| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Dark Elf Dreadlord | 5 | 7 | 7 | 4 | 3 | 3 | 6 | 4 | 10 | 130 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Dark Elf Master | 5 | 6 | 6 | 4 | 3 | 2 | 5 | 3 | 9 | 70 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Death Hag | 5 | 6 | 6 | 4 | 3 | 2 | 7 | 3 | 8 | 70 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| High Beastmaster | - | 7 | 7 | 4 | 3 | 3 | 5 | 3 | 9 | 75 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Khainite Assassin | 5 | 8 | 7 | 4 | 3 | 2 | 7 | 3 | 8 | 80 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Sorceress | 5 | 4 | 4 | 3 | 3 | 2 | 4 | 1 | 8 | 75 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Supreme Sorceress | 5 | 4 | 4 | 3 | 3 | 3 | 5 | 2 | 8 | 150 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Corsair | 5 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 8 | 11 |
| Reaver | 5 | 4 | 4 | 3 | 3 | 1 | 4 | 2 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Repeater Crossbowman | 5 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 8 | 11 |
| Lordling | 5 | 4 | 5 | 3 | 3 | 1 | 4 | 1 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Dark Elf Warrior | 5 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 8 | 8 |
| Lordling | 5 | 4 | 4 | 3 | 3 | 1 | 4 | 2 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Dark Rider | - | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 8 | 16 |
| Herald | - | 4 | 4 | 3 | 3 | 1 | 4 | 2 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Witch Elf | 5 | 4 | 4 | 3 | 3 | 1 | 5 | 1 | 8 | 11 |
| Hag | 5 | 4 | 4 | 3 | 3 | 1 | 5 | 2 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Black Guard | 5 | 5 | 4 | 3 | 3 | 1 | 5 | 1 | 9 | 15 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Cold One Chariot | - | - | - | 5 | 5 | 4 | - | - | - | 125 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Cold One Knight | - | 5 | 4 | 4 | 4 | 1 | 5 | 1 | 9 | 31 |
| Dread Knight | - | 5 | 4 | 4 | 4 | 1 | 5 | 2 | 9 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Shade | 5 | 5 | 5 | 3 | 3 | 1 | 5 | 1 | 8 | 15 |
| Bloodshade | 5 | 5 | 6 | 3 | 3 | 1 | 5 | 1 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Executioner | 5 | 5 | 4 | 4 | 3 | 1 | 5 | 1 | 9 | 15 |
| Draich Master | 5 | 5 | 4 | 4 | 3 | 1 | 5 | 2 | 9 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Harpy | 5 | 3 | 0 | 3 | 3 | 1 | 5 | 2 | 6 | 11 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Beastmaster Handlers | 6 | 4 | - | 3 | - | - | 4 | 1 | 8 | 0 |
| Kharibdyss | 6 | 5 | 0 | 7 | 5 | 5 | 3 | 5 | 6 | 195 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Scourgerunner Chariot | - | - | - | 4 | 4 | 4 | - | - | - | 85 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Beastmaster Handlers | 6 | 4 | - | 3 | - | - | 4 | 1 | 8 | 0 |
| War Hydra | 6 | 4 | 0 | 5 | 5 | 5 | 3 | 2 | 6 | 200 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Witch Elf | 5 | 4 | 4 | 3 | 3 | 1 | 5 | 1 | 8 | 11 |
| Hag | 5 | 4 | 4 | 3 | 3 | 1 | 5 | 2 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Bloodwrack Medusa | 7 | 5 | 5 | 4 | 4 | 4 | 5 | 3 | 7 | 85 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Bloodwrack Medusa | - | 5 | 5 | 4 | - | - | 5 | 3 | - | 0 |
| Bloodwrack Shrine | 2 | - | - | 5 | 5 | 5 | - | - | - | 175 |
| Shrinekeeper | - | 4 | 4 | 3 | - | - | 5 | 1 | 8 | 0 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Doomfire Warlock | - | 4 | 4 | 4 | 3 | 1 | 5 | 1 | 8 | 22 |
| Master | - | 4 | 4 | 4 | 3 | 1 | 5 | 2 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Beastmaster Handlers | 6 | 4 | - | 3 | - | - | 4 | 1 | 8 | 0 |
