The Wood Elf Realms

The Wood Elf Realms

Correspondence of translations with another language

Rules and Equipments used by the army

DE EN
Tree Whack
The largest tree spirits do not fight with grace or finesse, but with huge sweeping blows that strike home with enough force to shatter stone. 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.
Tree Whack
The largest tree spirits do not fight with grace or finesse, but with huge sweeping blows that strike home with enough force to shatter stone. 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.
Angst
Fear
Arboreal Armour
counts as full plate armour
Arboreal Armour
counts as full plate armour
Asrai Longbow
To carry one of the famed longbows of Athel Loren is to possess the finest weapon a hunter could possibly wield. If the eye is true, there is no quarry such a weapon cannot slay. R S AP Special Rules Asrai longbow 32" S - Armour Bane (1), Volley Fire
Asrai Longbow
To carry one of the famed longbows of Athel Loren is to possess the finest weapon a hunter could possibly wield. If the eye is true, there is no quarry such a weapon cannot slay. R S AP Special Rules Asrai longbow 32" S - Armour Bane (1), Volley Fire
Hawk-eyed Archer
With the keen eyes of a hunting hawk, none that would dare encroach upon the hidden glades of Athel Loren are safe from the deadly arrows of a Waystalker. 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.
Hawk-eyed Archer
With the keen eyes of a hunting hawk, none that would dare encroach upon the hidden glades of Athel Loren are safe from the deadly arrows of a Waystalker. 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.
Hand weapon
Hand Weapon
Leichte Rüstung
Light armour
Armour Bane
Armour Bane
Armoured Hide
Armoured Hide
Asrai Spear
R S AP Special Rules Asrai spear Combat S -1 Fight in Extra Rank Notes: 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).
Asrai Spear
R S AP Special Rules Asrai spear Combat S -1 Fight in Extra Rank Notes: 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).
Magische Attacken
Magical Attacks
Niedertrampeln-Attacke
Stomp Attacks
Poisoned Attacks
Poisoned Attacks
Aufpralltreffer
Impact Hits
Beguiling Aura
Unicorns shimmer with magical power, a gleaming aura that also bears an enfolding glamour that bewitches and beguiles any who come near. 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.
Beguiling Aura
Unicorns shimmer with magical power, a gleaming aura that also bears an enfolding glamour that bewitches and beguiles any who come near. 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.
Blackbriar Javelin
R S AP Special Rules Blackbriar javelin 12" S -1 Move & Shoot, Quick Shot
Blackbriar Javelin
R S AP Special Rules Blackbriar javelin 12" S -1 Move & Shoot, Quick Shot
Brennbar
Flammable
Fast Cavalry
Fast Cavalry
Cavalry Spear
Cavalry Spear
Sapwood flesh
counts as light armour
Sapwood flesh
counts as light armour
Sapwood Flesh
counts as light armour
Sapwood Flesh
counts as light armour
Close Order
Close Order
Counter Charge
Counter Charge
Rallying Cry
Rallying Cry
Crown Of Antlers
When a Great Stag charges, its magnificent crown of antlers tears through armour and cuts deeply into the flesh beneath. Impact Hits caused by a model with this special rule have the Armour Bane (1) special rule and an Armour Piercing characteristic of -1.
Crown Of Antlers
When a Great Stag charges, its magnificent crown of antlers tears through armour and cuts deeply into the flesh beneath. 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
In battle, Wardancers perform the favoured rituals of the Trickster God, Loec, each instinctively enacting a pattern of lethal movements in perfect harmony with the rest of their troupe. 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.
Dances Of Loec
In battle, Wardancers perform the favoured rituals of the Trickster God, Loec, each instinctively enacting a pattern of lethal movements in perfect harmony with the rest of their troupe. 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
Like the Queen they serve, Sisters of the Thorn are eternal, seeming never to age or succumb to injury. This unit has a 4+ Ward save against any wounds suffered.
Daughters Of Eternity
Like the Queen they serve, Sisters of the Thorn are eternal, seeming never to age or succumb to injury. This unit has a 4+ Ward save against any wounds suffered.
Deepwood Coven
Every Sister of the Thorn is imbued with a small measure of Ariel’s magic. A unit of Sisters of the Thorn knows a single spell (chosen by their controlling player before armies are deployed) from either the Battle Magic or Elementalism Lore of Magic. The unit may cast this spell as a Bound spell: • If the unit includes a Handmaiden of the Thorn, it may cast this Bound spell with a Power Level of 1. • If it includes both a Handmaiden of the Thorn and a standard bearer, it may cast this Bound spell with a Power Level of 2. • Otherwise, the unit may cast this Bound spell with a Power Level of 0.
Deepwood Coven
Every Sister of the Thorn is imbued with a small measure of Ariel’s magic. A unit of Sisters of the Thorn knows a single spell (chosen by their controlling player before armies are deployed) from either the Battle Magic or Elementalism Lore of Magic. The unit may cast this spell as a Bound spell: • If the unit includes a Handmaiden of the Thorn, it may cast this Bound spell with a Power Level of 1. • If it includes both a Handmaiden of the Thorn and a standard bearer, it may cast this Bound spell with a Power Level of 2. • Otherwise, the unit may cast this Bound spell with a Power Level of 0.
Unnachgiebig
Stubborn
Lore Of Athel Loren
Wood Elf Mages have a unique relationship with the forest. They are a part of it, much like Dryads and Treemen, yet possessed of a greater sense of individuality. This bond allows them to commune with the forest, to entreat with it on behalf of their kin and, in times of war, to awaken it to their aid.
Lore Of Athel Loren
