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Commanders At most 15% Heroes At most 15% Regular troops At least 20% Elite troops No limit Special troops No limit War machines No limit Creatures and monsters No limit You must meet the following requirements regarding the percentage of each type of troop. WARTHRONE ARMIES: DARK ELVES http://www.avatars-of-war.com/army-throne/ This army list is everything you need to create a Dark Elves army for Warthrone. For details about how to create an army for Warthrone, see page 39 of the Warthrone rulebook. As an alternative to making pen and paper army lists, you can use Army Throne; a web browser based application designed to create and print your Warthrone armies quickly and easily. You can access Army Throne at: Commanders Mov Ag St Mi Com At Def Sh Arm OD Val 8 3+ 3+ 3+ 3+ 7@3+ 5+ 4+ -1 2 4 Naga Queen 177 pts. Base size 25x50 MAGIC OBJECTS & SPECIAL PROPERTIES •For 20 pts. can be equiped with Black magic staff (You may repeat rolls of a 1 when casting spells) •For 30 pts. can be equiped with Arrows of Nemesis (When firing with a bow or crossbow, add 8" to range and a bonus to St and Sh) WEAPONS • Four one-handed weapons (The miniatures have four arms, in the likeness and image of Nemesis, the goddess of vengeance. Since they brandish a dagger of Nemesis in each arm, they get four attacks) •For 5 pts. can be equiped with Composite Bow (F! Range 20+1d6". St 3+. Up to two rows may shoot. Arcing fire) ARMOR • Scales (Arm -1) ORDERS •For 12 pts. can train the order [C]Hypnotic Beauty (NT. PSY. ONE miniature in combat may not act for the rest of the combat round) •For 22 pts. can train the order [T]Petrify (Select an enemy character up to 12" away and with mutual line of sight. The victim must pass a Def check or it becomes petrified. While petrified, it may do nothing, and any hit will automatically cause a wound. The character remains petrified until it passes a Def check. Your opponent may make a check once per turn, when activating the character) •For 6 pts. can train the order [T]Naga Shriek (An enemy unit with an equal or lesser Val, in mutual LoS and within 12" must make a panic morale check using their Mi stat instead of Com) SPECIAL RULES • Causes fear (PSI. Penalty to enemy morale checks in combat. To be charged by the enemy they must obtain at least two successes on the charge order) • Bloodbath (Enemies in combat check morale with a penalty) • Saving throw (3+) • Hypnotic Movement (PSY. Enemies shooting at this unit suffer a penalty to Sh) Page 1 of 24 All content, including all illustrations, images, places, elements and characters are ® and/or © 2007-2015 Avatars of War, SLNE. Avatars of War, Warthrone, the Avatars of War logo, the Warthrone logo, are trademarked and/or registered. Copyright © Avatars of War SLNE, 2007-2015. All rights reserved. Artwork by Wayne England
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  • Commanders At most 15%

    Heroes At most 15%

    Regular troops At least 20%

    Elite troops No limit

    Special troops No limit

    War machines No limit

    Creatures and monsters No limit

    You must meet the following requirements regarding the

    percentage of each type of troop.

    WARTHRONE ARMIES: DARK ELVES

    http://www.avatars-of-war.com/army-throne/

    This army list is everything you need to create a Dark Elves army for

    Warthrone.

    For details about how to create an army for Warthrone, see page 39 of

    the Warthrone rulebook.

    As an alternative to making pen and paper army lists, you can use

    Army Throne; a web browser based application designed to create and

    print your Warthrone armies quickly and easily.

    You can access Army Throne at:

    2Commanders

    Mov Ag St Mi Com At Def Sh Arm OD Val

    8 3+ 3+ 3+ 3+ 7@3+ 5+ 4+ -1 2 4

    Naga Queen 177 pts.

    Base size 25x50

    MAGIC OBJECTS & SPECIAL PROPERTIES

    For 20 pts. can be equiped with Black magic staff (You may repeat rolls of a 1 when casting spells)

    For 30 pts. can be equiped with Arrows of Nemesis (When firing with a bow or crossbow, add 8" to range and a bonus to St and Sh)

    WEAPONS

    Four one-handed weapons (The miniatures have four arms, in the likeness and image of Nemesis, the goddess of vengeance.Since they brandish a dagger of Nemesis in each arm, they get four attacks)

    For 5 pts. can be equiped with Composite Bow (F! Range 20+1d6". St 3+. Up to two rows may shoot. Arcing fire)

    ARMOR

    Scales (Arm -1)

    ORDERS

    For 12 pts. can train the order[C]Hypnotic Beauty (NT. PSY. ONE miniature in combat may not act for the rest of the combat round)

    For 22 pts. can train the order[T]Petrify (Select an enemy character up to 12" away and with mutual line of sight. The victim must pass a Def check or it becomes petrified.While petrified, it may do nothing, and any hit will automatically cause a wound. The character remains petrified until it passes a Def check. Your opponent may make a check once per turn, when activating the character)

    For 6 pts. can train the order[T]Naga Shriek (An enemy unit with an equal or lesser Val, in mutual LoS and within 12" must make a panic morale check using their Mi stat instead of Com)

    SPECIAL RULES

    Causes fear (PSI. Penalty to enemy morale checks in combat. To be charged by the enemy they must obtain at least two successes on the charge order)

    Bloodbath (Enemies in combat check morale with a penalty) Saving throw (3+) Hypnotic Movement (PSY. Enemies shooting at this unit suffer a penalty to Sh)

    Page 1 of 24

    All content, including all illustrations, images, places, elements and characters are and/or 2007-2015 Avatars of War, SLNE. Avatars of War, Warthrone, the

    Avatars of War logo, the Warthrone logo, are trademarked and/or registered.

    Copyright Avatars of War SLNE, 2007-2015. All rights reserved.

    Artwork by Wayne England

  • WARTHRONE ARMIES: DARK ELVES

    Poisoned Weapons (The enemy suffers a penalty to their original Def)

    SPELLS

    For 15 pts. can master the spellWither spirit (PSY. One unit in LoS and up to 12" away loses ONE OD (down to a minimum of 1))

    For 10 pts. can master the spellConfusion (PSY. One unit in LoS and up to 12" away suffers ONE penalty to Com)

    For 25 pts. can master the spellHypnotize (The sorcerer hypnotizes an enemy unit so it will act according to his will.

    There must be mutual line of sight. The target must pass a Mind check or it is hypnotized for ONE turn.The attacker may move, shoot or melee with the hypnotized unit as if it were part of his own army, and the unit accepts all orders automatically with a single success. A unit may not accept any order from its original player while it is hypnotized)

    Page 2 of 24

    All content, including all illustrations, images, places, elements and characters are and/or 2007-2015 Avatars of War, SLNE. Avatars of War, Warthrone, the

    Avatars of War logo, the Warthrone logo, are trademarked and/or registered.

    Copyright Avatars of War SLNE, 2007-2015. All rights reserved.

