SPECIAL CHARACTERS

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 assassination 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. It has gained him a fearsome reputation for being extremely hard to kill.

Kry'el..............319 points

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

Weapons/Armour: Armour of Fortune, shield, additional hand weapon, and a longbow.

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........80 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 millennia 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 secrets of magical power and grants him the ability to undo and destroy spells.
The Orb of the Ancients allows Kry'el to dispel as if he were a level four wizard. If he successfully dispels a spell then on a further D6 roll of 5+ the spell is destroyed.

 

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

Profile 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 chosen from the Arhainii spell deck (see Spellcasting section for more details).

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

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...........75 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 war host led by the Warlord Kaazarr. The Chaos warlord was sure that no Elf could hurt someone as powerful as himself and so, full of confidence, he joined no regiments and fought alone. In a berserk charge Vanira charged the warlord but Kaazarr was not to be beaten so easily. Vanira and Kaazarr fought solely each other for the whole battle 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 and 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. It 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 taking over her soul and very slowly Vanira is becoming less and less herself.

Vanira..............282 points

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

Weapons/Armour: Vanira wears heavy armour and wields the Dæmon 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..........50 points
The Dæmon weapon Ravager contains a bound Greater Dæmon who goes only by the name of Bloodclaw. While the Dæmon 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 bearer. Luckily for Vanira, she has a lot of willpower but her soul is still slowly being eroded by Bloodclaw.
When using Ravager, Vanira gains +1A, +1S and each wound caused becomes D3. 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 attacks against her will hit automatically.

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 Dæmon. 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+.

 

Senthis - The Outcast

Your Arhainii army may include Senthis as an independent character. She may be your general if you wish.

She suddenly arrived at the gates of Shadowkeep. No one had seen her enter the mountains. The eagle-eyed Night Walkers and lookouts had not seen her as she grew near their hidden castle stronghold. She called herself Senthis, meaning outcast, and she came seeking a place to live and an army to fight for. She found both in Shadowkeep.

None of the Arhainii know where she came from but there are some clues to her identity. Senthis carries a repeater crossbow that is her most treasured possession. She will not tell any one how she came to have such a weapon but there are many theories and much speculation.

Senthis has an air of authority and is an excellent leader. After many years of fighting with the Arhainii, Kry'el allowed her to command his armies into battle. Senthis has a keen eye and is an expert shot. She can fire arrows twice as fast as most people and rarely misses. In combat she wields Venom Claw, a magical sword that continually drips corrosive poison. Where she gained such a weapon is another mystery.

Senthis..............251 points

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

Weapons/Armour: Senthis carries a Repeater crossbow and wields a sword. She wears light armour and carries a shield.

May ride: Senthis always fights on foot.

Magic Items: Senthis wears the Boots of Dodging and Senthis Bracelet. She wields the sword Venom Claw.

Special Rules:

Arhainii: Senthis is not really Arhainii but follows all special rules for them ie hatred of Wood Elves etc.

Boots of Dodging - 20 points - Enchanted Item
These magical boots have small wings painted on to the leather. They are made to change shape to fit anyone who wears them. The boots enable the wearer to dodge incoming blows.
While wearing these boots Senthis gains a dodge of 5+ against any form of attack.

The Falcon Bracelet - 15 points - Enchanted Item
This bracelet speeds up Senthis's reactions allowing her to reload and fire faster than the eye can see.
The Falcon Bracelet allows Senthis to fire twice. With her repeater crossbow she may choose to fire two single shots at no penalty, or four shots at -1 to hit.

Venom Claw - 50 points - Magic Weapon
This magic sword drips with corrosive poison that burns through armour and burns when it touches bare skin.
Venom Claw gives Senthis +1S and an additional -1 save for a total save modifier of -3. Each wound caused by Venom Claw causes not one but two wounds on the victim.

 

Kathdré - The Storm

Your Arhainii army may include Kathdré as an independent character. He may not be your general. If you include Kathdré you must include his Storm Riders in your army.

Kathdré was once a Shadow Knight. His determination, skill and strength marked him out for greatness and Kry'el gave him a regiment of Knights to command. He was given command of the most powerful Knights and led them successfully into battle on many occasions.

Kathdré trained his knights to fight with swords soon they became expert at fighting with a sword in each hand. He became known as the Storm and his Knights as the Storm Riders. This is because they are the masters of the rapid assault; overwhelming any resistance with a storm of whirling blades. Standing up to their charge is said to be like trying to defeat a storm with a wooden club.

Kathdré..............169 points

Profile M WS BS S T W I A Ld
Kathdré 5 6 6 4 4 2 8 4 9
Elven Steed 9 3 0 3 3 1 4 1 5

Weapons/Armour: Kathdré wields two swords. He wears heavy armour.

Rides: He rides an Elven Steed.

