High Elves Army Book

You might also like

Download as pdf
Download as pdf
You are on page 1of 59
WARHAMMER A AIRIMOUES SW PIP IMIS IN I ooo CONTENTS ssseesss3 THE MYSTIC ARTS OF SAPHERY como INTRODUCTION .. . ‘THE SUNDERING 4 DEFENDERS OF ULTHUAN ‘THE ELVEN WARHOST 16 Lords Nobility & Mages. 6 Heroes « Citizen Militia... a Core Units Silver Helms & Ellyrian Reavers... .6ee00e08 Special Units 8 Dragon Princes, oe Rare Units : 30 ‘Swordmasters of Hoeth & Shadow Watriors.....10 PAINTING A HIGH ELF ARMY ....-2.0.0000005033 Phoenix Guard & White Lions. secscll HISTORY OF THE ASUR 50 Griffons & Great Eagles. 12 The Blade Reforged 5 Dragons . 13 The War of the Beard 36 Repeater Bolt Throwers & Tiranoe Chariots ....14 Against the Dark Host 58 HIGH ELF ARMOURY 15 From de Notes of Jacob Stackeldho. 6 HIGH ELF HONOURS ......026600¢¢s¢0:455:.15 GUARDIANS OF LIGHT. “6 VAUL'S FORGE 16 Imrik, Dragon Prince of Caledor. . 64 ‘Common Magic Trems a 16 Trion, Defender of Ulthuan. .....e2scecee 570 Magic Weapons cotta ‘Teall, High Lorenuster of the White Tower... 72 Magic Armour 17 APPENDIX ~ NEW SCENARIOS 14 Talismans: foes " Anolli Paro on 4 Arcane Items ce lS Quest a n Enchanted Items, 18 The Elven Language 78 Magic Banners ......s.sscseeee ciss19 Reference page 80 Written by Graphics Model Makers Jake Thornton & Nuala Kennedy ‘Mark Jones and Dave Andrews ‘Space MeQuirk ers Miniatures P Aadlitional Material Mark Bedford, Juan Diaz, Clin Grayson, Neil Green, Martin Footie, Bill King & Anthony Reynolds Mark Harson, Alex Hest, Gary Moris, Taymy Haye, Keith Robertson, Cover Illustration Aly Montson and Tish Morrison Chris Smart, Kirsten Mickleburgh, Geoft Taylor Editing and Layout and Dave Thomas lustrations Mark Owen Thanks also to John Blanche, Paul Danton Colour Production Gavin Thorpe im Baler tnd Karl Kopinski Mark Raynoe and the Geeks PRODUCED BY GAMES WORKSHOP. (Ca te Che cask, ary Ma, Games Winks he Ges Ws i, Dray sf alc Hon ar ek Fh Cat, Sa Wm, Ser Has Sonar f och “el, Fri, Ulin and Whos Lame Osc a amas of Gas Wn Ld Sater eo UR ei em ‘Alm l mes Nina rd an te ag ci hen at en rece The ce nh veh and he maga ic thet ery Cares kp ‘Alls awed No sf hues may el io le ‘kere; thn ong mene ee, te fin f Cae se Gans Wik a 2001 rhe. Came Wes La Frith xing Petes Da Asap cfr ok a om he ith bv, UK us Astras Canada ‘Games Workshop, Games Workshop, Games Workshop, 1685 Bonhil Ra, Willow Ra, 6721 Baymeadow Drive, 33 Liverpool Serees, Units 9-11, Lenton, Glen Burnie, Tiglebura Missisause, Nowsingham, NG7 2WS Maryland, 21060-6401 NSW 2565 (Ontario, LST IRS Product Code: 60003 02 10.002 Games Workshop World Wide Web site: wn gamesonorlaop com ISBN: 1.84154 cece “AA, ee INTRODUCTION ive pote are young master! I thought I might fad you here among the many weapons of the training moms. And yes, I know that ox «general and cower at the rear, but you must anderstand the strategy ofthe whole army as wll as the detal of dividual swondplay, You will destroy the enemies of Ulan by crushing them with Your armies, not with your oun sword. Bu enash them you ofthat Ihave no doubr, for you will ead an army of noble High Elves. For five thousand years we ha fou shores from all who swon comquer us. Even in our darkest hour, when our own kin rose up and betrayed us, we fought with such etermination and martial sil that they wer hed And if ou lear all these things then, andl only then will you be a tue prin For the tactician, re few more satisfying armies to play than che proud and majestic High Elves, Deadly, swift and precise, the power of the High Elves lies in the the enemy hard where and when they choose it, with che support of their awesome sorcery and devastating misile fie The High Elves are refined and well organised, and they march flexible scale to war in perfeet unity, armoured in their stor coats and wielding fine weapons of rhe highest quality Taught the ancient arts of warfare from a young age, the High Elves are masters of sword and bow. A highly elite force, they are skill and well led, though few in number A successful commander must use each of his precious units te theit fall potential, flfilling their designated role to perfection and using each of them to support the rest of the army As u defensive force, the High Elves are without pee: The ralita display skills beyond those of most professional from other races, their archers and spearmen capable ff almost any foe. Backed up by the mighty Eagle Claw repeater bolt throwers, the High Elves are almost rable in defence. To holster the citizen levy, the High Elves have a range of highly specialised elite foot troops, from the legendary White Lions, huntsmen without peer, to the Swordmasters of Hoeth, deadly warrior-scholars with preternatural speed and skills beyond human comprehension. ‘The High Elves hoast some of the fastest and most skilful cavalry units in the Warhammer world. Swift and ‘manoeuvrable, the proud and tall Silver Helms and the last of the mighty Drayon Princes are devastating, hoth in offensive and defensive roles, having the speed co charge and countercharge at will. The aim of any tactical High Elf ‘commander isto strike hard and fast, dissecting the enemy and withdrawing before they have a chance to counter-attack, while che stour defence of the High Elves is perfectly capable of holding out against almost attack. Apart from anything ele, the resplendent, glittering ranks o tbe High Elves look magnificent on the battlefield! The crisp, bright colours ofthe amy make them stand ont from the rabbles they face, while their heroes and mages are spectacular looking characters. Reason enough tu collect an army of High Elves! before sone do this you must understand how to eammad your anny. To conduct its many diverse puts into a symp To weave the potent sonceries of your bate mages with the rain of deadly shafts fom our archers. To form a which the armoured might of your cavalry can leap to smash the foe. oy of destruction, ede of spears fram impr In this book you will find the following sections The Elven Warhost. This describes the nique troops stic creatures and war machines of the High Elf army and ives full details of their rales The Army List. This provides all of the points va ‘options and upgrades for you to field a High Elf army in games of Warhammer. es, weapon, Painting and Collecting Guide. This section shows examples, of High colour schemes and markings, gives advice on g your own schemes, and dips on painting and ‘modelling, The Fair Isle. The back of this book is dedicated to extra information revealing the character, history and mighty heroes, of the High Elves and their hom and, the Isle of Ulthuan, The Sundering It was a time of war, of kinstrife and blood; a time of dishonour and broken outhss a time of dark deeds and black betrayal. It was the time of the Sundering, Civilization tore itself asunder and the gods themselves wept to see the beauty despoiled. Brother fought brother, father fought son, and no mother was spared the grief of slaughtered kin. Disguised by a mask of light, malice spread like a disease amongst the unwary. Where it walked, treachery blossomed; where it spoke, corruption spread. Once more Chaos reached out and its v hand cast a shadow over the fair lands of Ulthuan. Blinded by the light of our own creation, we forged a new world, ignorant of the prophecies that stalked our every step. So it was that Malekith the Fair, Malekith the Noble, Malekith the Traitor hid amongst us. The son of Acnation worked his vile plots under the guise of honour. The prophecy had come (ruc and thus a descendant of the line of Acnarion would pierce the bright heart of our nation. War intensified his thirst for blood, and ambition grew ever stronger, darkening his heart. Evil struck unseen at our souls. Our leaders were betrayed and one by one they succumbed. Those that saw through the deception were murdered before they could spread waming, Malckith, th Master of Darkness, grew ever more powerful. Betrayal stung the soul of every Elf, treachery ate at our hearts. Those who had once fought to » the land now broke down the towers and defiled all that was beautiful. Destruction was their jal and murder was their war cry, but we would not bow to the darkness. United under one basiner we fought to save all we had built. Those who chose to enslave us sav th ‘we would not fall. In