    Artwork by Wayne England

  • WARTHRONE ARMIES: DARK ELVES

    Mov Ag St Mi Com At Def Sh Arm OD Val

    5 3+ 4+ 3+ 2+ 4@3+ 6+/5+ 3+ 1 3 5

    Dark Elf Queen 282 pts.

    Base size 20x20

    MAGIC OBJECTS & SPECIAL PROPERTIES

    For 20 pts. can be equiped with Black magic staff (You may repeat rolls of a 1 when casting spells)

    For 9 pts. can be equiped with Dragonette (Mov Ag St Mi Com At Def Sh Arm OD 9 3+ 4+ 4+ 3+ 2@3+ 5+ 6+ 0 2[C]Acid breath (ONE model in the enemy unit, in direct contact or not, at the attacker's choice, must pass a Def check or suffer a hit at St 3+)

    The Dragonette's keeper gains the order [T]Release Dragonette (select a unit in LoS and up to 17+ONE inches away. The Dragonette becomes locked in combat with this unit. If the Dragonette flees, is annihilated, forced to retreat, or removed from play by the enemy, it returns to the hands of its keeper) Base size 20x20)

    WEAPONS (Must equip at least one option)

    Hand weapon & shield (Bonus to Def)For 1 point can be equiped with Two hand weapons (Miniatures in the front row get an extra attack. Not applicable to mounted miniatures)

    For 8 pts. can be equiped with Banir Crossbow (F! Range 16+1d6", St 4+. Up to two rows may shoot. Penetrates armor. Quick fire)

    ARMOR

    Obsidian armor (Arm 1)

    ORDERS

    For 10 pts. can train the order[C]Take Position (NT. The unit gains ONE attack)

    SPECIAL RULES

    Saving throw (3+) Inspiring Presence (PSY. Units within 8" gain the "Tenatious" rule and may use this model's Com when using the "Hold your position!" rule. )

    Grand strategist (Add one to your roll for the turn initiative) General (If in the army, this unit must be the general) Hatred of Light Elves (This unit hates all Light Elf units) Imbued with Magic (When executing and supporting orders, you may use up to two magic dice for each sorcerer in dispel range as if they were extra order dice. You must announce that these magic dice are being used as order dice. If the sorcerer has not generated any magic dice yet, he may do so now. Magic dice used thsi way are removed as normal)

    Obsidian blades (Penetrates shields. Penetrates armor)

    MOUNT

    For 25 pts. can mount a Banir steed (Mov Ag St Mi Com At Def Sh Arm10 3+ 6+ 5+ 5+ 5+ 5+ 6+ -1 Light cavalry (Bonus to Def for the rider. This unit may pursue/sweeping advance twice in

    the same combat phase. +1OD for Movement orders and Change formation orders. Evade enemy fire) Light barding (Arm -1) Base size 25x50)

    For 35 pts. can mount a Banir Warhorse (Mov Ag St Mi Com At Def Sh Arm 9 4+ 5+ 5+ 5+ 4+ 5+ 6+ 0

    Heavy Cavalry (Bonus to rider's Def. This unit may pursue/sweeping advance twice in the same combat phase. Each complete row counts as two. Break the enemy formation when you make a furious charge and your momentum is greater than the momentum of the target of the charge) Heavy Barding (Arm 0) Base size 25x50)

    SPELLS

    For 20 pts. can master the spellCone of Cold (Place the large teardrop template in contact with the sorcerer. Any miniature touched by the template must pass a Def check with ONE penalty or suffer one wound)

    For 15 pts. can master the spellMagic missile (One enemy unit in LoS and up to 15" away suffers ONEd6 hits at St5+)

    Page 3 of 24

    All content, including all illustrations, images, places, elements and characters are and/or 2007-2015 Avatars of War, SLNE. Avatars of War, Warthrone, the

    Avatars of War logo, the Warthrone logo, are trademarked and/or registered.

    Copyright Avatars of War SLNE, 2007-2015. All rights reserved.

    Artwork by Wayne England

  • WARTHRONE ARMIES: DARK ELVES

    Mov Ag St Mi Com At Def Sh Arm OD Val

    5 3+ 3+ 4+ 3+ 4@2+ 6+/5+ 3+ 0 2 3

    Dark Elf Prince 88 pts.

    Base size 20x20

    WEAPONS (Must equip at least one option)

    Hand weapon & shield (Bonus to Def)For 1 point can be equiped with Slaver's whip (In the shooting phase, if not in melee, this model can make an attack against an enemy unit - as if it were in melee with the enemy -with a maximum range of 6")

    For 1 point can be equiped with Two hand weapons (Miniatures in the front row get an extra attack. Not applicable to mounted miniatures)

    For 8 pts. can be equiped with Banir Crossbow (F! Range 16+1d6", St 4+. Up to two rows may shoot. Penetrates armor. Quick fire)

    ARMOR (May equip one and only one option)

    Obsidian light armour (Arm 0)For 8 pts. can be equiped with Obsidian armor (Arm 1)

    ORDERS

    For 10 pts. can train the order[C]Take Position (NT. The unit gains ONE attack)

    SPECIAL RULES

    Saving throw (3+) Hatred of Light Elves (This unit hates all Light Elf units) Obsidian blades (Penetrates shields. Penetrates armor)

    MOUNT

    For 20 pts. can mount a Banir Warhorse (Mov Ag St Mi Com At Def Sh Arm 9 4+ 5+ 5+ 5+ 4+ 5+ 6+ 0 Heavy Cavalry (Bonus to rider's Def. This unit may pursue/sweeping advance twice in the

    same combat phase. Each complete row counts as two. Break the enemy formation when you make a furious charge and your momentum is greater than the momentum of the target of the charge) Heavy Barding (Arm 0) Base size 25x50)

    Page 4 of 24

    All content, including all illustrations, images, places, elements and characters are and/or 2007-2015 Avatars of War, SLNE. Avatars of War, Warthrone, the

    Avatars of War logo, the Warthrone logo, are trademarked and/or registered.

    Copyright Avatars of War SLNE, 2007-2015. All rights reserved.

    Artwork by Wayne England

  • WARTHRONE ARMIES: DARK ELVES

    Mov Ag St Mi Com At Def Sh Arm OD Val

    5 3+ 4+ 4+ 3+ 3@3+ 6+/5+ 3+ 0 3 4

    Dark Elf Princess 109 pts.

