Tuesday, March 27, 2012

Dark Elves - Corsair Raiders


Dark Elf Raider Warband List
As proposed by Richard Buckner III


CHOICE OF WARRIORS
The Dark Elf Raider warband must include at least 3 models.  You have 500 gold crowns with which to form your warband.  The maximum number of warriors in the warband is 15.



HEROES

High Born: Your warband must include 1 High Born.  No more, no less.

Dark Elf Sorceress: Your warband may include up to 1 Dark Elf Sorceress.

Beast Master: Your warband may include up to 1 Beast Master.

Fellblades: Your warband may include up to 3 Fellblades.



HENCHMEN

Corsairs: Your warband may include any number of Corsairs.

Shades: Your warband may include up to 5 Shades.

Cold One Beasthounds: Your warband may include up to 2 Hounds (but only if you have a Beast Master).


STARTING EXPERIENCE

A High Born starts with 20 experience.

Dark Elf Sorceress start with 12 experience.

Beast Master starts with 8 experience.

Fellblades start with 12 experience.

Henchmen start with 0 experience.

DARK ELF RAIDER SKILL TABLE

Dark Elf Raider Skill Table


Combat
Shooting
Academic
Strength
Speed
Special
High Born
X
X
X

X
X
Sorceress


X

X
X
Beast Master
X



X
X
Fellblade
X



X
X




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DARK ELF RAIDER EQUIPMENT LISTS

The following lists are used by Dark Elf Raider warband to pick their equipment.



DARK ELF RAIDER EQUIPMENT LIST

Hand-to-hand Combat Weapons

Dagger…………………….1st free/            2 gc
Axe………………………………..            5 gc
Sword……………………………....            10 gc
Short Sword………………………..            5 gc
Dark Elf Sword…………………….            +20 cost
Double-handed Weapon…………..            15 gc
Spear………………………………            10 gc
Halberd…………………………….            10 gc
Beastlash***………………………..            10 gc

Missile Weapons


Crossbow………………………….            25 gc
Repeater Crossbow*……………….            35 gc
Crossbow Pistol*…………………..            30 gc

 

Armour


Light Armour……………………...            10 gc
Shield……………………………...            5 gc
Helmet…....……………………….            5 gc
Sea Dragon Cloak**………………..            20 gc

 


Miscellaneous


Black Lotus*……………………….            10gc
Dark Venom*……………………...            15 gc

SHADES EQUIPMENT LIST


Hand-to-hand Combat Weapons


Dagger…………………….1st free/            2 gc
Axe………………………………..            5 gc
Sword……………………………....            10 gc
Short Sword………………………..            5 gc

Missile Weapons


Crossbow………………………….            25 gc
Repeater Crossbow*……………….            35 gc

Armour


Light Armour……………………...            10 gc
Helmet…....……………………….            5 gc

*These items may only be purchased at these prices for a starting warband. Later purchases must be made using normal prices and rules.
**Corsairs Only.
***Beast Masters Only.

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Dark Elf Blade                                                Rare 9*/Cost: +20 gc (to the cost of upgraded weapon)

Dark Elf Blades are forged in the city of Hag Graef, the Dark Crag.  They are fashioned from Blacksteel, a rare form of steel found deep within the mountains around the city.  Dark Elf Blades have wicked protrusions and serrated edges, which inflict serious damage on an opponent.  Any Sword or Dagger can be upgraded to a Dark Elf Blade by paying an additional 20 gold crowns.  Upgraded weapons retain their other abilities (Swords parry, Two-handed Swords Strike Last, etc.). 


Range: As Original Weapon; Strength: As Original Weapon;
Special Rules: As Original Weapon, Critical Damage Wicked Edge

SPECIAL RULES

            Critical Damage: Dark Elf Blades inflict serious damage on their opponents, when rolling on the critical hit chart a Dark Elf Blade adds +1 to the roll.

            Wicked Edge: Dark Elf Blades are set with sharp protrusions and serrated edges which inflict serious damage to their enemies.  When using a Dark Elf Blade a roll of 2-4 is treated as stunned when rolling to see the extent of a model’s injuries.

