The High Elf Realms are a place of learning, poise and refinement. The peoples of Ulthuan are master warriors, scholars, craftspeople and anything else to which they deign to turn their delicate hands.
So it’s always a surprise to their foes when they pitch up to a fight with a grotesque behemoth in their midst, a scaly, sinuous Merwyrm thrashing about and making a violent nuisance of itself in the least graceful manner possible.
The Merwyrms are distant, watery cousins of the dragons, among the most ancient beasts in the Old World. The Sea Lords sometimes summon and bind them to their will, letting them loose writhe in battle, battering and eviscerating the foe with their heavy bulk and sharp claws – a dark, watery foil to the nobility of the dragons above.
This is a rare kit returning to the range for the first time in more than a decade – a beast once part of the Warhammer Forge range. Cast in Forge World resin, High Elf commanders may add one to their ranks, provided they also recruit a regiment of Lothern Sea Guard.
Such a fine beast has a range of special rules to match its majesty – its Abyssal Cloak makes it harder to hit with ranged weaponry, while its pall of Enfeebling Cold weakens those who would try to harm it in melee – granting it additional longevity while it sets about with four Attacks at S6 and WS6.
Abyssal Cloak
The crushing darkness of the deepest ocean surrounds the Merwyrm in battle.
Any enemy model that targets this model during the Shooting phase suffers a -2 To Hit modifier for firing at long range, rather than the usual -1.
Enfeebling Cold
An aura of cold clings to the Merwyrm, sapping the strength of those who linger too close.
Whilst in base contact with this model, enemy models suffer a -1 modifier to their Strength characteristic (to a minimum of 1).
The High Elves will be making landfall in the Old World very soon.