Site hosted by Angelfire.com: Build your free website today!
Warhammer

High Elf Army List

By Ishamael

REGIMENTS

The High Elf army comprises mainly of regiments of High Elf citizen-soldiers armed with spear and bow reinforced by companies of elite warriors from the different realms of Ulthuan. Your army must include at least 25% of its total points value chosen from the following list, and may include more if you wish. In some cases you may only take a maximum of one unit of a specific troop type, for example your army may only ever be able to include one regiment of Dragon Lords of Caledor. There is usually no limitation on the size of the, other than all units must consist of at least five models. If there is a maximum size to a regiment it will be indicated in the army list.

REAVER KNIGHTS 28 points per model

The Reaver Knights are a common sight throughout Ulthuan as they tirelessly patrol its most dangerous areas. The Reaver Knights are made up of the wildest and most headstrong sons of the noble houses. Many come from Ellryion where Elves are born to the saddle and trained to fight on horseback from an early age.

Profile         M    WS    BS   S    T    W    I    A    Ld
Reaver Knight   5     4     4   3    3    1    6    1     8
Elven Steed     9     3     3   3    3    1    4    1     5

EQUIPMENT: The Reaver Knights wear light armour and are armed with a sword.

SAVE: 5+

OPTIONS: Any regiment may be equipped with bows at a cost of +6 points per model. Any regiment may be equipped with spears at a cost of +2 points per model. Any regiment may be equipped with shields at a cost of +2 points.

SPECIAL:

Formation: Bands of Reaver Knights are used to hunting down enemy warbands through dense forests. As a result of this they can be deployed as skirmishers and use the rules for skirmishers on page 90 of the Warhammer rulebook.

Expert Riders: Reaver Knights, especially those from Ellryion are expert horsemen and perform amazing stunts on horseback. To represent this skill Reaver Knights may move and fire without penalty.

Special Deployment: To represent their scouting abilities, Reavers may be deployed 6" further forwards than the ordinary deployment zone.

SILVER HELM KNIGHTS 32 points per model

Silver Helm Knights are drawn from all the realms of Ulthuan and include many of its finest and most noble sons. They are armoured in shining silver and armed with white lances with diamond-hard tips which glitter like stars. Their thunderous charges have broken the back of many an invading army.

Profile        M    WS    BS   S    T    W    I    A    Ld
Silver Helm    5     5     4   3    3    1    6    1     8
Elven Steed    9     3     3   3    3    1    4    1     5

EQUIPMENT: The Silver Helms wear light armour. They are armed with a sword and a lance.

SAVE: 5+

OPTIONS: Any regiment may be equipped with shields at a cost of +2 points per model. Any unit may be equipped with barding for their steeds at a cost of +8 points per model. Hence a fully armoured Silverhelm Knight will cost 41 points and will have an armour save of 3+.

The Silver Helms may carry a magic standard. This may be chosen from the appropriate magic item card and its cost is indicated on the card itself (see Warhammer Magic).

0-1 UNIT DRAGON LORDS 46 points per model

Though once the Dragon Lords could arouse enough Dragons the turn the sky black with wings now the creatures are few and only the most privileged of Caledorian nobility may ride them to battle. However the Caledorian knights keep their battle skills alive by hunting down monsters and invading warbands on horseback. Now the Dragon Lords gallop into battle upon mighty Elven steeds caparisoned in burnished armour forged in the form of a Dragon, an echo of a bygone age but no less terrible for that. The Lords of Dragons carry ancient rune-encrusted lances and longswords, heirlooms left by their powerful ancestors.

Profile         M    WS    BS   S    T    W    I    A    Ld
Dragon Lord     5     5     5   3    3    1    7    1     9
Elven Steed     9     3     3   3    3    1    4    1     5

EQUIPMENT: The Dragon Lords wear heavy armour, carry shield and ride a barded elven steed. They are armed with a sword and a lance.

