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Elfi Alti 1000p (Warhammer Armies Project) [999.

50pts]

Standard (High Elves) [999.50pts]

Heroes [288pts]

Mage [140pts]
Selections: General
Categories: HEROES
Rules: Elven Grace, General, Lileath's Blessing, Martial Prowess, Valour of Ages
Model: Mage, Weapon: Hand Weapon
Magic Items [20pts]
Selections: Jewel of the Dusk [20pts]
Arcane Item: Jewel of the Dusk
Wizard Level 2 [35pts]
Miscast Table: Result, Wizard: Mage
Lore of High Magic
Selections: 2. Hand of Glory, 3. Walk Between Worlds
Spell: Drain Magic, Hand of Glory, Shield of Saphery, Soul Quench, Walk Between Worlds

Arcane Item Special Rules Ref


Jewel of the The Jewel of the Dusk gives the bearer +1 Power dice in each of your Magic phases. Only they may use this Magic Items v.0.9
Dusk extra dice. p26

Miscast
1-3 4 5 6 7 8 9 10 11 12 Ref
Table
Lost
Concentration:
The opposing
Deamonic
player may
Poessession:
immediately
Calamitous The caster
cast any one
Detonation: suffers one S Dimensional
of their own
Centre the 10 hit and Cascade:
spells of the Magical
small loses a Centre the
same casting Feedback: The
Amnesia: round Wizard level large round
difficulty rating Wizard and
Power The template and their template Damned by
Loss of or less. No every model on
Drain: caster over the highest over the Chaos: The
Power: casting roll is the same side Detonation:
The forgets Wizard – levelled Wizard – Wizard is
The required – the within 12" that The Wizard
casting how to every spell. If the every model immediately
Wizard spell is can and all
player cast the model caster underneath removed as
cannot automatically channel/generate models in
loses spell and underneath reaches the a casualty, Rulebook
Result attempt cast – but it power or dispel base
D3 will not the Level 0, he template regardless v.1.9 p38
to cast can be dice suffer a S 4 contact
dice be able template stops (including of any
further dispelled by hit as a result of with him
from to cast it suffers a S counting as the Wizard protective
spells the player the magical suffer a S
the again 10 hit a Wizard for – they do magic item
this whose turn it backlash. The 10 hit.
power during (including all purposes not benefit or rule they
phase. is as normal Wizard cannot
pool. this the Wizard and from Look might have.
(by using attempt to cast
battle. – they do therefore will Out Sir! in
power dice in further spells this
not benefit not be able this case)
the same way phase.
from Look to use any suffers a S
as dispel
Out Sir! in arcane 10 hit.
dice). They
this case). magic items
need to beat
he is
the basic
carrying.
casting value
of the spell to
dispel it.

Model M WS BS S T W I A LD Type Ref


Mage 5 4 4 3 3 2 5 1 8 Infantry (Character) High Elves v.1.24 p141
Spell Casting
Spell Type Range Details Ref
Level Value
High
If the target is a friendly unit, Drain Magic is an augment spell. If the target is an
Elves
enemy unit, Drain Magic is a hex spell. In either case, all Remains in Play spells
Drain Signature v.1.24,
Augment/Hex 7+/14+ 18"/18" affecting the target unit are immediately dispelled, and the effects of all other
Magic Spell Lizardmen
spells on the target unit immediately come to an end. Boosted version targets all
v.1.24
units (friend and foe) within range.
p201, 187
High
Elves
The target unit's M, WS, BS or I (you choose which) is increased by D3 until the
Hand of v.1.24,
2 Augment 5+/10+ 18"/18" start of the caster's next Magic phase. Boosted version increases all four
Glory Lizardmen
characteristics (make one roll and apply it to all four characteristics).
v.1.24
p201, 187
Each time a spell from this lore is successfully cast, the caster and their unit High
Shield
Lore immediately gain a Ward save (6+) (which can then be increased by further Elves
of
Attribute castings thanks to this lore attribute) until the beginning of the caster's next v.1.24
Saphery
Magic phase. p201
High
Elves
Soul Signature v.1.24,
Magic Missile 8+/12+ 18"/18" Causes 2D6/3D6 S 4 hits.
Quench Spell Lizardmen
v.1.24
p201, 187
High
Elves
Walk Targets a single unengaged unit within range. The target gains Ethereal until the
v.1.24,
Between 3 Augment 8+/16+ 24"/24" end of the phase and can immediately move up to 10"/20" as if it were the
Lizardmen
Worlds Remaining Moves sub-phase.
v.1.24
p201, 187

Weapon Range Strength Special Rules Ref


Hand Weapon Combat Rulebook v.1.9 p88

Wizard Wizard Level Known Spells Spell Level Max. Power Dice Per Spell Bonus to Casting/Dispel Value Ref
Mage 2 2 1-4 4 1 High Elves v.1.24 p141