 

Beastlash                                                                                    Rare 9***/Cost: 10+D6 gc

A Beast Master can use these vicious whips to attack enemies from behind the creatures they goad into combat.

Range: Close Combat; Strength: As user; 
Special Rules: Reach, Cannot be parried, Beastbane, Difficult to use

SPECIAL RULES

Reach: A model armed with a Beastlash may attack enemies up to 4” away in hand-to-hand combat.  As this is a hand-to-hand attack, other models armed with weapons that have the reach special ability or that are armed with a pistol that can be fired the first round of combat may attack the Beast Master back (as long as they are not in base contact with another enemy model).

Cannot be parried: A Beastlash is flexible weapon and the Beast Master uses it with great expertise.  Attempts to parry its strikes are futile.  A model attacked by a Beastlash may not make parries with swords, buckers or staffs.

            Beastbane: All animals recognize what this weapon’s primary use.  A Beast Master armed with a Beastlash causes fear in all animals.  Furthermore Cold One Beasthounds ignore the rules for Stupidity if within 6” of a Beast Master armed with a Beastlash.

            Difficult to use: A model armed with a Beastlash may never use a second hand weapon or buckler in his other hand because it requires all his skill to wield it correctly.  He may carry a shield as normal though.


Sea Dragon Cloak                                                                        Rare 8**/Cost: 20 gc

Dark Elf Corsairs use special cloaks fashioned from Sea Dragons, killed by the Dark Elf himself, that dwell deep in the ocean depths.  They are status symbols, and no Dark Elf is a true Corsair without one.  These cloaks are tough and resilient and offer Dark Elves with a very good amount of protection.

SPECIAL RULES

            Scales: +1 to armour save in close combat, +2 vs. missile weapons (which may be combined with Light Armour, but not a shield).

            Status Symbol: A Corsair must kill the Sea Dragon himself and therefore must pay for the trip to do so.  They therefore pay 20 gc even if they do not find it (roll less than 8 on rarity roll).


*Dark Elves Only
**Corsairs Only
***Beast Master Only
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DARK ELF RAIDER SPECIAL RULES

All Dark Elf Raiders are subject to the following rules.

Hate High Elves: All members of the Dark Elf Raider warband (excluding Hired Swords) have an undying hatred toward all High Elf Models.

Excellent Sight: Dark Elves have eyesight unmatched by mere humans.  All Dark Elves can spot hidden enemies at twice their Initiative.

Distaste for Black Powder: Dark Elves find Black Powder weapons to be to dirty, slow and destructive to be of any real use.  Dark Elves may never use Black Powder weapons.


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DARK ELF RAIDER RACIAL MAXIMUMS


All members of the Dark Elf Raider warband are Dark Elves.

 

M
WS
BS
S
T
W
I
A
Ld
Dark Elf
5
7
7
4
3
3
9
4
10


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Heroes


1 High Born


70 gold crowns to hire
            Dark Elf leaders are usually drawn form Dark Elf Nobility and have trained their entire lives for that purpose.  Usually in search of gold, slaves and arcane artifacts to bring home to Naggaroth.  They are cold, ruthless killers and command the respect of their troops through terror and proving themselves as Corsairs.

Profile

M
WS
BS
S
T
W
I
A
Ld

5
5
5
3
3
2
6
2
9
           
            Weapons and armour: The High Born may be equipped from the Dark Elf Raider equipment list.

SPECIAL RULES

Leader: The High Born is the Warband’s Leader and follows all the rules for Leaders.

Skilled Veteran: The High Born may choose one skill from those on his table.
           
            Pirate Prince: The High Born is a Corsair and, to him, the Sea Dragon Cloak is a symbol of his status.  He must be equipped with one at all times, and he may never trade it away. If he somehow loses it he must either retire in shame or save gold crowns until he can get another, which he must try to find if able.


0 – 1 Dark Elf Sorceress


55 gold crowns to hire
            By decree of the Witch King, no males may ever use magic save the Witch King himself.  It is rumored that any male who develops an affinity for magic are immediately put to death.  Dark Elf Sorceresses are mysterious, raven-haired beauties whose services are in high demand by Dark Elf Raiders.