SAVE: 2+

OPTIONS: Your regiment of Dragon Lords may be equipped with double handed swords at an additionl cost of +2 points per model and thereby replacing their shields. The Dragon Lords may swap their heavy armour for ithilmar armour at a cost of +4 points. The Dragon Lords may carry a magic standard. This may be chosen from the appropriate magic item cards and the cost is indicated on the card itself (see Warhammer Magic).

SPECIAL:

Longswords: Due to their considerable strength and powerful long swords, Dragon Lords count as having strength 4 when using their swords in hand to hand combat.

TIRANOC CHARIOTEERS 74 points per model

The scattered peoples of Tiranoc keep alive the art of fighting from a fast-moving chariot. Charging in, striking at the foe and wheeling away, driving back their enemies with deadly skill, the Charioteers of Tiranoc are a breathtaking sight that none in the outer lands can match for speed and grace. Each chariot is drawn by two to four Elven steeds and can carry up to five crewmen.

Profile         M    WS    BS   S    T    W    I    A    Ld
Charioteer      5     5     4   3    3    1    7    1     8
Chariot         -     -     -   7    7    3    1    -     -
Elven Steed     9     3     3   3    3    1    4    1     5

EQUIPMENT: The Charioteers wear light armour and armed with a sword, a bow and halberd.

SAVE: 6+

OPTIONS: Any chariot may be equipped with scythed wheels at a cost of +20 points. Any charioteer may be equipped with javelins at a cost of +1 point a shield at +1 point and a spear also at +1 point. The chariot may include more charioteers at a cost of +16 points per crewman up to a maximum of five charioteers in total. Any chariot may be drawn by two extra steeds at a cost of +8 points. Any chariot or squadron of chariots may be given a magic standard. This may be chosen from the appropriate magic item cards and the cost is indicated on the card itself (see Warhammer Magic).

SPECIAL:

Hatred: Because of their bitter, unrelenting struggle against the Dark Elves, the Tiranoc Charioteers are subject to the rules for hatred when fighting Dark Elves.

0-1 UNIT LION GUARD 20 points per model

The warriors of Phoenix Regiment of the King of Ulthuan are marked out for their fiery spirit and indomitable courage. These strong armed elves are often picked from the White Lions who hold the passes in the broken Northlands of Chrace, fierce hunters who struggle endlessly against the constant incursions of the Dark Elves. They are sworn to protect the lands about the Inner Sea to their dying breath and are renowned for their ferocity and prowess. Originally the company was made up entirely of Chracians to be the personal bodyguard of Caledor the Conqueror and still today it is an age-old tradition for the Phoenix King to be surrounded by a unit of these elite warriors.

Profile         M    WS    BS   S    T    W    I    A    Ld
Lion Guard      5     5    4    4    3    1    6    1     9

EQUIPMENT: The Lion Guard wear heavy armour under their lion skins. They carry a shield and are armed with a double-handed axe and a hand axe.

SAVE: 3+ (4+ when using battle axes in close combat)

OPTIONS: The Lion Guard may carry a magic standard. This may be chosen from the appropriate magic item cards and the cost is indicated on the card itself (see Warhammer Magic).

SPECIAL:

Lion Skins: The thick White Lion skins which the Lion Guard wear give them an additional +1 to their armour save. This means that the Lion Guard have a 3+ armour save instead of just a 4+ with heavy armour and a shield.

0-1 UNIT PHOENIX GUARDS 18 points per model

Your army may include one unit of Phoenix Guards. The Phoenix Guards protect the Shrine of Asuryan. They are a silent order, pledged not to allow a single word to pass their lips in the time they spend as guardians of the shrine. They are terrible foes in battle as an uncanny silence reigns as they fight, no war cries or screams rend the air as they wield their halberds with deadly intensity. These elite and terrifying guardians are marked by Asuryan and have his faith inspired in them.

Profile         M    WS    BS   S    T    W    I    A    Ld
Phoenix Guard   5     5     4   3    3    1    7    1     9

EQUIPMENT: The Phoenix Guards wear heavy armour and are armed with halberds.

SAVE: 5+

OPTIONS: The Phoenix Guards may carry a magic standard. This may be chosen from the appropriate magic item cards and the cost is indicated on the card itself (see Warhammer Magic).

