WarhammerCE - Army: Dark Elves
Unit # Options Costs

M WS BS S T W I A Ld US
Supreme Sorceress (Type: Inf)
5 4 4 3 3 3 5 1 9 1
Dark Pegasus (Type: Mon)
8 3 - 4 4 3 4 2 6 3
Supreme Sorceress (lord)
(50.0p)
1 • General (0p)
• Dark Pegasus (55p)
• PM Shroud of Darkness 3/5+ (35p)
• BM Chill Wind (50p)
• BM Doombolt (50p)
• BM Soul Stealer (50p)
• BM Dominion (75p)
• Crown of Black Iron (50p)

PM Shroud of Darkness 3/5+: Augment, Range 18", 5+ Ward Save vs ranged attacks and spells until the casters next magic phase. Has no effect on character models.

BM Chill Wind: (6+) MM, Range 24", D6 S4 hits, target unit suffers -1BS until casters next magic phase

BM Doombolt: (7+) MM, Range 18", D6 S5 hits

BM Soul Stealer: (10+) Direct Damage, Range 12", 5" template, S3, no AS. Target a point within the target unit. If the target point is out of range, the spell has no effect. If the target point is within range, place the template with its center over the target point and resolve it. If the spell causes at least one wound (wounds saved with ward saves do not count but wounds regained by regeneration do) the caster gains 1 wound up to a max. of double its original W.

BM Dominion: (10+) Hex, Range 18".
- Choose effect A), B) or C):
- A) In its next movment phase, target unit cannot charge and may only reform but not move otherwise.
- B) In its next magic phase, target unit cannot cast spells.
- C) In its next shooting phase, target unit cannot use ranged attacks.

Crown of Black Iron: 5+ Ward Save, MR 1
415.0
Magic: A Supreme Sorceress is a Level 4 wizard. Equipment: Hand weapon. Dark Pegasus: Equipment: Hand weapon. Special Rules: Flying Model, March Blocker, Impale.Hand weapon
S like wielder

Hand weapon
S like wielder

Flying Model
No additional special rules

March Blocker
This unit can march block even if its US is lower than 5.

Impale
The model gains +1S when charging.

M WS BS S T W I A Ld US
Battle Standard (Type: Inf)
5 6 6 4 3 2 7 3 9 1
Cold One (Type: Cav)
7 3 - 4 4 1 2 1 3 2
Battle Standard (hero)
(110.0p)
1 • Cold One (15p)
• Heavy armour (5p)
• Sea Dragon Cloak (10p)
• Hydra Banner (75p)

Heavy armour: 5+AS

Sea Dragon Cloak: The model gets +1AS vs CC attacks and +2AS vs ranged attacks.

Hydra Banner: In each first combat round all Dark Elves gain +1A.
215.0
Equipment: Hand weapon and light armour. Cold One: Equipment: Hand weapon. Special Rules: Thick-skinned, Stupidity, Fear.Hand weapon
S like wielder

Light armour
6+AS

Hand weapon
S like wielder

Thick-skinned
Mount grants +2AS instead of +1AS

Stupidity
- 1. Models not engaged in combat have to test at the start of their turn
- 2. If the Stupidity-Test is failed, the unit moves in the compulsory moves phase with half movement
allowance straight ahead (a troll with M6 would move 3"), skirmisher move in a random direction (scatter
dice), flyers always use their ground movement. The unit cannot turn/wheel while moving. If it contacts
impassable terrain or the board edge it stops 1" in front of the obstacle. If the roll is high enough
to reach an enemy unit, the movement counts as a charge and the target unit gets to make a charge response.
If it contacts one of your own units it stops 1" in front of the unit but confuses the unit it bumped into.
A confused unit cannot move voluntarily in this movement phase. If it does not reach a unit but its
move would end within 1" of a unit then it stops 1" in front of the unit.
- 3. Units failing the test cannot declare charges, shoot or cast spells and are Immune to Psychology.
- 4. The effects remain until the start of the players next turn or if the unit is engaged in combat (the
unit loses ItP immediately after the units get into BTB, i.e. before Timing 1).

