Académique Documents
Professionnel Documents
Culture Documents
Dread Elves
Army Rules
Version 1.2.2 - 03 November 2016
Characters
Character Mounts
Core
Raiders
Special
Destroyers
The Menagerie
Armoury
Repeater Crossbow:
Shooting Weapon. Range 24", Strength 3, Armour Piercing (1) , Multiple Shots (2).
Repeater Handbow:
Shooting Weapon. Range 12", Strength 3, Quick to Fire, Multiple Shots (2)
Cults
Cult of Nabh
Cult of Yema
Model parts with the Cult of Nabh gain Hatred, and lose
Killer Instinct if they had it.
Cult Rivalry
A model can never belong to more than one Cult. Units containing models belonging to a Cult cannot benefit from Hold
Your Ground or Inspiring Presence from models from the other Cult. Characters belonging to a Cult cannot join units
which contain any model from the other Cult.
Cultist General
If the General belongs to a Cult, the Dread Elves army may not include models from the other Cult. All models taken
from core, except Blades of Nabh, gain the same Cult rule as the armys General (at no additional cost), and all units
(including Character models) that can optionally be upgraded to the same Cult as the General must do so.
Special Rules
Ch M Co R S D M
Magical Items
Magical Weapons
Headsmans Axe (110 pts) - Infantry only
Type: Great Weapon. Attacks with this weapon gain +3
Strength (instead of +2) and Multiple Wounds (2).
Beastmasters Lash (50 pts)
Type: Hand Weapon. The wearer gains +1 Attack when
using this weapon. Attacks made with this weapon are
always made at Strength 5 (regardless of modifiers).
Magical Armour
Crimson Mail (40 pts) - Infantry only
Type: Heavy Armour. For each unsaved wound inflicted
by the wearer in Close Combat, the wearer gains +1 to its
Armour Save (which cannot be improved better than 1+)
for the remainder of the game.
Talismans
Midnight Cloak (100 pts)
The wearer gains a Ward Save (3+) against Ranged
Attacks. The wearer also gains Lethal Strike and Multiple
Wounds (D3) in the first Round of Combat.
Amulet of Spite (70 pts)
If an enemy Wizard within 12" attempted casting a spell
in which two or more Magic Dice rolled a double, the
caster suffers a Miscast. A single casting roll cannot
result in more than one Miscast.
Enchanted Items
Ring of Shadows (80 pts)
The bearer's model and all Infantry models in its unit
count as being in Soft Cover. If one of the models affected
by this item is already in Soft Cover, it counts as being in
Hard Cover instead. Close Combat Attacks made against
the bearers model or any Infantry models in its unit
suffer -1 Weapon Skill (to a minimum of 1).
Arcane Items
Dagger of Moraec (20 pts)
During each friendly Magic Phase, after the Magic Flux
roll, the bearer may inflict D3 wounds onto its unit, with
no saves of any kind allowed. If the bearer does so, all
natural to-wound rolls of '1' from spells cast by the
bearer must be rerolled.
Wandering Familiar (50 pts)
At the start of each friendly Magic Phase you may place a
familiar counter with a 20x20mm base within 6" of the
owner. This familiar acts (and is subject to the same
restrictions) as a model of Standard Height for the
purpose of drawing Lines of Sight. It must be put more
than 1" away from other models and from Impassable
terrain. Once it is placed, the player must declare which
side of the familiar is the front. Whenever the bearer of
this item casts a non-bound spell, it may choose to use
the position of its familiar when drawing Line of Sight,
measuring Range and determining front arc (you must
use all of these or none at all). At the end of the Magic
Phase the familiar is removed.
Magical Standards
Banner of Gar Daecos (90 pts) - Lord of Dread with
Fleet Commander only
Corsairs and Dread Legionnaires in units within 6" of the
bearer gain a +1 to-wound modifier in Close Combat.
Banner of Blood (70 pts)
Any model parts with Killer Instinct in the bearers unit
may reroll failed to-wound rolls of '1' and '2' in Close
Combat.
Army Organisation
Characters
Max 35%
Core
At least 25%
Special Rules
Special
No limit
Raiders
Max 25%
Destroyers
Max 15%
Ch M Co R S D M
The Menagerie
Max 30%
Army List
CHARACTERS (max 35%)
Lords of Dread
single model
WS
BS
Ld
Prince
10
Captain
Armour:
Light Armour
Killer Instinct
Lightning Reflexes
Options:
Captain
(160 pts)
Dread Prince
Captain
pts
pts
50
up to 100
20
20
80
80
10
6
8
4
10
16
16
20
60
70
120
140
210
*Manticore and Dragon, count towards The Menagerie, while its rider towards Characters
Fleet Commander
Models with this special rule gain Innate Defence
(5+), but may not take any mount. Enemy units that
break from a combat with a Fleet Commander must
roll an additional D6 for the fleeing distance roll and
discard the highest D6 rolled.
For each Character model with this special rule, a
single unit of Corsairs may be upgraded with
Vanguard.
Special Rules
Beast Master
Friendly units consisting entirely of mounted models or
Monsters that take a Frenzy or a Stupidity Test and are
within 12" of a Beast Master roll one additional D6 and
remove the highest rolled D6.
At the beginning of each Close Combat Phase, one friendly
Monster, Monstrous Cavalry, Chariot or Cavalry unit within
6" of a model with this special rule may gain Hatred for the
remainder of that phase, riders are not affected (note that
Hatred only allows rerolls to hit in the first Round of Combat
and that Ridden Monsters cannot be chosen as targets).
Ch M Co R S D M
WS
BS
Ld
Weapon:
Paired Weapons
Elven Special Rules:
Lightning Reflexes
A Cult Priest must take one of the following Cults:
Cult of Nabh
Cult of Yema
Special Rules:
Special Rules:
Cult of Nabh
Devastating Charge
Cult of Yema
Aura of Despair: Enemy units in base contact with one
or more models with this special rule roll an extra D6 for
Leadership Tests, excluding Break Tests, and discard the
lowest D6 rolled.
Options:
pts
Options:
50
up to 100
8
40
210
360
pts
Divine Altar
Special Rules:
WS
BS
Ld
Wagon 5
Avatar
Disciples (3)
Armour:
Killer Instinct
Lightning Reflexes
Special Rules:
Poisoned Attacks
Wagon
Special Rules:
Special Rules
Options:
pts
10
20
Ch M Co R S D M
WS
BS
Ld
Options:
pts
Killer Instinct
Lightning Reflexes
50 / spell
70
Special Rules:
Wizard Apprentice
Generates spells from Alchemy, Cosmology,
Witchcraft or Divination and knows 1 Learned
Spell from a chosen Path.
If the Oracle belongs to Cult of Yema, spells are
instead generated from Occultism, Cosmology,
Witchcraft or Divination.
Special Rules
up to 100
up to 200
40
40
40
100
600
Ch M Co R S D M
WS
BS
Ld
Options:
pts
Killer Instinct
Lightning Reflexes
up to 100
30
12
see below
Special Rules:
Scout
Armour Piercing (1)
Poisoned Attacks,
Not a Leader
Professional Courtesy: Assassins cannot join
(nor be deployed in) units that contain another
Assassin.
May become one of the following:
Path of Bloody Murder (100 pts)
Special Rules:
Distracting
Ward Save (4+)*
*Can only be used against Close Combat Attacks
Master Poisoner: An Assassin may purchase a single Poison. A Poison may only be used with mundane weapons
and is applied to both Ranged and Close Combat Attacks.
Poison
Nightshade (80 pts)
Effect
Attacks made with this Poison are not resolved with wearers Strength, but instead at a
Strength equal to the target's Toughness +1, up to a maximum of Strength 6. If the
Strength would be higher without this rule, ignore it.
Attacks made with this Poison gain Lethal Strike and may reroll failed to-wound rolls.
Attacks made with this Poison gain a +1 to-wound modifier and Multiple Wounds (2,
Characters, Ridden Monsters).
