Army Compendium.

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1.0 About Compendium
2.0 Army selection
2.1 Equipment list
2.2 Dark Elf special rules
3.0 Characters
3.1 Regiments
3.2 War Machines
3.3 Monsters
4.0 Special Characters

1.0 About Compendium
Before you use this publication, please realize, that making life easier for people who don't want to buy an army book was not my intention. This Compendium is for people who own the original Dark Elves Army book, but don't want to carry it oround everywhere. As many people know, citadel figures are not so heavy, but to many books in the backpack increase the weight of the precious baggage, and no one want's to have bad posture. In addition, the book wears of and falls apart if overused. Therefore, such person may print out this nice compendium, put it in the folder, with his roster sheet and take it with him enywhere he want. Alternatively, this Compendium may aldo be usefull for people who want to start to collect Dark Elf army, but would want to know their strenghts and weakneses before buying, those who cant get original Army Book anywhere, or finaly for those poor souls who lost (read give to a friend for a couple of days) their books, and don't want to buy new one. In oter words, if you raed this article, and feel you like this army, please go to store and buy the original! Why? Because there you will find the history of the race, stories, more accurate descriptions, and finaly large high quality maps and pictures. This compendium is based on a Dark Elf Army Book. It also contains Slave rules from Citadel Jurnal, and Dark Elf Chariots rules (my own inspired by couple web pages) which were ommited in the original publication. I however feel that those articles realy deserve to be inDark Elf army, and without them it would not be complete. The unit descriptions aren't always the same as in book- somtimes I tried to describe them in my own words. I also explained the special rules very briefly, because the detail explanations are in the army book. Still, this compendium will give you all information needed to playtest the Dark Elf army (that's why I call it Compendium), and hopefully will give you a feealing of it. However if you decide to collect this army, PLEASE BUY ARMY BOOK!

2.0 Army selection


Characters 0-50%
Regiments 25%+
War Machines 0-25%
Monsters 0-25%
Allies* 0-25%
*Dark Elves can choose Allied troops from folowing list:
Chaos; Undead; Orcs & Goblins;

2.1 Equipment List

2.1-1 Hand-to-Hand combat and missle weapons:

Single hand weapon free
Additional hand weapon 1
Double handed weapon 2
Halaberd 1
Spear 1
Lance 2
Repeating crosbow (*) 3
Weapons not used by Dark Elf troops, and not available to characters were omitted from the list.
(*) Repeating crosbow has range of 24" and strenght of 3. It can shoot two times per round with -1 to hit penality.

2.1-2 Armour

Shield 1
Light Armour 2
Heavy Armour 3

2.2 Dark Elf Special Rules

All Dark Elves are subjected to folowing rules:

Hate High Elves: Dark elves hate their ancient enemies the High Elves so intensly that thay will often fight them to the death rather than run away. When fighting High Elves, Dark Elves are affected by tahe rules for hatered as described in the Warhammer rulebook.

Dark Elf Obediance Tests: all Dark Elf regiments have to test for obediance if there is any High Elf unit, or model within 24". This does not affect independent characters, war machines or monsters. Harpies do not hate High Elves, therefore they don't have to test for obidience. For each unit that have to pass the obedience test roll D6. On any score higer than one, unit remains under control. If you rolled 1 such unit have to imidiately charge nearest unit of High Elves or if no such target is in range, move at full speed toward the nearest one. Unit that failed obedience test in previus turn, is not affected in next.


3.0 Characters

Dark Elf General.................................160 points
Dark Elf Lords are mighty and proud nobles. They usualy have a retinue of slaves and Elves who serve them. Such retiniues are usualy small fighting forces, and army like formations. Dark Elf Lords themselves are dependant on more powerful nobles or Witchking himself. They are the ruling aristocracy of Dark Elf race.
Your army must invclude a Dark elf general to lead it. Alternatively, you may use one of the special characrters described in section 4.0. Unless you chose to use one of them the General has characteristics shown below.
 
