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Glory to Ulthuan!
Drawing by Aicanor |
GENERIC SPECIAL RULES:
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All high elves (But not eagles, warhawks, dragons, griffons or elven steeds) have the following rules:
-Always strike first
-Martial Prowess: High elves get support attacks from an additional rank both in close combat and shooting.
-Valour of Ages: High elves reroll any failed panic, fear or terror check against an army with models from Warhammer: Dark Elves
White Lion cloak: +2 AS against shooting
Ithilmar Barding: Normal barding without movement penalty
Dragon Armor: Heavy armor, Fireborn (2+ Ward save against flaming attacks), 6+ ward save
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LORDS:
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-Prince 140 pts
Type: Infantry (Character)
M5,WS7,BS7,S4,T3,W3,I8,A4,LD10
Equipment: Hand weapon
-Can equip:
-Dragon Armor: 20 pts
-Heavy Armor: 6 pts
-Light Armor: 3 pts
-Shield: 3 pts
-Lion Cloak: 6 pts, can't take along a dragon armor
-Additional Hand Weapon: 3 pts
-Halberd: 3 pts
-Spear: 3 pts
-Great Weapon: 6 pts
-Lance: 7 pts
-Up to 100 pts in magic items
-Can mount:
-Sun Dragon: 235 pts - M6,WS5,BS0,S5,T5,W5,I4,A4,LD7 Fly, AS 3+, Terror, Large Target, Breath S4
-Moon Dragon: 300 pts - M6,WS6,BS0,S6,T6,W6,I3,A5,LD8 Fly, AS 3+, Terror, Large Target, Breath S4
-Star Dragon: 390 pts - M6,WS7,BS0,S7,T7,W7,I2,A6,LD9 Fly, AS 3+, Terror, Large Target, Breath S4
-Griffon: 150 pts - M6,WS5,BS0,S5,T5,W4,I5,A4,LD7 Fly, Terror, Large Target.
Can have Swiftsense (ASF) for 20 pts, and Swooping Strike (+1 S and +1 attack in charge) for 25 pts
-Elven Steed: 20 pts, Ithilmar barding for 7 pts
-Tiranoc Chariot (replaces one crew member): 70 pts
-Anointed of Asurian 210 pts
Type: Infantry (Character)
M5,WS7,BS6,S4,T3,W3,I8,A3,LD9
Special Rules: Witness to Destiny (4+ ward save), Blessings of Ausryan (6+ ward save and Immune to psichology to the unit he is in), MR 2
Equipment: Halberd, Hand weapon, Heavy armor
-Can equip:
-Up to 100 pts in magic items
-Can Mount:
-Flamespyre Phoenix: 225 pts
-Frostheart Phoenix: 240 pts
-Loremaster 230 pts
Type: Infantry (Character)
M5,WS6,BS4,S4,T3,W3,I7,A3,LD9
Special Rules: Caster level 2, knows all signature spells from BRB lores, Deflect Shots (6+ Ward Save against BS based shooting)
Equipment: Great Weapon, Hand weapon, Heavy armor
-Can equip:
-Up to 100 pts in magic items
-Archmage 185 pts
Type: Infantry (Character)
M5,WS4,BS4,S3,T3,W3,I5,A1,LD9
Special Rules: Caster level 3, Lileath Blessing (+1 casting High Magic spells)
Equipment: Hand Weapon
-Options:
-Lvl 4: 35 pts
-Can equip:
-Up to 100 pts in magic items
-Can Mount:
-Sun Dragon: 235 pts - M6,WS5,BS0,S5,T5,W5,I4,A4,LD7 Fly, AS 3+, Terror, Large Target, Breath S4
-Moon Dragon: 300 pts - M6,WS6,BS0,S6,T6,W6,I3,A5,LD8 Fly, AS 3+, Terror, Large Target, Breath S4
-Star Dragon: 390 pts - M6,WS7,BS0,S7,T7,W7,I2,A6,LD9 Fly, AS 3+, Terror, Large Target, Breath S4
-Griffon: 150 pts - M6,WS5,BS0,S5,T5,W4,I5,A4,LD7 Fly, Terror, Large Target.
