DARK ELF SPECIAL CHARACTERS
The Witch King of Naggaroth..... 350 points
Your army may be led by Malekith, the Witch King of Naggaroth. He is a Sorcerer Lord and army general. If you do decide to use him, the Witch King is the general of your army and replaces the general in the main army list.
Profile M WS BS S T W I A LD
Witch King 5 7 7 5 5 4 9 4 10
Black Chariot - - - 7 7 3 - D6 -
Cold One 8 3 0 4 4 1 4 2 3
Weapons/Armour: The Witch King is armed with a sword and shield, and rides into battle in a scythed chariot pulled by two Cold Ones.
Magic Items: The Witch King always has the following magic items: Circlet of Iron, the Spellshield, the sword Destroyer, and the Witch King's Armour.
Circlet of Iron: The Circlet provides the Witch King with 1 piont of magical power each magic pahse. This power can be used either to cast spells in the same way as a power card from the magic deck, or as a dispel against an enemy spell. If the power is used to power a spell, then it may be combined with power cards in order to cast 2 or 3 point spells. If the ower is used as a dispel, then it is treated in exactly the same manner as a Dispel card from the magic deck.
Witch King's Armour: The Witch King's Armour is forged from iron and covered in runes which make it difficult to look upon. It confers an armour saving throw of 3+ which may be combined with shields, mounts, and barding in the same way as other armour. In addition, any opponent attempting to attack the Witch King must subtract -1 from their to hit rolls. This modifier applies to hand-to-hand attacks and to attacks with missile weapons. Note that the Witch King's armour does not affect his ability to cast spells in any way.
Spellshield: A Spellshield may be carried instead of a normal shield and confers the same save, ie 6+ on its own, 5+ with light armour, etc. Roll a scatter dice if a spell is cast against Malekith or the unit he is with. If a 'hit' is rolled the spell defeats the power of the shield and works normally. if an arrow is rolled the spell is deflected 4D6" away from Malekith in the direction indicated by the arrow. The deflected spell will affect the first target in its path.
Destroyer: If a character using Destroyer hits a foe who is carrying any magic items and/or who is able to cast spells Destroyer will steal their power on a roll of 4+ on a D6. Take one spell or magic item at random from the enemy character. The character using Destroyer can use the newly gained poewr from now on until Destroyer steals another card. The previously held card must then be discarded in favour of the newly stolen power.
Immune to Psychology: The Witch King is a frightening being who causes terror and fear and is immune to fear, terror, panic, and all other psychology tests.
The Black Chariot: The Witch King rides into battle in an awesome scythed chariot pulled by two Cold Ones. Not that the -1 to hit modifier caused by the With King's Armour also applies to any attacks made on his chariot, while the Spellshield will affect any spells that are cast at the chariot.
The Beastlord Rakarth of Karond Kar..... 134 points
Your army may include Beastlord Rakarth if you wish. Rakarth is a Dark Elf Hero and always fights in battle mounted on the back of a Black dragon.
Profile M WS BS S T W I A LD
Rakarth 5 6 6 4 4 2 8 3 9
Black Dragon 6 6 0 6 6 7 8 7 7
Weapons/Armour: Beastlord Rakarth is armed with a sword and heavy armour. He rides into battle mounted on the back of a Black dragon.
Magic Items: Rakarth always has the following magic items: Whip of Agony, the Enchanted Shield, and the Armour of Fortune.
Whip of Agony: A character who has the Whip of Agony may use it to make one attack at the start of each hand-to-hand combat phase. This attack is in addition to the character's normal attacks, and is made before any other attacks by either side are resolved. Roll to hit as normal. If the attack hits then the victim does not take any damage, but must pasa a Leadership test in order to attack in that hand-to-hand combat phase. If the character fails the Leadership test they are overcome with pain and may not attack that turn. Creatures being ridden by a character that are hit with the Whip of Agony ust use their own Leadership to see if they are allowed to attack, not their rider's Leadership.
Enchanted Shield: An Enchanted Shield may be carried instead of a normal shield. It provides a +2 armour shave instead of the +1 conferred by a normal shield. A character equipped with the Enchanted Shield may never have an armour saving throw of better than 1+.
