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SEA ELVES

WARHAMMER ARMIES
LONG LIVE THE OLD WORLD
WA R H A M M E R : S E A E LV E S
8 T H E D I T I O N E X PA N D E D

Long Live the Old World ............................1 Core Units ..................................................9


The Scope ......................................................................1 Namarti Thralls ............................................................. 9
Something old, something new .....................................1 Namarti Reavers ............................................................9

Army Special Rules ....................................2 Ishlaen Guard ................................................................ 9


Black Ark Corsairs .........................................................9
Tides of Battle ................................................................2
Ethersea .........................................................................2 Special Units ............................................10
Deepkin .........................................................................2 Morrsarr Guard............................................................10
Isharaan Rituals .............................................................2 Allopex ........................................................................10
Namarti .........................................................................2 Ethersea Shoal .............................................................10
Armoury of the Deep.....................................................3 Rare Units ................................................11
Lore of High Magic.....................................3 Leviadon ......................................................................11
Kharibdyss ...................................................................11
Lore of Dark Magic ....................................3

Sunken Treasures .......................................4

Sea Elves Army List ...................................5

Lords ..........................................................5
Eidolon of Mathlann: Aspect of the Storm ....................5
Eidolon of Mathlann: Aspect of the Sea ........................5
Volturnos, High King of the Deep .................................6
Akhelian King ................................................................6
Tidecaster ......................................................................6

Heroes ........................................................7
Lotann ...........................................................................7
Lochian Prince ...............................................................7
Soulscryer ......................................................................7
Soulrender .....................................................................8
Black Ark Fleetmaster ...................................................8
LONG LIVE THE OLD WORLD
Warhammer Fantasy Battle 8th Edition was the best the game had ever been. The Warhammer World was rich and evocative,
the gameplay was nuanced and challenging, the models were spectacular, and the army books were works of art. Yet in a rush
to destroy the Warhammer World and abandon the game that had been tuned over decades, the potential of 8th Edition was
left unrealised.


This project expands the Old World by adding 8th Edition game, nor does it want to completely reinvent Fantasy
rules for Age of Sigmar models and factions. With the tabletop gaming. Warhammer Fantasy Battle 8th Edition
notable exception of Stormcast Eternals, the Age of introduced a number of very clear and intentional changes
Sigmar models and aesthetic could easily have been when the other armies were updated, and this project
accommodated in the setting of the Old World were it not simply attempts to apply these to the Age of Sigmar-era
destroyed. The Age of Sigmar setting is uninspired and model additions.
nonsensical, yet the simplified ruleset could have been
introduced as a skirmish-level alternative to Warhammer SOMETHING OLD, SOMETHING
Fantasy and the two game systems could have continued NEW
in parallel.
These additions aim to not just cater for the new models
in the old ruleset, but to also introduce new play styles
THE SCOPE
and explore the depth and unrealised potential of the core
Many community projects have attempted to fill the void 8th Edition ruleset. The 8th Edition rules are not without
left by the end of Warhammer Fantasy. This project their shortcomings, yet there is still plenty of room to play
doesn't attempt to expand and refine the core rules of the with the concepts and patterns.