Wood Elf Mages have a unique relationship with the forest. They are a part of it, much like Dryads and Treemen, yet possessed of a greater sense of individuality. This bond allows them to commune with the forest, to entreat with it on behalf of their kin and, in times of war, to awaken it to their aid.
Draconic Scales
counts as full plate armour
Draconic Scales
counts as full plate armour
Scouts
Scouts
Elven Reflexes
Elves possess phenomenal speed and grace, striking at their enemies faster than the eye can see. 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.
Elven Reflexes
Elves possess phenomenal speed and grace, striking at their enemies faster than the eye can see. 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.
Entsetzen
Terror
Tree Spirit
The ancient spirits of Athel Loren march to war beside the Asrai in defence of their realm, though they remain aloof and distant from their closest allies. 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 Spirit
The ancient spirits of Athel Loren march to war beside the Asrai in defence of their realm, though they remain aloof and distant from their closest allies. 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.
Evasive
Evasive
Schnelle Bewegung
Swiftstride
Vorgetäuschte Flucht
Feigned Flight
Fire & Flee
Fire & Flee
First Charge
First Charge
Fliegen
Fly
Strike First
Strike First
Raserei
Frenzy
Furious Charge
Furious Charge
Guardians Of The Wildwood
Those that take up the Ranger’s glaive have invariably suffered great tragedy at the hands of the dark spirits that reside within the Wildwood. Consequently, they will fight with tremendous ferocity when faced with enemies that would cause a lesser soul to cower in fear. 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.
Guardians Of The Wildwood
Those that take up the Ranger’s glaive have invariably suffered great tragedy at the hands of the dark spirits that reside within the Wildwood. Consequently, they will fight with tremendous ferocity when faced with enemies that would cause a lesser soul to cower in fear. 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.
Large Target
Large Target
Mighty Antlers
R S AP Special Rules Mighty antlers Combat S -1 Armour Bane (1)
Mighty Antlers
R S AP Special Rules Mighty antlers Combat S -1 Armour Bane (1)
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Serrated maw
Serrated maw
Hardwood Flesh
counts as heavy armour
Hardwood Flesh
counts as heavy armour
Hooves
counts as a hand weapon
Hooves
counts as a hand weapon
Hooves and horn
counts as hand weapon
Hooves and horn
counts as hand weapon
Hunting Spear
R S AP Special Rules Hunting spear Combat S+1 -2 Armour Bane (1) Notes: 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.
Hunting Spear
R S AP Special Rules Hunting spear Combat S+1 -2 Armour Bane (1) Notes: 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.
Ignores Cover
Ignores Cover
Immune To Psychology
Immune To Psychology
The Arrow Of Kurnous
It is traditional for the Wood Elves not to launch into battle until one of their champions has loosed a shot at the heart of the enemy leader. Seldom is this arrow fatal, but fatality is not the intent. Rather, it is a goad to the enemy’s pride and a reminder of their frail mortality. 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.
The Arrow Of Kurnous
It is traditional for the Wood Elves not to launch into battle until one of their champions has loosed a shot at the heart of the enemy leader. Seldom is this arrow fatal, but fatality is not the intent. Rather, it is a goad to the enemy’s pride and a reminder of their frail mortality. 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.
Trickster’s Blades
R S AP Special Rules Trickster’s Blades Combat S - Extra Attacks (+D3), Requires Two Hands
Trickster’s Blades
R S AP Special Rules Trickster’s Blades Combat S - Extra Attacks (+D3), Requires Two Hands
Loner
Loner
Martial Prowess
Eternal Guard spend many hours mastering the art of the Asrai spear, wielding their weapons with a skill and grace absent from the ranks of their enemies. A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
Martial Prowess
Eternal Guard spend many hours mastering the art of the Asrai spear, wielding their weapons with a skill and grace absent from the ranks of their enemies. A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
Motley Crew
Motley Crew
Move Through Cover
Move Through Cover
Oaken Fists
R S AP Special Rules Oaken fists Combat S -2 -
Oaken Fists
R S AP Special Rules Oaken fists Combat S -2 -
Open Order
Open Order
Strangleroots
R S AP Special Rules Strangleroots 12" S -1 Multiple Shots (D6+1)
Strangleroots
R S AP Special Rules Strangleroots 12" S -1 Multiple Shots (D6+1)
Ranger’s Glaive
R S AP Special Rules Ranger’s glaive Combat S+2 -2 Requires Two Hands
Ranger’s Glaive
R S AP Special Rules Ranger’s glaive Combat S+2 -2 Requires Two Hands
Regeneration
Regeneration
Skirmishers
Skirmishers
Soporific Breath
R S AP Special Rules Soporific breath N/A 2 N/A Breath Weapon Notes: No armour save is permitted against wounds caused by soporific breath (Ward and Regeneration saves can be attempted as normal).
Soporific Breath
R S AP Special Rules Soporific breath N/A 2 N/A Breath Weapon Notes: No armour save is permitted against wounds caused by soporific breath (Ward and Regeneration saves can be attempted as normal).
Wizard
Wizard
Talismanic Tattoos
Some Asrai decorate themselves with swirling tattoos, the mystical meanings of which protect the wearer from harm. Talismanic Tattoos give their wearer a 6+ Ward save against any wounds suffered.
Talismanic Tattoos
Some Asrai decorate themselves with swirling tattoos, the mystical meanings of which protect the wearer from harm. Talismanic Tattoos give their wearer a 6+ Ward save against any wounds suffered.
Timmm-berrr!
Timmm-berrr!
Troubadour Of Loec
The deadly dance of a Shadowdancer melds seamlessly with that of the troupe they lead. 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).
Troubadour Of Loec
The deadly dance of a Shadowdancer melds seamlessly with that of the troupe they lead. 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).

