Special Rules

by Anvar

Kry'el - The One Who Walks In Shadows

Your Arhainii army may include Kry'el as the general.

Kry'el has led the Arhainii for many years. He is an inspirational leader and a great tactician, as well as a skilled warrior. When he enters battle he goes into a berserk rage, determined to kill all who stand in his way in the name of the Lord of Murder. He still wields the blade of the Dark Elf, Rallyth, and it has served him well. He shows no mercy to prisoners they capture, and orders all of them sacrificed them to Khaine.

Kry'el is uncommonly lucky, he has survived many assasination attempts and battles with warriors far more powerful than he, purely by luck. It was this luck perhaps, that spared the army from the wrath of Orion. This luck has gained him a fearsome reputation for being extremely hard to kill.

Kry'el..........315 points

Troop Type M WS BS S T W I A Ld
Kry'el 5 7 7 4 4 3 9 4 10

Weapons/Armour: Lance if mounted, Armour of Fortune, shield, additional hand weapon, longbow and javelins.

May ride: Kry'el may ride an Elven steed (+3 points).

Magic Items: Kry'el carries the Armour of Fortune, the Orb of the Ancients and Blood Drinker.

Special Rules:

Arhainii: Kry'el is the leader of the Arhainii, he therefore follows all special rules for them ie hatred of Wood Elves etc.

Frenzy: When Kry'el enters battle he is filled with blood lust, and therefore suffers from frenzy.

Lucky: Kry'el is notoriously lucky in surviving hits that would kill any other man or Elf. This is partly due to his armour, partly due to Khaine's support of the Shadow Elf, and partly sheer luck. If Kry'el would die, roll a dice, on a 5+ he has miraculously escaped and is placed on 1 wound.

Swordsman: Kry'el is so adept at using weapons he may use Blood Drinker in combination with his additional hand weapon if you wish, or he may use his shield.

Blood Drinker...................25 points

Kry'el uses Blood Drinker even though he is not a Dark Elf as such. If Kry'el wounds his enemy but does not slay him, he suffers -1 strength permanently for each wound taken.

Armour of Fortune...........15 points

The Armour of Fortune gives a basic saving throw of 5+, if this is failed the wearer may make a special saving throw of 5+.

The Orb of the Ancients...............75 points

The Orb is a family heirloom of Kry'el's kindred, it is said to have been given to their family by one of the Old Ones many millenia ago. To look into its depths, is to look into infinity, and only the true heir can do so without being entranced forever. Looking into the Orb grants Kry'el knowledge and  understanding of magic, it tells him the words of spells as he needs them and is a great source of help in battle.

The Orb of the Ancients makes Kry'el a level 2 wizard. He may draw his spells from any deck but gains none of the assosciated benefits eg High magic superiority. Kry'el may however swap each spell he gets once.

 

Lithar - High Priestess of Khaine

Your Arhainii army may include Lithar as an independent character.

Before the corruption of the Arhainii, Lithar was renowned amongst Wood Elves for her beauty and magical power. She was one of the foremost of Wood Elf mages and a fervent devotee of the gods.

When the Arhainii were corrupted to the worship of Khaine, Lithar's devotion changed target, and she became the high priestess of Khaine, leading the blood sacrifices and rituals. Lithar is always at the front of the Arhainii, inspiring them by her deeds to perform more acts of wanton violence and cruelty. It is a fool who begs for mercy from Lithar, for she has forgotten the meaning of the word.

It is said that Kry'el and Lithar are lovers, though none can confirm this. However, it is true that Lithar is Kry'el's advisor and counsellor, and it was she who suggested leaving Athel Loren.

Lithar.........600 points

Troop Type M WS BS S T W I A Ld
Lithar 5 4 4 4 4 4 9 3 9
Gore 2 8 0 5 4 3 6 3 8

Weapons/Armour: Lithar fights with two hand weapons, and carries a longbow and javelins.

May ride: Lithar rides Gore, the Blood Eagle.