Fear
- 1. Close combat against fear causing enemies: At the start of each close combat phase (timing step
1) all units in BTB with a fear causing enemy must pass a leadership test or suffer -1 to their to-hit
rolls for the following combat phase.
- 2. Losing combat against fear causing enemies: If a unit comprising models that are not immune to
fear is defeated in close combat by enemy units comprising fear causing models, then the break test
modifier is doubled if the combined US of all fear causing models in enemy units, that are in BTB with
the defeated unit, is higher than the US of the defeated unit. For example, if a unit with US 15 comprising
models that are not immune to fear loses combat by 2 and is in BTB with two enemy units each comprising
fear causing models with a combined US of 10, then the defeated unit has to pass a break test with a -4
modifier. Stubborn units that are defeated and outnumbered by fear causing enemies, instead suffer
a Ld penalty equal to the basic break test modifier (i.e. -2 Ld in the example above).
- 3. Immunities: Fear causing models are not affected by the effects of Fear. They also only suffer
the effects of Fear from Terror causing enemies (instead of Terror).

M WS BS S T W I A Ld US
Assassin (Type: Inf)
6 9 9 4 3 2 10 3[+1] 10 1
Assassin (hero)
(125.0p)
1 • Dance of Doom (c) (25p)
• Black Lotus (c) (20p)
• Potion of Strength (30p)

Dance of Doom: 5+ Ward Save

Black Lotus: If the bearer kills a model in a challenge, all wounds caused count double for CR (up to the max. for overkill)

Potion of Strength: Use at the start of any cc phase. The model gains +3S until the end of turn. One use only.
200.0
Equipment: Additional hand weapon. Special Rules: Eternal Hatred, Scout, ASF, Concealed, No Leader.Additional hand weapon
S like wielder, +1A, Two-handed

Eternal Hatred
The model/unit hates all enemies and re-rolls all failed tohit rolls in every cc round.

Scout
A unit with this special rule may be set up after both armies have been deployed. In this case, the unit
can be deployed in one of the following ways:
- more than 18" away from the opponents deployment zone.
- outside of the opponents deployment zone and at the same time completely out of sight of enemy units
and/or within cover. For this purpose all enemy units have 360 degree AOS. If the unit is deployed
outside of its own deployment zone it has to be deployed more than 12" away from enemy units. If both
armies include scouts, both players roll a D6. The player with the highest roll, starts deploying
one of his scout units. Thereafter players alternate deploying one scout unit at a time.

ASF
The model always strikes first in combat even before attackers. If multiple models with ASF fight
in the same combat, they attack simultaneously.

Concealed
Instead of deploying this model during setup, it can start the game concealed in any Dark Elf infantry.
No more than one model can be hidden in a unit. An Assassin does not count to the limit of character models
per unit but no more than one Assassin may be part of a unit (hidden or not) at any time. The DE player
may reveal the Assassin at the start of any of his turns or at the start of any combat phase. When the
Assassin is revealed place it in btb with the enemy (cc) or in the front rank of the unit (when the unit
is not in cc). If possible, a model of the unit is placed in the back of the unit to make space, if not a
character model may be moved. If the unit, the Assassin is hiding in, is destroyed before the Assassin
is revealed, the Assassin is lost and counts as a casualty. A concealed Assassin cannot be damaged
in any kind of way.

No Leader
This model may never be the army general. Also units cannot use this models Ld for Ld-tests and this
model does not allow a unit to rally below 25%.

Two-handed
The weapon cannot be used in combination with a shield.

M WS BS S T W I A Ld US
Raider (Type: Inf)
5 4 4 3 3 1 5 1 8 1
Raider (core)
(130.0p + 1x10p)
10
140.0
Equipment: Handbows, light armour and Sea Dragon Cloak. Special Rules: Light Infantry, Slavers.Handbows
Range 8", S3, no penalty for moving and shooting as well as long range; may always stand and shoot,
even if the enemy is within half charge distance.

