High Elf List

Download as pdf or txt
Download as pdf or txt
You are on page 1of 5

ARIEL

Mage Queen of Loren

SPECIAL RULES:
Asrai Archery, Blessings of the Ancients, Elven Grace, Fly, Forest Spirit, Loremaster (Lore of Athel Loren).

Aura of the Fey Queen:


Ariel has a Ward save (4+). In addition, all friendly units within 6" of Ariel have Immunity (Panic).

Screech:
Ariel's Attack automatically Hit all enemy models in base contact. It has the Ignores Armour special rule.

Earthbind:
Any units declaring a charge on Ariel count as moving through Dangerous Terrain for the duration of the turn. In addition, if Ariel
flees from combat, any enemies attempting to pursue her roll an extra D6 when determining their pursuit distance and discard the
highest result.

MAGIC ITEMS:
The Dart of Doom (Magic Weapon)
One use only. The Dart of Doom has a range of 12". If the dart hits a model it causes 1 automatic Wound which Ignores Armour
saves. If the wound is not saved the dart sucks energy out of the victim, draining their Strength characteristic by D3 to a minimum of
1.

The Heartstone of Athel Loren (Talisman)


This item grants Ariel the Magic Resistance (5+) special rule. In addition, if she successfully dispels a spell targeted at her, the
casting Wizard must immediately take a Leadership test. If he fails, he immediately loses a Wizard level and may not cast that spell
for the remainder of the game.

The Wand of Wych Elm (Arcane Item)


This staff allows any failed Dispel attempt to be re-rolled.

The Acorn of Ages (Enchanted Item)


One use only. At the start of the game, after the battlefield has been set up, but before deployment begins, place a forest, no more than
12" in diameter, on the battlefield. This forest can be placed anywhere at least 1" away from another terrain feature and the edge of
the battle field. Once the forest have been placed, it scatters 2D6". If this scatter causes a forest to end up within 1" (or on top of)
other terrain, or within 1" of the battle field edge, reduce or increase the scatter by the smallest amount necessary to avoid the
obstruction. When this has been done, declare which type of forest you want it to be – choose from the types on the Mysterious
Forest table

The Berry Wine (Enchanted Item)


One use only. The wine can be drunk at the start of any phase. Ariel will immediately regain up to D3 Wounds previously lost during
the battle.

ELVEN GRACE
Models with this special rule gets the Parry (6+) special rule against enemies with a lower Initiative value. This Parry
save also apply to models that are mounted.
BLESSINGS OF THE ANCIENTS
Any model that has this special rule, and is within a forest, adds +1 to all attempts to cast spells.
FOREST SPIRIT
A model with this special rule has the Fear, Forest Strider, Magical Attacks, Immunity (Psychology) and Ward save (6+)
special rules. In addition, units of Forest Spirits may only be joined by characters that are also Forest Spirits.
159
powerful version, affecting all friendly units within 12".

LORE OF If they do so, the casting value is increased to 14+.