Special Rules
Ch M Co R S D M
CHARACTER MOUNTS
Elven Horse
Raptor
M
WS
BS
Ld
WS
BS
Ld
Options:
pts
Raptor Chariot
Pegasus
M
WS
BS
Ld
7[6]
(8[7])*
WS
BS
Ld
Chariot
Crew (2)
Raptor (2)
Barding*
Mounts Protection (6+)
Fly (8)
Thunderous Charge
Chariot
Special Rules:
Crew
Elven Special Rules:
Killer Instinct
Lightning Reflexes
Manticore
Weapons:
Lance
Repeater Crossbow
Raptors
Special Rules:
WS
BS
Ld
6 (8)
Stupidity
Dragon
WS
BS
Ld
6 (7)
Special Rules
Ch M Co R S D M
WS
BS
Ld
Armour:
Options:
Killer Instinct
Lightning Reflexes
Special Rules:
pts
Scoring
WS
BS
Ld
Armour:
Options:
Killer Instinct
Lightning Reflexes
Special Rules:
Scoring
pts
Special Rules
Ch M Co R S D M
WS
BS
Ld
Weapons:
Options:
Paired Weapons
Lightning Reflexes
Special Rules:
pts
Cult of Nabh
Poisoned Attacks
Frenzy
Scoring
WS
BS
Ld
Weapons:
Options:
Repeater Crossbow
Armour:
Light Armour
Elven Special Rules:
Killer Instinct
Lightning Reflexes
pts
Special Rules:
Scoring
Special Rules
10
Ch M Co R S D M
WS
BS
Ld
Rider
Elven Horse
Armour:
Options:
pts
6 / model
6 / model
Rider
Elven Special Rules:
Killer Instinct
Lightning Reflexes
20
20
20
Weapons:
Light Lance
Elven Horse
Special Rules:
Fast Cavalry
WS
BS
Ld
Weapons:
Options:
pts
Repeater Crossbow
4 / model
2 / model
20
Armour:
Light Armour
Elven Special Rules:
Killer Instinct
Lightning Reflexes
Special Rules:
Scout
Skirmishers
Special Rules
11
Ch M Co R S D M
WS
BS
Ld
Weapons:
Options:
pts
Halberd
20
up to 50
20
20
up to 100
Armour:
Heavy Armour
Elven Special Rules:
Killer Instinct
Lightning Reflexes
Special Rules:
Immune to Psychology
Bodyguard
Armour Piercing (1)
Scoring
WS
BS
Ld
Rider
Raptor
Armour:
Options:
pts
20
20
20
up to 100
Rider
Weapons:
Lance
Elven Special Rules:
Killer Instinct
Lightning Reflexes
Special Rules:
Scoring
Raptors
Special Rules:
Stupidity
Special Rules
12
Ch M Co R S D M
single model
M
WS
BS
Ld
Chariot
Crew (2)
Raptors (2)
Armour:
Killer Instinct
Lightning Reflexes
Weapons:
Lance
Repeater Crossbow
Raptors
Special Rules:
Stupidity
WS
BS
Ld
5 (10)
Special Rules:
Fly (10)
Insignificant
Skirmishers
Special Rules
13
Ch M Co R S D M
WS
BS
Ld
Armour:
Options:
pts
Heavy Armour
20
20
20
up to 100
Lightning Reflexes
Special Rules:
Cult of Nabh
Scoring
Weapons:
Executioners Blade:
Great Weapon. Attacks made with this weapon gain Lethal Strike and Multiple Wounds (2, Infantry, War Beast,
Cavalry).
WS
BS
Ld
Armour:
Options:
Lightning Reflexes
Special Rules:
Cult of Yema
Scoring
Ward Save (4+)*
*Can only be used against Close Combat Attacks.
pts
2 / model
20
20
20
up to 100
Weapons:
Gladiator Weapons:
Close Combat Weapon. The bearer gains Weapon Master. This weapon may be used as Hand Weapon & Shield, Flail,
Paired Weapons, Spear & Shield, Great Weapon or Halberd.
Special Rules
14
Ch M Co R S D M
Single Model
WS
BS
Ld
Special Rules:
Options:
pts
Cult of Yema
May take a weapon (one choice only):
Distracting
Halberd
Swiftstride
Spear
Fear
Paired Weapons
Petrifying Stare: Nominate one normal Close
Combat Attack from a model part with this special
rule before rolling to hit. This attack gains Strength
4 with Armour Piercing (6). When rolling to wound
with this attack, use the opponents Initiative
instead of the opponents Toughness. This cannot
be done as a Supporting Attack.
WS
BS
Ld
Rider
Elven Horse
14
10
10
Armour:
Options:
pts
6 / model
120
Rider
Elven Special Rules:
Killer Instinct
Lightning Reflexes
Special Rules:
Magic:
Light Troops
Special Rules
15
Ch M Co R S D M
single model
M
WS
BS
Ld
Wagon
Disciples (3)
Armour:
Options:
pts
10
20
Wagon
Special Rules:
Killer Instinct
Lightning Reflexes
Special Rules:
Poisoned Attacks
*Divine Blessings:
At the beginning of each friendly Player Turn and before the battle (after moving Vanguarding units), choose one of the
following effects. Effects lasts until the start of your next Player Turn.
