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Warhammer 9th age Highborn Elves army book

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  • Fantasy Battles The 9th Age

    Highborn Elves Army Rules

    Version 0.11.0 Beta

    Army Special Rules Armoury Honours Magical Items Quick Reference Sheet Change Log

    Lords Heroes Core Special Rare Mounts

    Fantasy Battles: The 9th Age is a community-made miniatures wargame.

    All relevant rules, as well as feedback and suggestions, can be found/given here:

    http://www.the-ninth-age.com/

    Rules changes between versions are colour coded in green. See change log at end of document.

  • Army Special Rules

    Martial Discipline Models with this special rule test to make Leadership Tests on three dice, and may discard the highest. This rule cannot be used for Panic Tests nor Break Tests.

    Master of Balance If your army includes one or more models with this rule, add an additional +1 to Channel attempts in the opponents Magic Phase.

    Sword Sworn At the start of each Combat Phase a model with this rule that is on foot and fighting with a Great Weapon must choose to gain either +1 to-hit or Distracting from models in the front. This decision lasts until the end of that Combat Phase. All models in the same unit must choose the same effect. The model also gains Ward Save (6+) against Shooting attacks and Close Combat attacks.

    Valiant Models with this special rule gains Stubborn when in base contact with a model that causes Fear.

    Armoury Moonlight Arrows. When fired from a mundane Bow or Longbow, Moonlight Arrows grant +1 to-wound, Armour Piercing (1), Magical Attacks and Flaming Attacks. Lions Fur. Models on Foot only. Wearer has Innate Defence (6+) or Innate Defence (5+) against Shooting attacks. May not be taken by a model with Dragonforged Armour. Dragonforged Armour. Heavy Armour. The wearer gains Fireborn and Ward Save (6+).

    2

  • Honours Honours of High Princes and Commanders

    Master of Canreig Tower (120/75 pts) - Models on foot only Bearer gains Sword Sworn, Master of Balance and becomes a Level 1 Wizard Apprentice. Chooses 8/2 spells from the Lost Path (Commanders must note which spells on the army list).

    Fleet Officer (20 pts) Bearer gains Quick to Fire and Weapon Master. If the bearer is on foot, wearers unit may perform a Combat Reform if it is successfully charged. This is performed after all charged towards bearers unit has been moved, and follows all rules and restrictions for Combat Reforms.

    Instead of the normal mount selection, the bearer may choose: Giant Eagle 50 / 60 pts Sky Sloop 65 / 75 pts The bearer may take Ambush 5 pts

    High Warden of the Flame (90/75 pts) Bearer gains Ward Save (4+), Immune to Psychology, Magic Resistance (1). Bearer and the unit he/she join gain Holy Attacks.

    Instead of the normal mount selection, the bearer may choose: Fire Phoenix 160 / 210 pts Frost Phoenix* 200 pts *Hight Prince only

    Queen's Companion (20 pts) - Models on foot only. Bearer gain Multiple Shot (3). Bearers unit gains Quick to Fire and ignore to-hit penalties for Multiple Shot.

    The bearer may take (one choice only) Scout 15 pts Moonlight Arrows 5 pts

    Royal Huntsman (40/30 pts) Bearer gain Valiant. When fighting with mundane Great Weapon, it gains Multiple Wounds (2, Monstrous Beast, Monstrous Cavalry, Chariot, Monsters, Ridden Monsters).

    Instead of the normal mount selection, the bearer may choose: Lion Chariot 90/ 100 pts

    Honours of Archmages and Mages Master of the Wizard Tower (50 pts) The range of all non-aura, non-vortex spells cast by bearer is increased by +6. In addition, the Wizard has a bound spell:

    Drain Magic: Power Level 4, Type: Range: 18, Universal. Duration: Instant. All spell with Duration: Last One Turn or Remains In Play affecting the target immediately comes to an end.

    Order of the Fiery Heart (220/205 pts) The bearer must generate spells from Path of Fire, and always knows the spell Flaming Swords in addition to its normal spells. If the Flaming Sword is rolled while generating spells, simply reroll the dice. This does not prevent other wizards from knowing this spell. In addition, the Path Attribute Raging Fire deals D6 hits instead of D3 when cast by the bearer.