Magic Items usable by the army

DE EN
Bow Of Loren
Strung with a single hair from the head of Ariel, Queen of Loren, the wielder of the Bow of Loren is the Fey Queen’s champion, striking down her enemies with unnaturally swift precision. R S AP Special Rules Bow of Loren 32" S - Armour Bane (1), Magical Attacks Notes: 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. This model does not suffer any modifiers for firing multiple shots.
Bow Of Loren
Strung with a single hair from the head of Ariel, Queen of Loren, the wielder of the Bow of Loren is the Fey Queen’s champion, striking down her enemies with unnaturally swift precision. R S AP Special Rules Bow of Loren 32" S - Armour Bane (1), Magical Attacks Notes: 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. This model does not suffer any modifiers for firing multiple shots.
Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master. The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master. The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm. The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm. The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens. The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens. The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe. The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe. The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
Asyendi’s Bane
A malicious spirit dwells within the body of this light and elegant bow, ever eager to punish its wielder if a shot misses its target. R S AP Special Rules Asyendi’s Bane 32" S - Armour Bane (1), Magical Attacks, Quick Shot Notes: 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 -.
Asyendi’s Bane
A malicious spirit dwells within the body of this light and elegant bow, ever eager to punish its wielder if a shot misses its target. R S AP Special Rules Asyendi’s Bane 32" S - Armour Bane (1), Magical Attacks, Quick Shot Notes: 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 -.
Wand Of Wych Elm
Fashioned from the innately magical Wych Elm tree, this humble wand allows its bearer to easily bend the Winds of Magic to their will. 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.
Wand Of Wych Elm
Fashioned from the innately magical Wych Elm tree, this humble wand allows its bearer to easily bend the Winds of Magic to their will. 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.
Oaken Stave
This crooked staff awakens the power of Athel Loren itself against those enemies that would use their magic to harm it. Whilst within 3" of a woodland terrain feature, the bearer of the Oaken Stave increases their Dispel range by 3". Additionally, whilst within 3" of a woodland terrain feature, the bearer may roll an extra D6 when making the Dispel roll and discard the lowest result.
Oaken Stave
This crooked staff awakens the power of Athel Loren itself against those enemies that would use their magic to harm it. Whilst within 3" of a woodland terrain feature, the bearer of the Oaken Stave increases their Dispel range by 3". Additionally, whilst within 3" of a woodland terrain feature, the bearer may roll an extra D6 when making the Dispel roll and discard the lowest result.
Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease. R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease. R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
Blades Of Loec
The swirling and delicate patterns inscribed into these matched swords assume a life of their own when sunlight falls upon them, dazzling and distracting the bearer’s opponent. R S AP Special Rules Blades of Loec Combat S - Extra Attacks (+D3), Magical Attacks, Requires Two Hands Notes: The wielder of the Blades of Loec may re-roll any failed rolls To Wound.
Blades Of Loec
The swirling and delicate patterns inscribed into these matched swords assume a life of their own when sunlight falls upon them, dazzling and distracting the bearer’s opponent. R S AP Special Rules Blades of Loec Combat S - Extra Attacks (+D3), Magical Attacks, Requires Two Hands Notes: The wielder of the Blades of Loec may re-roll any failed rolls To Wound.
Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame. R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame. R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
Railarian’s Mantle
Woven by the eldest Branchwraiths, this armour is only gifted to one chosen by Athel Loren itself. 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.
Railarian’s Mantle
Woven by the eldest Branchwraiths, this armour is only gifted to one chosen by Athel Loren itself. 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.
Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long. The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long. The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
Helm Of The Hunt
This enchanted great helm imbues its wearer with the furious spirit of Orion himself. 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 characteristics during a turn in which they charge.
Helm Of The Hunt
This enchanted great helm imbues its wearer with the furious spirit of Orion himself. 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 characteristics during a turn in which they charge.
Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates. The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates. The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
Deepwood Sphere
This twisted and thorny orb of ebony wood speaks to the trees in the bitterest words of vengeance and spite, exhorting them to strike down all who intrude upon them. 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 successfully casts a spell. If they do so, 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 an AP of -1.
Deepwood Sphere
This twisted and thorny orb of ebony wood speaks to the trees in the bitterest words of vengeance and spite, exhorting them to strike down all who intrude upon them. 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 successfully casts a spell. If they do so, 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 an AP of -1.
Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll. Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll. Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters. R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters. R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening. R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening. R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth. Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth. Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