    Base size 20x20

    MAGIC OBJECTS & SPECIAL PROPERTIES

    For 9 pts. can be equiped with Dragonette (Mov Ag St Mi Com At Def Sh Arm OD

    9 3+ 4+ 4+ 3+ 2@3+ 5+ 6+ 0 2[C]Acid breath (ONE model in the enemy unit, in direct contact or not, at the attacker's choice, must pass a Def check or suffer a hit at St 3+)The Dragonette's keeper gains the order [T]Release Dragonette (select a unit in LoS and up to 17+ONE inches away. The Dragonette becomes locked in combat with this unit. If the

    Dragonette flees, is annihilated, forced to retreat, or removed from play by the enemy, it returns to the hands of its keeper) Base size 20x20)

    For 35 pts. can be equiped with Novice sorcerer (The sorcerer is unskilled with magic arts. When accepting a "Channel magic" order, he may convert each accepted order die into only one magic die)

    WEAPONS (Must equip at least one option)

    Hand weapon & shield (Bonus to Def)For 1 point can be equiped with Two hand weapons (Miniatures in the front row get an extra attack. Not applicable to mounted miniatures)

    For 1 point can be equiped with Slaver's whip (In the shooting phase, if not in melee, this model can make an attack against an enemy unit - as if it were in melee with the enemy -with a maximum range of 6")

    For 8 pts. can be equiped with Banir Crossbow (F! Range 16+1d6", St 4+. Up to two rows may shoot. Penetrates armor. Quick fire)

    ARMOR

    Obsidian light armour (Arm 0)For 13 pts. can be equiped with Obsidian armor (Arm 1)

    ORDERS

    For 10 pts. can train the order[C]Take Position (NT. The unit gains ONE attack)

    SPECIAL RULES

    Saving throw (3+) Hatred of Light Elves (This unit hates all Light Elf units) Obsidian blades (Penetrates shields. Penetrates armor)For 15 pts. can have the special rule Imbued with Magic (When executing and supporting orders, you may use up to two magic dice for each sorcerer in dispel range as if they were extra order dice. You must announce that these magic dice are being used as order dice. If the sorcerer has not generated any magic dice yet, he may do so now.

    Magic dice used thsi way are removed as normal)

    MOUNT

    For 15 pts. can mount a Banir steed (Mov Ag St Mi Com At Def Sh Arm10 3+ 6+ 5+ 5+ 5+ 5+ 6+ -1

    Light cavalry (Bonus to Def for the rider. This unit may pursue/sweeping advance twice in the same combat phase. +1OD for Movement orders and Change formation orders. Evade enemy fire) Light barding (Arm -1) Base size 25x50)

    SPELLS

    For 10 pts. can master the spellMagic missile (One enemy unit in LoS and up to 15" away suffers ONEd6 hits at St5+)

    Page 5 of 24

    All content, including all illustrations, images, places, elements and characters are and/or 2007-2015 Avatars of War, SLNE. Avatars of War, Warthrone, the

    Avatars of War logo, the Warthrone logo, are trademarked and/or registered.

    Copyright Avatars of War SLNE, 2007-2015. All rights reserved.

    Artwork by Wayne England

  • WARTHRONE ARMIES: DARK ELVES

    3Heroes

    Mov Ag St Mi Com At Def Sh Arm OD Val

    5 3+ 3+ 4+ 3+ 3@3+ 5+ 3+ 0 2 2

    Army standard bearer 83 pts.

    Base size 20x20

    WEAPONS (Must equip at least one option)

    Hand weapon () Battle standard (Commanders within 6 and not joined to a unit may support orders as if they were in this standard bearers position)For 8 pts/miniature can be equiped with Banir Crossbow (F! Range 16+1d6", St 4+. Up to two rows may shoot. Penetrates armor. Quick fire)

    ARMOR (May equip one and only one option)

    Obsidian light armour (Arm 0)For 3 pts/miniature can be equiped with Obsidian armor (Arm 1)

    ORDERS

    For 8 pts/miniature can train the order[C]Take Position (NT. The unit gains ONE attack)

    SPECIAL RULES

    Saving throw (3+) Magic Resistance (Remove 1 successful die from each spell cast against this regiment) Inspiring Presence (PSY. Units within 8" gain the "Tenatious" rule and may use this model's Com when using the "Hold your position!" rule. )

    Hatred of Light Elves (This unit hates all Light Elf units)

    MOUNT (May equip at most one option)

    For 15 pts/miniature can mount a Banir steed (Mov Ag St Mi Com At Def Sh Arm10 3+ 6+ 5+ 5+ 5+ 5+ 6+ -1 Light cavalry (Bonus to Def for the rider. This unit may pursue/sweeping advance twice in the same combat phase. +1OD for Movement orders and Change formation orders. Evade

    enemy fire) Light barding (Arm -1) Base size 25x50)

    For 20 pts/miniature can mount a Banir Warhorse (Mov Ag St Mi Com At Def Sh Arm 9 4+ 5+ 5+ 5+ 4+ 5+ 6+ 0 Heavy Cavalry (Bonus to rider's Def. This unit may pursue/sweeping advance twice in the same combat phase. Each complete row counts as two. Break the enemy formation when

    you make a furious charge and your momentum is greater than the momentum of the target of the charge) Heavy Barding (Arm 0) Base size 25x50)

    Page 6 of 24

    All content, including all illustrations, images, places, elements and characters are and/or 2007-2015 Avatars of War, SLNE. Avatars of War, Warthrone, the

    Avatars of War logo, the Warthrone logo, are trademarked and/or registered.

    Copyright Avatars of War SLNE, 2007-2015. All rights reserved.

    Artwork by Wayne England

  • WARTHRONE ARMIES: DARK ELVES

    Mov Ag St Mi Com At Def Sh Arm OD Val

    5 4+ 4+ 3+ 3+ 4+ 6+ 6+ -2 3 2

    Dark Elf Sorceress 87 pts.

    Base size 20x20

    MAGIC OBJECTS & SPECIAL PROPERTIES

    For 9 pts/miniature can be equiped with Dragonette (Mov Ag St Mi Com At Def Sh Arm OD

    9 3+ 4+ 4+ 3+ 2@3+ 5+ 6+ 0 2[C]Acid breath (ONE model in the enemy unit, in direct contact or not, at the attacker's choice, must pass a Def check or suffer a hit at St 3+)The Dragonette's keeper gains the order [T]Release Dragonette (select a unit in LoS and up to 17+ONE inches away. The Dragonette becomes locked in combat with this unit. If the

    Dragonette flees, is annihilated, forced to retreat, or removed from play by the enemy, it returns to the hands of its keeper) Base size 20x20)

    For 20 pts/miniature can be equiped with Black magic staff (You may repeat rolls of a 1 when casting spells)

    For 20 pts/miniature can be equiped with Greater sorcerer (The sorcerer is skilled with magic arts.

    When accepting a "Channel magic" order, he may convert each accepted order die into three magic dice)

    WEAPONS

    Hand weapon ()

    ORDERS

    For 10 pts/miniature can train the order[T]Font of Power (The unit cannot move in the turn that Font of Power is used. Generate ONE extr magic die that can only be used by this sorcerer)

    SPECIAL RULES

    Saving throw (4+) Hatred of Light Elves (This unit hates all Light Elf units)

    SPELLS (Must equip at least one option)For 20 pts/miniature can master the spellBlind Vengeance (Select an enemy unit, in melee or not, up to 12" away and in Line of Sight. ONE miniature must pass a Mi check or attack its own unit. Resolve these attacks immediately.

