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WARHAMMER ARMIES:

HIGH ELVES
Official Update Version 1.4
Although we strive to ensure that our army books are perfect, sometimes mistakes do creep in. In addition, we occasionally print new versions of our rules, that require amendments to be made in older versions of our army books. When such issues arise we feel that it is important to deal with them as promptly as we can, and we therefore produce regular updates for all of our army books. When changes are made, the version number will be updated, and any changes from the previous version will be highlighted in magenta. Where a version number has a letter, E.g. 1.1a, this means it has had a local update, only in that language, to clarify a translation issue or other minor correction. Each update is split into three sections: Errata, Amendments, and Frequently Asked Questions. The Errata corrects any mistakes in the book, while the Amendments bring the book up to date with the latest version of the rules. The Frequently Asked Questions (or FAQ) section answers commonly asked questions about the rules. Although you can mark corrections directly in your army book, this is by no means necessary just keep a copy of the update with your army book. Page 89 Choosing an Army Add Elite Army The High Elves are few in numbers, but their armies are trained and equipped to standards so high that they are the envy of all other races. To represent this, an army may include up to 6 of each Special choice (up to 12 in a Grand Army) and up to 4 of each Rare choice (up to 8 in a grand army). Page 43 Special Rule - Valour of Ages Change [...] any failed psychology tests[...] to [...] any failed fear, terror or panic tests[...]. Page 47 High Magic Ignore the second sentence of the introductory paragraph. Page 47 Curse of Arrow Attraction Ignore If the unit is targeted by a template or breath weapon then you may re-roll the dice to see if models which are partially covered are hit. Page 49 Spearmen, Martial Prowess Ignore the last sentence. Page 57 Dragon Prince of Caledor, Dragon Armour Change [...]are immune to all Breath Weapons, and all Flaming Attacks. to [...]have a 2+ ward save against Breath Weapons and Flaming Attacks. Page 58 White Lions, Special Rules Add Forest Strider. Ignore the Woodsman special rule. Page 63 Dragon Mages, Reckless Change This extra dice can cause a irresistible force or a miscast as normal, and can cause the Dragon Mage to roll more dice than he is normally allowed to. to This extra dice can cause irresistible force as normal. Page 64 Tyrion, Malhandir Ignore the second sentence.

ERRATA

Page 46 High Elf Magic, Bullet Point Change to An army that includes at least one Mage or Archmage adds 1 to all dispel results. Page 66 Teclis, High Loremaster Add Teclis is an Archmage. to the start of the second paragraph. Page 71 Magic Items, The Phoenix Blade Add Halberd.

AMENDMENTS

Troop Type Note that older versions of our army books do not list the Troop Type for each model. If this is the case with your army book, then you can find the models Troop Type in the reference section at the back of the Warhammer rulebook. Page 89 Army List entry Ignore this page and use the rules for Choosing Your Army in the Warhammer rulebook.
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WARHAMMER ARMIES: HIGH ELVES

Page 66 Teclis, High Loremaster Change the last paragraph to In addition, any spell cast by Teclis will be cast with irresistible force on any successful casting roll that is a double, however it will only be considered a miscast if the roll includes a double 6. Page 66 Teclis, War Crown of Saphery Change the second sentence to The spell is still cast with irresistible force, but Teclis is able to dissipate the magical energies harmlessly and suffers no ill effects. Page 70 Korhil, Special Rules Add Forest Strider. Ignore the Woodsman (see page 58). Page 70 Korhil, Chayal Add Paired Weapon. Page 71 Caradryan, The Phoenix Blade Change the second sentence to In addition, it has the Multiple Wounds (D3) rule. Page 92 Korhil, Special Rules Change Woodsmen to Forest Strider. Page 93 Lords and Heroes Mounts Ignore Any Dragon (including the Sun Dragon ridden by a Dragon Mage) will take up an additional hero slot.. Page 95 White Lions of Chrace, Special Rules Change Woodsmen to Forest Strider. Page 99 Common Magic Items. Note that if a magic item is listed in both an army book and the Warhammer rulebook, use the points value given in the army book, with the rule printed in the Warhammer rulebook. Page 101 Talismans, Amulet of Fire Change []the wearer cannot be harmed by Flaming Attacks. To []the wearer has a 2+ ward save against Flaming Attacks. Page 101 The Standard of Balance Change the second sentence to In addition, they no longer have the Hatred or Frenzy special rules, should these apply to them. Page 101 The Banner of Ellyrion Change to The unit automatically passes any Dangerous Terrain tests it is required to make. Page 102 Book of Hoeth Change to Any spell cast by the bearer will be cast with irresistible force on any successful casting roll which is a double, however it will only be considered a miscast if the roll includes a double 6.

Page 102 Ring of Corin Change to One use only. Bound Spell (Power level 3). The Ring of Corin contains the Vauls Unmaking spell (see page 47). Page 102 Staff of Solidity Change to This staff prevents the Mages first miscast the spell is still cast with irresistible force, but there is no need to roll on the Miscast table. Page 103 Ring of Fury Change to Bound Spell (Power Level 3). The Ring of Fury contains the Fury of Khaine spell (see page 47). Page 104 Korhil, Special Rules Change Woodsmen to Forest Strider. Page 104 White Lions of Chrace, Special Rules Change Woodsmen to Forest Strider.

FAQs
Q. The Speed of Asuryan special rule states that all High Elves have the special rule Always Strike First, regardless of the weapon they are wielding. How does this interact with a great weapons Always Strike Last? (p43) A. The army book will take precedence in this situation. For example, a Sword Master would strike first with his great weapon. If his Initiative value is equal to or higher than his opponents, he will also benefit from a re-roll to hit. Q. Does Drain Magic make it more difficult to dispel Remains in Play spells, cast Bound spells or use spells that are automatically cast at the power level of their casting cost or effect Tomb King Incantations? (p46) A. No. Q: What happens when you use Vauls Unmaking to destroy a magic item that is represented by a model in game, such as a mount or Fozzriks Folding Fortress? (p47) A: Nothing. We assume the magic item is what summons the mount/fortress, so destroying the item will have no in-game effect. Q. Do lion cloaks provide any form of protection against magic missiles (or other forms of direct damage magic)? (p58) A. No. Q. Is Teclis considered to be a High Elf Archmage for purposes of granting an army he is included in a +1 to dispel ? (p66) A. Yes. Q. Must Eltharion use spells from one of the eight Lores of Magic found in the Warhammer rulebook? (p69) A. Yes.

WARHAMMER ARMIES: HIGH ELVES

Q. Does a model with the Reaver Bow suffer the -1 To Hit penalty for firing multiple shots? Also, may a model with the Reaver Bow fire it three times as part of a Stand and Shoot reaction? (p99) A. No to both questions. Q. Are the shots from the Bow of the Seafarer and the Reaver Bow magical attacks? (p99) A. Yes. Q. If Remains in Play spells that cause damage at the start of all Magic phases are in play and a High Elf player wishes to use the Vortex Shard, which occurs first? The damage spells or the Vortex Shard? (p102) A. The player whose turn is taking place chooses. Q. If an enemy has magic items or special rules that are activated at the start of his Magic phase and a High Elf player wishes to use the Vortex Shard, which occurs first? The enemy magic items and special rules, or the Vortex Shard? (p102) A. The player whose turn is taking place chooses. Q. How do the Pendant of Vengeance and Thorek Ironbrows Kraggi re-rolls interact? (p103) A. Once one has been used the dice may not be re-rolled again.

Last updated 22nd December 2010

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