WARHAMMER ARMIES - DARK ELVES

DARK ELF REGIMENTS

Cold One Knights ..... 38 points

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

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

Save: 2+

Options: Any regiment may be armed with lances (+4 points per model) and/or repeating crossbows (+6 points per model). Any regiment may carry a magic standard.

Special Rules: Cold Ones cause fear, are subject to stupidity, and give their riders a +2 modifier to their armour save instead of only +1.

Dark Riders..... 25 points

Profile M WS BS S T W I A LD
Knight 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 armed with a sword and light armour.

Save: 5+

Options: Any regiment may be armed with spears (+2 points per model) and/or repeating crossbows (+6 points per model).

Special Rules: Dark Riders can skirmish. Dark Riders are allowed to make a free march move after both sides have deployed. Note that they may not use this free move to charge at the enemy, and may not shoot any missile weapons after making the move.

Dark Riders are Expert Riders and do not suffer the -1 to hit modifier to their shooting if they moved in the same turn. However, this does not allow them to shoot if they charge or make a march move.

Dark Riders are allowed to choose to Fire and Flee as a charge reaction. The fire and flee charge reaction works by combining the stand and shoot option and the flee option. First of all the unit may fire missile weapons, but only if the chargers are more than half their charge move away when the charge is declared. All shooting suffers the normal -1 to hit modifiers for shooting at charging troops.

If the missile fire fails to stop the charge (by causing the attackers to fail a Panic test), then the Dark Riders must flee. This is treated exactly the same way as a normal flee charge reaction, except that the number of dice rolled to see how far the unit flees is reduced by one to represent the time that was spent firing at the charging unit. The Dark Riders suffer this penalty even if the unit failed to shoot because the chargers were less than half their charge move away.

0-1 Executioners..... 16 points

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

Equipment: The Executioners are armed with double-handed axes and wear heavy armour.

Save: 5+

Options: The regiment may carry a magic standard.

Expert Axemen: Such is the Executioners' skill with their axes that they cause not 1 but D3 wounds with each hit.

0-1 Black Guard of Naggaroth..... 15 points

Profile M WS BS S T W I A LD
Black Guard 5 5 4 3 3 1 7 1 8

Equipment: The Black Guard are armed with halberds and wear heavy armour.

Save: 5+

Options: The regiment may carry a magic standard.

Dark Elf Crossbowmen..... 13 points

Your army may include any number of regiments of Dark Elf Crossbowmen.

Profile M WS BS S T W I A LD
Dark Elf Crossbowmen 5 4 4 3 3 1 6 1 8

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

Save: 6+

Options: Any unit may be equipped with shields (+1 point per model).

Dark Elf Warriors..... 10 points

Your army may include any number of regiments of Dark Elf Warriors.

Profile M WS BS S T W I A LD
Dark Elf 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 (+1 point per model).

Dark Elf City Guard..... 11 points

Your army may include any number of regiments of Dark Elf City Guard.

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

Equipment: Dark Elf City Guard models can be armed either with a spear (+11 points per model), or with a repeating crossbow (+2 points per model). A unit may include spears and repeating crossbows if you wish. All models wear light armour.

Save: 6+

Options: Any unit may be equipped with shields (+1 point per model).

Special Rules: Models in a City Guard regiment may be either armed with a spear or a repeating crossbow. Generally, the regiment fights in two ranks, with crossbows in the front and the spearmen forming the second rank. The normal rules apply to each weapon. Spear-armed models in the second rank are allowed to fight over the heads of the models armed with repeater crossbows in the front rank.

Normally, casualties inflicted on a regiment are simply removed from the rear rank, it being assumed that the model that is removed has moved up to take the place of the model that was killed in the front rank. This will not work for a City Guard regiment, as the models in the rear rank may be equipped differently from those in front of them. Therefore you should remove casualties from the front of the unit, and fill any resulting gaps with models taken from the rear rank.

Witch Elves..... 12 points

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. Save: None Options: Any unit may have light armour (+2 points per model). Any regiment may carry a magic standard. Special Rules:

Frenzy: Witch Elves are subject to frenzy.

Poisoned Weapons: The Witch Elves' weapons are coated with a dealy poison. This increases the Strength of any attack made by a Witch Elf by +1 because the slightest scratch can kill.

Cult Rivalry: You may not inclued regiments of Witch Elves, Witch Elf Charecters or Assassins if you are led by a Cult of Pleasure General.

Dark Elf Scouts..... 13 points

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

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

Save: None

Options: Any regiment may be equipped with light armour (+2 points per model).

Special Rules: Dark Elf Scouts are adept at infilitration. The Scouts are set up after the enemy has placed all of his units on the table. They can be set up anywhere outside the opponent's deployment area, as long as no model in the opposing army has line of sight to their set-up position. If both armies contain troops with this ability, each player should roll a D6, with the player scoring lowest having to set up his infiltrating units first.

Scouts suffer no movement penalties for moving through rocky or hilly terrain. Dark Elf Scouts can skirmish.