Profile

M
WS
BS
S
T
W
I
A
Ld

5
4
4
3
3
1
5
1
8
           
            Weapons and armour: The Dark Elf Sorceress may be equipped from the Dark Elf Raider equipment list.

SPECIAL RULES

            Wizard: The Dark Elf Sorceress is a Wizard and uses Dark Magic as detailed in the Magic Section.



0 – 1 Beast Master


45 gold crowns to hire
            Beast Masters are cruel masters of the different beasts of Naggaroth, though most of those beasts are too large to keep on the small raiding ships that the Dark Elf warband uses.  Many have bred Cold Ones into vicious, hound-like creatures that they can travel with more readily.  Unlike their High Elf cousins, Beast Masters are obeyed because the beasts know the consequences if they are not.

Profile

M
WS
BS
S
T
W
I
A
Ld

5
4
4
3
3
1
5
1
8
           
            Weapons and armour: Fellblades may be equipped from the Dark Elf Raider equipment list.

SPECIAL RULES

            Beast Handler: Beast Masters may extend their Leadership value to the Cold One Beasthounds as long as they are within 6” of him (but only his own, not that of the warband Leaders).


0 – 2 Fellblades


45 gold crowns to hire
            Fellblades are the name given to the different types of elite warriors employed by Dark Elf High Borns.  Whether they are Witch Elves, Executioners, Black Guard or some other cult of warriors, they all follow the same distaste for ranged combat.  Killing is a way for life for these warriors and enemies can expect no mercy from them.  Fellblades are used as guards and accompany Raiding Parties to hone their already considerable martial skill.

Profile

M
WS
BS
S
T
W
I
A
Ld

5
5
4
3
3
1
5
1
8
           
            Weapons and armour: Fellblades may be equipped from the Dark Elf Raider equipment list.

SPECIAL RULES

            Melee Specialists: Fellblades of any sort prize their close combat prowess, and therefore can never use missile weapons.

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Henchmen


Corsairs

50 gold crowns to hire
The most common troop of the Dark Elf Raiding Party, they are skilled fighters and experienced sailors.  Before they become Corsairs they must prove themselves in combat and kill one of the Sea Serpents that travel with the Black Arks on their Raids.  A Corsair will wear his kill with pride in the form of a Sea Dragon Cloak and is never seen without it.  Whenever a Black Ark hits land it is these men that lead the way for the other Raiders.

Profile

M
WS
BS
S
T
W
I
A
Ld

5
4
4
3
3
1
5
1
8

Starting Armour: A Corsair is equipped with a Sea Dragon Cloak, which may not be traded (in addition to the normal 15gc of equipment).
Weapons and armour: Corsairs may have equipment from the Dark Elf Raider Equipment list.

SPECIAL RULES
Two Weapon Style: The Corsairs learn to fight with 2 weapons on great ships and therefore have the skill “Two Weapon Style”.

Corsair: To Corsairs, the Sea Dragon Cloak is a symbol of status.  They must be equipped with one at all times, and may never trade it away. If they somehow lose it he must either retire in shame or save gold crowns until he can get another, which he must try to find if able.


0 – 3 Shades

35 gold crowns to hire
Shades are the stealthy scouts of the Dark Elf Raiders.  It is their job to check defenses and choose those towns or cities to be targeted for Slave Raids.  They prefer striking from the shadows with the famed Repeater Crossbows to charging in and fighting head on.

Profile

M
WS
BS
S
T
W
I
A
Ld

5
4
4
3
3
1
4
1
7

Weapons and armour: Shades may have equipment from the Shades Equipment list.

SPECIAL RULES

Natural Stealth: The first thing Shades master is the art of moving without being seen and heard.  If he is hiding, enemy models subtract –1 from their Initiative value when determining if they can detect them.

Infiltration: Shades are used to scout out the enemy for the High Born, they therefore can infiltrate (see Dark Elf Special Skills).

           


0 – 2 Cold One Beasthounds

25 gold crowns to hire
Through breeding and training the Dark Elf Beast Masters have created these vicious creatures.  They are larger than wardogs with similar build, but are in all other respects reptilian.  Though slow witted like the Cold Ones ridden by Knights, they are smart enough to know to listen to their cruel masters.  When provoked by Beast Masters they use their sharp teeth and snapping jaws to easily rip men apart. 

