Regole speciali
High Elves

Global

Attuned to Magic

When rolling to determine the strength of the Winds of Magic in the controlling player's Magic phase, compare the highest D6 rolled with the Attuned to Magic Table to determine what effects the Phoenix will have (the effect rolled will last until the start of the controlling player's next Magic phase):

Battle Trance

If a Lord of Aenarion is in base contact with a friendly unit, he must pass a LD test at the start of any round of combat a he is involved in. If failed, he will make one Attack on every model in base contact instead of attacking normally. Roll to Hit as normal.

Battle Trance

If the model is in Close Combat at the start of any combat round and also is in base contact with a friendly unit it must take an LD check. If failed, it must make an attack against every friendly model in base contact instead of attacking normally.

Blessings of Asuryan

All models in a unit that contains an Anointed of Asuryan have the Immunity (Psychology) special rule and may re-roll Ward save results of 1.

Blizzard Aura

Any enemy unit in base contact with one or more Frostheart Phoenixes suffers -1 to its S (to a minimum of 1). This has no effect on models with Immunity (Ice Attacks).

Boon of Isha

All attacks made by models in the Everqueen's unit adds +1 to all of its To Hit rolls and are magical attacks. In addition, all models in her unit have Immunity (Fear, Terror).

Bow of Avelorn

Bow. All shots with this weapon are resolved at S 4 with Armour Piercing (1), Flaming Attacks and Magical Attacks. These are non-physical attacks.

Chaos Bane

At the start of each of Alarielle's Magic phases, before rolling for the Winds of Magic, every unit with the Daemonic special rule within 12" of Alarielle the Radiant suffers D6 S 4 hits, distributed as for shooting attacks. However, Alarielle suffers a -D3 penalty to her casting attempts if there is one or more models with the Daemonic special rule within 12".

Curse of Aenarion

As soon as a model with this rule is reduced to 1 Wound he gets a Ward save (3+) for the rest of the battle. This has no effect on attacks that would outright kill him before he is reduced to 1 Wound, like a spell or attack with Multiple Wounds. If he were to suffer multiple Wounds in a single phase, roll one save at a time (if he has any) for each Wound suffered until his Ward save takes effect.

Defender of Ulthuan

If Tyrion is your army's General, his Inspiring Presence has a range of 18".

Doom-saga

At the beginning of the battle, after deployment, nominate one enemy character. Against this particular target, Gilead re-rolls all failed rolls To Hit and To Wound.

Dragon Kin

No Dragons will fight Imrik. If they are in base contact with other models (and not in a challenge) then they fight them instead, otherwise they may do nothing. Their riders (if they have any) still fight as normal.

Elven Bow

Elven Bows follow the rules for Bows. All shots with these weapons have Armour Piercing (1).

Elven Longbow

Elven Longbows follow the rules for Longbows. All shots with these weapons have Armour Piercing (1).

Favour of Destiny

Roll a D3 at the start of the game; this is the number of dice that Phytrion may re-roll of either To Hit, To Wound, Armour Saves or Ward Saves.

Feint

Tyrion may re-roll any failed rolls to Hit in Close Combat.

Fiery Breath

A Dragon has a S 4 Breath Weapon with Flaming Attacks.

Glamour of Hoeth

Enemies who declare a charge against Belannaer or his unit must re-roll successful charge distance rolls.

Glory of the Elves

Once per game, declared at the start of any close combat phase, Althran and all friendly units with Martial Prowess within 6" of him gain +1 To Hit for the duration of that phase.

Great Leap

At the start of any round of combat, before attacks are allocated or challenges issued, Eltharion may be moved to anywhere in the same combat (even leaving one unit and joining another, or becoming an independent character). He may not use this to position himself out of combat, or if he is already involved in a challenge.

Handmaidens

If Alarielle is with her Handmaidens then the whole unit becomes Unbreakable.

Impale

Unicorns gain +1 S to their Impact Hits.

Impenetrable Defence

Eltharion has Dodge (5+) and Immunity (Killing Blow).

Lileath's Blessing

A Wizard with this rule adds +1 to all dispel attempts.

Lord of Hoeth

If Eltharion is your General, you may take one unit of Swordmasters as a Core choice. Any unit of Swordmasters joined by Eltharion becomes Stubborn.

Loyal Bond

Whenever Imrik takes an unsaved Wound, Minaithnir will become subject to Hatred against the model or unit that inflicted the Wound for the remainder of the turn.

Mark of Asuryan

If Caradryan is slain in close combat, the unit that killed him immediately suffers D3 Wounds with no armour saves allowed. These Wounds are distributed as for shooting attacks. Any Wounds inflicted count towards combat results. If Caradryan is killed in a challenge, then only his opponent takes these Wounds – any excess Wounds caused by the Mark of Asuryan count towards overkill.