    Each miniature that falls as a casualty as a result of these attacks will be avenged simultaneously by one of its comrades in the unit. Remove an additional number of miniatures equal to the number of casualties caused by these attacks)

    For 15 pts/miniature can master the spellMortal desire (PSY. Choose a model in line of sight and within 24+TWO inches. It may be a character in a unit. The victim must pass a Mi check each turn when activated (in which case the spell loses its effect) or move at steady advance speed toward the caster. If it reaches the caster during its movement, the victim dies.If the victim engages in combat, or the caster dies, it immediatelly breaks free from the effect)

    For 15 pts/miniature can master the spellCone of Cold (Place the large teardrop template in contact with the sorcerer. Any miniature touched by the template must pass a Def check with ONE penalty or suffer one wound)

    For 25 pts/miniature can master the spellWrath of Nemesis (PSY. Select a unit in LoS up to 12" away. ONEd6 miniatures in the unit must pass a Mi check or suffer one wound)

    For 10 pts/miniature can master the spellFire of Nemesis (One unit in contact suffers ONEd6 hits of St4+ with the special rule

    "Flaming attacks")

    Page 7 of 24

    All content, including all illustrations, images, places, elements and characters are and/or 2007-2015 Avatars of War, SLNE. Avatars of War, Warthrone, the

    Avatars of War logo, the Warthrone logo, are trademarked and/or registered.

    Copyright Avatars of War SLNE, 2007-2015. All rights reserved.

    Artwork by Wayne England

  • WARTHRONE ARMIES: DARK ELVES

    Mov Ag St Mi Com At Def Sh Arm OD Val

    5 3+ 4+ 4+ 4+ 4@3+ 5+ 3+ -2 2 2

    Black Shadow 46 pts.

    Base size 20x20

    WEAPONS

    Two hand weapons (Miniatures in the front row get an extra attack. Not applicable to mounted miniatures)

    Star of Nemesis (F! Range 8+1d6". St 4+. Up to two rows may shoot. Quick fire)

    ORDERS

    For 5 pts/miniature can train the order[T]Infiltrate (Make a march move plus ONE inch. If the unit contacts an enemy unit on the

    flank or rearguard, it infiltrates the unit. Apply the rule "Infiltrated Deployment")

    For 5 pts/miniature can train the order[C]Break Defenses (The enemy unit receives ONE penalty to Def)

    For 5 pts/miniature can train the order[T]Assassinate (The unit must have infiltrated a unit. It may now make ONE attack targeting a miniature in the unit - including any character therein. The victim may not make a Def check.If the victim is not slain, the Stalker will be discovered. Immediately place it in combat with the unit, and if it attacked a character, in contact with that character)

    SPECIAL RULES

    Assasins leader (This model may support orders to Blackshadows units) Rangers (This unit has an exploration group, so they can explore before they deploy. Check for exploration problems with a 2+.

    If they flee from the battlefield, they do not leave the game. Place them off the edge of the table at the point where they fled. They may re-enter the battle using any movement order on the turn after they flee )

    Saving throw (4+) Sniper (Ignore penalties to shoot at individual miniatures. This model may shoot at characters in units)

    Hatred of Light Elves (This unit hates all Light Elf units) Poisoned Weapons (The enemy suffers a penalty to their original Def) Innate agility (Ignore difficult terrain when marching and when fleeing voluntarily (with the result of a Retreat! order). If this is an individual miniature, it also ignores difficult terrain during charge moves.

    In case of a tie on Ag, attack first)

    For 5 pts/miniature can have the special rule Infiltrated Deployment (This unit may be deployed inside any enemy unit with 10 or more miniatures, and a base size euqal to or greater than the base size of this unit by one point. The Stalker will rebel against the unit's orders. Place the Stalker miniature in the back row of the unit.

    Whenever the unit receives an order, the Stalker may counter the order. If zero successes are obtained on the counter-order, the stalker is discovered. Immediately place it in melee with the unit.Whenever the unit suffers as many hits as it has rows, the Stalker must pass an Ag check. If it fails, it takes one of the hits without the opportunity to check DefTo leave the enemy unit you must issue an order: with 1 success, the stalker abandons the

    unit at marching speed from a flank, with 2 successes it leaves from the rearguard, and with 0 successes it is discovered. Immediately place the Stalker in melee with the unitIf this type of deployment is used, the unit may not explore)

    Page 8 of 24

    All content, including all illustrations, images, places, elements and characters are and/or 2007-2015 Avatars of War, SLNE. Avatars of War, Warthrone, the

    Avatars of War logo, the Warthrone logo, are trademarked and/or registered.

    Copyright Avatars of War SLNE, 2007-2015. All rights reserved.

    Artwork by Wayne England

  • WARTHRONE ARMIES: DARK ELVES

    4Regular troops

    Mov Ag St Mi Com At Def Sh Arm OD Val

    5 3+ 4+ 4+ 4+ 2@4+ 6+ 4+ -2 1 1

    Vestals of Nemesis 7 pts.

    Base size 20x20 / 10 or more miniatures per regiment

    WEAPONS

    Two hand weapons (Miniatures in the front row get an extra attack. Not applicable to mounted miniatures)

    Star of Nemesis (F! Range 8+1d6". St 4+. Up to two rows may shoot. Quick fire)

    COMMAND OPTIONS

    For 7 pts. you can convert one miniature into a Musician (Roll one extra OD for change formation orders)For 10 pts. you can convert one miniature into a Standard bearer (Orders may be received from 2" further away)

    For 27 pts. you can convert one miniature into a Matriarch of Nemesis (Matriarchs of Nemesis have four arms, in the likeness and image of Nemesis, the goddess of vengeance. Gain 1 OD. Bonus to Com and make two more attacks than the regular troops)

    FORMATIONS

    Melee skirmishers (The unit is normally in skirmisher formation, but the unit can form a square in melee)

    ORDERS

    [C]Hypnotic Beauty (NT. PSY. ONE miniature in combat may not act for the rest of the combat round)

    For 1 pt/miniature can train the order[T]Fire while charging (NT. Execute a Charge! As normal, and make one shot per

    miniature. Must be equipped with projectile weapons)

    For 0 pts/miniature can train the order[C]Wrap (Because of its high maneuverability and mobility, the unit is able to surround their enemy in melee.

    The target unit must be in the front face. ONE row may be placed on one of the enemy's flanks.The rows that wrap the enemy are counted as being in their initial location for determining the unit's formation)

    SPECIAL RULES

    Bloodbath (Enemies in combat check morale with a penalty) Hatred of Light Elves (This unit hates all Light Elf units) Innate agility (Ignore difficult terrain when marching and when fleeing voluntarily (with the result of a Retreat! order). If this is an individual miniature, it also ignores difficult

    terrain during charge moves. In case of a tie on Ag, attack first)

    For 1 pt/miniature can have the special rule Poisoned Weapons (The enemy suffers a penalty to their original Def)

    Page 9 of 24

    All content, including all illustrations, images, places, elements and characters are and/or 2007-2015 Avatars of War, SLNE. Avatars of War, Warthrone, the

    Avatars of War logo, the Warthrone logo, are trademarked and/or registered.

