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==Equipment== *'''Repeater Crossbow:''' 24" Crossbows with S3 with Multiple Shots(2) and AP(1). You'll be needing all those shots to punch holes in armies. **'''Repeater Handbows:''' Half the range, and Quick to Fire but no AP. *'''Sea Dragon Cloaks:''' Your means of protecting your troops from missiles without needing shields. Each offers a 5+ save against missiles or adds +2 to an existing one. Not affecting close combat nerfed this item hard. ===Gifts of Khaine=== Being a sadistic cult of murderfuckers, the Witch Elves, Hags, and Assassins all have their own items to use. *'''Rending Stars:''' 25pts. Your assassin gets shurikens, chucking three S4 attacks each turn, which is slightly better than the handbow, but more expensive. *'''Dance of Doom:''' 30pts. Model on foot only. Incredible defense. All missiles have to re-roll to hit your units, which is a big plus when your units tend to be naked. *'''Touch of Death:''' 20pts. Killing Blow. *'''Rune of Khaine:''' 25pts. Add +d3 attacks to a model, making more on top of a total frenzy of blades. *'''Witchbrew:''' 25pts. Death Hags and Hag Queens only. Gives them and any unit they're with perma-Frenzy (or a bonus attack if they already have it) but will never pass Berserk Fury checks. This is an old standby that allows a pack of witches to absolutely go ballistic. *'''Hand of Khaine:''' 20pts.Robs -3 WS from one enemy in b2b, but it's meaningless against those with Immunity (Psychology). To those that aren't though, this makes you all the more able to dominate the enemy. *'''Cry of War:''' 15pts. All enemy models in b2b with this model must test Ld or only be allowed to hit on a 6 during the first round of combat. Thankfully, this isn't a psychology effect. ''Toxins:'' Poisoning +1 *'''Dark Venom:''' 25pts. Adds Multiple Wounds (d3) to make more out of your attacks. *'''Manbane:''' 10pts. Restores the old poison rule, that is, auto-wounding on 6s. *'''Black Lotus:''' 5pts. Characters wounded by this suffer -1 to Ld for each wound. If you pull off combat and do well in a challenge, this can bust a line. ===The Black Armoury=== *'''The Hydra Blade:''' 50pts. Adds +d6 attacks. Considering that the Sword of Bloodshed gives you a guaranteed 3, you'd be hard-pressed to test your luck for this. *'''Chillblade:''' 35pts. This sword auto-wounds with ice attacks and each unsaved wounded inflicts -1 attack until next combat. Now, this is a better sword and for cheaper than the Hydra Blade. *'''Armour of Living Death:''' 45pts. A heavy plate that adds +1 to toughness and wounds, but makes the wearer stupid (Riding cold ones makes it worse as passing stupidity must be re-rolled). Considering how good your men are at Leadership, you might see this as a worthwhile risk for durability. *'''The Black Amulet:''' 60pts. A 4++ Ward Save that deals armour-ignoring wounds for each save made in a challenge. Why yes, this can make you kill even faster! *'''Ring of Hotek:''' 50pts. Adds magic resistance(3), while making wizards that cast on the wearer within 6" suffer miscasts for rolling double 1s and double 6s. *'''Black Dragon Egg:''' 25pts. Gives a turn of S/T 6 and a Black Dragon's Noxious breath (S3 breath weapon and injured units suffer -1 to WS/BS until the end of the following turn). The former is quite nifty, the latter's only really going to matter to risk the weight of blows. *'''Cloak of Twilight:''' 30pts. Grants a 3++ Ward Save against magic and missiles. *'''Gem of Spite:''' 25pts. Each miscast your sorceress suffers deals an S6 wound to other wizards within 24". Each wound can be negated, but it requires them to spend a dispel die. In the event that you ever feared a miscast, you now have an excuse for exploiting it for free reign. *'''Sacrificial Dagger:''' 25pts. Allows your sorceress to sacrifice a model for a chance to grab a free power die to add to a casting, even letting them surpass