Profile  M WS BS  S  T W  I  A Ld
Dark_Elf_General   5   7  7  4  4   3  9  4  10
Cold_One  8   3  0  4  4  1  1  2   3
Dark_Steed  9   3  0  3  3  1  4  1   5
Equipment: Sword
Weapons/Armour: The General may be armed with any combiantion of weapons/armour allowed by the equipment list.
May ride: The General may ride Cold one (+10 points), a Dark Steed (+3 points) or a monster. Magic Items: A General is entitled to up to three magic items.

Dark Elf Battle Standard...............................................................98 points
It's a graet honor to carry the baner of Khine to battle. Only few have this opportunity. Elves worth of it are carefully selected from the ranks of nobles.
The army may include a Batle Standard if you wish. Any unit within 12" from the standard may retake any break test that it fails to pass at the first attempt. If you choose to field any slave units (CJ added rules) total number of D3 mogels have to be sacrificed (removed) before battle.
 
Profile M WS BS  S   T  W  I  Ld
Battle_Standard Bearer 5   5  5   4   3  1  7   2  8
Cold_One 8   3  0   4   4  1  1  2  3
Dark_Steed 9   3  0   3   3  1   4  1   3
Equipment: Sword and Battle Standard
Weapons/Armour: The Battle Standard Bearer may be armed with any combiantion of weapons/armour allowed by the equipment list.
May ride: The Batlle Standard Bearer may ride Cold one (+10 points), a Dark Steed (+3 points) or a monster.
Magic Items: A Batlle Standard Bearer is entitled to up to one magic items. This may be a magic standard.

Dark Elf Hero...................................................104 points
Witch Elf Hero..................................................132 points
Dark Elf Heros are powerful and influential nobles. They are faithfull servants of their masters, and in exchange for their service the Lords give them a retinue of their own.
Witch Elf Heroes are the leaders of the cult. They preform all the tasks given to them by the Hag Queens, and lead Witch elves in the battle or during the Death Night.
The army may include as many Dark Elf heros as you wish within the normal limitations of the points available.
 
Profile M WS BS  S   T   W   I   A   Ld 
Dark_Elf/Witch_Elf Hero 5  6  6  4  4   2  8   3   9
Cold_One 8   3  0  4  4   1  1   2   3
Dark_Steed 9   3  0  3  3   1  3   1   5
Equipment: Sword
Weapons/Armour: The Dark Elf Hero may be armed with any combiantion of weapons/armour allowed by the equipment list.
May ride: The Dark Elf Hero may ride Cold one (+10 points), a Dark Steed (+3 points) or a monster.
Magic Items: A Dark Elf Hero is entitled to up to two magic items.
Special: Witch Elf Heros are frenzied and have poisioned weapons (S+1)

Dark Elf Champion..............................................48 points
Witch Elf Champion.............................................62 points
Champions are wealthy noble elves. Although they have less power and money that Lords or Heroes, they still are powerfull. Usualy they leed the units of their masters, and wait for an opportunity for graining more respect, wealth and recognition.
Any regiment of Dark Elves may include a Dark Elf Champion, and any regiment of Witch Elves may include a Witch Elf Champion.
 
Profile M WS BS  S   T   W   I   A   Ld 
Dark_Elf/Witch_Elf Cahampion 5  5  5  4  3   1  7   2  8
Cold_One 8   3  0  4  4   1  1   2   3
Dark_Steed 9   3  0  3  3   1  3   1   5
Weapons/Armour: The Dark Elf Champions are armed identicaly,as.the unit they lead.
May ride: The Dark Elf Champion may ride Cold one (+10 points) if he is leading unit of Cold One Knights, or a Dark Steed (+3 points)if he is leading a unit of Dark Riders.
Magic Items: A Dark Elf Hero is entitled to up to one magic item.
Special: Witch Elf Champions are frenzied and have poisioned weapons (S+1)

Dark Elf Sorcerers:
Sorcerer.........................................................................59 points
Champion Sorcerer......................................................121 points
Master Sorcerer...........................................................219 points
Sorcerer Lord...............................................................328 points
Sorcerers are the Elves who share Malekith's hunger for the dark knowledge. Most of them was teached by the Dark Lord himself.
The army may include as many Sorcerers as you wish within the usual limitations of points cost.
 
