Choice of Warriors
A Druchii warband must include a minimum of three models. You have
500 gold crowns to recruit your initial warband. The maximum number of
warriors in a warband may never exceed 12.
- Heroes
Noble Each Druchii warband must have one Noble to lead it - no more, no less.
Lordlings Your warband may include up to two Lordlings.
Sorceress Your warband may include one Sorceress.
Beastmaster Your warband may include one Beastmaster. - Henchmen
Corsairs Your warband may include any number of corsairs.
Shades Your warband may include up to five shades.
Witch Elves Your warband may include up to three Witch Elves.
Slavehounds Your warband may include up to three Slavehounds if it also includes a Beastmaster.
Starting Experience- A Noble starts with 20 experience.
- Lordlings start with 8 experience.
- A Sorceress starts with 12 experience.
- A Beastmaster starts with 4 experience.
- Henchmen start with 0 experience.
Maximum CharacteristicsCharacteristics for Druchii warriors may not be increased beyond the maximum limits shown here:
Elven racial maximum:
Code: Select all
M WS BS S T W I A Ld
5 7 7 4 3 3 9 4 10
May HireA Dark Elf warband may employ the following Hired Swords:
- Official - Pit Fighter, Ogre Bodyguard, Warlock, Imperial Assassin, Tilean Marksman, Highwayman
Special RulesKindred HatredThe Dark Elves have been fighting the High Elves for many
centuries. The wars between these two races have been very long and
bloody affairs. Dark Elves Hate any High Elf warriors including High Elf Hired Swords.
Excellent Sight *
There are numerous legends detailing the excellent eyesight of the Elves,
both Druchii and Asur kin. Elves can spot Hidden enemies from twice as far
away than normal warriors (i.e. twice their Initiative value in inches).
DisdainDark Elves may never use black powder weapons, as they find them too crude,
noisy and unreliable.
Frail but FeyElves have a sort of delicate, but magical constitution. Elves may never
permanently increase their Toughness attribute beyond a value of 3
(treat their Toughness as having reached its maximum value).
However, their Toughness can never be permanently lowered
(treat any injuries that would result in such a decrease as a
Full Recovery instead). Thus, their Toughness must always be equal to 3.
Traditional Weapons **
All Druchii warriors have been trained from childhood in the use of the Repeater Crossbow. Those who become especially skilled with the weapon sometimes make their own modifications to it. A Druchii hero has the option of forfeiting his or her Exploration roll (provided that they would normally be allowed to make one) to instead spend time customizing their Repeater Crossbow. If they choose to use this option, the weapon is bound to them and cannot be equipped by another warrior, representing the value and time invested into the modifications made as well as the use of their individual intricacies. A Repeater Crossbow so modified has a strength of 4, and the increased power enables its bolts to fire farther. The weapon's maximum range is increased to 30".
* This special rule is pending playtesting. I understand that the High Elf Hired Sword has this skill, but I don't think an entire army should have the skill. I feel that the Elves' high initiative reflects their excellent hearing and eyesight. The High Elf Hired Sword is also a scout, reflecting the fact that, as a scout and an elf, his ability to detect hidden enemies is greater than that of even other elves.
** I think that this rule is an excellent way to offset the fact that Druchii cannot use blackpowder weapons. At the beginning of the game, Druchii Repeater Crossbows won't be any stronger than anyone else's, allowing them to have their discounted prices. Later in campaigns, however, it allows them to have ranged weapons on par with warbands that can use blackpowder weapons. Plus, customized weapons are just freaking cool.
