11/05/24, 16:40 OPR Army Forge
High Elves • 250pts High Elves 3.3.0
High Noble [1] - 60pts 2x Weapon Master [1] - 15pts 2x Shadow Sister [1] - 25pts
Quality 3+ Defense 4+ Tough 3 Quality 3+ Defense 4+ Quality 3+ Defense 5+
Hero, Tough(3) Weapon RNG ATK AP SPE Quick Shot
Weapon RNG ATK AP SPE Great Weapon - A1 2 - Weapon RNG ATK AP SPE
Heavy Halberd - A3 1 Rending Hand Weapon - A1 - -
3x Phoenix Warrior [1] - 20pts
Upgrade SPE Magic Shortbow 18" A1 - Rending
1x Phoenix Warrior Regeneration Quality 3+ Defense 4+
Regeneration
wizard [1] - 50pts
Champion Weapon RNG ATK AP SPE
Heavy Halberd - A1 1 Rending
Quality 4+ Defense 5+ Tough 3
Hero, Tough(3)
Weapon RNG ATK AP SPE
Hand Weapon - A3 - -
Upgrade SPE
1x Mage Caster(2)
Special Rules
AP: Targets get -X to Defense rolls when blocking hits. Hero: Friendly units within 12” may take morale tests using the hero’s Quality
and special rules, as long as it isn’t Shaken.
Caster: Gets X spell tokens at the start of each round, but can’t hold more than
6 tokens at once. At any point before attacking, spend as many tokens as the Quick Shot: This model may shoot even after using Rush actions.
spell’s value to try casting one or more spells (only one try per spell). Roll one Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
die, on 4+ resolve the effect on a target in line of sight. This model and other
casters within 18” in line of sight may spend any number of tokens at the same Rending: Ignores Regeneration, and unmodified results of 6 to hit get AP(4).
time before rolling, to give the caster +1/-1 to the roll per token. Tough: This model only rolls to check wound effects once it has taken at least X
Defense: Gets +X to Defense rolls. wounds, and is only Knocked Out on rolls of 5+X or more.
High Elves Army Spells
Modesty (1): Target 2 enemy units within 18" get -1 to hit rolls next time they shoot.
Drain (1): Target enemy model within 9" takes 1 hit with AP(1).
Protection (2): Target 4 friendly units within 12" get +1 to defense rolls next time they take hits.
Quench (2): Target enemy unit within 12” takes 2 hits.
Magical Surge (3): Target 4 friendly units within 18" get +2 to hit rolls next time they charge.
Tempest (3): Target 2 enemy units within 12" take 2 hits each.
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