Profile  M WS BS  S   T   W   I   A  Ld
Sorcerer  5   4  4  3  4   1  7   1  8
Campion_Sorcerer  5   4  4  4  4    2  7   1  8
Master_Sorcerer  5   4  4  4  4   3  8   2  8
Sorcerer_Lord  5   4  4  4  4   4  9   3  9 
Cold_One  8   3  0  4  4   1  1   2  3
Dark_Steed  9   3  0  3  3   1  1   1  5
Equipment: Sword
Weapons/Armour: The Dark Elf Sorcerers may be armed with any combiantion of weapons/armour allowed by the equipment list. Note that wearing armour will prevent casting spells.
May ride: The Dark Elf Sorcerers may ride Cold one (+10 points), a Dark Steed (+3 points) or a monster.
Magic Items: A Dark Elf Hero is entitled to up to: one (Sorcerer), two (Champion), three (Master), or four (Lord) magic items.

Dark Elf Assasins.......................................................56 points
 During the Death Night young boys are captured by Witch Elves, and the stronest and smartest of them are selected to be assassins. They are trained whole their lifes by the Witch Elves and are in their services.
Any regiment of Dark Elf inflantry may include a single Dark Elf Assasin. The Assasins was stolen away as a young child by the folowers of the Evil god Khine. He is now a murderer supreme, and adeadly agent of his evil cult.
 
 
Profile M WS BS  S   T  W  I   A   Ld 
Dark_Elf_Assasin  5   9   9  4  4  1 10  2   10
Equipment: Sword
Weapons/Armour: The Dark Elf Assasin may be armed with any combiantion of weapons/armour allowed by the equipment list.
Magic Items: A Dark Elf Assasin is entitled to up to one magic items.
Special: Assasins are subiected to folowing special rules:
    Poison Attacks: Assasin attacks cause not one but D3 wounds.
    Disguise: Before the battle hide Assasins in inflantry units. Mark such units on your roster sheet, but do not place Assasins in them. They remain hiden until they are ready to attack.
    Attack: When the units fights in HtH combat assasin may reveal himself. Move any model from the first rank to the back of the unit, and in his place put Assasin. He can attack any model in base contact. He always strikes first.
    Further Fighting: Once reveled, Assasin cant hide again. He can be attacked as normal model, by units in base contact. He can still chose with whoom he wants to fight, unless he isn't in combat himself.
    Leadership: Assasins Ld value cannot be used by his unit. If unit he remains test their Ld for some reason, he makes separate test. If the unit will flee, but Assasin passed his test, he may chose to move to any other Dark Elf inflantry unit within 5". If there is no such units in range, he is carieed along with the fleeing unit.


3.1 Dark Elf Regiments

Cold One Knights.....................................................38 pts per model
Cold One Knights are mighty champions who have dedicated their lives to Khine. Although few in number these cold-hearted killers are amongs the most deadly troops in the Dark Elf Army.
 
 
Profile  M WS BS  S   T   I   A  Ld 
Cold_One_Knight   5   5   4   3   3   1  7  1   8
Cold_One  8   3    0   4   4   1  1   2  3
Equipment: Cold One Knights are mounted on Cold Ones, armed with sword, heavy armour and shield.
Save: 2+
Options: They can be armed with lances for 4 pts per model, repeter crosbows for 6 pts per model. They can carry magical standard.
Special: Cold Ones cause fear, and are subiected to stupidity. They give riders +2 save modifier instead +1. Cold Ones stop being stupid while being in HtH combat.

Dark Riders..................................25 points per model
Heralds of the armies of Naggaroth, these fell riders spread fear before them as they burn and pillage. Mounted on black horses with glowing red eyes, the Dark Riders range ahead  of the main army, spying on the enemy and spreading mayhem and confusion.
 