Light armour
6+AS

Sea Dragon Cloak
The model gets +1AS vs CC attacks and +2AS vs ranged attacks.

M WS BS S T W I A Ld US
Dark Rider (Type: Cav)
5 4 4 3[+*] 3 1 5 1 8 2
Champion (Type: Cav)
5 4 5 3[+*] 3 1 5 1 8 2
Dark Steed
9 3 - 3 - - 4 1 - -
Dark Rider (core)
(85.0p + 1x10p)
5 • Champion (5p)
• Repeater Crossbow (6p)

Repeater Crossbow: Range 24", S3, Multiple Shots (2)
130.0
Mount: Dark Steed. Equipment: Spear and light armour. Special Rules: Light Cavalry.Spear
-Inf: S like wielder, Fight in two ranks -Mounted: +1S in first round of combat and charging

Light armour
6+AS

M WS BS S T W I A Ld US
Cold One Knight (Type: Cav)
5 5 4 4[+*] 3 1 5 1 9 2
Cold One
7 3 - 4 - - 2 1 - -
Cold One Knight (special)
(198.0p)
7
198.0
Mount: Cold One. Equipment: Lance, heavy armour and shield. Special Rules: Heavy Cavalry, Thick-skinned, Fear, Stupidity.Lance
+2S in first round of combat and charging

Heavy armour
5+AS

Shield
+1AS

Heavy Cavalry
- When this unit makes a march movement, it may move only up to 1.5-times its movement allowance (M).
- For fleeing and pursuit/overrun moves this unit counts as having M6 or less.

Thick-skinned
Mount grants +2AS instead of +1AS

Fear
- 1. Close combat against fear causing enemies: At the start of each close combat phase (timing step
1) all units in BTB with a fear causing enemy must pass a leadership test or suffer -1 to their to-hit
rolls for the following combat phase.
- 2. Losing combat against fear causing enemies: If a unit comprising models that are not immune to
fear is defeated in close combat by enemy units comprising fear causing models, then the break test
modifier is doubled if the combined US of all fear causing models in enemy units, that are in BTB with
the defeated unit, is higher than the US of the defeated unit. For example, if a unit with US 15 comprising
models that are not immune to fear loses combat by 2 and is in BTB with two enemy units each comprising
fear causing models with a combined US of 10, then the defeated unit has to pass a break test with a -4
modifier. Stubborn units that are defeated and outnumbered by fear causing enemies, instead suffer
a Ld penalty equal to the basic break test modifier (i.e. -2 Ld in the example above).
- 3. Immunities: Fear causing models are not affected by the effects of Fear. They also only suffer
the effects of Fear from Terror causing enemies (instead of Terror).

Stupidity
- 1. Models not engaged in combat have to test at the start of their turn
- 2. If the Stupidity-Test is failed, the unit moves in the compulsory moves phase with half movement
allowance straight ahead (a troll with M6 would move 3"), skirmisher move in a random direction (scatter
dice), flyers always use their ground movement. The unit cannot turn/wheel while moving. If it contacts
impassable terrain or the board edge it stops 1" in front of the obstacle. If the roll is high enough
to reach an enemy unit, the movement counts as a charge and the target unit gets to make a charge response.
If it contacts one of your own units it stops 1" in front of the unit but confuses the unit it bumped into.
A confused unit cannot move voluntarily in this movement phase. If it does not reach a unit but its
move would end within 1" of a unit then it stops 1" in front of the unit.
- 3. Units failing the test cannot declare charges, shoot or cast spells and are Immune to Psychology.
- 4. The effects remain until the start of the players next turn or if the unit is engaged in combat (the
unit loses ItP immediately after the units get into BTB, i.e. before Timing 1).

