High 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

Ishaya Vess, Sentinel of the Silent Isle

MWSBSSTWIALdPoints
Ishaya Vess, Sentinel of the Silent Isle577433739170
Troop Type
Regular infantry (named character)
Base Size
25 x 25 mm
Unit Size
1

Command

Default Equipment

Special Rules

Korhil Lionmane, Captain of the White Lions

MWSBSSTWIALdPoints
Korhil Lionmane, Captain of the White Lions575433649175
Troop Type
Heavy infantry (named character)
Base Size
25 x 25 mm
Unit Size
1

Command

Mount [pick 0-1]

Default Equipment

Special Rules

Characters

Archmage

MWSBSSTWIALdPoints
Archmage544333528155
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Armour

Command

Lores of Magic [pick 1, required]

Mount [pick 0-1]

Weapons

Wizard Level [pick 1, required]

Default Equipment

Special Rules

Dragon Mage

MWSBSSTWIALdPoints
Dragon Mage-44332528275
Sun Dragon65-5(+2)(+4)44--
Troop Type
Behemoth
Base Size
25 x 25 mm
Unit Size
1

Command

Lores of Magic [pick 1, required]

Wizard Level [pick 1, required]

Default Equipment

Special Rules

Handmaiden of the Everqueen

MWSBSSTWIALdPoints
Handmaidens of the Everqueen56743262865
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Armour [pick 1, required]

Command

Other Options

Default Equipment

Special Rules

Mage

MWSBSSTWIALdPoints
Mage54433241880
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Armour

Command

Lores of Magic [pick 1, required]

Mount [pick 0-1]

Weapons

Wizard Level [pick 1, required]

Default Equipment

Special Rules

Noble

MWSBSSTWIALdPoints
Noble56643253970
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Armour [pick 1, required]

Command [pick 0-1]

Honour Weapons

Melee Weapon [pick 0-1]

Mount [pick 0-1]

Ranged Weapon [pick 0-1]

Other Options

Default Equipment

Special Rules

Prince

MWSBSSTWIALdPoints
Prince5774336410130
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Armour [pick 1, required]

Command

Honour Weapons

Melee Weapon [pick 0-1]

Mount [pick 0-1]

Ranged Weapon [pick 0-1]

Other Options

Default Equipment

Special Rules

Storm Weavers

MWSBSSTWIALdPoints
Storm Weaver54433242985
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Command

Lores of Magic [pick 1, required]

Mount [pick 0-1]

Wizard Level [pick 1, required]

Default Equipment

Special Rules

Restrictions

Core

Ellyrian Reavers

MWSBSSTWIALdPoints
Ellyrian Reavers-4433141816
Elven Steed93-3--41--
Harbinger-45331428-
Troop Type
Light Cavalry
Base Size
30 x 60 mm
Unit Size
5+

Equipment

Command

Unit Options (0-1 per 1,000)

Default Equipment

Special Rules

Elven Archers

MWSBSSTWIALdPoints
Elven Archer54433141810
Sentinel545331418-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
5+

Equipment

Command

Detachment

Unit Options (0-1 per 1,000)

Default Equipment

Special Rules

Elven Spearmen

MWSBSSTWIALdPoints
Elven Spearman5443314189
Sentinel544331428-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
5+

Command

Unit Options (0-1 per 1,000)

Other Options

Default Equipment

Special Rules

Lothern Sea Guard

MWSBSSTWIALdPoints
Lothern Sea Guard54433141811
Sea Master545331428-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
5+

Command

Unit Options

Other Options

Default Equipment

Special Rules

Silver Helms

MWSBSSTWIALdPoints
Silver Helm-4433151823
Barded Elven Steed83-3--41--
High Helm-44331528-
Troop Type
Heavy Cavalry
Base Size
30 x 60 mm
Unit Size
5+

Command

Other Options

Default Equipment

Special Rules

Sisters of Avelorn

MWSBSSTWIALdPoints
Sister of Avelorn55533151815
High Sister556331518-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
5+

Command

Unit Options

Default Equipment

Special Rules

Special

Dragon Princes

MWSBSSTWIALdPoints
Dragon Prince-5433152937
Barded Elven Steed83-3--41--
Drakemaster-54331539-
Troop Type
Heavy Cavalry
Base Size
30 x 60 mm
Unit Size
5+

