WARHAMMER 6TH EDITION

Warhammer Fantasy Battles 6th Edition
Contact The Old Sage

Alternate High Elf Army List

by Dunja Vorberg

Prologue:

Elves are the defenders of law and order. They are honourable, selfish, peaceful and arrogant; they are a dying empire. They are still the Masters of Science and their sea power is most feared. These are only some of the manifold features of the High Elves, and the honourable reader will agree to some aspects more than to others. In my opinion the High Elves are one of the most complex races in the Warhammer World. It is not possible to say that they are only good or bad, like you can say about most of the other races. Thinking in terms of black and white would make the situation easier, but the history of the elves would get poorer. Anyway, it is a fact, that they started the war with the dwarves and that they are the origin of the Dark Elves. The army of the High Elves is taking this into account; you can see that in the defence and offence forces. That is one reason why I like playing the High Elves. It is an army for defence and offence tactics. But this is also the point at which I would like to start my criticism.

It is one thing to claim that this army has no points which can be called really weak, but you can also say that they do not have a very strong goal. My idea of the new High Elves army is based on the attempt to characterise the High Elves more precisely and to fill some lacks in the army book. There are several aspects that are missing, in my opinion, for example, an outstanding visible highlight in the army, something that no other army has. The power of magic is only represented in the approved possibility to dispel and not in any kind of the regiments; it is not a good idea to have a magician as army leader…... But generally, as I mentioned above, the High Elves have many different sides and I would like to give you the option to play them the way you like it.

I got many ideas from the net or the Citadel Journal, others are my own. Enjoy the rules and good luck.

-Jens Lipnizki

 

 Introduction

Although nobody doubts the unity of Ulthuan and the leadership of the Phoenix King, the situation on Ulthuan is more complex than it seems. The mountains on Ulthuan are dividing the land into two parts, the coastline of the outer sea and the inner sea.

While the inner sea, the spiritual heart of Ulthuan, is normally a peaceful quiet place, the outer sea is a place of continuous fighting. On the other hand the outer coastline is the place for trading, and therefore one of luxury and entertainment. This is maybe the reason why the Slaanish-cult was active mostly in this part of Ulthuan. The elves living in the outer sea are more involved in history than the elves from the inner part. Because of that, the other elves call them the Melbanors (the guardians), while the humans call them Elves of the Sea.

The elves of the inner sea usually do not care so much about the events outside of Ulthuan, only if they are involved, such as during the Chaos and Dark Elves invasion. The place seems to be out of time, and they are more ambitious in the sciences and religion. The magicians and priests have a high social position like generals and traders in the other part. The Melbanors call the elves from the inner sea the Sinereons (the searchers). Usually humans do only have contact with them as magicians like Teclis, therefore they call them the Elves of Light. But this term is only known by a few wizards in the old world. Humans do not recognize the difference, only perhaps if an elf starts to speak with them in a dialect which was spoken 300 years ago.

Nowadays, the shock of the Dark Elves-Chaos invasions pushes the Elves of Light back into time. They strengthened the gates over the mountains, and have them guarded by their best worriers. Some elves think that these gates try to keep the waves of time outside, to keep peace at the inner sea.

The present situation is that there are more or less two different armies, which support each other. Outside of Ulthuan you mainly meet armies from the Elves of Sea, but everybody who starts an invasion of Ulthuan has to fight against the best defending army, the army of the Elves of Light.

To present this, the following rules were developed.

 

 Bestiary Supplementing

Special rules: An archmagician may add +1 to their leadership, if he is an Elves of Light army’s general. This represents the respect the Elves of Light pay the magicians.

Priests of Isha: Priests of Isha are regarded as magicians, although they cannot cast spells, but they can dispel with +1, as the other High Elves magicians. Instead of casting spells they can direct the power of Isha to help her children. During a battle a Priest of Isha is always protected by the Handmaiden Guard of the Everqueen. A Priest can call the following blesses:

The bless of protection: The Maiden Guard as an unmodified save of +4.

The bless of perception: One unit, she can see, get +1 on the dice to hit and shoot.

The bless of healing: One character model, in the range of 12" can receive one living point back. You cannot return a model back to live with this bless.

A priest is able to speak or control only one bless.

To control the power of Isha she has to roll a +3 on the beginning of her turn. If she fails, she cannot control Ishas power. A spoken bless will be cancelled and it is not possible to speak a new one during this turn. A priest never uses her attack or leads an army as a general.