Druchii equipment listsThe following lists are used by Druchii warbands to pick their weapons and armour:
Druchii Heroes Equipment ListHand-to-hand Combat WeaponsCode: Select all
Dagger...............1st free/2 gc
Axe...........................5 gc
Sword........................10 gc
Halberd......................10 gc
Spear........................10 gc
Double-handed weapon.........15 gc
Beastlash (Beastmaster only)..10 gc
Blademaster's Armaments**....35 gc
Darksteel blade..........3 x price
Missile WeaponsCode: Select all
Repeater Crossbow *..........25 gc
Crossbow Pistol..............35 gc
Throwing Knives..............15 gc
ArmourCode: Select all
Helmet.......................10 gc
Light Armour.................20 gc
Shield........................5 gc
Buckler.......................5 gc
Sea Dragon Cloak.............30 gc
Miscelaneous EquipmentCode: Select all
Dark Venom...................15 gc
Corsairs Equipment ListHand-to-hand Combat WeaponsCode: Select all
Dagger...............1st free/2 gc
Axe...........................5 gc
Sword........................10 gc
Halberd......................10 gc
Spear........................10 gc
Missile WeaponsCode: Select all
Repeater Crossbow *..........25 gc
ArmourCode: Select all
Helmet.......................10 gc
Light Armour.................20 gc
Shield........................5 gc
Buckler.......................5 gc
Sea Dragon Cloak.............30 gc
Shades Equipment ListHand-to-hand Combat WeaponsCode: Select all
Dagger...............1st free/2 gc
Axe...........................5 gc
Sword........................10 gc
Missile WeaponsCode: Select all
Repeater Crossbow *..........25 gc
Bow..........................10 gc
Throwing Knives..............15 gc
ArmourCode: Select all
Helmet.......................10 gc
Light Armour.................20 gc
Witch Elves Equipment ListHand-to-hand Combat WeaponsCode: Select all
Dagger...............1st free/2 gc
Axe...........................5 gc
Sword........................10 gc
Halberd......................10 gc
Spear........................10 gc
ArmourCode: Select all
Helmet.......................10 gc
Light Armour.................20 gc
* These special prices represent the lower rarity of these items in Naggaroth. When attempting to purchase these items in Mordheim, Dark Elf warbands pay the same prices as other warbands and must roll to find them as normal. No roll is necessary to find these items when first starting a Dark Elf warband. (We increased the price of this item because I don't think that a repeater crossbow should be the same price as two bows, even at creation.)
** This weapon is detailed later, and I will discuss the statistics and the ideas behind it then.
Druchii skill tableCode: Select all
Combat Shooting Academic Strength Speed Special
Noble x x x x x
Lordling x x x x
Sorceress x x x
Beastmaster x x x
Heroes1 Noble75 Gold Crowns to hireDark Elf leaders are typically drawn from the Dark Elf nobility and
lead the warband in search of gold, slaves and arcane artifacts to
bring home to Naggaroth. They are cold and ruthless killers and they
command the respect of their troops through assassination and terror.
They have attained their position of leadership by eliminating those
rivals who stood in their way and through their remarkable cunning,
they are dangerous foes who embody the merciless traits of the Druchii
race.
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M WS BS S T W I A Ld
5 5 4 3 3 1 6 1 9
Weapons and ArmourA Noble may be armed with weapons and armour chosen from the Druchii Heroes Equipment list.
Special RulesLeaderAny models in the warband within 6" of the Noble may use his Leadership instead of their own.
Feared and RespectedDark Elf Nobles are known to their troops for their cruelty and
ruthlessness. As long as the Noble is not Out Of Action, the Druchii
warband will only have to test for routing if it suffered more than a
third of casualties instead of the normal quarter.
Combat Movement *
The speed and brutality of Druchii warriors forces their foes into a defensive position and allows them to control the battle. If, in any close-combat phase, a Druchii Noble or Lordling fights in close combat one-on-one, the Druchii player may move the fighting pair 2" in any chosen direction (following normal movement rules) at the end of the phase.
* We gave this skill to Nobles and Lordlings as base skills because they seemed too situational to be acquired skills, but too cool to be ignored. =P It can still be effective, especially when used in conjunction with skills like Celerity (Explained later).
0-2 Lordlings55 Gold Crowns to hire *
Lordlings are would-be commanders of the Druchii forces, and often
serve under a Noble as page or lieutenant. Lordlings accompany raiding
parties to the Old World to further their career, seeking to acquire
fame, riches and status in the Witch King's court.
