The High Elf Realms

The High Elf Realms

Correspondence of translations with another language

Rules and Equipments used by the army

PL EN
Fear
Fear
Shortbow
Shortbow
Bow Of Avelorn
High Elves are famed archers and in every province of Ulthuan, the gleaming ranks of citizen militia are equipped with splendid longbows as a matter of course. Yet, it is the artisans of Avelorn that craft the finest bows in all of Ulthuan. R S AP Special Rules Bow of Avelorn 30" S - Armour Bane (1), Magical Attacks, Volley Fire
Bow Of Avelorn
High Elves are famed archers and in every province of Ulthuan, the gleaming ranks of citizen militia are equipped with splendid longbows as a matter of course. Yet, it is the artisans of Avelorn that craft the finest bows in all of Ulthuan. R S AP Special Rules Bow of Avelorn 30" S - Armour Bane (1), Magical Attacks, Volley Fire
Warbow
Warbow
Longbow
Longbow
Hand Weapon
Hand Weapon
Light armour
Light armour
Heavy armour
Heavy armour
Ithilmar Weapons
Weapons crafted of Ithilmar are incredibly lightweight and balanced to perfection. Such blades slice swiftly through the clumsy parries and counter-thrusts of enemies. 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.
Ithilmar Weapons
Weapons crafted of Ithilmar are incredibly lightweight and balanced to perfection. Such blades slice swiftly through the clumsy parries and counter-thrusts of enemies. 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.
Full plate armour
Full plate armour
Dragon Armour
Dragon armour is forged in the heart of a volcano by the most skilled of artificers and decorated beyond the skill of any mere mortal artisan. Yet, more than its exquisite form, what makes Dragon armour so desirable are the many potent enchantments that ward against the blows of the enemy. 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.
Dragon Armour
Dragon armour is forged in the heart of a volcano by the most skilled of artificers and decorated beyond the skill of any mere mortal artisan. Yet, more than its exquisite form, what makes Dragon armour so desirable are the many potent enchantments that ward against the blows of the enemy. 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.
Ithilmar Armour
Ithilmar is a wondrous and lightweight metal found only in Vaul’s Anvil, the largest volcano in Ulthuan. A warrior wearing a gleaming suit of Ithilmar armour enjoys great protection and freedom of movement, enabling them to traverse the most hostile of terrain with ease. 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 Armour
Ithilmar is a wondrous and lightweight metal found only in Vaul’s Anvil, the largest volcano in Ulthuan. A warrior wearing a gleaming suit of Ithilmar armour enjoys great protection and freedom of movement, enabling them to traverse the most hostile of terrain with ease. 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.
Arrows Of Isha
Many High Elf nobles fill their quivers with finely crafted arrows. Bound with enchantments and blessed by the touch of the Tears of Isha, such arrows are anathema to the enemies of Ulthuan. 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.
Arrows Of Isha
Many High Elf nobles fill their quivers with finely crafted arrows. Bound with enchantments and blessed by the touch of the Tears of Isha, such arrows are anathema to the enemies of Ulthuan. 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.
Flaming Attacks
Flaming Attacks
Stomp Attacks
Stomp Attacks
Impact Hits
Impact Hits
Blizzard Aura
The ice that sheathes a Frostheart Phoenix is as hard as glass, and enemies find their own strength and resolve eaten away by its chill presence. Whilst in base contact with this model, enemy models become subject to the Strike Last special rule.
Blizzard Aura
The ice that sheathes a Frostheart Phoenix is as hard as glass, and enemies find their own strength and resolve eaten away by its chill presence. Whilst in base contact with this model, enemy models become subject to the Strike Last special rule.
Ihilmar Barding
Ithilmar is a wondrous and lightweight metal found only in Vaul’s Anvil, the largest volcano in Ulthuan. A warrior wearing a gleaming suit of Ithilmar armour enjoys great protection and freedom of movement, enabling them to traverse the most hostile of terrain with ease. 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.
Ihilmar Barding
Ithilmar is a wondrous and lightweight metal found only in Vaul’s Anvil, the largest volcano in Ulthuan. A warrior wearing a gleaming suit of Ithilmar armour enjoys great protection and freedom of movement, enabling them to traverse the most hostile of terrain with ease. 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.