    Instead of the normal mount selection, the bearer must take: Young Dragon free Dragon* 130 pts Fire Phoenix* 20 pts *Archmage only

    3

  • Magical items Magical Weapons Great Bow of Elu (25 pts) Type: Longbow . Range 30, Strength: As user +1 , Armour Piercing (1). Magical Armour Daemon Hunters Helm (25 pts) Type: None (6+ Armour Save). Wearer gains a Ward Save (3+) against Magical Attacks. Talismans Gleaming Robes (45 pts) - Mage or Archmage only. Cannot be taken on Ridden Monsters. Wearer gain Ethereal. Bearer and his mount may not make attacks, including special attacks, and may not take Magical Weapons. Enchanted Items Shard of Nullification (100 pts) - Model on foot only. Models within 6" of the bearer cannot Cast (including Aided Casting), Dispel (including Aided Dispels), and Channel. Magical Items (other than Shard of Nullification) within 6" have no effects (revert to mundane version of the items). Cloak of the Stars (25 pts) Spells cast against the bearer or his unit suffer -2 to their casting roll.

    Shard of Cenyrn (10 pts) One use only. Use at the start of any combat phase. The wearer may reroll all to-hit and to-wound rolls until the end of the phase. Wounds caused by the bearer must reroll all successful saves of any kind. At the end of the phase the model suffers 1 wound with no saves of any kind allowed.

    Arcane Items Book of Meladys (50/30 pts) Once per magic phase, the bearer can reroll a single Power or Dispel Dice when making casting or dispelling attempts, provided the dice was not a '6'. Amethyst Crystal (70 pts) During the enemy's magic phase, the Crystal allows the player to remove 1 dice from the opponent's Power Dice pool and add it to his own Dispel Dice pool. Magical Standards War Banner of Ryma (50 pts) All Dragons within 12 gain Stubborn. The bearer and his unit gain Ward Save (5+) against Ranged Attacks and Ward Save (6+) against Close Combat Attacks.

    Banner of Becalming (25 pts) A Unit with this banner may perform Channeling, All friendly Wizards gain +1 to Dispel Attempts, up to a total maximum of +2.

    4

  • Army List LORDS

    High Prince 130 pts single model

    M WS BS S T W I A Ld

    5 7 7 4 3 3 8 4 10 Infantry 20x20mm base

    Armour: Light Armour Army Special Rules: Martial Discipline and Lightning Reflexes

    Options: pts May take Magical Items up to 100 May take a single Honour no pt limit May take (one choice only): Lions Fur 15 Dragonforged Armour 15 May take any of the following

    Shield 5 Heavy Armour 8

    May take a Longbow 3 May take a weapon (one choice only)

    Additional Hand Weapon 5 Spear 5 Light Lance 5 Great Weapon 10 Halberd 10 Lance 15

    May take a mount (one choice only) Elven Horse 20 Giant Eagle 50

    Reaver Chariot 60 Lion Chariot 90

    Griffon 120 Young Dragon 170

    Dragon 250

    5

  • Archmage 190 pts single model

    M WS BS S T W I A Ld

    5 4 4 3 3 3 5 1 9 Infantry 20x20mm base

    Army Special Rules: Martial Discipline and Lightning Reflexes Special Rules: Master of Balance Magic: Level 3 Wizard Master. Generate spells from Path of White Magic or any of the Battle Magic Paths

    Options: pts May become a Level 4 Wizard 35 May take Magical Items up to 100 May take a single Honour no pt limit May take a mount (one choice only)

    Elven Horse 20 Giant Eagle 40 Reaver Chariot 60

    Griffon 100 Young Dragon 170 Dragon 300

    6

  • HEROES

    Commander 70 pts single model

    M WS BS S T W I A Ld

    5 6 6 4 3 2 7 3 9 Infantry 20x20mm base

    Armour: Light Armour Army Special Rules: Martial Discipline and Lightning Reflexes

    Options: pts May be the Battle Standard Bearer 25 May take Magical Items up to 50 May take a single Honour no pt limit May take (one choice only): Lions Fur 4

    Dragonforged Armour 12 May take any of the following

    May take a Shield 2 Heavy Armour 5

    May take a Longbow 2 May take a weapon (one choice only)

    Additional Hand Weapon 5 Spear 5 Light Lance 5 Great Weapon 8 Halberd 8 Lance 10

    May take a mount (one choice only) Elven Horse 15 Giant Eagle 60 Reaver Chariot 70 Lion Chariot 100