Can have Swiftsense (ASF) for 20 pts, and Swooping Strike (+1 S and +1 attack in charge) for 25 pts
-Elven Steed: 20 pts, Ithilmar barding for 7 pts
-Tiranoc Chariot (replaces one crew member): 70 pts
HEROES:
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-Noble 70 pts
Type: Infantry (Character)
M5,WS6,BS6,S4,T3,W2,I7,A3,LD9
-Options:
-Can be the Battle Standard Bearer: 25 pts
-Can equip:
-Dragon Armor: 10 pts
-Heavy Armor: 4 pts
-Light Armor: 2 pts
-Shield: 2 pts
-Lion Cloak: 4 pts, can't take along a dragon armor
-Additional Hand Weapon: 2 pts
-Spear: 2 pts
-Halberd: 3 pts
-Great Weapon: 6 pts
-Lance: 6 pts
-Up to 50 pts in magic items
-Can mount:
-Griffon: 150 pts - M6,WS5,BS0,S5,T5,W4,I5,A4,LD7 Fly, Terror, Large Target.
Can have Swiftsense (ASF) for 20 pts, and Swooping Strike (+1 S and +1 attack in charge) for 25 pts
-Elven Steed: 10 pts, Ithilmar barding for 5 pts
-Tiranoc Chariot (replaces one crew member): 70 pts
-Sea Helm 100 pts
Type: Infantry (Character)
M5,WS6,BS6,S4,T3,W2,I7,A2,LD9
Special Rules: Wind Rider (4+ Ward save against shooting for his Skycutter, reroll dangerous terrain), Naval Discipline (Unit can regroup after being charged if it did not stand and shoot. Requires a leadership check)
Equipment: Trident (spear), Light armor, Hand weapon
-Options:
-Can be the Battle Standard Bearer: 25 pts
-Can Equip:
-Bow: 4 pts
-Up to 50 pts in magic items
-Can Mount:
-Skycutter Chariot: 95 pts (replaces one of the crew), can not be upgraded with a bolt thrower
-Handmaiden of the Everqueen 95 pts
Type: Infantry (Character)
M5,WS5,BS7,S4,T3,W2,I7,A2,LD8
Special Rules: Quicksilver Shot (Quick to fire, granted to all sisters of Avelorn in the unit)
Equipment: Bow of Avelorn (S4, Flaming, Magical, Volley fire, AP versus forces of destruction, 24"), light armor, Hand weapon
-Can equip:
-Up to 50 pts in magic items
-Mage 85 pts
Type: Infantry (Character)
M5,WS4,BS4,S3,T3,W2,I5,A1,LD8
Special Rules: Caster level 1, Lileath Blessing (+1 casting High Magic spells)
Equipment: Hand Weapon
-Options:
-Lvl 1: 35 pts
-Can equip:
-Up to 50 pts in magic items
-Can mount:
-Elven Steed: 10 pts, Ithilmar barding for 5 pts
-Tiranoc Chariot (replaces one crew member): 70 pts
-Dragon Mage 350 pts
Type: Infantry (Character)
M5,WS4,BS4,S3,T3,W2,I5,A2,LD8
Special Rules: Caster level 1 (Lore of fire only), Reckless (+2 to cast lore of fire spells, do not receive bonuses to dispel), Warrior Mage (First spell generated is always Flaming Sword)
Equipment: Hand Weapon, Sun Dragon
-Can equip:
-Dragon armor: 10 pts
-Lv.2: 35 pts
-Up to 50 pts in magic items
CORE:
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-Spearmen 9 pts/each
Type: Infantry
M5,WS4,BS4,S3,T3,W1,I5,A1,LD8
Equipment: Hand weapon, spear, shield, Light Armor
-Options:
-Standard bearer: 10 pts. 1 unit can pick a magic banner worth up to 25 pts
-Musician: 10 pts
-Champion (+1 attack): 10 pts
-Archers 10 pts/each
Type: Infantry
M5,WS4,BS4,S3,T3,W1,I5,A1,LD8
Equipment: Long bow, hand weapon
-Options:
-All archers in the unit can be equiped with light armor: 1 pt/each
-Standard bearer: 10 pts
-Musician: 10 pts
-Champion (+1 BS): 10 pts
-Lothern Sea Guard 11 pts/each
Type: Infantry
M5,WS4,BS4,S3,T3,W1,I5,A1,LD8
Equipment: Bow, hand weapon, light armor
-Options:
-All guards in the unit can be equiped with shield: 1 pt/each
-Standard bearer: 10 pts
-Musician: 10 pts
