The Sea Elves are unlike the Sea Elf sailors known in the Old World. They are instead the decendents of the Tirinocs that were washed into the oceans during the Shundering of Ulthaue. The elves were drowing in the sea, many were battered against the rocks but a few survived the swalling seas and were resced by an unknown god who was properly of Elvern origin. He gave them the skills to live and breathe underwater. He taught them skills they would need to survive in the depths and granted a few strange magical powers.
Today the Sea Elves live on huge seaweed farms on the shallow sea floors of the great ocean. They live close to there allies the Octopi and Giant Sea-Crabs. They live in peace with the Ocean and fight against notorious Fishman and Deep One raids. They also share an uneasy allience with the Merfolk Kingdoms and Amphibians of the Coasts.
The Sea Elves
0-50% Charecters
25%+ Units
0-25% Sea Monsters
0-25% War Machines
0-25% Allies - Merfolk and Amphibians
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1 SEA ELF GENERAL
The General of the Sea Elves is either the Chieftain of the community or a Master Mage-Priest from one of the Great Temples. If the army must include either a Chieftain or a Master Mage-Priest to lead the army.
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Equipment: Sword Options: A Sea Elf General may be armed with any of the following weapons; 2-handed weapon (+1 points), spearhook (+2 points), spear/trident (+1 point) or lance (+2 points). He may carry a net (+2 points) and/or a shield (+1 point). They amy also carry a crossbow (+4 points), if so the bolts may be poised (+1 point). May Ride: The Sea Elf General may ride a Octopus (+10 points), Giant Spider-Crab (+10 points) or a chariot (see warmachines). He may also ride a sea monster (see Sea Monster list). Magic Items: A Sea Elf General may carry upto three magic items. Magic Spells: A Master Mage-Priest is a level 3 spellcaster and may pick three spells from the Sea Magic deck. |
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Sea Elf Heroes ............ 104 points The Sea Elves are a race of great individuals, heros that have led the sea elves in times of war and adventured in to the darkest depths of the oceans beds. You army may include as many Heros as you can afford.
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Equipment: Sword Options: A Sea Elf Hero may be armed with any of the following weapons; 2-handed weapon (+1 points), spearhook (+2 points), spear/trident (+1 point) or lance (+2 points). He may carry a net (+2 points) and/or a shield (+1 point). They amy also carry a crossbow (+4 points), if so the bolts may be poised (+1 point). May Ride: The Sea Elf Hero may ride a Octopus (+10 points), Giant Spider-Crab (+10 points) or a chariot (see warmachines). He may also ride a sea monster (see Sea Monster list). Magic Items: A Sea Elf Hero may carry upto two magic items. |
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Sea Elf Champions ............ 48 points Any Sea Elf Regiment may be led by a Sea Elf Champion.
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Equipment: Sword Options: A Sea Elf Champion must be armed and equippped as the rest of his unit. 2-handed weapon (+1 points), spearhook (+2 points), spear/trident (+1 point) or lance (+2 points). He may carry a net (+2 points) and/or a shield (+1 point). They amy also carry a crossbow (+4 points), if so the bolts may be poised (+1 point). May Ride: The Sea Elf Champion may ride a Octopus (+10 points) or a Giant Spider-Crab (+10 points) if leading a unit of these. Magic Items: A Sea Elf Champion may carry a single magic item. |
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0-2 Sea Elf Mage Priests ............ 121 points A Sea Elf army may inclued upto two Mage-Priests from the Great Temple.
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Equipment: Sword Options: A Sea Elf Mage-Priest must be armed as follows; 2-handed weapon (+1 points), spearhook (+2 points), spear/trident (+1 point) or lance (+2 points). He may carry a net (+2 points) and/or a shield (+1 point). They amy also carry a crossbow (+4 points), if so the bolts may be poised (+1 point). May Ride: The Sea Elf Mage-Priest may ride a Octopus (+10 points), a Giant Spider-Crab (+10 points) or a chariot (see warmachines). They may also ride a sea monster (see Sea Monster list). Magic Items: A Sea Elf may carry upto two Magic Items. Magic Spells: A Mage-Priest is a level 2 spellcaster and may pick two spells from the Sea Magic deck. |
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1+ SEA ELVES ...... 8 points The basic Sea Elf warriors form the core of the Sea Elf army patroling their borders and hunting in the depths. They are oftern armed with tridents and nets in order to fight off intruders.
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Equipment: Hand weapons. Options: May be armed with spears/trident and nets (+3). Can also be armed with; halberds(+2), shild (+1), extra hand weapon (+1) or spear hook (+2). Save: None Leader: May be led by a Sea Elf Champion. He must be armed the same as the unit. He may carry a single magic item. Standard Bearer & Musician: May inclued a standard bearer or/and musician each costing double the points value of an ordinary trooper. A single units standard bearer may carry a magic standard. |
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SEA ELVES CROSSBOWS ...... 8 points Many Sea Elf warriors are trained in the use of crossbows fashioned from fishbone.
