Modified Dark Elf Army List

Army Selection | Armour | Equipment List
Characters | Regiments | War Machines | Monsters
New Dark Elf Only Magic Items

 

Army Selection

Characters 0-50%
Regiments 25%+
War Machines 0-25%
Monsters 0-25%
Allies 0-25% (Chaos, Undead, Orc & Goblin)

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Armour

Armour Save
None None
Shield or light armour 6+
Shield & light armour or heavy armour only 5+
Sea Dragon Cloak 5+ (unmodified save)
Shield & heavy armour 4+
Shield & Sea Dragon Cloak 4+ (5+ unmodified)
Mounted on Dark Steed +1
Mounted on Helldrake +1
Mounted on Cold One +2

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Equipment List

Equipment Points Cost

HtH Weapons

Hand Weapon Free
Additional Weapon 1
Double Handed Weapon 2
Flail 1
Halberd 2
Spear 1
Lance 2

Missile Weapons

Bow* 2
Short Bow* 1
Long Bow* 3
Crossbow* 3
Repeating Crossbow 3
Javelin* 1
Sling* 1
Hand Gun* 3
Pistol* 2
Poison for Repeating Crossbow 2

Armour

Shield 1
Light Armour 2
Heavy Armour 3
Sea Dragon Cloak 5

* Cannot be taken by Dark Elves

Note. Characters can only take Sea Dragon Cloaks if you include a unit of Black Ark Corsairs. Sea Dragon Cloaks can be combined with shields but not armour. Sea Dragon Cloaks provide an unmodified 5+ armour save. Sea Dragon Cloaks do not interfere with a wizards spell casting ability as long as they are the only armour worn.

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Characters

0-1 General

Dark Elf General..................................................160
Hag Queen.........................................................205

Your army must include a General to lead it. It must be either a Dark Elf General, a Hag Queen or a special character that is allowed to be the general. If you chose to include a Hag Queen as your general you must have 2+ units of Witch Elves, one of which she must lead.

Profile M WS BS S T W I A Ld
Dark Elf General 5 7 7 4 4 3 9 4 10
Hag Queen 5 7 7 4 4 3 9 4 10
Cold One 8 3 0 4 4 1 1 2 3
Dark Steed 9 3 0 3 3 1 4 1 5
Helldrake 8 3 0 4 4 1 1 2 3

Equipment: Sword. Hag Queens also come with an additional hand weapon.

Weapons/Armour: The General may be armed with any combination of weapons/armour allowed by the Equipment List. See Equipment List for summary and points values.

May Ride: The Dark Elf General may ride a Cold One (+10 points), a Dark Steed (+3 points), a Helldrake (+25 points) or a Monster (see the separate Monster List for points). Hag Queens are not allowed to ride as they are leading a unit of Witch Elves.

Magic Items: A Dark Elf General is entitled to up to three magic items chosen from the appropriate cards.

Special Rules: Hate High Elves. Hag Queens are subject to frenzy and have poisoned weapons (+1 to her strength when using non-magic weapons).

The Hag Queens leadership bonus can only be used by any Witch Elf units/characters within 12" plus Assassins as they were trained by the Witch Elves.

 

0-1 Army Standard Bearer

Dark Elf Battle Standard..........................................98
Witch Elf Battle Standard........................................113

A Witch Elf Battle Standard can only be taken if a Hag Queen is taken.

Profile M WS BS S T W I A Ld
Dark Elf Battle Standard Bearer 5 5 5 4 3 1 7 2 8
Witch Elf Battle Standard Bearer 5 5 5 4 3 1 7 2 8
Cold One 8 3 0 4 4 1 1 2 3
Dark Steed 9 3 0 3 3 1 4 1 5
Helldrake 8 3 0 4 4 1 1 2 3

Equipment: Sword and Battle Standard. Witch Elf Battle Standards also come with an additional hand weapon.

Weapons/Armour: The Battle Standard Bearer may be armed with any combination of weapons/armour allowed by the Equipment List. See Equipment List for summary and points values.

