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4500 Pts - Highborn Elves Roster

Unit Name ## Adv Mar Dis HP Def ResArm Spe Att Off Str AP Agi Type Cost
High Prince 1 5 10 10 3 7 3 6+ 4/6 7/8 4 1 8 GB 300
Standard Infantry; Lightning Reflexes; General; Commanding Presence: Units
within 12" (18" if TP) borrow General's Leadership; Paired Weapons; Light Armour;
Martial Discipline
Hero's Heart The wielder of the enchanted Weapon gains +1 Attack Value when using it. Attacks [60]
made with the enchanted Weapon gain Magical Attacks and always have at least
Strength 5 and at least Armour Penetration 3.
Mount: Ancient Dragon (Prince) 1 6 12 8 6 6 3+ 6 6 7 4 3 GB 610
Gigantic Beast; Fly (7”, 14”); Harnessed; Breath Attack (Str 4, AP1, Flaming
Attacks)
Commander Adept 1 5 10 9 3 6 3 6+ 3 6 4 1 7 SI 460
Standard Infantry; Lightning Reflexes; Master of Canreig Tower; The model gains
Wizard Adept, Protean Magic, Master of Spellcrafting and Sword Sworn (see Sword
Masters Special unit). The model has access to Alchemy, Cosmology, Druidism,
Shamanism, and Witchcraft. It knows 3 spells (Prince knows 5 spells), and always
knows The Oaken Throne in addition to these spells. Fountain of Youth becomes the
Attribute Spell for all non-Bound Learned Spells cast by the model (except The
Oaken Throne), replacing the spells' corresponding Attribute Spells where
applicable.; Sword Sworn; Master of Spellcrafting; Wizard Adept; Hand Weapon;
Longbow (1+); Range 30". Shots 1. S3. AP0. Volley fire.; Light Armour; Battle
Standard; Martial Discipline
Elu's Heartwood This weapon gains Shots 3, Str as user +1, AP as user +1, and Magical Attacks. [75]
Longbow enchantment.

Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc. All rights reserved. Download it for FREE at www.wolflair.com!
4500 Pts - Highborn Elves Roster
Unit Name ## Adv Mar Dis HP Def ResArm Spe Att Off Str AP Agi Type Cost
Mage Master 1 5 10 9 3 4 3 1 4 3 0 5 SI 430
Standard Infantry; Lightning Reflexes; Wizard Master; The Cosmology; Wizard
Master item allowance; Hand Weapon; Martial Discipline; Master of Spellcrafting
#Favour of Meladys Hereditary Spell. Caster. 10+ to Cast. Lasts one Turn. Immediately after successfully [0]
casting the spell, add one Veil Token to your Veil Token pool. When a friendly unit
within 18" of the Caster would lose a Health Point, it may discard a Veil Token from
its Veil Token pool instead (this is done before taking Special Saves) and the Health
Point loss is ignored. An Attack with Multiple Wounds will inflict one wound less
than usual instead. For Standard Infantry, up to 2 Health Point losses are ignored per
token (provided they are suffered simultaneously). A maximum of two Veil Tokens
may be discarded each phase for this purpose. Characters and Gigantic models can
only ignore a single lost Health Point this way per phase.
Binding Scroll One use only. May be activated after Siphon the Veil (at the end of step 3 of the [55]
Magic Phase Sequence). When activated, pick an enemy model and select one of its
Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen
instance of the spell during this Magic Phase. Only a single Binding Scroll may be
activated during the same Phase.
#Cosmology: Duality Declare which version of a spell you are using. Whenever the Cosmos version is [0]
cast, the Cosmos Attribute Spell is cast. Whenever the Chaos version is cast, the
Chaos Attribute Spell is cast. Cosmology
#CosmA: Equilibrium Caster. Permanent. # This spell ends the next time the target attempts to cast a [0]
non-Bound Cosmology Spell. If that spell is a Chaos version, the Caster gains +1 to
cast. # This spell ends the next time the target attempts to cast a non-Bound
Cosmology Spell. If that spell is a Cosmos version, the Caster gains +1 to cast.
Cosmology
#Cosm1: Altered Sight 5+ to cast. Range 24". COSMOS: Augment. Lasts one Turn. The Target gains +2 [0]
Off and +1 Aim Score. CHAOS: Hex. Lasts one Turn. The Target suffers -2 Off and
-1 Aim Score. Cosmology
#Cosm2: Truth of Time 5+ to cast. Range 24". COSMOS: Augment. Lasts one Turn. Rolls for Charge [0]
Range, Flee Distance, Pursuit Distance, and Overrun Distance of units with at least
one model affected by the spell are subject to two instances of Maximised Roll.
CHAOS: Hex. Lasts one Turn. Rolls for Charge Range, Flee Distance, Pursuit
Distance, and Overrun Distance of units with at least one model affected by the spell
are subject to two instances of Minimised Roll. Cosmology
#Cosm3: Ice and Fire 7+ to cast. Range 24". COSMOS: Hex. Missile. Damage. The Target suffers 2D6 [0]
hits with Strength 4, Armour Penetration 0, Magical Attacks. Successful Special
Saves against wounds caused by this spell must be rerolled. CHAOS: Hex, Missile,
Damage. The Target suffers 2D6 Strength 4 hits with Armour Penetration 0, Magical
Attacks. Successful Armour Saves against wounds caused by this spell must be
rerolled. Cosmology
#Cosm4: Perception of Strength 8+ to cast. Range 24". COSMOS: Augment. Lasts one Turn. Target gains +1 [0]
Strength and +1 Armour Penetration. CHAOS: Hex. Lasts one Turn. Target suffers
-1 Strength and -1 Armour Penetration. Cosmology
#Cosm5: Unity in Divergence 9+ to cast. Range 24". COSMOS: Augment. Lasts one Turn. All models in the [0]
Target unit gain Aegis (5+). CHAOS: Hex. Direct. Damage. Each model in the
Target unit suffers a hit with Strength 3, Armour Penetration 0 and Magical Attacks.
Cosmology
#Cosm6: Touch the Heart 7+ to cast. Range 24". COSMOS: Focused. Augment. The Target Recovers 1 Health [0]
Point; CHAOS: Focused. Hex. Missile. Damage.The Target suffers 1 hit that
wounds automatically with Armour Penetration 10 and Magical Attacks. Cosmology
Sea Guard 26 5 10 8 1 5 3 5+ 1 4 3 1 5 SI 598
Standard Infantry; Scoring; Lightning Reflexes; Spear; Bow (3+); Light Armour;
Shield; Standard; Musician; Cover Volley; Martial Discipline; Steady Aim
Champion 1 5 10 8 1 5 3 2 4 3 0 5 [10]
Citizen Spears 19 5 10 8 1 4 3 5+ 1 4 3 1 5 SI 320
Standard Infantry; Scoring; Lightning Reflexes; Fight in Extra Rank; Spear; Light
Armour; Shield; Standard; Martial Discipline
Rending Banner One use only. May be activated at the start of a Round of Combat. Close Combat [50]
Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until they
are no longer Engaged in Combat. A model can only be affected by a single Rending
Banner at the same time.
Champion 1 5 10 8 1 4 3 5+ 2 4 3 1 5 [10]
Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc. All rights reserved. Download it for FREE at www.wolflair.com!
4500 Pts - Highborn Elves Roster
Unit Name ## Adv Mar Dis HP Def ResArm Spe Att Off Str AP Agi Type Cost
Highborn Lancers 4 9 18 8 1 4 3 2+ 1 4 3 0 5 SC 220
Standard Cavalry; Scoring; Lightning Reflexes; Lance; Heavy Armour; Shield;
Martial Discipline
Champion 1 9 18 8 1 4 3 2+ 2 4 3 0 5 [10]
Elven Horse 5 1 3 3 0 4 [0]
Harnessed
Lion Chariot 1 8 8 8 4 5 4 3+ D6+1 5 2 LCo 205
Large Construct; Switfstride; Inanimate; Impact Hits (D6+1)
Crew 2 1 5 4/6 1/3 5 [0]
Lightning Reflexes; Multiple Wounds (2, against Large Beasts, Large Cavalry,
Gigantic); Great Weapon
Lion 2 2 5 5 2 4 [0]
Harnessed
Reaver Chariot 1 9 14 8 3 4 4 5+ D6 5 2 LCo 110
Large Construct; Light Troops; Switfstride; Inanimate; Impact Hits (D6)
Crew 2 1 4 3 0 5 [0]
Lightning Reflexes; Light Lance; Longbow (3+); Range 30". Shots 1. S3. AP0.
Volley fire.
Elven Horse 2 1 3 3 0 4 [0]
Harnessed