    Griffon 150

    Mage 70 pts single model

    M WS BS S T W I A Ld

    5 4 4 3 3 2 5 1 8 Infantry 20x20mm base

    Army Special Rules: Martial Discipline and Lightning Reflexes Special Rules: Master of Balance Magic: Level 1 Wizard Apprentice. Generate spells from Path of White Magic or any of the Battle Magic Paths

    Options: pts May become a Level 2 Wizard 25 May take Magical Items up to 50 May take a single Honour no pt limit May take a mount (one choice only)

    Elven Horse 15 Giant Eagle 40

    Reaver Chariot 60

    7

  • CORE

    Citizen Spears 80 pts 10 models, may add up to 40 models 8 pts/model

    M WS BS S T W I A Ld

    5 4 4 3 3 1 5 1 8 Infantry 20x20mm base

    Weapons: Spear Armour: Light Armour and Shields Army Special Rules: Martial Discipline and Lightning Reflexes Special Rules: Fight in Extra Rank

    Options: pts May take Heavy Armour 2 / model May upgrade one model to each of the following:

    Champion 10 Musician 10 Standard Bearer 10 - may become the Veteran Standard Bearer*

    *The Veteran Standard Bearer is One of a Kind and may take a Magical Standard worth up to 25 pts.

    Citizen Archers 90 pts 10 models, may add up to 20 models 9 pts/model

    M WS BS S T W I A Ld

    5 4 4 3 3 1 5 1 8 Infantry 20x20mm base

    Weapons: Longbow Armour: Light Armour Army Special Rules: Martial Discipline and Lightning Reflexes

    Options: pts May upgrade one model to each of the following:

    Champion 10 Musician 10 Standard Bearer 10 - may become the Veteran Standard Bearer

    Sea Guard 110 pts 10 models, may add up to 30 models 11 pts/model

    M WS BS S T W I A Ld

    5 4 4 3 3 1 5 1 8 Infantry 20x20mm base

    Weapons: Spear and Bow Armour: Light Armour and Shield Army Special Rules: Martial Discipline and Lightning Reflexes Special Rules: Fight in Extra Rank, Quick to Fire and Weapon Master

    Options: pts May take Heavy Armour 2 / model A single unit up to 30 models may purchase

    Ambush 2 / model May upgrade one model to each of the following:

    Champion 10 Musician 10 Standard Bearer 10 - may become the Veteran Standard Bearer

    8

  • Highborn Lancers 95 pts 5 models, may add up to 10 models 18 pts/model

    M WS BS S T W I A Ld

    Rider 5 4 4 3 3 1 5 1 8

    Elven Horse 9 3 - 3 3 1 4 1 3 Cavalry 25x50mm base

    Weapons: Lance Armour: Mounts Protection (6+), Heavy Armour and Shield Army Special Rules: Martial Discipline and Lightning Reflexes (Rider only)

    Options: pts May take Mounts Protection (5+) 4 / model May upgrade one model to each of the following:

    Champion 10 Musician 10 Standard Bearer 10 - may become the Veteran Standard Bearer

    Elein Reavers 80 pts 5 models, may add up to 5 models 16 pts/model

    M WS BS S T W I A Ld

    Rider 5 4 4 3 3 1 5 1 8

    Elven Horse 9 3 - 3 3 1 4 1 3 Cavalry 25x50mm base

    Weapons: Light Lance Armour: Mounts Protection (6+) and Light Armour Army Special Rules: Martial Discipline and Lightning Reflexes (Rider only) Special Rules: Fast Cavalry

    Options: pts May take Mounts Protection (5+) 3 / model May take Bow 1 / model May upgrade one Rider to each of the following:

    Champion 10 Musician 10 Standard Bearer 10

    9

  • SPECIAL

    Sword Masters 65 pts 5 models, may add up to 25 models 13 pts/model

    M WS BS S T W I A Ld

    5 6 4 3 3 1 6 2 8 Infantry 20x20mm base

    Weapons: Great Weapon Armour: Heavy Armour Army Special Rules: Martial Discipline and Lightning Reflexes Special Rules: Sword Sworn

    Options: pts May upgrade one model to each of the following:

    Champion 10 - may take a single Magical Weapon up to 25 Musician 10 Standard Bearer 10 - may take Magical Standard up to 50