| Kharibdyss | 6 | 5 | 0 | 7 | 5 | 5 | 3 | 5 | 6 | 195 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Dark Elf Crew | 5 | 4 | 4 | 3 | 3 | 2 | 4 | 2 | 8 | 0 |
| Reaper Bolt Thrower | - | - | - | - | 6 | 2 | - | - | - | 80 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Sister of Slaughter | 5 | 5 | 4 | 3 | 3 | 1 | 6 | 2 | 9 | 17 |
| Hag | 5 | 5 | 4 | 3 | 3 | 1 | 6 | 3 | 9 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Beastmaster Handlers | 6 | 4 | - | 3 | - | - | 4 | 1 | 8 | 0 |
| War Hydra | 6 | 4 | 0 | 5 | 5 | 5 | 3 | 2 | 6 | 200 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Cold One Chariot | - | - | - | 5 | 5 | 4 | - | - | - | +125 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Scourgerunner Chariot | - | - | - | 4 | 4 | 4 | - | - | - | +85 |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | Killing Blow, Magical Attacks, Strike Last |
When making a roll To Wound for a hit caused with the Executioner’s Axe, a roll of 2+ is always a success, regardless of the target’s Toughness.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 9 | S | -3 | Magical Attacks, Move & Shoot, Quick Shot |
This weapon can target a specific model within the target unit, such as a champion or a character.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 24 | 3 | -1 | Armour Bane (1), Magical Attacks, Multiple Shots (D3+1), Poisoned Attacks |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | * | Magical Attacks |
No armour, Ward or Regeneration saves are permitted against wounds caused by the Sword of Ruin.
Models whose troop type is ‘infantry’ or ‘cavalry’ only. The Blood Armour is a suit of armour that gives its wearer an armour value of 5+. For each unsaved wound the wearer inflicts, this armour value is improved by 1, to a maximum of 2+.
The Shield of Ghrond is a shield. In addition, all attacks directed against its bearer suffer a -1 modifier to their Strength characteristic to a minimum of 1.
A unit carrying the Banner of Har Ganeth improves the Armour Piercing characteristic of its combat weapons by 1.
A unit carrying the Banner of Nagarythe gains the Stubborn special rule. In addition, when calculating its combat result, the unit may claim an additional bonus of +1 combat result point.
When calculating its combat result during a turn in which it charged, a unit carrying the Standard of Slaughter may claim an additional bonus of +D3 combat result points.
Single use. During the Command sub-phase of their turn, the bearer of a Black Dragon Egg can consume it. Until the end of that turn, the model has a Toughness characteristic of 6 (which cannot be improved further) and gains noxious breath (see page 18).
Single use. A unit carrying the Cold-blooded Banner may use it when making any test against its Leadership characteristic, including a Break test. When it does, it may roll an extra D6 and discard the highest result.
Single use. The bearer of the Guiding Eye and any unit they have joined may re-roll any failed rolls To Hit made during the Shooting phase.
The bearer of the Black Staff may use it when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Single use. The owner of a Focus Familiar may use it when they attempt to cast a spell. Place a marker (such as a Familiar model) completely within 12" of the owner. The range and all effects of the spell are measured from this marker, rather than from the owner. If the spell requires a line of sight, this is determined from the marker (which has a 360° vision arc).
The bearer of the Tome of Furion knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry.
The bearer of the Pearl of Infinite Bleakness and any unit they have joined gains the Immune to Psychology special rule.