May Ride: The Dark Elf Battle Standard Bearer may ride a Cold One (+10 points), a Dark Steed (+3 points), a Helldrake (+25 points) or a Monster (see the separate Monster List for points). Witch Elf Battle Standards are not allowed to ride as they are accompanying their Hag Queen.

Magic Items: A Battle Standard Bearer is a Champion and entitled to up to one magic item chosen from the appropriate cards. This may be a magic standard, effectively turning the army's banner into a magic standard.

Special Rules: Hate High Elves. Witch Elf Battle Standard Bearers are subject to frenzy and have poisoned weapons (+1 to her strength when using non-magic weapons).

 

Dark Elf Hero

Dark Elf Hero....................................................104
Witch Elf Hero...................................................132

Profile M WS BS S T W I A Ld
Dark Elf Hero 5 6 6 4 4 2 8 3 9
Witch Elf Hero 5 6 6 4 4 2 8 3 9
Cold One 8 3 0 4 4 1 1 2 3
Dark Steed 9 3 0 3 3 1 4 1 5
Helldrake 8 3 0 4 4 1 1 2 3

Equipment: Sword.

Weapons/Armour: The Hero may be armed with any combination of weapons/armour allowed by the Equipment List. See Equipment List for summary and points values.

May Ride: The Hero may ride a Cold One (+10 points), a Dark Steed (+3 points), a Helldrake (+25 points), or a Monster (see the separate Monster List for points).

Magic Items: The Hero is entitled to up to two magic items chosen from the appropriate cards.

Special Rules: Hate High Elves. Witch Elf Heros are subject to frenzy and have poisoned weapons (+1 to her strength when using non-magic weapons).

 

Dark Elf Champion

Dark Elf Champion.................................................48
Witch Elf Champion................................................62

Profile M WS BS S T W I A Ld
Dark Elf 5 5 5 4 3 1 7 2 8
Witch Elf 5 5 5 4 3 1 7 2 8
Cold One 8 3 0 4 4 1 1 2 3
Dark Steed 9 3 0 3 3 1 4 1 5
Helldrake 8 3 0 4 4 1 1 2 3

Weapons/Armour: Champions are armed identically to the unit that they lead. Black Ark Corsair champions must have a Sea Dragon Cloak. See Equipment List for summary and points values.

May Ride: The champion must ride a Cold One if leading a unit of Cold One Knights (+10 points), a Dark Steed (+3 points) if leading a unit Of Dark Riders, or a Helldrake if leading a unit of Helldrake Riders.

Magic Items: The champion is entitled to up to one magic item chosen from the appropriate cards.

Special Rules: Hate High Elves. Witch Elf Champions are subject to frenzy and have poisoned weapons (+1 to her strength when using non-magic weapons). Executioner Champions cause fear. Executioner Champions do D3 wounds and do not strike last when using double-handed axes.

 

Dark Elf Sorcerers

Dark Elf Sorcerer.................................................59
Dark Elf Champion Sorcerer........................................121
Dark Elf Master Sorcerer..........................................219
Dark Elf Sorcerer Lord............................................328

Profile M WS BS S T W I A Ld
Sorcerer 5 4 4 3 4 1 7 1 8
Champion Sorcerer 5 4 4 4 4 2 7 1 8
Master Sorcerer 5 4 4 4 4 3 8 2 8
Sorcerer Lord 5 4 4 4 4 4 9 3 9
Cold One 8 3 0 4 4 1 1 2 3
Dark Steed 9 3 0 3 3 1 4 1 5
Helldrake 8 3 0 4 4 1 1 2 3

Equipment: Sword or Staff.

Weapons/Armour: The Sorcerer may be armed with any combination of weapons/armour allowed by the Equipment List. See Equipment List for summary and points values. Note that armour prevents Sorcerers from casting spells, with the exception of Sea Dragon Cloaks.

May Ride: The Sorcerer may ride a Cold One (+10 points), a Dark Steed (+3 points), a Helldrake (+25 points) or a Monster (see the separate Monster List for points).

Magic Items: The Sorcerer is entitled to magic items chosen from the appropriate cards. A Sorcerer may have up to two items, a Champion Sorcerer may have up to two items, a Master Sorcerer may have up to three items and a Sorcerer Lord may have up to four items.