oldworld.alwaysstrikesfirst.com


!1
ARMY SPECIAL RULES

ETHERSEA
ALIGNMENT
A Sea Elf army can always place an additional river or
Sea Elves, embracing neither order nor destruction, are a marsh on the battlefield no larger than 8” in diameter.
Non-aligned Force for the purposes of alliances and Alternatively, a Sea Elf Army can place a Gloomtide
other alignment-specific rules. Shipwreck instead. This is done during deployment,
before any units are deployed, and must be placed wholly
in your half of the battlefield. This river or marsh is not
TIDES OF BATTLE
mysterious terrain – declare its type when you place it. If
Each game turn, the Tides of Battle have a different effect you cannot fit the terrain feature on your half of the table,
on the battlefield, as shown in the table. move other terrain features by the shortest distance
necessary so that the new terrain feature can be placed. If
Turn Effect
you still cannot place the terrain feature, or if the scenario
1 Low Tide: All units on the battlefield with the means that the Sea Elf army does not have a table half in
Deepkin or Sea Creature special rules count as which to deploy, this additional terrain feature is not used
being in Soft Cover. in this battle.
2 Flood Tide: All models on the battlefield with the
Deepkin special rule (but not their mounts) re- GLOOMTIDE SHIPWRECK
roll all To Wound rolls of a 1 when making close A Gloomtide Shipwreck counts as Arcane Ruins as
combat attacks.
described in the Warhammer rulebook. In addition, it
All units on the battlefield with the Sea has the following rule:
Creature special rule may march even when Predators of the Ethersea: Units within 3” of the
outside water terrain. Gloomtide Shipwreck without the Deepkin special
3 High Tide: When shooting, all models on the rule suffer 2D6 Strength 2 Hits at the beginning of
battlefield with the Deepkin special rule fire in each magic phase.
one more rank than normal (if the unit chooses
to Volley Fire, this will normally mean that all DEEPKIN
the models in the front three ranks, and half the
Models with this special rule have the River Strider and
models in the fourth and any subsequent ranks,
Marsh Strider special rules. In addition, if the majority of
are allowed to shoot).
models in a unit with this special rule are within a river or
All models on the battlefield with the Deepkin marsh, the unit gains the Stubborn special rule.
special rule can make supporting Attacks with
one extra rank than normal. This is cumulative
ISHARAAN RITUAL S
with other special rules that allow models to
fight in extra ranks. When a model with this special rule is within a river or
marsh, they gain the Regeneration (6+) special rule, or
Models with the Isharaan Rituals special rule
increase an existing Regeneration save by 1 (so a 5+
add +1 to all attempts to cast spells. becomes a 4+) up to a maximum of Regeneration (3+).
4 Ebb Tide: All units on the battlefield with the
Deepkin special rule gain the Swiftstride special NAMARTI
rule when Fleeing.
Units composed entirely of models with this special rule
All units on the battlefield with the Sea must reroll successful Fear tests caused by models with
Creature special rule may march even when the Daemon of Slaanesh special rule.
outside water terrain.

5+ Repeat the four Tides of Battle steps, starting


with Low Tide.

!2
ARMOURY OF THE DEEP Range Strength Special Rules

24” 7 Armour Piercing, Multiple


Idoneth polearm Wounds (D3)
Range Strength Special Rules

Combat +1 Versatile Retarius net launcher


Fire the Retarius Net Launcher using the teardrop-shaped
Versatile: In a turn in which the wielder charges into template in the same way as a fire thrower. A roll of a
combat, the Idoneth polearm may be wielded with one misfire means the launcher doesn’t fire this turn. Any
hand. On turns in which the wielder has not charged, it units touched by the template, friend or foe, must pass a
gains the Requires Two Hands special rule. Strength test or become pinned in place. At the start of
their next turn, a pinned unit can try to free itself by
Lurelight successfully passing a Strength test, otherwise they
A Soulrender with a lurelight and any unit they have remain pinned and will need to test again next turn.
joined gain the Vanguard deployment special rule. In While pinned, the unit may not move or declare charges,
addition, if a Soulrender with a lurelight successfully casts and their Weapon Skill is reduced to 1.
the Regrowth spell, they may reroll the dice to determine
the number of wounds the target unit recovers. Ta l ú n h o o k
A talúnhook counts as a great weapon. In addition, when
Razorshell harpoon launcher an enemy unit flees from a combat involving the
A Razorshell Harpoon Launcher is a bolt thrower that can talúnhook, they must roll 3D6 and discard the highest
be fired even if the model on which it is mounted moves. result. Fleeing units with the Swiftstride special rule
instead lose the rule when fleeing a talúnhook.