Command

Default Equipment

Special Rules

Lion Chariot of Chrace

MWSBSSTWIALdPoints
Lion Chariot---544---125
Lion Charioteer-544--418-
Troop Type
Heavy Chariot
Base Size
50 x 100 mm

Other Options

Default Equipment

Restrictions

Lothern Skycutters

MWSBSSTWIALdPoints
Skycutter---544---90
Sea Guard Crew-443--418-
Troop Type
Heavy Chariot
Base Size
60 x 100 mm

Other Options

Default Equipment

Phoenix Guard

MWSBSSTWIALdPoints
Phoenix Guard55433151916
Keeper of the Flame554331529-
Troop Type
Heavy Infantry
Base Size
25 x 25 mm
Unit Size
5+

Command

Other Options

Default Equipment

Special Rules

Shadow Warriors

MWSBSSTWIALdPoints
Shadow Warriors55533151814
Shadow Walker556331518-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
5+

Command

Unit Options

Default Equipment

Special Rules

Swordmasters of Hoeth

MWSBSSTWIALdPoints
Swordmaster of Hoeth56433161814
Bladelord564331628-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
5+

Command

Other Options

Default Equipment

Special Rules

Tiranoc Chariot

MWSBSSTWIALdPoints
Tiranoc Chariot---544---75
Elven Steed93-3--41--
Tiranoc Charioteer-443--418-
Troop Type
Light Chariot
Base Size
50 x 100 mm
Unit Size
1-4

Other Options

Default Equipment

Special Rules

White Lions of Chrace

MWSBSSTWIALdPoints
White Lion55443151814
Guardian554431528-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
5+

Options [pick 1, required]

Command

Default Equipment

Special Rules

Rare

Eagle-Claw Bolt Thrower

MWSBSSTWIALdPoints
Eagle-Claw Bolt Thrower----62---80
Sea Guard Crew544332428-
Troop Type
War Machine
Base Size
50 x 50 mm
Unit Size
1

Default Equipment

Special Rules

Flamespyre Phoenix

MWSBSSTWIALdPoints
Flamespyre Phoenix250555437170
Troop Type
Monstrous Creature
Base Size
50 x 100 mm
Unit Size
1

Other Options

Default Equipment

Frostheart Phoenix

MWSBSSTWIALdPoints
Frostheart Phoenix260665348205
Troop Type
Monstrous Creature
Base Size
50 x 100 mm
Unit Size
1

Other Options

Default Equipment

Great Eagles

MWSBSSTWIALdPoints
Great Eagle25044343660
Troop Type
Monstrous Creature
Base Size
50 x 50 mm
Unit Size
1

Other Options

Default Equipment

Special Rules

Lion Chariot of Chrace

MWSBSSTWIALdPoints
Lion Chariot---544---125
Lion Charioteer-544--418-
Troop Type
Heavy Chariot
Base Size
50 x 100 mm

Other Options

Default Equipment

Restrictions

Lothern Skycutters

MWSBSSTWIALdPoints
Skycutter---544---90
Sea Guard Crew-443--418-
Troop Type
Heavy Chariot
Base Size
60 x 100 mm

Other Options

Default Equipment

Merwyrms

MWSBSSTWIALdPoints
Merwyrm660666348225
Troop Type
Behemoth
Base Size
60 x 100 mm
Unit Size
1

Default Equipment

Special Rules

Restrictions

Sisters of Avelorn

MWSBSSTWIALdPoints
Sister of Avelorn55533151815
High Sister556331518-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
5+

Command

Unit Options

Default Equipment

Special Rules

War Lions

MWSBSSTWIALdPoints
War Lion85044142718
Troop Type
War Beasts
Base Size
30 x 60 mm
Unit Size
2-6

Default Equipment

Special Rules

Models

Barded Elven Steed

MWSBSSTWIALdPoints
Barded Elven Steed83-3--41-+18
Base Size
30 x 60 mm

Default Equipment

Chieftain's Chariot

MWSBSSTWIALdPoints
Chieftain's Chariot---543---+105
Troop Type
Heavy Chariot
Base Size
50 x 100 mm