Reaver Chariot 1 9 14 8 3 4 4 5+ D6 5 2 LCo 110
Large Construct; Light Troops; Switfstride; Inanimate; Impact Hits (D6)
Crew 2 1 4 3 0 5 [0]
Lightning Reflexes; Light Lance; Longbow (3+); Range 30". Shots 1. S3. AP0.
Volley fire.
Elven Horse 2 1 3 3 0 4 [0]
Harnessed
Sky Sloop 1 2 2 8 4 4 4 5+ D6 5 2 LCo 250
Large Construct; Fly (9”, 9”); Hard Target; Inanimate; Impact Hits (D6); Sky Reaper
(3+)
Crew 2 1 4 3 0 5 [0]
Lightning Reflexes; Light Lance
Hawk 1 2 4 4 1 4 [0]
Harnessed
Sea Guard Reaper 1 5 5 8 4 1 4 6+ 2 4 3 0 5 SCo 180
Standard Construct; War Machine; Elven Bolt Thrower (3+); Light Armour; Martial
Discipline
Sea Guard Reaper 1 5 5 8 4 1 4 6+ 2 4 3 0 5 SCo 180
Standard Construct; War Machine; Elven Bolt Thrower (3+); Light Armour; Martial
Discipline
Flame Wardens 19 5 10 9 1 5 3 5+ 4+ 1 5 3/4 0/1 6 SI 520
Standard Infantry; Scoring; Fearless; Aegis (4+); Lightning Reflexes; Fight in Extra
Rank; Halberd; Heavy Armour; Standard; Martial Discipline
Banner of Becalming In the opponent's Magic Phase, during Siphon the Veil before converting Veil [75]
Tokens into Magic Dice, remove one Veil Token from the opponent’s Veil Token
pool and add one Veil Token to your Veil Token pool.
Champion 1 5 10 9 1 5 3 5+ 4+ 2 5 3/4 0/1 6 [10]
Option Footnotes:
Battle Standard Rally Around the Flag!: Units w/in 12" (18" if TP) may re-roll failed Dis tests of any
kind, such as Break tests, Rally test, Fear tests, Panic tests and so on.
Bow (3+) 24", S3, Volley
Cover Volley When an enemy unit declares a Charge against another unit containing one or
models with Martial Discipline, and the distance between the charger and its
intended target is greater than the charger's Advance Rate (using the lowest value
among the charging models if there is more than one), before declaring any Charge
Reaction, a single friendly unit with Cover Volley within 12" of the charged unit
may immediately perform a Stand and Shoot Charge Reaction as if the enemy had
declared a Charge against them in their current position (apply the normal rules for
the Stand and Shoot Charge Reaction). Only models in the unit with Cover Volley
may shoot, and they may only shoot once per Charge Phase.
Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc. All rights reserved. Download it for FREE at www.wolflair.com!
4500 Pts - Highborn Elves Roster
Option Footnotes:
Elven Bolt Thrower (3+) This Shooting Weapon can be fired in two ways: #Artillery Weapon: Range 48",
Shots 1, Str 3[6], AP 10, Area Attack (1x5), [Multiple Wounds (D3)]; #VArtillery
Weapon: Range 48", Shots 6, Str 4, AP 2.
Great Weapon Attacks with +2 Strength and +2 AP. Strikes at Initiative Step 0. Cannot be used
with Shield against Melee attacks
Halberd Attacks with +1 Strength and +1 AP. Cannot be used with Shield against Melee
attacks
Hand Weapon All models comes equipped with a Hand Weapon as their default equipment. If a
model has any Melee Weapon other than a Hand Weapon, it cannot choose to use
the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on
foot can be used alongside a Shield to get the Parry Defensive Trait.
Heavy Armour Armour Save (+2)
Lance Attacks gain Devastating Charge (+2 Strength and +2 AP).
Light Armour Armour Save (+1)
Light Lance Attacks gain Devastating Charge (+1 Strength and +1 AP).
Martial Discipline If more than half of a unit’s models have Martial Discipline, their Discipline Tests
are subject to Minimised Roll except for Panic and Break Tests.
Master of Spellcrafting Spells cast by the Wizard have their Casting Value reduced by 1. When rolling
casting rolls with a single Magic Dice, a natural roll of ‘1’ or ‘2’ on the Magic Dice
is always a failed Casting Attempt, regardless of any modifiers.
Musician Allows swift reforms. Enemy march tests within 8" suffer -1 to Ld.
Paired Weapons Attacks with +1 Att, +1 Off and ignore Parry. Cannot be used with Shield against
Melee attacks
Shield +1 AS; Parry (foot models only)
Sky Reaper (3+) Artillery Weapon. Range 24", Shots 4, Str 5, AP 3, Quick to Fire.
Spear Attacks made with a Spear gain Fight in Extra Rank and +1 Armour Penetration.
Close Combat Attacks from model parts wielding a Spear gain +2 Agility and an
additional +1 Armour Penetration in the first Round of Combat provided their unit is
not Charging and is not Engaged either in their Flank or Rear Facing.
Standard +1CR
Steady Aim The model can shoot from the third rank (in addition to the 1st and 2nd) and it does
not suffer to-hit penalties for Stand and Shoot Charge Reactions.
Sword Sworn Attack Attribute - Melee. The model part gains a +1 to-hit modifier when attacking
with a Great Weapon.
Wizard Adept The Wizard gains Channel (1) and and knows 2 spells.
Wizard Master The Wizard gains Channel (1), a +1 modifier to its casting rolls, and knows 4 spells.
During Spell Selection the Wizard must choose between the Learned Spells 1, 2, 3,
4, 5 and 6 of its chosen Path and its Hereditary Spell.

Total 4493

Martial Discipline: If more than half of a unit's models have Martial Discipline, their Discipline Tests, other than Panic or Break
Tests, are subject to Minimised Roll.

Models in Army: 74

Validation Results for Army List 'Standard Army List' using Rule-Set 'Primary Rule Set':
Roster satisfies all enforced validation rules

Troop Type Count Unused Points Unused Percent


Characters (<=40%) 4 n/a 1800 0 40%
Core (>=25%) 3 n/a 1138 3362 25%
Special (<=100%) 4 n/a 945 3555 21%
QueensBows (<=30%) 0 n/a 0 1350 0%
NavalOrdnance (<=15%) 3 n/a 610 65 13%
The_Ancient_Allies (<=20%) 0 n/a 0 900 0%
Magic Item Summary 6 n/a 315 n/a 7%

Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc. All rights reserved. Download it for FREE at www.wolflair.com!

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