Barding
Barding
Drilled
Drilled
Lileath's Blessing
Lileath is the patron of seers and prophets, and many are her gifts to the Elves of Ulthuan. Those students of High Magic that earn her blessing become possessed of a profound understanding and ability to control the Winds of Magic. Once per turn, a model with this special rule may re-roll a single failed Casting roll.
Lileath's Blessing
Lileath is the patron of seers and prophets, and many are her gifts to the Elves of Ulthuan. Those students of High Magic that earn her blessing become possessed of a profound understanding and ability to control the Winds of Magic. Once per turn, a model with this special rule may re-roll a single failed Casting roll.
Blessings Of Asuryan
The most devoted servants of Asuryan seem to blaze with a fiery intensity borne of unshakeable faith. In battle, such faith is rewarded by the Creator God of the Elves. 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.
Blessings Of Asuryan
The most devoted servants of Asuryan seem to blaze with a fiery intensity borne of unshakeable faith. In battle, such faith is rewarded by the Creator God of the Elves. 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.
Blazing Plumage
counts as heavy armour
Blazing Plumage
counts as heavy armour
Shield
Shield
Lion Cloak
The thick pelt of a Chracian White Lion offers exemplary protection against arrows and shot, though to wear such a trophy a warrior must have earned the right, and this honour is reserved only for those that have completed the rites of a Chracian warrior. A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks.
Lion Cloak
The thick pelt of a Chracian White Lion offers exemplary protection against arrows and shot, though to wear such a trophy a warrior must have earned the right, and this honour is reserved only for those that have completed the rites of a Chracian warrior. A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks.
Fast Cavalry
Fast Cavalry
Cavalry Spear
Cavalry Spear
Ceremonial Halberd
The favoured weapon of the Phoenix Guard is the halberd. The silent guardians of Asuryan’s shrine wield their long, heavy bladed weapons with a skill and precision unmatched by the clumsy warriors of other races. R S AP Special Rules Ceremonial Combat S+1 -1 Armour Bane (1), Fight in Extra Rank, halberd Magical Attacks, Requires Two Hands Notes: A model wielding a ceremonial halberd cannot make a supporting attack during a turn in which it charged.
Ceremonial Halberd
The favoured weapon of the Phoenix Guard is the halberd. The silent guardians of Asuryan’s shrine wield their long, heavy bladed weapons with a skill and precision unmatched by the clumsy warriors of other races. R S AP Special Rules Ceremonial Combat S+1 -1 Armour Bane (1), Fight in Extra Rank, halberd Magical Attacks, Requires Two Hands Notes: A model wielding a ceremonial halberd cannot make a supporting attack during a turn in which it charged.
Chracian Great Blade
White Lions proudly bear the traditional woodsman’s axe into battle, many of which are ancient heirlooms. Handed down across centuries untold they never lose their keen edge, and can fell a tree or cleave a foe in half with but a single blow. R S AP Special Rules Chracian Great Blade Combat S+2 -3 Requires Two Hands, Strike Last
Chracian Great Blade
White Lions proudly bear the traditional woodsman’s axe into battle, many of which are ancient heirlooms. Handed down across centuries untold they never lose their keen edge, and can fell a tree or cleave a foe in half with but a single blow. R S AP Special Rules Chracian Great Blade Combat S+2 -3 Requires Two Hands, Strike Last
Chracian Warriors
White Lions form an insular kindred bound together by the arduous rights they have completed. The only outsiders welcomed into their number are the nobles they are sworn to protect. 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.
Chracian Warriors
White Lions form an insular kindred bound together by the arduous rights they have completed. The only outsiders welcomed into their number are the nobles they are sworn to protect. 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.
Claws And Fangs
counts as hand weapons
Claws And Fangs
counts as hand weapons
Cleaving Blow
With a swift and deadly strike, a skilled warrior can cleave through armour. If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal). Note that if an attack wounds automatically, this special rule cannot be used.
Cleaving Blow
With a swift and deadly strike, a skilled warrior can cleave through armour. If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal). Note that if an attack wounds automatically, this special rule cannot be used.
Close Order
Close Order
Counter Charge
Counter Charge
Deflect Shots
It is said that, as the Swordmasters advance into battle, their blades blur and weave faster than the eyes of the enemy can see, knocking aside arrows in mid-flight. A model with this special rule has a 6+ Ward save against any wounds suffered that were caused by a non-magical shooting attack.