    Lion Guard 130 pts 10 models, may add up to 20 models 13 pts/model

    M WS BS S T W I A Ld

    5 5 4 4 3 1 5 1 8 Infantry 20x20mm base

    Weapons: Great Weapon Armour: Heavy Armour and Lions Fur Army Special Rules: Martial Discipline and Lightning Reflexes Special Rules: Multiple Wounds (2, Monstrous Cavalry, Monstrous Beasts, Chariot, Monster and Ridden Monster), Strider (Forest), Valiant and Bodyguard (High Prince and Commander)

    Options: pts A single unit may Skirmish (up to 15 models) 2 / model May upgrade one model to each of the following:

    Champion 10 - may take a single Magical Weapon up to 25 Musician 10 Standard Bearer 10 - may take Magical Standard up to 50

    10

  • Flame Wardens 150 pts 10 models, may add up to 15 models 15 pts/model

    M WS BS S T W I A Ld

    5 5 4 3 3 1 6 1 9 Infantry 20x20mm base

    Weapons: Halberd Armour: Heavy Armour Army Special Rules: Martial Discipline and Lightning Reflexes Special Rules: Fight in Extra Ranks, Immune to Psychology and Ward Save (4+)

    Options: pts May upgrade one model to each of the following:

    Champion 10 - may take a single Magical Weapon up to 25 Musician 10 Standard Bearer 10 - may take Magical Standard up to 50

    Grey Watchers 80 pts 5 models, may add up to 7 models 16 pts/model

    M WS BS S T W I A Ld

    5 5 5 3 3 1 5 1 8 Infantry 20x20mm base

    Weapons: Bow Armour: Light Armour Army Special Rules: Martial Discipline and Lightning Reflexes Special Rules: Poisoned Attacks (Shooting only), Skirmishers and Scout

    Options: pts Additional Hand Weapon 1 / model May upgrade one model to Champion 10

    11

  • Reaver Chariot 65 pts 1 model, may add up to 3 models 60 pts/model

    M WS BS S T W I A Ld

    Chariot - - - 5 4 4 - - -

    Crew (2) - 4 4 3 - - 5 1 8

    Elven Horse (2) 9 3 - 3 - - 4 1 3 Chariot 50x100mm base

    Weapons: Light Lance and Longbow Armour: Mounts Protection (6+) and Light Armour Army Special Rules: Martial Discipline and Lightning Reflexes (Crew only) Special Rules: Free Reform

    Options: pts May purchase the Vanguard special rule 15 / model

    Lion Chariot 90 pts single model

    M WS BS S T W I A Ld

    Chariot - - - 5 4 4 - - -

    Crew (2) - 5 4 4 - - 5 1 8

    Lion (2) 8 5 - 5 - - 4 2 - Chariot 50x100mm base

    Weapons: Great Weapon Armour: Mounts Protection (5+) and Heavy Armour Army Special Rules: Martial Discipline and Lightning Reflexes (Crew only) Special Rules: Multiple Wounds (2, Monstrous Cavalry, Monstrous Beasts, Chariot, Monster and Ridden Monster) (Crew only), Valiant and Scythes

    12

  • Sky Sloop 70 pts 1 model, may add up to 2 models 65 pts/model

    M WS BS S T W I A Ld

    Chariot - - - 4 4 4 - - -

    Crew (2) - 4 4 3 - - 5 1 8

    Hawk (1) 2 4 - 4 - - 4 2 8 Chariot 50x100mm base

    Weapons: Light Lance Sky Reaper: This is a Volley Gun Artillery Weapon with Range 24", Strength 3, Armour Piercing (1), Multiple Shots (5) Armour: Mounts Protection (6+) and Light Armour Army Special Rules: Martial Discipline and Lightning Reflexes (Crew only) Special Rules: Fly (9), Quick to Fire and Free Reform

    Options: pts May take a Giant Bow 25

    Giant Bow A Sky Reaper upgraded with Giant Bow may alternatively be fired as a Bolt Thrower Artillery Weapon with the following profile: Range 24", Strength 5, Multiple Wounds (D3), Armour Piercing (6)

    Sea Guard Reaper 60 pts single model

    M WS BS S T W I A Ld

    Reaper - - - - 7 2 - - -

    Crew (2) 5 4 4 3 3 - 5 1 8 Warmachine 60mm round base

    Weapons: Elven Bolt Thrower: This is a Bolt Thrower Artillery Weapon with Range 48", Strength 6, Multiple Wounds (D3), Armour Piercing (6) Armour: Light Armour Army Special Rules: Martial Discipline and Lightning Reflexes