Magic Items: The Necklace of Teeth, the Hungry Maw Scroll, the Staff of Flaming Death and the Rod of power. The first 2 are unique to Lithar, the last 2 are described in Warhammer Magic.

Spells: Lithar is a level 4 Shadow Mage and therefore has 4 spells from either Dark magic or Battle magic.

Special Rules:

Arhainii: Lithar is the High-Priestess of the Arhainii, she therefore follows all special rules for them ie hatred of Wood Elves etc.

Gore is a Blood Eagle. These are Great Eagles that were caught in the Chaos wastes and have been corrupted by the taint of chaos. Gore can fly, and can breathe fire. Use the large teardrop template, anyone at least half under it is hit on a 4+ for 1 S3 hit.

Magic Items

The Necklace of Teeth..............35 points

The Necklace was fashioned out of the teeth of the sacrifices to Khaine, and is blessed with his power.

The Necklace of Teeth gives Lithar and Gore a 3+ special save vs missile fire of any kind including warmachines.

The Hungry Maw Scroll............50 points

The Hungry Maw is a powerful anti-magic enchantment. When the scroll is read a huge black cloud with a dæmonic face appears and swallows an incoming spell. Lithar was taught how to create these scrolls by Gore, her Blood Eagle mount.

The Hungry Maw scroll may be used on a hostile spell directed at any friendly troops. The spell is automatically dispelled and destroyed. The scroll may only be used once.

Staff of Flaming Death.................50 points

Flaming spell shoots 24" hitting the first model or unit in it's path for D3 S4 hits. If any casualties are sustained, the target must take a panic test. For more details see Warhammer Magic

Rod of Power.......................30 points

The bearer of this rod may store up to 3 winds of magic cards in it. At the start of the next magic phase roll a D6, if the result is equal to or less than the amount of cards stored, the magic leaks away and the cards are discarded.  For more details see Warhammer Magic

 

Vanira the Possessed

Your Arhainii army may include Vanira as a battle standard bearer in which case she replaces the normal battle standard bearer described in the army list.

Vanira is the younger sister of Kry'el. When she was just little, she slew a wild boar with her bare hands when it threatened her father, even at an early age she was marked for greatness. When her father died and Kry'el took up leadership of the kindred, he gave Vanira the honour of carrying the standard of their kindred into battle, Vanira did not disappoint him. In battle she was like a demon, slaying any foes in reach. When the fateful battle occurred, Vanira's natural violent tendencies meant that she was corrupted with everyone else.

After the Shadow Elves fled Athel Loren, one of the first battles they fought was against a mighty Chaos warhost led by the Warlord Kaazarr. The Chaos warlord was sure that no Elf could hurt someone as powerful as himself, so confidently, he joined no regiments and fought alone. In a berserk charge Vanira charged the warlord but Kaazarr was not to be beaten that easily. Vanira and Kaazarr fought solely each other for the whole battle, trading blows but neither warrior would give any ground. As the sun was setting, Vanira raised her sword to strike again and an extraordinary thing happened. Kaazarr brought up his dæmon weapon to parry the attack, but his sword literally twisted itself around the incoming blade, and Kaazarr's head fell to the ground. The Dæmon in the blade spoke to Vanira, he spoke of untold power, of the joy of battle and Vanira was unable to resist. She picked up the weapon and now wields it in battle. The Dæmon is slowly possessing her soul and very slowly Vanira is becoming less and less herself.

Vanira....................315 points

Troop Type M WS BS S T W I A Ld
Vanira 5 6 6 4 4 2 8 3 10

Weapons/Armour: Vanira wears light armour, and carries a shield as well as the Daemon sword Ravager. She also carries the Battle Standard.

May ride: Vanira may ride an Elven Steed (+3 points)

Magic Items: Ravager and The Shadow Banner.

Special Rules:

Arhainii: Vanira is a Shadow Elf, therefore the rules for hatred and woodsmen apply.

