The evil kin of the High Elves hold sway over the bleak land of Nagarroth. It is a confident general indeed who leads his men against these vile torturers and risks the agony of their dungeons. Any unit of foot troops in the army (except skirmishers) may upgrade a model to a Champion, musician or standard bearer for + 10 points each. Any unit of cavalry may upgrade a model to a Champion, musician or standard bearer for +15 points each. A Champion will have +1BS if the unit he is with is equipped with repeater crossbows, otherwise he will have +1A. A standard bearer from the following units may carry a magic banner worth up to 50 points: Cold One Knights, Executioners or Black Guard of Naggaroth. The following special rules apply to the Dark Elf army.
SORCERER LORD
Equipment: Hand weapon. A Sorcerer Lord may not have other equipment. A Dark Lord may have an additional hand weapon ( + 6 pts), Great weapon (+6 pts), spear {+6 pts) or halberd (+6 pts). He may also carry a repeater crossbow (+12 pts). He may wear light armour (+3 pts) or heavy armour (+6 pts), and may carry a shield (+3 pt). A Dark Lord may ride a Black Dragon (+320 pts) or a Dark Pegasus (+50 pts). A Sorcerer Lord may ride a Dark Pegasus (+50 pts). A Dark Elf Lord may ride a Cold One (+30 pts) or a Dark Steed (+18pts). A Dark Steed may be barded (+6 pts). If he is mounted he may have a lance (+6 pts). Special rules: A Sorcerer Lord is a level 3 wizard. This may be increased to level 4 at a cost of +35 points. Cold Ones cause fear, are subject to stupidity and give their riders a +2 modifier to their armour save. A character riding a Black Dragon counts as 1 Lord choice and 1 Hero choice. A Black Dragon and Dark Pegasus can fly. A Black Dragon is a large target, causes terror, has a 3+ armour save and breathes S3 fumes. WITCH ELF HAG, ASSASSIN, SORCERER
Equipment: Hand weapon. A Mage may not have other equipment. A Dark Elf Commander, Witch Elf Hag or Assassin may have an additional hand weapon (+4 pts), Great weapon (+4 pts)r spear (+4 pts) or halberd (+4 pts}. He may also carry a repeater crossbow (+8 pts). He may wear light armour (+2 pts) or heavy armour (+4 pts), and may carry a shield (+2 pt). A Dark Elf Commander or Witch Elf Hag may ride a Dark Pegasus (+50 pts). Any Dark Elf Hero except an Assassin may ride a Cold One (+12 pts) or a Dark Steed (+12 pts). A Dark Steed may be barded (+4 pts). If a Dark Elf Commander or Witch Elf Hag is mounted they may have a lance (+4 pts). One Dark Elf Commander may be upgraded to a Battle Standard Bearer for +25 points. He may carry any magic banner (no points limit), but if he does so he may take no other magic items. He may not be given any extra equipment except light or heavy armour and barding for his Dark Steed {not Cold One). A Battle Standard Bearer may not be your army General, nor may he ride a flying creature. Special rules: A Sorcerer is a level 1 wizard. This may be increased to level 2 at a cost of +35 points. Witch Elves are subject to frenzy and make poisoned attacks. Cold Ones cause fear, are subject to stupidity and give their riders a +2 modifier to their armour save. A Dark Pegasus can fly. Assassins start the battle hidden inside any Core unit of troops. Make a note of which one before the armies are deployed. The Assassin may be revealed at the start of any Close combat phase. Remove one Dark Elf in base contact with the enemy and replace it with the Assassin. The model the Assassin replaces is removed from the game. The Assassin always strikes first on the turn he is revealed, even if the enemy charged. The Ld of an Assassin is never used for the unit to test on. The Assassin makes poisoned attacks.
Unit Size: 10+ Equipment: Hand weapon and light armour. May have a spear (+2 pts) or a repeater crossbow (+5 pts). May have a shield (+1 pt).
Unit Size: 10 + Equipment: Hand weapon, spear and light armour. May replace their spear with a repeater crossbow (+3 pts). May have a shield (+1pt). Special rules: A City Guard regiment may include a mixture of troops armed with spears and repeater crossbows. As the models are armed differently, you will have to remove casualties from the closest rank to the enemy rather than from the back.
Unit Size: 10+ Equipment: Hand weapon and Sea Dragon cloak. May have additional hand weapon (+2 pts) and/or repeater crossbow (+5 pts). Special rules: The Sea Dragon cloak gives the Corsairs a 4 + armour save.
Unit Size: 5+ Equipment: Hand weapon and light armour. May have spear (+1 pt) and/or repeater crossbow (+7 pts). Special rules: Dark Riders are fast cavalry.
Unit Size: 5+ Equipment: Hand weapon, heavy armour and shield. May have lance (+2 pts) and/or repeater crossbow (+7 pts). Special rules: Cold Ones cause fear, are subject to stupidity and give their riders a +2 modifier to their armour save.
Unit Size: 5-12 Equipment: Hand weapon and repeater crossbow. May have light armour (+1 pt). Special rules: Dark Elf Scouts are scouts and skirmish.
Unit Size: 10 + Equipment: Two hand weapons. May have light armour (+1 pt) Special rules: Frenzy, poisoned attacks.
Unit Size: 5-10 Equipment: None. Special rules: Flying unit They may never be led by characters and cannot use the General's Leadership. 0-1 BLACK GUARD OF NAGGAROTH
Unit Size: 10 Equipment: Both have hand weapon and heavy armour. In addition, Executioners carry a Great axe and Black Guard carry halberds. Special rules: The Executioners` Great axes cause D3 wounds per unsaved wound.
Unit Size: 1 war machine with 2 Dark Elf crew. You may take up to 2 Repeater Bolt Throwers as a single Rare choice. Equipment: Hand weapon and light armour. Special rules: May either fire a single bolt or a salvo of 6. A single bolt works exactly as described in the rulebook. A salvo must be fired at a single target. Roll to hit 6 times at S4 with a -2 save. Bolts fired in a salvo do not penetrate ranks.
Unit Size: 1 Cauldron with 3 Witch Elf guards. Equipment: 2 hand weapons and light armour. Special Rules: War machine. Any Witch Elf model that is fighting within 18" of the Cauldron gets +1 A on the turn they charge. All Witch Elves within 18" of the Cauldron get a 6+ ward save. The Cauldron cannot be harmed in any way, though the guards may be killed. Discount all shooting attacks that hit the Cauldron. Note that the crew never abandon the Cauldron even though they're frenzied. You may choose magic items for your characters and units from the following list and/or the common magic items in the rulebook. Hydra Sword (magic weapon): Venom Sword (magic weapon): Executioner's Axe (magic weapon): Whip of Agony (magic weapon): Heartseeker (magic weapon): Blackened Armour (magic armour): |