    Options: pts May purchase Repeating Shot 15

    Repeating Shot: An Elven Bolt Thrower upgraded with Repeating Shots may alternatively be fired as a Volley Gun Artillery Weapon with the following profile: Range 48", Strength 4, Armour Piercing (1), Multiple Shots (6)

    13

  • Giant Eagle 50 pts 1 model, may add up to 4 models 35 pts/model

    M WS BS S T W I A Ld

    2 5 0 4 4 3 4 2 8 Monstrous Beast 50x50mm base

    Special Rules: Fly (9)

    Options: pts May take Armour Piercing (1) 5 / model May take Lightning Reflexes 10 / model

    Knights of Ryma 135 pts 5 models, may add up to 7 models 27 pts / model

    M WS BS S T W I A Ld

    Knight 5 5 4 4 3 1 6 1 9

    Elven Horse 9 3 - 3 3 1 4 1 3 Cavalry 25x50mm base

    Weapons: Lance Armour: Mounts Protection (5+), Dragonforged Armour and Shields Army Special Rules: Martial Discipline and Lightning Reflexes (Knight only)

    Options: pts May take Devastating Charge 5 / model May upgrade one model to each of the following:

    Champion 10 - may take a single Magical Weapon up to 25 Musician 10 Standard Bearer 10 - may take Magical Standard up to 50

    14

  • RARE

    Queens Guard 65 pts 5 models, may add up to 15 models 13 pts/model

    M WS BS S T W I A Ld

    5 5 5 3 3 1 5 1 8 Infantry 20x20mm base

    Weapons: Bow and Moonlight Arrows Armour: Light Armour Army Special Rules: Martial Discipline and Lightning Reflexes

    Options: pts May take Spears 1 / model May take one of the following:

    Longbow 1 / model Skirmish (up to 10 models) 3 / model

    May upgrade one model to each of the following : Champion 10 Musician* 10 Standard Bearer* 10

    * cannot be taken if Skirmish

    15

  • Phoenix 160 pts single model

    M WS BS S T W I A Ld

    Fire Phoenix 2 5 0 5 5 5 4 3 8 Monster 50x100mm base

    Frost Phoenix 2 5 0 5 5 5 3 5 8 Monster 50x100mm base

    Must become one of the following:

    Fire Phoenix (free) Special Rules: Fly (9), Magical Attacks, Ward Save (5+), Fireborn, Flaming Attacks Flame Swoop: During the Remaining Moves sub-phase models with this rule can activate it over an unengaged enemy unit. Nominate one unit which the model moved over this turn. This unit suffers D6 hits, plus additional D3 hits for each rank the unit has after the first rank. These hits are Strength 4 with the Flaming Attacks Special Rule and are considered special and shooting attacks. Note that Magical Moves can also activate this ability. Rebirth: When a Fire Phoenix loses its last wound, place a marker centered on the final position of the model. At the start of each of your remaining moves sub-phases, roll a D6 for each marker and consult the table below. If the Fire Phoenix is ridden, add 1 to the result, except for rolls of a natural 1.

    Frost Phoenix (40 pts) Armour: Innate Defence (5+) Special Rules: Fly (8), Magical Attacks, Ward Save (5+) Chill Aura: The model causes enemy units in base contact to suffer -3 Initiative and -1 Strength, to a minimum of 1. Enemy units may only be affected by one Chill Aura at the time.

    1 or less Dead Embers: Remove the marker

    2-3 Dying Flames: Marker remains, but subtract 1 from your next Rebirth roll

    4-5 Kindled Embers: Marker remains, but add 1 to your next Rebirth roll

    6 or more Phoenix Reborn: Replace the marker with the model at full wounds, including any rider, within 3" from the marker (in any direction) and remove the marker. If you cannot place the model, treat the result as a 1.

    16

  • MOUNTS The Mounts section is for character mounts. Non-character mounts follow the rules given under their respective entries.

