HIGH ELVES SPECIAL CHARACTERS
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Alith Anar, The Shadow King..... 285 points
If your army has at least one regiment of Shadow Warriors, it may include Alith Anar either as an independent character or as the army's General. If you field Alith as your General he replaces the General in the main army list.
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Alith Anar | 5 | 7 | 7 | 4 | 4 |
3 | 9 | 4 | 10 |
Weapons/Armour: Alith wears light armour and carries a shield. He is armed with a sword and a longbow. Alith fights on foot.
Hatred: Alith hates Dark Elves and Chaos. If he is the army's General then all the High Elves inthe army hate Dark Elves and all troops in any Chaos army. The only exception is the Phoenix Guard, Elves of such stern character that they cannot bring themselves to hate even their most bitter foe.
Skirmish: If Alith leads a unit of High Elf foot troops then it can skirmish, regardless of whether it could normally do so. However, if Alith leaves the unit or is slain whilst it is skirmishing the unit must reform into a regular formation when it next gets the opportunity to do so (assuming it could not normally skirmish).
Special Deployment: Alith is allowed to deploy after the enemy has placed all of his units on the table. He can be set up anywhere ouside the opponent's deployment area, so long as he remains out of sight of any enemy. If both armies include troops with this special ability then both players roll a D6 and the lowest score sets his troops up first. Note that the regiment he is with does not gain this ability.
Magic Items: Alith always carries the following magic items. They are heirlooms of his house, and only he may have them. He can have no other magic items.
Stone of Midnight:..... 50 points
The Stone of Midnight excudes a mist of darkness, and anyone trying to strike at the possessor will be confronted by his worst nightmares. In hand-to-hand combat any successful rolls to hit and to wound scored against Alith must be re-rolled. The second results stand even if Alith is hit or wounded.
Shadow Crown:..... 15 points
Alith can always move freely during his movement phase, even if engaged in hand-to-hand combat. This means that Alith may move out of a dangerous hand-to-hand combat, and as a single character he can always move double his movement value.
Note that Alith may not escape from melee if he has no room to move into, for example, if he is in the middle of a unit in regular formation.
Moonbow:..... 50 points
The Moonbow has a range of 36", and it can be used even if Alith has marched. Arrows shot by the Moonbow are resolved at a Strength 6. If the arrow hits, and the foe is slain, a model in a rank behind is hit but with -1 Strength penalty. If this model is slain the one in the rank behind is hit and so on, adding a further -1 Strength penalty for each rank pierced. Armour saves apply as normal.
Any regiment of Dark Elves taking a casualty from the Moonbow must take an immediate Panic test.
Eltharion the Grim, Warden of Tor Yvresse..... 467 points
Your army may include Eltharion as its General or as an independent character. If used as a General he replaces the General in the main army list.
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Eltharion | 5 | 7 | 7 | 4 | 4 |
3 | 9 | 4 | 10 |
Stormwing | 6 | 5 | 0 | 6 | 5 |
5 | 7 | 4 | 8 |
Weapons/Armour: Eltharion wears heavy armour and is armed with a lance, sword and a longbow.
Rides: Eltharion rides his Griffon Stormwing.
Hatred: Eltharion hates Goblins. If he is in combat with Grom the Paunch the fury is such that he gains +1 on his rolls to hit and +1 on the Strength of his hits.
Magic Items: Eltharion always carries the following magic items. The first two are unique to Eltharion and only he may carry them.
The Fangsword of Eltharion:..... 50 points
Using the Fansword, Eltharion can parry one attack from one enemy model in base contact. The enemy's attacks are automatically reduced by 1. You may choose which foe will lose the attack.
All armour saving throws against a wound from the Fangsword are taken with -3 penalty on top fo the usual -1 modifier for Eltharion's strength. The total modifier therefore is -4.
The Helm of Yvresse:..... 10 points
While wearing the Helm, Eltharion may re-roll any failed Leadership-based test. Note that only a single re-roll is allowed, and Eltharion may not re-roll a failed re-roll, even if some other circumstance would normally permit this.
Talisman of Hoeth:..... 85 points
A High Elf character who wears the Talisman gains the magic abilities of a level 2 Mage Champion. He benefits from all the spells and powers of a High Elf Mage Champion, but his profile does not change.
Alarielle, Everqueen of Averlorn..... 475 points
Your army may include Alarielle if you wish. She cannot lead the High Elf army, so she cannot be the General, although she can lead her own Maiden Guard as explained later.
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Everqueen | 5 | 10 | 10 | 3 | 4 |
4 | 10 | 1 | 10 |
Weapons/Armour: Alarielle carries no weapons and wears no armour. Alarielle fights on foot.
Spells: The Everqueen is equivalent to a Mage Lord with a magic level of 4 and 4 High Magic or Battle Magic spells.