Special Rules: Hate High Elves.

 

0-1 Dark Elf Master Assassin

Dark Elf Master Assassin.........................................175

Profile M WS BS S T W I A Ld
Master Assassin 5 10 10 4 4 2 10 4 10
Dark Steed 9 3 0 3 3 1 4 1 5

Equipment: Sword.

Weapons/Armour: The Master Assassin may be armed with any combination of weapons/armour allowed by the Equipment List. See Equipment List for summary and points values.

May Ride: The Master Assassin may ride a Dark Steed (+3 points).

Magic Items: The Master Assassin is entitled to up to two magic items chosen from the appropriate cards.

Special Rules: Hate High Elves. Dark Elf Master Assassins have poisoned weapons (D3 wounds when using non-magic weapons.) May be set up normally or hidden in a unit. May only be hidden in a unit of Dark Elf infantry. May not be hidden in a unit with another assassin in it. May not lead units. Has special first strike ability. Has dodge ability (4+ special save against HtH attacks).

 

Dark Elf Assassin

Dark Elf Assassin.................................................56

Profile M WS BS S T W I A Ld
Assassin 5 9 9 4 4 1 10 2 10

Equipment: Sword.

Weapons/Armour: The Assassin may be armed with any combination of weapons/armour allowed by the Equipment List. See Equipment List for summary and points values.

Magic Items: The Assassin is entitled to up to one magic item chosen from the appropriate cards.

Special Rules: Hate High Elves. Dark Elf Assassins have poisoned weapons (D3 wounds when using non-magic weapons.) May be set up normally or hidden in a unit. May only be hidden in a unit of Dark Elf infantry. May not be hidden in a unit with another assassin in it. May not lead units. Has special first strike ability.

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Regiments

 

Cold One Knights....................................40 pts per model

Profile M WS BS S T W I A Ld
Knights 5 5 4 4 3 1 7 1 8
Cold One 8 3 0 4 4 1 1 2 3

Equipment: Cold One Knights are mounted on Cold Ones and are armed with a sword, heavy armour and a shield.

Save: 2+.

Options: Any regiment may be armed with lances at a cost of +4 points per model. Any regiment may be armed with repeating crossbows at a cost of +6 points per model. If the unit is armed with repeating crossbows they may be poisoned (+1S) for an extra +4 points. Any regiment may carry a magic standard. This may be chosen from the appropriate cards and its cost is indicated on the card itself.

Special Rules: Hate High Elves. Cold Ones cause fear, are subject to stupidity until they fight a round of combat, and give their riders a +2 modifier to their armour save instead of only +1. See the Dark Elf Bestiary rules section for more details.

 

Dark Riders.........................................25 pts per model

Profile M WS BS S T W I A Ld
Rider 5 4 4 3 3 1 6 1 8
Dark Steed 9 3 0 3 3 1 4 1 5

Equipment: Dark Riders are mounted on Dark Steeds and are armed with a sword and light armour.

Save: 5+.

Options: Any regiment may be armed with spears at a cost of +2 points per model. Any regiment may be equipped with shields at a cost of +2 points per model. Any regiment may be armed with repeating crossbows at a cost of +6 points per model. If the unit is armed with repeating crossbows they may be poisoned (+1S) for an extra +4 points. One regiment may carry a magic standard. This may be chosen from the appropriate cards and its cost is indicated on the card itself.

Special Rules: Hate High Elves. Dark Riders can skirmish (see the Warhammer Rulebook), and have a free march move at the beginning of the game. The are Expert Riders (do not suffer –1 to hit from shooting if moved that turn), and can fire and flee as a charge reaction. If they have a save of 5+ (no shields equipped) they count as fast cavalry. See the Dark Elf Bestiary rules section for the full rules.

 

0-1 Unit of Helldrake Riders........................49 pts per model

You may only take a unit of Helldrake Riders if you have 1+ units of Black Ark Corsairs.

