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Los sombras [850pts]
Main Force [850pts] (High Elf Realms)
NAME ROLE PTS OPTIONS
5x Ellyrian Reaver: Cavalry Spear, Shortbow
1x Harbinger
Unit: Ellyrian Reavers
Model: Ellyrian Reavers (x5), Elven Steed (x5), Harbinger
(5) Ellyrian Weapon: Hand Weapon (x10), Cavalry Spear (x5), Shortbow (x5)
Core 98
Reavers Armour: Light Armour
Base: Base
Command: Champion
Special Rule: Open Order, Elven Reflexes, Fast Cavalry, Swiftstride,
Valour of Ages
10x Elven Archer: Light Armour
Unit: Elven Archer
Model: Elven Archer (x10)
(10) Elven Weapon: Hand Weapon (x10), Longbow (x10)
Core 110
Archers Armour: Light Armour
Base: Base
Special Rule: Close Order, Elven Reflexes, Detachment,
Valour of Ages
10x Elven Archer: Light Armour
Unit: Elven Archer
Model: Elven Archer (x10)
(10) Elven Weapon: Hand Weapon (x10), Longbow (x10)
Core 110
Archers Armour: Light Armour
Base: Base
Special Rule: Close Order, Elven Reflexes, Detachment,
Valour of Ages
10x Elven Archer
Unit: Elven Archer
Model: Elven Archer (x10)
(10) Elven
Core 100 Weapon: Hand Weapon (x10), Longbow (x10)
Archers
Base: Base
Special Rule: Close Order, Elven Reflexes, Detachment,
Valour of Ages
(7) Shadow Special 104 7x Shadow Warrior
Warriors 1x Shadow Walker
Unit: Shadow Warriors
Model: Shadow Warriors (x7), Shadow Walker
Weapon: Hand Weapon (x7), Longbow (x7)
Armour: Light Armour
Base: Base
Command: Champion
Special Rule: Scouts, Elven Reflexes, Evasive, Ithilmar Weapons,
Fire & Flee, Move Through Cover, Veteran, Skirmishers,
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Warriors of Nagarythe
7x Shadow Warrior
1x Shadow Walker
Unit: Shadow Warriors
Model: Shadow Warriors (x7), Shadow Walker
Weapon: Hand Weapon (x7), Longbow (x7)
(7) Shadow
Special 104 Armour: Light Armour
Warriors
Base: Base
Command: Champion
Special Rule: Scouts, Elven Reflexes, Evasive, Ithilmar Weapons,
Fire & Flee, Move Through Cover, Veteran, Skirmishers,
Warriors of Nagarythe
7x Shadow Warrior
1x Shadow Walker
Unit: Shadow Warriors
Model: Shadow Warriors (x7), Shadow Walker
Weapon: Hand Weapon (x7), Longbow (x7)
(7) Shadow
Special 104 Armour: Light Armour
Warriors
Base: Base
Command: Champion
Special Rule: Scouts, Elven Reflexes, Evasive, Ithilmar Weapons,
Fire & Flee, Move Through Cover, Veteran, Skirmishers,
Warriors of Nagarythe
Unit: Great Eagles
Model: Great Eagle
Weapon: Serrated Maw, Wicked Claws
Great Eagles Rare 60
Base: Base
Special Rule: Close Order, Fear, Fly (10), Stomp Attacks (1),
Swiftstride
Unit: Great Eagles
Model: Great Eagle
Weapon: Serrated Maw, Wicked Claws
Great Eagles Rare 60
Base: Base
Special Rule: Close Order, Fear, Fly (10), Stomp Attacks (1),
Swiftstride
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98 PTS ELLYRIAN REAVERS
Models Options
5x Ellyrian Reaver Hand Weapon, Light Armour, Cavalry Spear, Shortbow, Elven Steed (Hand Weapon)
1x Harbinger
Model M WS BS S T W I A Ld
Ellyrian Reavers (x5) - 4 4 3 3 1 4 1 8
Elven Steed (x5) 9 3 - 3 - - 4 1 -
Harbinger - 4 5 3 3 1 4 2 8
Weapon R S AP Special Rules Notes
Hand
Unless specified otherwise, all models are assumed to be
Weapon Combat S - -
equipped with a hand weapon.
(x10)
Models whose troop type is ‘cavalry’, ‘monster’ or ‘chariot’ only.