The Boon of Isha: Any one High Elf unit within 12" of the Everqueen can add +1 to its dice rolls made to hit during the shooting phase. Any one High Elf unit within 12" of the Everqueen can add +1 to hit during the close combat phase. In the case of hand-to-hand combat, the bonus applies during any close combat pahse including enemy turns. Note that only one unit can recieve the bonus during any phase, but this can be a different unit each time if you so wish.
The Chaos Bane: The Everqueen radiates harmony and all that is Chaos is anathema to her. If there are any Chaos Daemon models within 6" of the Everqueen at the start of any close combat phase they each take 1 automatic wound on a 4+. Roll for each Daemon separately, but where Daemons have multiple wounds remove whole figures and carry forward any excess as you normally would for wounds inflicted in combat. If the Everqueen is engaged in melee, any casualties inflicted are considered to be part of close combat, and so killed Daemons cannot return blows and the wounds they have suffered do count towards the combat result.
In addition, at the start of each close combat phase, a Chaos player must roll a D6 for each magic item within 6" of the Everqueen. If he rolls a 1 the item is destroyed. If he rolls a 2 or 3 it is useless for the duration of the close combat phase, including the combat results and any relevant tests if it would affect them (ie, War Banner). Note that this affects all magic items in the opposing army whether specifically described as Chaos or not. It also affects Chaos Rewards which are magic items of a special kind. The Chaos Bane does not affect Chaos Gifts in any way.
The Touch of the Everqueen: The Everqueen has 1 attack and a WS of 10. However, her nature is not combatative in the usual sense, and although she can strike a blow this is never resolved as a wound. Instead, if an enemy model is hit it becomes momentarily incapable of fighting. The model that is struck may not strike any blows at all in that combat phase. If the model has already struck, should Alarielle not strike before her enemy, then the Touch of the Everqueen is of no value. If the enemy model is a chariot, ridden monster or war machine, the the Touch of the Everqueen affects the entire model, but the blow must be struck against the individual with the highest WS.
Handmaidens of the Everqueen: If your army includes Alarielle it can include a single regiment of her Handmaidens as well. The regiment must include a musician and a standard that represent the Banner of Avelorn and the Horn of Isha which the Handmaidens carry with them wherever they go. The regiment must be at least five models strong, including a Champion where present. The points cost of the Handmaidens is deducted from the Regiments allowance.
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Handmaidens | 5 | 5 | 5 | 3 | 3 |
1 | 6 | 1 | 8 |
Weapons/Armour: The Handmaidens wear light armour and carry spears and long bows.
Immune to Psychology: So long as the Everqueen is with the regiment the Handmaidens are immune to psychology and take break tests against unmodified Ld 10.
Hatred: If the Everqueen is killed, then the Maiden Guard will hate all the enemy for the remainder of the battle.
Citizen Levy: The Maiden guard are Citizen Levy, and all the special rules apply.
Options: The Handmaidens may carry a magic standard. This will always be the Banner of Avelorn. The musician may carry the Horn of Isha.
The Banner of Avelorn:..... 25 points
Any enemy wishing to charge the Handmaidens must pasa a Leadership test first. If the test is failed the chargers stand in their place, transfixed by the magic. The Handmaidens must declare their charge reaction before the test is made. Note that the banner has not effect on troops that are not alive, like the Undead and Deamons.
The Horn of Isha:..... 25 points
Once per battle, at the beginning of either the hand-to-hand combat phase or the shooting phase, the High Elf player may declare that the musician will blow the Horn. This will allow the Handmaidens to either fight with 2 Attacks in the close combat phase, or shoot twice in the shooting phase. Note that this magical bonus applies in addition to the rules for the Citizen Soldiers.
Alarielle's Magic Items: The Everqueen carries the following magic items. These are unique to the Everqueen and only she may carry them. The points value of the Everqueen includes these items.
Star of Avelorn: At the start of her turn Alarielle may use the power of the Star of Avelorn to heal the wounds of any High Elf character within 12". She may use the power upon herself if there are no other wounded Elves within 12", but she will always use it on another in preference to herself. Roll a D6 for each wound that has been suffered by the character. Each wound is recovered on a 4+.
Note that the Star of Avelorn can only be used to restore wounds on a character that still lives - it cannot revive a corpse, only heal the wounded.
The Shieldstone of Isha: The stone protects both Alarielle and, if they accompany her, her Handmaiden bodyguard from harm. Alarielle and her bodyguard have a special 4+ saving throw against each wound suffered. Note taht this is a special save and not an armour save, and is not modified by the attacker's Strength nor negated by attacks that would negate an armour save. This special save is taken only if armour saves have failed in the case of the Maiden Guard, as Alarielle wears no armour it is her only saving throw against wounds.
Note that the Shieldstone will only work to the benefit of Alarielle and her Maidens. It will not work on another character who joins her unit, or upon other units that Alarielle might join.
The Stave of Avelorn: When allocating spells at the start of the game, begin by dealing three cards to the Stave of Avelorn. These must be the same type of spells as Alariell herself uses - either High Magic or Battle Magic. The player may take any or all of these spells and place them within the Stave - he does not have to place any spells in the Stave if he does not wish to do so, and he can place one, two or all three spells as he wishes. These spells reside within the Stave for the duration of the game. Any spells not allocated to the Stave are returned to the deck and reshuffled before dealing to further wizards. Alarielle is dealt her own four spells in the normal manner, and so has up to seven spells in total.
The spells in the Stave can be used by Alarielle in the following manner. In the High Elf magic phase the player declares he is using a spell from the Stave. The Stave spell is cast automatically; no power is required to cast it. Once it has been cast the Stave spell cannot be returned to the Stave, but Alarielle can take it into her own hand if she surrenders a spell she already holds. The Stave can be used to unleash all its spells in a single magic phase or during several magic phases. Alarielle can never hold more than 4 spells personally. Once the spell is transferred to Alarielle it can be cast in the normal way. Alarielle cannot take the spell into her hand and cast it during the same turn.
Belannaer, Loremaster of Hoeth..... 555 points
Your army may include Belannaer if it includes a regiment of Sword Masters. Belannaer may be your General or may be included as an independent character. If you use him as a General he replaces the General in the main army list.
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Belannaer | 5 | 6 | 4 | 4 | 4 |
4 | 9 | 4 | 10 |
Weapons/Armour: Belannaer is armed with a sword and fights on foot.
Magic Spells: Belannaer has 4 spells and can use either High Magic or Battle Magic.
Glamour of Hoeth: Balannaer and the unit he is with are surrounded by shimmering magic. Enemies declaring a charge against Belannaer or the unit he is with must reduce their maximum charge distance by the difference between two dice rolls (0 to 5"). For example, if you roll 3 and 6, deduct 3" from the charge range. If they have insufficient distance remaining to complete the charge they become confused by the Glamour and the charge is failed, as if they were out of range. The High Elf player must declare his charge response before the Glamour takes effect, and any fire from unit which stand and shoot is worked out normally.
Magic Items: Belannaer has four items which are always the Cloak of Stars, the Blade of Bel-Korhadris, the Book of the Phoenix, and the Staff of Cyeos. These are unique to Belannaer and only he may have them.
Cloak of Stars:..... 45 points
All shooting and hand-to-hand attacks against Belannaer will be resolved with -2 Strength (with minimum of 1). In addition, once per game, the Cloak with automatically dispel the first spell in battle targeted against Belannaer or any unit he is with. If the spell is cast with Total Power it will not be dispelled but the cloak will dispel the next incoming spell.
Blade of Bel-Korhadris:..... 60 points
Mortal armour has no save against the Blade, but magic armour saves as normal.
In addition, once per battle, in the beginning of any hand-to-hand phase, Belannaer can unleash the fires of the captured start. He will then strike first regardelss of Initiative and charging, and will fight with D6 extra Attacks. If both Belannaer and the opponent are allowed to strike first, then roll a dice to see who goes first.
The Book of the Phoenix:..... 75 points
At the beginning of a battle Belannaer may read one of the verses of the book. The effect will last for the end of the battle, unless the Book is destroyed or nullified by some means (such as the Ring of Corin or Sword of Destruction).
The Verse of Rebirth. If Belannaer is ever killed, he will immediately burst into flames (causing 1 S6 hit on each model in base-to-base contact with him), and return to life with D3 wounds. He may be positioned in any High Elf unit on the battlefield. This applies if Belannaer is broken in hand-to-hand combat and caught in pursuit. The Verse of Rebirth will work only once per game. If Belannaer is killed a second time he will not be resurrected again.
The Verse of Flame Eternal. This verse will allow Belannaer to cast one of his spells without expending any power cards once per magic phase. Belannaer can shoose which spell he uses in each magic phase, he does not have to use the same spell each magic phase.
The Verse of Destruction. This verse will double the strength of Belannaer, giving him an effective Strength of 8.
Staff of Cyeos:..... 25 points
The Staff of Cyeos will power the spells of Belannaer. Any spell the Loremaster casts will be considered to be powered up by one additional magic card, just as if Belannaer had used a single power card to reinforce his spell, making it even harder to dispel. Additional power cards can be used to reinforce the spell even more in normal manner.
Korhil, Hunter Captain of the White Lions..... 198 points
If your army includes a regiment of White Lion then it may also include Korhil as the regiment's Champion. The White Lions may include Korhil or a Champion chosen from the army list in the normal way - it may not include both.