LORE OF HIGH LORE OF DARK


MAGIC MAGIC
Use the spell list for the Lore of High Magic from Use the spell list for the Lore of High Magic from
Warhammer: High Elves, Warhammer: Lizardmen, and Warhammer: Dark Elves and Warhammer: Wood
Warhammer: Wood Elves, but use the following Lore Elves, but use the following Lore Attribute.
Attribute.
Pressure of the Deep (Lore
S t e e d o f Ti d e s ( L o r e A t t r i b u t e ) Attribute)
If a unit is the target of an augment spell from this lore, If a unit is the target of a direct damage, hex, or magic
after resolving the effects of the spell the target may make missile spell from this lore, the owning player must roll a
an immediate move as if it was the Remaining Moves sub- D6 once the effects of the spell have been resolved. If the
phase. The maximum distance in inches moved is equal to result is less than the number of power dice used to cast
the number of power dice used to cast the spell.
 the spell, the target unit may not march until the end of
their next turn.


!3
SUNKEN TREASURES
These magic items may be used in addition to those listed in the Warhammer rulebook.

Abyssal Blade 55 points Whorlshell 70 points


Magic Weapon Enchanted Item

Armour saves may not be taken against Attacks made with The bearer may activate the Whorlshell when on a piece of
the Abyssal Blade. In addition, against models with the area terrain such as a hill or forest. For the rest of the
Mark of Slaanesh or the Daemon of Slaanesh special rule, game, the area terrain additionally counts as marshland.
the wielder of the Abyssal Blade may reroll all failed rolls
To Wound. Sands of Infinity 55 points
Arcane Item
K r a ke n ’ s Te e t h 40 points
One Use Only. The bearer may activate the item at the end
Magic Weapon of any game turn. The Tides of Battle result currently in
Paired Weapons. Attacks made with the Kraken’s Teeth play continues into the next game turn (so the same result
have the Multiple Wounds (D3) special rule. In addition, on the Tides of Battle table will be in effect for two
the bearer causes Terror. consecutive turns). After that, the Tides of Battle continue
to progress each turn, except one turn delayed from
Helm of Mathlann 15 points normal.

Magic Armour
The Coral Ring 15 points
The wearer counts his armour save as being one point
Arcane Item
higher than normal. In addition, the first time the bearer
slays an enemy model in a challenge, his Toughness One Use Only. The bearer may reroll a single failed
increases by +1 for the rest of the game. attempt to cast a spell.

Lliandra’s Last Lament 40 points C o l o u r s o f t h e Ts u n a m i 65 points


Talisman Magic Standard

Attacks made in close combat against the bearer and any The bearer and his unit gain the Impact Hits (1) special
unit they have joined suffer -1 To Hit. rule.


!4
S E A E LV E S A R M Y L I S T
LORDS

EIDOLON OF MATHL ANN: EIDOLON OF MATHL ANN:
ASPECT OF THE STORM ASPECT OF THE SEA
650 points 750 points

M WS BS S T W I A Ld M WS BS S T W I A Ld

Aspect of the Storm 6 8 6 5 5 5 8 4 10 Aspect of the Sea 6 5 5 5 5 5 8 3 10

Troop Type: Monster (Character) Troop Type: Monster (Character)

Special Rules: Always Strikes First, Deepkin, Fly, Special Rules: Always Strikes First, Deepkin, Fly,
Impact Hits (D3), Large Target, Terror, Unbreakable, Large Target, Stormshoal, Terror, Unbreakable,
Unstable, Ward Save (5+) Unstable, Ward Save (5+)

• Crashing Upon the Foe: If the result rolled for Impact • Dormant Energies: Once per Magic Phase, the Eidolon
Hits is a 3, the Eidolon regains a single Wound lost of Mathlann: Aspect of the Sea may reroll a failed
earlier in the battle. casting attempt.