M WS BS S T W I A Ld US
Executioner (Type: Inf)
5 5 4 4[+2] 3 1 5 1 8 1
Champion (Type: Inf)
5 5 4 4[+2] 3 1 5 2 8 1
Executioner (special)
(270.0p)
20 • Standard (20p)
• Musician (5p)
• Champion (15p)
• War Banner (35p)

War Banner: +1CR
345.0
Equipment: Draich and heavy armour. Special Rules: Killing Blow.Draich
Two-handed weapon, +2S

Heavy armour
5+AS

Killing Blow
To-wound rolls of a natural 6 ignore armour saves. Has no effect on to-wound rolls of 7+.

M WS BS S T W I A Ld US
War Hydra (Type: Mon)
6 4 - 5 5 6 2 5[+1] - 6
Beast Handler
- 4 4 3 - - 5 1 8 -
War Hydra (rare)
(175.0p + 1x50p)
1
225.0
Monster: 1 War Hydra and 2 Beast Handler. Equipment: Additional hand weapon (Beast Handler only). Special Rules (War Hydra): Fiery Breath, Scaly Skin (5+), Large Target, Terror, Regeneration (4+), Hatred (Beast Handlers only).Additional hand weapon
S like wielder, +1A, Two-handed

Fiery Breath
Breath weapon, S3

Scaly Skin
The model has an armour save of X+. Can be combined with armour which then turns it into a corresponding
AS modifier.

Large Target
The model can draw LOS over intervening models that are not Large Targets themselves. Also other
models can draw LOS to Large Targets over intervening models that are not Large Targets, even over
models in their own unit. This allows all models in a unit to shoot at Large Targets if they are in range
and have LOS. In addition Templates as well as models shooting at Large Targets gain +1 to their to-hit
rolls.

Terror
- 1. Charge from terror causing enemy: If a terror causer charges a unit and is within charge range,
the unit has to pass a leadership test or has to choose the flee! charge response. Units engaged in
cc automatically pass this test.
- 2. Charging a terror causing enemy: If a unit wants to charge a terror causing unit, it has to pass
a leadership test or automatically fails the charge and does not move at all.
- 3. Terror causing models also cause Fear
- 4. Immunities: Terror causing models are not affected by the effects of Fear or Terror.

Regeneration
Every time a unit with this skill suffers a wound (after armour and ward saves and after any wound multipliers)
roll a D6 for each wound the unit suffered. For each roll that comes up as an X+ the unit ignores a wound.
In close combat regeneration rolls are made at the end of combat but before combat result is calculated.
Regenerated wounds do not count towards combat result but models that were killed before they could
attack are not allowed to strike, even if they are saved by the regeneration at the end of combat.

Hatred
- 1. Models that fight against (enemies) X in close combat re-roll failed To Hit rolls in the first
round of each combat against these enemies.
- 2. Unit has to pursue fleeing (enemies) X from cc and has to overrun.

Two-handed
The weapon cannot be used in combination with a shield.

Breath Weapon
Counts as a ranged attack that can be used in the shooting phase, even when the model marched but not
in close combat. Place the flamer template completely within the front arc of the model with the narrow
end touching its base. Use the template rules (see chapter Templates) to determine hits. Only models
within LOS can be hit.

M WS BS S T W I A Ld US
Shade (Type: Inf)
5 4 5 3 3 1 5 1 8 1
Shade (special)
(118.0p + 1x10p)
7
128.0
Equipment: Repeater Crossbow and light armour. Special Rules: Scout, Skirmish.Repeater Crossbow
Range 24", S3, Multiple Shots (2)

Light armour
6+AS

Scout
A unit with this special rule may be set up after both armies have been deployed. In this case, the unit
can be deployed in one of the following ways:
- more than 18" away from the opponents deployment zone.
- outside of the opponents deployment zone and at the same time completely out of sight of enemy units
and/or within cover. For this purpose all enemy units have 360 degree AOS. If the unit is deployed
outside of its own deployment zone it has to be deployed more than 12" away from enemy units. If both
armies include scouts, both players roll a D6. The player with the highest roll, starts deploying
one of his scout units. Thereafter players alternate deploying one scout unit at a time.

