1250 Pts - High Elves Army 1250-Schodowski-Artur

Unit Name ## Mv WS BS St To Wo In At Ld Sv WSv Cp Dp US Cost
Mage 1 5 4 4 3 3 2 5 1 8 2 1 1 180
Magic Level 2; +2 dice to casting and +1 to dispel pool. Has 2 spells.; Lore of High Magic; +1 to dispel roll
  Pure of Heart Bearer and unit are immune to Panic. If the bearer is killed, the HE player loses +100 VP. [0]
  Channeler Allowed to cast spells with 1 more die than usual [10]
  Seer Wiz chooses spells [30]
  Silver Wand Adds one to the number of spells that the bearer may know. [10]
  #He0 - Drain Magic Cast 5/7/9+; Rng 24"; Can be cast into HtH; Enemy mage discards dice rolls of 6, 5-6, or 4-6, when casting spells [0]
  #He1 - Walk between Worlds Cast 4+; Caster (on foot only) becomes ethereal until next magic phase [0]
  #He2 - Arrow Attraction Cast 6+; Range 24"; Shooters targeting enemy unit rerolls failed to hit rolls for missiles [0]
  #He3 - Fortune is Fickle Cast 7+; Range: 24"; RiP; Cast on enemy mage (even in HtH), whenever they roll a double the spell is miscast [0]
  #He4 - Fury of Khaine Cast 8+; Rng 24"; Magic Missile; 2D6 S4 hits [0]
  #He5 - Flames of the Phoenix Cast 11+; Rng: 24"; RiP; Each model in unit takes 1S3 hit; Increases in St, every casters magic phase (S4, then S5 etc.) [0]
  #He6 - Vaul's Unmaking Cast 12+; Rng 24"; Reveal all magic items within a unit; The caster chooses one then nullifies it permanently; On dwarf items all runes are removed [0]
Mage 1 5 4 4 3 3 2 5 1 8 3 1 1 180
Magic Level 2; +2 dice to casting and +1 to dispel pool. Has 2 spells.; Lore of Heaven; +1 to dispel roll
  Jewel of the Dusk +1 power dice in each magic phase, may only be used by the bearer. [15]
  Ring of Corin Bound Item; Power Level 4; Vaul's Unmaking (e.g., reveal magic items & destroy one) [35]
  #1: Second Sign of Amul 5+(6+ WD 264 Revisions); May re-roll D3 dice in the remainder of this turn. [0]
  #2: Portent of Far 6+, Range 12"; A friendly unit in H-t-H re-rolls all 1s to hit or to wound. [0]
  #3: Forked Lightning 7+; (Rng 24" WD 264 Revision); One unit takes D6 St4 hits. [0]
  #4: Uranon's Thunder Bolt 9+; (Rng 24" WD 264 Revision); One unit takes D6 St4 hits, no armour save. [0]
  #5: Storm of Cronos 9+, Rng 12"; Enemy units visible to the caster in 12" take D6 St4 hits. [0]
  #6: Comet of Casandora 10+ (11+ WD264); Place marker. Every player turn: D6, 1-3 another marker, 4-6 all units in D6"x markers 2D6 St5 (St 4 - WD 264 Revisions) hits. (Only 1 in play per Wizard - WD 264)) [0]
Mage 1 5 4 4 3 3 2 5 1 8 2 1 1 180
Magic Level 2; +2 dice to casting and +1 to dispel pool. Has 2 spells.; Lore of Heaven; +1 to dispel roll
  Dispel Scroll Dispels one spell; One use only [20]
  Ring of Fury Bound Item; Power Level 3; Fury of Khaine spell (2d6 S4 Hits Magic Missile, 24" range); Burns out on a D6 roll of 1 [30]
  #1: Second Sign of Amul 5+(6+ WD 264 Revisions); May re-roll D3 dice in the remainder of this turn. [0]
  #2: Portent of Far 6+, Range 12"; A friendly unit in H-t-H re-rolls all 1s to hit or to wound. [0]
  #3: Forked Lightning 7+; (Rng 24" WD 264 Revision); One unit takes D6 St4 hits. [0]
  #4: Uranon's Thunder Bolt 9+; (Rng 24" WD 264 Revision); One unit takes D6 St4 hits, no armour save. [0]
  #5: Storm of Cronos 9+, Rng 12"; Enemy units visible to the caster in 12" take D6 St4 hits. [0]
  #6: Comet of Casandora 10+ (11+ WD264); Place marker. Every player turn: D6, 1-3 another marker, 4-6 all units in D6"x markers 2D6 St5 (St 4 - WD 264 Revisions) hits. (Only 1 in play per Wizard - WD 264)) [0]
Silver Helms 5 5 4 4 3 3 1 5 1 8 4+ 2 95
Barding; Lance; +2S on charge; Light Armour
  Elf Steed 5 9/8 3 3 3 1 4 1 5 [0]
Silver Helms 5 5 4 4 3 3 1 5 1 8 4+ 2 95
Barding; Lance; +2S on charge; Light Armour
  Elf Steed 5 9/8 3 3 3 1 4 1 5 [0]
Dragon Princes 4 5 5 4 3 3 1 6 1 9 2+ 2 245
Lance; +2S on charge; Dragon Armour; Immune to Fire; Shield; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.; Ithilmar Barding; No movement penalty
  Banner of Sorcery +1D3 power dice [50]
  Drakemaster 1 5 5 4 3 3 1 6 2/3 9 2+ 2 [38]
    Sword of Battle +1At [20]
  Elf Steed 5 9 3 3 3 1 4 1 5 [0]
Shadow Warriors 5 5 4 4 3 3 1 5 1 8 6+ 1 75
Always Skirmish; Scout; Hate Dark Elves; Longbow; 30", S3; Light Armour
Repeater Bolt Thrower 1 7 3 100
48", St6 D3 Wo, no armour save, -1S/rank OR 6 shots @ St4 -2Sv, no rank penetration; Single unit = Bolt Thrower & 2 Crew
  Crew 2 5 4 4 3 3 1 5 1 8 6+ 1 [0]
Light Armour
Repeater Bolt Thrower 1 7 3 100
48", St6 D3 Wo, no armour save, -1S/rank OR 6 shots @ St4 -2Sv, no rank penetration; Single unit = Bolt Thrower & 2 Crew
  Crew 2 5 4 4 3 3 1 5 1 8 6+ 1 [0]
Light Armour
Total Army Cost: 1250 Pts.
Notes:
Intrigue: General chosen by rolling a D6. If the dice number is higher than the number of characters then choose one as normal.
When fighting Dark Elves, High Elves are immune to panic.

Casting Pool: 9
Dispel Pool: 5
Models in Army: 29



Roster created with Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc.