HIGH ELVES WAR MACHINES
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Repeater Bolt Throwers..... 100 points
The army may include repeater bolt throwers each crewed by 2 Elves. The army may include up to two repeater bolt throwers. The army may include no more additional repeater bolt throwers than it has units of Spearmen, Archers and Lothern Seaguard combined.
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Crew | 5 | 4 | 4 | 3 | 3 |
1 | 6 | 1 | 8 |
Machine | | - | - | - | 7 |
3 | - | - | - |
Equipment: Light armour and hand weapons.
Save: Crew 6+
When it is your turn to shoot, declare whether you are firing a single shot or a volley. If you hit then resolve damage against the target using the bolt thrower's full Strength of 5. If the model is slain then the bolt hits the trooper in the second rank directly behind: resolve damage on the second model with a Strength of 4. If the second rank trooper is slain then a model in the third rank is hit: resolve damage with a Strength 3. Continue to work out damage as the bolt pierces and slays a model in each rank, deducting -1 from the Strength for each rank pierced.
A model damaged by a bolt thrower sustains D4 wounds. Armour saves are not allowed.
Volleys: A volley consist of four separate bolts, but these are always fired towards the same target in the same way as a unit of archers or crossbowmen. Roll to hit for each bolt. The Strength of any hit is a 4 as opposed to a 5 for a single shot. Resolve damage as normal. If the target is slain then the bolt penetrates to the second rank and hits again in exactly the same way as a normal bolt thrower. Several ranks can be penetrated in this way, but the Strength of the hit is reduced by -1 for each rank pierced.
| Range | Strength | Save | Wounds Per Hit |
| Single Shot | 48" | 5-1 per rank | None | D4 |
| Multiple Shot | 48" | 4-1 per rank | None | 1 |
The repeater bolt thrower can be moved by its crew. It cannot move and shoot in the same turn, except to be turned to face it intended target. If one of the two crew members is killed, then its movement is reduced by half. If one is slain then the remaining crewman can continue to operate the machine without any reduction in performance. If both crew are slain the bolt thrower cannot shoot.
Tiranoc Chariots..... 84 points
The army may include Tiranoc chariots consisting of a chariot pulled by 2 Elven Steeds and crewed by 2 Elves.
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Charioteer | 5 | 5 | 4 | 3 | 3 |
1 | 7 | 1 | 8 |
Elven Steed | 9 | 3 | 0 | 3 | 3 |
1 | 4 | 1 | 5 |
Chariot | | - | - | 7 | 7 |
3 | 1 | - | - |
Equipment: Charioteers wear light armour, and carry swords and bows.
Save: Charioteers 6+
Options: Chariots may have scythed wheels (+20 points)
Any Charioteer may be equipped with shields (+1 point), and/or heavy armour (+1 point). Any charioteer may carry a spear (+1 point) and may substitute his bow for longbow (+1 point).
The chariot may add a further two Elven Steeds to pull it, one either side of the original pair (+6 points for the pair).
Chariot steeds may have barding (+4 points). All steeds must have armour or none.
One chariot may carry a magic standard. Note that although chariots may be festooned with flags, banner, or penants, these are not regimental standards and must be regarded purely as decorative. A chariot receives no combat bonuses on account of these.
Characters can commonly ride in chariots, in which case they displace one of the crew. No points adjustment is made for this.
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