Magic Items

Ravager................75 points

The Daemon weapon Ravager contains a bound Greater Daemon who goes only by the name of Bloodclaw. While the daemon is bound to the blade, it is able to possess whoever wields it. The length of time this takes depends on the willpower of the unwitting bearer. Luckily for Vanira, she has a lot of willpower, but her soul is still slowly being eroded by Bloodclaw.

When using Ravager, Vanira counts as having WS7, as well as 7 attacks at S7. However there is a danger in using the weapon for Bloodclaw can use the souls of the slain to tighten his grip on Vanira. Every time Ravager is used Vanira must take a leadership test, if she fails then she can do nothing for the next turn and any blows against her will hit automatically. However the longer she uses Ravager the more tired she gets and the weaker her willpower becomes. Deduct -1 from her leadership for this test for each previous use of the sword.

The Shadow Banner.................75 points

The Battle standard of the Arhainii has a picture of Khaine in his form as the swooping hawk. The banner has been made of the hairs of the sacrifices to Khaine, and was drenched in the blood of a Daemon. The banner creates a dark mist that hovers around Vanira making her a difficult target.

Any shots made against Vanira or the unit she is with have a chance of missing as the black mist prevents a clear shot. Work out hits as normal, for all hits roll a D6, on a 4+ it has actually missed the target due to the mist. For cannons, stone throwers and other warmachines only one roll is made, if successful no members of the unit can be hit. The banner also protects against missile type spells, ie projectile spells that need line of sight. These will miss on a 5+.

 

Taran the Hunter

Your Arhainii army may include Taran as a champion of a bloodhound unit. If you do this he replaces the houndmaster.

Taran is the strongest Elf in the Arhainii kindred, stronger even than Kry'el, lord of the clan. It is said that with his bare hands he can rip a grown man in half. His strength also extends to his legs, and he is the fastest Elf on foot.

Taran's real specialty though, is as a hunter. It is Taran who breeds the Bloodhounds, and Taran who leads them. Together, Taran and his Bloodhounds enjoy hunting for food as much as hunting the enemy, which is of course, everybody else. His speed is such that he can keep up with them, even when they are running full pelt at their foes.

Taran................97 points

Troop Type M WS BS S T W I A Ld
Taran 5 5 5 5 3 2 8 2 9

Weapons/Armour: Whip, a sword in his other hand and heavy armour.

May ride: Taran fights on foot.

Magic Items: Taran carries no magic items.

Special Rules:

Arhainii: Taran is an Arhainii, the woodsmen and hatred rules therefore apply.

Acute senses: Because of his acute sense of smell, hearing and sight, no troops may use special deployment rules to set up within 12" of Taran. Any hidden troop type within 12" must be revealed, though they need not be placed if they are hidden in units. This works against all hidden troops including hiding Waywatchers and Dwarf warmachines with the rune of disguise. Note that Shadowblade, and the Deathmaster Snikch are immune to this as they are far too good at what they do, to be outwitted by Taran.

Fast runner: If the Bloodhounds he leads charge more than 10" he may chose to sprint to keep up. He may then fight in the first round of combat but suffers a -1 to hit penalty as he has run very far very fast.

Crack Whip: Taran may crack his whip to "encourage" the Bloodhounds to fight on in combat. As long as Taran did not take a wound in the combat, the Bloodhounds may reroll any failed break tests. Any test may only be rerolled once, regardless of Battle standards etc. If Taran takes a wound he cannot do this, as he may feel like running himself!

 

Stratir the Beast-lord

Your Arhainii army may include Stratir as an independent character.

Even in his youth, Stratir showed a great affinity for animals. He would bring home wounded wild beasts and tend to their wounds with compassion. Actually he cared more for her animals then he did for other Elves. He killed another Shadow Elf for laughing at a tortoise who the Elf had lain on its back, watching the tortoise struggling to get back on its feet, a rage came over Stratir, and he lashed out with a rock killing the other Elf.

