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High Elves 1000pts List

High Elves 1000pts List

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Published by dandar999
1000pts list
1000pts list

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Published by: dandar999 on Jun 16, 2013
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Created with Army Builder®- Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com!
1000 Pts - High Elves
Name#TypeMvWSBSStToWoInAtLdSvWSvMgcCost
Noble (1, 108 pts)
 
×Noble
1
In5664/5327394+5+108
Composition: HeroAlways Strike First;
General
;Martial Prowess;Valour of Ages;Hand Weapon;Halberd;Heavy Armour;Shield 
 
Talisman of Endurance
1
5+ Ward Save.
[30]
Mage (1, 135 pts)
 
Mage
1
In544332518-6+
2
135
Composition: HeroAlways Strike First;Lileath's Blessing;Martial Prowess;Valour of Ages;Level 2 Upgrade;Hand Weapon;Shield of Saphery
 
Talisman of Protection
1
6+ Ward Save.
[15]
 
Shield of Saphery
1
Each time a spell from this lore is successfully cast, caster and unit gain +1 totheir ward save (max 3+) until beginning of caster's next Magic phase. Gain 6+ward save if they have none.
[0]
 
0. Drain Magic
1
Augment
./
Hex
.
7+ Cast
. Range 18". If target is friendly, it is an
Augment
, if target is enemy, itis a
hex
. All Remains in Play spells affecting target are dispelled, and effects of all other spells come to an end.
14+ Cast
. Targets all units (friend or foe) within 18".
[0]
 
0. Soul Quench
1
Magic Missile
.
8+ Cast
. Range 18". 2D6 S4 hits.
16+ Cast
. Range 18". 4D6 S4 hits.
[0]
 
1. Apotheosis
1
Augment
.
5+ Cast
. Range 18". Target regains a single lost Wound and gains Fear until startof caster's next Magic phase.
10+ Cast
. Range 18". Target regains D3 lost Wound and gains Fear until start of caster's next Magic phase.
[0]
 
2. Hand of Glory
1
Augment
.
5+ Cast
. Range 18". Target's WS, BS, I or M (your choice) increased by D3 untilstart of caster's next Magic phase.
10+ Cast
. Range 18". Target's WS, BS, I and M increased by D3 (roll once for all 4) until start of caster's next Magic phase.
[0]
 
3. Walk Between Worlds
1
Augment
.
8+ Cast
. Range 24". Target gains the Ethereal special rule until end of the phase,and can make a 10" move as if it were the Remaining Moves sub-phase.
16+ Cast
. Range 24". Target gains the Ethereal special rule until end of the phase, and can make a 20" move as if it were the Remaining Moves sub-phase.
[0]
 
4. Tempest
1
Direct Damage
.
12+ Cast
. Place large round template anywhere within 30" then scatter it D6".Any models hit suffer a S3 hit (Flyers suffer a S4 hit). If unit suffers anyunsaved Wounds, it suffers -1 to all To Hit rolls (close combat and shooting) untilstart of caster's next Magic phase (shooting attacks that don't use BS must roll4+).
[0]
 
5. Arcane Unforging
1
Direct Damage
.
13+ Cast
. Range 24". Target single enemy model. Suffers a Wound on a dice rollgreater than or equal to model's unmodified save (models with no save cannot bewounded). No armour saves are permitted. Owning player must reveal all magicitems. if any, randomly select a valid one, and it is destroyed on a 2+.
[0]
 
6. Fiery Convocation
1
Direct Damage
.
Remains in Play
.
19+ Cast
. Range 24". Every model in target unit takes a S4 hit with the FlamingAttacks special rule. At end of every subsequent Magic phase, every model intarget unit suffers a S4 hit with the Flaming Attacks special rule.
[0]
Spearmen (25, 255 pts)
 
Spearmen
24
In5443315185+255
Composition: CoreAlways Strike First;Martial Prowess;Valour of Ages;Musician;Standard Bearer;Hand Weapon;Spear;Light Armour;Shield 
 
Sentinel
1
In5443315285+[19]
Always Strike First;Martial Prowess;Valour of Ages;Hand Weapon;Spear;Light Armour;Shield 
 
Created with Army Builder®- Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com!
Name#TypeMvWSBSStToWoInAtLdSvWSvMgcCost
 Archers (12, 142 pts)
 
Archers
11
In5443315186+142
Composition: CoreAlways Strike First;Martial Prowess;Valour of Ages;Hand Weapon;Longbow;LightArmour;Volley Fire
 
Hawkeye
1
In5453315186+[21]
Always Strike First;Martial Prowess;Valour of Ages;Hand Weapon;Longbow;LightArmour;Volley Fire
Sword Masters of Hoeth (20, 290 pts)
 
Swordmasters of Hoeth
19
In5643/5315285+290
Composition: SpecialAlways Strike First;Always Strikes Last;Deflect Shots;Martial Prowess;Valour of Ages;Musician;Standard Bearer;Hand Weapon;Great Weapon;Heavy Armou
 
Bladelord
1
In5643/5315385+[23]
Always Strike First;Always Strikes Last;Deflect Shots;Martial Prowess;Valour of Ages;Hand Weapon;Great Weapon;Heavy Armour 
Repeater Bolt Thrower (3, 70 pts)
 
Eagle Claw Bolt Thrower
1
WM72-70
Composition: RareRepeater Bolt Thrower 
 
Sea Guard Crew
2
-5443315186+[0]
Always Strike First;Martial Prowess;Valour of Ages;Hand Weapon;Light Armour 
Total Cost:1000
Option Footnotes
OptionsGreat Weapon+2 Strength; Always Strikes Last. Two-handed.Halberd+1 Strength. Two-handed.Hand Weapon6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.Heavy Armour5+ armour save.Light Armour6+ armour save.Longbow30" Range, Strength 3, Volley Fire.Musician+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows SwiftReform.Shield+1 armour save bonus.SpearFight in Extra Rank (does not apply if charging), +1 Strength when mounted and charging.Standard Bearer +1 to Combat Resolution, Standard can be captured if unit Flees.Special RulesAlways Strike FirstAlways Strikes First regardless of Initiative. If Initiative is equal to or higher than enemy's, re-roll misses inClose Combat.Always Strikes LastAlways Strikes Last in Close CombatDeflect Shots6+ ward save against non-magical shooting attacks that do not use templates.Lileath's BlessingAdds +1 to all attempts to cast spells from the Lore of High Magic.Martial ProwessCan make supporting attacks with one extra rank (cumulative with any other special rules). Shoots with onemore rank than normal (cumulative with any other special rules).Repeater Bolt Thrower48", S6, Multiple Wounds (D3), Ignores armour saves.May instead fire with following profile:48", S4, Armour PiercingValour of AgesWhen fighting an army that contains Dark Elves, may re-roll all failed Panic, Fear and Terror tests.Volley FireHalf the models in third and subsequent ranks (rounding up) may shoot. A unit cannot Volley Fire if itmoved this turn or as a Stand & Shoot reaction.
Validation Report
 Edition: 8th Edition; Game Type: Normal Game; Army Subtype: High Elf Army
Roster satisfies all enforced validation rulesOne or more elements of the Roster (×) are subject to the following in-play usage considerations:
-
Roster Statistics
Fortitude: 4General's Ld: 9

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