Glamourweave
Enemies that view this brooch become entranced by its hypnotic colours and patterns. 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.
Glamourweave
Enemies that view this brooch become entranced by its hypnotic colours and patterns. 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.
Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again. The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again. The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard. Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard. Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
Wailing Arrow
These arrows wail when they draw blood, chilling the soul of even the bravest warrior. Single use. Models with Asrai Longbow only. A Wailing Arrow can be fired as normal from the bearer’s Asrai longbow. Any unit that suffers an unsaved wound from this shot must make a Panic test as if it had taken heavy casualties.
Wailing Arrow
These arrows wail when they draw blood, chilling the soul of even the bravest warrior. Single use. Models with Asrai Longbow only. A Wailing Arrow can be fired as normal from the bearer’s Asrai longbow. Any unit that suffers an unsaved wound from this shot must make a Panic test as if it had taken heavy casualties.
Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
Merciw’s Locus
The eccentric Merciw held the concepts of personal honour and fairness in unusually high esteem. 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.
Merciw’s Locus
The eccentric Merciw held the concepts of personal honour and fairness in unusually high esteem. 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.
Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon. R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon. R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal. The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal. The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
Hail Of Doom Arrow
When shot from a longbow, a Hail of Doom arrow splits into dozens of deadly shards. 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.
Hail Of Doom Arrow
When shot from a longbow, a Hail of Doom arrow splits into dozens of deadly shards. 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.
Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims. R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims. R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not. Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not. Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
Spear Of Twilight
When this spear strikes, the fury and rage of the wielder is channelled into the body of the foe with appalling and destructive force. R S AP Special Rules Spear of Twilight Combat S -2 Killing Blow, Magical Attacks Notes: 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.
Spear Of Twilight
When this spear strikes, the fury and rage of the wielder is channelled into the body of the foe with appalling and destructive force. R S AP Special Rules Spear of Twilight Combat S -2 Killing Blow, Magical Attacks Notes: 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.
Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies. The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies. The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
Luckstone
Can luck be trapped within a dull stone pendant? Possibly. Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
Luckstone
Can luck be trapped within a dull stone pendant? Possibly. Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence. A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence. A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon. R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon. R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism. Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism. Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
Wraithstone
The screams of all who have met death within the bounds of Athel Loren emit from within this crystal. Unless the bearer of the Wraithstone is fleeing, enemy units suffer a -1 modifier to their Leadership characteristic (to a minimum of 2) whilst within 6" of the bearer.
Wraithstone
The screams of all who have met death within the bounds of Athel Loren emit from within this crystal. Unless the bearer of the Wraithstone is fleeing, enemy units suffer a -1 modifier to their Leadership characteristic (to a minimum of 2) whilst within 6" of the bearer.
Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power. Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power. Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes. The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes. The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog. Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army. On a roll of 4+, the Wizard returns to normal (but retains a love of water).
Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog. Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army. On a roll of 4+, the Wizard returns to normal (but retains a love of water).
Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles. The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles. The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic. R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic. R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield. The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield. The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests. R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests. R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer. R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer. R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision. R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision. R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own. R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own. R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm. The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm. The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken. The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken. The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost. The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing. However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost. The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing. However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.