Skirmish
- Formation:
- Loose formation: this unit does not rank up and always moves in a loose formation. In a legal loose
formation models are positioned in a single group and within 1" of at least one other model of the unit.
LOS cannot be drawn through this unit (remember that unit and not models block LOS!).
- this unit has an AOS of 360°
- Moving:
- cannot be march blocked, i.e. skirmishers are always allowed to march
- each model in the unit moves like a single model, i.e. there are no manoeuvres; the unit has to end
its movement in a legal loose formation
- does not suffer movement penalties for difficult terrain or linear obstacles
- Charging:
- When this unit charges a non-skirmishing unit, determine for each model if it is within charge distance
of the target unit. Models that are within charge distance are placed in BTB with the respective side
of the target unit (if possible) and form a front rank. Models that do not reach the target unit (because
there is not enough space to get into BTB or they are out of charge distance) are placed behind the front
rank where they form rear ranks and what looks like a regular formation. Command group models or characters
that have joined the unit may switch places with models in BTB after the charge move is completed.
- Non-skirmishing units charging a unit of skirmishers result in both units lining up perpendicular
to the charge line (the distance between the centre of the front of the charging unit and the closest
model of the target skirmishing unit within AOS), i.e. it is not possible to arbitrarily “wheel into
contact" to change the alignment of the units and thereby the direction of a possible flight and pursuit
path.
- Charges against other skirmishers: Determine for each model if it is within charge distance of
the closest model within AOS of the target unit. Models that are within charge distance form a front
rank which is touching this closest model and which is aligned perpendicular to a line through the
centres of both units (before the charge move). Models that do not reach the target unit form rear
ranks as usual. After the charging unit moved, the charged unit then moves as many models as possible
into BTB with the front of the charging unit forming their own front rank while the remaining models
form rear ranks as usual.
- Shooting:
- Models in the unit can draw LOS through other models in the unit.
- Templates as well as enemies shooting at this unit suffer -1 to their to-hit rolls.
- Close combat:
- As long as this unit is engaged in close combat it will stay in a ranked up formation with a front, flanks
and a rear.
- cannot claim rank bonuses for combat result
- do not break ranks (independent of their US).
- Other:
- character models with Type (Inf) may join the unit and move and shoot like the unit
- Single models with US 1 count as skirmishers.

Multiple shots
Option to shoot once without penalty or X shots with -1 to-hit penalty


