RED ELF
HIGH ELF HONOURS

Elves are virtually immortal, and throughout their lives spend considerable time mastering many skills and crafts. The achievements of an Elf are highly vaunted, and an Elf who possesses many different skills will be known by several honorific titles, known as Honours.

Each character may only take each Honour once. However, more than one character in an army may take the same Honour if you wish. The only restrictions on who can take which Honour are noted in the descriptions of the abilities themselves.

PURE OF HEART
0 points - Mandatory

Though the Golden Age of the High Elves is a distant memory, there are still a few noble Elves whose mere presence reminds those about them of the heroic past of their race. They embody all that is glorious about the Elves from before the time of the Sundering and are a bittersweet reminder of former achievements.

This Honour MUST be given to exactly one high Elf character. It costs no points.

The character, and any unit he joins, is Immune to Panic. If the Pure of Heart character is killed, the High Elf player loses 100 Victory points from his total at the end of the battle. If the scenario does not use Victory points then the demise of the Pure of Heart character has no effect.

LION GUARD
45 points

The hero is lauded amongst all Elvenkind for his total devotion to the protection of Ulthuan and his unswerving loyalty to the Phoenix King.

The character comes equipped with a lion cloak. The character and any unit he leads is Stubborn. If you have a character with Lion Guard, then White Lions become a Special Choice for your army (but remain 0-1).

LOREMASTER
40 points

Sated by his training in the martial arts, this character has now embarked upon the path of the mage.

The character is a Level 1 Wizard. Note that he may not cast spells if he is wearing armour (remember that barding for his steed will not affect his spell casting).

SWORDMASTER
40 points

Trained by the adepts at the tower of Hoeth, the lethal skills of this warrior are justly fabled.

The character is equipped with a Great weapon and may not take a magic weapon. Instead of striking last in any turn he does not charge, the character will strike in initiative order, as explained on page 68 of the Warhammer rules. The character also has the killing blow special rule.

SEER
30 points

The lores of magic hold no surprises for this mage. Countless hours of painstaking study mean that no spell of worth has escaped his keen eye.

Mage only. May choose his spells instead of rolling for them.

CHANNELLER
10 points

The mage acts as a conduit through which raw power flows.

Mage only. May cast with a maximum of +1 more Power dice than normal. For example, a Level 3 Mage may use up to five Power dice in an attempt to cast a spell (instead of the usual four).