Beta 2.2
Changelog
2.2
- Corsairs - given Pit Fighter skill
- SDC price raised to 30 gc
- Dark Blade changed back to darksteel
- Beastlash price raised to 10 gc
- Uraithen Master skill added. There is now seven skills, one should be deleted.
- Hired Swords list extended by Lustria, Khemri, Nemesis Crown and infamous FO-94
- Slavehounds changed to Take Down + Guard the Quarry
2.1
- Starting Experience changed: Lordlings 12 -> 8, Beastmaster 8 -> 4
- Hired Swords: Added Goblin Lantern Bearer (and then deleted, because goblins fear elves). Added Duelist and Witch
- Missile Weapons: Added Throwing knives
- Armour: SDC price lowered to 25.
- Natural Stealth now halves enemy Initiative - Druchii Shades should not be worse then Hochland Footpads...
- Witch Elves - Equipment specified
- Witch Elves - Offering rule, which has mysteriously disappeared, was put back.
- Slavehounds - Fluff adjusted
- Slavehounds - Beastmaster rule rewritten - slavehounds are not lost when beastmaster dies
- Slavehounds - Trained and Stupid rules replaced with Release them!
- Slavehounds - Take down rule replaced with Guard the Quarry. One of the two rules should probably be deleted.
- Renamed Darksteel back to Dark Blade. But I would not really mind dropping those weapons completely. Weapons with serrated edges would be quite impractical...
- Beastlash price lowered, strength and armour piercing now the same as those of dagger.
- Counter Attack skill adjusted
- Added Post-Battle clarifications
2.0
- Long-Lived rule replaced by Frail but Fey
- Hired Swords: Added Shade Scout
- Added Combat Movement skill
Herald publication
- Sectarism rule for Sorceress and Witch Elf reworded
- Fervour rule for Witch Elf reworded
- Doombolt spell reworded
There are none living who know the
ways of the elves, save perhaps the mighty lizard-priests of the South
whose knowledge and power is rumoured to grow far beyond that even of
the High Mages of the College of Magic of Altdorf. Those few elves who
roam the lands of the Empire are mysterious, their ways impenetrable to
us.
There are those who, like Finubar the Proud, openly declare
themselves Manfriend and help defend our glorious Empire from the
encroaching forces of Chaos - too few of them, unfortunately. Of those,
we know what they would have us know - their history and that of their
families, and a little of the history of their land - the fabled island
of Ulthuan. There are those who stalk the night, warriors who come
cloaked in darkness and wielding bows, the death in their eyes revealed
in their prey as their life is snuffed out like a candle atop Brass
Keep by one, well-placed arrow shot - of those we know little, save
that they name themselves "Shadow warriors of Nagarythe" and, as their
kindred of Ulthuan reassure us, they seek to do us no harm.
There are those who protect the forests, defending them from touch
of Chaos and Man alike. There are also rumours of a fourth breed of
elves - a grim race, ruthless and sadistic. They come at night in their
low ships with sails of midnight-black, craving the poison that lurks
within the now-ruins of Mordheim, the Weyrdstone of which all those who
go to the Cursed City and return speak. They leave no witnesses, taking
prisoner those who are able-bodied enough to toil under them in
slavery, murdering the others.
Of course, such nonsense is only that - rumours, and nonsense, the
delusional affabulations of crazed minds that have seen the taint of
Chaos from too close. It may be that some elves are more ruthless than
others, but they are just that - elves, and their ways are closed to
us.
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 Characteristics
Characteristics 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 Hire
A Dark Elf warband may employ the following Hired Swords:
- Official - Pit Fighter, Ogre Bodyguard, Warlock, Imperial Assassin, Tilean Marksman, Highwayman
- Unofficial, but published by SG - Duelist, Witch, Emissary of Chaos, Human Scout, Old Prospector
- Lustria - Dark Elf Assassin, Pathfinder
- Khemri - Nomad Scout, Thief
- Completely unofficial - Shade Scout
Special Rules
Kindred Hatred
The 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).
Disdain
Dark Elves may never use black powder weapons, as they find them too crude,
noisy and unreliable.
Frail but Fey
Elves 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.