-Champion (+1 attack): 10 pts
-Silver Helms 21 pts/each
Type: Cavalry
M5,WS4,BS4,S3,T3,W1,I5,A1,LD8
Elven steed: M9,WS3,BS0,S3,T-,W-,I4,A1,LD5
Equipment: Heavy armor, Lance, Ithilmar barding, hand weapon
-Options:
-All silver helms in the unit can be equiped with shield: 2 pt/each
-Standard bearer: 10 pts
-Musician: 10 pts
-Champion (+1 attack): 10 pts
-Ellyrian Reavers 16 pts/each
Type: Cavalry
M5,WS4,BS4,S3,T3,W1,I5,A1,LD8
Elven steed: M9,WS3,BS0,S3,T-,W-,I4,A1,LD5
Special rules: Fast cavalry
Equipment: Spear, light armor, hand weapon
-Options:
-All ellyrian reavers in the unit can exchange their spears for bows: 1 pt/each
-All ellyrian reavers in the unit can take bows: 3 pt/each
-Standard bearer: 10 pts
-Musician: 10 pts
-Champion (+1 BS): 10 pts
SPECIAL:
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-Sword Masters of Hoeth 13 pts/each
Type: Infantry
M5,WS6,BS4,S3,T3,W1,I5,A2,LD8
Special rules: Deflect shots (6+ ward save against BS based shooting)
Equipment: Heavy armor, great weapon
-Options:
-Standard bearer: 10 pts. Can take a magic banner of up to 50 pts
-Musician: 10 pts
-Champion (+1 attack): 10 pts. Can take up to 25 pts in magic weapons
-White Lions of Chrace 13 pts/each
Type: Infantry
M5,WS5,BS4,S4,T3,W1,I5,A1,LD8
Special rules: Stubborn, Forest Strider
Equipment: Heavy armor, great weapon, Lion Cloak
-Options:
-Standard bearer: 10 pts. Can take a magic banner of up to 50 pts
-Musician: 10 pts
-Champion (+1 attack): 10 pts. Can take up to 25 pts in magic weapons
Phoenix Guard
Type: Infantry
M5,WS5,BS4,S3,T3,W1,I6,A1,LD9
Special rules: Witness to destiny (4+ ward save), causes fear
Equipment: Heavy armor, Halberd
-Options:
-Standard bearer: 10 pts. Can take a magic banner of up to 50 pts
-Musician: 10 pts
-Champion (+1 attack): 10 pts. Can take up to 25 pts in magic weapons
Dragon Princes of Caledor 29 pts/each
Type: Cavalry
M5,WS5,BS4,S3,T3,W1,I6,A2,LD9
Elven steed: M9,WS3,BS0,S3,T-,W-,I4,A1,LD5
Equipment: Dragon armor, Lance, hand weapon, shield, ithilmar barding
-Options:
-Standard bearer: 10 pts. Can take a magic banner of up to 75 pts
-Musician: 10 pts
-Champion (+1 attack): 10 pts. Can take up to 50 pts in magic armor and weapon
-Shadow Warriors 14 pts/each
Type: Infantry
M5,WS5,BS5,S3,T3,W1,I5,A1,LD8
Special Rules: Skirmishers, Scouts, Hatred (Dark Elves)
Equipment: Light armor, Hand weapon, Long bow
-Options:
-Champion (+1 attack): 10 pts. Can take up to 25 pts in magic weapons
-Tiranoc Chariots 70 pts/each (max 3 as a single unit)
Type: Chariot
Chariot: S5,T4,W4,AS5+
Crew (2 high elves): WS4,BS4,S3,I5,A1,LD8
Drawn by (2 elven steeds): M9,WS3,BS0,S3,I4,A1
Equipment: Hand weapon, Bow, Spear
-Lion Chariot of Chrace 120 pts
Type: Chariot
Chariot: S5,T4,W4,AS4+
Crew (2 high elves): WS5,BS4,S4,I5,A1,LD8
Drawn by (2 War Lions): M8,WS5,BS0,S5,I4,A2
Special rules: Stubborn, Causes fear
Equipment: Hand weapon, Great Weapon
-Skycutter chariot 95 pts
Type: Chariot
Chariot: S5,T4,W4,AS4+
Crew (3 high elves): WS4,BS4,S3,I5,A1,LD8
Drawn by (1 Warhawk): M2,WS5,BS0,S4,I4,A2
Special rules: Fly
Equipment: Hand weapon, spear, bow
-Options:
-Can exchange one crewman for an eagle eye bolt thrower (bolt thrower rules, S5, D3 wounds, 24"): 25 pts
RARE:
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-Great Eagles 50 pts/each (max 5 as a single unit)
Type: Monstrous beast
M2,WS5,BS0,S4,T4,W3,I4,A2,LD8
Special rules: Fly.