    Copyright Avatars of War SLNE, 2007-2015. All rights reserved.

    Artwork by Wayne England

  • WARTHRONE ARMIES: DARK ELVES

    Mov Ag St Mi Com At Def Sh Arm OD Val

    5 3+ 4+ 4+ 4+ 4+ 6+/5+ 4+ 0 1 1

    Banir spearmen 8 pts.

    Base size 20x20 / 16 or more miniatures per regiment

    WEAPONS

    Spear & shield (Bonus to Def. One extra row may attack if the unit is in square or rectangle formation)

    ARMOR

    Obsidian light armour (Arm 0)

    COMMAND OPTIONS

    For 35 pts. you can convert one miniature into a Extra command group (An extra leader, standard bearer, and musician)

    For 12 pts. you can convert one miniature into a Standard bearer (Orders may be received from 2" further away)

    For 5 pts. you can convert one miniature into a Musician (Roll one extra OD for change formation orders)For 26 pts. you can convert one miniature into a Black Champion (Gain 1 OD)

    FORMATIONS

    Square ()

    ORDERS

    For 1 pt/miniature can train the order[T]Weather the Charge! (Each enemy that charged the unit this turn suffers ONE penalty to their Critical Hit)

    For 1 pt/miniature can train the order[C]Break the Enemy Formation (The enemy formation becomes a mob)

    SPECIAL RULES

    Hatred of Light Elves (This unit hates all Light Elf units)

    Page 10 of 24

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    Copyright Avatars of War SLNE, 2007-2015. All rights reserved.

    Artwork by Wayne England

  • WARTHRONE ARMIES: DARK ELVES

    Mov Ag St Mi Com At Def Sh Arm OD Val

    5 5+ 4+ 5+ 5+/4+ 5+ 6+ 5+ -2 1/2 1

    Slaves 4 pts.

    Base size 20x20 / 10 or more miniatures per regiment

    WEAPONS

    Hand weapon ()

    COMMAND OPTIONS

    Dark Elf Slaver (Mov Ag St Mi Com At Def Sh Arm OD 5 3+ 4+ 4+ 4+ 3@4+ 5+ 4+ -1 2The unit gains 1 OD. Bonus to Com. Light Armor (Arm -1). Saving Throw (5+) Base size

    20x20)

    FORMATIONS

    Mob ()

    SPECIAL RULES

    Tormented mind (The unit always checks morale with its Com stat without applying any modifier)

    Unfriendly (May only receive their ODs from, and may only be joined by, the general of the army or characters of their same type)

    They have some of ours! (PSY. When being declared a target for an order to charge or shoot, roll 1d6. With a result of 5 or 6, the unit contains slaves of the same race as the enemy, giving the enemy doubts, causing them to lose two accepted OD for that order to charge or shoot)

    Bait (The unit is totally despised by your other troops. Your troops may shoot through this unit or against any enemy engaged in combat with the unit. When doing so, the target is in partial line of sight - even if it is completely obscured

    by the bait unit. Each roll of a 1 you get when rolling to hit, will hit the bait unit instead.The unit never gives battle morale points when it flees or is annihilated)

    Page 11 of 24

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    Copyright Avatars of War SLNE, 2007-2015. All rights reserved.

    Artwork by Wayne England

  • WARTHRONE ARMIES: DARK ELVES

    Mov Ag St Mi Com At Def Sh Arm OD Val

    5 3+ 4+ 4+ 4+ 4+ 6+ 4+ 0 1 1

    Banir Crossbowmen 11 pts.

    Base size 20x20 / 5 or more miniatures per regiment

    WEAPONS

    Hand weapon () Banir Crossbow (F! Range 16+1d6", St 4+. Up to two rows may shoot. Penetrates armor. Quick fire)

    ARMOR

    Obsidian light armour (Arm 0)

    COMMAND OPTIONS

    For 12 pts. you can convert one miniature into a Standard bearer (Orders may be received from 2" further away)

    For 5 pts. you can convert one miniature into a Musician (Roll one extra OD for change formation orders)For 26 pts. you can convert one miniature into a Black Champion (Gain 1 OD)

    FORMATIONS

    Line ()

    ORDERS

    For 1 pt/miniature can train the order[T]Aim! (Gain ONE bonus to Sh for the next shot. Not applicable if the shot is taken as a reaction, or with a weapon that has the rule "Quick fire". The bonuses obtained with this order cannot exceed two, but other bonuses from other rules or orders are still applied)

    SPECIAL RULES

    Hatred of Light Elves (This unit hates all Light Elf units)

    Page 12 of 24

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    Copyright Avatars of War SLNE, 2007-2015. All rights reserved.

    Artwork by Wayne England

  • WARTHRONE ARMIES: DARK ELVES

    5Elite troops

    Mov Ag St Mi Com At Def Sh Arm OD Val

    5 3+ 4+ 4+ 4+ 2@4+ 5+ 3+ -1 1 1

    Blackshadows 14 pts.

    Base size 20x20 / 10 or more miniatures per regiment

    WEAPONS

    Two hand weapons (Miniatures in the front row get an extra attack. Not applicable to mounted miniatures)

    Banir Crossbow (F! Range 16+1d6", St 4+. Up to two rows may shoot. Penetrates armor. Quick fire)

    ARMOR

    Light armor (Arm -1)

    COMMAND OPTIONS

    For 28 pts. you can convert one miniature into a Master of shadows (Gain 1 OD. Bonus to Com)

    FORMATIONS

    Skirmisher ()

    ORDERS

    For 1 pt/miniature can train the order[T]Lure (ONE of the models in the unit may make an additional steady advance move to separate from the unit. If the enemy charges or shoots at the unit, they must do so against the lure - even if it is part of a reaction order. If the unit makes any kind of movement, the lure is automatically reunited with the unit)

    For 1 pt/miniature can train the order[T]Release Raven Spies (The enemy must reveal one future tactical order or order to shoot for ONE of their units in LoS. The attacking player may choose which units are spied on, as well as which order must be disclosed. On his turn, the enemy must execute the exact same order as the one revealed)

    SPECIAL RULES

    Rangers (This unit has an exploration group, so they can explore before they deploy. Check for exploration problems with a 2+.If they flee from the battlefield, they do not leave the game. Place them off the edge of the

    table at the point where they fled. They may re-enter the battle using any movement order on the turn after they flee )

    Poisoned Weapons (The enemy suffers a penalty to their original Def) Nocturnal assassins (Highly trained, silent assassins, after nightfall no enemy neck is spared from their blades.