• Stormshoal: The Eidolon of Mathlann may re-roll the Magic: An Eidolon of Mathlann: Aspect of the Sea is a
D6 for determining the number of Thunderstomp hits. Level 4 Wizard. Instead of rolling for spells normally, the
Eidolon knows the following spells:
Magic Items:
- Wyssan’s Wildform (Lore of Beasts)
• Fuathtar, Spear of Repressed Fury: Magic Weapon.
On a turn in which the Eidolon charged, close combat - Plague of Rust (Lore of Metal)
attacks made with Fuathtar are resolved at +1 Strength. - Tempest (Lore of High Magic)
Fuathtar also grants the Eidolon the Devastating Charge
and Frenzy special rules. - The Dwellers Below (Lore of Life)
Magic Items:
• Crulhook: Enchanted Item. At the start of the close
combat phase, pick a single model in base contact with • Psi-trident: Magic Weapon. On a turn in which the
the Eidolon. The model suffers -1 To Hit with all close Eidolon charged, close combat attacks made with the
combat attacks for the rest of the phase. Psi-trident are resolved at +1 Strength. The Psi-trident
Equipment: heavy armour also grants the Eidolon a Strength 5 Breath Weapon.
Any unit that suffers one or more wounds from the
breath weapon attack may not make a Charge move in
Only a single Eidolon of Mathlann (Aspect of the Storm their next turn.
or Aspect of the Sea) may be included in an army.
• Deep-sea Sceptre: Arcane Item. The Deep-sea Sceptre
allows the Eidolon to roll 3 dice when Channelling
Power Dice or Dispel Dice.

Equipment: heavy armour

!5
VOLTURNOS, HIGH KING OF • Lord of Tides: During a High Tide turn of the Tides of
Battle, a model with this special rule gains the Stubborn
THE DEEP
special rule.
490 points
Equipment: hand weapon, light armour
M WS BS S T W I A Ld
Options:
Volturnos 5 8 7 4 3 3 8 4 10
• May upgrade light armour to heavy armour ....... 6 points
Uasall 2 6 0 5 5 5 5 4 7
• May take one of the following:
Troop Type: Infantry (Special Character). Mounted on - Additional hand weapon ................................ 3 points
Uasall the Deepmare (Monster).
- Idoneth polearm ............................................ 4 points
Special Rules (Volturnos): Always Strikes First,
- Great weapon ................................................. 6 points
Deepkin
• May take a bow ................................................... 4 points
• First Among Akhelians: Units of Akhelian Guard
within 6” of Volturnos gain the Unbreakable special • May take a shield ................................................ 3 points
rule. • May be mounted on one of the following:
• Supreme Lord of Tides: During any turn other than a - Fangmora Eel ............................................... 25 points
Low Tide turn of the Tides of Battle, Volturnos gains the
- Deepmare ................................................... 155 points
Stubborn special rule.
• May take magic items up to a total of ............ 100 points
Special Rules (Uasall): Deepmare Horn, Fly, Large
Target, Scaly Skin (5+), Sea Creature, Terror

Magic Items:
TIDECASTER
• The Astra Solus: Magic Weapon. The Astra Solus has
185 points
the Killing Blow special rule. During a High Tide turn of
the Tides of Battle, it has the Heroic Killing Blow special M WS BS S T W I A Ld
rule instead.
Tidecaster 5 4 4 3 3 3 5 1 9
• The Crest of the High Kings: Enchanted Item. The
Crest of the High Kings increases the range of Troop Type: Infantry (Character)
Volturnos’s Inspiring Presence to 24”. Special Rules: Always Strikes First, Deepkin, Isharaan
Rituals
• Cealith, the High King’s Shield: Magic Armour.
Cealith grants Volturnos a Ward Save of 5+ and the Magic: A Tidecaster is a Level 3 Wizard who uses spells
Magic Resistance (2) special rule. from the Lore of High Magic, the Lore of Dark Magic, or
Equipment: hand weapon, heavy armour one of the eight Lores of Battle Magic in the Warhammer
rulebook.
Equipment: hand weapon