Noble [148pts]
Selections: Army Battle Standard [25pts], Elven Longbow [5pts], Heavy Armour [2pts], Lion Cloak [3pts], Shield [2pts], Spear (Mounted) [3pts]
Categories: HEROES
Rules: Battle Standard Bearer, Elven Grace, Martial Prowess, Valour of Ages
Armour: Heavy Armour, Lion Cloak, Shield, Model: Noble, Weapon: Elven Longbow, Spear (Mounted)
Elven Steed [18pts]
Rules: Impact Hits (1), Swiftstride
Armour: Ithilmar Barding, Model: Elven Steed
Magic Items [30pts]
Selections: Helm of Fortune [30pts]
Magic Armour: Temakador's Gauntlets

Armour Combat Missile Special Rules Ref


Heavy Rulebook
4+ 4+
Armour v.1.9 p92
High
Ithilmar Elves
6+ 6+
Barding v.1.24
p138
High
Lion Elves
6+
Cloak v.1.24
p161
Parry (6+) (Only applies if used with a hand weapon.). **(Infantry armed with shields get an additional +1 to
Rulebook
Shield 6+ 6+** their armour save against missile attacks to their front. However, no Troop Type gains any armour saves
v.1.9 p92
from shields against missile attacks to their rear.

Magic Armour Combat Missile Special Rules Ref


Temakador's The Helm of Fortune gives the wearer a 6+ armour save. The wearer may re-roll failed Magic Items v.0.9
6+ 6+
Gauntlets armour saves. p24

Model M WS BS S T W I A LD Type Ref


Elven Steed 9 3 3 3 1 4 1 5 War Beast High Elves v.1.24 p179
Noble 5 6 6 4 3 2 7 3 9 Infantry (Character) High Elves v.1.24 p139

Weapon Range Strength Special Rules Ref


Elven Elven Longbows follow the rules for Longbows. All shots with these weapons have High Elves v.1.24
Longbow Armour Piercing (1). p138
Spear Strength Bonus (1), +1 I (Both, only in the turn the unit charges and only against the
Combat Rulebook v.1.9 p89
(Mounted) charged unit).
Core [644.50pts]

Archers [182pts]
Categories: CORE
14x Archer [182pts]
Selections: 14x Elven Longbow, 14x Hand Weapon, 14x Medium Armour [14pts]
Rules: Elven Grace, Martial Prowess, Valour of Ages
Armour: Medium Armour, Model: Archer, Weapon: Elven Longbow, Hand Weapon

Armour Combat Missile Special Rules Ref


Medium Armour 5+ 5+ Rulebook v.1.9 p92

Model M WS BS S T W I A LD Type Ref


Archer 5 4 4 3 3 1 5 1 8 Infantry High Elves v.1.24 p150

Weapon Range Strength Special Rules Ref


Elven Elven Longbows follow the rules for Longbows. All shots with these weapons have Armour High Elves v.1.24
Longbow Piercing (1). p138
Hand
Combat Rulebook v.1.9 p88
Weapon

Reaver Knights [102.50pts]


Categories: CORE
5x Reaver Knight [102.50pts]
Selections: 5x Elven Steed, 5x Medium Armour [7.50pts], 5x Shield [5pts], 5x Spear (Mounted) & Elven Bow [20pts]
Rules: Fast Cavalry, Impact Hits (1), Martial Prowess, Swiftstride, Valour of Ages
Armour: Medium Armour, Shield, Model: Elven Steed, Reaver Knight, Weapon: Elven Bow, Spear (Mounted)

Armour Combat Missile Special Rules Ref


Medium Rulebook
5+ 5+
Armour v.1.9 p92
Parry (6+) (Only applies if used with a hand weapon.). **(Infantry armed with shields get an additional +1 to
Rulebook
Shield 6+ 6+** their armour save against missile attacks to their front. However, no Troop Type gains any armour saves
v.1.9 p92
from shields against missile attacks to their rear.

Model M WS BS S T W I A LD Type Ref


Elven Steed 9 3 3 3 1 4 1 5 War Beast High Elves v.1.24 p179
Reaver Knight 5 4 4 3 3 1 5 1 8 Cavalry High Elves v.1.24 p157

Weapon Range Strength Special Rules Ref


Elven Bows follow the rules for Bows. All shots with these weapons have Armour High Elves v.1.24
Elven Bow
Piercing (1). p138
Spear Strength Bonus (1), +1 I (Both, only in the turn the unit charges and only against the
Combat Rulebook v.1.9 p89
(Mounted) charged unit).

