I have some rules made for Aenarion while I was writing (well, I still am, but the High Elves are all but finished, bar the new ideas every so often) the Muster Rolls for Legendary Battles.
Aenarion and Indraugnir
[table]Name| M | WS | BS | S | T | W | I | A | Ld
Aenarion | 5 | 10 | 8 | 5 | 5 | 5 | 10 | 5 | 10
Indraugnir | 6 | 8 | 0 | 7 | 7 | 7 | 2 | 7 | 10[/table]
Weapons and Equipment: Aenarion wields the Sword of Khaine, and the Hunting Spear Elthrai. He wears the Armour of the Gods, and rides Indraugnir.
Special Rules: Aenarion has Speed of the Asur, Immune to Psychology. Indraugnir has Fly, Terror, Scaly Skin (2+), Large Target, Dragon Fire (Str 5), Unbreakable.
Pure of Heart: Aenarion must always the Army General for a High Elven army. If allied with another force, the Aenarion is also the Army General, unless they also have the Special Rules 'Grand Commander'. In the case that two such characters are allied (Editors Note - For example; Boris Ursus, and Aenarion), you may choose which.
Grand Commander: Aenarion is the greatest Elf to have ever lived. All of the Sons of Asur respect him and love him. Whoever they may be, they will always carry out his bidding. Any other character with the Commander Rule (Editors Note - this is all lined out in the booklet, but for now, the Commander Rule grants the "Must always be the Army General" effect) loses it. His Command Range is extended to 24".
The Lyric of Unbinding: When going into battle against innately magic creatures, Aenarion utters these words. When they lock eyes with him, the magic gatheric around them unravels. Each turn in the Shooting Phase (instead of using his Spear), choose a Daemon, Forest Spirit or Undead unit that both Aenarion and the target can draw Line of Sight to one another. That unit must take a Leadership test on 3 Dice, discarding the Lowest. Should the test be failed, they take a number of wounds (allocated as if from Shooting) equal to the number they failed their test by, with no Armour Saves, Ward Saves, or Regeneration allowed. It may not used on units in combat, neither may Aenarion use it while he himself is in combat.
Avatar of Asur: If Aenarion ever dies, roll a Toughness Test on 2D6 at the start of the next turn, just before declaring charges, discarding the lowest result. Should the test be passed, Aenarion is instantly restored to full wounds, and any permanent modification of stats other than those from Aenarions equipment is removed. Aenarion also has Regeneration, and an Immunity to Killing Blow and Poisoned Attacks.
Avatar of the World Dragon: Indraugnir knows no fear. Enemies themselves lose heart at just the sight of him, Crimson and Golden scales catching the few rays that break through the overcast skies which herald the advance of their foe. The High Elven host seeing such glory renews it's vigour, and vows to fight back the enemy with even greater strength and will. Indraugnir is Unit Strength 10, and enemies in base to base contact never recieve any Combat Resolution Bonus for Outnumbering, or making a Flank/Rear charge. One friendly or allied High Elf Unit participating in the same combat as Indraugnir with a Banner rolls +D3 for Combat Resolution, instead of +1 for the Banner.
Nova Dragon - Indraugnir counts as a Level 2 Spellcaster, and knows all spells from the Lore of Fire.
Unbreakable Bond - Should either the Rider or Steed be slain, the one left alive is subject to Frenzy and Eternal Hatred for the rest of the game. Frenzy may never be lost, even if beaten in combat. Indraugnir never needs to roll on the Monster Reaction chart.
Sword of Khaine - It is said that this weapon has appeared many times in the past, each in a different form. Indeed, many warriors who saw Aenarion wield it have seen it as a Lance, a Glaive, a Sword, a Bow, even a Flaming Staff. Whatever it's form, it cleaves flesh from bone as easily as a Scalpel, and cuts through armour as if it were paper. Aenarion recieves +D3 attack and strength (roll seperately in each combat phase). On a Roll of 6 to Hit, the enemy is wounded automatically. On a roll of 6 to wound, the enemy recieves no armour save. Daemons and Undead count as taking double wounds for the purposes of Combat Resolution.
Elthrai: Counts as a Javelin, with a range of 24" and a Strength of 6 which penetrates ranks exactly like a Bolt Thrower (although it doesn't do D3 wounds or Ignore Armour Saves). Against Large Targets, Monsters (including Monstrous Mounts, but not the riders), or Chariots (but not the Riders), it does D3 wounds, instead of just one.
Armour of the Gods: Aenarion has a 1+ Armour Save, a 4+ Ward Save. He is immune to Flaming Attacks.
He's pretty tough, and instead of making him unable to wound on 3+, I thought it better to make him tougher than a usual elf, to show how he is above pain, rather than attacks bouncing off him, as in the Armour of Morkar.
Working out the points
Chaos Lord Stats base - 210. +2 WS = 40, +5 BS = 100, +2 W = +100, +3 I = 30pts, +1 LD = 50 pts, ASF = 40pts, Equipment - Sword = 150pts, Throwing Spear 100pts, Armour, 120pts, Special Rules - 160pts = 1100
Dragon - 360, boosted stats = +90, Level 2 Mage = 120, All Spells = 30, Special Rules = 60 = 660pt = 1770pts.
Sounds like a lot, but that's the intention of having such God Characters - e.g. Sigmar, Gotrek, Felix, and the rest of them, Morkar, Malekith (Uber Duber Malekith) etc.
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