High Elves come from the mystic isle of Ulthuan, a hidden realm far out to sea that almost no others have visited. Any unit of foot troops in the army (except skirmishers) may upgrade a model to a Champion, musician or standard bearer for +10 points each. Any unit of cavalry may upgrade a model to a Champion, musician or standard bearer for +15 points each. A Champion will have +1BS if the unit he is with is equipped with bows or longbows, otherwise he will have +1A. A standard bearer from the following units may carry a magic banner worth up to 50 points: Phoenix Guard, Swordmasters, Dragon Princes, White Lions or Handmaidens. The following special rules apply to the High Elf army:
ARCHMAGE
An Elf Prince may ride a Dragon (+320 pts). Great Eagle (+50 pts) Pegasus (+50 pts) or a Griffon (+200 pts). An Archmage may ride a Pegasus (+50 pts), Great Eagle (+50 pts) or Unicorn (+55 pts). Any Elf Lord may ride an Elven Steed (+18 pts) which may be barded (+6 pts). If a Prince is mounted he may have a lance (+6 pts). An Archmage or Prince may ride in a chariot chosen as normal from the Special units section of the army list at the cost shown there. He will displace one of the crew. Special rules: An Archmage is a level 3 wizard. This may be increased to level 4 at a cost of +40 points. A character riding a Dragon counts as 1 Lord choice and 1 Hero choice. A Dragon, Pegasus, Great Eagle and Griffon can fly. A Griffon is a large target and causes terror. A Dragon is a large target, causes terror, has a 3+ armour save and breathes S3 fire. A Unicorn gets +2S on the turn it charges. A Unicorn also gives its rider +2 Dispel dice against each spell that affects them and the unit they are with. MAGE
Equipment: Hand weapon. A Mage may not have other equipment except barding for his steed. A Commander may have an additional hand weapon (+4 pts), Great weapon (+4 pts), spear (+4 pts) or halberd (+4 pts). He may also carry a longbow (+10 pts). He may wear light armour (+2 pts) or heavy armour (+4 pts), and may carry a shield (+2 pts). An Elf Commander may ride a Great Eagle (+50 pts) or Pegasus (+50 pts). Any Elven Hero may ride an Elven Steed (+12 pts) which may be barded (+4 pts). If a Commander is mounted he may have a lance (+4 pts). One Elven Commander may be upgraded to a Battle Standard Bearer for +25 points. He may carry any magic banner (no points limit), but if he does so he may take no other magic items. He may not be given any extra equipment except light or heavy armour and barding for his Steed. A Battle Standard Bearer may not be your army general, nor may he ride a flying creature. A Hero may ride in a chariot chosen as normal from the Special units section of the army list at the cost shown there. He will displace one of the crew. Special rules: A Mage is a level 1 wizard. This may be increased to level 2 at a cost of +40 points. A Great Eagle and Pegasus can fly.
Unit Size: 10+ Equipment: All have a hand weapon. In addition, Spearmen have a spear, light armour and shield. Archers have a longbow Seaguard have spear, light armour, shield and bow. Archers may be given light armour (+1 pt). Spearmen and Seaguard may replace their light armour with heavy armour (+1 pt).
Unit Size: 5+ Equipment: Hand weapon, lance and light armour. Rides an Elven Steed. May have shield (+2 pts), upgrade to heavy armour (+2 pts) and/or have bardrng for their steeds (+2 pts).
Unit Size: 10+ Equipment: Hand weapon and heavy armour. In addition, Phoenix Guard have a halberd and Swordmasters have a Greatsword. Special rules: Swordmasters strike first if they charge and in Initiative order in subsequent rounds.
Unit Size: 5-15 Equipment: Hand weapon, longbow and light armour. May have shield (+1 pt). Special rules: Shadow Warriors are scouts, skirmish and hate Dark Elves.
Unit Size: 5+ Equipment: Hand weapon and light armour. May have spear (+1 pt) or bow (+5 pts). They ride Elven Steeds. Special rules: Ellyrian Reavers are fast cavalry.
Equipment: The chariot has an armour save of 5+. The crew have hand weapon, spear and longbow. Tiranoc Chariots may have scythed wheels (+15 pts).
Unit Size: 5+ Equipment: Hand weapon, heavy armour, shield, and lance. They ride barded Elven Steeds.
Unit size: 10+ Equipment: Hand weapon, heavy armour and Great axes. May have shields (+1 pt). White Lions wear lion pelts that give them an additional +1 to their armour save against missile attacks. Special rules: The Great axes of the White Lions do D3 wounds per wounding hit. As long as the general is leading the White Lions they are stubborn.
Unit Size: 10+ Equipment: Hand weapon, longbow, spear and light armour.
Equipment: Hand weapon and light armour. Special Rules: May either fire a single bolt or a salvo of 6. A single bolt works exactly as described in the rulebook. A salvo must be fired at a single target. Roll to hit 6 times at S4 with a -2 save. Bolts fired in a salvo do not penetrate ranks.
Special rules: Great Eagles can fly. You may choose magic items for your characters and units from the following list and/or the common magic items in the rulebook. Star Lance (magic weapon): Blade of Sea Gold (magic weapon): Blade of Darting Steel (magic weapon): Armour of Protection (magic armour): Golden Crown of Atrazar (talisman): Amulet of Fire (talisman): Radiant Gem of Hoeth (enchanted item): War Crown of Saphery (arcane item): Sigil of Asuryan (arcane item): Banner of Caledor (magic banner): |