| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Araloth, Lord of Talsyn | 5 | 8 | 7 | 4 | 3 | 3 | 8 | 4 | 10 | 150 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Hound of Orion | 9 | 4 | 0 | 4 | 4 | 1 | 4 | 1 | 6 | - |
| Orion, the King in the Woods | 9 | 8 | 6 | 5 | 5 | 5 | 8 | 5 | 10 | 455 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Branchwraiths | 5 | 6 | 6 | 4 | 4 | 2 | 6 | 2 | 8 | 80 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Glade Captain | 5 | 6 | 6 | 4 | 3 | 2 | 5 | 3 | 9 | 70 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Glade Lord | 5 | 7 | 7 | 4 | 3 | 3 | 6 | 4 | 10 | 135 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Shadowdancers | 5 | 8 | 6 | 4 | 3 | 2 | 7 | 3 | 8 | 85 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Spellsinger | 5 | 4 | 4 | 3 | 3 | 2 | 4 | 1 | 8 | 80 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Spellweaver | 5 | 4 | 4 | 3 | 3 | 3 | 4 | 2 | 8 | 155 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Treemen Ancients | 5 | 5 | 5 | 5 | 6 | 6 | 2 | 3 | 10 | 265 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Waystalkers | 5 | 6 | 7 | 4 | 3 | 2 | 5 | 2 | 8 | 85 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Deepwood Scouts | 5 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 8 | 13 |
| Lord's Bowman | 5 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Dryads | 6 | 4 | 4 | 3 | 4 | 1 | 4 | 2 | 8 | 13 |
| Nymph | 6 | 4 | 4 | 3 | 4 | 1 | 4 | 2 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Eternal Guard | 5 | 5 | 4 | 3 | 3 | 1 | 4 | 1 | 9 | 12 |
| Eternal Warden | 5 | 5 | 4 | 3 | 3 | 1 | 4 | 1 | 9 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Glade Guard | 5 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 8 | 10 |
| Lord's Bowman | 5 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Glade Riders | - | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 8 | 17 |
| Elven Steed | 9 | 3 | - | 3 | - | - | 4 | 1 | - | - |
| Glade Knight | - | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Deepwood Scouts | 5 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 8 | 13 |
| Lord's Bowman | 5 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Sisters of the Thorn | - | 4 | 5 | 3 | 3 | 1 | 4 | 1 | 9 | 22 |
| Handmaiden of the Thorn | - | 4 | 5 | 3 | 3 | 1 | 4 | 1 | 9 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Tree Kin | 5 | 4 | 4 | 4 | 5 | 3 | 3 | 3 | 8 | 51 |
| Elder | 5 | 4 | 4 | 4 | 5 | 3 | 3 | 3 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Wardancers | 5 | 6 | 4 | 3 | 3 | 1 | 6 | 1 | 8 | 16 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Warhawk Riders | - | 4 | 4 | 3 | 4 | 2 | 4 | 1 | 8 | 44 |
| Warhawk | 2 | 3 | - | 4 | - | - | 4 | 2 | - | - |
| Wind Rider | - | 4 | 4 | 3 | 4 | 2 | 4 | 1 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Wild Riders | - | 5 | 4 | 4 | 3 | 1 | 5 | 1 | 9 | 26 |
| Wild Hunter | - | 5 | 4 | 4 | 3 | 1 | 5 | 1 | 9 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Wildwood Rangers | 5 | 5 | 4 | 3 | 3 | 1 | 4 | 1 | 9 | 14 |
| Wildwood Warden | 5 | 5 | 4 | 3 | 3 | 1 | 4 | 1 | 9 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Great Eagle | 2 | 5 | 0 | 4 | 4 | 3 | 4 | 3 | 6 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Treemen | 5 | 6 | 4 | 5 | 6 | 5 | 2 | 5 | 9 | 215 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Waywatchers | 5 | 4 | 5 | 3 | 3 | 1 | 5 | 1 | 8 | 16 |
| Sentinel | 5 | 4 | 5 | 3 | 3 | 1 | 5 | 1 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Beast Keeper | 5 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 8 | 11 |
| Bear of Loren | 5 | 4 | - | 4 | 4 | 2 | 3 | 2 | 6 | 20 |
| Deepwood Hound | 9 | 4 | - | 3 | 3 | 1 | 3 | 1 | 5 | 8 |
| Forest Cat | 7 | 4 | - | 3 | 3 | 1 | 4 | 1 | 5 | 6 |
| Sylvan Boar | 6 | 3 | - | 4 | 4 | 1 | 3 | 1 | 5 | 11 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Elven Steed | 9 | 3 | - | 3 | - | - | 4 | 1 | - | +14 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Forest Dragon | 6 | 6 | - | 7 | (+3) | (+6) | 4 | 6 | - | 0 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Great Eagle | 2 | 5 | 0 | 4 | 4 | 3 | 4 | 3 | 6 | +60 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Great Stag | 8 | 4 | - | 5 | (+1) | (+1) | 4 | 2 | - | +50 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Unicorn | 10 | 4 | - | 4 | - | (+1) | 5 | 2 | - | +35 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Warhawk | 2 | 3 | - | 4 | - | - | 4 | 2 | - | +30 |
| Range | Strength | AP | Special 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 -.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Extra Attacks (1), Flaming Attacks, Magical Attacks |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | - | Extra Attacks (+D3), Magical Attacks, Requires Two Hands |
The wielder of the Blades of Loec may re-roll any failed rolls To Wound.
| Range | Strength | AP | Special 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.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -1 | Magical Attacks |
Enemy models must re-roll any successful Armour Save rolls against wounds caused by this weapon.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | Killing 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.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 32" | S+1 | -2 | Flaming 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