Profile M WS BS S T W I A Ld
Rider 5 5 4 3 3 1 6 1 8
Helldrake 8 3 0 4 4 1 1 2 3

Equipment: Helldrake Riders are mounted on Helldrakes and are armed with a sword, light armour and a spear.

Save: 5+.

Options: The regiment may be equipped with shields at a cost of +2 Points per model. The regiment may upgrade their light armour to Sea Dragon Cloaks for +6 points per model. The regiment may be armed with repeating crossbows at a cost of +6 points per model. If the unit is armed with repeating crossbows they may be poisoned (+1S) for an extra +4 points. The regiment may carry a magic standard. This may be chosen from the appropriate cards and its cost is indicated on the card itself.

Special Rules: Hate High Elves. Always skirmish. Helldrakes cause fear, and fly, but give their riders a +1 modifier to their armour save instead of +2 like Cold Ones. See the Dark Elf Bestiary rules section for more details.

 

0-1 Unit of Executioners............................16 pts per model

Profile M WS BS S T W I A Ld
Executioner 5 5 4 4 3 1 6 1 8

Equipment: Executioners are armed with a double-handed axe and a sword. They wear heavy armour.

Save: 5+.

Options: The regiment may carry a magic standard. This may be chosen from the appropriate cards and its cost is indicated on the card itself.

Special Rules: Hate High Elves. Executioners have a deadly reputation and as such cause fear. Such is the Executioners' skill with their axes that they cause D3 wounds with each hit. The Executioners are so strong and skilled that they do not suffer the usual penalty of striking last when using double-handed weapons. See the Dark Elf Bestiary rules section for the full rules.

 

0-1 Unit of Black Guard of Naggaroth................15 pts per model

Profile M WS BS S T W I A Ld
Black Guard 5 5 4 3 3 1 6 1 8

Equipment: The Black Guard are armed with a halberd and a sword. They wear heavy armour.

Save: 5+.

Options: The regiment may be equipped with shields at a cost of +1 point. The regiment may carry a magic standard. This may be chosen from the appropriate cards and its cost is indicated on the card itself.

Special Rules: Hate High Elves. The Black Guard are the defenders of Naggarond, the home of the Witch King and have sworn to lay down their lives in his defence. Such is their grim determination that they are immune to psychology and unbreakable as long as the Dark Elf General lives. See the Dark Elf Bestiary rules section for the full rules.

 

Dark Elf City Guard..............................11/13 pts per model

Profile M WS BS S T W I A Ld
City Guard 5 4 4 3 3 1 6 1 8

Equipment: Dark Elf City Guard models can be armed either with a spear, at 11 points per model, or with a repeating crossbow, for 13 points a model. A unit may include both spears and crossbows and usually half are armed with spears, half with crossbows. All models wear light armour.

Save: 6+.

Options: Any unit may be equipped with shields at a cost of +1 point per model. Any unit may upgrade to heavy armour at a cost of +1 point per model. Any models armed with repeating crossbows may poison them (+1S) for +2 points per model. One regiment may carry a magic standard. This may be chosen from the appropriate cards and its cost is indicated on the card itself.

Special Rules: Hate High Elves. Use a special Combined Formation. Expert Defensive Troops, when charged Dark Elf City Guard do not suffer the regular -1 to hit and all spear armed troops get +1 to hit and strike first for that turn only. See the Dark Elf Bestiary section for the full rules.

 

Dark Elf Warriors....................................8 pts per model

Profile M WS BS S T W I A Ld
Warriors 5 4 4 3 3 1 6 1 8

Equipment: Dark Elf Warriors are armed with a sword and light armour.

Save: 6+.

Options: Any unit may be equipped with shields at a cost of +1 point per model. Any unit may upgrade to heavy armour for a cost of +1 point per model. Any unit may be equipped with one of the following: spears for +1 point , halberds for +2 points, double-handed weapons for +2 points, or repeater crossbows for +3 points. Any unit armed with repeating crossbows may poison them (+1S) for +2 points per model. One regiment may carry a magic standard. This may be chosen from the appropriate cards and its cost is indicated on the card itself.

Special Rules: Hate High Elves. Soldier citizenry, all Dark Elf citizens provide their own armour at no cost. Only applies to Dark Elf Warrior units. See the Dark Elf Bestiary section for the full rules.