4. MADRIGAL OF GREENING Cast on 9+
The Spellweaver casts acorns of the ages across the

ATHEL LOREN battlefield. As each acorn strikes the ground, a mighty


tree springs up – an outpost of Athel Loren in this
foreign land.
VERDUROUS HARMONY (Lore Attribute)
At a simple word of command, spring comes again to the Madrigal of Greening has a range of 24". Place a
Wood Elves, and with it renewal. mysterious forest no more than 12" in diameter within
Whenever a spell from the Lore of Athel Loren is cast on a the spell’s maximum range. Any models under this forest
friendly unit, that unit immediately recovers one Wounds’ are placed within them (in exactly the same formation
worth of models, as described for the Regrowth spell in the and facing).
Lore of Life. 5. ARIEL'S BLESSING Cast on 10+
TREE SINGING (Signature Spell) Cast on 6+ The caster calls upon the healing powers of Ariel,
The wizard speaks in the dead tongue of ancient days, undoing even the most grievous injuries, and restoring
reminding the trees of the harms wrought upon them by life to those who have fallen.
blooded life, and encourages the spirits of Athel Loren Ariel’s Blessing is an augment spell with a range of 12".
to make the forests shift and begin moving. The unit gains the Regeneration (4+) special rule until
Tree Singing targets a single forest within 24" of the the start of the player's next Magic phase. The Wizard
caster. If there are no units within the forest, it can instead choose to cast a more powerful version,
immediately moves up to D6+1" in a direction of your affecting all friendly units within 12". If they do so, the
choice. A forest cannot move to within 1" of units or casting value is increased to 20+.
other terrain features. 6. THE CALL OF THE HUNT Cast on 11+
If there is at least one unit (friendly or enemy) within the The spirit of Kurnous fills the target of the spell, infusing
forest, then the forest does not move. Instead, choose a them with a part of his savagery, anger and power.
single enemy unit at least partially within the forest; that
unit immediately suffers 2D6 Strength 4 hits. The The Call of the Hunt is an augment spell with a range of
Wizard can choose to instead have this spell target all 18". Until the start of the caster’s next Magic phase, the
forests within 12". If they does so, the casting value of unit gains +1 Attack (does not affect steeds or ridden
the spell is increased to 12+. monsters). If the unit is not engaged in combat, it
1. FURY OF THE FOREST Cast on 6+ immediately moves forward towards the closest enemy
Twisted branches and thorns burst into spontaneous unit using the Random Movement (2D6) special rule.
growth, attacking the enemies of Athel Loren. The Wizard can instead choose to cast a more powerful
Fury of the Forest is a direct damage spell with a range version, affecting all friendly units within 12". If they do
of 24". If successfully cast, the spell causes D6 Strength so, the casting value is increased to 22+.
4 hits. If the target is within 6" of a wood, then this is
increased to 2D6 Strength 4 hits. The Wizard can instead
choose to cast a more powerful version, affecting all
enemies within 12". If they do so, the casting value is
increased to 12+.
2. THE TWILIGHT HOST Cast on 6+
The mage weaves a powerful illusion, and ghostly grey
shapes appear at the side of the Wood Elves.
The Twilight Host is an augment spell with a range of
24". Until the caster's next Magic phase, the unit causes
Fear. If the unit would already cause fear, it instead
causes Terror. In addition, the unit will counts as having
twice the Unit Strength it really has for the purpose of
determining Steadfast and Outnumber. The Wizard can
instead choose to cast a more powerful version, affecting
all friendly units within 12". If they do so, the casting
value is increased to 12+.
3. THE HIDDEN PATH Cast on 7+
Using this spell, the caster moves a single friendly unit
out of the corporeal world and beyond the reach of
mortals.
The Hidden Path is an augment spell with a range of
24". The unit gains the Ethereal special rule until the
start of the caster's next Magic phase. If the unit
becomes engaged in close combat, the spell instantly
ends. The Wizard can instead choose to cast a more
TECLIS

TROOP TYPE: Infantry (Special Character).


MAGIC: Teclis is a Level 4 Wizard. He does not choose spells following the normal rules, but instead can choose either
to know all of the spells in the Lore of High Magic, or choose one spell from each of the eight Lores of Battle Magic in
the Warhammer rulebook.
SPECIAL RULES: Curse of Aenarion, Elven Grace, Lileath's Blessing, Martial Prowess, Valour of Ages.

MAGIC ITEMS:
Sword of Teclis (Magic Weapon)
All hits from the Sword of Teclis wound on a 2+, and Wounds caused by it Ignores Armour saves.

Potion of Inner Strength (Enchanted Item)


At the start of any turn, Teclis may drink his Potion of Charoi. When he does so, he will increase his Weapon Skill and
Initiative to 6, and Strength, Toughness and Attacks to 3 for the remainder of the turn.