Guard of the Gates

After the gates on the mountains had been completed, the garrison started to develop a special force to defend them. They had to be perfect in shooting and also a hard hitting in close combat. They were successful and the Guard of the Gates is an effective force to defend cities and castles, but they are also powerful in a simple field.

 

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Guard of the Gates

5

4

4

3

3

1

6

1

8

Equipment: The Guard of the Gates is carries a bow, a halberd and heavy armour.

Save: +5

Special Rules: Because they are trained to fight on walls, no citizens levy rules can be applied.

Gale of Blades

To be a cadet on one of the sailors’ schools is the dream of a lot of young elves. Only after passing several tests, a new student is accepted. And after that, the way to become an officer or later a captain is still hard. They have to do training in tactics, fighting and in the sciences. A lot of students give up. Of course, those students who have passed the first years, are extremely arrogant, but also excellent fighters. Usually the students learn a special traditional fighting technique. They use long coats to cover the view of the opponent, so that they have difficulties to hit them.

 

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Gale of Blades

5

4

4

3

3

1

6

1

8

Equipment: The Gale of Blades carry two hand weapons, and light armour.

Save: +6

Special Rules: When they use their coat for defence, the opponent gets –1 to hit. They are skirmishers.

Lothern Seaguard

The Lothern Seaguard is the regular military force of Ulthuan and usually the main part of every army. Generally, they are doing their service on ships or in cities. During battles they are using a special skill, which is called the Wall of Spears. The other reason the troupe is feared is, that they are supported by Repeater Bolt thrower.  

 

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Lothern Seaguard

5

4

4

3

3

1

5

1

8

Unit Size: 10+

Equipment: Hand weapon, spear, light armour, shield and bow. May upgrade their light armor to heavy armor (+1pt) and their bow to a longbow (+2 pt).

Special Rules: The Lothern Seaguard can form a Wall of Spears, instead moving, or as a charge reaction. In this case they may add +1 to the saving throw. Additional they get +1 to their strength in the first combat round if they are charged by cavalry.

Handmaiden Guard of the Everqueen

 

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Maiden Guard

5

5

5

3

3

1

7

1

8

Equipment: The Maiden Guard carries spears, heavy armour.

Save: +5

Special rules: The Maiden Guard always carries the Banner of Avelorn, and Ishas horn (see old rulebook).

A Priest of Isha always joins the troop.

It is not possible to harm a priest as long as a trouper of the Maiden Guard is still living. They are stubborn as long as the Priest is alive.

Dragonkin

Once, armies of dragons left Caledor. But since more and more dragons fell asleep, dragons have been rare in the sky of Ulthuan. Nowadays, it is mostly the young dragons, which are easier to wake up, that are seen, and only the best fighters may ride them.

 

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Young Dragon

6

4

-

5

5

5

6

4

-

Dragon Lord

-

5

5

4

-

-

7

2

8

Equipment: The rider carries a Lance, a hand weapon, heavy armour and a shield.

Save: +4

Special Rules: The dragon and the rider fight like one. Therefore, it is not possible to decide, whether to hit the dragon or the rider.

The dragon can fly, is a large target and causes fear. The dragon breathes fire S3. Use the small template (WD 242 page 14).

Elementals

Before chaos came to Ulthuan, the High Elves were already in contact with the spirit of the elements. This spirit represents the power that the gods used to create the world. To live in harmony with the world and its spirits, the elves learned to call them and even to speak with them. After chaos had come it became more difficult to call them, but magicians can do that still, and ask the Elementals for help.

There are four different Elementals, fire, earth, air and water.

 

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Earth Elemental

4

6

0

5

5

4

2

3

10

Fire Elemental

6

6

0

4

5

4

4

3

10

Water Elemental

5

6

0

4

5

4

6

3

10

Air Elemental

6

6

0

4

4

4

7

3

10

Special Rules: To call the Elementals is only possible for an archmagician. He calls the Elementals before a battle. In tournaments, you can choose a different Elemental before each battle.

An Elemental is surrounded by a magical aura, which holds it together and protects it from enemy blows. Elementals receive an unmodified 4+ save against non-magical weapons. The saving throw is modified against magical weapons.

Attacks by Elementals are considered magical in nature.

Elementals cause fear as described in the Warhammer rulebook.

Elementals are no living creatures in the normal sense. They are not affected by any psychology at all. If they are broken by combat, they do not run, but instead take D3 wounds as their magical aura is disrupted.

