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Lord Regent
14" move 6w 3+ save
-1 to be hit, +1 to casting when he casts his warscroll spell, loses these when he pops his last aetherquartz
unmod hits of 6 1 mw and sequence ends
greater power of hysh cv 7 pick d3 friendly sunmetal wielding (hahahahaha bladelords) wholly within 18" and visible, 5+ instead of 6+ sunmetal
5a 2+ 3+ -1 1 weapon
3 3+ 4+ - 1 horns and claws
150p
windmage
16" move, 5w 5+ save
+1 to saves vs shooty
unmod saves of 6 vs shooty reflect 1 mw onto enemy units within 9" that are visible (1:1 ofc)
windchargers starting a move wholly within 6" get 16" move and fly
1/1 wizard
spell: cv5, pick 1 enemy within 9" and on a 2+ they take d3 mw
Loreseeker: 6" 6w 4+
12" 2a 3+ 3+ -2 d3 staff
4a 2+ 3+ -1 d3 melee
if an enemy with an artifact is slain within 3" get 1 cp
+1 to save if it's more than 9" from friendly models
can deploy more than 3" away from enemy units and not in your territory start of first battle round instead of normal deploy
if you set it up within 6" of an objectiver that doesn't have enemy units within 6', gain control and your opponent cannot gain control while it's within 6"
wizard, 1/1, arcane bolt and mystic shield
Windchargers (150p)
14" move
12" bows
2a 3+ 3+ -1 1 damage
ignore cover
ignore terrain as if fly
not actual fly tho
leader +1a on bow
Bladelords are 120 points
6" move 2w 4+
and they can bodyguard scinari models on a 2+
we've seen their other rules
Ellania and Ellathor, Eclipsian Warsages
6" move 8w 3+ save
can be allied into any order general army
4a 2+ 3+ -2 damage see below
2a 3+ 3+ -1 d3
2a 3+ 3+ -1 1
damage of 1st weapon is equal to the number of the current battle round
+1 to casting, dispelling, unbinding
if they're within 3" of general, 4+ 1 extra cp
once per battle ellathor can do mw equal to current battle round in a 12" line
end of combat roll a dice, if roll is less than current battle round or less than wounds allocated to this model, heal d6 and remove from battlefield
if impossible, remove from play, not slain
wizard, 2/2, unique spell: cv6, 5+ fnp