All friendly units within 12" of the Divine Altar gain Lethal Strike. Any Close Combat Attacks that already had
Lethal Strike must reroll failed rolls to wound. Mounts are unaffected.
All friendly units within 12" of the Divine Altar gain a Ward Save (5+) against Wounds caused by Artillery
Weapons. If the opponent has the first Player Turn, apply this effect just before moving Vanguarding units.
Nominate an enemy unit on the battlefield. All Friendly units within 12" of the Divine Altar may reroll failed
rolls when determining the Charge Range against the nominated unit.
Other models with Towering Presence cannot benefit from Divine Blessings. A single unit cannot be affected by more
than one Divine Blessing at any time. If under the influence of more than one, only apply the most recently used one.
Special Rules
16
Ch M Co R S D M
WS
BS
Ld
Chariot
Crew (2)
Armour:
Harpoon Launcher*
Crew
Elven Special Rules:
Killer Instinct
Lightning Reflexes
Weapons:
Light Lance
Repeater Crossbow
*Harpoon Launcher:
Shooting Weapon with Range 24", Strength 7,
Reload!, Quick to Fire and Multiple Wounds (D3).
Special Rules
17
Ch M Co R S D M
single model
M
WS
BS
Ld
Bolt Thrower
Crew (2)
Armour:
Light Armour
Crew
Elven Special Rules:
Killer Instinct
Lightning Reflexes
Bolt Thrower
Artillery Weapon:
Special Rules
18
Ch M Co R S D M
single model
WS
BS
Ld
Armour:
Poisoned Attacks
Multiple Wounds (D3)
Strider (Water)
Distracting
Hard Target
single model
WS
BS
Ld
Armour:
Regeneration (4+)
Breath Weapon (Strength 4, Flaming Attacks)
Special Rules
19
Ch M Co R S D M
Ld
CAVALRY
Dread Prince
10
Dark Raider
Captain
Cult Priest
Elven Horse
Dread Knight
Oracle
Raptor
Assassin
WS BS
WS BS
Ld
Dark Acolyte
Elven Horse
INFANTRY
Dread Legionnaire
CHARIOTS
Repeater Auxiliary
Raptor Chariot
Corsair
- Crew (2)
Blade of Nabh
- Raptor (2)
Divine Altar
Dancer of Yema
Harpy
5(10)
Tower Guard
- Disciples (3)
Executioner
Hunting Chariot
Raven Cloak
- Crew (2)
Kraken
Hydra
6(7)
Dread Reaper
- Crew (2)
MONSTROUS INFANTRY
Medusa
WAR BEASTS
Elven Horse
Raptor
MONSTERS
Dragon
WAR MACHINES
MONSTROUS BEASTS
Pegasus
Manticore
7(8)
Range
Multiple Shots
Multiple Wounds
Armour Piercing
- common -
24"
- common -
Repeater Handbow
12"
Bolt Thrower
48"
3[6]
[D3]
48"
24"
D3
Dread Reaper
Hunting Chariot
Harpoon Thrower
Special Rules
20
Ch M Co R S D M
Change Log
Army Organisation added (new categories)
Army Special Rules:
-Alpha Predator Removed
-Beast Master: No longer allows a kraken to
be taken as a special unit choice. (Otherwise
the same)
Magical Items:
Magic items no longer have split costs.
-Headsman's Axe: 55 points
-Beastmaster's Lash: no longer alters the
WS of wounded targets. (Now only provides
+1A and S=5). 25 points
-Amulet of Spite: "power dice" is now
"magic dice"
-Dagger of Moraec: 10 points, new ability
(d3 wounds with no save to own unit for
reroll 1s to wound on all spells cast this
magic phase)
-Wandering Familiar: added "considered to
be standard height"
-Banner of Gar Daecos: 45 points
Army Organization: New Categories
Characters 35%
Core 25%
Raiders 25%
Destroyers 15%
The Menagerie 30%
Army List - Characters
Dread Prince
-Dread Prince and Captain are now one unit
entry with two levels with no limit on
number
-Captain increased to W3
-Points: Dread Prince 130 (-10), Captain 80
(+5)
-Mount Option Points changed (DP/Cap):
--Elven Steed 40/30 (+20/+15)
--Raptor 45/35 (+10/+10)
--Raptor Chariot 50/60 (+10/-5)
--Pegasus 90/70 (+30/+10)
--Manticore 120/105 (+15/-30)
--Dragon 285/-- (+35)
Cult Priest
-85 points (+5)
-W3
-Executioner's Blade (Nabh): 20 (+5)
-Mount Option Points changed:
--Elven Horse (Yema) 30 (+15)
--Raptor (Yema) 30 (+10)
--Pegasus (Yema) 70 (+15)
--Manticore (Nabh) 105 (-5)
--Divine Altar (both) 180/180 (-20/-35)
Special Rules
Dragon
-Loses alpha predator option
-0-1 choice
-Mount counts towards Alpha Predator
category and not towards Character
category.