    If this unit has explored successfully, then after the deployment phase, you may choose an enemy unit with equal or lesser Value, that is not a character or a war machine. The target makes an At roll. If it succeeds, your unit suffers 1d6 casualties. If it fails, the target unit suffers 1d6 casualties instead)

    Innate agility (Ignore difficult terrain when marching and when fleeing voluntarily (with the result of a Retreat! order). If this is an individual miniature, it also ignores difficult

    terrain during charge moves. In case of a tie on Ag, attack first)

    Hatred of Light Elves (This unit hates all Light Elf units)For 1 pt/miniature can have the special rule Hidden Deployment (The unit is deployed after both player's armies have been deployed. You may deploy this unit anywhere outside

    of the enemy deployment zone)

    Page 13 of 24

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    Copyright Avatars of War SLNE, 2007-2015. All rights reserved.

    Artwork by Wayne England

  • WARTHRONE ARMIES: DARK ELVES

    Mov Ag St Mi Com At Def Sh Arm OD Val

    5 3+ 4+/3+ 4+ 3+ 3+ 5+/4+ 4+ 1 1 1

    Obsidian Guard 13 pts.

    Base size 20x20 / 10 or more miniatures per regiment

    WEAPONS

    Halberd & shield (Bonus to Def)

    ARMOR

    Obsidian armor (Arm 1)

    COMMAND OPTIONS

    For 12 pts. you can convert one miniature into a Standard bearer (Orders may be received from 2" further away)

    For 5 pts. you can convert one miniature into a Musician (Roll one extra OD for change formation orders)For 35 pts. you can convert one miniature into a Extra command group (An extra leader, standard bearer, and musician)

    For 36 pts. you can convert one miniature into a Black Champion (Gain 1 OD)

    FORMATIONS

    Ram ()

    ORDERS

    For 1 pt/miniature can train the order[T]Weather the Charge! (Each enemy that charged the unit this turn suffers ONE penalty to their Critical Hit)

    For 1 pt/miniature can train the order[C]Close formation (The unit gains ONE point to their Arm, up to a maximum of two

    points)

    For 2 pts/miniature can train the order[T]Wedge Formation Charge (Execute a charge! As normal. Then, gain ONE extra attack and break the enemy's formation if you cause more casualties than the number of complete

    rows in the enemy unit)

    SPECIAL RULES

    Imbued with Magic (When executing orders, you may use up to two magic dice for each sorcerer in dispel range as if they were extra order dice. You must announce that these

    magic dice are being used as order dice. If the sorcerer has not generated any magic dice yet, he may do so now. Magic dice used this way are removed as normal)

    Hatred of Light Elves (This unit hates all Light Elf units) Obsidian blades (Penetrates shields. Penetrates armor)

    Page 14 of 24

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    Copyright Avatars of War SLNE, 2007-2015. All rights reserved.

    Artwork by Wayne England

  • WARTHRONE ARMIES: DARK ELVES

    Mov Ag St Mi Com At Def Sh Arm OD Val

    5 3+/4+ 4+/2+ 4+ 3+ 2@3+ 5+ 4+ 1 1 1

    Blackblades 16 pts.

    Base size 20x20 / 10 or more miniatures per regiment

    WEAPONS

    Two handed weapon (Double bonus to St. Penalty to Ag in combat)

    ARMOR

    Obsidian armor (Arm 1)

    COMMAND OPTIONS

    For 26 pts. you can convert one miniature into a Black Champion (Gain 1 OD)For 5 pts. you can convert one miniature into a Musician (Roll one extra OD for change formation orders)For 12 pts. you can convert one miniature into a Standard bearer (Orders may be received from 2" further away)

    FORMATIONS

    Square ()

    ORDERS

    For 1 pt/miniature can train the order[C]Wrap (Because of its high maneuverability and mobility, the unit is able to surround

    their enemy in melee. The target unit must be in the front face. ONE row may be placed on one of the enemy's flanks.The rows that wrap the enemy are counted as being in their initial location for determining the unit's formation)

    For 2 pts/miniature can train the order[T]Dizzying charge (Execute a Charge! as normal. Run ONE extra inch and apply a malus to Com to any reaction originating from this order)

    SPECIAL RULES

    Hatred of Light Elves (This unit hates all Light Elf units) Dizzying combat (The unit fights quickly and with coordination, with an elegance that makes their fighting into a dance of ripostes and blood.In melee, the enemy fights with a penalty to At against this unit)

    Obsidian blades (Penetrates shields. Penetrates armor)

    Page 15 of 24

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    Copyright Avatars of War SLNE, 2007-2015. All rights reserved.

    Artwork by Wayne England

  • WARTHRONE ARMIES: DARK ELVES

    Mov Ag St Mi Com At Def Sh Arm OD Val

    5 3+ 4+ 4+ 3+ 3+ 6+/4+ 6+ 0 1 1

    Black Knights 20 pts.

    Base size 25x50 / 8 or more miniatures per regiment

    WEAPONS

    Lance and shield (Bonus to St when charging. When charging, attack with one extra row, beyond that indicated by the formation type, and the enemy may not attack first even if

    using using polearms (with the exception of pikes). Bonus to Def)

    ARMOR (May equip one and only one option)

    Obsidian light armour (Arm 0)For 2 pts/miniature can be equiped with Obsidian armor (Arm 1)

    COMMAND OPTIONS

    For 15 pts. you can convert one miniature into a Standard bearer (Orders may be received from 2" further away)

    For 30 pts. you can convert one miniature into a Black Champion (Gain 1 OD)For 5 pts. you can convert one miniature into a Musician (Roll one extra OD for change formation orders)

    FORMATIONS

    Rectangle ()

    ORDERS

    For 3 pts/miniature can train the order[T]Crushing Charge (Execute a Charge! as normal. Run ONE extra inch and gain a bonus to critical hit)

    SPECIAL RULES

    Obsidian blades (Penetrates shields. Penetrates armor) Imbued with Magic (When executing orders, you may use up to two magic dice for each sorcerer in dispel range as if they were extra order dice. You must announce that these magic dice are being used as order dice. If the sorcerer has not generated any magic dice

    yet, he may do so now. Magic dice used this way are removed as normal)

    MOUNT

    Banir Warhorse (Mov Ag St Mi Com At Def Sh Arm

    9 4+ 5+ 5+ 5+ 4+ 5+ 6+ 0 Heavy Cavalry (Bonus to rider's Def. This unit may pursue/sweeping advance twice in the same combat phase. Each complete row counts as two. Break the enemy formation when you make a furious charge and your momentum is greater than the momentum of the target of the charge) Heavy Barding (Arm 0) Base size 25x50

    )

    Page 16 of 24

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    Copyright Avatars of War SLNE, 2007-2015. All rights reserved.

    Artwork by Wayne England

  • WARTHRONE ARMIES: DARK ELVES

    6Special troops

    Mov Ag St Mi Com At Def Sh Arm OD Val

    5 3+ 4+ 4+ 4+ 4+ 6+/5+ 4+ -2 1 1

    Mounted Vestals of

    Nemesis

    15 pts.