SPECIAL:

Immunity to Psychology: The Phoenix Guards are blessed by Asuryan and have looked into the Chamber of Days and so know the future. They are prepared for everything and know the terrible truth about the future of the world. To represent this the Phoenix Guard are immune to psychology.

0-1 UNIT SWORDS MASTERS 17 points per model

The Order of Sword Masters are the guardians of the Tower of Hoeth in the mysterious land of Saphery. The Sword Masters are warrior-ascetics who dedicate their lives to the pursuit of wisdom and learning carefully ontrolled violence. They study meditation and martial arts to perfection until they are capable of super-human feats of arms. They favour the Elven greatsword: a wicked weapon a full five or six feet in length, double edged and razor sharp. The Sword Masters are so superlatively trained that they can wield these mighty swords as fast as an ordinary warrior can wield a short sword.

Profile         M    WS    BS   S    T    W    I    A    Ld
Sword Master    5     5     4   3    3    1    7    1     8

EQUIPMENT: The Sword Masters wear light armour and are armed with double handed swords.

SAVE: 6+

OPTIONS: The Sword Masters may carry a magic standard. This may be chosen from the appropriate magic item cards and the cost is indicated on the card itself (see Warhammer Magic).

SPECIAL:

Swordsmanship: The Sword Masters of Hoeth fight with a fluid grace and poise impossible to equal. Hence they do not always strike last in hand to hand combat - the normal penalty for using two-handed weapons.

Deflection: The Sword Masters are expert swordsmen and have incredible reactions. Sometimes a Sword Master deflects an arrow out of the way with his sword. To represent this any bowmen shooting at Sword Masters shoot with a -1 to hit. Note that this only applies to arrows. A Sword Master cannot deflect cannon balls!

0-2 CITY-GUARD 14 points per model

The City Guard are specialised soldiers who are responsible for guarding the walls and gates of the great Elf towns such as golden city of Lothern. They are regular Elven warriors recruited from the citizens of the towns themselves and are trained to perfection in the arts of war. These Elven Guard however are different from the regular citizen-soldiers in that they are trained in the use of bow, spear and javelin and use them with deadly efficacy in times of need. The City Guard are some of the most organised and well trained soldiers in the known world. City Guards rain arrows and javelins down upon sea or land borne invaders before fending them off the walls with their long spears.

Profile         M    WS    BS   S    T    W    I    A    Ld
City Guard      5     4     4   3    3    1    6    1     8

EQUIPMENT: Each City Guard is armed with a bow, a spear and a sword. They wear light armour.

SAVE: 6+

OPTIONS: The City Guard may be equipped with javelins at a cost of +1 point per model. The regiment may also carry shields at a cost of +1 point per model or halberds at a further cost of +2 points per model. One regiment of City Guards may exchange their light armour for heavy armour at an additional cost of +1 point per model. Any regiment of City Guard may carry a magic standard. This may be chosen from the appropriate magic item cards and the cost is indicated on the card itself (see Warhammer Magic).

SPECIAL:

Elven Guard Training: The City Guards are so well trained that they may adopt a special formation when being charged which allows three ranks of spears to strike back, instead of the usual two. Note that the City Guard do not gain an extra fighting rank when charging, the rule only applies when being charged.

Elven Guard Movement: The City Guards are some of the most disciplined and organised troops in the known world. They have practised various training movements so frequently that they become second nature in battle. This means that they may side-step and retreat as described in the Special Rules section of this book.

SEA GUARDS 14 points per model

The Sea Guards are the High Elf marines who endlessly scour the seas and protect vital High Elf trade routes. Most Elven soldiery is called to arms only in times of need, for there are too few Elves to maintain large armies all the time. The Sea Guard however, is always kept at full strength and retains a core of full time warriors. They are trained with bow and spear and carry both to battle, enabling them to shower missiles upon their enemies as well as to engage them at close quarters. At sea this is particularly useful, as space is cramped aboard a ship and by using two weapons the Sea Guards double their combat effectiveness. Companies of Sea Guards are often seen in faraway lands performing missions in the name of the Phoenix King.