Default Equipment

Special Rules

Elven Steed

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

Default Equipment

Flamespyre Phoenix

MWSBSSTWIALdPoints
Flamespyre Phoenix250555437+170
Troop Type
Monstrous Creature
Base Size
50 x 100 mm

Default Equipment

Special Rules

Frostheart Phoenix

MWSBSSTWIALdPoints
Frostheart Phoenix260665348+205
Troop Type
Monstrous Creature
Base Size
50 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

Special Rules

Griffon

MWSBSSTWIALdPoints
Griffon65-5(+2)(+3)54-+130
Troop Type
Monstrous Creature
Base Size
50 x 50 mm

Default Equipment

Special Rules

Lion Chariot

MWSBSSTWIALdPoints
Lion Chariot---544---+125
Troop Type
Heavy Chariot
Base Size
50 x 100 mm

Default Equipment

Special Rules

Lothern Skycutter

MWSBSSTWIALdPoints
Skycutter---544---+90
Troop Type
Heavy Chariot
Base Size
60 x 100 mm

Other Options

Default Equipment

Special Rules

Moon Dragon

MWSBSSTWIALdPoints
Moon Dragon66-6(+2)(+5)35-+235
Troop Type
Behemoth
Base Size
60 x 100 mm

Default Equipment

Special Rules

Star Dragon

MWSBSSTWIALdPoints
Star Dragon67-7(+3)(+6)26-+290
Troop Type
Behemoth
Base Size
60 x 100 mm

Default Equipment

Special Rules

Sun Dragon

MWSBSSTWIALdPoints
Sun Dragon65-5(+2)(+4)44-+180
Troop Type
Behemoth
Base Size
60 x 100 mm

Default Equipment

Special Rules

Tiranoc Chariot

MWSBSSTWIALdPoints
Tiranoc Chariot---544---+75
Troop Type
Light Chariot
Base Size
50 x 100 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


Magic Items

Magic Weapons

Bow of the Seafarer (50 pts)

RangeStrengthAPSpecial Rules
30"5-3Cumbersome, Magical Attacks, Multiple Wounds (D3), Through & Through

The Bow of the Seafarer counts as a Bow of Avelorn. The Bow of the Seafarer shoots like a bolt thrower, using the 'Through & Through' special rule (see page 223 of the Warhammer: the Old World rulebook)

Foe Bane (20 pts)

RangeStrengthAPSpecial Rules
CombatS-Magical Attacks

When the wielder of Foe Bane makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness.

Reaver Bow (40 pts)

RangeStrengthAPSpecial Rules
30"S+1-Magical Attacks

The Reaver Bow counts as a Bow of Avelorn. The wielder of the Reaver Bow may make a number of shooting attacks equal to their Attacks characteristic, rather than the usual one. This model does not suffer any modifiers for firing multiple shots.

Star Lance (45 pts)

RangeStrengthAPSpecial Rules
CombatS+3-4Magical Attacks, Strike First

Models whose troop type is 'cavalry' or 'monsters' only. The Star Lance 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.

The Blade of Leaping Gold (50 pts)

RangeStrengthAPSpecial Rules
CombatS-Armour Bane (2), Extra Attacks (+D3), Magical Attacks

No description available.

The White Sword (70 pts)

RangeStrengthAPSpecial Rules
CombatS+3-2Magical Attacks, Monster Slayer, Requires Two Hands, Strike Last

Notes: Models whose troop type is ‘infantry’ or ‘chariot’ only.

Magic Armour

Armour of Caledor (35 pts)

The Armour of Caledor is a suit of full plate armour. In addition, its wearer has a 5+ Ward save against any wounds suffered.

Armour of Stars (40 pts)

Models whose troop type is 'infantry' or 'cavalry' only. The Armour of Stars is a suit of heavy armour. In addition, the wearer is immune to the Killing Blow special rule. If the wearer is struck a Killing Blow, they are permitted armour and Regeneration saves as normal. If the wound is unsaved, they lose a single Wound.

Dragon Helm (10 pts)

May be worn with other armour. The wearer of the Dragon Helm improves their armour value by 1 (to a maximum of 2+). In addition, its wearer has a 6+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.