ASFThe model always strikes first in combat even before attackers. If multiple models with ASF fight in the same combat, they attack simultaneously.
Additional hand weaponS like wielder, +1A, Two-handed
BM Chill Wind(6+) MM, Range 24", D6 S4 hits, target unit suffers -1BS until casters next magic phase
BM Dominion(10+) Hex, Range 18".
- Choose effect A), B) or C):
- A) In its next movment phase, target unit cannot charge and may only reform but not move otherwise.
- B) In its next magic phase, target unit cannot cast spells.
- C) In its next shooting phase, target unit cannot use ranged attacks.
BM Doombolt(7+) MM, Range 18", D6 S5 hits
BM Soul Stealer(10+) Direct Damage, Range 12", 5" template, S3, no AS. Target a point within the target unit. If the target point is out of range, the spell has no effect. If the target point is within range, place the template with its center over the target point and resolve it. If the spell causes at least one wound (wounds saved with ward saves do not count but wounds regained by regeneration do) the caster gains 1 wound up to a max. of double its original W.
Black LotusIf the bearer kills a model in a challenge, all wounds caused count double for CR (up to the max. for overkill)
Breath WeaponCounts as a ranged attack that can be used in the shooting phase, even when the model marched but not in close combat. Place the flamer template completely within the front arc of the model with the narrow end touching its base. Use the template rules (see chapter Templates) to determine hits. Only models within LOS can be hit.
Champion- Champions have a separate stat line which is used instead of the rank & file stat line and may sometimes be equipped with different equipment (see army list).
- Champions can move inside their unit like characters.
- Champions do not count as characters for spells.
- Champions are treated like characters for ranged attacks against the unit with the champion. But the champion only benefits from the protection if the unit consists of at least 5 rank and file models other than itself.
- Champions have to be attacked separately in close combat. Excess wounds are wasted (unless the champion is fighting in a challenge).
- Champions may declare, accept and deny challenges like characters.
- For champions with multiple wounds, record their wounds separately.
- Champions do not count as characters for spells.
ConcealedInstead of deploying this model during setup, it can start the game concealed in any Dark Elf infantry. No more than one model can be hidden in a unit. An Assassin does not count to the limit of character models per unit but no more than one Assassin may be part of a unit (hidden or not) at any time. The DE player may reveal the Assassin at the start of any of his turns or at the start of any combat phase. When the Assassin is revealed place it in btb with the enemy (cc) or in the front rank of the unit (when the unit is not in cc). If possible, a model of the unit is placed in the back of the unit to make space, if not a character model may be moved. If the unit, the Assassin is hiding in, is destroyed before the Assassin is revealed, the Assassin is lost and counts as a casualty. A concealed Assassin cannot be damaged in any kind of way.
Crown of Black Iron5+ Ward Save, MR 1
Dance of Doom5+ Ward Save
DraichTwo-handed weapon, +2S
Eternal HatredThe model/unit hates all enemies and re-rolls all failed tohit rolls in every cc round.
Fear- 1. Close combat against fear causing enemies: At the start of each close combat phase (timing step 1) all units in BTB with a fear causing enemy must pass a leadership test or suffer -1 to their to-hit rolls for the following combat phase.
- 2. Losing combat against fear causing enemies: If a unit comprising models that are not immune to fear is defeated in close combat by enemy units comprising fear causing models, then the break test modifier is doubled if the combined US of all fear causing models in enemy units, that are in BTB with the defeated unit, is higher than the US of the defeated unit. For example, if a unit with US 15 comprising models that are not immune to fear loses combat by 2 and is in BTB with two enemy units each comprising fear causing models with a combined US of 10, then the defeated unit has to pass a break test with a -4 modifier. Stubborn units that are defeated and outnumbered by fear causing enemies, instead suffer a Ld penalty equal to the basic break test modifier (i.e. -2 Ld in the example above).
- 3. Immunities: Fear causing models are not affected by the effects of Fear. They also only suffer the effects of Fear from Terror causing enemies (instead of Terror).
Fiery BreathBreath weapon, S3
Flying ModelNo additional special rules
General- Each army has to be led by a general. The general is the character model with the highest Ld in the army. If there are multiple characters with the highest LD, the player designates one of those models as the general when he musters his army. Character models which cannot be the general, are ignored for this purpose.