Profile         M    WS    BS   S    T    W    I    A    Ld
Sea Guard       5     4     4   3    3    1    6    1     8

EQUIPMENT: The Sea Guards are armed with a spear and a sword. They carry bows and wear light armour.

SAVE: 6+

OPTIONS: Any regiment of Sea Guards may carry shields at a cost of +1 point per model.

SPECIAL:

Formation: Sea Guards are used to hectic battles across the moving decks of warships. To represent this Sea Guards may be deployed as skirmishers and use the rules for skirmishers on page 90 of the Warhammer rulebook.

SPEAR-ELVES 12 points per model

Your army may include any number of regiments of Elven Spearmen. Regiments of Elf Spearmen are made up of the citizen-soldiery of Ulthuan. Though he may be artist, craftsman or poet in times of peace, every Elf is a deadly fighter in times of war.

Profile         M    WS    BS   S    T    W    I    A    Ld
Spear Elf       5     4     4   3    3    1    6    1     8

EQUIPMENT: Spear Elves carry shields and are armed with swords and spears. Spear Elves wear light armour.

SAVE: 5+

OPTIONS: One regiment of Spear Elves may carry a magic standard. This may be chosen from the appropriate magic item cards and the cost is indicated on the card itself (see Warhammer Magic).

ELVEN ARCHERS 10 points per model

Your army may include any number of regiments of Elf Archers. Protected by regiments of spearmen, these reliable bowmen are amongst the most decisive troops in the army, unleashing deadly volleys of steel-fanged death upon their foes.

Profile      M    WS    BS   S    T    W    I    A    Ld
Archer       5     4     4   3    3    1    6    1     8

EQUIPMENT: High Elf Archers are armed with swords and carry bows.

SAVE: None

OPTIONS: Any regiment of Elven Archers may swap their bows for Elven greatbows at an additional cost of +1 point per model. One regiment of Elven Archers may be equipped with light armour at an additional cost of +2 points per model.

ELF WARRIORS 9 points per model

The High Elves of the more remote parts of Ulthuan do not train together like the spearmen and archers of the cities. Instead they hone their personal fighting skills and come in times of need in small warbands.

Profile         M    WS    BS   S    T    W    I    A    Ld
Elf Warrior     5     4     4   3    3    1    6    1     8

EQUIPMENT: Elven warriors are armed with two hand weapons.

SAVE: None

OPTIONS: Any regiment of Elf warriors may swap their additional hand weapon for a shield at no additional cost. Any regiment of warriors may take spears at a cost of +1 point per model. Any regiment of Elven warriors be given light armour at an additional cost of +2 points per model.

ELVEN RANGERS 11 points per model

Many Elf hunters and scouts scour Ulthuan, employed by the lord of the region to keep watch and to patrol the less habitable regions of the great island continent where enemies may gather to prepare raids on the cities and towns. The scouts are used to ambush infiltrators, assassinate enemy warlords, to spy on the foe and to harass the invaders' flanks in battle.

Profile         M    WS    BS   S    T    W    I    A    Ld
Elf Scout       5     4     4   3    3    1    6    1     8

EQUIPMENT: Elven Rangers are armed with swords and bows.

SAVE: None

OPTIONS: Any regiment of Rangers may be given an additional hand weapon a an additional cost of +1 point per model. Any regiment may swap their bows for longbows at +1 point per model and any regiment may wear light armour at an additional cost of +2 points per model.

SPECIAL:

Infiltration: The Scouts are adept at ambushing and spying on enemy warbands and may be set up as infiltrators. The Elf Scouts are therefore set up after all the regular regiments have. If your opponent is also fielding infiltrators roll a dice to see who sets up first.

Formation: Bands of Scouts are used to hunting down enemy warbands through rough terrain and as a result of this they can be deployed as skirmishers and use the rules for skirmishers on page 90 of the Warhammer rulebook.