their spite they sought to destroy what they could not possess and so came the Sundering. They broke the lands with te:sible magics, and for a time Ulthuan looked as though it would vanish beneath the tides. Such is our glory, in death we still shone. Powers alder than the dawn of time fought at ou side an saved us. Victory has its price and to this day we pay with tears, We moun the loss of our friends and ever guard sgainst their murderers. We are ever-living, Our spirit is immortal, and long after the last of our people crumbles to du: shall still ive on. For we are the Asur and for as long as there is light then we will shine THE ELVEN WARHOST "We, the As, are a noble people, our long and proud history stretching back to a time when Men were sill fur-clad savages. Living on our fair isle of Ulta, set iv the centre of the Great Ocean, we are far remaved fiom the petty squabbles ofthe lesser races. Here we are able to practice our magic and our arts, perfecting them for no reason other than the sheer joy of i We are tall and slender people, slight of build and graceful of movement. Our armies, too, move with fluid grace as do our warships and steeds. All hat we touch is elegant and finely crated for we are 4 long lived people and refuse to surround ourselves with ugliness and discord During our long lives we are able wo perfect mary skills anal our people are renowned for ony highly sil aves, fine craftsmen, the beauty of our art and the melodious grace of ua sonys. Allin all we area race tha loves beauty ana reasures ski, but our days ave not all spent in ddl pursuits Since the time of the Sundering, we have been a besieged and embautled penple. Our cursed Dark Ef cousins are bent on nothing shent of «complete dominion over us, and thelr reacherows leader, Malekth, wll noe rest until he sits on the Phoenix Throne. Ta repel this unending barrage of bitacy and rads, we must train constantly for war, and remember the Golden Age before this hols time of sof. Special Rule: Stoic: When fighting against a Dark Elf army; all High Elves are immune to Panie High Elf Nobility The noble families have led our people through times of peace and confit for thousands of ears. They pride themselves on their deep sense of honor and mastery of both the ans of diplomacy and sar, taught to them from a young age. In times of conflict they demonstrate this prowess through ther leit, perfectly capable of fighting with wnmatched sill in the thick of the ml, or commanding our armies from «distance, dict the lw of bate as need dictates. Foolish weaklings ofthe lesser races sometimes misinerpret this as cowardice, but they are mistaken. On the contrary, far too may of cur nobles di fighting inthe press of combat anu our people would fen be better served if our commanders were kss brave, not mre so. While other races muy drow their leaders recklessly to the thick of butle, we the Asur are nota prolific race and so when a rable falls, he is mourned, and the loss keenky fl High Elf Mages (On the easter shores ofthe Sea of Dreams lies the magical reabn cof Saphery. At the heart of this land stands the White Tower of oeth, the shrine to the god of Wisdom, built over twenty cencures cago on the orders of the Phoenix King Bel-Korhadris, the Scholar King. This bone-white sircture rises far above the sermending forests, it heights ofien obscured in cloud. Within the walls of the Tower of Howth is held the entite magical knowledge of our people, «collected und compiled through the centuries by the greatest of Asser mages and scholars. (Our people are a magical race, the flow of power is strong within ‘ovr blood. Many of us show some talent inthe subule art of sorcery, though only the most gifted young Asur ave given the privilege of being waht the art within the Tower of Hoeth. We have practised ‘er magi for untold millennia, lng before the coming of Man, and. have developed ovr sorcery into a form far more refined chan. the crude fumblings of the lesser races. The power of our mages i= hhamessed to protect or isle of Ulthuan, keeping it from sinking beneath the waves and holding at bay the dread powers of Chas. Wear us yt Nar Prince bee eed eo Commander 5 6 6 $3 273 9 Intrigue at Court: Though they are loyal to a fault, High Elves love intrigue and politics. Unfortunately this sometimes means that their armies are trusted to the care of individuals on the basis of the political faction they follow rather than their ability to lead. The army's General is determined randomly. Before deployment, line up the character models and roll a dice Count this number along the line ~ this is your General. If you roll over the number of characters in the army then che || General is selected as normal instead (see page 102 of the ‘Warhammer rulebook). If you have six or more characters, choose five of them to line up, and then roll as abov In nes of sf, she Phoenix King will aquest the ai of Sapher | Those bate mages who aeompany our armies are maser of the cat, wielding awesome powers with which to srike down od enamies. Many bate has been won by the famed mages of White Tower of Hoeth M ws BS S T WI Archmge = 54 4 3335 Mage $44 3 323% Magic: Archmages and Mages are Wiss and follow normal rules for Wizards. High Elves ase the rem describe spellcasters in general, and throughout ths book, but inclids example, a magic item that is listed as be Mage may also be taken by anyAge opens ctonenrnme i | arora Citizen Militia Spearmen & Archer S MWS BS S T W 5 3 Dragon Princes cre Swordmasters of Hoeth There are muy ways wo travel the path of wisdom. Some fast and meditate for years, others study obscure and arcane tomes, but for 4 few their erve path les im martial prowess. These are the Swordmasters, though they are not only experts with a blade; they ‘also learn wo fight with their bare hands or with any other weapon they can reach, especially their finely balanced ceremonial The centre of ther cults the if ancient Saphery. Here they study the secret ways of but, heir bodies ant skills to umbelivable levels, Some say they eat cut «a canale in half without disturbing the flame, others tha dey can fightin complete darkness guided only by the sound of their foe's ans of the White Tower and seme as protectors of the mages and scho se expert warriors are the Gu there. But the Swordhuasters are ot hermits. Par oftheir duis is to serve as messengers forthe Tower's masters, and to this end they travel dhvoughout Ulthuam, guarding travelling ‘out information co enrich the vast stone th White Tower: In battle they ure deadly opponents, eager to practise their great aor there i 0 rm skills om reales i aren MWSBS S TWH A Li Swordmas 643315 Bladeloed 56433 1528 ‘Swordmasters: May use a Great weapon as deftly as @ normal sword. Instead of striking last in any turn they don't chan they strike in Initiative onde Washamsmer rules, A. will sil strike lows with +2 Strength. as explained on page 68 of the weapon used by a Swordmaster Shadow Warriors Even in tines of relative peace, the Shadow Warrons are never at patrol the barren shore they watch for the mevitable Dark Elf raiders; che evil Druchit who sao thei and slau ter their kin. Little womder then that bates between them are biterlyfoughe with no quarter as Tainted by association with the Witch Ki f Aenario, the sereivors of Nagarsthe Acer. Since the destruction of th ind sable to sl wks, They are and this has mad wense and br ind warlike em litle trusted by ues of Ulthuan, Despite this they are among the most loyal subjects ofthe Phoenix ‘King and the tales of their daring exploits are maar. es an rausual Ef indeed who has not heard of ther vale ugh they ae wilder «and pethaps more vicious than the rest of our people, is bi their erage past rather than innate evueley. Given the biter times through which they have ved, tis i a MwWSBS S TW 1 Ald Shadow Warrior 5 $433 AG Shadowwalker 5 4 5 3 3 8 ‘Scouts: The war of the Shadow Warrior f srealth and alment and ambush. In batt deployed ahead of the army to break up enemy attacks hey are often Shadow Warriors are Scots Skirmish: Shadow Warriors spe antains, hills and forests of Ulthwtan, and naturally move in their lives fighting in the dispersed formations. Shadow Warriors skiemish, Hate Dark Elves: The few sur of the Witch Ki their land. The constant raids of the Dark Elves mean that this 8 of