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Equipment: Hand weapons & Crossbows Options: They may be armed with shield (+1 point). The crossbow bolts may be dipped in poison (+1 point). Save: None Leader: May be led by a Sea Elf Champion. He must be armed the same as the unit. He may carry a single magic item. Standard Bearer & Musician: May inclued a standard bearer or/and musician each costing double the points value of an ordinary trooper. |
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0-1 SEA ELVES CHAMELEONS ...... 18 points Some Sea Elves have developed the ability to change colour so they can't be seen. These are the Chamelons. They are very individual and silent people who stay away from the sea elf communities.
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Equipment: Hand weapons & Crossbows with poisoned bolts. Options: They may be armed with an extra hand weapon (+1 point) and/or a shield (+1 point). Save: None Leader: May be led by a Sea Elf Champion. He must be armed the same as the unit. He may carry a single magic item. Standard Bearer & Musician: May inclued a standard bearer or/and musician each costing double the points value of an ordinary trooper. SPECIAL RULES Chameleon Skin: When they are on the Ocean Bed they can't be charged. Infiltrate: They can also set up any were on the board except for the enemies deployment zone. |
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0-2 SEA ELF OCTOPUS RIDERS
The Sea Elves of the King ride Giant Octopus into battle others ride mighty chariots. The Octopus are trained by the Sea Elves and are mostly used as cavalry. The Riders carry mighty ceremonial lances. Some times these riders are left to gaurd the Sea Elfs Plantations or are used as escorts of the King.
Equipment: Hand weapons, shilds and cerimonial lances. Options: They may be armed with an extra hand weapon (+1 point) and/or a shield (+1 point). Save: None |
Leader: May be led by a Sea Elf Champion. He must be armed the same as the unit. He may carry a single magic item. Standard Bearer & Musician: May inclued a standard bearer or/and musician each costing double the points value of an ordinary trooper. A single units standard bearer may carry a magic standard. ![]() SPECIAL RULES Cerimonial Lances: +1 to Riders Weapon Skill on Charge. Sea Levels: The Octopus cannot go on the Ocean Surface. Spit Ink: On a 4+ they spit ink at one enemy model in base contact which gives the enemy model -1 Weapon Skill for that round. |
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0-2 SEA ELF GIANT SPIDER-CRAB RIDERS
The Sea Elves also tame the Giant Spider-Crabs and take them into battle. The Sea Elf Border Patrols ride Giant Spider-Crabs on there partrols of the borders, particularly the north.
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Equipment: Hand weapons, shilds, nets and tridents. Options: None Save: 5+ Leader: May be led by a Sea Elf Champion. He must be armed the same as the unit. He may carry a single magic item. Standard Bearer & Musician: May inclued a standard bearer or/and musician each costing double the points value of an ordinary trooper. A single units standard bearer may carry a magic standard. |
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OCTOPUS CHARIOTS ....... 85 points If your army contains a unit of Octopus Riders you may have an Octopus Chariot. Each Chariot has two Sea Elf crew and is pulled by 2 Octopuses.
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Equipment: The Sea Elves carry hand weapons, shields and cerimonial lances. Options: You may buy extra crew men at the cost of 11 points each. You may buy extra Octopuses at the cost of 10 points each. Save: 6+ Leader: May be led by a Sea Elf Champion. He must be armed the same as the unit. He may carry a single magic item. Standard Bearer & Musician: May inclued a standard bearer or/and musician each costing double the points value of an ordinary trooper. A single chariots standard bearer may carry a magic standard. SPECIAL RULES Cerimonial Lances: +1 to Riders Weapon Skill on Charge. Sea Levels: The Octopus cannot go on the Ocean Surface. Spit Ink: On a 4+ they spit ink at one enemy model in base contact which gives the enemy model -1 Weapon Skill for that round. |
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GIANT CRAB CHARIOTS ....... 80 points If your army contains a unit of Giant Spider-Crab Riders you may have an Giant Crab Chariot. Each Chariot has two Sea Elf crew and is pulled by 2 Giant Crabs.
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Equipment: Hand weapons, shilds, nets and tridents. Options: You may buy extra crew men at the cost of 8 points each. You may buy extra Giant Crab at the cost of 10 points each. Save: 6+ Leader: May be led by a Sea Elf Champion. He must be armed the same as the unit. He may carry a single magic item. Standard Bearer & Musician: May inclued a standard bearer or/and musician each costing double the points value of an ordinary trooper. A single chariots standard bearer may carry a magic standard. |