Reaver Knights [85pts]


Categories: CORE
5x Reaver Knight [85pts]
Selections: 5x Elven Steed, 5x Hand Weapon & Elven Bow [15pts], 5x Light Armour
Rules: Fast Cavalry, Impact Hits (1), Martial Prowess, Swiftstride, Valour of Ages
Armour: Light Armour, Model: Elven Steed, Reaver Knight, Weapon: Elven Bow, Hand Weapon

Armour Combat Missile Special Rules Ref


Light Armour 6+ 6+ Rulebook v.1.9 p92

Model M WS BS S T W I A LD Type Ref


Elven Steed 9 3 3 3 1 4 1 5 War Beast High Elves v.1.24 p179
Reaver Knight 5 4 4 3 3 1 5 1 8 Cavalry High Elves v.1.24 p157

Weapon Range Strength Special Rules Ref


Elven Bows follow the rules for Bows. All shots with these weapons have Armour High Elves v.1.24
Elven Bow
Piercing (1). p138
Hand
Combat Rulebook v.1.9 p88
Weapon
Spearmen [195pts]
Selections: Musician [10pts], Sentinel [10pts], Standard Bearer [10pts]
Categories: CORE
Rules: Champion, Musician, Standard Bearer
Model: Sentinel
15x Spearman [165pts]
Selections: 15x Medium Armour, 15x Shield, 15x Spear (Infantry)
Rules: Elven Grace, Fight in Extra Ranks (1), Martial Prowess, Valour of Ages
Armour: Medium Armour, Shield, Model: Spearman, Weapon: Spear (Infantry)

Armour Combat Missile Special Rules Ref


Medium Rulebook
5+ 5+
Armour v.1.9 p92
Parry (6+) (Only applies if used with a hand weapon.). **(Infantry armed with shields get an additional +1 to
Rulebook
Shield 6+ 6+** their armour save against missile attacks to their front. However, no Troop Type gains any armour saves
v.1.9 p92
from shields against missile attacks to their rear.

Model M WS BS S T W I A LD Type Ref


Sentinel 5 4 4 3 3 1 5 2 8 Infantry High Elves v.1.24 p151
Spearman 5 4 4 3 3 1 5 1 8 Infantry High Elves v.1.24 p151

Weapon Range Strength Special Rules Ref


Spear Fight in Extra Ranks (1). Strength Bonus (1), +1 I (Both, only if the unit got charged to its front by Rulebook
Combat
(Infantry) WB, Ca, MI, MB, MC, Ch and Mo). v.1.9 p89

Warriors [80pts]
Categories: CORE
10x Warrior [80pts]
Selections: 10x Light Armour, 10x Skirmishers, 10x Two/Additional Hand Weapons
Rules: Elven Grace, Martial Prowess, Skirmishers, Valour of Ages
Armour: Light Armour, Model: Warrior, Weapon: Two/Additional Hand Weapons

Armour Combat Missile Special Rules Ref


Light Armour 6+ 6+ Rulebook v.1.9 p92

Model M WS BS S T W I A LD Type Ref


Warrior 5 4 4 3 3 1 5 1 8 Infantry High Elves v.1.24 p151

Weapon Range Strength Special Rules Ref


Two/Additional Hand Weapons Combat Parry (6+). Requires Two Hands. +1 A. Rulebook v.1.9 p89

Special [67pts]

Eagle Claw Bolt Thrower [67pts]


Categories: SPECIAL
Model: Eagle Claw Bolt Thrower, War Machine: Bolt Thrower, Repeater Bolt Thrower
3x Sea Guard Crew [21pts]
Selections: 3x Hand Weapon, 3x Light Armour
Rules: Elven Grace, Martial Prowess, Valour of Ages
Armour: Light Armour, Model: Sea Guard Crew, Weapon: Hand Weapon

Armour Combat Missile Special Rules Ref


Light Armour 6+ 6+ Rulebook v.1.9 p92

Model M WS BS S T W I A LD Type Ref


Eagle Claw Bolt Thrower 7 War Machine (Bolt Thrower) High Elves v.1.24 p175
Sea Guard Crew 5 4 4 3 3 3 5 1 8 Infantry High Elves v.1.24 p153

War
Type Range Strength Special Rules Ref
Machine
Rulebook
Bolt Bolt
48" 6 Multiple Wounds (D3). Armour Piercing (1). v.1.9
Thrower Thrower
p105
High
Repeater Armour Piercing (1). Multiple Shots (6). The Eagle Claw can fire either as an ordinary bolt
Bolt Elves
Bolt 48" 4 thrower or can instead fire six smaller repeating bolts. Note that, unlike firing a single bolt,
Thrower v.1.24
Thrower repeating bolts do not pierce ranks.
p175

Weapon Range Strength Special Rules Ref


Hand Weapon Combat Rulebook v.1.9 p88
Selection Rules
Battle Standard Bearer: Unless specified otherwise, the model that carries the battle standard cannot be the General.

The battle standard bearer is automatically killed if they flee from combat.