Nagarythe cannot and the desecration of forget the betray ancient wound can never heal and so the Shadow Warriors hate all Dark Elves. Phoenix Guard my pret wa iors of our people, the mast fearsome to face ine of Ast Phoenix Guanc, the main dry ofthese warrior moms ito pre re the silent guardians of the n. Known as the all hose who make che ly important is the eternal flame, through which the efor Phoenix King must walk n order to rece f Asuryan m whose walls bli ne itself, These ell dhe h who ave ever li aths of each and their the swear magical oath of slence from which they cm never be their fate wipes the joy i expressions wn where the fighting is they can al owing in adv in « Phoenix King dies, the Phoenix Guard are always thee ther king wo the Whi King has been bear away the body of without warmin Ship. Once a new rth Aryan to undertake the ritual rebirth In battle the Phoenix G clad in el Keeperofthetame5 5 4 3 3 1 6 29 Cause fear: The by their magical oath Phoenix Guard fight in utter silence, bound Tn battle che lemn deum. ‘Th accompanied hy the heat af a unnatural smunner is deeply disturbs of wounds will not make them ery out. The Phoenix Guard White Lions i the First, the the Phoenix Kings have o Losest bodyguards of 1 from ed wilds of Chrace ff Chace, chosen for the mcient rites. N These ae the bravest of the young Elves the Phoenix King by all are los that roam the dark forests racking down one ofthe fee wi anu barren mountains ofthat land. When they find one they must ain hand-to-hand combat coud take its pet. Those that have froved themselves wear the clea ofthe shite ion asa sign of their nub conrage ud may serve the Phoenix King as one of his bodyguard In bate the White Lions se the traditional woodsmam's axe of ‘nace, a finely crafted weapon which is sail to be sharp enough to fella tree or cut & man in half with one blow. M Ws BS S T W A ld Witenes 1 8 Guardian ese Woodsmen: Chrace is famed for its woods, aad years of practice have taught the local folk to move through then without « sound. In baeele the White Lions may move through, woods without penalty. This includes any characters that are wich che unit a che time. Bodyguard: Emboldened by their ancient duty and sworn to lay down theit lives hefore they fail, the White Lions wil fight to protect their lord long after the rest of the army has fle. The White Lions are Stubborn if the General is with the uni. de Griffons Grifons are noble beasts, as beasts go, though they are far from tame and placid. Their heads are like that of a huge bird of prey, whilst their badies resemble that of a lion ar ether grea eat. llth is bore aloft bya large the high mountains where i duel of wings tha caries the Grffon across A putinely hanal-re upon ass back, making a form people of Chrace, renowned famed for thir skills at ra the high mountains of n be trained to hear a noble is of war. The ol hatchling able mount in ng anal training the Griffons oS buy wir land Great Eagles ‘These creatures are the last of a nab race that has lived in the high mountain peaks since before the vise of Men. They are haughty and broud, and we have an ancient kinship with them, Caradinor-rade Sulinash the Great Eagle into battle in the times before the Sumndering, and such were thei heroic deeds thongs are sal sug of them. Great Eagles have been allis of aur peopl since tis time, andi the sight of one soaring high above a hale sil considered a porent of victory. Some of dhe wisest of on People re sai to beable to converse with, the Great Bales ofthe Audits easily as if they were passing the tne of day war oun Bir The Bags war verte i MwsBS $ TW IAL Gro 65055 45 4-7 Fly: A Griffon has large wings and can fly as described on page i 106 of the Warhammer rulebook Terror: A Grifom causes teror a Warhammer rulebook. scribed on page BT of the Large Target: A Griffon counts as a large target as described ‘on page 62 of the Warhammer rulebook. res and when they is way the die forces of struded peaiks and rocky 5 ‘vith our make d if Uh remaster. [nl the Ani without filing dl MwsBS Ss T WI A ld Gerke 92 5 64 4 9 4.2. 8 Fly: A Great Eagle is a giant bied of prey and so can fly as described on page 106 of the Warhammer rulebook, In days long go many Dragons seen, riding the thermals of the mountain ranges and fighting alongside the heroes of lagest mountainous Caledon, a reakn were lnownt as Dragon Princes. Rig nestsf of Dragons were in the Asur of that 4s they rode these majestic and fearsome creatures 10 war and femguished all who oppose chem. Now the Great Hall of Dragons tes almost silent. Ie iss ‘with the great forms of wyrmkind, bur all a ‘ sound of ther raspng breath filing the ait, When tin ae won the Aur of Caledor they try to rosea fw from the sep, but i isan ever greater task ‘Not in a Dr ommon phase among cn peopl, andi has been mary more than a handful rode the skies to atte However, when they can be awoken they are terrible w behold. The light carches their glistening scales before they spread their great wings to lot out the sen anal igh che world with their fiery breath They are huge and terrifying monsters with « cold alin intelligence sthich ills same folk with dread, MwsBS S TW 1 A ld Dragon oo Oe 6 Fly: Wich its huge bat-like wings a Dragon can fly as deserihe con page 106 of the Warhammer rales Terror: A Dragon is a athing monster and causes the Warhammer rulebook: scribed on page 81 Large Target: Dragons are huge beasts that count as large targets as described on page 62 of the Warhammer nilehook. Breathe Fire: The fi yy breath of Dragons is legendary in its ropertcs. It is terribly destructive, yet is also fabled to have heated the forges ofthe smiths of Val as they eraffed the finest ‘magical blades ever known In battle i is used as any other breath weapon. Those hit by it suffer a Strength 4 hit. In addition, a unit chat suffers casualties, from Dragon's breath must take a immediate Panic test. Sealy Skin: The # fiom harm, ly armoured hide of a Dragon protects it ving it an armour save of 3+. See page 112 of the farhammer culebook. $$ cre nnememmnrsonen symone a Repeater Bolt Throwers We have nn need for the crude black pour weapons of other races. Instead, we use the simple torsion powered bole throwers of our forefathers, content with weapons that will no Blow rp in cur faces. ‘The ‘Eagle's Claw’ bolt thrower, as the repeater is usualy called, is a cersaie weapon and by far the most common of these devices. It is lightly made, though sted, and ts easly portable. Ths makes it highly capable an ici widely used both om ship ancl on shore. In fact the same individual weapon can be used in ether location as they are designed ww Be taken from thei moumings and carried with the Seaguard when they vere forth In batle the Eagle's Claw can shoot cither a single bole or hail of steal-ipped death. This flebiiry allows car armies 1 hale ox enemies whether they are h of rabble ily armoured knights o tering hones MWSBS 6 TW 1 Ata BokTaower = = = = 7 3 = = = Crew 5443 3 15 18 Volley: The Repeater Bolt Thrower is ysir machine and all the rules governing war machines apply. Repeater Bolt Throwers may either shoot a single bole (follow the rules siven on page 124 fof the Warhammer rulebook) or may fie multiple shots I using the multiple shots option then the Repeater Bolt ‘Thrower shoots six bolts in each Shooting phase. The are worked out exactly like shots from bows or erossbows, using the Ballistic Skill of the crew to determine whether the bolts hit tor not, All bolts must be directed towards single target. Maltiple shots have a Range of 48 saves suering a -2 penalty eth of 4, with armour Tiranoc Chariots A few chaviencers are all that emain of the ancient way of war of the Trane nobly. ages pas he coastal plains oftheir ral were full, ‘of hels of noble steeds and racing chavoters. The warmiots competed with each other to see who could ride che fastest, olla the most accurate armow from the back of a speeding chai. Then the Sumdering came, and the once fir land of Vian Sank below the [Nor all was lose though, Indeed, many of ther fines: warriors were elsuhere, fing agin the vl minions ofthe Wich King Bis ‘way they were able to preserve their traditions and skills, but it was can embittered feu: that renemed to thetr drowned lad. Since then, they have spent theftime tending ther herds and preparing