Earth Elemental: The Earth Elemental may submerge into the ground at the beginning of its movement phase. In the subsequent movement phase the Earth Elemental may reappear on the battlefield at any point. It may appear in hand-to-hand combat, but the enemy will always strike first in this situation as the Earth Elemental rises up.

Fire Elemental: The Fire Elemental is immune to fire. Magical fire gets –1S. Fire Elementals can fly and they inflict double wounds against flammable targets.

Water Elemental: Water Elementals may move across lakes and rivers, and they may increase their normal speed three times. When the Water Elemental is in combat, it may call down driving rain in the faces of its opponent impairing their vision. All enemy models in hand-to-hand combat with the Water Elemental get –1 to hitting. If the Elemental is hit by a flaming attack, his toughness counts is reduced by 1 because his body evaporates in a hiss of steam.

Air Elemental: An Air Elemental can fly up to 26" instead of the usual 20".

Most of these rules are adapted from an Article in the Citadel Journal, written by Steve Buddle.

Banner of Hoeth

The old banner of Hoeth was first used during the first battles against the Dark Elves. Legend has it that Kurnous himself blessed the banner to help his children during the hard times of the fratricidal war. This banner helped in the war to resist against the frenzily fighting Dark Elves. The Banner is protected by two guards, who protect this relic with their life.

 

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Banner

-

-

-

-

7

3

-

-

-

Guard

5

5

5

4

3

1

7

2

8

Special Rules: The blessing of the banner is represented by four dice throws. You can re-roll four single-dice throws (for example a save, a blessing, a to hit...) or two two-dice throws (fear/terror test, combat result, ...). Of course, it is also possible to mix it (two single-dice throws and one two-dice throw). Note that it is not possible to re-roll a re-roll dice.

The Guard is unbreakable and never more than 5" away from the Banner.

 

Army List

There are two armies, the army of the Elves of Sea and the army of the Elves of Light. They support each other in a way that you are allowed to have some troups from the other part of Ulthuan. The number of supporting troups is in brackets in the Choosing troupe chart below.

Army Value

Core

Special

Rare

< 2000

2+(0-1)

0-3(0)

0-1(0)

2000-2999

3+(0-1)

0-4(0-1)

0-2(0)

3000-3999

4+(0-1)

0-5(0-1)

0-3(0-1)

4000-4999

5+(0-2)

0-6(0-2)

0-4(0-1)

+1000

+1(+1)

+1(+1)

+1(+1)

The general should be an Elf of the Sea, if the main army is an Elf of the Sea army and vice versa.

An army of 4000 pts with 1000 pts support may have 7 max. characters (up to 3 lords). The main army will have 5+ core units, where 0-2 units may be corps troups, which support 0-6 special units, with 0-2 supporting troups and 0-4 rare units, when 0-1 rare troups may be from the supporting army.

In the following part I would like to introduce the two armies. Some of the troups are new and some of the old troups have got additional or new rules. If nothing is mentioned, the rules of the army-book and the Ravening Hordes are to be applied.

Champions, Musicians & Standard Bearers

Any Unit of foot troups in the army may upgrade a model to champion, musician or standard bearer for +10 points each. Any unit of cavalry may upgrade a model to champion, musician or standard bearer for +15 points each. A champion will have +1 BS if the unit he is with is equipped with bows or longbows otherwise he will have +1A. A standard bearer from the following units may carry a magic banner worth up to 50 points: Phoenix Guard, Swordmasters, Dragon Princes, White Lions or Handmaiden.

Special Rules

The following special rules apply to the High Elf army:

� High Elves on foot and armed with bows or longbows can shoot in one more rank than is normally allowed.

� High Elves on foot may fight with spears in three ranks. See the weapon section in the Warhammer rulebook.

� When fighting against Dark Elves all High Elves may re-roll failed psychology tests (note that this does not include Break tests).

� High Elf wizards get +1 on their dispel roll against any enemy magic. This is not cumulative, so an army with two wizards will still get +1 to dispel. However this bonus may be combined with bonuses from magic items. High elf wizards may use any lore magic from the Warhammer rulebook.

� An Archmagician, being the general of an Elf of Light army, may add +1 to his leadership.