If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses the Hold Your Ground rule until the end of
the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal.

Combat Resolution Bonus


A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit.

Hold your Ground!


Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also
fleeing.

If your Battle Standard Bearer has a Unit Strength of 5 or more, then the range of their Hold Your Ground! ability is increased from 12" to 18". (Rulebook v.1.9
p102)
Champion: "Follow Me!"
A unit that is accompanied by a champion may re-roll failed rolls to march due to nearby enemies, reform and restraining from pursuit. (Rulebook v.1.9 p94)
Elven Grace: Models with this rule have Dodge (6+) in close combat. However, this cannot be used against enemies attacking with a higher I value than the
defending model. (High Elves v.1.24 p138)
Fast Cavalry: Vanguard
Fast Cavalry automatically have Vanguard.

Free Reform
Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; once before they move, and at the end of their move. The
unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its Movement value.

Characters
If a Fast Cavalry unit is joined by a non-cavalry character or a Cavalry character with an armour save higher than 5+, the unit loses the rule until the character
leaves.

Fire & Flee


A unit of Fast Cavalry armed with missile weapons can choose Fire and Flee as a charge reaction. If it chooses
to do so, the unit will first fire upon the target following the rules for Stand & Shoot. After this, the unit makes a flee move. However, it may not use its Swiftstride if
it does so, and the normal -1 To Hit penalty for moving and shooting still applies.

Feigned Flight
A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and automatically rally in its
next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part
of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Fast Cavalry does not take
them beyond the charge reach of their enemies, the unit suffers casualties as normal.

Fire on the March


Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed
(providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.

Armour Saves
Cavalry with an armour save better than 5+ and/or barding cannot use Fast Cavalry. (Rulebook v.1.9 p71)
Fight in Extra Ranks (1): If a unit has this rule then supporting attacks can be made by one more rank than normal for each number indicated in the bracket, on a
turn in which the unit did not charge. This rule is cumulative with other sources of Fight in Extra Ranks. (Rulebook v.1.9 p71)
General: Inspiring Presence
Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own (so rally your General first), unless specified (such as
having to test on their unmodified LD). War Beasts, Monstrous Beasts and Monsters (not including Monsters that are Mounts, Characters or which have the Mixed
Unit special rule) may not use the Inspiring Presence ability.

If your General has a Unit Strength of 5 or more, then the range of their Inspiring Presence ability is increased from 12" to 18".

If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s Leadership.

If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution.
Otherwise, they will use their own LD.

Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General. (Rulebook v.1.9 p102, 125)
Impact Hits (1): The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a
total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.

Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are
resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are
randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model
with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.

Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and
Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.

Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits. (Rulebook v.1.9 p74)
Lileath's Blessing: Models with this special rule add +1 to all dispel attempts. (High Elves v.1.24 p138)
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. (High Elves v.1.24 p138)
Musician: "Stand Fast!"
The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which
case they cancel each other out.

"Form on Me!"
If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally.

Swift Reform
A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated
exactly like a reform manoeuvre, however the following exceptions apply:

model.
that carries out a swift reform cannot march.

means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons. (Rulebook v.1.9 p95)
Skirmishers: Skirmish Formation
Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit
must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of
Sight. As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too. In addition, Skirmishers may be
fielded in formations of less than five models wide, as long as they do not have more ranks than files.

When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its Mt Allowance (or double its M
Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around
these obstacles.

Vanguard
Skirmishers (except models with Fly rule) automatically have Vanguard.

Skirmishers and Charging


If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge
distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base
contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is
also in base contact with the enemy.

The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out
are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in
the normal way.

If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt
their loose formation.

Free Reform
A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during
its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches
higher than double its M value.

Feigned Flight
A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and automatically rallies in its next
Compulsory Movement Phase. In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as
normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit
suffers casualties as normal.

Fire on the March


Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit
penalty for moving and shooting still applies.

Light Troops
All shots aimed at a unit of Skirmishers suffer an additional -1 To Hit penalty. Skirmishers always count as having zero ranks, and therefore cannot claim a rank
bonus, be steadfast, or disrupt an enemy with a flank or rear attack – they make supporting attacks as normal, however.

Characters
A character model that joins a unit of Skirmishers gains the Skirmisher special rule as long as they stay with the unit. A character on a mount cannot join a unit of
Skirmishers. (Rulebook v.1.9 p77)
Standard Bearer: Combat Resolution Bonus
If a unit includes a standard bearer, it adds +1 to its combat result. (Rulebook v.1.9 p94)
Swiftstride: When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value.
When fleeing or pursuing, they roll 3D6.

When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll
3D6, and discard the lowest result.

Swiftstride has no effect on models with a M value lower than 4. (Rulebook v.1.9 p80)
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). (High Elves v.1.24 p138)

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