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1000 Pts - High Elves - High Elves Host 2

Name

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Prince (2 , 235 pts)


Prince

1
MC
5
7
7
4 4
3
8
4
10 3+ 6+
235
Composition: Lord
Always Strike First; Fireborn; General; Martial Prowess; Valour of Ages; Hand Weapon;
Lance; Longbow; Dragon Armour; Shield; Volley Fire
Great Eagle 1
2
5
4
4
2
8
[50]
Swift Stride; Flyer; Stomp; Swiftstride
Golden Crown of Atrazar 1 One use only. 2+ ward save against first wound suffered, which cancels Killing
[10]
Blow/Multiple Wounds.

Name

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Mage (1 , 120 pts)


Mage

Shield of Saphery

0. Drain Magic

0. Soul Quench

1. Apotheosis

2. Hand of Glory

3. Walk Between Worlds

4. Tempest

5. Arcane Unforging

6. Fiery Convocation

Name

1
In
5
4
4
3 3
2
5
1
8
2
120
Composition: Hero
Always Strike First; Lileath's Blessing; Martial Prowess; Valour of Ages; Level 2 Upgrade;
Hand Weapon; Shield of Saphery
1 Each time a spell from this lore is successfully cast, caster and unit gain +1 to
[0]
their ward save (max 3+) until beginning of caster's next Magic phase. Gain 6+
ward save if they have none.
1 Augment./ Hex.
[0]
7+ Cast . Range 18". If target is friendly, it is an
Augment, if target is enemy, it
is a hex. All Remains in Play spells affecting target are dispelled, and effects of
all other spells come to an end.
14+ Cast . Targets all units (friend or foe) within 18".
1 Magic Missile .
[0]
8+ Cast . Range 18". 2D6 S4 hits.
16+ Cast . Range 18". 4D6 S4 hits.
1 Augment.
[0]
5+ Cast . Range 18". Target regains a single lost Wound and gains Fear until start
of caster's next Magic phase.
10+ Cast . Range 18". Target regains D3 lost Wound and gains Fear until start of
caster's next Magic phase.
1 Augment.
[0]
5+ Cast . Range 18". Target's WS, BS, I or M (your choice) increased by D3 until
start of caster's next Magic phase.
10+ Cast . Range 18". Target's WS, BS, I and M increased by D3 (roll once for
all 4) until start of caster's next Magic phase.
1 Augment.
[0]
8+ Cast . Range 24". Target gains the Ethereal special rule until end of the phase,
and can make a 10" move as if it were the Remaining Moves sub-phase.
16+ Cast . Range 24". Target gains the Ethereal special rule until end of the
phase, and can make a 20" move as if it were the Remaining Moves sub-phase.
1 Direct Damage .
[0]
12+ Cast . Place large round template anywhere within 30" then scatter it D6".
Any models hit suffer a S3 hit (Flyers suffer a S4 hit). If unit suffers any
unsaved Wounds, it suffers -1 to all To Hit rolls (close combat and shooting) until
start of caster's next Magic phase (shooting attacks that don't use BS must roll
4+).
1 Direct Damage .
[0]
13+ Cast . Range 24". Target single enemy model. Suffers a Wound on a dice roll
greater than or equal to model's unmodified save (models with no save cannot be
wounded). No armour saves are permitted. Owning player must reveal all magic
items. if any, randomly select a valid one, and it is destroyed on a 2+.
1 Direct Damage . Remains in Play .
[0]
19+ Cast . Range 24". Every model in target unit takes a S4 hit with the Flaming
Attacks special rule. At end of every subsequent Magic phase, every model in
target unit suffers a S4 hit with the Flaming Attacks special rule.

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Lothern Sea Guard (10 , 150 pts)


Lothern Sea Guard

9
In
5
4
4
3 3
1
5
1
8 5+
150
Composition: Core
Always Strike First; Martial Prowess; Valour of Ages; Musician ; Standard Bearer ; Hand
Weapon; Bow; Spear; Light Armour; Shield; Volley Fire
Sea Master 1
In
5
4
4
3 3
1
5
2
8 5+
[22]
Always Strike First; Martial Prowess; Valour of Ages; Hand Weapon; Bow; Spear; Light
Armour; Shield; Volley Fire

Created with Army Builder - Copyright (c) 1997-2013 Lone Wolf Development, Inc. All rights reserved.