    Giant Eagle

    M WS BS S T W I A Ld

    2 5 0 4 4 3 4 2 8 Monstrous Beast 50x50mm base

    Armour: Mounts Protection (6+) Special Rules: Fly (9)

    Options: pts May take Armour Piercing (1) 5 May take Lightning Reflexes 10

    Griffon M WS BS S T W I A Ld

    6 5 0 5 5 4 5 4 5 Monstrous Beast 50x50mm base

    Special Rules: Fly (8), Large Target and Fear

    Options: pts May take Armour Piercing (1) 5 May take Lightning Reflexes 10 May take Thunderous Charge and Devastating

    Charge 25

    Elven Horse M WS BS S T W I A Ld

    9 3 0 3 3 1 4 1 3 War Beast 25x50mm base

    Armour: Mounts Protection (6+)

    Options: pts May increase its Mounts Protection to (5+) 10

    17

  • Reaver Chariot M WS BS S T W I A Ld

    Chariot - - - 5 4 4 - - -

    Crew (2) - 4 4 3 - - 5 1 8

    Elven Horse (2) 9 3 - 3 - - 4 1 3 Chariot 50x100mm base

    Weapons: Light Lance and Longbow Armour: Mounts Protection (6+) and Light Armour Army Special Rules: Martial Discipline and Lightning Reflexes (Crew only) Special Rules: Free Reform

    Options: pts May gain Vanguard 10 / model

    Lion Chariot M WS BS S T W I A Ld

    Chariot - - - 5 4 4 - - -

    Crew (2) - 5 4 4 - - 5 1 8

    Lion (2) 8 5 5 5 - - 4 2 - Chariot 50x100mm base

    Weapons: Great Weapon Armour: Mounts Protection (5+) and Heavy Armour Army Special Rules: Martial Discipline and Lightning Reflexes (Crew only) Special Rules: Multiple Wounds (2, Monstrous Cavalry, Monstrous Beasts, Chariot, Monsters and Ridden Monster) (Crew only), Valiant and Scythes

    18

  • Sky Sloop M WS BS S T W I A Ld

    Chariot - - - 4 4 4 - - -

    Crew (2) - 4 4 3 - - 5 1 8

    Hawk (1) 2 4 - 4 - - 4 2 8 Chariot 50x100mm base

    Weapons: Light Lance Sky Reaper: This is a Volley Gun Artillery Weapon with Range 24", Strength 3, Armour Piercing (1), Multiple Shots (5) Armour: Mounts Protection (6+) and Light Armour Army Special Rules: Martial Discipline and Lightning Reflexes (Crew only) Special Rules: Fly (9), Quick to Fire and Ward Save (5+)

    Options: pts May take a Giant Bow 25 Giant Bow A Sky Reaper upgraded with Giant Bow may alternatively fire as a Bolt Thrower Artillery Weapon with the following profile: Range 24", Strength 5, Multiple Wounds (D3), Armour Piercing (6)

    Fire Phoenix M WS BS S T W I A Ld

    2 5 0 5 5 5 4 3 8 Monster 50x100mm base

    Special Rules: Fly (9), Magical Attacks, Ward Save (4+), Fireborn, Flaming Attacks, Flame Swoop and Rebirth (see Phoenix rare unit)

    Frost Phoenix M WS BS S T W I A Ld

    2 5 0 5 5 5 3 5 8 Monster 50x100mm base

    Special Rules: Fly (8), Magical Attacks, Ward Save (4+), Innate Defence (5+) and Chill Aura (see Phoenix rare unit)

    19

  • Young Dragon M WS BS S T W I A Ld

    6 5 1 5 5 5 3 4 9 Monster 50x100mm base

    Armour: Innate Defence (3+) Special Rules: Fly (8) and Breath Weapon (Strength 4, Flaming Attacks)

    Dragon (One of a Kind) M WS BS S T W I A Ld

    Dragon 6 5 1 6 6 6 3 5 9 Monster 50x100mm base

    (Ancient Dragon) 6 6 1 7 7 7 3 6 9 Monster 50x100mm base

    Armour: Innate Defence (3+) Special Rules: Fly (7) and Breath Weapon (Strength 4, Flaming Attacks)

    Options: pts If mounted by a High Prince, may upgrade to Ancient Dragon 100

    20

  • Quick Reference Sheet L - Lords, H - Heroes, C - Core, S - Special, R - Rare, M - Mounts only