Druchii equipment lists
The following lists are used by Druchii warbands to pick their weapons and armour:
Druchii Heroes Equipment List
Hand-to-hand Combat Weapons
Code: 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
Darksteel blade..........3 x price
Missile Weapons
Code: Select all
Repeater Crossbow *..........20 gc
Crossbow Pistol..............35 gc
Throwing Knives..............15 gc
Armour
Code: Select all
Helmet.......................10 gc
Light Armour.................20 gc
Shield........................5 gc
Buckler.......................5 gc
Sea Dragon Cloak.............30 gc
Miscelaneous Equipment
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Dark Venom...................15 gc
Corsairs Equipment List
Hand-to-hand Combat Weapons
Code: Select all
Dagger...............1st free/2 gc
Axe...........................5 gc
Sword........................10 gc
Halberd......................10 gc
Spear........................10 gc
Missile Weapons
Code: Select all
Repeater Crossbow *..........20 gc
Armour
Code: Select all
Helmet.......................10 gc
Light Armour.................20 gc
Shield........................5 gc
Buckler.......................5 gc
Sea Dragon Cloak.............30 gc
Shades Equipment List
Hand-to-hand Combat Weapons
Code: Select all
Dagger...............1st free/2 gc
Axe...........................5 gc
Sword........................10 gc
Missile Weapons
Code: Select all
Repeater Crossbow *..........20 gc
Bow..........................10 gc
Throwing Knives..............15 gc
Armour
Code: Select all
Helmet.......................10 gc
Light Armour.................20 gc
Witch Elves Equipment List
Hand-to-hand Combat Weapons
Code: Select all
Dagger...............1st free/2 gc
Axe...........................5 gc
Sword........................10 gc
Halberd......................10 gc
Spear........................10 gc
Armour
Code: 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.
Druchii skill table
Code: 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
Heroes
1 Noble
75 Gold Crowns to hire
Dark 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 Armour
A Noble may be armed with weapons and armour chosen from the Druchii Heroes Equipment list.
Special Rules
Leader
Any models in the warband within 6" of the Noble may use his Leadership instead of their own.
Feared and Respected
Dark 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.
0-2 Lordlings
45 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 Armour
Lordlings may be armed with weapons and armour chosen from the Druchii Heroes Equipment list.
0-1 Dark Elf Sorceress
45 Gold Crowns to hire
Dark 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.
Code: Select all
M WS BS S T W I A Ld
5 3 3 3 3 1 5 1 8
Weapons and Armour
A Sorceress may be armed with weapons and armour chosen from
the Druchii Heroes Equipment list, but may not cast spells if wearing
armour.
Special Rules
Wizard
The Dark Elf Sorceress is a wizard and uses Dark Magic, detailed below.
Sect Enmity
A Sorceress and a Witch Elf do not count as friendly models for one another for the purposes of an All Alone test.
0-1 Beastmaster
40 Gold Crowns to hire
Whereas 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 Armour
A Beastmaster may be armed with weapons and armour chosen from the Druchii Heroes Equipment list.
Special Rules
Slavehounds
The Beastmaster may be accompanied by up to three Slavehounds.
These are bought as henchmen and follow all rules listed for them.
Henchmen
Bought in groups of 1-5.
Corsairs
35 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.
Code: Select all
M WS BS S T W I A Ld
5 4 3 3 3 1 5 1 8
Weapons and Armour
Corsairs 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 Rules
Underdeck Fighter
Corsairs 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 Shades
35 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.
Code: Select all
M WS BS S T W I A Ld
5 3 4 3 3 1 5 1 8
Weapons and Armour
Shades may be armed with weapons and armour chosen from the Shades Equipment list.
Special Rules
Natural Stealth
The 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.
0-3 Witch Elves
45 Gold Crowns to hire
Witch 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 Armour
Witch Elves may be armed with weapons and armour chosen from the Witch Elves equipment list.
Special Rules
Frenzy
Witch Elves, being intent on proving their battle prowess
in Khaela Mensha Khaine's all-seeing gaze,
follow the Frenzy special rule.
Sect Enmity
A 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.
Offering
A warband, which conains Witch Elf may sacrifice its captives to Khaine.
Each sacrificed victim will give the leader +1XP.
0-3 Slavehounds
25 Gold Crowns to hire
The 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.
Code: Select all
M WS BS S T W I A Ld
7 4 0 4 3 1 4 1 5
Weapons and Armour
Slavehounds are animals and do not need any weapons, save their claws and massive jaws.
Special Rules
Animals
Slavehounds are animals, and all animal rules apply to them. They never gain experience.
Beastmaster
Slavehounds 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 down
Slavehounds 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 Quarry
Slavehounds 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.
Special Equipment
Darksteel 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 Rules
Critical Damage
Darksteel weapons inflict serious damage on their opponents.
When rolling on the critical hit chart, a Darksteel weapon will add +1
to the result.
Wicked Edge
Darksteel 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.
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.
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.
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.
Counter Attack
An experienced fighter can anticipate the moves of his enemy to
avoid his attack while performing an attack of his own. If any enemy
model in base contact with the hero fails at least one to-hit roll, the
hero gets an additional attack, which will be performed even if the hero could make no more
attack this turn (because of going first or being wounded).
Combat movement
Skilled Druchii warrior can circle around his opponent,
dragging him out of reach of his comrades. If, in any close combat phase,
Druchii model with this skill fights in close combat one-on-one,
Druchii player may move the fighting pair 2" in any direction he chooses,
following normal movement rules (i.e. no flying etc.).
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.
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 18" 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.
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.