ArmiesDLC · Darkborn Elves

Darkborn Elves

Cruel, quick and lethal. Darkborn raiders strike with crossbows, witches, assassins and monstrous beasts.

14 units · How army lists work

Darkborn Noble
Army size

Commanders

1 commander1–2 commanders1–2 commanders1–3 commanders

Darkborn Noble

Infantry · Move 8"

50 pts

Skill
5
Power
4
Defense
3
Attacks
3
Wounds
3
Discipline
9
  • weapon SetHand Weapon and Shield+1 Defense. Charge Bonus: +1 Power orweapon SetGreatweapon · 5 pts+1 Power. Charge Bonus: +1 Power. orweapon SetTwo Hand Weapons · 5 pts+1 Attack
  • propertySwift+1 Movementcommander AbilityFeintTarget another friendly unit. It immediately makes a retreat move. One use per battle.

Magic Magic Weapon/Item

Leads Darkborn Riders, Darkborn Spears, Raptor Knights, Darkborn Chariot, Darkborn Dreadguard, Black Dragon (not in Warband)

Max per army no limit1no limitno limit

Darkborn Priestess

Infantry · Move 8"

60 pts

Skill
4
Power
3
Defense
3
Attacks
2
Wounds
3
Discipline
8
  • propertySwift+1 Movement

Spells Choose 1 cantrip: spellShadow Bolt3 x Power 3 hits. Range: 18., spellFrost WardTarget unit gets +1 to Damage Saves for one turn. It must re-roll succesfull Attack and Ranged Attack rolls., spellShroudTarget unit counts as being in Cover against ranged attacks until it's next combat., spellBlood FrenzyTarget unit loses D3 wounds and gains +1 Attack this turn.. Choose 1 spell: spellArcane WebReduce target units movement speed to 0 for one turn., spellHex Of RuinTarget unit has -2 Defense for one turn., spellReality RiftCaster and retinue gains Flying and Move Speed 20 for one turn.

Magic Magic Item

Leads Darkborn Witches, Darkborn Crossbows, Darkborn Spears, Darkborn Riders, Darkborn Chariot, Darkborn Dreadguard, Dark Pegasus, Black Dragon (not in Warband)

Max per army 1123

Darkborn Assassin

Infantry · Move 8"

50 pts

Skill
5
Power
4
Defense
3
Attacks
3
Wounds
3
Discipline
9
  • weapon SetTwo Hand Weapons+1 Attackcommander AbilityDeadly StrikeActivate once per battle. Melee attacks deal 2x wounds against multiwound targets for one turn.propertySwift+1 MovementpropertyPoisoned AttacksEnemies re-roll 6s on Damage Saves.propertyHiddenCommander is hidden from your opponent until engaged in combat or damaged.

Magic Magic Weapon/Item

Leads Darkborn Spears, Darkborn Crossbows, Darkborn Witches, Darkborn Dreadguard, Darkborn Riders, Raptor Knights

Max per army no limit1no limitno limit

Mounts

Taken by commanders as their retinue

Black Dragon

Large Monster · Move 12"

125 pts

Skill
5
Power
6
Defense
5
Attacks
5
Wounds
7
Discipline
9
  • weapon SetFangsCharge Bonus: +1 Powerranged AttackFire BreathRange 12. 2D3 Power 5.propertyFlyingFly Speed 20. Ignore Terrain.
Max per army no limit1no limitno limit

Dark Pegasus

Monstrous Infantry · Move 12"

45 pts

Skill
3
Power
4
Defense
4
Attacks
3
Wounds
4
Discipline
8
  • weapon SetHoovesCharge Bonus: +1 PowerpropertyFlyingFly Speed 20. Ignore Terrain.

Battle Line

1–3 units2–3 units2–5 units3–7 units

Darkborn Spears

Infantry · Move 8"

7 pts / model

Skill
4
Power
3
Defense
3
Attacks
1
Wounds
1
Discipline
8
  • weapon SetSpear and Shield+1 Defense. Extra Rank supporting attacks when not charging.propertySwift+1 Movement

Magic Magic Banner (up to 50pts)

Unit size 10–2112–2115–2515–25

Darkborn Dreadguard

Infantry · Move 8"

10 pts / model

Skill
5
Power
3
Defense
3
Attacks
1
Wounds
1
Discipline
9
  • weapon SetHalberdCharge Bonus: +1 Power. Damage Saves against this weapon are never better than 4+. orweapon SetGreatweapon+1 Power. Charge Bonus: +1 Power.
  • propertyHeavy Armor-1 Movement. +1 DefensepropertyFearlessIgnores all penalties to Discipline tests.propertySwift+1 Movement

Magic Magic Banner (up to 50pts)

Unit size 10–2110–2115–2515–25 Max per army 1122

Darkborn Witches

Infantry · Move 8"

10 pts / model

Skill
5
Power
3
Defense
3
Attacks
1
Wounds
1
Discipline
8
  • weapon SetTwo Hand Weapons+1 AttackpropertySwift+1 MovementpropertyFrenzyRe-roll missed Attack Rolls in the first round of combat. Can't flee from charges.propertyPoisoned AttacksEnemies re-roll 6s on Damage Saves.