AKHELIAN KING Options:


140 points • May be upgraded to a Level 4 Wizard .............. 35 points

M WS BS S T W I A Ld • May be mounted on one of the following:

Akhelian King 5 7 7 4 3 3 8 4 10 - Fangmora Eel ............................................... 25 points

Troop Type: Infantry (Character)


- Leviadon, replacing the Void Drummer ..... 270 points
• May take magic items up to a total of ............ 100 points

Special Rules: Always Strikes First, Deepkin

!6
HEROES

LOTANN • May upgrade light armour to heavy armour ....... 4 points

160 points • May take one of the following:

M WS BS S T W I A Ld - Additional hand weapon ................................ 2 points


Lotann 5 4 4 3 3 2 5 1 8 - Idoneth polearm ............................................ 3 points
Ocktar - 4 - 4 - - 5 8 - - Great weapon ................................................. 4 points
• May take a bow ................................................... 3 points
Troop Type: Infantry (Special Character)
• May take a shield ................................................ 2 points
Special Rules: Always Strikes First (Lotann only),
Deepkin • May be mounted on one of the following:

• Ocktar: Lotann and Ocktar are treated as a single - Fangmora Eel ............................................... 25 points
infantry model with a single set of wounds. Ocktar’s - Deepmare ................................................... 155 points
profile is used only when it attacks.
• May take magic items up to a total of .............. 50 points
• Writhing Tentacles: Lotann and Ocktar have a Ward
Save (5+).
BATTLE STANDARD BEARER
Magic Items:
One Lochian Prince may carry the battle standard for +25
• Catalogue of Souls: Enchanted Item. Friendly Namarti points. The Battle Standard Bearer may carry a magic
units within 12” of Lotann gain +1 Leadership and the standard (with no points limit). A model that carries a
Immune to Psychology special rule. In addition, if a magic standard cannot have any other magic items.
friendly Wizard with 12” attempts to cast any of the
following spells, the casting difficulty of the spell is
reduced by 1:
- Soul Quench from the Lore of High Magic
SOULSCRYER
- Soul Stealer from the Lore of Dark Magic
90 points
- Regrowth from the Lore of Life
M WS BS S T W I A Ld
- Soulblight from the Lore of Death
Soulscryer 5 4 4 3 3 2 5 1 8
• Helm of the Warden: Magic Armour. Lotann counts his
armour save as being one point higher than normal. In Troop Type: Infantry (Character)
addition, Lotann gains a Ward Save (5+) and the Magic
Special Rules: Always Strikes First, Deepkin, Isharaan
Resistance (1) special rule.
Rituals
Equipment: hand weapon, heavy armour
• Finder of Ways: A Soulscryer may choose to deploy
using the rules for Ambushers. If they do so, a single
unit in the Army with the Sea Creature special rule for
LOCHIAN PRINCE each Soulscryer deploying this way may also choose to
70 points deploy as Ambushers.

M WS BS S T W I A Ld • Seeker of Souls: Friendly units within 6” of a


Soulscryer gain the Swiftstride special rule when
Lochian Prince 5 6 6 4 3 2 7 3 9
charging.
Troop Type: Infantry (Character) Magic: A Soulscryer is a Level 1 Wizard who chooses
spells from the Lore of Light or the Lore of Shadow.
Special Rules: Always Strikes First, Deepkin
Equipment: hand weapon
Equipment: hand weapon, light armour
Options:
Options:

!7
• May be upgraded to a Level 2 Wizard .............. 35 points CHARACTER MOUNTS
• May be mounted on one of the following:
- Fangmora Eel ............................................... 25 points Deepmare
M WS BS S T W I A Ld
- Leviadon, replacing the Void Drummer ..... 270 points
Deepmare 2 5 0 5 5 4 5 4 6
• May take magic items up to a total of .............. 50 points
Troop Type: Monster

