Rare Units
Warhawk RidersPoints/model: 40
Warhawk Rider 5 4 4 3 3 2 5 1 8
Wind Rider 5 4 4 3 3 2 5 2 8
Warhawk 1 4 0 4 3 - 5 1 5
Unit Size: 3 - 12
Weapons & Armour: Spear and Longbow
Options:
. Upgrade one Warhawk Rider to a Wind Rider for +20 pts
Special Rules:Flying Cavalry, Hit-and-Run
Great BearPoints/model: 55
Great Bear 5 4 0 5 5 3 4 3 8
Claw Leader 5 4 0 5 5 3 4 4 8
Unit Size: 3 - 10
Weapons & Armour: Fangs, claws, and a bad attitude
Options:
. Upgrade one Great Bear to a Claw Leader for +20 pts
Special Rules: Beasts of the Forest, fear, Stubborn
If the Army General is a member of the Beastkith kindred, Great Bears become a Special unit.
SpitebeastPoints/model: 85
Spitebeast 6 3 0 5 5 4 2 3
5
Unit Size: 1
Weapons & Armour: Talons, branches, jagged stones...
Special Rules: fear, unbreakable
Controlled: The Spitebeast can only be controlled by the Spellweaver that summoned it. At the start of the game, designate the Spellweaver that controls each Spitebeast. If that Spellweaver becomes a casualty or leaves the table, all Spitebeasts that they control collapse and are removed as casualties. Your army cannot include any Spitebeasts unless it also contains a Spellweaver.
Restore: Any Spellweaver that controls Spitebeasts knows the additional free spell Restore:
Restore Cast on 6+
If cast successfully, any single Spitebeast within 18" regains D3 wounds. This cannot increase the number of Wounds beyond 4.
Regenerate: A Spitebeast even partly within a wood, forest, or similar terrain gains the Regeneration special rule against mundane attacks.
Single model: Spitebeasts are single model units and cannot join other units or be joined by any character.
Up to three Spitebeasts can be selected as one Rare choice.
Sacred Glade 0 - 1
Points/Glade: 200
A Laurelornim Wood Elf army may include one Sacred Glade. This Sacred Glade is the inspiration for the army and as such replaces the option for the Battle Standard Bearer and the free wood provided by the Woodland Ambush Special. The Sacred Glade can be deployed in any scenario, not just Pitched Battle. If the scenario is not Pitched Battle, then the Sacred Glade must be deployed entirely within the owning player's deployment area, otherwise, it can be placed using the Woodland Ambush rules.
The Sacred Glade is represented by a piece of woodland terrain no more then 6" in diameter with a Waystone at the very center of the Sacred Glade. The Waystone counts in all respects as an elven Battle Standard Bearer and an army with a Sacred Glade cannot also have a Battle Standard Bearer. Beasts of the Forest retain their special rule
counting a Beastkith Army General as a BSB. The Sacred Glade counts as very difficult terrain to all enemy troops, no matter their special rules, spells, or magic items.
For a 12" radius around the center of the player's Sacred Glade:
Enemy suffers from Earthbind; all movement counts as if through difficult terrain.
Enemy attempting to attack any unit even partly within this area suffers -1 to its 'to hit' roll, both shooting and close combat.
As long as the Waystone has not been violated, a single wizard may join the Waystone at the center of the player's Sacred Glade, just like a character would join a warmachine. Once joined, they cannot leave voluntarily
and become Unbreakable.
A wizard who joins the Waystone gains the following additional abilities:
The Waystone provides them two extra Power and Dispel dice that only they can use.
The wizard gains the Drain Magic spell, as described in the High Elf army book.
The wizard cannot control any Spitebeasts, and any Spitebeast within 12" of the center of the Sacred Glade
at the beginning of either player's Magic Phase is automatically destroyed.
The wizard ignores the part of any effect from the Miscast table that results in physical or mental damage to themselves. Dice may still be drained, the enemy may be able to cast free spells.
Wizard can trace LoS though the Sacred Glade with no penalty. For LoS purposes, they ignore the trees of the Sacred Glade
The Waystone at the center of the Sacred Glade may be violated in the same way that a Warmachine can be destroyed
(No mage alive and enemy in contact). This results in the Sacred Glade losing all of its effects for the remainder of the battle. If the Waystone is violated, the enemy gains 200 VP.
In addition, if there is an enemy touching the Waystone with no Laurelornim model or unit within 6 inches, the Glade is destroyed as the Waystone is toppled. All units, friendly and enemy, within 12" of the toppled Waystone take d6 S4 hits, and every wizard on the table takes one S6 hit. These effects are cumulative, so a wizard within 12" of the Waystone when it is destroyed will suffer from both effects. If the Waystone is destroyed, the enemy gains 400 VP.