0-1 UNIT SHADOW WARRIORS 12 points per model

The Shadow Warriors are survivors of the ravages of the Dark Elves in the north of Ulthuan. When the Dark Elves first split away from the rest of Ulthuan many of their own lands did not join them but were still caught in the terrible war that followed, culminating in the destruction of their land by the magic unleashed by the Dark Elf sorcerers. To this day they live on as a nomadic people wandering in the wildernesses of northern Ulthuan and ranging across Cothique, Tiranoc and Chrace in small, fierce warbands.

Profile         M    WS    BS   S    T    W    I    A    Ld
Shadow Warrior  5     4     4   3    3    1    6    1     8

EQUIPMENT: The Shadow Warriors are armed with bows and swords and carry shields.

SAVE: 6+

OPTIONS: The Shadow Warriors may be equipped with Elven greatbows at an additional cost of +1 point per model. The regiment of Shadow Warriors may be equipped with light armour at a further cost of +2 points per model.

SPECIAL:

Special Deployment: Shadow Warriors are expert scouts and are often scouting the terrain out ahead of the High Elf army. To represent this, Shadow Warriors may be set up 6" outside the ordinary deployment zone.

Formation: The Shadow Warriors are used to fighting in small units hunting and ambushing Dark Elf infiltrators. This means that they can be deployed as skirmishers and use the rules for skirmishers on page 90 of the Warhammer rulebook.

Hatred: Because of their bitter, unrelenting struggle against the Dark Elves, the Shadow Warriors are subject to the rules for hatred when fighting Dark Elves.

0-1 UNIT MAIDEN GUARD 17 points per model

Maximum of 10 maiden guards not including standard bearer and musician.

The Everqueen of Avelorn's Maiden Guard are schooled in the arts of war until they surpass even the greatest of Elf knights with the sword, bow and lance. A hundred beautiful Elf-maids that guard the Everqueen as her court travels through Avelorn for the forest contains many dark and dangerous places where the hearts of the trees are rotten and great spiders lurk.

Profile         M    WS    BS   S    T    W    I    A    Ld
Maiden Guard    5     5    5    3    3    1    7    1     8

EQUIPMENT: The Maiden Guard are armed with spears and swords and wear light armour. They are equipped with Elven greatbows and carry shields.

SAVE: 5+

OPTIONS: The Maiden Guard may carry a magic standard. This may be chosen from the appropriate magic item cards and the cost is indicated on the card itself (see Warhammer Magic).

SPECIAL:

Standard Bearer and Musician: See the special rules for the Maiden Guard's standard bearer and musician in the Special Rules part of this book.

Bodyguard Rule: If your unit of Maiden Guard includes Arathielle the Everqueen, the unit is her personal bodyguard ready to defend her to the last warrior. To represent this if your unit of Maiden Guard is led by the Everqueen it becomes immune to psychology and break tests.

TREEMEN OF AVELORN 280 points per model

1 Treeman is allowed per 1000 points of troops in your army

The enchanted forests of Avelorn are the most ancient in the Warhammer world and the home to the equally ancient race of Treemen. They are shy creatures, living in the deepest parts of the wood. The Elves of Avelorn respect them and the Everqueen may summon them to battle in times of great need to fight for the survival of the ancient island of Ulthuan.

Profile       M    WS    BS   S    T    W    I    A    Ld
Treeman       6     8     3   6    7    6    2    4     9

SPECIAL:

The Treeman have many special rules all of which are described in the Bestiary section of the Warhammer Battle Book.

WAR MACHINES

The High Elf army places little emphasis on war machines, relying rather on the quality of their bowmen and melee troops to win a decisive battle. Your army may include up to a maximum of 25% of its total points value as War Machines.

REPEATING BOLT THROWER 87.5 points per model

Your High Elf army may include any number Repeating Bolt Throwers as long as it also includes at least one unit of Sea Guards. Each bolt thrower has a crew of two operate the weapon.