The Golden Shield (30 pts)

The Golden Shield is a shield. In addition, any enemy model that directs it attacks against its bearer during the Combat phase must re-roll any rolls To Hit of a natural 6.

Magic Standards

A unit carrying the Banner of Arcane Protection gains the [Magic Resistance(-3)] special rule. In addition, friendly units within 6" of the model carrying this standard gain the [Magic Resistance (-1)] special rule.

Whilst in base contact with a unit carrying the Banner of Balance, enemy units cannot re-roll any rolls To Hit or To Wound. However, nor can the unit carrying the Banner of Balance.

A unit carrying the Banner of Confidence does not suffer the usual -1 To Hit modifier when making a Stand & Shoot charge reaction.

A unit carrying the Banner of Ellyrion gains the [Move Through Cover] special rule.

A unit carrying the Banner of Resilience has a +1 modifier to its Toughness characteristic.

Battle Banner (60 pts)

When calculating its combat result, a unit carrying the Battle Banner may claim an additional of +D3 combat result points.

Lion Standard (25 pts)

A unit carrying the Lion Standard automatically passes any [Fear] or [Terror] test it is required to make.

The Banner of Lothern (55 pts)

If a unit carrying the Banner of Lothern is equipped with thrusting spears, half of the models in the third rank or file (ie., the rank or file directly behind the one normally able to make supporting attacks), rounding up, can make supporting attacks.

Enchanted Items

Null Stone (75 pts)

Whilst within the Command range of the bearer, all Wizards (friend or foe) suffer a -1 modifier to their Casting and Dispel rolls. In addition, during the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to use the Null Stone by making a Leadership test (using their own unmodified Leadership). If the test is passed, until your next Start of Turn sub-phase, this character cannot be targeted by any spells and is immune to the effect of any spell.

Ring of Fury (25 pts)

The wielder of the Ring of Fury can cast the Hammerhand spell from the Lore of Battle Magic as a Bound spell, with a Power Level of 1.

Seed of Rebirth (20 pts)

The Seed of Rebirth gives its bearer the Regeneration (5+) special rule.

The Cloak of Beards (30 pts)

The wearer of the Cloak of Beards causes [Terror]. However, so worrying is the cloak that other models cannot use the wearers Leadership.

Arcane Items

Annulian Crystal (30 pts)

Once per turn, upon successfully casting a spell, the bearer of the Annulian Crystal can choose to forget that spell and immediately generate another (not including signature spells) in the usual manner. Note that it is possible the Wizard might generate the spell they just forgot, or one forgotten in a previous turn. Consider it fate.

Sigil of Asuryan (40 pts)

Single use. A Wizard may use this item instead of making a dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required. Note that a perfect invocation cannot be dispelled.

Silvery Wand (15 pts)

The bearer of the Silvery Wand knows one more spell (chosen in the normal way) than is normal for their Level of Wizardry. Note that this does not increase the Wizard's Level.

Staff of Solidity (15 pts)

Single use. Once per game, when the bearer of the Staff of Solidity is required to roll on the Miscast table, they may choose not to.

The Trickster's Pendant (40 pts)

Single use. A wizard may use the Trickster's Pendant when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. If they spell is dispelled, the Wizard that attempted to cast it cannot attempt to cast any more spells for the remainder of the current turn. However, if a double 1 is rolled on any two of the dice rolled, the bearer is outclassed in the art.

The Vortex Shard (50 pts)

Single use. A wizard may use this item instead of making a dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required. In addition, all 'Remains in Play' spells currently in play are dispelled, including spells cast by friendly Wizards.

Talismans

Circlet of Atrazar (55 pts)

The wearer of the Circlet of Atrazar has +1 Wound on their profile. In addition, if the bearer's troop type is 'infantry' or 'calvalry', they have a +1 modifier to their Toughness characteristic.

Opal Amulet (20 pts)

Single use. An Opal Amulet gives its bearer a 2+ Ward save against a single wound.

Sacred Incense (35 pts)

Any enemy model that targets this character or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier.