 

Lords

Elf Prince………………………………………………………..130 points per model
Archmage………………………………………………………..165 points per model

 

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Elf Prince

5

7

6

4

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8

4

10

Archmage

5

4

4

3

4

3

5

1

9

Elven Steed

9

3

0

3

3

1

4

1

5

Pegasus

8

3

0

4

4

3

4

2

6

Griffon

6

5

0

5

5

4

5

4

7

Great Eagle

2

5

0

4

4

3

4

2

10

Unicorn

9

5

0

4

4

1

6

2

10

Dragon

6

6

0

6

6

6

3

5

8

Equipment: Hand weapon. An Archmagician may not have other equipment except barding of his steed. An Elf Prince may have an additional hand weapon (+6 pts), Great weapon (+6 pts) or halberd (+6 pts). He may carry a longbow (+15 pts). He may wear light armour (+3 pts) or heavy armour (+6 pts), and may carry a shield (+3 pts).

An Elf Prince may ride a Dragon (+320 pts), Great Eagle (+50 pts), Pegasus (+50 pts) or a Griffon (+200 pts). An Archmagician may ride a Pegasus (+50 pts), Great Eagle (+50 pts) or Unicorn (+55 pts). Any Elf Lord may ride an Elven Steed (+18 pts), which may be barded (+6 pts). If a Prince is mounted he may have a lance (+6 pts).

An Archmagician or Prince may ride in a chariot chosen as normal from the Special unit section of the army list at the cost shown there. He will displace one of the crew.

Special rules: An Archmagician is a level 3 wizard. This may be increased to a level 4 at cost of +40 points. A character riding a Dragon counts as 1 Lord choice and 1 Hero choice. A Dragon, Pegasus, Great Eagle and Griffon can fly. A Griffon is a large target and causes terror. A Dragon is a large target and causes terror, has a 3+armor save and breaths S3 fire. A Unicorn gets +2S on the turn it charges. A Unicorn also gives its rider +2 dispel dice against each spell that effects them and the unit they are with.

 

Heroes

Commander………………………………………………………..60 points per model
Mage………………………………………………………………...85 points per model
Priest of Isha……….……………………………………………...85 points per model

 

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Commander

5

6

6

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3

2

7

3

9

Mage

5

4

4

3

3

2

5

1

8

Priest of Isha

5

4

4

3

3

2

5

1

8

Elven Steed

9

3

0

3

3

1

4

1

5

Equipment: A Magician and Commander have a hand weapon. A Magician may not have other equipment except barding of his steed. A Commander may have an additional hand weapon (+4 pts), Great weapon (+4 pts) or halberd (+4 pts). He may carry a longbow (+10 pts). He may wear light armour (+2 pts) or heavy armour (+4 pts), and may carry a shield (+2 pts). A Priest of Isha has no equipment.

An Elf Commander may ride a Great Eagle (+50 pts) or Pegasus (+50 pts). Any Elven Hero may ride an Elven Steed (+12 pts), which may be barded (+4 pts). If a Commander is mounted he may have a lance (+4 pts).

One Elven Commander may be upgraded to a Battle Standard Bearer for 25 points. He may carry a magic banner (no points limit), but if he does so he may take no other magic items. He may not given any extra equipment except for light or heavy armour and barding for his Steed. A Battle Standard Bearer may not be your general, nor may he ride a flying creature.

A Hero may ride in a chariot chosen as normal from the Special unit section of the army list at the cost shown there. He will displace one of the crew.

Special rules: A Magician is a level 1 wizard. This may be increased to a level 2 at cost of +40 points. A Great Eagle and Pegasus can fly. A Priest of Isha can only join the Handmaiden Guard of the Everqueen. She is always in this unit. A Priest can dispel, and therefore counts as a level 1 wizard.

 

Core Units

Elves of the Sea

Spearmen…………………………………………………….…….10 points per model
Archers………………………………………………………...……12 points per model

 

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Spearman

5

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5

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8

Archer

5

4

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3

3

1

5

1

8

Unit Size: 10+

Equipment: All have a hand weapon. In addition, Spearmen have a spear, light armour and shield. Archers have a longbow. Archers may be given light armour (+1pts). Spearmen may replace their light armour with heavy armour (+1 pts).

 

Gales of Blades……………………………………………………14 points per model

 

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Gales of Blades

5

5

4

3

3

1

5

1(+1)

8

Unit Size: +10

Equipment: All have two hand weapons and light armour.

Special rules: Gales of Blades are skirmishers. The close combat opponents get –1 to hit, see Bestiarium Supplementing.