Profile  M WS BS  S   T   I   A  Ld
Dark_Riders   5   4   4   3   3   1  6  1   8
Cold_One  8   3    0   3   3   1  1   1  5
Equipment: Dark Riders are mounted on Dark Steeds, armed with sword and light armour.
Save: 5+
Options: The Dark Riders can be armed with spears for 2 pts per model, repeter crosbows for 6 pts per model.
Special: Dark Riders can skirmish. They're allowed to make one march move before the battle (but canot charge enemy models during that move). They ignore the -1 to hit modifier for shooting while moving. As a response to charge they can choose "shoot and flee"- they simply shoot at the enemy and flee. They can do that only if enemy was more than a half of his charge distance away when the charge was declared. Only penality for shooting and fleeing is that the number of flee dices for dark riders is reduced by one (ie they flee 2D6" instead of 3D6").

0-1 Executioners............................................................16 pts per model
The Executioners of Har Ganeth wield their deadly axes with murderous skill and grimm fdetermination. As they hew their enemy the Executioners cry out their praise of Khine, a piercing wail that chils the blood of all who hear it, a remainder of the City of Executioners where the blood once flowed trough the streets in a scarlet torrent.
 
Profile M WS BS  S   T  W  I   A   Ld 
Executioner  5   5  4  4  3  1  6  1    8
Equipment: Double handed axes and heavy armour.
Save: 5+
Options: Regiment can carry magical standard.
Special: Executioners' hits cause not one but D3 wounds.

0-1 Back Guard of Naggaroth....................... pts per model 
The Black Guard guards Naggarond, the Tower of Cold where dwells the mighty Which King himself. These warriors are marked by khine for service of their grimm master, and wilingly do they lie their lives upon the altar of battle.
 
Profile M WS BS  S   T  W  I   A   Ld 
Black_Guard  5   5  4  3  3  1  7  1    8
Equipment: Double halaberds and heavy armour.
Save: 5+
Options: Regiment can carry magical standard.

Dark Elf Crossbowmen...............................13 pts per model
Those troops are known for their magnificient weapons- the repeating crosbows which are able of fireing multiple shoots at incredible rate. Those weapons are bit less accurate than oridinary crosbow, it fast fireing rate makes up the difference. Only welthier elves can serve as crossbowmen, because their weapons are preaty expensive.
 
Profile M WS BS  S   T  W  I   A   Ld 
Crosbowmen  5   4  4  3  3  1  6  1    8
Equipment: Repeting corsbows and light armour.
Save: 6+
Options: They can be equipped with shields at a cost of 1 point per model.

Dark Elf Warriors..........................10 pts per model
Main Dark Elf fighting force. Some warior regiments consist of trained and disciplined soliders which remain in garnisons. More often however those regiments are created if neaded by the Dark Elf nobles from the city folk- the lesser Dark Elves which cannot refuse the proposition of their lord, or Dark Elf slaves owned by the nobles. They are mainly used as a support and protecion for more valuable regiments.
 
Profile M WS BS  S   T  W  I   A   Ld 
Warrior  5   4  4  4  3  1  6  1    8
Equipment: Sword and light armour.
Save: 6+
Options: Regiment can be equipped with shields for 1 point per model.

Dark Elf City Guard.........................................................11 points per model
The best Dark Elf Warriors sooner or later are chosen to serve in the City Guard. Those elite units are the city police force, as well as the core army regiments in the time of war. It's a great honor and prestige for Dark Elf to be a City Guard, and this is the first step for an poor citizen, to nobilitation. That's because the City Guard ranks are open for all fighters, and the rank depends on the skill not on the social status. Best City Guards are often given the Noble status by their generals or lords, to be able to serve in more powerful elite units. Because City Guards are highly trained in using various weapons (especialy spears and crosbows), they developed their own special formation, which is very efective druing the battles.
 
Profile M WS BS  S   T  W  I   A   Ld 
City_Guard  5   4  4  3  3  1  6  1    8
Equipment: Spears, or Crossbows- see special rules.
Save: 6+
Options: If you wish to use the special formation (see rules) you have to buy crosbows for some models for +2 points per model. You may buy shields for +1 point per model.
Special: Special Formation: First rank is armed with crosbows, while the second is armed with spears. If models from the first rank are kiled, remove them, and exchange for models from the second rank.