Armour of Fortune: Armour of Fortune counts exactly as heavy armour - ie, a 5+ save on its own. It may be combined with shield/mount bonuses exactly like ordinary heavy armour. A character wearing this armour rolls to save as normal. If he fails his normal armour save he can immediately roll again, this time saving on a roll of 5 or more but ignoring saving roll modifiers for the strength of the attack. If this second roll fails, there are no further rolls and he is wounded.
Beastlord: Rakarth is an expert at controlling wild monsters and making them do his bidding. If he wins or draw a round of hand-to-hand combat, then any monsters he was fighting are considered to have been broken by Rakarth and come under his control. Rakarth may not use this ability against monster being used as mounts for characters unless the character riding the monster has been killed. As long as Rakarth is still alive the creature is considered to be part of the Dark Elf army, and may be used as normal by the Dark Elf player starting from his next turn.
If Rakarth is killed then any monsters under his control revert to the control of their original owner.
Morathi, the Hag Sorceress..... 327 points
Your army may include Morathi if you wish.
Profile M WS BS S T W I A LD
Morathi 5 4 4 4 4 4 9 3 9
Dark Pegasus 8 3 0 4 4 3 4 2 5
Weapons/Armour: Morathi is armed with a sword and she rides the Dark Pegasus 'Sulephet'.
Magic Items: Morathi always has the following magic items: Dark Sword, Amber Amulet, Power Scroll, and Dispel Scroll.
Dark Sword: A charcter using this weapon in close combat rolls to hit and wound as normal. Each wound suffered also deducts -1 from the victim's Weapon Skills and Bow Skill for the rest of the game. Creatures whose WS and 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.
Amber Amulet: A character wearing the Amber Amulet automatically recovers wounds they have suffered at the start of their next turn. Only 1 wounds may be recovered each turn, and the character may never have more wounds than they began the game with. If the character is slain outright, the Amulet has not power to regenerate wounds.
Power Scroll: A wizard may use the Power Scroll in the Power Phase to cast one spell in his hand. The spell is cast immediately without the wizard needing to use any power cards. Opposing wizards may attempt to dispel the spell as normal. One use only.
Dispel Magic Scroll: When an enemy casts a spell you may immediately counter its effects by reading the Dispel Magic Scroll. The dispel automatically stops the enemy's spell working. One use only.
Kouran, Captain of the Black Guard..... 105 points
Your army may include Kouran as long as it also includes the Black Guard of Naggaroth. Kouran is a Dark Elf Hero.
Profile M WS BS S T W I A LD
Kouran 5 6 6 4 4 2 8 3 9
Weapons/Armour: Captain Kouran is armed with a sword which he uses in conjunction with the Blade of Ensorcelled Iron for a total of 4 attacks.
Magic Items: Captain Kouran always has the following magic items: Blade of Ensorcelled Iron, and Armour of Meteoric Iron.
Blade of Ensorcelled Iron: A character using this weapon adds +1 to his dice rolls to hit in close combat.
Armour of Meteoric Iron: A character wearing this potent magic armour has a saving throw of 2+, just as if he were wearing heavy armour, carrying a shield, and riding a barded steed. However, carrying a shield and riding a steed will not further improve this saving throw. The armour is so lightweight that it incurs no movement penalty.
Crone Hellebron, the Hag Queen..... 207 points
Your army may include Hellebron as long as it also includes as least one regiment of Witch Elves. Hellebron may be the army general if you wish.
Profile M WS BS S T W I A LD
Hellebron 5 7 7 4 4 3 9 4 10
Manticore 6 6 0 7 7 5 4 4 8
Weapons/Armour: Hellebron is armed with two swords and wears light armour. She rides into battle mounted on the back of a Manticore.
Magic Items: Hellebron always has the following magic items: Deathsword, Parrying Blade, and the Amulet of Fire.
Deathsword: A character in possession of this weapon gains maximum Strength 10.
Parrying Blade: A character using this sword automatically stops one of their opponent's attacks from hitting. One enemy attaching the character therefore has 1 less attack than normal. You may choose which enemy will lose the attack.
Amulet of Fire: If a spell is cast against the character wearing the Amule tof Fire, or against the unit they ar with, then the Amulet will dispel the spell on a D6 roll of 4+. However, the Amulet will only work once per magic phase - a second spell cast against the character cannot be countered by the Amulet.