Now he is grown and Stratir has a great degree of control over the animals and is able to summon them into battle and direct them to slay all in the name of Khaine.

Stratir.............100 points

Troop Type M WS BS S T W I A Ld
Stratir 5 4 4 3 4 1 7 1 8

Weapons/Armour: Sword, javelins and a longbow.

May ride: Stratir fights on foot.

Spells: Stratir is a Shadow Mage, he may therefore have 1 spell from either Dark Magic or Battle Magic.

Magic Items: Stratir is accompanied by a warrior familiar in the shape of a hawk.

Special Rules:

Arhainii: Stratir is an Arhainii, the woodsmen and hatred rules therefore apply.

Control Monsters: Stratir has the ability to control monsters. Any bound monster in the Arhainii army may take bound monster tests on Ld 10. Any enemy monster attacking Stratir or the unit he is with, must roll a D6 and add their Ld, Stratir does the same. If Stratir wins, the monster will refuse to fight unless it itself is fought. This should only be done once. It will either fight or not fight for the entire combat. A ridden monster may use the Ld of the rider but the monster may not use the Ld of the general if within 12". Great Eagles, Dragons and Unicorns are immune as they are intelligent creatures.

Summon Creatures: Stratir has the ability to summon the creatures of the area to do his bidding. To reflect this if you include Stratir you may take up to 3 swarm bases of a single type at half cost.

Magic Items

Warrior familiar................25 points

Stratir is accompanied by a warrior familiar in the shape of a hawk who rides on Stratir's shoulders. The hawk will interpose itself with any attackers and protect its master. If its master would be attacked, the attacker must fight the Hawk instead, warrior familiars always strike first.

Troop Type M WS BS S T W I A Ld
Hawk familiar * 5 0 4 4 1 6 2 10

* The hawk rides Stratir's shoulder so has no move value.

 

Sha'areth the Master of Time

Your Arhainii army may include Sha'areth as an independent character.

The day was grim, the field stained red with blood. There were few Shadow Elves left alive, their foes, a screaming horde of Dæmons, were about to destroy the last warriors of the Arhainii army. The lord of the army was dead, he was slain in battle with a Dæmon prince, his sword in its chest. Now the command had fallen to Sha'areth the only leader left alive. He had to stop the Dæmons before they discovered Shadowkeep.

He gathered his army, ready to make a desperate last stand against their enemies, ready to slay in the name of the Lord of Murder, but all the Elves new they would die this day. Sha'areth burned with anger at the Gods of Chaos and their minions, he would make them pay for this, he would sell his life dearly. The Dæmons charged.

Something snapped in Sha'areth, he raised his hands in the air and black fire appeared in his hands. He cast this fire at the oncoming horde, and suddenly an unbelievable thing happened. The Dæmonic host slowed down, all their actions took three times as long and all their movements were sluggish. Sha'areth didn't know what he had done, but he thanked Khaine and sounded the charge. He and his warriors killed all the Dæmons, because they were unable to get out the way of their blows, or fight back effectively.

Since that time Sha'areth has developed his magical powers. Sha'areth has been blessed by Khaine to have control over time itself, he delights in slaughtering foes who have been slowed in time, and are unable to avoid his attacks. He is a powerful and deadly foe who knows no mercy.

Sha'areth.................349 points

Troop Type M WS BS S T W I A Ld
Sha'areth 5 4 4 4 4 3 8 2 8

Weapons/Armour: Two Phase swords.

May ride: Sha'areth fights on foot.

Spells: Sha'areth is a level 3 Time Mage. He has three spells which are unique to him, they are listed below.

Magic Items: Sha'areth wields the Phase Swords, and wears the Amulet of Time and the Ring of Speed.

Special Rules:

Arhainii: Sha'areth is an Arhainii, the woodsmen and hatred rules therefore apply.

Magic Items

Phase Swords..............30 points

The Phase Swords were created by Sha'areth. They are made to phase in and out of time, by doing this they pass through armour easily. Their are two Phase Swords so Sha'areth gets +1A when using them as he has an additional hand weapon. Also there is no armour save allowed against them, not even for magic armour.