The Pendant of Khaeleth gives its bearer a 5+ Ward save against any wounds suffered that were caused by an attack with a Strength of 4 or lower, and a 4+ Ward save against any wounds suffered that were caused by an attack with a Strength of 5 or higher.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | Armour Bane (1), Killing Blow |
In combat, this model must make one of its attacks each turn with this weapon.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -1 | Armour Bane (1), Fight in Extra Rank, Requires Two Hands |
A model wielding a dread halberd cannot make a supporting attack during a turn in which it charged.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| N/A | * | -1 | Breath Weapon, Flaming Attacks |
The Strength characteristic of this weapon is equal to this model’s remaining Wounds.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -1 | Cleaving Blow, Requires Two Hands |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Armour Bane (1), Fight in Extra Rank, Requires Two Hands |
A model equipped with a lash & buckler improves its armour value by 1.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| N/A | 4 | N/A | Breath Weapon |
Until your next Start of Turn sub-phase, every model in a unit that suffers one or more unsaved wounds from this weapon suffers a -1 modifier to its Weapon Skill characteristic (to a minimum of 1). No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 18" | 2 | N/A | Magical Attacks, Multiple Wounds (D3) |
When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 24" | 6 | -3 | Cumbersome, Multiple Wounds (D3), Ponderous |
During the Shooting phase, one of the Beastmaster Crew may fire this weapon instead of their repeater crossbow.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | - | Armour Bane (2), Multiple Wounds (2) |
In combat, this model must make one of its attacks each turn with this weapon.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | - | Poisoned Attacks, Strike First |
In combat, this model must make one of its attacks each turn with this weapon.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | - |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | Poisoned Attacks |
Whilst within 6" of this model, enemy units suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
Note that this modifier is not cumulative.
Even if engaged in combat, this model can cast the following Bound spell, with a Power Level of 2:
If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal).
Note that if an attack wounds automatically, this special rule cannot be used.
Enemy units suffer a -1 modifier to their Leadership characteristic whilst within the Command range of one or more Death Hags that have this special rule and that are not fleeing.
A unit of Doomfire Warlocks knows a single spell (chosen by their controlling player before armies are deployed) from either the Dark Magic or Daemonology Lore of Magic. The unit may cast this spell as a Bound spell: • If the unit has a Unit Strength of 10 or more and includes a Master, it may cast this Bound spell with a Power Level of 2. • If the unit includes a Master, but has a Unit Strength of 9 or less, it may cast this Bound spell with a Power Level of 1. • Otherwise, the unit may cast this Bound spell with a Power Level of 0.
If this unit makes a successful charge move (i.e., if the unit makes contact with the charge target), the charge target suffers a -1 modifier to its Maximum Rank Bonus until the end of the Combat phase of that turn.
This unit has a 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat.
Against High Elves, this model’s Hatred applies in every round of close combat, not just the first.
Note that this special rule does not apply to this model’s mount (should it have one).
During the Command sub-phase of their turn, this character may goad a single friendly model whose troop type is ‘monster’ and that is within their Command range (including their own mount). Until the end of this turn, that model gains a +D3 modifier to its Attacks characteristic (to a maximum of 10).
Once per game, a model with this special rule may re-roll a single failed Casting roll.
Khainite Assassins are not placed on the battlefield at the start of the game. Instead, they are ‘hidden’ within a friendly Dark Elf unit whose troop type is ‘infantry’ and that has a Unit Strength of ten or more (excluding Harpies). Make a note of which unit each Assassin is hiding within. A hidden Assassin may be revealed during any Start of Turn sub-phase or at the start of any Combat phase. Position the revealed Assassin as you would a character that has joined the unit.
If a unit in which a Khainite Assassin is hiding is destroyed or flees the battlefield before the Assassin is revealed, the Assassin is removed as a casualty. A Khainite Assassin cannot be your army General.
A Wizard with the ‘Lore of Naggaroth’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below:
• Cursing Word • Black Horror
A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Wound of a natural 1.
Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
This character has the Extra Attacks (+D3) special rule
A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks.
At the start of each Combat phase, enemy models in base contact with this model must make an Initiative test. If this test is failed, they suffer D3 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
During the Start of Turn sub-phase of each of their turns, this model must make a Leadership test (using its own unmodified Leadership). If this test is passed, the rider is able to keep control of their mount. If, however, this test is failed, the rider has lost control and their mount becomes subject to the Frenzy special rule until their next Start of Turn sub-phase.
Note that the rider does not gain a +1 modifier to their Attacks characteristic.
This character, their mount and any unit they have joined cannot lose the Frenzy special rule.