The Loremaster's Cloak (25 pts)

The bearer of the Loremaster's Cloak and any unit they have joined has a 4+ Ward save against any wounds suffered that were caused by a Magic Missile.

Equipment

Magic Weapons

Mathlann's Ire

RangeStrengthAPSpecial Rules
CombatS+1-2Armour Bane (1), Magical Attacks

Weapon

Bow of Avelorn

RangeStrengthAPSpecial Rules
30"S-Armour Bane (1), Magical Attacks, Volley Fire

Briny Breath

RangeStrengthAPSpecial Rules
N/A2-2Breath Weapon

Any enemy unit that suffers one or more unsaved Wounds from this weapon suffers a -1 modifier to their Initiative characteristic until your next Start of Turn sub-phase.

Ceremonial Halberd

RangeStrengthAPSpecial Rules
CombatS+1-1Armour Bane (1), Fight in Extra Rank, Magical Attacks, Requires Two Hands

A model wielding a ceremonial halberd cannot make a supporting attack during a turn in which it charged.

Chayal

RangeStrengthAPSpecial Rules
CombatS+2-3Killing Blow, Requires Two Hands

The widler of Chayal may re-roll any rolls to Hit of a natural 1 made during the Combat phase.

Chracian Great Blade

RangeStrengthAPSpecial Rules
CombatS+2-3Requires Two Hands, Strike Last

Dragon fire

RangeStrengthAPSpecial Rules
N/A4-1Breath Weapon, Flaming Attacks

Eagle-eye Bolt Thrower

RangeStrengthAPSpecial Rules
24"5-3Cumbersome, Multiple Wounds (D3)

Handmaiden's Spear

RangeStrengthAPSpecial Rules
CombatS-1-

During a turn in which it was charged, a model wielding a Handmaiden's spear gains a +1 modifier to its Initiative against the charging unit(s)

Lashing Talons

RangeStrengthAPSpecial Rules
CombatS-1Armour Bane (1)

Serpentine Tail

RangeStrengthAPSpecial Rules
CombatS+2-2Strike Last

In combat, this model must make one of its attacks each turn with this weapon.

Sword of Hoeth

RangeStrengthAPSpecial Rules
CombatS+2-2Magical Attacks, Requires Two Hands

Special Rules

Abyssal Cloak

Any enemy model that targets this model during the Shooting phase suffers a -2 To Hit modifier for firing at long range, rather than the usual -1.

Accomplished Archers

Unless mounted on a Lothern Skycutter, a Sea Guard Garrison Commander has the Evasive and Fire & Flee special rules. In addition, any unit of Lothern Sea Guard joined by this character gains the Evasive and Fire & Flee special rules for as long as the character remains in the unit.

Anointed of Asuryan

A character with the Anointed of Asurnyan Elven Honour:

Arrows of Isha

Any bow (longbow, shortbow, warbow or Bow of Avelorn) carried by a model with this special rule has the Armour Bane (1) special rule and an Armour Piercing characteristic of -1.

Beguiling Aura

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

Blessings of Asuryan

A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.

Blizzard Aura

Whilst in base contact with this model, enemy models become subject to the Strike Last special rule.

Blood of Caledor

A character with the Blood of Caledor Elven Honour (but not their mount):

Champions of Chrace

Any model in a unit of Lion Guard can accept challenges in the same manner as a character. In addition, once per turn a character that has joined a unit of Lion Guard may re-roll their "Look out, Sir!" roll.

Chracian Hunter

A character with the Chracian Hunter Elven Honour (but not their mount):

Chracian Warriors

A unit with this special rule may only be joined by your army’s General, or by a character with the Chracian Hunter Elven Honour.

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 which troop type is 'regular infantry' 'heavy infantry', 'regular 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).

Commanding Voice

Ishaya's Command Range is increased by 3"; in other words, Ishaya Vess has a Command Range of 12". If she is your arym's General, she has a Command Range of 15".

Deflect Shots

A model with this special rule has a 6+ Ward save against any wounds suffered that were caused by a non-magical shooting attack.

Dragon Armour

A model with this special rule has a 6+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty.

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.

Enfeebling Cold

Whilst in base contact with this model, enemy models suffer a -1 modifier to their Strength characteristic (to a minimum of 1).

