Dark Elf Raiders - Choix Des Armes
Dark Elf Raiders - Choix Des Armes
Dark Elf Raiders - Choix Des Armes
Elite Raider [1] - 80pts Qua 4+ Def Fast, Hero, Tough(3), True Raider, 1x Succubus(Dodge), 1x Deadly
1x Net & Spear (A3, Lance)
Joined to Witches 5+ Spouse(Dark Strike)
Dark Lord [1] - 115pts Qua 3+ Def 1x Elite Barb Pistol (12", A2, Poison)
Fast, Hero, Tough(3), True Raider, 1x Deadly Spouse(Dark Strike)
Joined to Nightmares 4+ 1x Energy Sword (A2, AP(1), Rending)
Qua 3+ Def
Nightmares [5] - 150pts 4+
5x Energy Swords (A2, AP(1), Rending) Fast, Slayer
Special Rules
AP: Targets get -X to Defense rolls when blocking hits. Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit
Ambush: May be set aside before deployment. At the start of any round after without another Hero. The hero may take morale tests on behalf of the unit, but
the first, may be deployed anywhere over 9” away from enemy units. If both must use the unit’s Defense until all other models have been killed.
players have Ambush, roll-off to see who goes first, and then alternate Lance: Gets AP(+2) when charging.
deploying units. Units that deploy via Ambush can’t seize or contest objectives Poison: Ignores Regeneration, and the target must re-roll unmodified Defense
on the round they deploy. rolls of 6 when blocking hits.
Dark Strike: This model and its unit get AP(+1) in melee. Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly Rending: Ignores Regeneration, and unmodified results of 6 to hit get AP(4).
must be resolved first, and these wounds don’t carry over to other models if the
original target is killed. Slayer: This model gets AP(+2) in melee against units where most models have
Tough(3) or higher.
Defense: Gets +X to Defense rolls.
Tough: This model must take X wounds before being killed. If a model with
Dodge: Enemies get -1 to hit in melee when attacking units where all models tough joins a unit without it, then it is removed last when the unit takes
have this rule. wounds. Note that you must continue to put wounds on the tough model with
Fast: Moves +2” when using Advance, and +4” when using Rush/Charge. most wounds in the unit until it is killed, before starting to put them on the next
Flying: May move through obstacles, and ignores terrain effects when moving. tough model (heroes must be assigned wounds last).
True Raider: Gets +1 to hit in melee and shooting.