Deflect Shots
It is said that, as the Swordmasters advance into battle, their blades blur and weave faster than the eyes of the enemy can see, knocking aside arrows in mid-flight. A model with this special rule has a 6+ Ward save against any wounds suffered that were caused by a non-magical shooting attack.
Detachment
Detachment
Stubborn
Stubborn
Draconic Scales
counts as full plate armour
Draconic Scales
counts as full plate armour
Dragon Fire
R S AP Special Rules Dragon fire N/A 4 -1 Breath Weapon, Flaming Attacks
Dragon Fire
R S AP Special Rules Dragon fire N/A 4 -1 Breath Weapon, Flaming Attacks
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.
Terror
Terror
Sword Of Hoeth
The elegant blade of a sword of Hoeth is as long as an Elf is tall, yet balanced to seem as light as a feather. So keen is its edge, and so enduring its enchantments, that the sharpness of the blade is never dulled, no matter how many helms are cloven by its strikes. R S AP Special Rules Sword of Hoeth Combat S+2 -2 Magical Attacks, Requires Two Hands
Sword Of Hoeth
The elegant blade of a sword of Hoeth is as long as an Elf is tall, yet balanced to seem as light as a feather. So keen is its edge, and so enduring its enchantments, that the sharpness of the blade is never dulled, no matter how many helms are cloven by its strikes. R S AP Special Rules Sword of Hoeth Combat S+2 -2 Magical Attacks, Requires Two Hands
Evasive
Evasive
Swiftstride
Swiftstride
Sons Of Caledor
Dragon Princes consider themselves superior to Ulthuan’s other soldiers. Worse, they pay little heed to orders given by commanders they consider their inferiors (though they may consent to consider the suggestions of a noble). 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.
Sons Of Caledor
Dragon Princes consider themselves superior to Ulthuan’s other soldiers. Worse, they pay little heed to orders given by commanders they consider their inferiors (though they may consent to consider the suggestions of a noble). 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.
Fire & Flee
Fire & Flee
First Charge
First Charge
Fly
Fly
Strike First
Strike First
From the Ashe
Should a Phoenix be slain, it explodes in a shower of flaming cinders. If the Winds of Magic are strong, these fiery fragments swiftly coalesce and the Phoenix is reborn. 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.
From the Ashe
Should a Phoenix be slain, it explodes in a shower of flaming cinders. If the Winds of Magic are strong, these fiery fragments swiftly coalesce and the Phoenix is reborn. 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.
Frozen plumage
counts as full plate armour
Frozen plumage
counts as full plate armour
King's Guard
Since the time of Caledor the First, the fierce warriors of Chrace have been the closest bodyguards of Elven kings and princes. Any model in a unit of White Lions of Chrace that has been joined by your army’s General can 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.
King's Guard
Since the time of Caledor the First, the fierce warriors of Chrace have been the closest bodyguards of Elven kings and princes. Any model in a unit of White Lions of Chrace that has been joined by your army’s General can 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.
Large Target
Large Target
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Griffonic pelt
counts as heavy armour
Griffonic pelt
counts as heavy armour
Warriors Of The White Tower
The swordmasters of the White Tower fight with a precision and unity unattainable by lesser warriors. To join their ranks, one must have studied their art under the Blademasters of Hoeth. 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.
Warriors Of The White Tower
The swordmasters of the White Tower fight with a precision and unity unattainable by lesser warriors. To join their ranks, one must have studied their art under the Blademasters of Hoeth. 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.
Warriors Of Nagarythe
There is no respite for the warriors of Nagarythe, only a ceaseless vigil against the approach of their traitorous kin. This eternal watchfulness casts them as outsiders amongst their own kind, and many High Elves mistrust them, feeling ill at ease with their stony hearts and ruthless ways. A unit with this special rule may only be joined by a character with the Shadow Stalker Elven Honour.
Warriors Of Nagarythe
There is no respite for the warriors of Nagarythe, only a ceaseless vigil against the approach of their traitorous kin. This eternal watchfulness casts them as outsiders amongst their own kind, and many High Elves mistrust them, feeling ill at ease with their stony hearts and ruthless ways. A unit with this special rule may only be joined by a character with the Shadow Stalker Elven Honour.
Serrated Maw
R S AP Special Rules Serrated maw Combat S - Armour Bane (2), Multiple Wounds (2) Notes: In combat, this model must make one of its attacks each turn with this weapon.
