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15.02.

2024, 04:23 OPR Army Forge

Dark Elves Skirmish • 250pts


Dark Noble [1] - 60pts 2x Dark Shooter [1] - 25pts Snake Sister [1] - 80pts

Quality 3+ Defense 4+ Tough 3 Quality 4+ Defense 5+ Quality 3+ Defense 4+ Tough 3

Fearless, Furious, Hero, Tough(3) Weapon RNG ATK AP SPE Strider, Tough(3)

Weapon RNG ATK AP SPE Hand Weapon - A1 - - Weapon RNG ATK AP SPE

Heavy Hand Weapon - A3 1 - Repeater Crossbow 18" A2 - Rending Hand Weapon - A2 - -

Seeker Bow 24" A3 - Poison


Warlock Rider [1] - 35pts Dark Warriors [3] - 25pts

Quality 4+ Defense 5+ Quality 4+ Defense 5+

Fast, Impact(1)
Weapon RNG ATK AP SPE
Weapon RNG ATK AP SPE 3x Hand Weapons - A1 - -
Hand Weapon - A1 - Poison

Upgrade SPE

Sorcerer Caster(+1)

Special Rules

AP: Targets get -X to Defense rolls when blocking hits. Hero: Friendly units within 12” may take morale tests using the hero’s Quality

Caster: Gets X spell tokens at the beginning of each round, but can’t hold more and special rules, as long as it isn’t Stunned.

than 6 tokens at once. At any point before attacking, spend as many tokens as Impact: Roll X dice when attacking after charging (may not be fatigued), for
the spell’s value to try casting one or more spells (only one try per spell). Roll each 2+ the target takes one hit.
one die, on 4+ resolve the effect on a target in line of sight. This model and Poison: Wounds can’t be regenerated, and must re-roll unmodified Defense
other casters within 18” in line of sight may spend any number of tokens at the rolls of 6 when blocking hits.
same time before rolling, to give the caster +1/-1 to the roll per token.
Rending: Wounds can’t be regenerated, and unmodified results of 6 to hit count
Defense: Gets +X to Defense rolls. as having AP(4).
Fast: Moves +2” when using Advance, and +4” when using Rush/Charge. Strider: May ignore the effects of difficult terrain when moving, and only needs
Fearless: When failing a morale test, roll one die. On a 4+ it’s passed instead. 2+ to pass jumping rolls.
Furious: When charging, hits from unmodified rolls of 6 are multiplied by 2 Tough: This model only rolls to see what happens from wounds once it has
(only the original hit counts as a 6). taken at least X wounds, and is only Knocked Out on rolls of 5+X or more. When
Stunned and hit by shooting or charged, this model takes 1 wound instead of
being Knocked Out, unless it already has X or more wounds.

Dark Elves Army Spells


Despair (1): Target 4 enemy units within 18" get -1 to their next morale test roll.
Blade Storm (1): Target 2 enemy units within 9" take 1 hit each.
Darkness (2): Target 4 friendly units within 12" get +1 to defense rolls next time they take hits.
Steal Soul (2): Target enemy unit within 12” takes 2 hits.
World of Pain (3): Target 4 friendly units within 12" get +3" next time they Advance, or +6" next time they Rush/Charge.
Black Bolt (3): Target enemy model within 12" takes 1 hit with AP(4).

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