A cavalry spear’s Strength and Armour Piercing modifiers apply
Cavalry Fight in Extra
Combat S+1 -1 only during a turn in which the wielder charged. A model
Spear (x5) Rank
wielding a cavalry spear cannot make a supporting attack
during a turn in which it charged.
Shortbow Quick Shot,
18" 3 - -
(x5) Volley Fire
Armour Description
Light Armour Armour Value 6+
Base Base Size
Base 30x60
Unit Troop Type Unit Size
Ellyrian Reavers Light cavalry 5+
Command Champion
Special Rule Open Order, Elven Reflexes, Fast Cavalry, Swiftstride, Valour of Ages
Categories Core, Light Cavalry
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110 PTS ELVEN ARCHERS x2
Models Options
10x Elven Archer Hand Weapon, Longbow, Light Armour
Model M WS BS S T W I A Ld
Elven Archer (x10) 5 4 4 3 3 1 4 1 8
Weapon R S AP Special Rules Notes
Hand Weapon Unless specified otherwise, all models are assumed to
Combat S - -
(x10) be equipped with a hand weapon.
Armour Bane (1),
Longbow (x10) 30" 3 - -
Volley Fire
Armour Description
Light Armour Armour Value 6+
Base Base Size
Base 25x25
Unit Troop Type Unit Size
Elven Archer Regular infantry 5+
Special Rule Close Order, Elven Reflexes, Detachment, Valour of Ages
Categories Core, Regular Infantry
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100 PTS ELVEN ARCHERS
Models Options
10x Elven Archer Hand Weapon, Longbow
Model M WS BS S T W I A Ld
Elven Archer (x10) 5 4 4 3 3 1 4 1 8
Weapon R S AP Special Rules Notes
Hand Weapon Unless specified otherwise, all models are assumed to
Combat S - -
(x10) be equipped with a hand weapon.
Armour Bane (1),
Longbow (x10) 30" 3 - -
Volley Fire
Base Base Size
Base 25x25
Unit Troop Type Unit Size
Elven Archer Regular infantry 5+
Special Rule Close Order, Elven Reflexes, Detachment, Valour of Ages
Categories Core, Regular Infantry
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104 PTS SHADOW WARRIORS x3
Models Options
7x Shadow Warrior Hand Weapon, Light Armour, Longbow
1x Shadow Walker
Model M WS BS S T W I A Ld
Shadow Warriors (x7) 5 5 5 3 3 1 5 1 8
Shadow Walker 5 5 6 3 3 1 5 1 8
Weapon R S AP Special Rules Notes
Hand Weapon Unless specified otherwise, all models are assumed to
Combat S - -
(x7) be equipped with a hand weapon.
Armour Bane (1),
Longbow (x7) 30" 3 - -
Volley Fire
Armour Description
Light Armour Armour Value 6+
Base Base Size
Base 25x25
Unit Troop Type Unit Size
Shadow Warriors Regular infantry 5+
Command Champion
Special Rule Scouts, Elven Reflexes, Evasive, Ithilmar Weapons, Fire & Flee, Move Through Cover, Veteran,
Skirmishers, Warriors of Nagarythe
Categories Regular Infantry, Special
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60 PTS GREAT EAGLES x2
Models Options
1x Great Eagle Serrated Maw, Wicked Claws
Model M WS BS S T W I A Ld
Great Eagle 2 5 0 4 4 3 4 3 6
Weapon R S AP Special Rules Notes
Serrated Armour Bane (2), Multiple In combat, this model must make one of its attacks
Combat S -
Maw Wounds (2) each turn with this weapon.
Wicked
Combat S -2 - -
Claws
Base Base Size
Base 50x50
Unit Troop Type Unit Size
Great Eagles Monstrous creature 1
Special Rule Close Order, Fear, Fly (10), Stomp Attacks (1), Swiftstride
Categories Monstrous Creature, Rare
Selection Rules
Champion:
In combat, a champion that is within the fighting rank fights as normal. Enemy models that are in base contact
with a champion can direct attacks against that champion if they wish. Champions can issue and accept
challenges in the same manner as a character.
Close Order:
A unit consisting of models with this special rule may adopt a Close Order formation.
Detachment:
A unit with this special rule can be fielded as a ‘detachment’ (see page 282).
Elven Reflexes:
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.
Evasive:
Once per turn, when a unit in which the majority of models have this special rule is declared the target during
the enemy Shooting phase, it may choose to Fall Back in Good Order, fleeing directly away from the enemy unit
shooting at it. Once this unit has completed its move, the enemy unit may continue with its shooting as declared.