Witch Elves..................12 points per model
Cruel and dealdly brides of khine are one of most feared Dark Elf units. They are devoted to the cult of Khaine, and their Hag Queens. Even Dark Elves are affraid of them, partially because the cult is very powerfull, and even has some controll on Witch King himself (because he is folower of Khaine, and because of  Morathi's influence), partialy because Witch Elves are as deadly in combat as beautifull. Brides of Khine, before the battle drink the blood of the slaves mixed with the magical posion made from poisionuss herbs. This drives them to frenzy bloodlust.
 
Profile M WS BS  S   T  W  I   A   Ld 
Witch_Elves  5   4  4  3  3  1  6  1    8
Equipment: Two hand weapons.
Save: none
Options: Unit may have light armour at +2 points per model. Regiment may carry a magical standard.
Special: Witch Elves are subjected to frenzy. In addition they are subjected to the Claudron of Blood special rules (see war machines).

Dark Elf Scouts...............................................................13 points per model
Dark Elf scouts are tall sharp-eyed warriors, keen as hawks and cruel as leopards. They live and fighr below the mountains to the west of Nagaroth.
 
Profile M WS BS  S   T  W  I   A   Ld 
Scouts   5   4  5  3  3  1  6  1    8
Equipment: Sword and repeating crossbow.
Save: none
Options: Unit may have light armour at +2 points per model.
Special: They suffer no penalties for moving through the rocky or hilly terrain. May skirmish. Can deploy enywhere on the battlefielb, besides the enemy deployment zone.

Black Ark Corsairs.............................12 points per model
Black Ark's of Dark Elves are known to all sailors. Their sight can meed only one thing- certain doom. The crew of each ark consist of the Corsairs and slaves. Corsairs as the Ark nobility keep all the important functions. Those warrior-knights are sworn to carry out the orders of the Black Ark Capitan without question.
 
Profile M WS BS  S   T  W  I   A   Ld 
Black_Ark_Corsairs  5   4 4  3  3  1  6  1    8
Equipment: Sword and sea dragon claoak (see special rules)
Save: 5+
Options: Unit may be armed with additional hand weapons for a +1 point per model, and repeting crossbow for +3 points per model. May carry magical standard.
Special: Their Sea Dragon Cloak's  are very flexible and hard, so armour save they provide is unmodified by the strenght of the attackers hit as normal armour.

Dark Elf Spearmen.............................11 points per model
Spearmen along with the Crosbowmen are the core of the Dark Elf armies. They consist of the non-noble Dark Elf soldiers. Spearmen are more valued units, than the "cannon fooder" Warriors, and serving in them brings more prestige. Only welthier and better trained elves are allowed to serve in the spearmen units.
 
Profile M WS BS  S   T  W  I   A   Ld 
Spearmen   5   4  4  3  3  1  6  1    8
Equipment: Spear and light armour.
Save: 6+
Options: Unit can be equipped with shield's at a cost of +1 point per model.

0-1 Harpies.................................15 points per model
These wild and savage creatures originally came from the Mountains of Mourn, far to the east. A single outcast tribe settled in Nagaroth near Karond Kar, the City of Despair. Itis said that when the last harpy leves the land of Naggaroth, then within the 90 days Karond Kar will fall to it's enemies. Harpies are scavengers and opportunists who prey upon the sick, the weary and dying. They can be seen circling oround the battlefields looking for easy prey. There is no order amongst them, no more than among the most savage beasts.
 
Profile M WS BS  S   T  W  I   A   Ld 
Harpies   4   4  0  4  4  2  2  1    6
Equipment: none
Save: none
Options: none
Special: Harpies can fly. Their units never have champions or comand groups. They cannot be lead by characters, and recive no bonusses for being in Battle Standard "range".

