
                                         DARK ELF TRIAL ARMY LIST
Troop         Type   Attack  Hits Armour  Command  UnitSize  PtsPUnit Min/Max  Special
======================================================================================
Spearmen      Inf    3       3    5+      -        3         60       2/--
Crossbowmen   Inf    3/1     3    6+      -        3         75       1/--     1*
Witch Elves   Inf    5       3    0       -        3         70       -/2      2*
Dark Riders   Cav    3/1     3    6+      -        3         100      -/3      1*
Cold Ones     Cav    3       3    4+      -        3         110      -/4
Harpies       Mon    2       3    6+      -        3         65       -/1      3*
War Hydra     Mon    6/2     4    4+      -        1         135      -/1      4*
Bolt Thrower  Art    1/3     2    0       -        2         60       -/1      5*
General       Gen    +2      -    -       9        1         125      1/1
Hero          Her    +1      -    -       8        1         80       -/2
Sorceress     Wiz    -       -    -       8        1         80       -/1
Manticore     Mount  +2      -    -       -        -         80       -/1      6*
Chariot       Mount  +1      -    -       -        -         10       -/1

Unit Special Rules
*1 - Fire once at 30cms and twice at 15cm. Fire once when they stand and shoot.
*2 - Always uses its initiative to charge and never use their initiative to evade. Can't be driven back by shooting and do not roll for drive backs. They must pursue or advance where possible. Unaffected by enemies that cause terror in combat.
*3 - Identical to Chaos Harpies
*4 - Cannot be brigaded with any other units than other War Hydras. Cause terror. Breathes fire.
*5 -Same rules as for the High Elf Reaper except does not benefit from the High Elf +1 to hit.
*6 - Can fly. Causes terror.

Dark Elf Magic
Doom Bolt - 5+ To cast. Range 30cm. Same as Orc & Goblin spell, Gotcha!
Beast Master - 6+ To cast. Range 30cm. Each enemy cavalry/chariot/monster unit within 30cm of the Wizard is immediately confused whilst they struggle to control their beasts.
Dominion - 4+ To cast. Range 30cm. Same as Lizardman spell, Mazdamundi's Revenge - enemy unit cannot charge or move, pursue or advance. This spell lasts until the opposing players turn.
Soul Stealer - 5+ To cast. Range Touch. Same as Undead spell, Touch of Death - 3 shooting attacks, no save, hits carried over into melee.

(Stats and rules courtesy WarmasterWorld <http://www.warmasterworld.com/>, an excellent site devoted to everything Warmaster! Originally printed in Warmaster Magazine #11.)