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===Magic Items=== * '''Magic Weapons:''' '''Hydra Blade''' Now adds +D6 attacks. In addition, causes a leadership test with a -2 modifier. If passed nothing happens. If failed, the wielder has -5 to their weapon skill (to a minimum of 1) but gains the Heroic Killing Blow rule until the end of the round. At 100 points, it takes your full magic item allowance and isn't worth it. Mathwise it's only marginally better than the Sword of Bloodshed and it doesn't fix the main problem most Elves have, they don't have too little attacks, they have too little strength (not to mention HKB isn't likely to happen even at the Ld8 you'll be testing at, and isn't worth it when it does). If you take it, make sure someone in the army has the Lore of Light (for the spell Speed of Light) or Lore of Shadow (for Mindrazor), which would make this a viable option for a offensive lord and the BANE of Ogre Kingdoms armies. '''Chillblade''' Now wounds automatically. Any unsaved wounds cause a toughness check which, if failed, cause -3 to the attacks characteristic of the model. Costs the same. Better against high toughness opponents than the previous version, but worse against low toughness opponents. It is, in theory, a very versatile weapon and could be incredibly useful because one of your key weaknesses is strength, and if they are a low toughness highly offensive character, then there's a good chance that they will completely lose offensive power, and generally you will be going first so you can just DOMINATE. * '''Talismans:''' '''The Black Amulet''' Same as the previous version, except it only rebounds wounds in a challenge and costs 60 points. Use only on a character intended for challenges. '''Ring of Hotek''' Now costs 50 points. Grants Magic Resistance (3), makes any enemy wizard casting spells at the wearer or a unit within 6' miscast on a double 1 as well as a double 6 without making the double 1 Irresistible force. Surprisingly not as cheesy or prone to backfiring as the previous version. Worth taking if you can spare the points. * '''Enchanted Items:''' '''Black Dragon Egg''' Similar to the previous version, except it's 50 points, now grants S6 as well and the breath weapon is S2 with no armor saves. Still good, but pricey. '''Cloak of Twilight''' 3+ ward save against shooting attacks and spells. Gives the wearer Killing Blow and Multiple wounds (D3) in the first round of any close combat. For 50 points, a good item, but make sure it's used to its fullest potential on a combat character, preferably a Dreadlord or an Assassin. Putting it on a model with the Chillblade is downright cruel, and capable of killing a Dragon in one turn as even though you won't be using Killing Blow, auto-wounding at D3 Wounds is pretty much guaranteed to kill the opponent anyway. * '''Arcane Items:''' '''The Gem of Spite''' Inflicts a S6 hit on every enemy wizard in 12 when the bearer miscasts. Any wounds can be mitigated but your opponent must sacrifice a dispel dice for each wound. A good item for a close-range Sorceress, especially a Supreme Sorceress. '''The Sacrificial Dagger''' Now only grants 1 extra power dice on a 4+ which must be rolled if successful and then proceedes into the dispel attempts and spell resolution, but if failed can be attempted again with another sacrifice of the unit in which the sorceress is part of ''(and as many times as wished until she is the last one standing - she can't sacrifice herself now can she)''. Same points cost and quite a nice boost to help pimpslap the enemy with dark magic ''(not to mention more chance of the dark magic lore attribute kicking in)'', just be careful you don't go overboard on sacrifices and hamper the unit's effectiveness. For max use have a sorceress in a large squad - this will provide plenty of corpses and will also help keep her even more safe from harm. The previous version was slightly better as that extra dice kicked in automatically instead of on a 4+, though you could still do multiple sacrifices. '''Tome of Furion''' The Seerstaff left the High Elves and migrated to the Dark Elves. For 25 points, a wizard can choose one of their spells instead of rolling for them if they're using the Lore of Dark Magic. If you're taking a wizard who's using Dark Magic, don't leave Naggaroth without it. * '''Magic Standards:''' '''Banner of Nagarythe''' Makes all models in the unit with it and any Shadow Warriors (including Alith) within 12' unbreakable. Now costs only 100 points, though the previous version was still better.
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