for bale. ‘ary, especially those that fight our Dark Elf many days to join a force on the march. MWSBS S TWH AL pi egadei42 -4 44 002 - poses =e2 Stes ee I 1-£ The Elves of Ulthuan have many skilled artisans and weaponsmiths, and their armies march to war with the finest arms and armour. To represent this, certain Elf units and characters can take items of equipment not featured in the Warhammer rulebook. The rules for these items tare included below Dragon Armour Forged in the heart of a voleano, this fine armour is enchanted to waed off the effects of Dragon breath, The model is immune to all breath attacks, and any fire-based attack (including spells ftom the Lore of Fire). Dragon. armour also counts as heavy armour, giving a 5+ armour HIGH ELF ARMOURY Lion Cloak ‘The white lion cloak that gives the White Lions of Chrace their name also gives them a +2 armour save versus missile fire. In elose combat it is chrown back over the shoulder and offers no additional protection. Ithilmar Barding Ithilmar is extremely light, but very resilient. Barding ‘made from ithilmar gives the same protection as heavy steel, but without slowing down the steed that wears i Iehilmar barding adds +1 to the model's armour save ke ordinary barding, however there is no reduction in che movement rate of the model HIGH ELF HONOURS Elves are virtually immortal, and throughout their lives spend consi The achievements of an Elf are highly vaunted, and an Elf who possesses many diferent skills will be known by several honorific titles, known as Honours, rable time mastering many skills and craft. Each character may only take each Honour once. However, more than one character in an army may take the same Honour if you wish. The only restrictions on ‘who can take which Honour are noted in the descriptions ‘of the abilities thems PURE OF HEART 0 points ~ Mandatory Though the Golden Age of the High Elves is a distant ‘memory there are sll a few noble Elves whose mere presence ‘reminds those about them ofthe heroic past oftheir race. They cembualy ll hac is glorious abou the Elves from bafore the time of the Sundering and are a. bitersweet reminder of former achievements This Honour MUST be given to exactly one high Elf character. It costs no points. ‘The character, and uny unit he joins, is Immune to Panic. Ifthe Pure of Heat character is killed, the High Elf player loses 100 Victory points from his total atthe end of the battle. If the scenario does not use Vietory points then the demise ofthe Pure of Heart character has no effect. LION GUARD 45 points The heros lauded amongst all Elvenkind for his total devotion to the protection of Uthuan and his unswerving loyaly to the Phocnix King ‘The charaeter comes equipped with a lion cloak. The ay unit he leads is Stubborn, Ifyou have ‘character with Lion Guaed, then White Lions become a Special Choice for your army (but remain 0-1). character and LOREMASTER 40 points Saved by his training im the martial arts, this character has now embarked upon the path ofthe mage. ‘The characteris a Level 1 Wizard. Note that he may not cast spells ifhe is wearing armour (remember thar barding for his steed will not affect his epell casting) SWORDMASTER 40 points “Trained by the aepes atthe tomer of Hoth, the lethal skills of ‘this warson ae justly fabled. ‘The character is equipped with a Great weapon and may not take a magie weapon, Instead of suki tum he does not charge, the character will strike in last in any as explained on page 68 of the Warhammer rules. The character also has the killing blow special rule. SEER 30 points The lore of magic hold no surprises for this mage. Countless hours of painstaking study mean that no spell of worth has escaped his keen eye Mage only. May choose his spells instead of rolling for them CHANNELLER 10 points ‘The mage acts as a conduit through which raw power flows Mage only. May cast with a maximum of +1 more Power dice than normal, For example, a Level 3 Mage may use up to five Power dice in an attempt to cast opell (instead of the usual four) Iencermrormcar 4 VAULS FORGE paps the most potent of all the mages who wall the Warhammer world, and it is they who taughe Meh Since ancient times the anvils of Vaul have produced the most exquisitely crafted magical arrefacts forthe i In this section the common magic items are listed first (see Warhammer page 154 for a complete Aare followed by a list of ‘High Elf only’ magic irems. These can only be used by models from this book, and ected within the points limitations set by the army lst section. Note that al the roles on magic items presented _ in the Waghamnmer rulebook (p152-153) also apply to the "High Elves only’ magic items. You will note that High Elf magic items cost less than similar oF eyen identical ones belonging to other races. This means _ that they can fake more of them for each characte a is just and proper for these most magical of warriors, Use the discounted points costs listed here for the common magic items when taken by High Elves. COMMON MAGIC ITEMS SWORD OF STRIKING 25 points Weapon; +1 10 hit. SWORD OF BATTLE 20 points ‘Weapon: +1 Attack, SWORD OF MIGHT 15 points Weapon; +1 Strength, BITING BLADE 10 points Weapon; I to enemy armour saves. ENCHANTED SHIELD 10 points Armour; 5+ armour save. ‘TALISMAN OF PROTECTION 10 points Talisman; 6+ Ward save. DISPEL SCROLL 20 points ‘Arcane; automatically dispels an enemy spell. One use only POWER STONE 20 points ‘Arcane; +2 dice to cast a spell. One use only. STAFF OF SORCERY 40 points Arcane; +1 to dispel WAR BANNER 20 points Banner; +1 Combat Resolution. MAGIC WEAPONS BLADE OF LEAPING GOLD {60 points ‘A more finely balanced sword than this was never made. “The hlade confers +3 Artacks on the character wielding it. BOW OF THE SEAFARER 60 points This longbow was made from a single piece of rare silverwond, and gifted to Ulanor ofthe Seaguard by Finbar himself. [is righty weapon, and many say it can even sink ships! ‘Treat the Bow of the Seafarer as normal longhow with the following exception. Resolve a hit from this like a single bolt from a Bolt Thrower (see page 124 of the Warhammer rulebook). Note that you may stand & shoot with the Bow of the Seafarer. SWORD OF HOETH 60 points Nonmally this fine blade lies wrapped in silk inthe armory of the White Tower but in time of war itis given toa great hero 1 wield inthe name of the Loremasters: Allhits wound automatically. Armour saves are modified by the Strength of the bearee BLADE OF DARTING STEEL 45 Points Bright blue stel can be enchanted wo hold spells of great speed and deaily accuracy, andthe Elves of Uthuar are masters of such magi: ‘The wielder always strikes first, even if his opponent charged that turn. Ifboth models have this ability, roll off see who strikes first in each Close Combat phase. In addition, the wielder adds +1 to his rolls to hit. REAVER BOW 40 points The origins ofthis beawiullyevafed bow are lst im the mists of time, though some believe ic w be the same one that was made for Axathion of Eltron « thousand years ago ‘reat the Reaver Bow as a normal longbow with the following exceptions: the beater may shoot thtee times in teach of his Shooting phases and any hits are resolved at Strength 5 BLADE OF SEA GOLD 40 points This gleaming blade is made from the finest sea god, found in the dark depths ofthe sea and honed by crashing waves. I srkes ‘with the unstoppable power of the sea itself. No armour saves may be taken against wounds caused by this weapon EOE BANE 25 points This strange amd cuisted blade was taken from the body of Chaos champion. Quite why he should have carried i is suiknown, as is the name of the brave Elf that slew him. All hits on a target with 3 or more Wounds on its starting profile will always wound on a 2+. Armour saves are modified by che Strength of the bearer. -MAGIC ARMOUR IR OF PROTECTION 40 points simple armour is adomed by a single Smathai rune on the e. The World Dragon itself is said to protect the “Counts as light armour (armour save 6+) which can he © combined with other equipment normally. Ifthe wearer fails, ‘is armour save he may make a 4+ Ward save. GOLDEN SHIELD 35 points A hight polished shild inlaid with swirling paters in many ‘bes of gold. This shield confers a 6+ armour save which can be sombined with other equipment normally. In addition, all attempes to hit the bearer in close combat suffer a penalty of-l ARMOUR OF STARS 30 points Decorated with hundreds of glitering gems om a background © of deepest blue lacquer, the Armour of Stats is w wonder to behold May only be worn by a model on foot. Counts as light ‘amour (armour save 6+) which can be combined with other ecuipment normally. Ifthe wearer suffers un unsaved sround then one of the gems will burst into brilliant white light as he is instantly teleported. 