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M WS BS S T W I A Ld
5 4 4 3 3 1 6 1 8
Weapons and ArmourLordlings may be armed with weapons and armour chosen from the Druchii Heroes Equipment list.
Special RulesCombat MovementThe speed and brutality of Druchii warriors forces their foes into a defensive position and allows them to control the battle. If, in any close-combat phase, a Druchii Noble or Lordling fights in close combat one-on-one, the Druchii player may move the fighting pair 2" in any chosen direction (following normal movement rules) at the end of the phase.
* The price of Lordlings was increased for balance reasons. Look at the statistics of Witch Hunter and Mercenary Captains. They are both more expensive and have comparable statistics. We left it at 55, pending playtesting, because they only have access to relatively expensive equipment.
0-1 Dark Elf Sorceress45 Gold Crowns to hireDark Elves are strange in that apart from the fell Witch King there
are no other male sorcerers - all the other practitioners of magic in
the Dark Elf race are female. It is rumoured that any males who do
develop an affinity for magic amongst the Dark Elves are immediately
put to death to prevent the fulfilling of some dark prophecy.
Dark Elf Sorceresses are mysterious, raven-haired beauties who are
grudgingly respected even by the powerful Nobles, and their services
are high in demand.
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M WS BS S T W I A Ld
5 3 3 3 3 1 5 1 8
Weapons and ArmourA Sorceress may be armed with weapons and armour chosen from
the Druchii Heroes Equipment list, but may not cast spells if wearing
armour.
Special RulesWizardThe Dark Elf Sorceress is a wizard and uses Dark Magic, detailed below.
Sect EnmityA Sorceress and a Witch Elf do not count as friendly models for one another for the purposes of an All Alone test.
0-1 Beastmaster40 Gold Crowns to hireWhereas the High Elves have a great affinity with Dragons and
Griffons and other noble creatures their malevolent kin have infamous
Beastmasters, Dark Elves of particularly cruel renown who breed many
vicious beasts and lead them into combat. Unlike the High Elves who
treat their beasts as companions, the Dark Elf Beastmasters are very
spiteful masters.
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M WS BS S T W I A Ld
5 4 3 3 3 1 5 1 8
Weapons and ArmourA Beastmaster may be armed with weapons and armour chosen from the Druchii Heroes Equipment list.
Special RulesSlavehoundsThe Beastmaster may be accompanied by up to three Slavehounds.
These are bought as henchmen and follow all rules listed for them.
HenchmenBought in groups of 1-5.
Corsairs35 Gold Crowns to hire The Dark Elves are cruel and fierce fighters. This is especially
true of the Corsairs - the Black Ark Raiders. They are skilled with
sword and axe, as well as the repeater crossbow, the distinct missile
weapon of the Dark Elves. Whenever Druchii ships reach foreign shores,
the Corsairs are the first to launch raiding parties.
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M WS BS S T W I A Ld
5 4 3 3 3 1 5 1 8
Weapons and ArmourCorsairs may be armed with weapons and armour chosen from the
Corsairs Equipment list. In addition, they may wear Sea Dragon Cloaks
even though they are not Heroes.
Special RulesUnderdeck FighterCorsairs are accustomed to figting in close quarters on ships or in raided villages. As a result of this, corsairs, fighting inside buildings or ruins add +1 to their WS and +1 to their A (i.e. they have Pit Fighter skill).
0-5 Shades40 Gold Crowns to hire *
The stealthy Dark Elf Shades rely on their repeater crossbows to
harass and snipe at the enemy, rather than engaging them head on, as
ambush is their preferred style of fighting. These Shades are young and
inexperienced scouts that see the expeditions to the Old World as a
valuable training opportunity.
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M WS BS S T W I A Ld
5 3 4 3 3 1 5 1 8
Weapons and ArmourShades may be armed with weapons and armour chosen from the Shades Equipment list.
Special RulesNatural StealthThe first thing that Dark Elf scouts master is the art of moving
without being seen or heard. If a Shade is Hidden, enemy models halve
their Initiative value for determining if they can detect it or not.