their typical limit. *'''Banner of Nagarythe:''' 50pts. Grants your Dark Elves Hatred. However, if you run into High Elves, this turns into Eternal Hatred, meaning you'll always be applying that good shit on them. *'''Standard of Har Ganeth:''' Exclusive to Executioners. This gives them Terror, meaning that fuckers really shouldn't try getting close to them unless they have good Ld. Shame it's expensive though. *'''Blood Banner:''' 50pts. Grants Cold One Knights immunity to their mounts' stupidity. Take if you 100% ABSOLUTELY need one of them to be guaranteed to lead the rush, but at Ld9, that's not bound to pop up often. ===Expansion Magic Items=== '''''Weapons''''' *'''Executioner's Axe:''' 65pts. A heavy Khainite greatweapon that's too massive to wield on a mount. Gives the wielder Khainite rule, letting a dread lored join the executioners like in the old days. This weapon gives the bearer a Strength score equal to twice the enemy's Toughness, meaning they'll always wound on a 4+ and each hit has Multiple Wounds (d3). This is a dangerous as hell weapon, but it's also expensive. *'''Heartseeker:''' 40pts. Lets the bearer re-roll to hit and wound in melee, which makes this incredibly valuable. *'''Sword of Ruin:''' 20pts. AP(4). *'''Dagger of Hotek:''' 25pts. An off-hand weapon that grants ASF makes this quite strong, especially for your Hags who'd already be running with two weapons. *'''Lifetaker:''' 25pts. A slightly stronger Repeater, this has a great 30" range and S4 with Multishot (3) and Armor Piercing. *'''Web of Shadows:''' 25pts. A single-use dirty trick, this tosses 2d6 S3 hits on an enemy in base contact with the bearer. *'''Caledor's Bane:''' 15pts. A lance that grants Devastating Charge and ignores any natural armor, making it lethal against Bastilodons and other monstrosities. *'''Deathpiercer:''' 20pts. Killing Blow on a lance. Pass. *'''Soulrender:''' 10pts. A Khainite great weapon with Armor Piercing(1). It also gives Khainite. Honestly not too hot, but it's pretty cheap. *'''Draich of Dark Power:''' 30pts. A Khainite greatweapon too heavy to wield while mounted, but it lets you hit at Initiative and, with Killing Blow plus, gives Khainite. It's expensive, but having that sort of power's tempting. *'''Blade of Spite:''' 20pts. a old school improved poisoned weapon that auto wounds on a hit of 5 or 6. '''''Armour''''' *'''Armour of Eternal Servitude:''' 35pts. Heavy armor with a 4++ regen's pretty neat. *'''Cloak of Hag Graef:''' 35pts. This sea dragon cloak halves the strength of all missiles that hit you, making you way better protected against gunlines. *'''Armour of Darkness:''' 25pts. A 1+ save sounds absolutely evil, right? Well, it is...until you factor everything that can dent saves, including things that negate it. If you buy it, you'd best accompany it with a good Ward. *'''Shield of Ghrond:''' 25pts. This shield's a pretty decent pick against those that are equal to you in stats. Since this only robs all attacks of 1 Strength, has a pretty narrow but vital margin to work with. *'''Blood Armor:''' 10pts. Heavy plate that adds to its save each time the bearer makes a wound in combat. A good way to make a tank, but it'll require that struggle to get there. '''''Talismans''''' *'''Pendant of Khaeleth:''' 45pts. model on foot only. This gives you a true curiosity of a ward save. See, for every wound this model suffers, you roll a d6. If you roll below the Strength of the attack made, you'll be okay, though a 6 always fails. This makes any manner of Kingslayer tactics suffer a critical issue unless the plan involves plinking them to death with archers. *'''Heart-Stone of Darkness:''' 35pts. A 4++ Ward in close combat <strike>? For 45 points?! SKIP.