Galactic Elves


Existing long before mankind had reached the stars, the ancient and eternal Elves have traveled the galaxy. Similar in appearance to a tall, slight of build human, the Elves possess near supernatural strength and speed. Many of their kind are also able to manifest powerful psychic abilities.

Each infantry unit below gives you points cost and unit structure to field the “Galactic Elves” faction. To determine the points cost of A squad, add together the costs of individual troopers that will be in your unit (ensuring you follow the structure rules).

Elf Hero


Weapon Ra DM FE AP Misc Points
Gauss Pistol 5" / 15" 3 0 0 +1 to close assaults 54

Notes

Personality: One "Personality" of your choice.
Assault Troops: +2 to all Close Assaults.
Hero: This trait may only be taken by a Character or Psionic. Heroes always Shoot individually, even when attached to another unit. When firing at close range, they may choose the target figure. They are also Fearless, Shock Troops. Non-heroes suffer a -2 penalty to Fire Effect when firing at a Hero.

Total Points: 54

Defenders

Even the basic defenders of the space Elves are superior warriors to a standard human soldier. Most troopers will have had hundreds of years of training and experience and their supernatural reflexes make them glide across the battlefield.

Structure: May take one “Specialist”.

Squad Size: 6 - 12 troops


Member Weapon Ra DM FE AP Notes Points
Leader Gauss Carbine 5" / 25" 3 0 0 Regular Leader 9
Trooper Gauss Carbine 5" / 25" 3 0 0 9
Specialist Gauss Carbine 5" / 25" 3 0 0 One Personality 11

Defender Weapons Team

Some Elven defenders man portable weapons platforms that provide that extra punch when needed.

Crew: 2


Weapon Ra DM FE AP Misc Points
Gauss Pistol 5" / " 3 0 0 +1 to close assaults
Chain Gun - Light 5"/15" 2 5 0 43
Beam - Light 5"/15" 2 0 1 47
Missile Launcher 5"/15" 2 1 3 Can fire HE (Blast 3, 0 AP) or AP (Blast 0, 3 AP) 47
Cannon - Light 5"/15" 3 0 0 Blast 3 47

Notes

Grav Mount: A grav mount allows for heavy weapons to be moved more easily and will also dampen recoil when fired. The mount may move at the same speed as it's crew, is unhindered by terrain but may not perform rush moves.

The crew must remain within normal coherency distance of the mount to operate it and when mounting a “light” or “medium” version of any heavy weapon, the mount may move and fire its armament.

When fired upon, treat the mount as a normal squad member, with heavy armour. A hit indicates that the mount is damaged and the crew must make a quality test each turn, and pass on two or more dice to operate it. If the platform recieves a second hit, or all 3 dice fail, the platform is destroyed and the crew must operate the weapon in the traditional fashion.

Destined Avengers

The elites of the Elven armies, these soldiers are highly trained and have fought in hundreds or thousands of conflicts.

Structure: Must have either a Leader or Exulted Leader, May take one “Specialist” Avenger.

Squad Size: 4 - 10 troops


Member Weapon Ra DM FE AP Notes Points
Leader Gauss Carbine 5" / 25" 3 0 0 Regular Leader 14
Exulted Leader Gauss Carbine 5" / 25" 3 0 0 Regular Leader, One Personality 16
Avenger Gauss Carbine 5" / 25" 3 0 0 14
Specialist Gauss Carbine 5" / 25" 3 0 0 One Personality 16

Notes

Hardened: These troops ignore being Under Fire until they suffer their first casualty, and may always leave wounded behind.

Descending Eagles

Equipped with advanced anti-gravity packs and often sporting ceremonial wings, The Eagles descend from the heavens bring with them swift demise to their enemies.

Structure: Must have either a Leader or an Exulted Leader, may have one Specialist.

Squad Size: 4 - 40 troops


Member Weapon Ra DM FE AP Notes Points
Leader High Tech Rifle 5" / 30" 2 0 0 Regular Leader 20
Exulted Leader High Tech Rifle 5" / 30" 2 0 0 Regular Leader, One Personality 23
Eagle High Tech Rifle 5" / 30" 2 0 0 20
Specialist High Tech Rifle 5" / 30" 2 0 0 One Personality 23

Notes

Flyer: Units with this trait are considered airborne at all times. They may move over any obstacles and never receive any benefit from terrain.
Swift: These units add +4” to their base movement rate.