Magic Items: The Storm Talisman and the Blood of Kry'el.

Special Rules:

Arhainii: Kathdré is an Arhainii, he therefore follows all special rules for them ie hatred of Wood Elves etc.

Storm Charge: When Kathdré leads his Storm Riders they charge their foes with unstoppable power and fury. To represent this the Storm Riders gain two benefits when they charge and are led by Kathdré.
Firstly they gain +1 combat resolution on the turn they charge. Secondly, they can attempt to leap over defended obstacles to get to their target.
Roll a D6 for each Storm Rider in the unit if you wish to attempt this. You must get below their Initiative to pass. Failure results in the Storm Rider falling and taking a S4 hit. The Storm Riders can hit as normal thereafter and do not require 6's to hit. Kathdré does not need to test as he automatically succeeds.

The Storm Talisman - 15 points - Ward
This talisman was fashioned by a Shadow Mage as a token of thanks after the Storm Riders saved his life. It protects Kathdré from harm.
The talisman gives Kathdré a 5+ special save.

The Blood of Kry'el. - 35 points - Enchanted Item
Kathdré is supplied with a small amount of this potion before he leads his Storm Riders into battle. This is a mark of the faith that Kry'el has in him.
At the start of every hand-to-hand combat phase in which the Storm Riders are engaged in combat they gain one of the following benefits on a roll of 3+:
1-2 All saves vs their attacks have a -1 penalty.
3-4 Ignore the first unsaved wound on the unit in the current phase.
5-6 An extra rank may attack.
For more details see the Magic Items section. Note that Kathdré also benefits from this as long as he does not leave the Storm Riders.

THE STORM RIDERS

If your army includes Kathdré then it must also include his unit of Storm Riders. Kathdré must deploy with this unit but may leave it during the game.

The Storm Riders have forsaken the lance which is the standard armament of Knights around the world. Instead they fight with a sword in each hand allowing each Storm Rider to attack in a storm of blades. When led by Kathdré their charge is unstoppable.

Storm Rider................33 points per model

They may have a standard bearer and musician but may not have a champion.

Profile M WS BS S T W I A Ld
Storm Rider 5 5 4 4 3 1 6 1 8
Elven Steed 9 3 0 3 3 1 4 1 5

Equipment: The Storm Riders are armed with two swords. They wear heavy armour. They ride Elven Steeds.

Armour save: 4+

Special Rules

Arhainii: The Storm Riders are Arhainii and therefore follow all special rules for them ie hatred of Wood Elves etc. Note that they do suffer from Blood Lust.

Storm Charge: When Kathdré leads his Storm Riders in the charge they charge with incredible power. See Kathdré for more details.

 

Sha'areth the Master of Time

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

Sha'areth was a Shadow Mage that had tremendous potential for magic, perhaps the greatest of all the Arhainii, but he was always unable to become a truly powerful mage in the magic of the Arhainii. He was brought before the Coven who tried to determine why he could not become a Shadow Lord. They decided that for some reason, his mind and soul were not suited to the magic of the Arhainii and that he would never be a true master of it. They suggested that Sha'areth work for them to research the magic of the world. Perhaps he would find his true calling.

Sha'areth left Shadowkeep and spent many years researching many different types of magic but none of them seemed right. He had not found what he sought. Resigning himself to a life as a low Mage, he prepared to return in shame.

As Sha'areth drew near the keep, he realised something was terribly wrong. There was a deathly silence in the air - as if all the creatures had disappeared. As he got even closer he heard the sound of battle. An army of Daemons were attacking. An Arhainii army was fighting them but they were outnumbered and were losing.

The day was grim - the field was stained red with blood. The screaming horde of Dæmons was about to destroy the last warriors of the Arhainii army. The general of the army was dead, he had been slain in battle with a Dæmon prince as if he had been only a child. Sha'areth stepped on to the field of battle and took command of the remaining Elves. 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 knew 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 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 had found his destiny. He praised Khaine and sounded the charge. He and the warriors slaughtered all the Dæmons. They were unable to get out the way of the Arhainii attacks or fight back effectively.

Since that time Sha'areth has grown considerably in his magical powers. He is still experimenting with the magic of time and the Coven expect him to be the most powerful of their number within a couple of centuries. As recognition of his powers, Sha'areth has been made a member of the Coven though this is partly because they want to keep an eye on him.

In battle, 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

Profile 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 uses the following stat line:

Profile M WS BS S T W I A Ld
Sha'areth 10 4 4 4 4 3 10 4 8

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 2D6 on a 2-3 they 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 attacks they make are at -1 to hit. Any rolls to hit them are at +1 to hit.

 

Durankor, Wolf Brother

Your Arhainii army may include Durankor as an independent character.