-Options:
-Any eagle can be upgraded to have Sharp Talons (AP): 5 pts
-Any eagle can be upgraded to have Swiftsense (ASF): 10 pts
-Flamespyre Phoenix 225 pts
Type: Monster
M2,WS5,BS0,S5,T5,W5,I4,A3,LD8
Special rules: Fireborn (2+ Ward save against fire), Flaming attacks, Fly, Large Target, Terror, Wake of Fire (1D6 S4 flaming impacts on a unit the phoenix moved over, +1D3 per rank. Once per turn)
Attuned to magic: Ward save 5+, magical attacks. Each magic phase, the phoenix gains the following effect depending on the higest dice thrown when rolling for magic winds
-1: Ward save 6+ instead of 5+
-2: -1 S
-3: +1 I
-4: +1 A
-5: +1 S
-6: Ward save 4+ instead of 5+
Phoenix reborn: When the phoenix dies, leave a token. Any rider dies too. At the end of the turn, roll D6, adding a +1 if the phoenix is a mount:
-1-2: Remove the counter. The phoenix and the rider die
-3-5: Place the large blast marker. All models under the marker suffer a S4 flaming hit, and the token remains in place.
-6: Place him anywhere within 6" of the center, at least 1" away and remove marker. He is back with d3+2 wounds.
-Frostheart Phoenix 240 pts
Type: Monster
M2,WS6,BS0,S6,T6,W5,I3,A4,LD9
Special rules: Fly, Natural armor 5+, Large Target, Terror, Blizzard Aura (-1S and ASL to all models in a unit in contact base to base with the phoenix)
Attuned to magic: Ward save 5+, magical attacks. Each magic phase, the phoenix gains the following effect depending on the higest dice thrown when rolling for magic winds
-1: Ward save 6+ instead of 5+
-2: -1 S
-3: +1 I
-4: +1 A
-5: +1 S
-6: Ward save 4+ instead of 5+
-Repeater Bolt Thrower 70 pts (Can have up to 4 in a single army, 8 in a grand army)
T7,W2
Crew (2 High elves) M5,WS4,BS4,S3,T3,W1,I5,A1,LD8
Special rules: Volley (Instead of firing a single bolt, the RBT may fire 6 S4 AP 48" shots that can not penetrate ranks)
Equipment: Hand weapon, light armor
-Maiden Guard of Avelorn 14 pts/each
Type: Infantry
M5,WS5,BS5,S3,T3,W1,I5,A1,LD9
Equipment: Bow of Avelorn (S4, Flaming, Magical, Volley fire, AP versus forces of destruction, 24"), light armor, Hand weapon
-Options:
-Champion (+1 BS): 10 pts. Can take up to 25 pts in magic weapons
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MAGICAL ITEMS:
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Blade of Leaping Gold - 70 points, weapon. +3 attacks, any roll to wound of 6 ignores AS.
Star Lance - 30 points, weapon. +3S and no AS on charge. After that, must use a different weapon
Reaver Bow - 20 points, weapon. 30", +1 S, Multiple shots (3)
Shadow Armor - 25 points, light armor. 5+ AS, Scouts, Strider
Armor of Caledor - 50 points, heavy armor. 2+ AS, 6+ Ward save, Fireborn special rule - 2+ ward vs. flaming
Shield of the Mermrym - 15 points, shield. Unless he's using a weapon that uses 2 hands, he has parry 4+, can be used with a magic weapon
Golden crown of atrazar - 10 points, talisman. One use. 2+ ward against first wounding hit by wearer.
