hit with an AP of -1. If the target suffers an unsaved wound, its Weapon Skill and Initiative characteristics are reduced by D3 (to a minimum of 1) for the remainder of the game.

Spectral Hounds

Hounds of Orion can only be wounded by Magical attacks. In addition, whilst one or more Hounds of Orion remains, Orion himself cannot be targeted by enemy shooting.

Swiftshiver Shards

These arrows seems to fly from the bow of their own accord. An Asrai Longbow with the Swiftshiver Shards has the Multiple Shots (2) special rule.

Talismanic Tattoos

Talismanic Tattoos give their wearer a 6+ Ward save against any wounds suffered.

The Arrow of Kurnous

Once deployment is complete, but before the roll-off to determine which player takes the first turn, if the General of your opponent’s army is within 36" of one or more models in your army that has this special rule, one of those models may fire the Arrow of Kurnous. If the Arrow of Kurnous is fired, the General of your opponent’s army immediately suffers a single Strength 3 hit, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).

However, if the Arrow of Kurnous is fired, your opponent adds +1 to their roll when rolling off to determine who takes the first turn.

Tree Spirit

A character with this special rule cannot join a unit without this special rule. A unit with this special rule cannot be joined by, or use the Leadership characteristic of, a character without this special rule. However, a unit with this special rule can use the Leadership characteristic of a friendly character with this special rule that is not fleeing whilst within that character’s Command range.

Tree Whack

Once per turn, during the Combat phase, a model with this special rule may use one of its Attacks to make a single ‘Tree Whack’ attack. To make a Tree Whack attack, nominate a single model within an enemy unit that this model is engaged in combat with to be the target of the attack. That model must immediately make an Initiative test:

• If the test is failed, the target suffers D3 hits, each using the Strength characteristic of this model, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).

• If the test is passed, the target manages to avoid the Tree Whack.

Troubadour of Loec

A Shadowdancer that joins a unit of Wardancers is considered to have the Dances of Loec special rule for as long as they remain with the unit (see page 131).

Trueflight Arrows

These enchanted arrows seek out their targets with unerring accuracy. An Asrai Longbow with Trueflight Arrows has the Ignores Covers and Quick Shot special rules.

Wild Rider Kindred

Wood Elf Nobles only. A character belonging to the Wild Rider Kindred must be mounted on an Elven Steed or Great Stag and may only wear light armour. In addition, they gain the Counter Charge, Frenzy, Furious Charge, and Talismanic Tattoos special rules.