    Base size 25x50 / 5 or more miniatures per regiment

    WEAPONS

    Hand weapon () Star of Nemesis (F! Range 8+1d6". St 4+. Up to two rows may shoot. Quick fire)

    COMMAND OPTIONS

    For 10 pts. you can convert one miniature into a Standard bearer (Orders may be received from 2" further away)

    For 7 pts. you can convert one miniature into a Musician (Roll one extra OD for change formation orders)For 15 pts. you can convert one miniature into a Scout (The unit may explore before the deployment phase)

    For 27 pts. you can convert one miniature into a Matriarch of Nemesis (Matriarchs of Nemesis have four arms, in the likeness and image of Nemesis, the goddess of vengeance. Gain 1 OD. Bonus to Com and make two more attacks than the regular troops)

    FORMATIONS

    Skirmisher ()

    ORDERS

    [C]Hypnotic Beauty (NT. PSY. ONE miniature in combat may not act for the rest of the combat round)

    For 1 pt/miniature can train the order[T]Fire while charging (NT. Execute a Charge! As normal, and make one shot per miniature. Must be equipped with projectile weapons)

    For 2 pts/miniature can train the order[C]Spur the Mount (The rider loses an attack and his mount gains ONE attack)

    SPECIAL RULES

    Bloodbath (Enemies in combat check morale with a penalty) Hatred of Light Elves (This unit hates all Light Elf units) Poisoned Weapons (The enemy suffers a penalty to their original Def)

    MOUNT

    Nemesis Panther (The great beasts ridden by the Vestals of Nemesis are reptilian beings, similar to black panthers with six legs.

    Mov Ag St Mi Com At Def Sh Arm

    9 4+ 5+ 5+ 5+ 4+ 5+ 6+ 0 Light Cavalry (Bonus to rider's Def. This unit may pursue/sweeping advance twice in the same combat phase. +1OD for orders to Move and Change formation. Evade enemy fire) Base size 25x50)

    Page 17 of 24

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    Copyright Avatars of War SLNE, 2007-2015. All rights reserved.

    Artwork by Wayne England

  • WARTHRONE ARMIES: DARK ELVES

    Mov Ag St Mi Com At Def Sh Arm OD Val

    6 3+ 4+ 4+ 4+ 4+ 6+ 4+ 0 2 1

    Furies 9 pts.

    Base size 20x20 / 5 or more miniatures per regiment

    WEAPONS

    Hand weapon () Banir Crossbow (F! Range 16+1d6", St 4+. Up to two rows may shoot. Penetrates armor. Quick fire)

    ARMOR

    Obsidian light armour (Arm 0)

    COMMAND OPTIONS

    For 12 pts. you can convert one miniature into a Scout (The unit may explore before the deployment phase)

    For 16 pts. you can convert one miniature into a Black Fury (Gain 1 OD. Bonus to Com)

    FORMATIONS

    Skirmisher ()

    ORDERS

    For 1 pt/miniature can train the order[T]Shoot on the fly (NT. Make a normal flight move (but not a charge) and shoot (with a

    penalty to Sh) with each miniature at any point of the movement. Must equip missile weapons)

    [T]Fly (Move up to 20", ignoring difficult terrain and obstacles. Move the regiment to it desired position before rolling the OD for the order. Then, issue the order: if there are no successes, the regiment scatters 1d6")

    For 1 pt/miniature can train the order[T]Seductive song (PSY. An enemy unit up to 10'' away must pass a Mi check or suffer ONE penalty to perform or counteract any order this turn)

    SPECIAL RULES

    Loner (No one may join this unit) Flying scouter (The regiment scouts from the air, avoiding dangerous encounters.harpies do not suffer casualties on a failed exploration check)

    Flying (When fleeing and pursuing, roll 3d6)

    Page 18 of 24

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    Copyright Avatars of War SLNE, 2007-2015. All rights reserved.

    Artwork by Wayne England

  • WARTHRONE ARMIES: DARK ELVES

    Mov Ag St Mi Com At Def Sh Arm OD Val

    5 3+ 4+ 4+ 4+ 2@4+ 6+ 4+ -1 1 1

    Banir raiders 12 pts.

    Base size 20x20 / 10 or more miniatures per regiment

    WEAPONS

    Two hand weapons (Miniatures in the front row get an extra attack. Not applicable to mounted miniatures)

    Banir Crossbow (F! Range 16+1d6", St 4+. Up to two rows may shoot. Penetrates armor. Quick fire)

    ARMOR

    Light armor (Arm -1)

    COMMAND OPTIONS

    For 26 pts. you can convert one miniature into a Black Raider (Gain 1 OD. Bonus to Com)

    For 15 pts. you can convert one miniature into a Scout (The unit may explore before the deployment phase)

    For 11 pts. you can convert one miniature into a Standard bearer (Orders may be received from 2" further away)

    For 6 pts. you can convert one miniature into a Musician (Roll one extra OD for change formation orders)

    FORMATIONS

    Melee skirmishers (The unit is normally in skirmisher formation, but the unit can form a square in melee)

    Rectangle ()

    ORDERS

    For 1 pt/miniature can train the order[C]Cast Nets (The enemy suffers ONE penalty to At)

    [T]Lash (The unit uses their whips to lash out at the enemy. An enemy unit up to 5+1d3" away takes ONE hit at St 3+ for every 5 models in the

    attacking unit)

    SPECIAL RULES

    Enslaver (If the unit pursues and traps an enemy unit, instead of attacking them as normal, they may enslave the unit: the enemy unit is converted into a unit of slaves with as

    many miniatures as were in the enslaved unit.Since the slaves came from the enemy unit, when applying the "They have some of ours!" rule, the charging or firing unit always counts as having rolled a 5 or 6)

    Hatred of Light Elves (This unit hates all Light Elf units) Masters of Disguise (The unit may hide their identity by impersonating Banir Warriors or Crossbowmen. Their true identity may be revealed at any point during the battle, including during the enemy turn. The unit must reveal its identity in order to use any weapons or special rules that aren't available to the troop type that it is disguised as)

    Page 19 of 24

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    Copyright Avatars of War SLNE, 2007-2015. All rights reserved.

    Artwork by Wayne England

  • WARTHRONE ARMIES: DARK ELVES

    Mov Ag St Mi Com At Def Sh Arm OD Val

    4 3+ 4+ 4+ 4+ 4+ 6+ 4+ -1 1 1

    Warlocks 16 pts.