Dark Elf Slaves:
Human Slaves..........................................................2 points per model
High Elf Slaves.........................................................3 points per model
Please not that those are not official rules from the Army Sourcebook, but just an sddition from the Citadel Jurnal. However, in my opinion this army would be incompleate without the slave units.
Salves are main Dark Elf workforce. More then 60% of the Naggaroth population consist of slaves. Dark Elves however are known for bad hreatment of their servants, and being a Dark Elf slave is probably worse than death. Every day the black Arcs and Dark Elf Slave ships bring hundred's of new slaves. They are the lowest cast in the Dark Elf society. They have no rights, and no posibility of improving their position. Because food in Nagaroth is quite expensive, only very generous masters occasionaly feed their slaves (you can buy a good diner for a slave or two). They come and go, and noone realy is concern about their well being - they are forced to work until they have no more strenght, and then usually are sloughtered. Slaves, especialy humans are cheapest merchandice on the Naggaroth market. Slaves are rarely taken to battle, because Dark Elves think thet they are unthrustworthly. Occasionally, in bigger battles large units of slaves are used as a cheap and expendable "cannon fooder".
Slave Masters:
Slave units have to be leed by the Dark Elf Slave Master or in other words champion. He is placed in the unit. If slave master will somehow be separated from the unit, roll D6 -on 1,2 slaves will attack the nearest Dark Elf Unit. Slave Master is armed with a whip. Slaves use his leadership for the tests. If Slaves flee, Slave Master can roll for his initiative- if the roll is succesful he may move 5" out of the way of fleing regiment. If he will fail he has to flee along with unit.
 
Profile M WS BS  S   T  W  I   A   Ld 
Human_Slaves  3   2  2  2  3  1  3  1    6
High_Elf_Slaves  4   3  3  2  3  1  6  1   7
Equipment: club
Save: none
Options: none
Special: Before the battle, if in your army have a Battle Standard you have to sacrifice D3 slaves in the name of Khaine (you dont have to do so if you don't have Battle Standard). Cold one units may be feed with slaves before battle. If you do so they stop suffer from stupidity for the rest of the game. Note that you must feed whole unit ( or only those riden by characters). The cost of the sacrificed or eaten slaves must be paid. In addition the slave unit after all sacrificed must consist of at least 5 models (+slave master)- otherwise you cannot field the unit, or benifit from the bonuses.


3.2 Dark Elf War Machines

0-1 Claudron of Blood...................................................................125 points
In each Shrine of Khaine there is a Claudron of blood. In it, the Hag Queens bath in the blood of the sacrifices on the Death Night. Claudron's are powerfull magical artifacts, and have great influence on Witch Elves. Thank's to it they can regrain their beauty. Also in close proximity of claudron, Witch Elves excited by the smell of blood, or the magical power of the artifact grain unique fighting abilities.
Claudron, during the battle is guarded by the Keaper of the Claudron (Witch Elf Champion) and two Claudron Guards.
 
Profile M WS BS  S   T  W  I   A   Ld 
Keaper_of_the
Claudron
 5   5  5  4  3  1  7  2   8
Guardians  5   4  4  3  3  1  6  1   8
Equipment:  Two Swords and light armour.
Save: 6+
Options: none.
Special: All witch elves 18" of claudron have their attacks tripled (instead of dubled) in the first round of combat, and recieve 6+ unmodified magical save. Claudron is idestructable and all hits against it are discounted. Shooting: 1 Keaper of the Claudron; 2-3 The Guardians; 4-6 Claudron.
Claudron moves 5", cannot march move (but can charge) or move through difficult terrain. It turns without a penalty. For each killed guardian the movement rate is reduced by 2 1/2.

Repeter Bolt Thrower..................................100 points
You may include one bolt thrower in your army for each regiment (10 man strong) of Dark Elf inflantry exept Witch Elves and Scouts. Each boltthrower has a crew of two Dark Elves to operate and defend it.
Reppeter bolt throwers are similar to oridianry bolt throwers, but they are able to shoot a voley of shoots.
Repetter Bolt Thrower Range Strenght Save
Wounds per hit
SINGLE_SHOOT   48" 5-1_per_rank none    D4
MULTIPLE_SHOOT   48" 4-1_per_rank none      1

 
Profile M WS BS  S   T  W  I   A   Ld 
Scouts   5   4  5  3  3  1  6  1    8
MOVE TOUGHNESS WOUNDS
As_crew
7
3
Equipment: Sword and Light Armour.
Save: 6+
Options: none

Dark Elf Chariot......................................................................60 points
Note that the rules for chariots are not included in the Army Book, but I feel, thet without them this Compendium would not be compleate.
Chariots are the main way of transportation in the Dark Elf cities, and only wealthy nobles can afford it. The chariot roaming the streets cutting the pedestrians with the scyched wheels isn't rare site in Naggaroth
All rules for the chariots apply. Dark Elf Chariots can be pulled by 2 Dark Steeds (+ 5 points per steed) or 2 Cold ones (+10 points per Cold One)- you have to buy one or the other.
You can buy the scyched wheels for the chariot for additional 10 points per wheel (+1 to Chariot strikes per wheel).
 