 

Black Ark Corsairs..................................12 pts per model

Profile M WS BS S T W I A Ld
Scouts 5 4 4 3 3 1 6 1 8

Equipment: Black Ark Corsairs are armed with a sword and wear a Sea Dragon Cloak.

Save: 5+ unmodified save.

Options: Any regiment may be armed with additional hand weapons (mean looking axes) at a cost of +1 point per model. Any regiment may be armed with repeating crossbows at a cost of +3 points per model. Any unit armed with repeating crossbows may poison them (+1S) for +2 points per model. Any regiment may carry a magic standard. This may be chosen from the appropriate cards and its cost is indicated on the card itself.

Special Rules: Hate High Elves. See the Dark Elf Bestiary section for the full rules.

 

Witch Elves.........................................12 pts per model

Profile M WS BS S T W I A Ld
Witch Elves 5 4 4 3 3 1 6 1 8

Equipment: Witch Elves are armed with two hand weapons, either long knives or short bladed swords.

Save: None.

Options: Any unit may be equipped with light armour at a cost of +2 points per model. Any regiment may carry a magic standard. This may be chosen from the appropriate cards and its cost is indicated on the card itself.

Special Rules: Hate High Elves. Witch Elves are subject to frenzy as described in the Psychology section of the Warhammer rules. Witch Elves have poisoned weapons (+1S when attacking). See the Dark Elf Bestiary section for the full rules.

 

Dark Elf Scouts.....................................15 pts per model

Profile M WS BS S T W I A Ld
Scouts 5 4 5 3 3 1 6 1 8

Equipment: Dark Elf Scouts are armed with a sword, repeating crossbow and light armour.

Save: 6+.

Options: Any unit armed with repeating crossbows may poison them (+1S) for +2 points per model.

Special Rules: Hate High Elves. Scouts suffer no movement penalties for moving through rocky or hilly terrain. They may skirmish and use special deployment rules. See the Dark Elf Bestiary section for the full rules.

 

0-1 Unit of Harpies.................................15 pts per model

Profile M WS BS S T W I A Ld
Harpies 4 4 0 4 4 2 2 1 6

Equipment: None.

Save: None.

Options: None.

Special Rules: Harpies can fly as described in the Warhammer rulebook. Harpy units never have champions, standard bearers or musicians, and cannot be led by characters. Harpies cannot use the Generals leadership. (Any leadership test taken by Harpies will be on a maximum of 6) See the Dark Elf Bestiary section for the full rules.

 

Slave Warriors

Elf..................................................7 pts per model
Dwarf................................................7 pts per model
Human................................................4 pts per model
Orc..................................................4.5 pts per model
Goblin...............................................1.5 pts per model

Profile M WS BS S T W I A Ld
Elf 5 3 3 3 3 1 5 1 7
Dwarf 5 3 2 3 4 1 1 1 8
Human 5 2 2 3 3 1 3 1 6
Orc 5 2 2 3 4 1 1 1 6
Goblin 5 1 2 3 3 1 1 1 4

Equipment: The occasional model has some form of weapon.

Save: None.

Options: None.

Special Rules: May not have standard or musician. If within 8" of a Dark Elf unit may use its leadership as they are herded into battle.

Dark Elf units are do not have to test if the unit panics or is broken in combat. This also applies to any other psychology tests caused by the Dark Elf Slaves. If a Dark Elf unit in 8" flees roll a D6. On a 1-2 they will charge the nearest Dark Elf Unit. If they cannot charge they will panic. On a 3-4 they take a leadership test if they are normally required to. On a 5-6 they will flee automatically. A fleeing Slave unit will never rally. Note if a Goblin unit rolls a 1-2 above they will not attack a Dark Elf unit unless they outnumber them 2 to 1.

No Dark Elf characters may join them.

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War Machines

 

0-1 Cauldron of Blood..............................125 pts per model

You may only take the Cauldron of Blood if you have 1+ regiments of Witch Elves.