Amulet of Time.............40 points

The Amulet of Time was created by Sha'areth to protect him from harm. When a blow would land on him, the Amulet teleports him a split-second into the future, thereby allowing him to avoid the attack.

If any sort of attack hits Sha'areth, roll a dice, on a 4+ it fails to connect as he teleports into the future. This applies to h-t-h attacks, missile attacks and projectile type spells. If the 4+ roll is failed, roll to wound as usual.

Ring of Speed................50 points.

The Ring of Speed, speeds up the movements of Sha'areth, making him blur when running or in combat. Unfortunately, this speed can be too much for a mortal body to take.

While using the Ring of Speed, Sha'areth receives x2M, x2A and +2I. You must declare you are using this at the start of either player's turns. If you wish use it roll a D6 at the end of the magic phase for that turn, on a roll of 1 the acceleration is too much and Sha'areth takes a wound from the exertion. There is no save allowed for wounds suffered in this way.

Spells

Sha'areth has 3 unique spells to represent his unique sphere of magical power.

Time Rip - Power 1 - Range 6"

Sha'areth opens a tear in space and time, allowing him or another model within 6" to teleport anywhere on the board. Sha'areth is experienced at this and is protected because of his natural abilities. If another model uses the rip, roll a 2D6 on a 2-3 they are never appear and are killed. They have been lost outside time.

Quickening - Power 2 - Range 24"

Sha'areth speeds time up for 1 unit within 24", they may then move again and either shoot or fight in hand to hand combat again. Their opponents in hand to hand may not fight back, and no break tests are caused as a result of their actions, though if 25% casualties are received the unit must take a panic test.

Slowdown - Power 3 - Range 18"

Sha'areth slows time down for 1 enemy unit within 18". Their M & I values are halved. All fleeing and pursuit moves are halved. All successful hits they score must be rerolled. And any unsuccessful hits against them can be rerolled. The second roll for these effects stands and cannot be rerolled with this spell. However the effects of this can be combined with hatred.

 

Durankor, Wolf Brother

Your Arhainii army may include Durankor as an independent character.

Durankor was once a warrior, fighting with the rest of his clan against all their enemies. He rose to lead a regiment into battle, and was regarded as a fine warrior and servant of Khaine.

Then, one fateful day, the Arhainii clashed with a Norse army. Leading the army was a massive brute of a man, he stood at least 7 foot tall, and carried a huge sword with ease. When battle was joined he sprouted fur, grew fangs and savaged his foes with claws. The Arhainii had never seen such a monstrous creature. Durankor, on the orders of Kry'el led his warriors in a charge against this monster. The Norse lord fought bravely and tore a gash in Durankor's arm, but eventually he was overcome.

That night a terrible sickness overcame Durankor, he screamed in pain, and his head burned with fever. This continued for 2 nights, until one morning he arose fit and healthy, feeling more powerful than ever before. However, a few weeks later was the time of the full moon, and Durankor felt a terrible transformation occur. He was infected with Lycanthropy, he was a Wolf brother. The other Arhainii praised this transformation as a blessing from Khaine, for when Durankor goes into battle, none can oppose him.

Durankor...............130 points

M WS BS S T W I A Ld
Durankor 5   6   6  4 4  2 8 3  9
Wolf Form 9   4   0  4 4  2 8 3  9
Wolf Brother 5   4   0  5 4  2 8 3  9

Troop Type M WS BS S T W I A Ld
Durankor 5 6 6 4 4 2 8 3 9
Wolf Form 9 4 0 4 4 2 8 3 9
Wolf Brother 5 4 0 5 4 2 8 3 9

Weapons/Armour: Sword in Elf form, vicious claws in Wolf and Wolf brother form. Heavy armour in Elf form, thick fur in Wolf and Wolf brother form (5+ save).

May ride: Durankor fights on foot.