    Base size 20x20 / 5 or more miniatures per regiment

    WEAPONS

    Hand weapon ()

    ARMOR

    Light armor (Arm -1)

    COMMAND OPTIONS

    For 0 pts. you can convert one miniature into a Black Warlock (Gain 1 OD. Bonus to Com)

    FORMATIONS

    Skirmisher ()

    ORDERS

    [T]Leech magic (One enemy sorcerer up to 20 '' away loses ONEd6 magic dice (if the victim had not yet generated his magic dice must do so now). Magic dice stolen in this way may be used by the regiment itself or may be given now to an ally sorcerer up to 8 '' away. This order can not be countered)

    SPECIAL RULES

    Hatred of Light Elves (This unit hates all Light Elf units) Burning bodies (An enemy shooting/attacking the unit suffer a penalty to Sh/At respectively. The unit is immune to flaming attacks)

    Imbued with Magic (When executing orders, you may use up to two magic dice for each sorcerer in dispel range as if they were extra order dice. You must announce that these magic dice are being used as order dice. If the sorcerer has not generated any magic dice yet, he may do so now. Magic dice used this way are removed as normal)

    SPELLS

    For 2 pts/miniature can master the spellFireball (An enemy regiment in LoS and up to 24'' away suffers ONEd6 hits of St4+ with the special rule "Flaming attacks")

    For 1 pt/miniature can master the spellFire of Nemesis (One unit in contact suffers ONEd6 hits of St4+ with the special rule "Flaming attacks")

    Page 20 of 24

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    Copyright Avatars of War SLNE, 2007-2015. All rights reserved.

    Artwork by Wayne England

  • WARTHRONE ARMIES: DARK ELVES

    7Criatures & monsters

    Mov Ag St Mi Com At Def Sh Arm OD Val

    5 4+ 3+ 6+ 5+ 2@5+ 5+ 6+ -1 1 1

    Saurian Maulers 10 pts.

    Base size 25x25 / 10 or more miniatures per regiment

    WEAPONS (May equip one and only one option)

    Two hand weapons (Miniatures in the front row get an extra attack. Not applicable to mounted miniatures)

    For 0 pts/miniature can be equiped with Two handed weapon (Double bonus to St. Penalty to Ag in combat)

    ARMOR

    Scales (Arm -1)

    COMMAND OPTIONS

    For 15 pts. you can convert one miniature into a Standard bearer (Orders may be received from 2" further away)

    For 32 pts. you can convert one miniature into a Saurian Thrall Mauler (Gain 1 OD. Bonus to Com)

    FORMATIONS

    Horde ()

    ORDERS

    For 1 pt/miniature can train the order[T]Crushing Charge (Execute a Charge! as normal. Run ONE extra inch and gain a bonus to critical hit)

    For 1 pt/miniature can train the order[T]Battle Cry (PSY. Select one target enemy regiment in line of sight with a Value equal to or less than this miniature. If this miniature is in their line of sight and within 12, target regiment must take a morale check with ONE penalty to Command)

    SPECIAL RULES

    Stout (For the purposes of Critical Hit, consider this model to have a one point larger base size)

    Unfriendly (May only receive their ODs from, and may only be joined by, the general of the army or characters of their same type)

    Crazed assassin (Check Morale without modifiers. Add one accepted die to charge orders.Must pursue and trample)

    Uncontrollable (Orders issued to this unit may only be supported with one OD)

    Page 21 of 24

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    Copyright Avatars of War SLNE, 2007-2015. All rights reserved.

    Artwork by Wayne England

  • WARTHRONE ARMIES: DARK ELVES

    Mov Ag St Mi Com At Def Sh Arm OD Val

    7 5+/6+ 3+/1+ 5+ 5+ 3@4+ 4+ 6+ 1 1 1

    Androsaurs 34 pts.

    Base size 40x40 / 3 or more miniatures per regiment

    WEAPONS (May equip one and only one option)

    Two-handed great weapon (Double bonus to St. Malus to Ag in melee. Penetrates shields)

    ARMOR (May equip one and only one option)

    Tough scales (Arm 1)

    COMMAND OPTIONS

    For 45 pts. you can convert one miniature into a Dire Androsaur (Gain 1 OD. Bonus to Com. St 2+)

    FORMATIONS

    Horde ()

    ORDERS

    [C]Tail Sweep (The enemy takes ONEd6 hits at the unit's St)

    For 2 pts/miniature can train the order[T]Monstrous Charge (Execute an ordinary Charge! order. Gain ONE extra attack and

    break the enemy's formation if you have equal to or greater momentum than your target)

    SPECIAL RULES

    Causes fear (PSI. Penalty to enemy morale checks in combat. To be charged by the enemy they must obtain at least two successes on the charge order)

    Loner (No one may join this unit) Crazed assassin (Check Morale without modifiers. Add one accepted die to charge orders.Must pursue and trample)

    Saving throw (5+) Hard to kill (This unit can make evasion checks with its original Def, even without a shield, any time it would be able to use "Shields up" if it had a shield)

    Page 22 of 24

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    Copyright Avatars of War SLNE, 2007-2015. All rights reserved.

    Artwork by Wayne England

  • WARTHRONE ARMIES: DARK ELVES

    8Criatures & monsters

    Mov Ag St Mi Com At Def Sh Arm OD Val

    7 4+ 3+/2+ 4+ 4+ 7@4+ 4+ 5+ 1 1 1

    Nemesis Golem 97 pts.

    Base size 40x40

    WEAPONS

    Four one-handed great weapon (Bonus to St. The model gains four attacks)

    ORDERS

    [T]Dizzying charge (Execute a Charge! as normal. Run ONE extra inch and apply a malus to Com to any reaction originating from this order)

    For 10 pts/miniature can train the order[C]Take Position (NT. The unit gains ONE attack)

    SPECIAL RULES

    Living statue (May only be wounded by hits with a defined St, and is immune to all psychological effects: morale, fear, hatred, and mind control spells.)

    Causes fear (PSI. Penalty to enemy morale checks in combat. To be charged by the enemy they must obtain at least two successes on the charge order)

    Saving throw (4+) Uncontrollable (Only can be supported with 1 OD) Massive (When this miniature suffers a wound without saving, instead of removing it from play, permanently reduce its Saving Throw by one point. When the Saving Throw has been reduced beyond a 6+, the miniature is removed as a casualtyWhenever you are not able to normally make a Def check (for example against projectiles), you may make a Def check using the miniature's original Def)

    Imbued with Magic (When executing and supporting orders, you may use up to two magic dice for each sorcerer in dispel range as if they were extra order dice. You must announce that these magic dice are being used as order dice. If the sorcerer has not generated any magic dice yet, he may do so now. Magic dice used thsi way are removed as normal)

    Page 23 of 24

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    Copyright Avatars of War SLNE, 2007-2015. All rights reserved.

    Artwork by Wayne England

  • WARTHRONE ARMIES: DARK ELVES

    9War machines

    Mov Ag St Mi Com At Def Sh Arm OD Val

    5 5+ 5+ 4+ 4+ 2@5+ 5+ 4+ -1 3 1

    Head reaper 65 pts.

    Base size 50x50

    WEAPONS

    Hand weapon ()

    ARMOR

    Light armor (Arm -1)

    FORMATIONS

    Crew (2)

    ORDERS

    [S]Shoot Reaper (F! Range 30+2d6", St 3+. Penetrates armor. Penetrates shields. Make a single shot with ONE bonus to Sh (maximum of a double bonus) and if it hits, it causes as many hits as there are rows in the target unit. If this causes a casualty morale check, apply a

    double penalty)

    SPECIAL RULES

    Saving throw (5+) Dig In! (5+)