Magic Magic Banner (up to 100pts)

Unit size 10–1810–1810–2015–25 Max per army 2223

Ranged Support

0–1 unit0–1 unit0–2 units0–3 units

Darkborn Crossbows

Infantry · Move 8"

10 pts / model

Skill
4
Power
3
Defense
3
Attacks
1
Wounds
1
Discipline
8
  • ranged AttackCrossbowsRange: 30. Power 3.propertySwift+1 Movement

Magic Magic Banner (up to 50pts)

Unit size 10–1510–1510–2515–25

Darkborn Shadows

Infantry · Move 8"

13 pts / model

Skill
4
Power
3
Defense
3
Attacks
1
Wounds
1
Discipline
9
  • weapon SetTwo Hand Weapons+1 Attackranged AttackLight CrossbowRange: 24. Power 3.propertySwift+1 MovementpropertyScoutIgnore movement penalties from Difficult TerrainpropertyAmbusherDeploys anywhere on your half of the battlefield, up to 2" from the centre line.

Magic Magic Banner (up to 100pts)

Unit size 5–155–1510–2010–20 Max per army 1122

Darkborn Boltthrower

War Machine

50 pts

Skill
4
Power
3
Defense
4
Attacks
2
Wounds
5
Discipline
8
  • ranged AttackBolt ThrowerRange 48. 3x Power 6.propertyLethal ShotsThis units ranged attack deals 2x wounds against multiwound targets.propertyCrewed WeaponAlways counts as being in Cover. -2 Defense in Close Combat. Unit can't charge.propertyReposition+6 Movement this turn.
Max per army 1136 Counts as ½ a unit in its section

Fast Attack

0–2 units0–2 units0–3 units0–4 units

Raptor Knights

Cavalry · Move 16"

21 pts / model

Skill
4
Power
4
Defense
3
Attacks
2
Wounds
2
Discipline
8
  • weapon SetHand Weapon and Shield+1 Defense. Charge Bonus: +1 Power orweapon SetLance and Shield · 1 pts per model+1 Defense. Charge Bonus: +2 Power
  • propertyHeavy Armor-1 Movement. +1 Defense

Magic Magic Banner (up to 100pts)

Unit size 5–105–105–105–15

Darkborn Riders

Cavalry · Move 16"

17 pts / model

Skill
4
Power
3
Defense
3
Attacks
2
Wounds
2
Discipline
8
  • weapon SetHand Weapon and Shield+1 Defense. Charge Bonus: +1 Powerranged AttackLight CrossbowRange: 24. Power 3.propertySwift+1 Movement

Magic Magic Banner (up to 50pts)

Unit size 5–105–105–105–15

Darkborn Chariot

Chariot · Move 16"

55 pts

Skill
4
Power
3
Defense
5
Attacks
3
Wounds
5
Discipline
8
  • weapon SetHand WeaponCharge Bonus: +1 PowerpropertyCrushing ChargeCharge Bonus: +2 Power +2 AttackspropertySwift+1 Movement
  • Options ranged AttackBows · 5 ptsRange: 20. 2x Power 3.
Max per army 2223 Counts as ½ a unit in its section

Tamed Beasts

0–1 unit0–1 unit0–2 units0–3 units

Hydra

Large Monster (long base) · Move 12"

90 pts

Skill
4
Power
5
Defense
5
Attacks
5
Wounds
5
Discipline
8
  • weapon SetFangsCharge Bonus: +1 PowerpropertyFearlessIgnores all penalties to Discipline tests.propertyRegenerationHeals all missing wounds at end of turn.
Max per army 1122

Harpies

Large Infantry · Move 8"

12 pts / model

Skill
3
Power
4
Defense
3
Attacks
1
Wounds
1
Discipline
7
  • weapon SetClawsCharge Bonus: +1 PowerpropertyFlyingFly Speed 20. Ignore Terrain.
Unit size 8–108–105–155–15