 

Silver Helms……………………………………………………..…18 points per model

 

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Silver Helm

5

5

4

3

3

1

5

1

8

Elven Steed

9

3

0

3

3

1

4

1

5

Unit Size: 5+

Equipment: Hand weapon, lance and light armour. Rides an Elven Steed. May have a shield (+2 pts), upgrade heavy armour (+2 pts) and/or barding for their steeds (+2 pts).

 

Elves of Light

Spearmen…………………………………………………….…….10 points per model
Archers………………………………………………………...……12 points per model

 

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Spearman

5

4

4

3

3

1

5

1

8

Archer

5

4

4

3

3

1

5

1

8

Unit Size: 10+

Equipment: All have a hand weapon. In addition, Spearmen have a spear, light armour and shield. Archers have a longbow. Archers may be given light armour (+1pts). Spearmen may replace their light armour with heavy armour (+1 pts).

 

Guard of the Gates………………………………………………15 points per model

 

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Guard of the Gates

5

4

4

3

3

1

5

1

8

Unit Size: +10

Equipment: Bow, halberd and heavy armour.

They cannot shoot out of one more rank, like the other Elf Archers.

 

Silver Helms……………………………………………………..…18 points per model

 

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Silver Helm

5

5

4

3

3

1

5

1

8

Elven Steed

9

3

0

3

3

1

4

1

5

Unit Size: 5+

Equipment: Hand weapon, lance and light armour. Rides an Elven Steed. May have a shield (+2 pts), upgrade heavy armour (+2 pts) and/or barding for their steeds (+2 pts)

 

Special Units

Elves of the Sea

0-1 White Lions……………………………………………….…..15 points per model

 

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White Lion

5

5

4

4

3

1

5

1

8

Unit Size: 10+

Equipment: Hand weapon, heavy armour and Great axes. May have shields (+1 pts). White Lions wear lion pelts that give them an additional +1 to their armour save against missile attacks.

Special rules: The Great axes of the White Lions do D3 wounds per wounding hit. As long the general is leading the White Lions they are stubborn.

 

Tiranoc Chariots………………………………………..………..80 points per model

 

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Tiranoc Chariot

-

-

-

5

4

4

-

-

-

Crew

-

5

4

3

-

-

5

1

8

Elven Steed

9

3

-

3

-

-

4

1

-

Unit Size: 1 chariot with 2 crew pulled by 2 Elven Steeds. You may take up to 2 Tiranoc Chariots as a single choice.

Equipment: The chariot has an armour save of 5+. The crew have and weapon, spear and longbow. Tiranoc Chariots may have scythed wheels (+15 pts).

 

Shadow Warriors……………………………………...………..………..15 points per model

 

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Shadow Warrior

5

4

4

3

3

1

5

1

8

Unit Size: 5-15

Equipment: Hand weapon, longbow and light armour. May have a shield (+1pt).

Special rules: Shadow warriers are scouts, skirmish and hate Dark Elves.

 

Lothern Seaguard……………………………...………..………..15 points per model

 

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Lothern Seaguard

5

4

4

3

3

1

5

1

8

Unit Size: 10+

Equipment: Hand weapon, spear, light armour, shield and bow. May upgrade their light armour to heavy armour (+1pt) and their bow to a longbow (+2 pt).

Special rules: The Lothern Seaguard can form a Wall of Spears.

 

Repeater Bolt Thrower…………………………….….………..100 points per model

 

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Repeater Bolt Thrower

-

-

-

-

7

3

-

-

-

Crew

5

5

4

3

3

1

5

1

8

Unit Size: 1 war machine with 2 High Elves crew. For each 10 troupers of the Lothern Seaguard you may have 1 bolt thrower. You have as much units of bolt thrower as you have units of the Lothern Seaguard.

Equipment: Hand weapon and light armor.

Special rules: May either fires a single bolt or a salvo of 6. A single bolt works exactly as describes in the rulebook. A salvo must be fired on a single target. Role to hit 6 times at S4 with –2 save. Bolts fired in a salvo do not penetrate ranks.

 

Elves of Light

0-1 Unit of Phoenix Guard…………………………………..…12 points per model

 

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Phoenix Guard

5

5

4

3

3

1

6

1

9

Unit Size: 10+

Equipment: Hand weapon, halberd and heavy armour.

Special rules: They are immune to psychology.