* We increased the price of Shades due to a few balancing issues. For one, the price of a Shade with a Repeater Crossbow at creation was 55 gc before the price changes.. The price of two Mercenary Marksmen equipped with bows was equal to 70 gc. These two models would be able to make two shots at the same to hit roll as a Shade equipped with a Repeater Crossbow and firing twice. Now the price is 65. I understand that a Shade is nearly the equivalent of a Reikland Marksman, but I think that the racial bonuses for Druchii definitely warrant a 15 gc difference.
0-3 Witch Elves45 Gold Crowns to hireWitch Elves are the lethally beautiful followers of Khaine, the
Bloody-Handed god of murder, vengeance and war. Those amongst the
devoted who seek to become full-fledged priestesses of Khaine and learn
His holy canons are sent on missions for the Temple, to prove their
worth in the eyes of their god, and also serve to spy upon those Nobles
who are temporarily out of the King's grasp.
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M WS BS S T W I A Ld
5 4 3 3 3 1 5 1 8
Weapons and ArmourWitch Elves may be armed with weapons and armour chosen from the Witch Elves equipment list.
Special RulesFrenzyWitch Elves, being intent on proving their battle prowess
in Khaela Mensha Khaine's all-seeing gaze,
follow the Frenzy special rule.
Sect EnmityA Sorceress and a Witch Elf do not count as friendly models for one another for the purposes of an All Alone test. Note that for a Witch Elf this will only apply should she lose her Frenzy.
Maibd poison *
Witch elves, in battle, carry sacred weapons anointed in holy
poisons traditionally used to paralyse slaves before their sacrifice.
As such, any model Stunned or Knocked Down will only recover on a roll of 4+.
This effect lasts until the Dark Elf player's next turn.
OfferingA warband, which conains Witch Elf may sacrifice its captives to Khaine.
Each sacrificed victim will give the leader +1XP.
* Personally, I think this special rule may be a little overpowered, but I'll leave it, pending playtesting.
0-3 Slavehounds25 Gold Crowns to hireThe Dark Elves capture and breed many exotic creatures to fight for
them, and fights between pets are often staged as a form of
entertainment amongst the Dark Elves. Myriads of such animals can be
discovered in the Chaos Wastes. Among them is the Slavehound, a fierce
breed of wild hounds that resemble wolves more than dogs. The Dark
Elves capture and train these creatures to help them in their slave hunting
missions all over the Warhammer World.
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M WS BS S T W I A Ld
7 4 0 4 3 1 4 1 5
Weapons and ArmourSlavehounds are animals and do not need any weapons, save their claws and massive jaws.
Special RulesAnimalsSlavehounds are animals, and all animal rules apply to them. They never gain experience.
BeastmasterSlavehounds are vicious creatures that are barely kept under
control. If the Beastmaster is unable to participate in a battle, then neither will the
beasts, since Beastmaster is the only warband member they respect. If the warband
does not contain a beastmaster, there is no one able to control
slavehounds, so they have to stay in warband's camp (and when feeding time comes,
it has to be done from a safe distance).
Take downSlavehounds are trained to catch fleeing slaves and drag them to a halt as fast as possible. On the turn a Slavehound charges, any result of 6 on the To Hit roll will result in one model in base-to-base contact being immediately Knocked Down. Since the Slavehound forgoes a more damaging attack to bring its prey down, it does not roll to wound this close combat phase.
Guard the QuarrySlavehounds are trained to catch fleeing slaves and drag them
to a halt as fast as possible. If a Slavehound fights a single enemy and manages
to knock him down or stun him, the enemy will then only recover after a successful Ld test.
As long as enemy is not recovering, the slavehound will not attack him again.
(He is just standing on his chest, growling menacingly.) Slavehound may leave this enemy per normal rules.
Once the slavehound left, the enemy may also recover normally.
TrainedSlavehounds may use the basic Leadership of the Beastmaster if they are within 6" of him. They may never use the Leadership of the warband leader, but they may benefit from the Beastmaster's increased Leadership if he is within 6" of the leader. Since Slavehounds are still wild creatures and their fighting spirit is what makes them so precious, Slavehounds too far away from their masters will often refuse to obey orders. As such, Slavehounds out of the Beastmaster's control radius suffer from the Stupidity special rule.