From the Ashes

When a Flamespyre Phoenix loses its last Wound, roll a D6 before removing the model from play:

• On a roll of 1-2, the Phoenix crumbles into cold ashes and is removed from play.

• On a roll of 3-5, the Phoenix explodes into flame. Every enemy unit in base contact with it suffers D6 Strength 3 hits, each with an AP of -1 and the Flaming Attacks special rule. Once these hits are resolved, this model is removed from play.

• On a roll of 6, the Phoenix (and its rider, should it have one) are briefly consumed in a ball of flames, and are immediately reborn, recovering D3 Wounds.

Horn of Isha

Single use. During the Command sub-phase of their turn, this character may attempt to use the Horn of Isha by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase, this character and any unit they have joined gain a +1 modifier to both their rolls To Hit and their rolls To Wound.

Ithilmar Armour

A model with this special rule may re-roll any rolls of 1 when making Dangerous Terrain tests. In addition a Wizard with this special rule may wear armour without penalty.

Ithilmar Barding

A model with this special rule may re-roll any rolls of 1 when making Dangerous Terrain tests. In addition a Wizard with this special rule may wear armour without penalty.

Ithilmar Weapons

When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Hit of a natural 1.

Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.

King's Guard

Any models in a unit of White Lions of Chrace that has been joined by your army's General may issue and accept challenges in the same manner as a character. Should your general leave the unit for any reason, the unit loses this ability.

Lileath's Blessing

Once per turn, a model with this special rule may re-roll a single failed Casting roll.

Lion Cloak

A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks.

Lore of Saphery

A Wizard with the 'Lore of Saphery' 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: - Hand of Khaine - Courage of Aenarion - Vaul's Unmaking

Loremaster

High Elf Lords only. A character with the Loremaster Elven Honour:

Martial Prowess

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

Mighty Constitution

During a turn in which he made a charge move of 3" or more, Korhil gains a +1 modifier to his Strength characteristic. In addition Korhil is Immune to the Poisoned Attacks special rule. If he is hit by an attack with this special rule, the attacker must roll To Wound as normal.

A unit of Lothern Sea Guard may use this special rule when it makes a Stand & Shoot charge reaction. A unit that does so can make a Stand & Shoot charge reaction regardless of how close the charging unit is. Once this shooting has been resolved, the charged unit may make a free redress the ranks manoeuvre, after which it will Hold and await the charging unit.

Units that are fleeing, that are already engaged in combat when charged, or that have been joined by a character that does not have this special rule cannot use this special rule.

Precision Strikes

A Lothern Sea Guard unit joined by Ishaya Vess improved the Armour Piercing characteristic of its weapons by 1.

Pure of Heart

Unless this character is fleeing, all friendly units within their Command range can use their Leadership characteristic instead of their own. In addition, this character and any unit it has joined automatically passes any Panic test it is required to make.

Sea Guard

A character with the Sea Guard Elven Honour:

Shadow Stalker

A character with the Shadow Stalker Elven Honour:

Sons of Caledor

A unit with this special rule may only be joined by your army’s General, or by a character with the Blood of Caledor Elven Honour.

The Pelt of Charandis

The wearer of the pelt of Charandis improved their armour value by 1 whilst engaged in combat, and by 2 (to a maximum of 2+) against non-magical shooting attacks. In addition, the wearer gains the Regeneration (5+) special rule.

Valour of Ages

A unit with this special rule may re-roll any failed Panic test caused by taking heavy casualties or by being fled through by a friendly unit.

Wake of Fire

This model may perform a ‘Wake of Fire’ attack against a single enemy unit that is not engaged in combat. To do so, this model must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this model’s movement is complete, the enemy unit suffers D6 Strength 4 hits, each with an AP of -1 and with the Flaming Attacks special rule.

Warden of Saphery

A character with the Warden of Saphery Elven Honour:

Warriors of Nagarythe

A unit with this special rule may only be joined by a character with the Shadow Stalker Elven Honour.

Warriors of the White Tower

A unit with this special rule may only be joined by a High Elf Mage, or by a character with either the Warden of Saphery or Loremaster Elven Honour.

Witness to Destiny

This unit has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.