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1000 Pts - High Elves - High Elves Host

Name

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Noble (2 , 238 pts)


Noble

1
In/Mo
5
6
6
4 3
2
7
3
9 3+ 6+
238
Composition: Hero
Always Strike First; Fireborn; General; Martial Prowess; Valour of Ages; Hand Weapon;
Lance; Dragon Armour; Shield
Griffon 1
Mo
6
5
5 5
4
5
4
7
[150]
Swift Stride; Thunder Stomp; Causes Terror; Flyer; Large Target; Swiftstride

Name

Type

Mv

WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Archmage (1 , 185 pts)


Archmage

Smoke and Mirrors


0. Melkoth's Mystifying Miasma

1. Steed of Shadows

2. The Enfeebling Foe

3. The Withering

4. The Penumbral Pendulum

5. Pit of Shades

6. Okkam's Mindrazor

Name

1
In
5
4
4
3 3
3
5
1
9
3
Composition: Lord
Always Strike First; Lileath's Blessing; Martial Prowess; Valour of Ages; Hand Weapon;
Smoke and Mirrors
1 Casting Wizard my swap places with a friendly non-fleeing character of the same
unit type within 18"
1 Hex.
Until the start of the Caster's next magic phase target unit within 48" Range has
its Weapon Skill, Ballistic Skill, Initiative or Movement lowered (minimum 1).
5+ Cast . Lower 1 statistic by D3
10+ Cast . Lower all 4 statistics by D3
1 Augment.
5+ Cast . Wizard or friendly character within 12" Range takes an immediate move
using the Fly special rule as if it were in the Remaining Moves segment.
1 Hex. Remains in Play .
Every model in the target unit has its Strength lowered by D3 (minimum 1).
10+ Cast . 18" Range
13+ Cast . 36" Range
1 Hex. Remains in Play .
Every model in the target unit has its Toughness lowered by D3 (minimum 1).
13+ Cast . 18" Range
16+ Cast . 36" Range
1 No Spell Type .
Trace a straight line from the caster like a cannonball bounce; each model in the
way passes an Initiative test or suffers D3 Strength 10 hits.
13+ Cast . 6D6" Range
18+ Cast . 6D6"x2 Range
1 Direct Damage .
Place template within 24" Range and then scatter D6"; models must pass Initiative
test or removed with no saves of any kind.
14+ Cast . Use small round template.
17+ Cast . Use large round template, scatter 2D6".
1 Augment.
Until caster's next magic phase target unit uses Leadership instead of Strength for
Close Combat wounds (weapon Strength bonuses are ignored).
18+ Cast . 18" Range
21+ Cast . 36" Range

Type

Mv

WS BS St To Wo In

At

185

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Ld Sv WSv Mgc Cost

Sword Masters of Hoeth (10 , 160 pts)


Swordmasters of Hoeth 9
In
5
6
4 3/5 3
1
5
2
8 5+
160
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

Name

Type

Mv

WS BS St To Wo In

Lothern Sea Guard (10 , 140 pts)


Lothern Sea Guard

9
In
5
4
4
3 3
1
Composition: Core
Always Strike First; Martial Prowess; Valour of Ages;
Weapon; Bow; Spear; Light Armour; Volley Fire
Sea Master 1
In
5
4
4
3 3
1
Always Strike First; Martial Prowess; Valour of Ages;
Armour; Volley Fire

Created with Army Builder - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved.

At
1

Musician

Ld Sv WSv Mgc Cost


8

6+

; Standard Bearer

140

; Hand

5
2
8 6+
[21]
Hand Weapon; Bow; Spear; Light

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 (5 , 115 pts)


Ellyrian Reavers

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

115

; Hand

Total Cost:

Option Footnotes
Bow
Dragon Armour
Great Weapon
Hand Weapon
Heavy Armour
Lance
Light Armour
Musician
Shield
Spear
Standard Bearer
Always Strike First
Always Strikes Last
Deflect Shots
Fireborn
Lileath's Blessing
Martial Prowess
Swift Stride
Swiftstride
Thunder Stomp
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.
+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).
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.
Attack that Always Strikes Last and inflicts D6 automatic hits at the model's strength on a single infantry,
war beast, or swarm unit in base contact.
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) 1997-2012 Lone Wolf Development, Inc. All rights reserved.

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

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