3D6" ina random direction. Note that this means thar he can only suffer 1 unsaved n a round of elote combat as he will be teleported away before the second can strike him. However, if he was ‘truck by a Killing Blow or a weapon that does multiple wounds per hit (such as a cannon ball) then he would still suffer the instant death or multiplied wounds as normal before teleporting away. the model is teleported into another model or impassable terain then simply carry on moving it along in the same direction until itis 1” beyond. If che model teleports off the table then treat it as having pursued off. ARMOUR OF HEROES 25 points ‘This finely wrought suit of armour is made in an rowusval style, not, since the time before the Sundering A character _ “Wearing this armour seems to shine with an inner light Suerely he “ fstme of the ancient gods of battle! ‘Counts as heavy armour {armour save 5+) whieh can be combined with other equipment normally: In order to. allocate close combat attacks against the wearer, an ‘opponent must first pass a Leadership cest. Test each Close ‘Combat phase. If the test is failed, the enemy may attack another model in base contact instead. Models who are Immune to Psychology are immune to this effet also. _ SHADOW ARMOUR 25 points bythe bitter Shadow Warns in cei den camps, the Shadow Armour weighs almost nothing. Ie exists between the real seorld anu that of magi, a fact “which mages find quite alarming. ‘Counts as heavy armour (armour save 5+) which can be combined with other equipment normally. In addition, if the wearer is an independent character on foot then he is treated as having the Scout special rule. He may choose 0 deploy either at the same time as the other characters, or a5 Scout (including setting up with a unit of Shadow Warriors), HELM OF FORTUNE 25 points A helm of ithilmar and sea gold, bordered with tiny leters of inwertuining nunic serie. These form @ prayer 10 invoke ‘Asuryan’s protection upon the wearer This helm confers a 6+ armour save which can be combined wich other equipment normally. The wearer may re oll filed armour saves. DRAGONSCALE SHIELD 20 points Allthough bawtered and scarred, this shield is a ereaswred heirloom of the days when Dragons mamed the skies. ‘This shield confers a 5+ armour save which can_ be ‘combined with other equipment normally. Also gives the bearer a 6+ Ward save. Cf TALISMANS VAMBRACES OF DEFENCE ‘These golden bracers are fabled to have been foundon the shores cof distant Lustria and are inscribed with, saruegual glyphs, Gives the wearer a 44 Ward save. In addition, the wearer: vay re-toll ae! armour saves. GOLDEN CROWN OFATRAZAR 40 points ‘This golden cieler, studded with rare and magical gems, radiates dan aura that protets its wearer fom zr Discount the first wound suffered. One use only LOREMASTER'S CLOAK 40 points Wrapped in this pale grey cloak, the wearer séems somehow insubstantial and almost illusory Gives the wearer and the unit he is with «2+ Ward save against enemy spells cast at them. It has no effeet against shooting ot close combat attacks. ‘TALISMAN OF SAPHERY 35 points ‘The iny size of this powerful arvefact belies ds true power ‘The magical weapons of enemy models will have no special effects whilst they are in hase contact with the bearer of the talisman. Treat the magic weapon as a normal one of its type, eg, a Sword of Bartle would count asa hand weapon, Porko's Pigstikka would count as-a spear, ete 17 18 SACRED INCENSE 30 points Incense is often used im Elven rieuals anal this bunle of mcense sticks has been blessed by the wardens of the Shrine of Asuryin. Te ill burn for days, wreathing the bearer with the scented smoke of the temples, Al shooting at the bearer or the unit he is with suffers -1 to hic. GUARDIAN PHOENIX 25 points A spark from the sacred flame at the temple of Asurjan is held in this omate casket Gives the wearer a 5-+ Ward save. AMULET OF FIRE 20 points Though the Amulet constantly flickers with pale flames, the ‘wearer is never burned. Gives the wearer Magic Resistance (I). In addition, the wearer cannot be harmed by fire-based attacks, eg; Skaver, ‘Watpfite Throwers, Dwarf Flame Cannons, or fre balls, ete. tJ df ARCANE ITEMS BOOK OF HOETH 100 points This well-wom tame has been snudied by mages thioughowt the and has helped some of the greatest understand the inser Of the ealm of magic. 0st by the mae with this book will be cast with Force ‘on any successful casting toll. which Sony double, except a Miscast. ANNULIAN CRYSTAL 40 points Dig from beneath the Annuli mounuains, this crystal has been shaped by the inagical comer that swathes Albion, 50 dat it draws magical enengy towards i: During the enemy's Magic phase, the Crystal allows the High Elfplayer to remove one dice from the opponent's pile ‘of Power dice and add itt his own Dispel dice pile STARWOOD STAFF 40 points ‘This gnarled and twisted staff looks owe of place smong the refined and delicately made possessions ofthe Elves. However. it is one ofthe most highly valued items a wizand can possess. Gives $1 to all casting artemprs made by the wisard carrying it SIGIL OF ASURYAN 40 points ‘The sii is tattoved on che hand of the mage using inks prepared inthe sacred flame of Asuryan itself After use it quickly fades to nothing. Automatically dispels one enemy spell. In addition, toll a D6. On a4+ the spell is destroyed and rhe casting Wizard. cannot use itfor the duration ofthe battle, One use only. STAFF OF SOLIDITY 20 points The Staff exths the malien energies of the Unseen Realm, lssipaing any har caused by unstable magic before i touches the mage. 2 a ‘This staff makes the Mage immune to the offers of bis fist Miscast. Note that a miscast spell stil fails regardless ofthe actual dice score rolled 7 JEWEL OF THE DUSK 15 points This fine ruby glass blood red with a sorcerous energy that even the least magically adepe can clearly see. The jewel gives the Mage +1 Power dice in each of his own Magic phases. Only he may’ use this dice. SILVER WAND 10 points This slender wand is covered with many lines of winding runes of the ancient sei. ‘ The wearer knows one more spell than is normal for his a Ay ENCHANTED ITEMS NULL STONE 80 points ‘Those with the witch-sight see this as a.dark void, an unsettling batch of nothingness in the world of magic. No Wizard within 6" of the bearer may cast any spells. No other magic item or rune item within 6° of the bearer will work, Treat them as normal weapons, banners, etc, of the appropriate type: Note that this applies to all friendly wizards and magic items as well as'enemy ones. HEALING POTION 50 points A small vial of sky-blue lad that sparkles nthe light aid holds the power to cheat dauth iself 4 ‘The chatactet may drink this at the start of any phase in. either player’s turn. It wil immediately restore all Wounds lose by the character during the battle so far. Obviously, if the character is dead at the statt of the phase then he can’t drink the potion. One use only. RADIANT GEM OF HOETH. 45 points ‘The gem is normally kept in a black velvet hag, carefully hiding its brace from prying eyes. ‘The wearer counts asa Level 1 Wizard. However the ‘wearer may still cast spells whilst wearing armoue. This has ro effect on characters who are already Wizards The Ring of Corin may cast its Round spell once pet Magic phase like an ordinary spell. The spell requires no Power dice to cast, all the power required is provided by the sing itself, ‘The Ring of Corin contains the Vaul's Unmaking spell described in the High Magic spells on page 29. RING OF FURY Bound spell (Power level 3) ‘The Elves are justly famed for theér magical rings, and the black tn Ring of Fury is one of the mose feared. 