Profile M WS BS S T W I A Ld
Keeper of the Cauldron 5 5 5 4 3 1 7 2 8
Guardians 5 4 4 3 3 1 6 1 8

Equipment: The Keeper and the Guardians are armed with two hand weapons and light armour.

Save: The Keeper and Guardians have a save of 6+. The Cauldron is invulnerable so any hit against it is discounted.

Options: None.

Special Rules: Witch Elves are subject to frenzy as described in the Psychology section of the Warhammer rules. Witch Elves have poisoned weapons (+1S when attacking). Any Witch Elf unit or character in 18" gains a special 6+ saving throw against death. If a character saves against death they are restored with one wound. On the first turn of any combat the Cauldron grants all Witch Elves triple attacks instead of double (as normally occurs with frenzy). Shooting and HtH attacks against the Cauldron are randomized. See the Dark Elf Bestiary section for the full rules.

 

Repeater Bolt Thrower...................................100 pts each

You may take up to one bolt thrower for each regiment of ten or more City Guard or Black Ark Corsairs. You may take up to two bolt throwers for each regiment of ten or more Dark Elf Warriors.

Each bolt thrower has a crew of two Dark Elves to operate and defend it.

Profile M WS BS S T W I A Ld
Bolt Thrower - - - - 7 3 - - -
Crew 5 4 4 3 3 1 6 1 8

Equipment: The crew are armed with swords and light armour.

Save: The crew have a save of 6+. The bolt thrower has no save.

Options: None.

Special Rules: May fire either a single shot or multiples shots. See the Dark Elf Bestiary section for the full rules.

 

Dark Elf Chariots........................................76 pts each

You may take up to one Chariot for each 1000 points in your army. Therefore armies of 2000 points are allowed two chariots and armies of 5000 points are allowed five chariots. This includes the Witch King’s chariot if he is included.

Each chariot has a crew of two Dark Elves to operate and defend it and comes with two Dark Steeds.

Profile M WS BS S T W I A Ld
Chariot - - - 7 7 3 1 - -
Crew 5 4 4 3 3 1 6 1 8
Cold One 8 3 0 4 4 1 1 2 3
Dark Steed 9 3 0 3 3 1 4 1 5

Equipment: The crew are armed with swords and light armour.

Save: The crew have a save of 6+. The chariot and steeds have no save. If the chariot is pulled by Cold Ones they have a save of 6+.

Options: If there is no character in the chariot you may add an extra Crewman for +10 points. If there are 1+ units of Witch Elves you may Upgrade to a Witch Elf crew at a cost of +4 points per model. They come equipped with light armour and two hand weapons. Regular (non Witch Elf crew) may come equipped with the following: spears at a cost of +1 points per crew, halberds at a cost of +2 points per crew, repeater crossbows at a cost of +3 points per crew. If repeater crossbows are taken they may be upgraded to have poison (+1S) for +2 points per crew. They may upgrade to heavy armour for +1 points per model. You may pay +6 points to add 2 more Dark Steeds to the chariot. You may pay +7 points per steed to upgrade the Dark Steeds to Cold Ones. Any chariot may have scythed wheels for +20 points.

Special Rules: Cold Ones cause fear and are subject to stupidity until they fight a round of combat. Witch Elves are subject to frenzy as described in the Psychology section of the Warhammer rules. Witch Elves have poisoned weapons (+1S when attacking). See the Dark Elf Bestiary section for the full rules.

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Monsters

 

War Hydra................................. .............225 pts each

Profile M WS BS S T W I A Ld
War Hydra 6 4 0 5 6 7 3 5 8

 

Giant Scorpion............................ ..............50 pts each

Profile M WS BS S T W I A Ld
Giant Scorpion 5 4 0 5 4 4 1 2 8

 

Gigantic Spider................................. ........50 pts each

Profile M WS BS S T W I A Ld
Gigantic Spider 5 4 0 5 4 4 1 2 8

 

Chimera................................... .............250 pts each

Profile M WS BS S T W I A Ld
Chimera 6 4 0 7 6 6 4 6 8

 

Cockatrice................................ .............150 pts each

Profile M WS BS S T W I A Ld
Cockatrice 4 3 0 4 4 2 4 3 6

 