Download it for FREE at http://www.wolflair.com!

Name

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Ellyrian Reavers (6 , 144 pts)


Ellyrian Reavers

5
Ca
5
4
4
3 3
1
5
1
8 5+
144
Composition: Core
Always Strike First; Martial Prowess; Valour of Ages; Musician ; Standard Bearer ; Hand
Weapon; Bow; Spear; Light Armour; Fast Cavalry; Vanguard; Volley Fire
Harbinger 1
Ca
5
4
5
3 3
1
5
1
8 5+
[29]
Always Strike First; Martial Prowess; Valour of Ages; Hand Weapon; Bow; Spear; Light
Armour; Fast Cavalry; Vanguard; Volley Fire
Elven Steed 6
9
3
3 3
1
4
1
5
[0]
Swift Stride

Name

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Sword Masters of Hoeth (10 , 210 pts)


Swordmasters of Hoeth 9
In
5
6
4 3/5 3
1
5
2
8 5+
210
Composition: Special
Always Strike First; Always Strikes Last; Deflect Shots; Martial Prowess; Valour of Ages;
Musician ; Standard Bearer ; Hand Weapon; Great Weapon; Heavy Armour
Bladelord 1
In
5
6
4 3/5 3
1
5
3
8 5+
[23]
Always Strike First; Always Strikes Last; Deflect Shots; Martial Prowess; Valour of Ages;
Hand Weapon; Great Weapon; Heavy Armour
Banner of the World Dragon
1 All models in unit have a 2+ ward save against Wounds caused by magic
[50]
weapons, attacks and spells. All Dragons (friend or foe) within 12" are Stubborn.

Name

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Archers (11 , 141 pts)


Archers 11
In
5
4
4
3 3
1
5
1
Composition: Core
Always Strike First; Martial Prowess; Valour of Ages; Musician
Weapon; Longbow; Light Armour; Volley Fire

6+

141

; Standard Bearer

; Hand

Total Cost:

1000

Option Footnotes
Bow
Dragon Armour
Great Weapon
Hand Weapon
Heavy Armour
Lance
Light Armour
Longbow
Musician
Shield
Spear
Standard Bearer
Always Strike First
Always Strikes Last
Deflect Shots
Fireborn
Lileath's Blessing
Martial Prowess
Stomp
Swift Stride
Swiftstride
Valour of Ages
Volley Fire

Options
24" Range, Strength 3, Volley Fire.
Heavy armour; 6+ ward save
+2 Strength; Always Strikes Last. Two-handed.
6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.
5+ armour save.
+2 Strength when charging.
6+ armour save.
30" Range, Strength 3, Volley Fire.
+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift
Reform.
+1 armour save bonus.
Fight in Extra Rank (does not apply if charging), +1 Strength when mounted and charging.
+1 to Combat Resolution, Standard can be captured if unit Flees.
Special Rules
Always Strikes First regardless of Initiative. If Initiative is equal to or higher than enemy's, re-roll misses in
Close Combat.
Always Strikes Last in Close Combat
6+ ward save against non-magical shooting attacks that do not use templates.
2+ ward save against Wounds caused by Flaming Attacks.
Adds +1 to all attempts to cast spells from the Lore of High Magic.
Can make supporting attacks with one extra rank (cumulative with any other special rules). Shoots with one
more rank than normal (cumulative with any other special rules).
1 automatic hit at creature's Strength, Always Strikes Last
When charging, units made entirely of models with Swiftstride roll 3D6 and discard the lowest instead of
2D6 for charge distance.
When charging / fleeing, units made entirely of models with Swiftstride roll 3D6 and discard the lowest
instead of 2D6 for distance.
When fighting an army that contains Dark Elves, may re-roll all failed Panic, Fear and Terror tests.
Half the models in third and subsequent ranks (rounding up) may shoot. A unit cannot Volley Fire if it
moved this turn or as a Stand & Shoot reaction.

Created with Army Builder - Copyright (c) 1997-2013 Lone Wolf Development, Inc. All rights reserved.

Download it for FREE at http://www.wolflair.com!

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