Magic Standards usable by the army

DE EN
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Banner Of Midsummer’s Eve
Glimmering with the light of the midsummer sun, this shining pennant reveals the enemies of Athel Loren no matter where they may try to hide. A unit carrying the Banner of Midsummer’s Eve gains the Ignores Cover special rule.
Banner Of Midsummer’s Eve
Glimmering with the light of the midsummer sun, this shining pennant reveals the enemies of Athel Loren no matter where they may try to hide. A unit carrying the Banner of Midsummer’s Eve gains the Ignores Cover special rule.
Banner Of The Eternal Queen
This banner was woven by no lesser hand than that of Ariel, Mage Queen of Athel Loren. 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.
Banner Of The Eternal Queen
This banner was woven by no lesser hand than that of Ariel, Mage Queen of Athel Loren. 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.
Banner Of The Hunter King
The tattered threads of this ancient standard resound with Orion’s eagerness for battle. A unit carrying the Banner of the Hunter King gains the Vanguard special rule.
Banner Of The Hunter King
The tattered threads of this ancient standard resound with Orion’s eagerness for battle. A unit carrying the Banner of the Hunter King gains the Vanguard special rule.
Banner Of The Wildwood
The malevolence of the spirits that reside within the Wildwood clings to this tattered banner, chilling the souls of those that cast their gaze upon it. 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.
Banner Of The Wildwood
The malevolence of the spirits that reside within the Wildwood clings to this tattered banner, chilling the souls of those that cast their gaze upon it. 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.
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.

Units od the army

DE EN
Glade Lord
Glade Lord
Elven Steed
Elven Steed
Great Stag
Great Stag
Warhawk
Warhawk
Forest Dragon
Forest Dragon
Glade Captain
Glade Captain
Great Eagle
Great Eagle
Spellweaver
Spellweaver
Unicorn
Unicorn
Spellsinger
Spellsinger
Shadowdancer
Shadowdancer
Waystalker
Waystalker
Treeman Ancient
Treeman Ancient
Branchwraith
Branchwraith
Glade Guard
Glade Guard
Deepwood Scouts
Deepwood Scouts
Eternal Guard
Eternal Guard
Dryads
Dryads
Glade Riders
Glade Riders
Deepwood Scouts
Deepwood Scouts
Wildwood Rangers
Wildwood Rangers
Wardancers
Wardancers
Sisters of the Thorn
Sisters of the Thorn
Wild Riders
Wild Riders
Warhawk Riders
Warhawk Riders
Tree Kin
Tree Kin
Waywatchers
Waywatchers
Giant Eagle
Great Eagle
Treeman
Treeman