 

0-1 Unit of Swordmaster……………………………………..…12 points per model

 

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Swordmaster

5

5

4

3

3

1

6

1

8

Unit Size: 10+

Equipment: Hand weapon, a Greatsword and heavy armour.

Special rules: Swordmaster strike first if they charge and in initiative order in subsequence rounds. They have the Killing Blow ability (page 112 rulebook).

 

Ellyrian Reavers…………………………………….…………..…17 points per model

 

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Ellyrian Reaver

5

4

4

3

3

1

5

1

8

Elven Steed

9

3

0

3

3

1

4

1

5

Unit Size: 5+

Equipment: Hand weapon and light armour. May have spear (+1 pt) or bow (+5 pts). They ride an Elven Steeds.

Special rules: Ellyrian Reavers are fast cavalry. They may make a march move every time.

 

Lothern Seaguard……………………………...………..………..15 points per model

 

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Lothern Seaguard

5

4

4

3

3

1

5

1

8

Unit Size: 10+

Equipment: Hand weapon, spear, light armour, shield and bow. May upgrade their light armour to heavy armor (+1pt) and their bow to a longbow (+2 pt).

Special rules: The Lothern Seaguard can form a Wall of Spears.

 

Repeater Bolt Thrower…………………………….….………..100 points per model

 

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Repeater Bolt Thrower

-

-

-

-

7

3

-

-

-

Crew

5

5

4

3

3

1

5

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8

Unit Size: 1 war machine with 2 High Elves crew. For each 10 troupers of the Lothern Seaguard you may have 1 bolt thrower. You have as much units of bolt throwers as you have units of the Lothern Seaguard.

Equipment: Hand weapon and light armour.

Special rules: May either fires a single bolt or a salvo of 6. A single bolt works exactly as described in the rulebook. A salvo must be fired on a single target. Role to hit 6 times at S4 with –2 save. Bolts fired in a salvo do not penetrate ranks.

 

Rare Units

Elves of the Sea

Dragon Princes………………………………………..….…..27 points per model

 

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Dragon Princes

5

5

4

4

3

1

5

1

9

Elven Steed

9

3

0

3

3

1

4

1

5

Unit Size: 5+

Equipment: Hand weapon, lance, heavy armour and shield. They ride barded Elven Steeds.

 

Dragonkin………………………………………..….………..…..250 points per model

 

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Young Dragon

6

4

0

5

5

5

6

4

7

Dragon Rider

5

5

5

4

3

1

7

2

8

Unit Size: 1

Equipment: The rider is carrying a Lance, a hand weapon, heavy armour and a shield.

Save: +4

Special rules: Breath fire S3 small template (WD 242 page 14), see Bestiarium Supplementing for additional details. The Dragon can fly and caused fear.

 

Element………………………………………..….………..…..120 points per model

 

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Earth Element

4

6

0

5

5

4

2

3

10

Fire Element

6

6

0

4

5

4

4

3

10

Water Element

5

6

0

4

5

4

6

3

10

Air Element

6

6

0

4

4

4

7

3

10

Unit Size: 1

Special rules: Well, a lot. See Bestiarium Supplementing

 

Elves of the Light

0-1 Unit of the Handmaiden Guard of the Everqueen……..18 points per model

 

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Handmaiden

5

4

5

3

3

1

5

1

8

Unit Size: 10+

Equipment: Hand weapon, spear, light armour and longbow.

Special rules: They are always joined by a Priest of Isha. They are stubborn as long as the Priest is living.

 

Greater Eagle……………………………………………………50 points per model

 

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Greater Eagle

2

4

0

4

4

3

4

2

8

Unit Size: You may take up to 2 Great Eagles as a single special choice.

Special rules: Great Eagle can fly.

 

Element………………………………………..….………..…..120 points per model

 

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Earth Element

4

6

0

5

5

4

2

3

10

Fire Element

6

6

0

4

5

4

4

3

10

Water Element

5

6

0

4

5

4

6

3

10

Air Element

6

6

0

4

4

4

7

3

10

Unit Size: 1

Special rules: See Bestiarium Supplementing

 

0-1 Banner of Hoeth……………………………………………..150 points per model

 

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Banner

-

-

-

-

7

3

-

-

-

Guard

5

5

4

4

3

1

6

2

8

Unit Size: 1 war machine with 2 High Elves guards.

Equipment: Hand weapon, halberd and heavy armour.

Special rules: The guards are unbreakable. See Bestiarium Supplementing for additional details.

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