Black Ark Corsairs..... 12 points

Profile M WS BS S T W I A LD
Black Ark Corsairs 5 4 4 3 3 1 6 1 8

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

Save: Sea Dragon Cloak providing 5+ save which is not modified by the strength of the attacker.

Options: Any unit may be armed with additional hand weapons (+1 point per model) or repeating crossbow (+3 points per model). Any regiment may carry a magic standard.

Dark Elf Spearmen..... 11 points

Your army may include any number of regiments of Dark Elf Spearmen.

Profile M WS BS S T W I A LD
Dark Elf Spearmen 5 4 4 3 3 1 6 1 8

Equipment: Dark Elf Spearmen are armed with a spear and wear light armour.

Save: 6+

Options: Any unit may be equipped with shields (+1 point per model).

0-1 Harpies..... 15 points

Your army may include up to one regiment of Harpies.

Profile M WS BS S T W I A LD
Harpy 4 4 0 4 4 2 2 1 6

Equipment: None

Save: None

Special Rules: Harpies can fly. Harpy units never have champions, standard bearers or musicians, and cannot be led by character models.

0-1 Reaver Helldrake Riders.......35 points per model

The Boiling Sea remains a mystery to all but the most daring of Dark Elf Reavers, who brave the inhospitable and quake-ridden waters to capture monstrous sea creatures to use in the service of the Black Ark fleets. Such monsters as Kraken, Sea Drakes and the much prized Helldrakes are the pride of any Dark Elf fleet.

Helldrakes are smaller than their cousins the true dragons (about the size of the earth-bound Cold Ones). They make up for their size with unequalled ferocity and speed. Such is their ferocity that it is not unknown for a pack of Helldrakes to attack a full-grown Sea Dragon in the air, devouring it to the bone before it hits the sea.

Although impossible to capture and train as adults, Helldrake eggs can be plundered and the hatchlings reared and trained to become mounts for Dark Elf Reaver Riders who live and die with their mounts in a spirit of mutual fear.

Helldrake Riders harass enemy ships, attacking sails and clearing decks of mariners until the Black Arks can be brought to battle. On land Helldrake Riders make formidable regiments, attacking enemy troops and war machines with lightning speed. A large regiment will attack and kill the most powerful enemy characters and monsters.

Profile M WS BS S T W I A LD
Reaver 5 5 4 3 3 1 7 1 8
Heldrake 6 4 0 4 4 1 7 2 7

Equipment : Helldrake Riders are armed with a sword and shield and wear sea dragon cloaks. 5+ unmodified save (see Dark Elf Bestiary.)

Save : 4+

Options : Helldrake Riders may have light armour (+4 points per model), spears (+2 points) additional hand weapon (+2 points) or repeating crossbows at a cost of +6.

SPECIAL RULES

Fly: Helldrakes can fly as described in the Warhammer Rulebook.

Fear: Helldrakes are scary dragon like creatures and as such the cause Fear

Skirmish: Helldrake riders are Skirmishers.  They always skirmish as described in the Warhammer Rulebook.

Screaming Charge: If Helldrakes are flying high they can use the screaming charge. Air rushing over their wings produces an eerie wailing cry. Enemy troops with ballistic weapons are unnerved by the noise and lose -1 to their BS as well as -1 because of the charge.

Flee and face: Helldrakes have incredible initiative and can leap/fly backward if charged. If a unit of Reaver Helldrake Riders is charged from the front (and only the front), they can opt for a special maneuver known as Flee and Face. All other charge reactions apply. They can fly backward 2D6 (3D6 for a normal flee)  still facing the enemy. They can do nothing this turn but on their subsequent turn may move as normal including charge. If the enemy catches the unit fleeing and facing then, the Reavers’ normal combat ensues.

Blood Hounds of Kaine
Blood Hounds......20 pts
Overseer.......62 pts

These savage beasts were found roaming in large packs across the Straits of Chill from that of Karond Kar. These hounds appear to be a cross between a giant dog and a flesh hound or just another mutated beast that loomed too close to the Realm of Chaos and underwent a bestial change. However they came about is of no consquence, since all the Dark Elves saw them as is a way to hunt slaves or anything they feel like. These beasts are barely tamed and only obey the commands given by their Overseer. The Overseer himself is a very big man, if he weren't the Blood Hounds would not have accepted him as their leader, that and he bested the previous Blood Hound pack leader.

Profile M WS BS S T W I A Ld
Blood Hounds 8 4 0 4 4 2 5 2 8
Overseer 5 5 5 4 4 2 7 2 8 .

Weapons/Armour: Collar of protection.

Overseer: The Overseer is treated as a Dark Elf Champion, exept that it can only be with a unit of Blood Hounds.

Save: The Collar of protection has been blessed by Priests of Kaine and therefor give the bearer a 5+ save that is not modified by strength.

Special Rules: There can be no Standard bearers or muscians, because they are just gigantic dogs. The hounds only obey the commands of the Overseer. If the Overseer dies then the unit of blood hounds will automaticaly charge any unit within range, friend or foe. Every unit of Blood hounds must have an Overseer, otherwise it will attack the nearest unit straight off the bat.