Scorpions

Wrapped in garb similar in appearance to an earth scorpion, these elite warriors lie in wait and pounce on an enemy with ruthless aggression.

Structure: Must have either a Leader or Exulted Leader, May take one “Specialist” Scorpion.

Squad Size: 4 - 10 troops


Member Weapon Ra DM FE AP Notes Points
Leader Gauss Pistol 5" / 15" 3 0 0 Regular Leader, +1 to close assaults 29
Exulted Leader Gauss Pistol 5" / 15" 3 0 0 Regular Leader, One Personality, +1 to close assaults 33
Scorpion Gauss Pistol 5" / 15" 3 0 0 +1 to close assaults 29
Specialist Gauss Pistol 5" / 15" 3 0 0 One Personality, +1 to close assaults 33

Notes

Agile: Agile units ignore movement penalties when crossing Difficult Terrain.
Assault Troops: +2 to all Close Assaults.
Infilration: After initial deployment, this squad may make an additional Rush move before the game starts. In addition, they check Coherency at one level higher than their Quality level.

Dragons

Aggressive and deadly, dragon squads have one purpose on the battlefield, the destruction of enemy armour.

Structure: Must have either a Leader or Exulted Leader, May take one “Specialist” Dragon.

Squad Size: 4 - 10 troops


Member Weapon Ra DM FE AP Notes Points
Leader Fusion Gun 5" / 10" 2 0 3 Regular Leader 17
Exulted Leader Fusion Gun 5" / 10" 2 0 3 Regular Leader, One Personality 19
Dragon Fusion Gun 5" / 10" 2 0 3 17
Specialist Fusion Gun 5" / 10" 2 0 3 One Personality 19

Banshees

Descending on opponents in a wave of howling death, the Banshees favour close combat strikes at lightning speed.

Structure: Must have either a Leader or Exulted Leader, May take one “Specialist” Banshee.

Squad Size: 4 - 10 troops


Member Weapon Ra DM FE AP Notes Points
Leader Gauss Pistol 5" / 15" 3 0 0 Regular Leader, +1 to close assaults 32
Exulted Leader Gauss Pistol 5" / 15" 3 0 0 Regular Leader, One Personality, +1 to close assaults 37
Banshee Gauss Pistol 5" / 15" 3 0 0 +1 to close assaults 32
Specialist Gauss Pistol 5" / 15" 3 0 0 One Personality, +1 to close assaults 37

Notes

Disruptive Charge: When this unit charges into close combat it sends it's opponent into disarray. Because of this the opponent suffers a -2 penalty to fire effect on their free attack when receiving a charge from this unit. from this unit.
Elusive: Once per turn, when an elusive unit is fired upon, they may fall back 4” before shooting is resolved. Measure range and calculate terrain benefits from their new location. If Line of Sight is lost, the shooting unit is free to select another target.
Shock Troops: Shock Troops add +1 to all Close Assaults.
Swift: These units add +4” to their base movement rate.

Dimensional Spiders

Some of the most advanced members of the Elven special forces, the Dimensional Spiders possess the ability to teleport short distances on the battlefield, allowing them to bring their terrifying arsenal to bear at the blink of an eye.

Structure: Must have either a Leader or Exulted Leader, May take one “Specialist” Spider.

Squad Size: 4 - 10 troops


Member Weapon Ra DM FE AP Notes Points
Leader Blaster 5" / 15" 4 0 0 Regular Leader 48
Exulted Leader Blaster 5" / 15" 4 0 0 Regular Leader, One Personality 54
Spider Blaster 5" / 15" 4 0 0 48
Specialist Blaster 5" / 15" 4 0 0 One Personality 54

Notes

Elusive: Once per turn, when an elusive unit is fired upon, they may fall back 4” before shooting is resolved. Measure range and calculate terrain benefits from their new location. If Line of Sight is lost, the shooting unit is free to select another target.
Jet Packs: This unit is equipped with some form of device that allows far greater movement than regular infantry. Adding this trait allows the unit to use the “Jet Packs” advanced rule.
Limited Teleport: Whenever the unit would normally move, it can instead teleport the same distance, ignoring terrain and other units/vehicles etc (this can work in conjunction with traits such as Jet Packs and Elusive).

Teleportation can be a risky business and a unit that teleports must make a Quality Test, determining success in the same way as Drop Troops. But if all dice on the quality test fail (in addition to the results of Drop Troops rule) then one member of the unit is removed as a fatality, they never re-materialised.