Special Rules: Fly, Large Target, Scaly Skin (5+), Sea


SOULRENDER Creature, Terror

85 points • Deepmare Horn: On a turn in which this model charges,


it may make a single additional Attack at +2 Strength.
M WS BS S T W I A Ld

Soulrender 5 4 4 4 3 2 6 2 8 Fa n g m o r a E e l
Troop Type: Infantry (Character) M WS BS S T W I A Ld

Special Rules: Always Strikes First, Deepkin, Fear, Fangmora Eel 1 4 0 4 3 1 5 D3 5

Isharaan Rituals Troop Type: War Beast


Magic: A Soulrender is a Level 1 Wizard who chooses Special Rules: Fear, Flying Cavalry, Random Attacks
spells from the Lore of Life or the Lore of Death. (D3), Sea Creature
Equipment: hand weapon, light armour

Options:
Leviadon
See the Rare section for points and options, but count the cost
• May be upgraded to a Level 2 Wizard .............. 35 points
against your allowance for Lords or Heroes.
• May upgrade light armour to heavy armour ....... 5 points
• May take a talúnhook........................................ 10 points 

• May take a Lurelight ......................................... 40 points

• May be mounted on a Leviadon, replacing the Void


Drummer ........................................................ 270 points

• May take magic items up to a total of .............. 50 points

BL ACK ARK FLEETMASTER


Use the rules from Warhammer: Dark Elves.

!8
CORE UNITS

NAMARTI THRALLS ISHL AEN GUARD
11 points per model 22 points per model

M WS BS S T W I A Ld M WS BS S T W I A Ld

Namarti Thrall 5 4 4 3 3 1 5 1 7 Ishlaen Guard 5 4 4 3 3 1 5 1 8

Ishlaen Champion 5 4 4 3 3 1 5 2 8
Troop Type: Infantry
Fangmora Eel 1 4 0 4 3 1 5 D3 5
Unit Size: 10+
Special Rules: Always Strikes First, Deepkin, Namarti Troop Type: Cavalry

Equipment: great weapon, light armour Unit Size: 3+

Options: Special Rules: Always Strikes First (Akhelian Guard


only), Deepkin (Akhelian Guard only), Fear, Flying
• May upgrade one Namarti Thrall to a standard
Cavalry, Random Attacks (D3) (Fangmora Eel only),
bearer ................................................................ 10 points
Sea Creature

• Biovoltaic Barrier: An Ishlaen Guard unit may make


parry saves with their shields even though they are
N A M A R T I R E AV E R S mounted. On a turn the unit charges, their parry save is
13 points per model increased to 5+.
M WS BS S T W I A Ld Equipment: hand weapon, light armour, shield
Namarti Reaver 5 4 4 3 3 1 5 1 7 Options:

Troop Type: Infantry • May upgrade one Ishlaen Guard to an Ishlaen Champion
........................................................................... 10 points
Unit Size: 10-20
• May upgrade one Ishlaen Guard to a
Special Rules: Always Strikes First, Deepkin, Namarti, musician ........................................................... 10 points
Skirmishers
• May upgrade one Ishlaen Guard to a standard
• Whisperbow: During a Low Tide turn of the Tides of bearer ............................................................... 10 points
Battle, Namarti Reaver bows gain the Multiple Shots (2)
special rule.

Equipment: bow, light armour


BL ACK ARK CORSAIRS
Options:
Use the rules from Warhammer: Dark Elves.