Magic Items: Durankor carries no items as their magic may interfere with his shape-shifts with disastrous consequences.

Special Rules:

Arhainii: Durankor is an Arhainii, the woodsmen and hatred rules therefore apply.

Shape-shifting: At the start of your turn, you may declare that Durankor will attempt to shape-shift. To do this pick the form you wish to adopt, and take a leadership test. If you pass, you spend the rest of the movement phase shape-shifting, otherwise you may act as normal. You must start the game in Elf form. If you are in h-t-h, you get +1 Ld to the test if you are trying to change into the Wolf-brother form.

Frenzy: If in Wolf Brother form, Durankor suffers frenzy.

 

Cumal Thornheart

Your Arhainii army may include Cumal as an independent character, unless you are fighting Wood Elves.

Cumal Thornheart was once a Dryad of the realm of Athel Loren. He lived as life as all Dryads do, defending his sacred trees from those who threaten them. He dwelt with his kindred, and they fought valiantly against all who attacked their trees.

Then the Orcs came, a massive tide of Greenskins swept through the forest burning trees and killing all who got in their way, Elf and Dryad alike. Cumal himself was dealt a vicious blow and collapsed unconscious. When he awoke, a terrible sight greeted him. All the trees were burnt, all his kin slain. He screamed out in agony over their loss, and swore to avenge them. Cumal left the forest of Loren that night, none could stop him, although many tried, for if a Dryad leaves the forest, he invites certain death.

But Cumal did not die. Driven on by a desire for revenge he survived leaving the sacred forest and the trees that support him, but only just. He was driven almost completely mad by the experience, he blamed all creatures for what had happened to him, and he killed all he met.

Eventually Cumal's wanderings led him into meeting the Arhainii, he killed the first dozen he met, before, through the red haze in his mind, he realised these were Wood Elves, the traditional friends of his race. Kry'el saw the savagery and skill of Cumal, and managed to persuade him to join the Arhainii in their battles. Before each battle Cumal is told that the enemy they will fight is the same that destroyed his trees, and Cumal goes berserk with hatred and rage.

When not at war, Cumal dwells in the forests by Shadowkeep, dreaming of the day he will have his final revenge.

Cumal Thornheart....................120 points

Troop Type M WS BS S T W I A Ld
Cumal 5 5 0 5 4 2 5 3 8

Weapons/Armour: Cumal has no need for weapons and wears no armour. However he has a magic aura that protects him, Cumal has a special save of 5+, and a magical save of 5+.

May ride: Cumal fights on foot.

Magic Items: Cumal carries no items.

Special Rules:

Move: Cumal is a woodland spirit and suffer no penalties for moving through woods.

Unstable: Cumal's mind is incredibly unstable after all that has happened in his life, to represent this roll a D6 at the start of every turn, on a roll of 1 he suffers from stupidity for the turn, there is no Ld test for this, he is considered to have failed the stupidity test. On any other roll Cumal suffers from both Frenzy and Hatred of all enemy troops. He must move as quickly as possible towards the nearest enemy unit. If the general of your army is within 12" he may try and direct Cumal towards a different target, he may do this if Cumal passes a Ld test.

Shapeshifting: Cumal has the ability to assume the shape of trees in battle like any other Dryad. Unfortunately, his unstable mind is not very good at controlling these changes. If Cumal is in h-t-h roll a D6 at the start of each combat phase:

1-2 Birch aspect +1A. (note this is added AFTER Frenzy).
3-4 Oak aspect +1S and +1T.
5-6 Birch aspect, any opponent loses 1 attack.

Cumal may not shift into the same shape for two turn in a row, if the roll indicates he does, reroll until something different is rolled.

Fear: Cumal is a mad tree spirit that goes into battle screaming his hatred of all creatures. He causes fear.

Madness: Cumal is too far gone into madness to run away from the enemy, he is so berserk he merely charges in and carries on fighting until they are all slain. Cumal is immune to Fear, Terror, Panic and Break Tests.


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