Moon Staff of Lileath (Arcane Item)


The staff gives Teclis 1 extra Power and Dispel dice in each Magic phase. Once per game, The Moon Staff of Lileath
can unleash its full power. It can either be used at the start of any of Teclis' Magic phases, in which case a bonus power
dice is added to every casting attempt Teclis makes that phase (at least one normal Power dice must be used), or if
Teclis suffers a miscast he can choose to ignore it (before any roll on the Miscast table is made). In either case, his staff
will cease to provide any additional dice for the rest of the battle.

Scroll of Hoeth (Arcane Item)


One use only. The Scroll of Hoeth follows the rules of Dispel Scrolls. In addition, immediately after the dispel has been
resolved, both Teclis and the caster must roll a D6; if Teclis scores higher, the caster immediately forgets the spell;
otherwise, nothing else happens.

War Crown of Saphery (Arcane Item)


The War Crown of Saphery allows Teclis to re-roll the result of any randomised spell effects (such as the number of hits
inflicted by a magic missile).

ELVEN GRACE
Models with this special rule gets the Parry (6+) special rule against enemies with a lower Initiative value. This Parry
save also apply to models that are mounted.

MARTIAL PROWESS
Models with this special rule (but not any mounts) may re-roll all To Hit rolls of 1 when making close combat attacks.

VALOUR OF AGES
If your opponent's army roster contains one or more models from Warhammer: Dark Elves, models with this special
rule re-roll all failed Panic tests and have Immunity (Fear).

LILEATH'S BLESSING
Models with this special rule add +1 to all dispel attempts.

Curse of Aenarion:
As soon as a Lord of Aenarion is reduced to 1 Wound he gets a Ward save (3+) for the rest of the battle. This has no
effect on attacks that would outright kill him before he is reduced to 1 Wound, like a spell or attack with the Multiple
Wounds special rule. If he were to suffer multiple Wounds in a single phase, roll one save at a time (if he has any) for
each Wound suffered until his Ward save takes effect.
3.WALK BETWEEN WORLDS Cast on 8+

THE LORE OF As the mage intones this ancient incantation he begins to fade
from view, becoming as insubstantial as a ghost. For a moment,
the wizard's allies tread immortal pathways.

HIGH MAGIC
Walk Between Worlds is an augment spell that targets a single
unengaged unit within 24". The target gains the Ethereal special
rule until the end of the phase and can immediately move up to 10"
as if it were the Remaining Moves sub-phase. The Wizard can
True Magic, Qhaysh choose to cast a more powerful version of this spell, in which case
SHIELD OF SAPHERY (Lore Attribute) the target instead gains the Ethereal special rule until the end of the
As the Mage bends the Winds of Magic to his will, a shroud of phase and can immediately move up to 20" as if it were the
glittering magical energy descends upon his allies, protecting Remaining Moves sub-phase. If they choose to do so, the casting
them from all harm. Arrows and bolts wash harmlessly past value is increased to 16+.
___________________________________________________________________________________________
the Elves, while sword blows and spear thrum become __