</strike> *'''Ring of Darkness:''' 40pts. Another seriously dangerous tool, this makes all rolls to hit be made as if the attacker's WS or BS was halved. Trained spear elves are now as accurate as skavenslaves! Dwarf guns are now as inaccurate as orc spears! The big weak spot here is that they can still mob you up, just like real skavenslaves. *'''Crown of Black Iron:''' 35pts. The bearer is now immune to Light and High Magic as well as gaining a 5++ Ward. These are incredibly strong lores to negate, though this immunity can't confer to any attached units. *'''Amber Amulet:''' 20pts. A 5+ Regen is fine too. *'''Seal of Ghrond:''' 25pts. Adds +1 to your dispel pool, which isn't too shabby. *'''Pearl of Infinite Bleakness:''' 20pts. Immunity to Psychology that the unit shares too? Nice. *'''Null Talisman:''' 10pts. wear and unit gain +2 bonus to dispel enemy spell that targets them. will stack with magic resistance, making the said unit protected from most magics except templates. '''''Arcane Items''''' *'''Wand of Kharaidon:''' 35pts. A Bound PL4 magic item with Doombolt. Always handy. *'''Black Staff:''' 35pts. A Bound PL4 magic item with Power of Darkness. *'''Tome of Furion:''' 15pts. Do you want Loremaster in Dark Magic? Take this and you'll be set in your dreams of mass destruction. *'''Soulstone:''' 25pts. Gives your wizard the ability to ignore a single miscast. *'''Focus Familiar:''' 20pts. This is a fun little tool. You can let your wizard cast from any location 6" away, so long as it's not within 1" of any units or impassable terrain. *'''Darkstar Cloak:''' 20pts. Grants the caster +1 channeling die that only they can use in the magic phase. '''''Enchanted Items''''' *'''Deathmask:''' 35pts. Terror in case you really want it to work. *'''Rubric of Dark Dimensions:''' 25pts. Hey, kid. Wanna [[Yu-Gi-Oh|banish people into the shadow realm?]] This is how you do it. This is a PL5 bound spell that forces all models within base contact with the bearer roll a Strength check or else die outright barring Magic Resistance. *'''The Hydra's Teeth:''' 20pts. changed from a repeater crossbow to a one-use attack in Close combat to infict 5D6 WS2 S3 attacks. *'''Guiding Eye:''' 20pts. Lets the bearer re-roll 1s to hit with missiles in case you really wanted a crossbow boss. *'''Cloak of Dark Souls:''' 15pts. Infantry only. Grants the bearer Scouts. *'''Crystal of Midnight:''' 15pts. At the beginning of your turn, you can force an enemy wizard to roll a Leadership check on a 3d6 or else lose one random spell. *'''Gem of Nightmares:''' 10pts. Grants the bearer and any attached unit Fear for one turn, which...isn't so much of a big deal. *'''Charm of Hotek:''' 10pts. Gain 6+ Armour Save and the Immunity (Flaming Attacks) *'''Orb of Ghrond:''' 15pts. start of turn, the bearer can make a stupidity test to consult it to reroll failed to hit, wound roll and one power or dispel dice until the start of your next turn. '''''Magic Standards''''' *'''Hydra Banner:''' 50pts. Grants the entire unit an extra attack during the first round of combat. Note that this also includes mounts, which might swing things. *'''Standard of Hag Graef:''' 50pts. Grants ASF to a whole unit, which is absolutely killer, especially with something heavy like Executioners. *'''Banner of Cold Blood:''' 30pts. Confers the Empire's Leadership gimmick, making your unit pretty firm. *'''Sea Serpent Standard:''' 25pts. Corsairs only. This banner gives the lucky unit Frenzy. *'''Soul Shadows Standard:''' 25pts. In the event that you want to emulate hit-and-run without having Fast Cavalry, this banner's for you. *'''Sacrificial Banner:''' 25pts. Forces all monsters with line of sight to gain the Berserk Fury part of Rage and forces them to charge the bearer if possible. Sounds stupid, but this means you can kite them or tie them up with a totally chaff unit. *'''Standard of Slaughter:''' 20pts. Grants the bearer's unit +d3 to Combat Resolution on a turn they charged. *'''Banner of Murder:''' 15pts. This banner lets you roll 3d6 for charge distance and drop the worst, making sure you get that rush.
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