• May upgrade one Namarti Reaver to a standard
bearer ................................................................ 10 points

!9
SPECIAL UNITS

MORRSARR GUARD ALLOPEX
24 points per model 170 points

M WS BS S T W I A Ld M WS BS S T W I A Ld

Morrsarr Guard 5 5 4 3 3 1 6 1 8 Allopex 1 5 0 4 4 4 5 5 6

Lochian Champion 5 5 4 3 3 1 6 2 8 Sea Elf Crew - 4 4 3 - - 5 1 8

Fangmora Eel 1 4 0 4 3 1 5 D3 5
Troop Type: Monster
Troop Type: Cavalry Unit Size: Allopex and 2 Sea Elf Crew
Unit Size: 3+ Special Rules: Always Strikes First (Sea Elf Crew only),
Armour Save (5+), Deepkin (Sea Elf Crew only), Fly,
Special Rules: Always Strikes First (Akhelian Guard
only), Deepkin (Akhelian Guard only), Fear, Flying Sea Creature, Terror
Cavalry, Random Attacks (D3) (Fangmora Eel only), • Bloodthirsty Predator: If any model, friend or foe,
Sea Creature suffers a Wound within 12” of an Allopex (including the
Allopex itself), it immediately gains the Frenzy special
• Biovoltaic Blast: Once per game, announce at the start
rule. If the Allopex loses its Frenzy, it cannot regain it
of the turn that a unit with this special rule is using a
Biovoltaic Blast. All Fangmora Eels in the unit and their again this way.
riders (including attached Characters) gain the • Crewed: An Allopex and its Sea Elf Crew have their
Devastating Charge and Armour Piercing special rules own characteristics but are treated as a single model.
until the end of the turn.
Equipment:
Equipment: hand weapon, light armour, shield
• One Sea Elf has a hand weapon
Options:
• One Sea Elf has a Razorshell Harpoon Launcher
• May take Idoneth polearms ............... 2 points per model Options:
• May upgrade one Morrsarr Guard to a Lochian
• May exchange the Razorshell Harpoon Launcher for a
Champion ......................................................... 10 points
Retarius Net Launcher ............................................... free
- Lochian Champion may take a magic weapon worth
up to ............................................................. 25 points

• May upgrade one Morrsarr Guard to a ETHERSEA SHOAL


musician ........................................................... 10 points
35 points per base
• May upgrade one Morrsarr Guard to a standard
M WS BS S T W I A Ld
bearer ............................................................... 10 points
Ethersea Shoal 6 3 0 2 2 5 4 5 5
- May take a magic standard worth up to ....... 50 points
Troop Type: Swarm
Unit Size: 2+ bases

Special Rules: Ethereal, Scouts, Sea Creature

!1 0
RARE UNITS

LEVIADON KHARIBDYSS
270 points Use the rules from Warhammer: Dark Elves. In addition, when
included in a Sea Elves army a Kharibdyss has the Sea Creature
M WS BS S T W I A Ld
special rule.
Leviadon 3 3 0 6 6 6 2 4 6

Ma’harr - 5 4 3 - - 6 2 9

Sea Elf Crew - 4 4 3 - - 5 1 8

Troop Type: Monster

Unit Size: 1 Leviadon, 1 Ma’harr, 2 Sea Elf Crew

Special Rules: Always Strikes First (Ma’harr and Crew


only), Deepkin (Ma’harr and Crew only), Hover, Impact
Hits (D6), Large Target, Natural Armour (3+), Sea
Creature, Stubborn, Terror

• Crewed: A Leviadon, its Sea Elf Crew and Ma’harr have


their own characteristics but are treated as a single
model. If a character replaces the Void Drummer, it uses
the rules for a Ridden Monster.

• Jaws of Death: Close combat attacks made by the


Leviadon (but not any riders) against models in its front
arc gain the Killing Blow special rule.

• Void Drummer: The Void Drummer does not fight


during close combat, so its profile is not included with
the model profile. Friendly units within 12” of a
Leviadon with a Void Drummer add +1 to their combat
resolution. In addition, friendly units (but not lone
models) within 12” count as having a musician.

Equipment (Ma’harr): Idoneth polearm


Equipment (Sea Elf Crew): Razorshell Harpoon
Launcher, spear

!1 1

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