enfeebled, robbed of all strength at the Mage's command. 4.TEMPEST Cast on 12+
Each time a spell from this lore is successfully cast, the caster Without warning an eight-winded storm breaks about the foe.
and their unit immediately gain a Ward save (6+) (which can Tempest is a direct damage spell. Place the large round template
then be increased by further castings thanks to this lore anywhere within 30" of the Wizard – it then scatters D6". All
attribute) until the beginning of the caster's next Magic phase. models hit by the template suffer a Strength 3 hit (models with the
Fly special rule suffer a Strength 4 hit instead). If a unit suffers any
DRAIN MAGIC Cast on 7+ unsaved Wounds from this spell, it suffers a -1 modifier to all To
(Signature Spell) Hit rolls (both shooting and close combat) until the start of the
Manipulating the swirling tides in the Winds of Magic with a skill caster's next Magic phase (shooting attacks that do not use
won through years of practice, the Mage conjures a vortex of anti- Ballistic Skill must roll 4+ on a D6 before firing, or the shot(s) are
magic to calm the raging winds, making even the simplest magical lost).
task an arduous labour. ___________________________________________________________________________________________
__
Drain Magic can be cast on any unit (friend or foe) and has a
range of 18". If the target is a friendly unit, Drain Magic is an 5.ARCANE UNFORGING Cast on 13+
augment spell. If the target is an enemy unit, Drain Magic is a hex The magic of unmaking flies true from outstretched hands.
spell. In either case, all Remains in Play spells affecting the target Glowing swords grow dim, blood-warm chalices cool and
unit are immediately dispelled, and the effects of all other spells on enchanted scrolls crumble into dust, their magical energies
the target unit immediately come to an end. The Wizard can drained as the Mage turns the fury of Vaul's forge upon the
choose to have this spell target all units (friend and foe) within magical trappings of the enemy.
18". If they do so, the casting value is increased to 14+ Arcane Unforging is a direct damage spell with a range of 24"
_____________________________________________________ that targets a single enemy character (even if in a unit). The target
__ suffers a single Wound which Ignores Armour saves on a dice roll
SOUL QUENCH Cast on 8+ greater than or equal to the model's unmodified armour save
(Signature Spell) (models without an armour save cannot be wounded). The owning
White light bursts forth, banishing the spirits of those it touches. player must then reveal to the caster all the magic items possessed
Soul Quench is a magic missile with a range of 18" that causes by the target (if any). If the target has one or more magic items,
2D6 Strength 4 hits. The caster can choose for this spell to instead randomly select one of them – that item is immediately destroyed
inflict 3D6 Strength 4 hits. If they do so, the casting value is on the roll of 2+ and cannot be used for the rest of the game. Note
increased to 12+. that this spell has no effect on magic items that are mounts, magic
_____________________________________________________ items that contain bound spells that have miscast during the game,
__ and any magic items labelled as 'one use only' that have already
been used during the game – do not include these when randomly
1.APOTHEOSIS Cast on 5+ selecting a magic item.
Waves of pure magic infuse the wizard's ally. ___________________________________________________________________________________________
__
Apotheosis is an augment spell that targets a single model within
18". The target immediately regains a single lost Wound. Note that 6.FIERY CONVOCATION Cast on 19+
this may not take the model above its starting value of Wounds. With a single secret word, pure white flames emerge from the air
The Wizard can choose to cast a more powerful version of itself and envelop the target immolating the unworthy foe. With
Apotheosis. If they do so, the target instead immediately regains every passing second the flames grow hotter, swiftly intensifying
D3 lost Wounds, in which case the casting value is increased to until they can sear flesh or even melt steel.
10+. Regardless of how many lost Wounds (if any) are recovered, Remains in play. Fiery Convocation is a direct damage spell with
the target also gains the Fear special rule until the start of the a range of 24". Every model in the target unit takes a Strength 4 hit
caster's next Magic phase. with the Flaming Attacks special rule. At the end of every
_____________________________________________________ subsequent Magic phase, every model in the target unit suffers a
__ Strength 4 hit with the Flaming Attacks special rule.
2.HAND OF GLORY Cast on 5+
The High Elf Mage draws on the Winds of Magic and channels its
power to embolden the Asur around him. With a simple sign, the
wizard grants his allies the might of old. All around the caster,
High Elves recall the glory of Aenarion and fight on with courage
Hand of Glory is an augment spell with a range of 18". The target
unit's Movement, Weapon Skill, Ballistic Skill or Initiative (you
choose which) is increased by D3 until the start of the caster's next
Magic phase. The Wizard can choose to cast a more powerful
version of this spell that instead increases all four characteristics
(don't roll a separate D3 for each – make one roll and apply it to all
four characteristics). If they do so, the casting value is increased to
10+.
SPECIAL RULES: ELVEN GRACE, MARTIAL PROWESS, VALOUR OF AGES
MEDIUM ARMOR, LANCE

THE REAVER BOW 30 points


Range 30”, Strength 5, AP(1), Multiple Shots (3), Volley Fire

TROOP TYPE: Monster.


SPECIAL RULES: Fly, Natural Armour (3+).
Fiery Breath: A Dragon has a Strength 4 Breath Weapon with the Flaming Attacks special rule.

You might also like