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Eternal Guard: S3, 1A, Stubborn
Arrows: Witch's Curse: Poison.
Moonfire: +1 to wound against Order
Fast: 2 Shoots
Precise: No negatives to shooting
Razor: AP -3
Starfire: +1 to wound against Destruction
Special Rules: Forest Stalker: Forest Striders, and, in forest: fight with an additional rank, shoot with an additional rank, and reroll 1s to wound on Close combat
Blessing of the Ancients: +1 Caster level in forests
Forest Spirit: Ward Save 6++ and ItP.
Place Forest: Citadel Forest, in your half of the table
Kurnous: Frenzy, Devastating Charge, Tattoos, Fast
Weaponry: Asrai Bow, S3 AP. Javelin, 12", AP and Poison. Spears: basic spear (on foot and mounted), AP.
Sisters, WS 4++, javelins, same than warlocks, Shield of thorns and Curse. Poison. Deers of ISha...1A S4. The kurnous ride Deers of kurnous...1A S4.
Rangers, GW, +1A vs fear and terror, S3. ItP
Shadowdancer is a hero, Shadow lore.
Hawks with Killing blow on charge, and AP both rider and mount.
Waywatchers: 2 shooting modes: First is rapid fire... Multiple shoots (2). Second is Accurate shooting. Ignore armor.
Only Aedas (the lord level mage) use High and Dark Magic.
Nobles and Trueborns have the rule arrow of Kuronus... If the enemy general is at 36" and in a straight line, before the game he receives a single S3 strike that ignores armor
Treeman S5, 5A. Upgrades such as strangle. Ancient only 3A, level 2 life.
Dancers, the already mentioned dances.
Lore rules, the already mentioned ones.
Dryads are not skirmishers, S3 and hatred