Dark Pegasus................................ ............50 pts each

Profile M WS BS S T W I A Ld
Dark Pegasus 8 3 0 4 4 3 4 2 5

 

Griffon.................................................150 pts each

Profile M WS BS S T W I A Ld
Griffon 6 5 0 6 5 5 6 4 9

 

Hippogriff................................ .............145 pts each

Profile M WS BS S T W I A Ld
Hippogriff 8 5 0 6 5 5 6 3 9

 

Manticore...............................................200 pts each

Profile M WS BS S T W I A Ld
Manticore 6 6 0 7 7 5 4 4 9

 

Wyvern..................................................180 pts each

Profile M WS BS S T W I A Ld
Wyvern 6 5 0 5 6 4 4 3 5

 

Dragon

Dragon...............................................450 pts each
Great Dragon.........................................600 pts each
Emperor Dragon.......................................750 pts each

Profile M WS BS S T W I A Ld
Dragon 6 6 0 6 6 7 8 7 7
Great Dragon 6 7 0 7 7 8 7 8 8
Emperor Dragon 6 8 0 8 8 9 6 9 9

 

Swarms...................................................50 pts each

Profile M WS BS S T W I A Ld
Spider 4 3 0 5 6 4 4 3 5
Scorpion 4 3 0 5 6 4 4 3 5

 

Swarms..................................................100 pts each

Profile M WS BS S T W I A Ld
Frogs 4 3 0 5 6 4 4 3 5
Lizards 4 3 0 5 6 4 4 3 5
Bats 8 3 0 5 6 4 4 3 5
Serpents 3 3 0 5 6 4 4 3 5
Rats 6 3 0 5 6 4 4 3 5

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New Dark Elf Only Magic Items

 

Dark Sword (15 points) Weapon. For each hit against an enemy deduct –1 from their WS and BS. Creatures whose WS or BS are reduced to 0 can no longer fight in close combat or use missile weapons, as appropriate. A character reduced to 0 WS or BS can still lead units.

Blood Sword (25 points) Weapon. For each hit against an enemy deduct –1 from their S (strength) to a minimum of 1. For each point of strength deducted roll a D6. On a 4+ the character using the Blood Sword gains that point of strength for the rest of the game.

Bloody Blades (40 points) Weapon. Two magic swords that grant +1S and cause D3 wounds with each hit. Because there are two swords they grant an extra attack, just like using an extra hand weapon. No shields are allowed when they are used. Dark Elf Assassin and Witch Elf characters only.

Sea Dragon’s Claw (50 points) Weapon. The magically enhanced claw of a Sea Dragon. The claw grants +1S and causes D3 wounds with an extra –3 armour save modifier.

Soul Gem (30 points) Ward. First hit against character automatically discounted. Grants a 5+ special save. For each wound saved a model in base contact suffers a wound, no armour save allowed. If no models are in base contact wounds cannot be saved but the first hit against character still stopped.

Bloodstaff (50 points) Wizard’s Arcana. The dark elf sorcerer can inscribe one of their spells into the staff at the beginning of the game. This spell may be cast for free. Each time it is used roll a D6. On a roll of 1 the sorcerer takes D3 wounds, no armour save allowed. May only be used by Dark Elf Master Sorcerers and Sorcerer Lords.

War Banner of Khaine (50 points) Magic Standard. May only be used by Dark Elf Battle Standard Bearer. At start of dark elf players turn roll a D6. The result affects all units and characters in battle standards normal range (12"). If at any time a unit or character leaves that range they lose the bonus from the War Banner. On a roll of 1 the units gain +1S. On a roll of 2 or 3 they gain +1I. On a roll of 4 they gain +1 armour save, up to a maximum of 1+. On a roll of 5 they gain +1A. On a roll of 6 there is no affect. Lasts until beginning of dark elf players next turn.

Potion of Berserker Fit (20 points) Enchanted Item. Use at start of dark elf players turn. Character gains +1A for that turn (doubled if frenzied). Roll a D6. On a roll of 5 or 6 the character loses a wound, no armour save allowed.

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