Profile M WS BS  S   T  W  I   A   Ld 
Crewmen   5   4  4  3  3  1  6  1    8
Dark_Steed  9   3  0  3  3  1  4  1   5
Cold_One  8   3  0  4  4  1  1  2   3
Chariot  -   -  -  7  7  3  - D6   -
Equipment: crew is equiped with spears and light armour.
Save: 6+
Options: Crewmen can have lances at cost of +4 points per model, heavy armour for +2 points per model, and shields for +1 point per model.
Special: Character can ride a chariot, however then it count's toward character point limit.


3.3 Monsters

Dark Elf War Hydra.......................................................................225 points
Dark Elf War Hydra is one of the many monsters trained by Dark Elf Beastmasters. Hydras are especialy good monsters for training. War Hydra have a little different statistics and rules than normal hydra due to the training.
 
Profile M WS BS  S   T  W  I   A   Ld 
War_Hydra   6   4  0  5  6  7  3  5    8

War Hydra causes Terror.
War Hydra can breathe fire in combat. The strenght of the breath is proportional to the number of hydra's heads (wounds) -hydra with 7 wounds will breathe with S7.
War hydra has very hard saclay skin. It gives her unmodified armour save on 5+.

Other Dark Elf monsters have standard profile and rules as described closely in the Battle Book. Here I include only their point values.

CHIMERA..........................................................250 points
COCATRICE......................................................150 points
DARK PEGASUS................................................ 50 points
DRAGONS:
Dragon.................................................................450 points
Great Dragon........................................................600 points
Emperor Dragon...................................................750 points
GIGANT SCORPION.......................................... 50 points
GIGANTIC SPIDER............................................. 50 points
GRIFFON............................................................150 points
HIPOGRIF...........................................................145 points
MANTICORE......................................................200 points
WYVERN............................................................180 points
SWARMS............................................................100 points each


4.0 Special Characters
The descriptions of the special characters in this section are very brief. More information you can find in the Dark Elf Army Book. Most of the magic items used by Dark Elf characters is described in Warhamer Magic suplement. For new items, not included in Warhammer Magic I wrote short description. I didn't Include character's histories, for the background info refer to the Dark Elf Army Book

Malekith, the Witch King of Naggaroth.......................................350 points

Circlet of Iron +50 points
Witch King's Armour +60 points
Spellshield +50 points
Destroyer +75 points
Black Chariot +90 points

Replaces your general from the army list.
 
Profile  M WS BS  S  T W  I  A Ld
Witch King  5   7  7  5  5   4  9  4  10
Cold Ones  8   3  0  4  4  1  1  2   3
Black Chariot  -   -  -  7  7  3  - D6   -
Weapons/Armour: Shield, sword, heavy armour
Magic Items: Witch King is entitled to up to four  magic items. Those are always Circlet of Iron, Witch King's Armour, Spellshield and Destroyer. All those items are described in Warhammer Magic suplement.
Special: Witch King is imiune to all psychology. He cause fear. -1 to hit modifier from his armour also applies to the attacs made on his chariot.

The Beastlord Rakarth of Karond Kar.........................................134 points

Whip of Agony +25 pints
Armour of Fortune +15 points
Enchanted Shield +5 points
Black Dragon +450 points
 
Profile M WS BS  S   T  W  I   A   Ld 
Rakarth  5   6  6  4  4  2  8   3   9
Black_Dragon  6   6  0  6  6  7  8   7   7
Weapons/Armour: Sword, Heavy Armour
Magic Items: He have three magic items: Whip of Agony, Enchanted schield and Armour of fortune.
Special: Any monster without a rider, in combadt with the Beastlord have to test for Ld. if they fail they come under Dark Elf player controll. If he will be killed, all the monsters return to the original owner.

