Dark Elf Skills

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The dark elves may choose from the following skills:
Hag sorceress: all exept strengt
witch elves: combat, speed, strengt
assassins: all
noble: all


Favored of Khaine (hag only)

the hag gets +2 to cast her her magic (ie. 2d6 +2 instead of 2d6)


Power of the dark art (hag only)

the hag may upgrade one of her spells, (may be taken more than once)

Special Skills:

Sacrefice (
Hag Sorcereses only):
After a battle check for surviving men as usual, but note down the wich of your enemies men has died, if they have died (ie. a roll of 11-15 for heroes and 1-2 for henchemen). Roll a d6 for each dead warrior:

1-2: they are actually dead
3-6: they have survived much against their will, as the dark elves sacrefice them to khaine (can't have witnesses you know), roll a d6 again

1-2: no effect, Khaine don't listen
3-5: Khaine gives his worshippers courage (the first Ld test in the next game is automatically passed)
6: Khaine is pleased with the sacrifice and grant his chosen one (the hag) new powers
roll again:
1-2: +1 ws
3-4: +1 str.
5-6: +1 A

this CAN take the hag above her racial limit by one (ie. max: ws 8, strengt 5, and  5 attacks.)

Drug master (Hag Sorcereses only):
After a battle check for surviving men as usual, but note down the wich of your enemies men has died, if they have died (ie. a roll of 11-15 for heroes and 1-2 for henchemen). Roll a d6 for each dead warrior:

1-2: the men are actually dead
3-6: the men suvives much against their will as the dark enslave them to do their bidding (to carry out the tasks no self respecting dark elf would do)
roll again:
1: the slave have escaped, he may re-join his original warband but he loses any equipment he has, he hates all dark elves from now on (not their slaves)
2-5: drugged, the captives are drugged and fight for the dark elves from now on, after each battle test again and see if they dies on the table above, and roll again each time to see if the slaves escape. From now on the slaves have -1 to their Ld (it doesn't help your morale to be beaten constantly) and they can't advance while they are in the dark elf warband (they don't have time for it)
6: Pet, the slave becomes fully influenced by it's evil masters and have to stay within 4" of a dark elf model all the time, it can intecept the double distance to protect a dark elf and is immune to psykologi, it still don't advance, as it uses too much time caring for it's masters, after each battle where the slave was taken out of action roll on the table above but count any non-dead result as the result "Pet".

Infiltrate (assassins only):

the assassin may be set up anywhere on the table as long as it is out of sight of his enemy and as long as he is at least 12" away from any enemy model, he counts as hidden in the first turn

Beast rider (nobles only):
the elf may ride a cold one at + 200 gold

Cold one:
m ws bs  s   t  w  i   a   ld  save
8   3   0   4  4  1  2   2   3    3+

special rules:

Fear:
cold ones are large frightenig monsters, they count as causing fear

thick skinned:
the rider gets +2 to his save

Guard
the rider may leave the cold one in the doorway to a house while he searces, any one who wants to enter the house must kill it first, it can't be shot at while guarding the house but it can be attacked, it counts as hidden and automatically counts as charging on the first round of combat. (jumping upon the unexpecting enemy)