Fast Cavalry:
If all of the models (including characters) within a unit arrayed in an Open Order formation have this special rule,
the unit may perform its Quick Turn (see page 183) even if it marched.
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Fear:
Models with this special rule cause Fear:
• If a unit wishes to declare a charge against an enemy unit that both causes Fear and has a higher Unit
Strength, it must first make a Leadership test. If this test is failed, the unit cannot charge. It does not move and
is considered to have made a failed charge. If this test is passed, the unit can charge as normal.
• If a unit is engaged with an enemy unit that both causes Fear and has a higher Unit Strength when its combat
is chosen during any Choose & Fight Combat sub-phase, it must make a Leadership test. If this test is failed, any
models in the unit that direct their attacks against the Fear-causing enemy suffer a -1 modifier to their rolls To
Hit.
A unit only needs to make one Fear test per turn. Models that cause Fear are immune to Fear. A unit that does
not cause Fear does not become immune to Fear when joined by a character that does.
Fire & Flee:
If the majority of the models in a unit armed armed with missile weapons have this special rule, the unit may
declare that it will ‘Fire & Flee’ as a charge reaction:
Fire & Flee: The unit launches a volley of weapons fire before turning to flee from the enemy. If a unit with this
special rule is armed with missile weapons and can draw a line of sight to the charging unit, it may declare that it
will Fire & Flee. The unit will Stand & Shoot before turning tail and fleeing from the charge. However, due to the
time spent shooting at the charging foe, when making its Flee roll the unit rolls two D6 and discards the lowest
result. If both dice roll the same result, discard either.
Note that, if the distance between this unit and the charging unit is less than the Movement characteristic of the
charging unit, this unit must either Hold or Flee.
Fly (10):
Whenever a model with this special rule moves, it can choose either to move across the ground as normal, using
its given Movement characteristic, or to move by flying through the air. When a model flies it uses a special ‘Fly
Movement’ characteristic, shown in brackets after the name of this special rule (shown here as ‘X’). Models that
choose to move by flying:
•May move as normal (i.e. they may charge, march and manoeuvre as if moving on the ground), except that
they are able to pass freely above other models, units and terrain features without any penalty, and they can
march whilst within 8" of an enemy unit without first having to make a Leadership test.
•May end their movement in terrain, but will suffer its effects if they do. They cannot end their movement 'on
top' of impassable terrain or another unit, or within 1" of an enemy unit.
Models that can Fly must begin and end all their movement on the ground. A character with this special rule
cannot join a unit without this special rule, and vice versa.
Ithilmar Weapons:
When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls
To Hit 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.
Move Through Cover:
Models with this special rule do not suffer any modifiers to their Movement characteristic for moving through
difficult or dangerous terrain. In addition, a model with this special rule may re-roll any rolls of 1 when making
Dangerous Terrain tests.
Open Order:
A unit consisting of models with this special rule may adopt an Open Order formation.
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Scouts:
Units with this special rule may be deployed after all other units from both armies. They can be deployed
anywhere on the battlefield that is more than 12" away from an enemy model. If deployed in this way, Scouts
cannot declare a charge during their first turn.
If both armies contain Scouts, a roll-off should determine which player deploys Scouts first. The players then
alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
Skirmishers:
A unit consisting of models with this special rule may adopt a Skirmish formation.
Stomp Attacks (1):
The number of Stomp Attacks caused varies from model to model and will be shown in brackets after the name
of this special rule. Often, this is determined by the roll of a dice.
Resolving Stomp Attacks: Stomp Attacks can only be made by a model that is in base contact with the enemy.
Stomp Attacks are attacks made in combat that always strike at Initiative 1 (regardless of modifiers) and that hit
automatically using the unmodified Strength characteristic of the model.
Swiftstride:
A unit which consists entirely of models with this special rule increases its maximum possible charge range by 3"
and, when it makes a Charge, Flee or Pursuit roll, may apply a +D6 modifier to the result.
Valour of Ages:
A unit with this special rule may re-roll any failed Panic test caused by taking heavy casualties or by being fled
through by a friendly unit.
Veteran:
If the majority of the models in a unit have this special rule, the unit may re-roll any failed Leadership test.
Note that a Break test is not a Leadership test.
Warriors of Nagarythe:
A unit with this special rule may only be joined by a character with the Shadow Stalker Elven Honour.
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