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.
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.
The Mantle of Rebirth is a suit of light armour. In addition, its wearer has the Regeneration (5+) special rule.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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
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.
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.
Once per turn, the bearer of the Orb of Midsummer may re-roll a Casting roll.
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.
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.
The bearer of Ariel's Favour has the Magic Resistance (-2) special rule.
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.
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.
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.
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.
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.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 30" | S | -1 | Magical Attacks, Multiple Shots (D3+1) |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 18" | S+1 | -2 | Magical Attacks, Multiple Wounds (D3) |
The Spear of Kurnous shoots like a bolt thrower, using the Through & Through special rule.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -2 | Magical Attacks, Multiple Wounds (D3) |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Armour Bane (1), Magical Attacks |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 32 | S | - | Armour Bane (1), Volley Fire |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Fight 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).
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 12" | S | -1 | Move & Shoot, Quick Shoot |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -2 | Armour 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.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Armour Bane (1) |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | - |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -2 | Requires Two Hands |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| N/A | 2 | N/A | Breath Weapon |
No armour save is permitted against wounds caused by soporific breath (Ward and Regeneration saves can be attempted as normal).
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -1 | Armour Bane (2), Killing Blow |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 12" | S | -1 | Multiple Shots (D6+1) |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | - | Extra Attacks (+D3), Requires Two Hands |
Armour offers no protection against these ensorcelled arrows. An Asrai Longbow with Arcane Bodkins has an AP of -2.
'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.
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.
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.
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.
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.
Araloth ignores all negative modifiers to his Leadership characteristic.
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.
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.
Impact Hits caused by a model with this special rule have the Armour Bane (1) special rule and an Armour Piercing characteristic of -1.
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.
Models with this special rule have a 4+ Ward save against any wounds suffered.
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.
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.
'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.
Araloth has a 5+ Ward save against any wounds suffered.
Wood Elf Mages only. A character belonging to the Glamour Weave Kindred has a 5+ Ward save and gains the Tree Spirit special rule.
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.
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.
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.
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:
A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
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.
When fighting with a hand weapon and shield, or Asrai spear and shield, this unit improves its armour value by 1.
During a turn in which it charged, the Armour Piercing characteristic of a boar's tusks (hand weapon) is improved by1.
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.
'Infantry' only. A character belonging to the Scout Kindred gains the Quick Shot and Scouts special rules.
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.
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.
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 give their wearer a 6+ Ward save against any wounds suffered.
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.
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.
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.
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).
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.
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.