Rangers

Masters of hiding in the shadows and eliminating their target without anyone knowing they are there, the Rangers patrol the fringe of the galaxy for the Elves, eliminating threats and scouting out new planets to explore.

Structure: Must have a Leader, May take one “Specialist” Avenger.

Squad Size: 4 - 6 troops


Member Weapon Ra DM FE AP Notes Points
Leader Gauss Rifle 5" / 30" 3 0 0 Regular Leader 33
Ranger Gauss Rifle 5" / 30" 3 0 0 33
Specialist Gauss Rifle 5" / 30" 3 0 0 One Personality 39

Notes

Adaptive Camouflage: This unit is equipped with an outfit (or armour) that disrupts the appearance of the unit. If the unit moved this turn and is fired at then resolve the shooting as if the unit is one range band further away.

If the unit did not move, it cannot be shot at beyond long range.
Agile: Agile units ignore movement penalties when crossing Difficult Terrain.
Infilration: After initial deployment, this squad may make an additional Rush move before the game starts. In addition, they check Coherency at one level higher than their Quality level.
Recon: Recon units gain +1” to their Coherency. In addition, they are automatically successful on one of their dice when attempting to call for Indirect Artillery Fire. Only roll 2d6 for their timing test and add one success to the result.
Stealth: A unit with this ability always succeeds when it goes into hiding (see Hidden Movement). There is no die roll required.

Ranger Sniper

Amongst the Rangers, a select few show an aptitude for long range rifles. These are the members of the snipers and are given access to long range rifles of ancient design and brutal power.


Weapon Ra DM FE AP Misc Points
Sniper Rifle 5" / 50" 4 0 0 75

Notes

Adaptive Camouflage: This unit is equipped with an outfit (or armour) that disrupts the appearance of the unit. If the unit moved this turn and is fired at then resolve the shooting as if the unit is one range band further away.

If the unit did not move, it cannot be shot at beyond long range.
Agile: Agile units ignore movement penalties when crossing Difficult Terrain.
Infilration: After initial deployment, this squad may make an additional Rush move before the game starts. In addition, they check Coherency at one level higher than their Quality level.
Stealth: A unit with this ability always succeeds when it goes into hiding (see Hidden Movement). There is no die roll required.
Supreme Weapon: An ancient artifact from an age of lost technology, a holy (or unholy) relic, maybe even a mastercrafted piece of technology. This trait applies to the unit's weapons which gain a +1 damage bonus.

Total Points: 75

Jet Bike (Rapid fire laser)

Due to their seemingly supernatural reflexes, the space Elves use jet bikes in large numbers, allowing them to easily outflank their enemies and bring them down under a hail of deadly weapons fire.

Type: Light Transport
Crew: 1


Weapon Ra DM FE AP Misc Points
Chain Gun - Light 5" 2 5 0

Notes

Fixed Mount (1): Select one weapon on this vehicle, that weapon can only fire in one direction (front, left side, right side and rear).
Supercharged: The vehicle adds +4" to Cautious and Standard movement rates.

Total Points: 52

Jet Bike (Light Laser)

Due to their seemingly supernatural reflexes, the space Elves use jet bikes in large numbers, allowing them to easily outflank their enemies and bring them down under a hail of deadly weapons fire.

Type: Light Transport
Crew: 1


Weapon Ra DM FE AP Misc Points
Beam - Light 5" 2 0 1

Notes

Fixed Mount (1): Select one weapon on this vehicle, that weapon can only fire in one direction (front, left side, right side and rear).
Supercharged: The vehicle adds +4" to Cautious and Standard movement rates.

Total Points: 56

Serpent APC

With sophisticated weaponry and highly advanced armour, the Serpent APC is the primary troop carrier for the Elven armed forces.

Type: IFV
Crew: 2
Capacity: 10


Weapon Ra DM FE AP Misc Points
Beam - Light 5" 2 0 1
Gauss Carbine 5" 3 0 0

Notes

Fast: The vehicle adds +2" to Cautious and Standard movement rates.
Fixed Mount (2): Select one weapon on this vehicle, that weapon can only fire in one direction (front, left side, right side and rear).
Linked Weapons: Sometimes two are better than one! This could be two machine guns welded together or dual chain guns linked with sophisticated targeting equipment.

When picking this trait, choose one of the weapons on this vehicle, when firing this weapon roll 2D6 and pick the highest result (as you would for infantry).

This trait can be taken multiple times, each time it applies to a different weapon.

Total Points: 223

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