Moranion's wayshard - 50 points, enchanted item. Models on foot only. Has ambushers special rule. He can give archers or Spearmen up to 30 units in size the same immediately before deployment. He has to join that unit if he does.
Kharine's Ring of Fury - 25 points, enchanted item. Soul Quench Bound Spell (3)
Gem of Sunfire - 20 points, enchanted item. All bearer's spells, shooting attacks, close combat (and his mounts) have +1 to wound, provided they also have the flaming attacks special rule.
Cloak of Beards - 10 points, enchanted item. Cause Fear. Against Dwarfs, cause Terror. Dwarfs gain hatred vs. you. At the start of each cc phase, roll d6 for each magic item carried by each model from warhammer dwarfs in base contact with wearer. On a 4+ the magic item is destroyed and cannot be used..etc.
Book of Hoeth - 55 points, Arcane item. Allows the user to re-roll a single dice from each of his casting or dispel attempts, results of 6 cannot be re-rolled.
Banner of the World Dragon - 50 points, Magical banner. 2+ Ward save against magical attacks and spells.
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LORE OF HIGH MAGIC:
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Shield of Saphery (lore attribute)
Each time a spell is succesfully cast, the caster and his unit immediately gain +1 to their ward save to max of 3. If you don't have one, 6+. Stacks.
Soul Quench (signature)
8+, magical missile, 18"
2d6 s4 hits, or 4d6 s4 hits at 16+
Drain Magic (sig)
7+, hex or augment, 18"
all RIP spells affecting the unit are immediately dispelled, and effects of all other spells on the target unit immediately come to an end.
Can be all friendly or enemy units within 18" for 14+.
Apotehosis
5+, augment, 18"
immediately regains 1 wound, 10+ for d3 wounds. Regardless of how many wounds gained, you also gain Fear.
Arcane Unforging
13+, direct damage, 24"
Single enemy model suffers a wound on a dice grear than or equal to unmodified armor save. No AS allowed.
Target reveals to the caster all magic items, if he has more than one, randomly select one and it's destroyed on 2+.
Fiery Convocation
Cast on 19+, Direct damage, 24", RIP
Every model in the unit takes a S4 flaming hit, at the end of every subsequent magic phase, every model suffers another S4 flaming hit.
Hand of Glory
5+, augment, 18"
Target's WS, BS, I or M is +d3. You can choose all for 10+.
Tempest
12+, direct damage, 30"
Large round template within 30" of wizard, scatters d6. All models hit suffer s3 hits (models flying suffer an s4 hit instead).
Any unit that suffers suffers any unsaved wounds, suffers -1 to all hit both shooting and cc. Those that do not use BS need a 4+ to fire.
Walk Between Worlds
8+, augment, 24"
Gain Ethereal until the end of the magic phase and can immediately move to 10" as if it were remaining moves sub-phase.
Can make it go 20" on a 16"
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LORDS
Eltharion:
Cost 295, Stormwing +190
Eltharion profile is M5, WS8, BS7, S4, T3, W3, I8, A4, LD10
Stormwing: Griffon, M6 WS6 BS0 S5 T5 W5 I7 A4 LD8, ASF.
Special rules: As high elves + Hatred (goblins) + Blood Oath (Ethlarion gains +1 to hit vs. Grom)
Equipment:
Talisman of Hoeth - Eltharion has MR1, counts as a Lv.2 Wiz, who uses spells from any of the 8 lores.
Helm of Yvresse - +1 to Eltharion's AS and gives him and his mount 5+ ward.