Serrated Maw
R S AP Special Rules Serrated maw Combat S - Armour Bane (2), Multiple Wounds (2) Notes: In combat, this model must make one of its attacks each turn with this weapon.
Handmaiden's Spear
R S AP Special Rules Handmaiden’s Spear Combat S -1 - Notes: 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).
Handmaiden's Spear
R S AP Special Rules Handmaiden’s Spear Combat S -1 - Notes: 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).
Hooves
counts as a hand weapon
Hooves
counts as a hand weapon
Ignores Cover
Ignores Cover
Immune To Psychology
Immune To Psychology
Impetuous
Impetuous
Lance
Lance
Thrusting Spears
Thrusting Spears
Lore Of Saphery
While lesser races study magic in its corrupted, broken form, High Elf Mages harness its power as pure mystical energy. Within the White Tower, mages learn to smooth the tumultuous eddies of the Winds of Magic, bringing all eight together to create the silvery hue of pure magic.
Lore Of Saphery
While lesser races study magic in its corrupted, broken form, High Elf Mages harness its power as pure mystical energy. Within the White Tower, mages learn to smooth the tumultuous eddies of the Winds of Magic, bringing all eight together to create the silvery hue of pure magic.
Magic Resistance
Magic Resistance
Martial Prowess
Elven soldiers spend many hours perfecting their battlefield drill, masterfully wielding their long spears 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
Elven soldiers spend many hours perfecting their battlefield drill, masterfully wielding their long spears 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.
Move Through Cover
Move Through Cover
Naval Discipline
The citizens of Lothern are justifiably proud of the discipline of the Sea Guard regiments. These skilled warriors drill for many hours, perfecting the art of firing a volley of shots even as they redress their ranks to receive the enemy’s charge. 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.
Naval Discipline
The citizens of Lothern are justifiably proud of the discipline of the Sea Guard regiments. These skilled warriors drill for many hours, perfecting the art of firing a volley of shots even as they redress their ranks to receive the enemy’s charge. 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.
Open Order
Open Order
Quick Shot
Quick Shot
Regimental Unit
Regimental Unit
Repeater Bolt Thrower
Repeater Bolt Thrower
Wake Of Fire
When a Flamespyre Phoenix is enraged, its plumage explodes into a magical flame, causing the creature to leave a trail of angry fire in its wake. 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.
Wake Of Fire
When a Flamespyre Phoenix is enraged, its plumage explodes into a magical flame, causing the creature to leave a trail of angry fire in its wake. 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.
Skirmishers
Skirmishers
Wizard
Wizard
Witness To Destiny
Cursed with the knowledge of their own demise, the Phoenix Guard are able to effortlessly avoid the mundane weapons of the enemy with a disturbing ease. This unit has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Witness To Destiny
Cursed with the knowledge of their own demise, the Phoenix Guard are able to effortlessly avoid the mundane weapons of the enemy with a disturbing ease. This unit has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Valour Of Ages
Throughout the ages, the High Elves of Ulthuan have stood firm against the multitudinous forces of the ruinous powers. They have faced daemonic legions, hordes of black armoured Chaos warriors, and even their own treacherous kin, sacrificing all to defend their realms. 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.
Valour Of Ages
Throughout the ages, the High Elves of Ulthuan have stood firm against the multitudinous forces of the ruinous powers. They have faced daemonic legions, hordes of black armoured Chaos warriors, and even their own treacherous kin, sacrificing all to defend their realms. 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.
Veteran
Veteran

Magic Items usable by the army

PL EN
Opal Amulet
Potent yet fragile, an Opal Amulet offers powerful protection, but can easily be broken. Single use. An Opal Amulet gives its bearer a 2+ Ward save against a single wound.
Opal Amulet
Potent yet fragile, an Opal Amulet offers powerful protection, but can easily be broken. Single use. An Opal Amulet gives its bearer a 2+ Ward save against a single wound.
Annulian Crystal
Dug from beneath the Annulii Mountains, this crystal has been shaped by the magical vortex that swathes Ulthuan, so that it draws magical energy towards it. 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.
Annulian Crystal
Dug from beneath the Annulii Mountains, this crystal has been shaped by the magical vortex that swathes Ulthuan, so that it draws magical energy towards it. 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.