- The general may choose to automatically pass the first panic test he, or the unit he is with, has to take in the game. o Inspiring Presence: If the general is not broken and is positioned in the front rank of a unit (or is on his own), friendly units within 12" of the general use its Ld for any Ld-tests.
Hand weaponS like wielder
HandbowsRange 8", S3, no penalty for moving and shooting as well as long range; may always stand and shoot, even if the enemy is within half charge distance.
Hatred- 1. Models that fight against (enemies) X in close combat re-roll failed To Hit rolls in the first round of each combat against these enemies.
- 2. Unit has to pursue fleeing (enemies) X from cc and has to overrun.
Heavy Cavalry- When this unit makes a march movement, it may move only up to 1.5-times its movement allowance (M).
- For fleeing and pursuit/overrun moves this unit counts as having M6 or less.
Heavy armour5+AS
Hydra BannerIn each first combat round all Dark Elves gain +1A.
ImpaleThe model gains +1S when charging.
Killing BlowTo-wound rolls of a natural 6 ignore armour saves. Has no effect on to-wound rolls of 7+.
Lance+2S in first round of combat and charging
Large TargetThe model can draw LOS over intervening models that are not Large Targets themselves. Also other models can draw LOS to Large Targets over intervening models that are not Large Targets, even over models in their own unit. This allows all models in a unit to shoot at Large Targets if they are in range and have LOS. In addition Templates as well as models shooting at Large Targets gain +1 to their to-hit rolls.
Light armour6+AS
March BlockerThis unit can march block even if its US is lower than 5.
Multiple shotsOption to shoot once without penalty or X shots with -1 to-hit penalty
Musician- In case of a draw in close combat, the side with a musician in the front rank of a unit that is part of that combat wins by 1 point. If both sides have at least one legal musician, the combat remains a draw.
- Units with a musician in their front rank get +1 to their Ld (up to Ld 10) for any rally attempts.
No LeaderThis model may never be the army general. Also units cannot use this models Ld for Ld-tests and this model does not allow a unit to rally below 25%.
PM Shroud of Darkness 3/5+Augment, Range 18", 5+ Ward Save vs ranged attacks and spells until the casters next magic phase. Has no effect on character models.
Potion of StrengthUse at the start of any cc phase. The model gains +3S until the end of turn. One use only.
RegenerationEvery time a unit with this skill suffers a wound (after armour and ward saves and after any wound multipliers) roll a D6 for each wound the unit suffered. For each roll that comes up as an X+ the unit ignores a wound. In close combat regeneration rolls are made at the end of combat but before combat result is calculated. Regenerated wounds do not count towards combat result but models that were killed before they could attack are not allowed to strike, even if they are saved by the regeneration at the end of combat.
Repeater CrossbowRange 24", S3, Multiple Shots (2)
Scaly SkinThe model has an armour save of X+. Can be combined with armour which then turns it into a corresponding AS modifier.
ScoutA unit with this special rule may be set up after both armies have been deployed. In this case, the unit can be deployed in one of the following ways:
- more than 18" away from the opponents deployment zone.
- outside of the opponents deployment zone and at the same time completely out of sight of enemy units and/or within cover. For this purpose all enemy units have 360 degree AOS. If the unit is deployed outside of its own deployment zone it has to be deployed more than 12" away from enemy units. If both armies include scouts, both players roll a D6. The player with the highest roll, starts deploying one of his scout units. Thereafter players alternate deploying one scout unit at a time.
Sea Dragon CloakThe model gets +1AS vs CC attacks and +2AS vs ranged attacks.
Shield+1AS
Skirmish- Formation:
- Loose formation: this unit does not rank up and always moves in a loose formation. In a legal loose formation models are positioned in a single group and within 1" of at least one other model of the unit. LOS cannot be drawn through this unit (remember that unit and not models block LOS!).
- this unit has an AOS of 360°
- Moving:
- cannot be march blocked, i.e. skirmishers are always allowed to march
- each model in the unit moves like a single model, i.e. there are no manoeuvres; the unit has to end its movement in a legal loose formation
- does not suffer movement penalties for difficult terrain or linear obstacles
- Charging:
- When this unit charges a non-skirmishing unit, determine for each model if it is within charge distance of the target unit. Models that are within charge distance are placed in BTB with the respective side of the target unit (if possible) and form a front rank. Models that do not reach the target unit (because there is not enough space to get into BTB or they are out of charge distance) are placed behind the front rank where they form rear ranks and what looks like a regular formation. Command group models or characters that have joined the unit may switch places with models in BTB after the charge move is completed.
