CHARACTERS

1 Arhainii General.................160 points

Your army must include a General to lead it. The Arhainii General represents one of Kry'el's family or a powerful lord amongst his kindred.

Profile M WS BS S T W I A Ld
Arhainii Lord 5 7 7 4 4 3 9 4 10

Equipment: A sword.

Weapons/Armour: The Arhainii lord may be armed with any equipment on the equipment list above, see the list for points cost.

May ride: The Arhainii lord may ride an elven steed (+3 points). Alternatively he may ride a monster chosen from the monster section.

Magic Items: The Arhainii lord may have up to 3 magic items.

Special Rules: The Arhainii lord is a Shadow Elf and the usual Woodsmen and Hatred rules apply.

 

0-1 Arhainii Battle Standard Bearer.................98 points

Your army may include an Arhainii Battle Standard Bearer. The battle standard is entrusted to a great warrior. It is an honour to be allowed to carry the battle standard. The standard usually depicts Khaine in one of his many aspects, or the skulls of defeated enemy.

Profile M WS BS S T W I A Ld
Arhainii Battle Standard Bearer 5 5 5 4 3 1 7 2 8

Equipment: A sword.

Weapons/Armour: The Arhainii Battle Standard Bearer may be armed with any equipment on the equipment list above, see the list for points cost.

May ride: The Arhainii Battle Standard Bearer may ride an elven steed (+3 points). Alternatively he may ride a monster chosen from the monster section.

Magic Items: The Arhainii Battle Standard Bearer may have up to 1 magic item. This may be a magic standard.

Special Rules: The Arhainii Battle Standard Bearer is a Shadow Elf and the usual Woodsmen and Hatred rules apply.

 

Arhainii Hero.................104 points

Your army may include Arhainii heroes. An Arhainii Hero is a powerful warrior and leader, a veteran of many battles.

Profile M WS BS S T W I A Ld
Arhainii Hero 5 6 6 4 4 2 8 3 9

Equipment: A sword.

Weapons/Armour: An Arhainii hero may be armed with any equipment on the equipment list above, see the list for points cost.

May ride: An Arhainii hero may ride an elven steed (+3 points). Alternatively he may ride a monster chosen from the monster section.

Magic Items: An Arhainii hero may have up to 2 magic items.

Special Rules: An Arhainii hero is a Shadow Elf and the usual Woodsmen and Hatred rules apply.

 

Arhainii Champion.................48 points

Your army may include Arhainii champions for units of troops. An Arhainii champion represents a warrior who is stronger and more skilful than a normal trooper.

Profile M WS BS S T W I A Ld
Arhainii Champion 5 5 5 4 3 1 7 2 8

Equipment: A sword.

Weapons/Armour: An Arhainii champion must be armed with the same equipment as the unit he leads, see the list above for points cost.

May ride: An Arhainii champion must ride an elven steed (+3 points) if leading a unit of cavalry.

Magic Items: An Arhainii champion may have up to 1 magic item.

Special Rules: An Arhainii champion is a Shadow Elf and the usual Woodsmen and Hatred rules apply. Any special rules that apply to the unit he leads apply to the champion.

 

0-1 Blood Warrior Heroes

Blood Champion 60 points
Blood Master 120 points

Your army may include a Blood Warrior Hero for a unit of Blood Warriors. A Blood Warrior Hero acts as the unit champion.

Profile M WS BS S T W I A Ld
Blood Champion 5 6 3 4 3 1 8 2 8
Blood Master 5 7 3 4 4 2 9 3 9

Equipment: Two swords.

Magic Items: A Blood Warrior Hero may have up to 1 magic item. This may not be any kind of armour or ward.

Special Rules: A Blood Warrior Hero is a Shadow Elf and the usual Woodsmen and Hatred rules apply.

Frenzy
The Blood warriors suffer from frenzy. When frenzied they are immune to hatred of Wood Elves.

Ignore Pain
The Blood Warriors have a chance to ignore damage that they take. This effectively gives them a save of 6+ against any damage.

 

Shadow Mages

Shadow Mage (level 1) 59 points
Shadow Mage Champion (level 2) 121 points
Shadow Master (level 3) 219 points
Shadow Lord (level 4) 328 points

Your army may include Shadow Mages. They represent the mages of the kindred
from before the corruption. They dabbled in the black arts of Dark magic
and were corrupted by it.

Profile M WS BS S T W I A Ld
Shadow Mage 5 4 4 3 4 1 7 1 8
Shadow Mage Champion 5 4 4 4 4 2 7 1 8
Shadow Master 5 4 4 4 4 3 8 2 8
Shadow Lord 5 4 4 4 4 4 9 3 9

Equipment: A sword.

Weapons/Armour: A Shadow Mage may be armed with any equipment on the equipment list above, see the list for points cost. Armour interferes with his spellcasting ability so usually a Shadow Mage will chose not to wear any.

May ride: A Shadow Mage may ride an elven steed (+3 points) Alternatively he may ride a monster chosen from the monster section.

Spells: Shadow Mages pick spells from the Arhainii spell deck (see the spellcasting section for more details). They have 1 spell per magic level.

Magic Items: A Shadow Mage may have up to one item per magic level chosen from Warhammer Magic.

Special Rules: Shadow Mages are Arhainii and the usual Woodsmen and Hatred rules apply.

 

Raptors.................100 points

You may include up to 1 Raptor for every 1000 points in the total points of your army.

Profile M WS BS S T W I A Ld
Raptors 5 4 4 4 4 2 6 2 8

Equipment: A sword.

Weapons/Armour: Raptors may be armed with any equipment on the equipment list above, see the list for points cost.  Armour interferes with his summoning ability so usually a Raptor will choose not to wear any.

May ride: Raptors may ride an Elven steed (+3 points).

Magic Items: Raptors may have up to 1 Magic Item.

Special Rules: Raptors are Arhainii and the usual Woodsmen and Hatred rules apply.

Spying
After both players have finished deploying for battle you may reposition one of your units. You may only reposition one unit regardless of the number of Raptors in your army. For more details see the Bestiary.

Summon Birds
Raptors can summon a flock of birds in the shooting phase of their turn. To do this they must pass a Leadership test on their own unmodified leadership. The birds will attack any unit or model the Raptor can see, up to 30" away and cause 2D6 S3 hits.

 

0-1 Blood Willow...................280 points per model

Your army may include up to 1 Blood Willow. This represents their rarity, their long sleeps and the distrust between Blood Willows and Arhainii.

Profile M WS BS S T W I A Ld
Blood Willows 6 8 0 7 6 5 3 5 10

Equipment: None, nor do they need any.

Magic Items: None.

Special Rules

Fear
Blood Willows are huge and frightening. They cause Fear.

Move Through Woods
Blood Willows can move through woods with no penalty.

Entangling Branches
When a Blood Willow attacks it entwines its branches around its opponents. This causes all enemy models in base contact with the Blood Willow to lose their first attack.

Vulnerable to Fire
Blood Willows are vulnerable to fire attacks. Each wound a Blood Willow takes from a fiery attack is doubled.

Linked by Destiny
A Blood Willow and a Treeman will never attack each voluntarily. If both a Treeman dies then your Blood Willow will also die on the D6 roll of 6. If your Blood Willow dies then each Treeman must see if they die on the D6 roll of 6. Only 1 Treeman can die this way ie if he has 2 Treemen and rolls a 6 for the first one then he need not roll for the other. If the first survives then roll for the second.


Back to Warhammer Armies: Arhainii

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