    CHARACTERS M WS BS S T W I A Ld

    L High Prince 5 7 7 4 3 3 8 4 10

    Archmage 5 4 4 3 3 3 5 1 9

    H Commander 5 6 6 4 3 2 7 3 9

    Mage 5 4 4 3 3 2 5 1 8

    INFANTRY

    C Citizen Spear 5 4 4 3 3 1 5 1 8

    Citizen Archer 5 4 4 3 3 1 5 1 8

    Seal Guard 5 4 4 3 3 1 5 1 8

    S Sword Master 5 6 4 3 3 1 6 2 8

    Flame Warden 5 5 4 3 3 1 6 1 9

    Lion Guard 5 5 4 4 3 1 5 1 8

    Grey Watcher 5 5 5 3 3 1 5 1 8

    R Queens Guard 5 5 5 3 3 1 5 1 8

    CAVALRY

    C Elein Reaver 5 4 4 3 3 1 5 1 8

    - Elven Horse 9 3 - 3 3 1 4 1 3

    Highborn Lancer 5 4 4 3 3 1 5 1 8

    - Elven Horse 9 3 - 3 3 1 4 1 3

    S Knight of Ryma 5 5 4 4 3 1 6 1 9

    - Elven Horse 9 3 - 3 3 1 4 1 3

    WAR BEASTS M WS BS S T W I A Ld

    M - Elven Horse 9 3 - 3 3 1 4 1 3

    MONSTROUS BEASTS

    S Giant Eagle 2 5 - 4 4 3 4 2 8

    M Griffon 6 5 - 5 5 4 5 4 5

    WAR MACHINES

    S Sea Guard Reaper - - - - 7 2 - - -

    - Crew (2) 5 4 4 3 3 - 5 1 8

    CHARIOTS

    S Reaver Chariot - - - 5 4 4 - - -

    - Crew (2) - 4 4 3 - - 5 1 8

    - Elven Horse (2) 9 3 - 3 - - 4 1 3

    Sky Sloop - - - 4 4 4 - - -

    - Crew (2) - 4 4 3 - - 5 1 8

    - Hawk (1) 2 4 - 4 - - 4 2 -

    Lion Chariot - - - 5 4 4 - - -

    - Crew (2) - 5 4 4 - - 5 1 8

    - Lion (2) 8 5 - 5 - - 4 2 -

    MONSTERS

    R Fire Phoenix 2 5 - 5 5 5 4 3 8

    Frost Phoenix 2 5 - 5 5 5 3 5 8

    M Young Dragon 6 5 1 5 5 5 3 4 9

    Dragon 6 5 1 6 6 6 3 5 9

    Ancient Dragon 6 6 1 7 7 7 3 6 9

    ARTILLERY WEAPON Range S Multiple Shots Multiple Wounds Armour Piercing

    Sea Guard Reaper Elven Bolt Thrower Bolt Thrower 48 6 - D3 6

    - Repeating Shot Volley Gun 48 4 6 - 1

    Hawk Chariot Sky Reaper Bolt Thrower 24 5 - D3 6

    Sky Repeater Volley Gun 24 3 5 - 1

    21

  • CHANGE LOG version 0.9.0 beta released v0.9.1 Master of the Paths Shard of Nullification prince and captin, can take light lance mage, can ride chariot Coast Guard Reaper movement Flame Swoop, clarification Shadow watchers point cost v0.10.0 Names of Units and Rules updated Sword Sworn - added foot limitation Captains Command - Moved under Officer of the Fleet Honour Captains Command - Ward Save (5+) when mounted Citizen Spears - one unit of spearmen or arch can take magical banner Citizen Archers - New armour added & one unit of spearmen or archer can take magical banner Lion Guard - Bodyguard against fear causing models Sky Sloop - changed weapon options Fire Phoenix - +1 to rebirth only when mounted by High Warden of the Flame Griffon - Added Devastating charge and update points. Lion Guard: updated Highborn Lancers: changed to 18 ppm Sword Masters: Added Ward Save(6+) Lion Chariot: Streamlined with Lion Guard Queens Guard: updated Fire Phoenix: updated Flame swoop Coastal Sentinel : Cost updated Commander: Chariot mount cost updated core unit magic standards Sky sloop points reaver chariot points v0.11.0 Banner of Becalming: Updated. Gleaming Robe: cannot be taken on Ridden Monsters. Knights of Ryma: Move to special, points and profile updated. Archmage & Mage: Updated point cost Sword Sworn honours, major rewrite, simplifications mounted Sky Sloop Banner of Becalming Ancient Dragon: WS mounted phoenix ward save mundane weapon cost for characters streamlined Renamed Magic Items, Weapons, Armour and Standards to Magical

    22