30 points This ring may cast its Bound Spell once per Magic phase like an ordinary spell. The spell requires no Power dice to cast all the power required is provided by the ring itself ‘The Ring of Fury contains the Fury of Khaine spell described in the High Magic spells on page 29. After each use, even if t was dispelled, roll a D6. On a roll tf I the power of the Ring has been exhausted and it may not be used for the rest of the battle. BLESSED TOME, 25 points The tales in this book give heart to all High Elves that hear the tales of ancient valour and. glory, stones. of nobility and self-sacrifice. ‘The character with the tome recites the stirring words of heroes of old as battle is joined. All High Elf units within 6” ofthe bearer get +1 Leadership (up w a maximum of 10) | AMULET OF THE PURIFYING FLAME 15 points This delicate silver amulet is adorned and plain in | tpearance, though itis potent mn is protective powers. Spells that targer the character or the unit he is with subtract 3 from their casting roll Te has no effect on spells cast with Irresistible Force, image of the World Dragon ~ a symbol of Ulehua itself It's the finest silks and cloth of gold, with a thowsard ‘immune to all spel effects, whatever es friendly spells, bound items, and the were cast at nearby units etc. ‘Spells whieh are cast on another unit, such as the Flaming ‘Swonl of Rhuin, will work as normal, as will magic weapons cused to attack them. : BANNER OF SORCERY The Loremasters of Saphery presented Phoenix King Finubar che Seafarer. — 2 ‘The banner adds +D3 Power dice to your pile in each of Yur own Magic pass STANDARD OF BALANCE 45 points eudbling shadows aa flickering patches of light ply across this Fanner asi flutes in the win ‘The unit carrying the Standard of Balance, and any enemy tunic in base camtact with it, is completely immune to all Paychology. Note that troops with frenzy lose they had lost a round of combat 50 points this bamer to the just as if BANNER OF ARCANE PROTECTION 40 points The fabric of this banner is steep in magical energies and interwoven with powerful protective charms. ‘The unit gets Magic Resistance (2). In addition, any Undead oF Daemon model touching the unit carrying the banner will suffer | Wound (caves as normal) at the start of cach of the bearer’s Magic phases. Note that this does not ‘count asa close combat attack. LION STANDARD 25 points ‘An aura of courage fils the hearts of those who serve wnder this, banner, making them each as fierce as u lion! ‘The unit is immune to fear and terror BANNER OF ELLYRION 15 points This small pennant depicts Kortundis the father of al horses. It imbues the regiment with tireless energy 10 forge their wy Fhvough che densest tera. “The unit teats dificule ground as open ground for purposes of movement. 19 The Mystic Arts of Saphery _ "While lesser races must study magic in its commupted, broken form, our Mages hamess iss power as pure mystical energy. Our minor spells, those Loves taught to the huonamns by mighty Teelis, are but a pale reflection of the power that can be wielded by an Asur fully rained in the magical ants atthe White Tower. The ebb and flow of the winds of magic are ours to command, summoning great energy into themselves or denying it to the enemy. The tumultuous eddies of magic cam be smoothed, and used to alter our material realm, while the ‘most accemplished mages can enter the realm of magic and leave behind their physical shel.” High Elf Mages High EIPMages can use either High Magic or any ofthe eight lores of magic described in the Warhammer rulebook High Elves are far better attuned to the ebb and flow of the winds of magic than other races and can sense dangerous charges almost before they happen. High Elf Mages get +1 to each attempt to dispel Note that this bonus is not cumulative for having more than cone High Elf Mage, so an army with (wo High Elf Mages will still only get +1 to dispel from this source. However, this bonus ‘may still he combined with mayic items as normal. High Magic Those who follow the path of High Magic, or True Magic as it is sometimes called, are among the most skilled mages ever t0 ‘weave spells. In addition to knowing one spell per Level (rolled. randomly on the list as normal), any High EIE who practices | ‘Magic will uso know the Drain Magic spell “BL -ESSINGS OF ISHA Before a promising youngster is taught the dangerous path of the True Mage, he will be'shown some simple Drayers and enchantments to bring down the blessings of the divine Isha. These are far less dangerous for the caster and can be safely employed by even the most tuncutored talent Th Theseiblessings are of no real use on the battlefield, viittendedlis theyre to help the apprentice in his daily tasks and taxelieve the simple Elven folk of some of the drudgery of their daity chores. However, they ullow the tutor-mages to easily assess the potential of their charges and show which of their manber is favoured by the gods. So it is chat mages can perform all manner of tricks und illusions when in a lighter mood, and never need mundane servants. It is even said that the Elven farmers who live near the White Tower never plough their own fields as every year there is another crop of niowices eager to show their skills, i t D6 Spell Walk Between Worlds Fortune is Fickle Fury of Khaine Hlames of the Phoenix ‘Vaul’s Unmaking ounene Drain Magic S+/74/9+ “The tides of the winds of magic shift so ehat enemy wieands are calmed anu ew work litle magic This spell can be cast at nee different levels, Choose before you attempt to cast the spell ~ the casting number varies accondingy Level Casting Number Dice Rolls Disearded 1 St 6 2 co 5s 6 3 oe 45,58 & 6 Whichever you choose, the spell may be east on a single enemy Wicard within 24" of the caster and may be ease into close combat, If successful, che victim's spells will be weaker ‘Whenever the victim rolls co cast a spell discard any calls of a 6/54 (depending on the level of the spel) efore calculating the total casting value of the roll. Nore that as the dice are discarded, any Irresistible Force and some Fortune i Fickle results are ignored, The spell lasts until the sagt ofthe casters next Magic phase. Walk Between Worlds 4+ As the mage anes this ancient incantatim he beings to fade from tiew, becoming as insbstanil as ghost This only affects the caster, and only if eis on foot. The easter ‘becomes ethereal. He can only be hit by magical weapons and ‘can move through obstacles and through impassable or difficult terrain as if was open ground. The caster is affected by spells asnormal, and may cast spells himself and fight as normal. Lasts until dhe start ofthe caste's next Mage phase. Curse of Arrow Attraction 6+ ‘The air around che sets shimmers with magical nny as it warps and ists ‘This may be cast on un enemy unit within 24” of the caster. Any aisle fre directed at the unit in the following Shooting phase ‘may reroll any failed rolls to hit. I che unic i targeted by & template or breath weapon then you may re-roll wo hit any models which are partially covered. The Curse has no effect on. close combat. Fortune is Fickle Remains in play Tonormal folk hee ino ef, bt o those with he with igh iis vious ha the vin has een set wp by malin sis made fom the very suf of mage self. These creatures dag and pull a the anjoramate spells, dractng and confusing his tempts 0 suork mag 7+ aera High Magic Spells Torandomly generate a spell from the High Magic lst, roll a D6 and consult the chart below. If you roll the same spell ice for ehe same ‘Mage roll agnin. Any Maye can automatically swap one spell for Walk Retweqn: Worlds if you wish, Curse of Arrow Attraction, pe EE A ETS Soa eRe Difficulty “This may be cast on an enemy Wisa within 24° ofthe caster anul may be cat tnt close combat. Whenever the victim rolls any double (even a double 6) 9 cas spell isa Miscast Ja addition, any. double rolled by she. opposing player whilst atempuing 10 dispel wilful (even double 6). ‘The spell lists unt ics diapelle, the Mage chooses to ent (which he can do at any time), artempes to east another spell, or shin, ‘ Fury of Khaine : Bt Calg ede iio Ke ene neh ae tele of brio wae nergy at is ‘The Fury of Khaine i magic mise with a ange Of upto 24 Ir soceessuly cas, tsk its ranger causing 2D6 Suergth 4 hin. : Flames of the Phoenix Remains in play Pare uhice scented flames emerge from thea sel al ence the Large, mmalaing the worthy fee ‘This may be eat om an enemy unit within 24", Each move, including characters and unit champions, takes @ Strength 