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Korhil | 5 | 7 | 6 | 5 | 4 |
2 | 8 | 3 | 9 |
Weapons/Armour: Korhil wears heavy armour and the magical pelt of the great lion Charandis. Together these confer an armour saving throw of 4+ against close combat wounds and 3+ against shooting.
Woodsmen: All Chracians are expert woodsmen and so suffer no movement penalties when moving through woods.
Woodsman's Axe: Korhil can use his axe, Chayal, in any of the three combat modes described for White Lions. As the whole regiment must use its axes in the same mode, Chayal automatically adopts the same tactic.
Bodyguard: Korhil is the Captain of the White Lions and so is placed with the troops at the start of the battle like other leaders and Champions. If another character is positioned with the White Lions at the start of the battle, then the model can be placed next to Korhil and Korhil will act as his bodyguard. Korhil can only act as a bodyguard to one model during the battle. If several models are placed with the White Lions, declare which one Korhil is guarding at the start of the battle. So long as the guarded character remains with the White Lions and stays next to Korhil then no enemy can attack the character - all attacks will be directed at Korhil instead. Note that this rule does not apply if Korhil or the character he is guarding are fighting a challenge.
Magic Items: Korhil has two magic items, which are always the Axe of Chayal and the Pelt of Charandis.
The Axe Chayal:..... 65 points
The Axe Chayal increases the Strength of its wielder by +2, but will not force Korhil to strike last like normal axes of the White Lions. In addition, should Korhil's very first blow hit then all his remaining attacks will hit automatically.
The Axe can be used in all three combat modes described for the White Lions.
The Pelt of Charandis:..... 10 points
The Cloak confers a +2 saving throw bonus against shooting and +1 against attacks in hand-to-hand combat.
Even more usefully the enchantment protects Korhil from all poisons, including the Black Venom of the Dark Elf assassins, the toxins of Witch Elves, and the Weeping Blades of Skaven assassins. Poisoned weapons lose any special benefits, but otherwise count as normal weapons of their type.
Caradryan, Captain of the Phoenix Guard..... 73 points
Your army may include Caradryan as a Champion of a unit of Phoenix Guard if you wish.
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Caradryanr | 5 | 5 | 5 | 4 | 3 |
1 | 7 | 2 | 9 |
Weapons/Armour: Caradryan wears heavy armour and is armed with a sword and halberd. Caradryan fights on foot.
Magic Items: Caradryan carries no magic items.
Mark of Asuryan: If Caradryan is killed in hand-to-hand combat, he will speak for one final time in his life, and call for Asuryan with his dying breath. The model that killed Caradryan must take an immediate Leadership test or be slain by the Wrath of Asuryan, regardless of wounds or any saves.
Tyrion, High Elf Prince..... 425 points
Your army may include Tyrion. He may lead the army if you wish. If you choose to use him to lead the army, then he replaces the General in the main army list.
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Tyrion | 5 | 8 | 7 | 4 | 4 |
3 | 10 | 2 | 7 |
Malhandir | 12 | 4 | 0 | 4 | 3 |
1 | 5 | 2 | 7 |
Weapons/Armour: Tyrion wears the Dragon Armour of Aenarion and is armed with the runesword Sunfang.
May Ride: Tyrion rides the Elven Warhorse Malhandir, last of the bloodline of the father of horses.
Magic Items: Tyrion has three magic items, which always are Dragon Armour of Aenarion, Sunfang the Runesword, and the Heart of Avelorn. These are unique to Tyrion and only he may use them.
Sunfang, the Runesword of Tyrion:..... 125 points
Sunfang adds +3 to Tyrion's Strength. Each wounds inflicts D3 wounds. When used against Daemons a hit wounds automatically and inflicts D3 wounds. Once per game in the shooting phase, Tyrion may direct a firebolt from Sunfang. Use the flame template placing the broad end over your enemies as required. Each model beneath the template is hit on a 4+ and takes 1 Strength 3 hit.
Dragon Armour of Aenarion:..... 75 points
Wearing the Dragon Armour and mounted upon his horse Tryion has an armour saving throw of 1+. The wearer of the Dragon Armour cannot carry a shield.
If Tyrion fails his armour save then he may make a further special saving throw of 4+. Note this is a special save and not an armour save, and so is not affected by armour save modifiers or hits which discount armour saves.
Tyrion is completely immune to all fire-based attacks, including magical fire, warpfire, and so forth.
Heart of Avelorn:..... 50 points
The Heart gives Tyrions a saving throw of 4+ against the effect of any magic spell. Note that this isn't a Dispel, but a magic save. If Tyrion is slain the Heart will break and the release of its power immediately restores him to life with 1 wounds. If this happens the Heart is destroyed.
More High Elves Special Characters
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