Frenzy: Hellebron is subject to frenzy.
Magic Swords: Hellebron is an exception to the rule that a character may be armed with only a single magic weapon. She is armed with two magic weapons, the Deathsword and the Parrying Blade, and is allowed to use both in hand-to-hand combat.
The Deathsword increases her Strength to 10, and the Parrying Blade allows her to reduce the number of attacks made by one enemy model by 1. Note that the Parrying Blade also counts as an 'additional hand weapon' and so increases the number of attacks the Hellebron can make by +1 (this additional attack does not recieve the Strength bonus from the Deathsword however).
Tullaris of Har Ganeth..... 123 points
Your army may include Tullaris as long as it also includes the Har Ganeth Executioners. Tullaris is a Dark Elf Hero.
Profile M WS BS S T W I A LD
Tullaris 5 6 6 5 5 2 6 3 9
Weapons/Armour: Tullaris wears heavy armour.
Magic Items: Tullaris always has the following magic items: Executioner's Axe, and the Black Amulet.
Executioner's Axe: The Executioner's Axe is a huge and deadly weapon. The rules that apply to double-handed weapons also apply to the Executioner's Axe. Roll to hit and to wound as normal. However, if any of the dice rolls to wound the target are a 6, then the axe has taken the opponents head off at the shoulders, and he is killed instantly! Normal armour is ineffective against the magic of the Executioner's Axe so only foes in magic armour get a saving roll.
Black Amulet: The amulet will negate any wound suffered by the bearer on the D6 roll of a 4+. In hand-to-hand combat, any wound saved by the amulet is rebounded against the foe that struck it, inflicting a wound for each wound saved. No armour save is allowed for rebounded wounds.
Special Rules: The rules for Expert Axemen that apply to the Executioners also apply to Tullaris.
Shadowblade, Master of Assassins..... 115 points
Your army may include Shadowblade.
Profile M WS BS S T W I A LD
Shadowblade 5 10 10 4 4 2 10 3 10
Weapons/Armour: Shadowblade is armed with two hand weapons.
Magic Items: Rakarth always has the following magic items: Heart of Woe, and Potion of Strength.
Heart of Woe: If the bearer of the Heart of Woe is slain, the Heart explodes into thousands of deadly fragments. All models within a radius equal to the bearer's original number of wounds each sustain 1 automatic hit with a Strength equal to the bearer's Strength +D6. Any wound inflicted causes not 1 but D6 wounds. Normal saving throws apply.
Potion of Strength: A character equipped with a Potion of Strength can drink it at the beginning of any of his turns. The potion increases his Strength characteristic by +3 points for the duration of that turn only. One use only.
Special Rules: All the rules that apply to Assassins also apply to Shadowblade, ie he starts the game hidden as part of a Dark Elf unit, always attacks first, etc. In addition the following special rules apply.
Master of Disguise: Shadowblade is a master of disguise. If you wish you may have him use this ability to attempt to infiltrate the opposing army instead of setting up hidden in a Dark Elf unit.
If you decide to do this then Shadowblade is not set up at the start of the game. Instead you may reveal that he is hidden in a regiment in the opposing army at the start of any of your turns. You may not pick a regiment that is in combat. Tell your opponent which regiment he is hiding in, and then roll a D6 and refer to the table below to see whether Shadowblade has been discovered, or if his diguise was successful. Note that Shadowblade is only allowed to hide in a regiment - you may not pick a character, monster, or war machine.
Disguise Discovered Successful
High Elf, Wood Elf, Dark Elf, Human, Zombie 1 2-6
Skaven, Orc, Black Orc, Savage Orc, Chaos Warrior, Beastman 1-3 4-6
Any other 1-5 6
If Shadowblade was discovered he may not be used in this battle and your opponent scores victory points as if he had been slain. If the disguise was a success, pick a single, basic model in the nominated regiment (you may not choose special modesl such as champion or standard bearers). The model you choose was slain by Shadowblade before the battle, and he has taken the unfortunate victim's place. Now Shadowblade whips off his disguise and leaps to the attack!
Remove the model and place Shadowblade withing 2D6" of where it was located. You may place Shadowblade directly into hand-to-hand combat if you wish, and he counts as charging in the first round of combat. Shadowblade is not allowed to move on the turn that he is revealed, but may fight as normal.