Special EquipmentDarksteel Weapon(3 x Price/Rare 9)Darksteel weapons are forged in the city of Hag Graef, the Dark Crag. They are fashioned from black steel, a rare form of steel found deep within the mountains around the city and are forged using an ancient technique known only to the Dark Elves. Weapons with Darksteel blades have wicked protrusions and serrated edges, which inflict serious damage on an opponent. Any Druchii hero can use a close-combat weapon with a Darksteel blade. Getting it, however, is not that easy, and it costs three times more that usual steel weapon of the same type. Darksteel weapons have all abilities of their usual counterparts (i.e. swords can parry, double-handed weapons strike last).
- Range - Close Combat
- Strength - The same as its standard version
- Special Rules - Critical Damage, Wicked Edge
Special RulesCritical DamageDarksteel weapons inflict serious damage on their opponents.
When rolling on the critical hit chart, a Darksteel weapon will add +1
to the result.
Wicked EdgeDarksteel weapons are set with sharp protrusions and serrated
edges which inflict serious damage on an opponent. A roll of 2-4 on the
injury table is a stunned result.
Beastlash (Beastmaster only)(10+D6 Gold Crowns/Rare The Beastmaster make good use of their whips to goad their hounds and creatures into combat.
- Range - Close combat
- Strength - As user
- Special Rules - Beastbane; Whipcrack; Cannot be parried; +1 Enemy armour save.
Special Rules
Beastbane
The Beastmaster wielding a Beastlash causes Fear in animals.
Any animal charged by or wishing to charge a Beastmaster with one of
these weapons must first take a fear test as mentioned in the
psychology section of the Mordheim rules.
Whipcrack
When the wielder charges they gain +1A for that turn. This
bonus attack is added after any other modifications. When the wielder
is charged they gain +1A that they may only use against the charger.
This additional attack will "strike first". If the wielder is
simultaneously charged by two or more opponents he will still only
receive a total of +1A. If the wielder is using two whips at the same
time then he gets +1A for the additional hand weapon, but only the
first whip gets the whipcrack +1A.
Cannot be parried
A Beastlash, being a very flexible weapon and used with great expertise
by the Beastmaster wielding it, cannot be parried.
+1 Enemy armour save
Whips are not made for penetrating an enemy model’s armour. An enemy
wounded by a beastlash gains a +1 bonus to his armour save,
and a 6+ armour save if he has none normally.
Blademaster's Armaments
(35 Gold Crowns/Rare 7, Druchii Only) *
Dark Elf warriors almost unanimously employ two-weapon fighting styles, which suit their natural speed and aggression. The finest Druchii weapons are balanced perfectly to suit this style. Blademaster's Armaments are an extraordinarily light sword and dagger pairing, each set matched precisely to its companion. Used together, they allow their wielder to reroll a failed parry attempt once, in the same way as a model armed with sword and buckler.
[list]
[*]Range - Close combat
[*]Strength - As user
[*]Special Rules - Parry
* This item was balanced using the Eshin Fighting Claws as a reference. The cost is the same, and, in my opinion, the fact that Fighting Claws are Cumbersome offsets the fact that all but one of the model that uses this weapon's attacks are at +1 armor save. According to the melee combat rules, one attack is made using the model's main hand weapon, and all others are made using the off hand weapon. This weapon set also uses the same Parry special rule as the Fighting Claws.
Sea Dragon Cloak
(30+2D6 Gold Crowns/Rare 10)
Dark Elf Corsairs use special cloaks fashioned from the skin and
scales of the sea monsters that dwell deep in the oceans depths. These
cloaks are tough and resilient, and offer Dark Elves a very good amount
of protection.
Special Rules
Scales
The wearer of the Sea Dragon Cloak receives a +2 bonus to his save
against shooting (or in the event where he has none, a 5+ save)
and a +1 bonus to his save in close combat (or, if he has none, a
6+ save). A Sea Dragon Cloak may be combined with other pieces of
armour (shield, light armour) with no penalty.