3 hit immediately. If the spell is still in play ac the start of the custer's next Magic phase, each model in the unit takes a Strength 4 hit. Ie sul play a the sear ofthe caster’ flloing Magic phase, cach model takes a Strength 5 hit, and on, with the Suet increasing by Teach tun it emai in play. The spel lass unl lspelles, the Mage chooses tu end it (which he an do at any time), attempts to cast another spell or is slain — 11+ Vaul’s Unmaking 12+ Glowing swords grow don and Hooda. chalet Gol a thir ‘magical energies ave drained. oe May be cast on an enemy unit within 24" ofthe easteranl may bbe cast into close combat. If successfully cast, the omer of the unit must reveal co the easter all the mage items nthe nit “The easter then chooses one of them 10 he nullified ag de test the bare The spell el doesnot remain pl bat the effet les for the remainder ofthe battle. ‘Vaul’s Unmaking can dain dhe mage fom Dwadf nine ten "Note chat all the runes on an individ tem wil be dane by the spell, not stone bs TF the unic has no tng stems then the spl has no eect 1 sacs ae Se ee. a DEFENDERS OF ULTHUAN army lis is to enable players with vastly nt armies to stage games which are as fair and evenly halanced as it is possible to make them. The anny lst g each individual model a points value which rep capabilities on the tabletop. The higher # model's points value the better it is in one or more respects: stronger, tougher, faster, better leadership, and so on. The value of the amy is simply the value of all the models added together. ents its ‘As well as providing points costs, the list also divides the army into its constituent units. The list describes the ‘weapons and optional equipment that troops can have and occasionally restricrs the number of very powerful units an army can include. It would be very silly indeed if an army were to consist entirely of Tiranoc Chariots or Princes on Griffons. The resultant game would be a frustrating and unbalanced affair if not a complete waste of time, We employ army lists to ensure that this does nor happen! HOW THE ARMY LIST IS INTENDED TO BE USED Amy lists enable two players to choose armies of equal points value to fight a battle, as described in the main body of the Warhammer rules. The following list has been constructed with this purpose in mind. The list can also be used when playi either those described in the Warhammer rulebook or others, including ones invented by the players. In this case, the list provides a framework which the players ean adapt aay required. It might, for example, be felt necessary t0 increase or decrease the number of characters or units allowed, or to restrict or remove uptions in the standard lst 15 Magic items or monstrous mounts. If you refer to rnarios section of the Warhammer rulebook (pages 196-213), you'll find some examples of this kind. ARMY LIST ORGANISATION The army list is divided into four sections: CHARACTERS These represent the most able, skilled and individuals in your army: extraordinary lead Princes and Mages. They form a vital and potent part of your forces. e units represent the most common warriors. They usually form che bulk of the army and will often bear the brunt of the fighting. SPECIAL UNITS Special units are the best of your warriors, scouting forces, and chariors. They are available to your army in limited numbers. RARE UNITS, Rare units are to your ordinary troops. They represent unique units ‘uncommon creatures and unusual machines. CHOOSING AN ARMY Both players choose armies to the same agreed points valu. Most players find that 2,000 points is about right fora bartle that will last over an evening. Whatever value you agree this is the maximum number of points you can spend on your army. You can spend less and will probably find itis 100 points armies will therefore be something like 1,998 ot 1,999 points, but they are stil “2,000° points armies for our purposes Once you have decided on a total points value it is time t0 choose your force. called because they are scarce compared impossible to use up every last point. Most a cermin Choosing Characters Characters are divided into two broad categories: Lords {the most powerful characters) and Heroes (the rest). The maximum number of characters an army can include shown on the chart below, Army Max. Total Max. Max. Points Value Characters. Lords. Heroes Less than 2,000 3 ° 3 2,000 oF more 4 1 4 5,000 oF more 6 2 6 4,000 oF more 8 3 8 Each +1,000 +2 +I +2 An army does not have co include the maximum number of characters allowed, it can always include fewer than indicated. However, an army must always include at least ‘one character: the General. An army does not have t0 include Lords, it can include all ofits characters as Heroes ifyou prefer: At the beginning of the battle use the Intrigue At Court rule (page 12) to choose a General, and make sure that you let your opponent know who it is, For example, a 2,500 points army could include a Prince (Lord), a Mage (Hero), and wo Commanders (2 Heroes) (ie, four chatacters in total, of which one is a Lord). Choosing Troops ‘Troops are divided into Core, Special and Rare units. The number of each type of unit available depends on the army's hints value, indicated on the chare below Army Core Special Rare Points Value Units Units Units Less than 2,000 2+ 03 ol 2,000 or more 3+ o4 2 3,000 or more 4+ 05 03 4,000 or more 5+ 06 ot Each +1,000 +1 minimum = +0-1 40-1 In some cases other limitations may apply to a particular kind of unit. This is specified in the unit entry, For example, the Phoenix Guard Rare unit entry is accompanied by a ote explaining that a maximum of one unit of this kind can be included in the army. Unit Entries Each unit is represented by an entry in the army list. The unit's name is given and any limitations chat upply are explained, Profiles. The characteristic profiles for the troops in each unit are given in the unit entry. Where several profiles are required, these are also given even if, as in many cases, they are optional. a Unit Sizes. Each entry specifies the minimum size for each unit. In the case of Core units this is usually 10 models. In the ease of other units itis usually less. There are exceptions as you will see. In some cases, units also have a maximum Weapons and Armour. Each entry lists the standard ‘weapons and armour for that unit type. ‘The value of these items is included in the points value. Additional or optional weapons and armour cost extra and are covered in the Options section of the unit entry Options. Lists the different weapon, armour and equipment options for the unit and any additional points cost for taking them. It may also include the option to upgrade a unit member into a Champion. While this model usually has a specific name (the Champion of a White Lions unit is called a Guardian, for example) all the cules that apply to Champions apply to them. See che appropriate section of the Warhammer rulebook for details (pages 108-109). Special Rules. Many troops have special rules, which are fully described elsewhere in this hook. These rules are also summarised for your convenience in the army list Te would he a long and tedious business to repeat all the special rules (or every uni within the army list itself. The army list is intended primarily as a tool for choosing armies rather than for presenting game rules. Wherever possible we have indicated where special rules apply and, where space permits, we have provided notes within the list as “memory joggers’. Bear in mind that these descriptions are not necessarily exhaustive or definitive and players should refer to the main niles for a fall account. Dogs of War Dogs of War are troops of other races who are prepared to fight under your flag in return for money, food, oF some other suitable reward. The most common type of Dogs of ‘War unic are the Regiments of Renown, Although the two terms are used to describe mereenary units, both work in the same way in the army list. A selection of such reximents are available as part of the Dogs of War range of models. ‘The descriptions and rules for these very specialised units can be found in White Dwarf magazine or the Warhasniner Annual. ‘The option to include Dogs of War units is included in the army list as part of the Rare troops section, However, certain Regiments of Renown are mote commonly