Reaver Bow
Some believe this wondrous bow is the same one that was forged for Prince Arathion of Ellyrion a thousand years ago. R S AP Special Rules Reaver Bow 30" S+1 - Magical Attacks Notes: 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.
Reaver Bow
Some believe this wondrous bow is the same one that was forged for Prince Arathion of Ellyrion a thousand years ago. R S AP Special Rules Reaver Bow 30" S+1 - Magical Attacks Notes: 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.
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 Caledor
Every piece of the Armour of Caledor has been taken from the recovered fragments of now-lost armour that was once worn by a mighty Caledorian hero. 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 Caledor
Every piece of the Armour of Caledor has been taken from the recovered fragments of now-lost armour that was once worn by a mighty Caledorian hero. 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 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.
Silvery Wand
This slender wand is covered with many intricately carved lines of winding runes in an ancient script. The bearer of the Silvery Wand knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry. Note that this does not increase the Wizard’s Level.
Silvery Wand
This slender wand is covered with many intricately carved lines of winding runes in an ancient script. The bearer of the Silvery Wand knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry. Note that this does not increase the Wizard’s Level.
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
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
The Cloak Of Beards
An aura of fear and anger hangs about this grisly trophy of the War of the Beard, filling allies and enemies alike with unease. The wearer of the Cloak of Beards causes Terror. However, so unnerving is the cloak that other models cannot use the wearer’s Leadership.
The Cloak Of Beards
An aura of fear and anger hangs about this grisly trophy of the War of the Beard, filling allies and enemies alike with unease. The wearer of the Cloak of Beards causes Terror. However, so unnerving is the cloak that other models cannot use the wearer’s Leadership.
The Loremaster’s Cloak
Wrapped in this pale grey cloak, the wearer seems somehow insubstantial and almost illusory. 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.
The Loremaster’s Cloak
Wrapped in this pale grey cloak, the wearer seems somehow insubstantial and almost illusory. 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.
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.
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.
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 Helm
Crafted into the likeness of a great wyrm, the Dragon Helm remembers the heat of its forging, protecting its wearer from the touch of flame. 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.
Dragon Helm
Crafted into the likeness of a great wyrm, the Dragon Helm remembers the heat of its forging, protecting its wearer from the touch of flame. 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.
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.
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.
The White Sword
A legendary blade forged for Aren, one of the first Swordmasters of Hoeth. The White Sword stands as tall as an Elf, yet its wide blade is as light as a willow switch. R S AP Special Rules The White Sword Combat S+3 -2 Magical Attacks, Monster Slayer, Requires Two Hands, Strike Last Notes: Models whose troop type is ‘infantry’ or ‘chariot’ only.
The White Sword
A legendary blade forged for Aren, one of the first Swordmasters of Hoeth. The White Sword stands as tall as an Elf, yet its wide blade is as light as a willow switch. R S AP Special Rules The White Sword Combat S+3 -2 Magical Attacks, Monster Slayer, Requires Two Hands, Strike Last Notes: Models whose troop type is ‘infantry’ or ‘chariot’ only.
Foe Bane
This strangely twisted Elven blade was taken from the body of a Chaos champion. Quite how they came to possess it is unknown, as is the name of the brave Elf that reclaimed it. R S AP Special Rules Foe Bane Combat S - Magical Attacks Notes: 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.
Foe Bane
This strangely twisted Elven blade was taken from the body of a Chaos champion. Quite how they came to possess it is unknown, as is the name of the brave Elf that reclaimed it. R S AP Special Rules Foe Bane Combat S - Magical Attacks Notes: 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.
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.
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.
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.
Seed Of Rebirth
A seed from the heart of Athel Loren, gifted to the High Elves by their distant kin, the bearer is imbued with life-giving magic. The Seed of Rebirth gives its bearer the Regeneration (5+) special rule.
Seed Of Rebirth
A seed from the heart of Athel Loren, gifted to the High Elves by their distant kin, the bearer is imbued with life-giving magic. The Seed of Rebirth gives its bearer the Regeneration (5+) 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.
The Blade Of Leaping Gold
To the valiant, the Blade of Leaping Gold lends supernatural speed and vigour; to the craven and the corrupt, it brings only swift death. A more finely balanced sword than this has never been made. R S AP Special Rules The Blade of Combat S - Armour Bane (2), Extra Attacks (+D3), Leaping Gold Magical Attacks
The Blade Of Leaping Gold
To the valiant, the Blade of Leaping Gold lends supernatural speed and vigour; to the craven and the corrupt, it brings only swift death. A more finely balanced sword than this has never been made. R S AP Special Rules The Blade of Combat S - Armour Bane (2), Extra Attacks (+D3), Leaping Gold Magical Attacks
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.