Druchii Special Skill Table
Dark Elf Heroes may use the following Skill table instead of any of the standard skill tables available to them:
Fury of Khaine *
The Dark Elf is infused with an intense raging thirst for blood and is a whirlwind in hand-to-hand combat, moving from opponent to opponent. The Druchii may make a 4" follow up move if he takes all of his opponents out of action. If he comes into contact with another enemy, this starts a new combat. This new combat takes place in the following turn and the model counts as charging.
* I feel like this should be something more along the lines of "Whenever this model takes all melee opponents out of action, determine the distance to the next closest enemy. If it is within 4", this model must make a follow up move into base contact with this enemy. During the opponent's next combat phase, this model is treated as charging." I think that this would reflect the fact that it's the Fury of Khaine. Instead of being allowed to make the move, they are forced to. Just an idea.
Fey Quickness *
Few can ever hope to match an Elf's inhuman quickness and agility. An Elf with Fey Quickness can avoid melee or missile attacks on a roll of 6. If the Elf also has Step Aside or Dodge, this will increase to a 4+ in the relevant area. For example, an Elf with Fey Quickness and Step Aside avoids melee attacks on a 4+ and missile attacks on a 6.
* Not so sure about this skill... Step Aside and Dodge are actually two entirely different skills. If you read them closely, Step Aside is rolled after resolving to wound rolls, whereas Dodge is resolved before to wound rolls. In addition, it seems like a pretty powerful skill. Pending playtesting.
Art of Death *
The greatest Druchii swordsmen raise murder to an art form, managing to strike at the smallest of vulnerabilities and deflect the blows of even the most skilled foes at no loss to their vicious assaults. When using Blademaster's Armaments, a Hero with this skill parries successfully if he matches or beats his opponent's highest roll to hit. Also, a Blademaster's dagger in the hands of this hero ignores all armor saves on a roll to hit of 6, though it must roll to wound normally. If the opponent would not normally be given an armor save (After any armor save modifiers, including strength modifiers), it instead receives an additional wound, regardless of whether the roll to wound is successful or not.
* This skill was balanced using the "Art of Silent Death" skill for the Skaven. We're still not entirely sure about it, we still need to playtest it, but I think it's pretty good. I'm still a little iffy on the secondary part of this skill. I'm not sure if we should include the +1 armor save given by the dagger, in reference to the additional wound. Because of the maximum strength value of 4 for Druchii, the hero with this skill would need 4 strength to get the extra wound, and the opposing model would need to have no armor save at all to begin with. Just a thought.
Revenge *
The bladework of expert Druchii swordsmen reflects both their Elven agility and sadistic nature, and they delight in punishing the crude mistakes of the lesser races. If a Hero with this skill successfully parries an attack, he may immediately make an extra attack at +1 Strength against the attacker.
* I really like this skill. We replaced Counterattack with this because I thought it was silly to have a counterattack just because the opponent missed. Also, if it's a counterattack, you are using the opponent's movements to your advantage. To me it just makes sense.
Celerity *
Dark Elves are exceptionally fleet of foot and move through combat as a fine ship maneuvers through a storm. If a hero with this skill is in base contact with any enemy models at the end of the hand-to-hand combat phase, they may roll d6 + Weapon Skill. Their opponent then makes this same roll using their skill. If the Druchii player's total is higher, they may make a normal movement (not running or charging) away from the enemy. If the opponent wins the opposed roll, the hero remains in combat and must fight as normal the following turn.
* My friend found this skill in the "New Ideas" section, but we changed the name and the rolls up a bit. Originally it was a leadership roll (What?) but we both think that this makes much more sense. Also, it can really come in handy if you decide to play around it. It can really mix things up.
Infiltration
The Dark Elf can Infiltrate. This skill is exactly the same as the Skaven skill.
Master of Poisons
The Dark Elf is proficient in concocting different poisons. If the Hero doesn't search for rare items, he may make D2 doses of Dark Venom instead. The poison must be used in the next battle and cannot be sold or traded to other warbands as the Dark Elves guard their secrets very carefully.