available and can be included in an army as a Special choice instead of a Rare choice. Some Dogs of War may also take up additional Rare choices, or choices from your Character entries. The rules for individual Regiments of Renown detail exactly which armies may take them and which army list choices they use up. 2B LORDS C_ SPittee insmod 125 High Elf Prin I individuals amon " them the best choice for High Elf INTRIGUE AT COI choote a combination of Honours andlor magi 3 High El magic items lists, to a maximum total val { magi Points/model: 22 y Cf Arthmage Points/model: 220 se either High Magic or the Warhammer rulebook toa Level 4 Winird for +3 (CPO oinman dee Ge dein) Pointsodel: 70 HEROES ] Mows BS os oT Wor A ud SBATTLE STANDARD BEARER dus eget eed.’ ne Commander ie avy my Bute Sula for +25 pins Weapons: Hund weapon, a army's Genera if he was ra Options the In * May choose either a lance (+4 pts), spear (+4 pts), a Great weapon (4 pe), a halberd (+4 pes), oran additonal hand weapon (44 pts). + May aio choos longbow (+10 pes) * May wear either light armour (+2 pts) heavy armour (44 pts) or Dragon armour (+6 pt), and may alo cary a shied (+2 js) pt), which can have ithlmar Hecia basding (+5 prs), ora Great Eagle (50 prs). + May vide either an Elen steed (+12 he Bate Standard Bearer can have ay * May choose a combination of Honours ance mage tems from the Ci oe High Elf magic items lists fo iru total vale of 50 ps, ae CHARACTERS’ STEEDS few ae the pts fr ead that can (2) Mage Points’model: 95 k by High Elf charac G ruler for Great Eales Crone } Mows Bos oT Wor A Dragon can Be fod pgs 113, ¥ seg Siupais 302 5 1 6 oe ‘Weapons: Hand weapon. mates 7 tt ‘Magic: A Mage is a Level | Witard. He may choose either High Magic or any one © Great Eagle 2 04 the te dsl i che Wathanmes niches Gaon 650-5 "Nay kup Level 2 Wi fo 435 pe "May nan Elon need (412 Po), whch can base hilar bad 4 Dow a (+5 pos). cen * May choose a combination of Honours and/or magic iten n the Comman Any Lord or Hero may ride in a chariot there. He will di hari’ erew ace one of the CORE UNITS © PArchers Poinis/model: 12 Cove units are made up of High Elves MoWsinS /s::7 Wor a Ld from all over Ulthuan, whether citizen Ailie Gi inge £2232) 5 8 Giamping 1752 4553053 311 ind the size of the army’ (Gee this varies ‘no maximum limie on the number of Core units thar can be fiekled Fl MONG EQUALS ron, spe ight armour & shield H2pe Special Rules Fightin shre ranks ith spears 02 Lotherd Sea Guid Pavmout ts (CORE UNITS M ows BS os TW oIA W Core units are thy ee aifa Sedboad :2: 40219214225) troops within the High Elf army. Champion = 55 #4. is a minimum number of units chat must be fielded, and ch Unit Siz: 10 ‘ats dentine onthe so ofthe amy Weapons and Armour: Hand weapon, spears bos Sigh armou. (see page 23) Thete is no maximum limit on the Options Any unit may be equipped with +1 prdmodel pustbey Og Core janes eu oo ® Mosicion for + fier Standard Bearcr for +14 pts FIRST AMONG EQUALS hampion for +14 ps One snc of ether Spearmen or Siver Hels be gin a md worth wp Special Rules Fightin the ranks with spears Silver Helms Points/model: 19 f y MwsBs s T Wi1oA Ld 30424 BT arnetepiiii ele Pais spi g Rien Siegd, 1922 3) +3 eiLabias Unit Si Weapons and Armour: Hand weapon lance, light srmous “Mounts: Barc Elven stew Options they Uli egy be a + Ay unit may upar pyrade one Silver Helm to a Musician for +7 pe x with shilds for +2 prsimode heavy armour for moe Silver Helm ron Stand Bearer for +14 pe + Promote one Silver Helm to 9 Charapn for +14 ps SPECIAL UNITS Special Units are troops that come from particular kingdoms of Ulehuan, and they fight in che traditional ir region, performing specialised roles on the battlefield. As method of such, their numbers are limited within High Elf armies, the bulk of the force being made up of the citizen levy. There is a maximum number of Special units that can be fielded, and this varies with the size of the army, (see page 23) & eN ] { _ Ellyrian Reavers Pointsmodel: 18, MWS BS oS T WIA ld ElanRever 54 4 3 3 1 5 1 8 Futingt = «554-5 3 3 1 5 Breed! | s3:losisf SET iis Unit Sie: 5+ ‘Weapons and Armour: Hand weapon ight amour and pet Mounts: Elven steals Options: * Ang nic may be quipped with bows for +6 prs pet mode, or exchange thet spears for bows at +5 pee per mx + Upgrade one Reaver toa Musiian for +7 ps «© Upgrade ne Reaver toa Standard Bearer for +14 pts + Promote one Reaver toa Harbinger for +14 ps. Special Rules Rast Cana » 0-1 Dragon Princes of Caledor Points/model: 26 Mws BS T WIA DagoaPine $ § 4 3 3 1 6 1 9 Drkemater 5 5 4 3 3 1 6 2 9 BhenSeed 99 3 0 3 3 1 4 4-5 Unit ‘Weapons and Armour: Hund weapon, lance, dragon armour shld ‘Mounts: Ehven steed with elma banding Options * Uparade one Drason Prince 1a Musician for +9 pts * Uparade one Dragon Prince w a Standard Bearer for #18 ps +A Standard Beorer may ry» Magic Standard worth up 9 50 ps + Promoce ane Dragon Prince to a Dra ‘The Drakemaster may choose up to 2 Special Rules Dragon Armowt aster foe +18 pe points of magic items [so seas ot i ghiodl 13 SPECIAL pea eas sls te UNITS Harsialis di siilsia a Whemas he uk f High BY amis 3s these unite train constantly to hone their are formed from general c Unit Size 10+ Weapons and Armour: Two-handed sword (Grest weupon), hind weapon ‘Schesvy armour warrior skills, and their speed and precision is beyond compare Options: There is a maximum number of Special * Upirade one Swordmaster toa Musician for +6 ps units that can be fielded, and this varies * Upymade one Swordmaster toa Standard Beater for +12 pts with the size of the army (see page 23) + A Standard Bearer may carry a mage standard worth up (0 50 pis + Peomace one Swordmaster toa Bladlond for +12 ps. The Bladelord may choose up 10 25 points of magic stems Special Rules Swemdimasers. (_ iShidow Wation i Finednodl 15 Options: + Promote one Shadow Warrioe to a Shadow-waller for +14 pt Special Rules Scous; Skrmish; Hate Dark Els »Tiranoc Chariot" Pointsmodel: 85 Mows BS oS oT WoT A Ws Tranoe Chart - == = 544 Crew ae His Bvnsed 99 3 - 3 - - § EF = * Note that 1-2 Tiranoe Chariots count as only one Special unit choice. Unit Size: Fach Tiranoc Chariot model i singe uni. (Crow: 2 High Elves Weapons and Armour: Th Draven by: 2 Elven steed Armour Saver 5+ Options: * Any Charo may nln ane or wo anal eds 0 pli for +7 Special Rules Chanot, ew are equipped with hand weapons, spears and bows. RARE UNITS Elf Rate units include the most powerful and devastating warriors and at the Phoenix King can call upon in times of particular need. Their limited numbers on the fleets the There is wat can be fielded city of these hateefil maximum number of B depending on the sie of t page 23) army (see 0-1 Phoenix Guard Points/model: 15 Mwses os T Wo. A wind «55'S 8 KeeperofteFame 55 4 0303 1 6 28 oe Weapons and Armour: Hand weapon halberd, heavy armour Options * Upgrade one Phoenix + Upgrade one Phoenix Gu c+ es : er may ery Ma p00 50 re re one Phoenix Gu 1 for +14 ps. cial Rules Repeater Boit Thrower* Paint/model: 100 MWS BS 8 T Wo A ld HighEGrew 54g 5 * Note that 1-2 Repeater Bolt Throwers count as only one Rate unit choice Crew: 2H Unit Si Weapons and Armour: The ctw ch Bole Thrower mi Special Rules Repeater Belt Thrower iC 4 Bie se Bontsmode 13 RARE UNITS ai commander may hire the services of a a5 ‘ 5 8 mercenary Dogs of War reyiment, uardon Gio ds 43 ts 2 8 such as the famed Voland’s Venator or the enigmatic Celestial Dragon Uni Size: 10+ Monks of the far east, though this is Weapons and Armour: Hand weapon, Great nt lit amous lon cok. | generally seen as at resort Options These i # maxim dumber of Rare * Upgrade one White Lon ta Musklan fr +7 ps \ units that can be fielded Aman army; depending on the (see page 23) re one White La o9 Sd Bearer oe +14 \ * A Bandar Beater may carey a mage andar wrth Up 0 5 \ + Promote one White Li cow Guardan for +14 es \ + The Guardian may choose up to 25 points of mai items * of the army Special Rules Wandsmen; Lion cloak; Bodyguard _ Great Eagle Phintmodel: 50 M ws Bos T WoIoA W 5 0 4 4 3 42 8 Great Eagle * Note that 1-2 Great Eagles count as only one Rare unit choice Unie Size: Each Great Eagle adel is a single unit Weapons: Talons (count as hand weapon) Special Rules Points/model: which you age wo supplement your army. Dogs of Wig u High Elf Rare wnt: sarable

You might also like