Master of the Mists

Immediately after both armies have been fully deployed (including scouts), each unit of Lothern Sea Guard and Eagle Claw Bolt Throwers in Aislinn's army gets to fire as if it was the Shooting phase, adding +D6" to their range.

Master Tactician

After deployment has finished, you may choose to redeploy one of your units. The unit can be moved to any area within your deployment zone.

Melancholic Distractions

At the start of each of his turns, Gilead must take a LD test, unless he is engaged in combat. If this test is failed, roll a dice. On a 1-3 Gilead cannot move that turn. On a 4-6 Gilead must move his full movement for that turn towards the closest table edge. If he leaves the table, he is treated as a casualty and will not return. If Gilead is engaged in combat, he will fight as normal.

Naval Discipline

If a unit of Sea Guard containing at least one Sea Helm is charged during the Movement phase and chooses Hold as a charge reaction, it can attempt to change formation immediately before your opponent has moved any of his charging units, as long as it is not already engaged in close combat. To do so, the unit must take a LD test. If the test is
passed, the Sea Helm's unit can immediately make a reform.

Phoenix King

Finubar has Immunity (Flaming Attacks, Psychology) and Ward Save (5+).

Phoenix Reborn

As soon as a Flamespyre Phoenix loses its last Wound (including unsaved Wounds that killed the monster as a result of Heroic Killing Blow or Multiple Wounds), remove the model and place a Phoenix Reborn counter to mark the centre of the death spot. If your army contains several Flamespyre Phoenixes, you will need to place a Phoenix Reborn counter for each one that is slain.

At the end of the turn roll a D6 for each Phoenix Reborn counter and consult the Phoenix Reborn Table.

If a Flamespyre Phoenix has a rider when it loses its last Wound, both monster and rider are removed and replaced with a Phoenix Reborn counter as described above. However, add +1 when rolling on the Phoenix Reborn table for a Flamespyre Phoenix that had a rider when it was removed.

If the result is Dead Embers, both monster and rider are slain, never to return. However, if the result is Rise from the Ashes, the character returns to life with its starting number of Wounds, riding atop the reborn Flamespyre Phoenix.

At the end of the game, remove all Phoenix Reborn counters from the board – these Flamespyre Phoenixes and any riders they had count as casualties.

Powerful Tail

The Merwyrm may make one extra Attack at S 7 and I 1.

Reckless

When a Dragon Mage casts a spell, a 'free' Power dice is added to the casting attempt. This extra dice counts towards Ultimate Power and can cause a Miscast as normal, and allows the Dragon Mage to roll more dice than he is normally allowed to.

Riposte

Tyrion has Parry (6+), even while mounted. For each successful Parry made (every '6' rolled when making Ward saves), he may immediately make an additional Attack back at the model who struck the blow.

Shadowfast

Once per game, at the start of any of the High Elf player's movement phase, Gilead may enter Shadowfast. Until the start of his next turn, Gilead's stat line will change to his Shadowfast characteristics. In addition, while Shadowfast, Gilead also gains Always Strikes First and Dodge (4+).

Sharpclaw

When mounted, Althran gains a lance. He may use this lance when charging, but otherwise uses his Magic Weapon.

Shredding Talons

The model gains Armour Piercing (1).

Swiftsense

The model gains +1 I.

Swooping Strike

The model gains Devastating Charge.

Swooping Strike

The model gains Devastating Charge.

Swordmaster

Models with this rule ignore Initiative penalties from great weapons and gain Dodge (6+) against non-magical missile attacks (except templates).

The Dark Within

Eltharion and any unit he joins is subject to the Berserk Rage part of Frenzy.

Touch of the Everqueen

If Alarielle's makes a successful roll To Hit in close combat, that model is reduced to WS 1 for the remainder of that phase.

Wake of Fire

If a Flamespyre Phoenix moves over an unengaged enemy unit in the Remaining Moves sub-phase, it suffers D6 S 4 hits with Flaming Attacks. This is a non-physical attack.

Warrior Mage

Dragon Mages get +2 to cast the spell Flaming Sword of Rhuin when targeting themselves.

Windrider

A Sea Helm mounted on a Lothern Skycutter (and his Lothern Skycutter) has a 4+ ward save against shooting attacks. Furthermore, when mounted on a Lothern Skycutter, a Sea Helm re-rolls failed Dangerous Terrain tests.

Woodman's Axe

Great Weapon. White Lions may make use of one the Lion special rules in close combat in the situations described.