Uraithen Master *
Eyes of this hero are so keen and hands so steady that he can completely omit the penalty for long range if using a crossbow type weapon. Further, if he did not move this turn, he can shoot from repeater crossbow twice per turn without penalty or three times per turn with -1 penalty to hit.
* Not sure we're going to be playing with this, what with the "Traditional Weapons" special rule. These two combined could be EXTREMELY powerful.
Dark Magic
Like their hated Asur kin, the Dark Elves are accomplished
practitioners of magic. However, whereas the High Elves essentially use
magic defensively and for the power of good, the Dark Elves utilise the
evil powers of Dark Magic - a very destructive force indeed.
D6 Result
1Doombolt
Difficulty 8
Whispering an ancient incantation, the Sorceress conjures a bolt of pure dark energy and unleashes it from her outstretched hand. The Doombolt may be targeted at any enemy model in line of sight. The bolt has an 12" range and causes a Strength 5 hit. If the target model is wounded, then the next closest model within 6" is also hit on a 4+, at -1 Strength from the previous hit. The bolt will leap a maximum of four times or until there are no more targets within range. A model may only be hit once by a single casting of the spell. Take armour saves as normal.
* The original range for this spell was 18". We figured that this was a bit ridiculous, considering the fact that the greatest range of any official spell is 12". It has been reduced accordingly.
2Word of Pain
Difficulty 8
The Sorceress calls down the wrath of Khaine upon her enemy, causing his resolve to disappear.
The spell may be cast at an enemy model within 12". The victim must
re-roll all successful hand to hand or missile attacks and all to wound
rolls. If the victim wishes to charge, he must pass a successful
Leadership test first. Lasts until the beginning of the next Dark Elf
turn.
3Soul Stealer
Difficulty 9
At the Sorceress's touch, the essence of life is drained from her
enemy and absorbed into her body, giving her renewed strength and
vigour.
Once successfully cast, the Sorceress has to make a to hit roll
against a model in base contact. If the attack is successful and her
opponent is struck, he suffers a wound with no armour save possible.
The Sorceress feeds on this life-force and adds one wound to her
current total.
Note: the Sorceress can never have more then one extra wound on
her profile from the use of this spell (she may cast it as many times
as she wishes to regain lost wounds) and the extra wound is lost once
the battle is over.
4Black Blade of Khaine
Difficulty 8
Summoning Dark Magic, the Sorceress engulfs a weapon in twisted black flames.
The Sorceress may choose the hand-to-hand combat weapon of a member
of her warband within 6" to be engulfed in flames. A weapon with these
flames acts as a normal weapon of its type, but adds a +2 bonus to the
user's Strength. Hits inflicted from the weapon ignore armour saves.
Lasts until the Sorceress' shooting phase.
5Deathspasm
Difficulty 9
The Sorceress channels Dark Magic into her enemy, causing him to writhe in excruciating pain.
The Deathspasm has a range of 6" and must be cast on the closest
enemy model. The affected model must roll on the injury chart. If
successfully cast, the casting Sorceress is immediately knocked down.
This cannot be prevented by using the Jump Up skill.
6Witch Flight
Difficulty 7
The Sorceress bends the winds of magic to her will and flies through the air.
The Sorceress may immediately move anywhere within 12", and may
count as charging. If she engages a fleeing enemy in the close combat
phase, she will score 1 automatic hit and then the opponent will flee
again.
Post-Battle
Some post-battle rolls clarifications.
Serious Injuries' Chart
Roll 61 - Captured
Enemy, captured by Druchii warband, will be treated according to standard rules. If the warband contains a Witch Elf, the player may opt to follow rules for Posessed instead.
Rolling multiples on Exploration Chart
44 - Straggler
Druchii follow the standard rules. If the warband contains
a Witch Elf, the player may opt to follow rules for Posessed instead.
333 - Prisoners
Druchii follow the rules for Skaven. If the warband contains
a Witch Elf, the player may opt to follow rules for Posessed instead.