Fangsword of Eltharion - +2S, no AS caused by Fangsword
Heavy armor, long bow
Tyrion:
Type: Cavalry
Cost: 410
WS9 BS7 S4 T3 4W I10 4A Ld.10
SR: As High elves + Defender of Ulthuan - 18" presence
Equipment:
Sunfang = +3S flaming, S4 breath once a game, magical
Dragon Armor of Aenarion - 1+ AS, 4+ ward and Fireborn 2+ ward vs. fire
Heart of Averlorn - MR2, if he dies, roll d6, on a 2+ he negates the wound and the heart is destroyed
Teclis:
Cost: 450
WS4 BS4 S3 T2 W3 I5 A1 LD10
SR: Wizard level 4; Teclis does not generate spells, he either knows all of the spells from High Magic or can choose one spell from each of the 8 lores, Lileath's Blessing - +1 to cast from all lore of high magic
Equipment:
Sword of Teclis - wound on 2+ no AS
Moonstaff of Lileath - one use only - you can either choose to add a bonus power die to each casting attempt, of if teclis suffers a miscast, the miscast is ignored. In either case, Teclis' S and T are both reduced to 1 for the remainder of the game ROFL
Scroll of hoeth - one use only - same
Warcrown of Saphery - Increases his Wizard level by one, so he's a Lv.5 wizard technically
Alarielle the Everqueen:
Alarielle profile is M5, WS6, BS5, S3, T3, W3, I6, A1, LD10
Cost: 350
I believe Archmage profile, but with better I and WS
She is a lvl 4 wizard, and can generate his spells from the Life, Light or high magic lores. She doesn't need to generate all of them from the same Lore.
SR: As High elves
Lileath's blessing - Models with this special rule gain +1 to cast when using High Magic
Touch of the everqueen - her close combat attacks vs. forces of destruction have HKB
Boon of Isha - All models in the Everqueen's unit are magical. Her unit is Immune to Fear/Terror.
Chaos Bane - At the start of each of Allerille's magic phase, before rolling for winds, every unit with the demonic special rule within 12" of her suffers d6 s4 distriubuted like shooting. However, she suffers -d3 penalty to her casting attempts if there is one of more models with demon within 12" of her.
Equipment:
Stave of Averlorn - one use only, arcane. It allows Alerielle to immediately attempt to cast a spell she already cast that phase, even if failed or miscast.
The shieldstone of Isha - Talisman, the shieldstone of isha grants Alarielle and her unit a 5+ ward vs. any non-magical attacks.
At the start of her movement phase, she restores a single lost wound to a friendly character within 12" - including herself if no one else can be healed.
-If you have the Everqueen on your army, the BSB can buy the following magical banner for 40 pts:
Banner of Averlorn - Spells from Lore of Light and Life by a friendly unit containing the banner are +4 to cast. If Alarielle is slain, this is immediately lost.
-If you have the Everqueen on your army, a Handmaiden of Avelorn can buy the following item for 50 pts:
Horn of Isha. enchanted. one use, can be used at the start of one of your movement phases. For the remainder of the turn, all models in the unit receive +1 to hit on all shooting and close combat attacks.
Alith Anar:
Alith Anar is M5, WS7, BS7, S4, T3, W3, I9, A4, LD10
Cost: No idea
SR: As High elves + Hatred (DE), Scout, Skirmish
Equipment:
The moonbow - 36" S7 D3 wounds quick to fire, no AS. dark Elves suffer -1 ld.
Shadow Crown - Alith and his unit have Swiftstride.
Stone of midnight - Alith 4+ ward, enemies suffer -1 to hit when shooting against Alith or his unit.
Light armor, hand weapon
HEROES:
Caradryan:
Cost: 170, Ashtari +250
5 6 6 4 3 2 7 3 9
ASF, fear, MR1, MP, VoA, WtD (4+ ward)
Mark of Asuryan: if he dies in CC, unit takes D3 wounds no armour save. If in challenge, then the challenger takes them. Wounds count towards combat res
Ashtari 250 points
2 6 0 6 6 5 3 5 9 (so just +1 attack over a normal one)
Same rules as normal Frostheart Phoenix
Equipment:
Phoenix Blade - +1S, flaming, d3 wounds
Heavy armor
Korhil:
Cost: 150
No profiles again (Assuming noble profile)
SR: As High Elves + Stubborn, Forest Strider
Equipment:
Chayal - +2S, Paired Weapon, Killing Blow
Pelt of Charandis - Korhil counts his AS as one higher vs. CC, 2 points higher vs. non-magic shooting. Poison does not auto wound, wound as normal.
Heavy armor