Durankor was once a Wolfmaster. He lead his Bloodwolves to many victories and he was highly praised. Unlike other Wolfmasters that view their wolves only as something to be controlled and used, Durankor was of the opinion that they would fight better if they did so because of respect and love for their master. He therefore developed a relationship with his Wolves more akin to the Beastmasters of Loren than of the Arhainii. His pack grew numerous as he was also a very successful breeder of Bloodwolves.

Some Wolfmasters change shape into that of a wolf when fighting battles though this happens sporadically and never for longer than a few seconds. Durankor had that ability as well but it was always unpredictable until a fateful battle.

Durankor was leading his entire pack against a Skaven horde. The battle was going well and he was leading his pack in pursuit against the fleeing ratmen when they cunning Skaven played their ace. In their mad pursuit Durankor had unwittingly led his pack into the range of a Warpfire Thrower team. With devilish grins on their faces, the Skaven fired their weapon and squirted a massive jet of Warpfire. Durankor survived the attack and roared loudly for the pack to charge. He received no answering howls. All he heard was the manic laughter of the Skaven. His pack had been entirely consumed in the flames. Overcome with rage Durankor charged into battle. He was so engrossed in killing that he never noticed fur sprout all over his body. His hand changed into claws and his mouth became filled with fangs. He had become a Wolf brother.

Durankor can now control and sustain his transformations by remembering and using his anger. He now fights alone as he has never raised another pack. When he charges, screaming and howling his rage, he is a terrible foe indeed.

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

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

Weapons/Armour: Vicious claws in combat. Heavy armour in Elf form, thick fur in combat (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.

Wolf Form: Durankor has the power to adopt the shape of a wolf. This allows him to move quickly around the battlefield. Durankor may move 9". He may march 18" but may not use this movement to charge, pursue or flee.

Wolf Brother Form

When Durankor charges into combat, a terrible transformation occurs. Thick black hair sprouts all over his body. His teeth grow into long, deadly fangs and his hands change into claws. In this form Durankor is both terrifying and lethal.

When Durankor charges into combat he takes on Wolf Brother form. When fighting in Wolf Brother form he uses the following profile:

Profile M WS BS S T W I A Ld
Wolf Brother 5 4 0 5 4 2 8 5 9

If Durankor does not charge he must fight in Elf form. At the start of your turn, if Durankor is in combat and is not in Wolf Brother form, you may change into that form automatically.

 

Taran the Hunter

Your Arhainii army may include Taran as a champion of a Bloodwolf unit. If you do this he becomes the Wolfmaster for the unit although the his points come from the character allowance.

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 Bloodwolvess and Taran who leads them into battle. Together, Taran and his Bloodwolves enjoy hunting for food as much as hunting the enemies of the Arhainii, 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

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

Weapons/Armour: A whip in one one hand and a sword in his other. He wears 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 Bloodwolfs 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 Bloodwolfs to fight on in combat. As long as Taran did not take a wound in the combat, the Bloodwolves 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.

The Wood Elves of Athel Loren have great affinity for nature and the creatures of the forest. The Arhainii too have a connection with the natural world but they seek to control it. Stratir was born with the natural ability to command animals and he takes great pleasure in forcing them to fulfill his desires.

When Stratir was young, he was attacked by a large panther, rather than being afraid, Stratir bound the panther to his will. For many years afterwards the panther followed Stratir around constantly, defending him if neccesary and relying on the scraps of food that Stratir would occasionally give him in order to survive. The panther that now accompanies Stratir to battle is just one of many panthers to accompany him. He names each one Nightshade after his first panther.

Not content just with controlling panthers, Stratir set himself ever more difficult tasks. He is the preeminate enchanter of the Arhainii when it comes to capturing and controlling monsters. He is also able to summon teeming swarms of creatures to do his will.

Stratir...............115 points

Profile M WS BS S T W I A Ld
Stratir 5 4 4 4 4 1 7 1 8
Nightshade 8 4 0 4 3 1 4 2 4

Weapons/Armour: Sword, javelins and a longbow.

May ride: Stratir fights on foot.

Spells: Stratir is a Shadow Mage and may therefore have 1 spell chosen from the Arhainii spell deck (see Spellcasting section for more details).

Magic Items: Stratir wears Claws.

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.

Nightshade

Stratir's panther, Nightshade must always remain at Stratir's side. If Stratir is killed then Nightshade will flee towards the nearest board edge.

Magic Items

Claws - 20 points - Magic Weapon

These Claws are engraved with runes to make them tough and strong. Worn on each hand they enable the wearer to fight attack in the manner of a wild beast.

There are two claws so they count as an extra hand weapon giving +1A. They can be used to punch straight through armour so give an extra -2 save modifier to their victims.

 

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 his 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 had been burned, all his kin had been 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 is inviting 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 when he will have his final revenge.

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

Profile 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 remain in the same shape for two consecutive rounds.

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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