Oracle
-100 points (+30)
-W3 Ld9
-1 learned spell, may purchase up to 3 more
learned spells @ 25p/spell
-Knows spells Alchemy, Cosmology,
Witchcraft, or Divination. (Yema wizards
lose Alchemy and gain access to Occultism)
-May become a Wizard Master for 35 points
(gains 100p magic item allowance)
-Mount Option Points changed
--Elven Horse 20 (+5)
--Pegasus 50 (+15)
--Manticore (Wizard Master Only) 85 (-50
from Exalted Oracle)
--Dragon (Wizard Master Only) 300 (same
as old Exalted Oracle)
Assassin
-80 points (+5)
-W3
-Loses Hidden
-Master Poisoner may now only purchase a
single poison
-Path of Bloody Murder now costs 50 points
- automatically gains distracting and 4+ CC
Ward save
-Path of Silent Death assassins count their
points towards both Characters and Raiders
categories
21
Pegasus
-Barding and Thunderous Charge
automatically included at no additional cost
Manticore
-Towering Presence replaces Large Target
-gains Mount's Protection 6+
-loses Multiple Wounds (d3) and Alpha
Predator upgrade
-0-2 choice
-Mount counts towards Alpha Predator
category and not towards Character
category.
Ch M Co R S D M
Version 1.2.0
Changes marked with blue colour coding
Army List: Raiders
Raven Cloaks
-85 points for 5 (+5) (still up to 5 at 16ppm)
-gain Light Armor
-lose option for poisoned attacks in cc
Special
Tower Guard
-120 points for 10 (+10), up to 20 at 14ppm
(-1ppm)
-Gains Scoring special rule
-WS6
-lose Dread Guardian option
-no duplication limit
Dread Knights
-Gains Scoring special rule
-0-4 choice
-lose magic weapon option on champion
Raptor Chariot
-95 points (-5)
-0-4 choice
Harpies
-0-3 choice
Executioners
-Up to 20 models at 13ppm (-2ppm) (Still
120 points for 10)
-Gains Scoring special rule
-No duplication limit
Dancers of Yema
-100 points for 10 (+10), up to 20 models at
11ppm (-3ppm)
-Gains Scoring special rule
-No duplication limit
-Skirmish option now costs 1ppm (-1ppm)
Medusa
-65 points (-5)
-0-3 choice
Divine Altar
-170 points
-0-1 choice
-see character mount version - all those
changes apply here too
-weapon options: paired weapons (10
points) or light lances (5 points)
-New Divine Blessings:
--all friendly units within 12" gain lethal
strike. If already had LS, gain reroll failed
to-wounds. Mounts unaffected.
--all friendly units with 12" gain 5++ vs.
artillery
--Nominate an enemy unit. All friendly units
within 12" may reroll failed charge rolls
against the nominated units.
Version 1.2.1
Changes marked with blue colour coding
Dark acolytes, removed banner icon (they
are not scoring)
Raven cloaks light armour
Divine altar fear
Corsairs vanguard
Version 1.2.2
Color coding and strike through text
removed
Divine altar, clarification
Destroyer category, new icon
Destroyers
Hunting Chariot
-125 points (+35)
-Automatically equipped with Harpoon
Launcher
Dread Reaper
-90 points (+30)
-0-3 choice
-Both Single and Multi-shot options
included
-Both firing options altered to fit current
artillery rules
The Menagerie
Kraken
-180 points (+15)
-Ld8
-WS5
-loses alpha predator option
-0-3 choice
Hydra
-220 points (+40)
-Breath Weapon automatically included
-Ld 8
-WS5
-loses alpha predator option
-0-3 choice
Dark Acolytes
-0-2 choice
-Wizard Conclave champion gets Altered
Sight and Fire and Ice (Cosmology). Yema
instead gets Breath of Corruption and The
Grave Calls (Occultism)
Special Rules
22
Ch M Co R S D M