Alarielle, the Everqueen

(Unit)
Type: unit
Category: Special Characters
Categories: Lord, Characters, Special Characters
EntryId: 2fe9-bc3e-7138-09c0
Hidden: false
Costs: 515 pts

Constraints:

max(force): 0
Options (5)
Wizard Level:
Rules (8)
Maiden Guard
If her Maiden Guard are included in the army, she must lead the unit and can not leave it.
If Alarielle is with her Handmaidens then the whole unit becomes Unbreakable
High Mage
Alarielle follows all the rules for a High Mage. In addition, she knows all of the High Magic spells, and also all of the spells from the Lore of Life and may use either or both in the Magic phase.
Boon of Isha
At the start of the High Elf Shooting phase and at the start of the High Elf Close Combat phase, Alarielle may grant the Boon of Isha to a friendly unit within 12". The unit adds +1 to all of its rolls to hit for that phase. In addition, any shooting or close combat attacks made by the unit count as magical for that phase.
The Touch of the Everqueen
Alarielle always strikes first in close combat. If an enemy also has this ability, the models strike in Initiative order (roll off in the case of equal Initiative values). If Alarielle hits her target, then no to wound roll is made. Instead the enemy model may make no attacks that turn, and any other models attacking it hit automatically that phase. In the case of a mounted model (on a chariot or monster, for example), Alarielle must roll to hit against the highest Weapon Skill, but if she hits then the entire model is affected, including any special attacks, impact hits, etc.
Chaos Bane
Any Daemonic unit (including Daemonic monsters and characters) that starts the Magic phase with a model within 6" of Alarielle is affected by the aura of law and harmony that surrounds her. Each unit in range suffers D6 Strength 5 hits that count as magical attacks.


In addition, roll a D6 for each magic item belonging to a model from a Chaos, Skaven or Undead army within 6" of Alarielle at the start of the Magic phase. The magic item is destroyed on a D6 roll of a 6 (roll for each item separately).
Stoic
When fighting against a Dark Elf army, High Elves are immune to Panic
High Elf Mages
High Elf Mages get +1 to each attempt to dispel. Note that this bonus is not cumulative for having more than one High Elf Mage, so an army with two High Elf Mages will still only get +1 to dispel from this source. However, this bonus may still be combined with magic items as normal.
Strikes First
Troops armed with a weapon that strikes last will always strike FIRST during close combat where they would otherwise strike in Initiative order. Note that troops that charge will still strike first in the initial turn of close combat, as charging troops always strike first rather man in Initiative order.

Profiles:

Profile MvWSBSSTWIALdSvSv+USBase
Alarielle

5

4

5

3

3

3

8

1

10

7

4

Modifiers:

add error Please enable "Allow special characters?"
0 selections of Allow special characters? in force (recursive)
set max(force) 1
1+ selections of Allow special characters? in force (recursive)