- Non-skirmishing units charging a unit of skirmishers result in both units lining up perpendicular to the charge line (the distance between the centre of the front of the charging unit and the closest model of the target skirmishing unit within AOS), i.e. it is not possible to arbitrarily “wheel into contact" to change the alignment of the units and thereby the direction of a possible flight and pursuit path.
- Charges against other skirmishers: Determine for each model if it is within charge distance of the closest model within AOS of the target unit. Models that are within charge distance form a front rank which is touching this closest model and which is aligned perpendicular to a line through the centres of both units (before the charge move). Models that do not reach the target unit form rear ranks as usual. After the charging unit moved, the charged unit then moves as many models as possible into BTB with the front of the charging unit forming their own front rank while the remaining models form rear ranks as usual.
- Shooting:
- Models in the unit can draw LOS through other models in the unit.
- Templates as well as enemies shooting at this unit suffer -1 to their to-hit rolls.
- Close combat:
- As long as this unit is engaged in close combat it will stay in a ranked up formation with a front, flanks and a rear.
- cannot claim rank bonuses for combat result
- do not break ranks (independent of their US).
- Other:
- character models with Type (Inf) may join the unit and move and shoot like the unit
- Single models with US 1 count as skirmishers.
Spear-Inf: S like wielder, Fight in two ranks -Mounted: +1S in first round of combat and charging
Standard- Standards that are positioned in the front rank of their unit grant a +1 bonus to the combat result. In a combat with multiple units, each side only gets a max of +1 CR, not +1 CR per standard.
- Standards are lost if the unit with the standard bearer breaks form combat. Replace the standard bearer with a rank & file model.
- Standards are captured by enemy units if the unit with the standard bearer is completely destroyed in CC or if the unit broke from combat and was pursued. Mark one of the pursuing units that is now in possession of the captured standard. Units gain no ingame benefit from captured standards but captured standard may affect the outcome of the game (e.g. victory points). Captured standard may be recaptured if the unit with the captured standard is defeated in CC (see above). In this case the recaptured standard is removed from the game (i.e. it cannot be used by the unit and cannot be captured again). If a unit with a standard breaks from combat but no enemy pursues, the standard is removed from the game. Standards removed from the game do not count as captured for the outcome of the game.
Stupidity- 1. Models not engaged in combat have to test at the start of their turn
- 2. If the Stupidity-Test is failed, the unit moves in the compulsory moves phase with half movement allowance straight ahead (a troll with M6 would move 3"), skirmisher move in a random direction (scatter dice), flyers always use their ground movement. The unit cannot turn/wheel while moving. If it contacts impassable terrain or the board edge it stops 1" in front of the obstacle. If the roll is high enough to reach an enemy unit, the movement counts as a charge and the target unit gets to make a charge response. If it contacts one of your own units it stops 1" in front of the unit but confuses the unit it bumped into. A confused unit cannot move voluntarily in this movement phase. If it does not reach a unit but its move would end within 1" of a unit then it stops 1" in front of the unit.
- 3. Units failing the test cannot declare charges, shoot or cast spells and are Immune to Psychology.
- 4. The effects remain until the start of the players next turn or if the unit is engaged in combat (the unit loses ItP immediately after the units get into BTB, i.e. before Timing 1).
Terror- 1. Charge from terror causing enemy: If a terror causer charges a unit and is within charge range, the unit has to pass a leadership test or has to choose the flee! charge response. Units engaged in cc automatically pass this test.
- 2. Charging a terror causing enemy: If a unit wants to charge a terror causing unit, it has to pass a leadership test or automatically fails the charge and does not move at all.
- 3. Terror causing models also cause Fear
- 4. Immunities: Terror causing models are not affected by the effects of Fear or Terror.
Thick-skinnedMount grants +2AS instead of +1AS
Two-handedThe weapon cannot be used in combination with a shield.
War Banner+1CR

Cost summary:

logo.png lord hero core special rare Complete Sum of calculated unit points
415.0 415.0 270.0 671.0 225.0 1996.0
20,79% 20,79% 13,53% 33,62% 11,27%

Deployment slots: 7

ArmyCreator version: 3.82
Version of datafile: 7.03
LRB version: 1.07


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