Profile         M    WS    BS   S    T    W    I    A    Ld
Repeating Bolt  -     -     -   -    7    3    -    -     -
Thrower
Crew            5     4     4   3    3    1    6    1     8

          Range     Strength    Save    Wounds per hit
Bolt       48"    4-1 per rank  None          1

EQUIPMENT: The crew are armed with hand weapons and wear light armour.

SAVE: 6+

SPECIAL:

Hail of Death: At the beginning of any of your shooting phases you may declare to loose of all your 10 bolts at the same time. The machine however has to spend a whole turn reloading the weapon before being able to shoot again. During this turn the Repeating Bolt Thrower may not shoot or move. If the Repeating Bolt Thrower is involved in close combat it may not reload that turn. All the rules for the Repeating Bolt Thrower are described in the Special Rules section of this army book.

BOLT THROWER 50 points per model

You may include any number of Bolt Throwers in your High Elf army. The Bolt thrower is manned by two crew.

Profile         M    WS    BS   S    T    W    I    A    Ld
Bolt Thrower    -     -     -   -    7    3    -    -     -
Crew            5     4     4   3    3    1    6    1     8

            Range     Strength      Save    Wounds per hit
Bolt         48"    5-1 per rank     None       D4

EQUIPMENT: The crew are armed with hand weapons and wear light armour.

SAVE: 6+

MONSTERS LIST

THE DRAGONS OF CALEDOR

Caledor is renowned throughout the Known World for its dragons. Long ago, these great creatures made their lairs under the smouldering peaks of the Dragon Spine mountains. In ages past Caledor Dragontamer bound the fearsome dragons to his will and his descendants still name their Kingdom Caledor after in his honour.

Once few dared the wrath of Caledor, for their Dragonriders could ravage a foe's army and lands in hours, the great leathery wings of their mounts blotting out the sky with their numbers. But now most of the dragons slumber, dreaming the centuries away until the end of the world. Those that remain awake are sometimes sluggish and temperamental, so their riders are reluctant to use their mounts save in times of direst need. But the greatest Princes of Caledor still ride dragons into battle, and no foe of Ulthuan can deny their potency.

SPECIAL:

Dragonrage: The dragons of Caledor are fiercely loyal to their riders. They have developed a special bond with the Dragon Princes down the centuries which is now bred into their very spirit. Hence if a High Elf dragon has its rider killed add +1 to the D6 roll on the Monster Reaction Table to see what it does next. This means that the dragon will remain with its fallen master or attack, and will not flee the battle field as wilder dragons might.

Dragon 450 points

Great Dragon 600 points

Emperor Dragon 750 points

Profile          M    WS    BS    S    T    W    I    A    Ld
Dragon           6     6    0     6    6    7    8    7    7
Great Dragon     6     7    0     7    7    8    7    8    8
Emperor Dragon   6     8    0     8    8    9    6    9    9

GREAT EAGLE 75 points per model

Profile        M     WS    BS   S    T    W    I    A    Ld
Great Eagle    2      7    0    5    4    3    5    2     8

CHIMERA 250 points per model

Profile         M    WS    BS   S    T    W    I    A    Ld
Chimera         6    4     0    7    6    6    4    6     8

COCKATRICE 150 points per model

Profile         M    WS    BS   S    T    W    I    A    Ld
Cockatrice      6     4    0    7    6    6    4    6     8

GRIFFON 150 points per model

Profile         M    WS    BS   S    T    W    I    A    Ld
Griffon         6     5    0    6    5    5    7    4     8

HIPPOGRIFF 145 points per model

Profile         M    WS    BS   S    T    W    I    A    Ld
Hippogriff      8     5    0    6    5    5    6    3     8

MANTICORE 200 points per model

Profile         M    WS    BS   S    T    W    I    A    Ld
Manticore       6    6     0    7    7    5    4    4     8

PEGASUS 50 points per model

Profile         M    WS    BS   S    T    W    I    A    Ld
Pegasus         8     3    0    4    4    3    4    2     5

UNICORN 90 points per model

Profile         M    WS    BS   S    T    W    I    A    Ld
Unicorn         9     5    0    4    4    3    4    2     9