Morathi, The Hag Sorceress....................................................327 points

Dark Sword +15 points
Amber Amulet +25 points
Power Scroll +30 points
Dispel Magic Scroll +25 points
Dark Pegasus + 50 points
 
Profile M WS BS  S   T  W  I   A   Ld 
Morathi  5   4  4  4  4  4  9   3   9
Dark_Pegasus  8   3  0  4  4  3  4   2   5
Weapons/Armour: Sword
Magic Items: He have four magic items: Dark Sword, Amber Amulet, Power Scroll, Dispel Magic Scroll.
Special: She is Sorcerer Lord with a magic level 4. She is allowed to take spells from the Dark Magic Deck, or Chaos Magic: Slaanesh deck.

Khouran, Capitan of the Black Guard..........................................105 points

Blade of Ensorceled Iron +20 points
Armour of Meteoric Iron +25 points

You may use him if your army include at least one regiment of Black Guards of Naggaroth.
 
Profile M WS BS  S   T  W  I   A   Ld 
Kouran  5   6  6  4  4  2  8   3   9
Weapons/Armour: Sword, Heavy Armour
Magic Items: He have two magic items: Blade of Encorseled Iron, Armour of Meteoric Iron.
Special: He uses his sword, in conjunction with the Blade of Ensorceled Iron for a total of 4 Atacks.

Crone Hellborn, The Hag Queen...................................................207 points

Deathsword +100 points
Parrying Blade +20 points
Amulet of Fire +25 points
Manticore +200 points

Can be army general if you wish. You may use her if your army include at least one regiment of Witch Elves.
 
Profile M WS BS  S   T  W  I   A   Ld 
Hellborn  5   7  7  4  4  3  9   4  10
Manticore  6   6  0  7  7  5  4   4   8
Weapons/Armour: 2 Swords, Light Armour
Magic Items: He have three magic items: Deathsword, Parrying Blade and Amulet of Fire.
Special: All rules for Witch Elves apply. In addition helborn is able to use two magical weapons at the same time.

Tularis of Har Ganeth................................................................123 points

Executioners Axe +50 points
Black Amulet +50 points

You may use him if your army includes at least one regiment of Executioners.
 
Profile M WS BS  S   T  W  I   A   Ld 
Tularis   5   6  6  5  5  2  8   3   9
Weapons/Armour: Heavy Armour
Magic Items: He have two magic items: Executioners axe, Armour of Fortune.

Shadowblade, Master of Assassins.............................................115 points

Heart of Woe +25 points
Pontion of Strenght +10 points
 
Profile M WS BS  S   T  W  I   A   Ld 
Shadowblade   5  10 10  4  4  2 10   3  10
Weapons/Armour: two hand weapons.
Magic Items: He have two magic items: Heart of Woe and Pontion of Strength.
Special: All rules for assasins apply for him also. In adition he may attempt to hide in one of enemy units before the battle. To see is he succesfull roll D6 and consult the table below.
 
Disguise Discovered Succesful
High Elf, Wood Elf, Dark Elf, Human, Zombie
1
2-6
Scaven, Orc, Black Orc, Savage Orc, Chaos Warrior, Beastman
1-3
4-6
Any other
1-5
6

If he is discovered, opponent recives VP as for killing him, and he takes no further part in this battle.
If he is succesful, he may stay hidden in the unit untill you wish to reveal him. When reveled remove one oridinary troop model from the unit, and place Shadowblade 2D6" from this place. You may put him directly into combat and it will count as charge.


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All material on this page are related to Warhammer WFB which is Games Workshop registered trademark. Articles presented here are not oficial Games Workshop Material and do not represent the company oppinion, or business in any way. Dark Elf compendium is composed from the Dark Elves army book, some suplements and my own ideas. This however is not exact  reproduction of the original army book. Some things were ommited and some changed - for the original text see the Dark Elves Army book.