Null Stone
Those with the Mage sight see the bearer of this smooth, black stone pendant as a dark void, an unsettling patch of nothingness in the realm of magic. 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 this test is passed, until your next Start of Turn sub-phase, this character cannot be targeted by any spells and is immune to the effects of any spells.
Null Stone
Those with the Mage sight see the bearer of this smooth, black stone pendant as a dark void, an unsettling patch of nothingness in the realm of magic. 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 this test is passed, until your next Start of Turn sub-phase, this character cannot be targeted by any spells and is immune to the effects of any spells.
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.
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.
Sigil Of Asuryan
The sigil is tattooed on the hand of the Mage using inks prepared in the sacred flame of Asuryan itself. After use it quickly fades to nothing. 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.
Sigil Of Asuryan
The sigil is tattooed on the hand of the Mage using inks prepared in the sacred flame of Asuryan itself. After use it quickly fades to nothing. 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.
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

PL EN
Banner Of Arcane Protection
The heavy fabric of this banner is interwoven with powerful protective charms. 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.
Banner Of Arcane Protection
The heavy fabric of this banner is interwoven with powerful protective charms. 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.
Banner Of Ellyrion
This depiction of Korhandir, the father of all horses, imbues a regiment with tireless energy. A unit carrying the Banner of Ellyrion gains the Move through Cover special rule.
Banner Of Ellyrion
This depiction of Korhandir, the father of all horses, imbues a regiment with tireless energy. A unit carrying the Banner of Ellyrion gains the Move through Cover 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 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.
Battle Banner
This intricate banner, festooned with gemstones, bears detailed scenes of Ulthuan’s victories. When calculating its combat result, a unit carrying the Battle Banner may claim an additional bonus of +D3 combat result points.
Battle Banner
This intricate banner, festooned with gemstones, bears detailed scenes of Ulthuan’s victories. When calculating its combat result, a unit carrying the Battle Banner may claim an additional bonus of +D3 combat result points.
Lion Standard
The renowned courage of a Chracian Lion fills the hearts of those who serve under this banner. A unit carrying the Lion Standard automatically passes any Fear or Terror tests it is required to make.
Lion Standard
The renowned courage of a Chracian Lion fills the hearts of those who serve under this banner. A unit carrying the Lion Standard automatically passes any Fear or Terror tests it is required to make.
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

PL EN
Prince
Prince
Elven Steed
Elven Steed
Barded Elven Steed
Barded Elven Steed
Tiranoc Chariots
Tiranoc Chariots
Lion Chariot of Chrace
Lion Chariot of Chrace
Lothern Skycutters
Lothern Skycutters
Great Eagle
Great Eagle
Griffon
Griffon
Flamespyre Phoenix
Flamespyre Phoenix
Frostheart Phoenix
Frostheart Phoenix
Sun Dragon
Sun Dragon
Moon Dragon
Moon Dragon
Star Dragon
Star Dragon
Noble
Noble
Archmage
Archmage
Mage
Mage
Dragon Mage
Dragon Mage
Handmaiden of the Everqueen
Handmaiden of the Everqueen
Elven Spearmen
Elven Spearmen
Elven Archers
Elven Archers
Lothern Sea Guard
Lothern Sea Guard
Ellyrian Reavers
Ellyrian Reavers
Silver Helms
Silver Helms
Sisters of Avelorn
Sisters of Avelorn
Dragon Princes
Dragon Princes
Swordmasters of Hoeth
Swordmasters of Hoeth
Phoenix Guard
Phoenix Guard
White Lions of Chrace
White Lions of Chrace
Shadow Warriors
Shadow Warriors
Tiranoc Chariots
Tiranoc Chariots
Sisters of Avelorn
Sisters of Avelorn
Lion Chariot of Chrace
Lion Chariot of Chrace
Flamespyre Phoenix
Flamespyre Phoenix
Frostheart Phoenix
Frostheart Phoenix
Great Eagle
Great Eagle
Eagle Claw Bolt Thrower
Eagle Claw Bolt Thrower
Lothern Skycutters
Lothern Skycutters