Profile

M
WS
BS
S
T
W
I
A
Ld

6
3
0
4
4
1
2
1
4

Weapons and armour: None. Cold One Beasthounds may never have equipment.

SPECIAL RULES

Animals: Beasthounds are animals and so cannot carry anything (such as wyrdstone, treasure etc.).  Furthermore Beasthounds do not gain experience.

Fear: Beasthounds are frightening monsters and therefore cause fear.

Stupidity: Beasthounds are slow-witted and therefore they are subject to stupidity.

Scaly Skin: Beasthounds have a tough hide and therefore have a 5+ armour save.

Live in Kennels: Cold One Beasthounds do not eat as much food or take up as much space as other warriors.  A Cold One Beasthound therefore only counts as ½ a warrior when determining the maximum allowed in the warband.

Handled Creatures: Beasthounds may only be hired by warbands that include a Beast Master.  If the Beast Master is killed, or is otherwise removed from the warband, the Beasthounds run off and leave the warband as well.  If the Beast Master must miss a game for some reason, the Beasthounds must miss as well.

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DARK ELF RAIDER SPECIAL SKILLS


Infiltration: A Model with this skill may be placed anywhere on the table as long as it is out of sight and at least 12” away from any enemy models.  If both players have models that infiltrate, roll a D6 for each, the lowest roll sets up first.

Powerful Build:  Though Dark Elves are not known for their feats of Strength, some are stronger that others.  This Dark Elf may choose to take Strength Skills when they roll a New Skill on the Advance Chart.  Only two members of the warband may ever have this skill at the same time.

Fury of Khaine: The Dark Elf is infused with an intense raging thirst for blood in hand-to-hand combat, moving from enemy to enemy.  The model is affected by frenzy, furthermore if this model takes all his opponents out of action he may make a 4” follow up move.  If it takes him into base contact with another enemy model, he counts as charging during the next round of combat.  The model loses the 4” move if they lose frenzy (and get it back if they somehow become frenzied again).

Fey Quickness:  Few can match an Elf’s inhuman quickness and agility.  An Elf with fey quickness can avoid melee and missile attacks on a D6 roll of 6+.  If the Elf also has step aside or dodge this skill will combine with the relevant save to give the Elf a 4+ save to the appropriate attack.  For example, fey quickness and step aside give the Elf a 4+ save vs. melee and 6+ vs. missile attacks.

Master of Poisons:  This Dark Elf is proficient in concocting different poisons.  The Dark Elf can make D3 – 1 vials of Black Lotus or Dark Venom (one or the other not some of each) after every battle if they were not taken out of action and choose not to search for rare items.  This poison can only be used by someone in the Dark Elf warband, and cannot be sold or traded away (the Dark Elves carefully guard their secrets of poisoning).



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DARK MAGIC


1            Doombolt                                                                                                Difficulty 9

            Target the closest enemy model within 18” that the caster can see.  The target suffers 1 Strength 5 hit, if the target is wounded the bolt also hits another enemy within 6” of the first with a Strength 4 hit.  If this hit wounds, a further enemy within 6” of the new target is hit with a Strength 3 hit, and so on.  The Doombolt can only hit each model only once.

2            Word of Pain                                                                                                Difficulty 8
            Target one enemy model within 12”, who is wracked with pain making it more difficult to fight.  The victim must re-roll all successful rolls to hit, wound or cast spells.  Furthermore the victim may not charge without passing a Leadership test.  This spell lasts until the Dark Elf’s next turn.

3            Soul Stealer                                                                                                Difficulty 9
            The Sorceress is reduced to only a single attack, if she hits however she automatically wounds, and the opponent cannot make any armour save.  The Sorceress feeds on the life force of the wounded enemy and immediately gains one wound   (which may bring her above her maximum).  Any magical wounds gained in this way are lost after the battle.

4            Flamesword                                                                                                Difficulty 8
            Target one weapon wielded by a member of the Dark Elf warband member within 6”.  The weapon becomes surrounded on black flames, which gives the wielder +2 Strength in hand-to-hand combat, counts as flaming and ignores enemy armour saves.  Lasts until the Sorceress’s next turn.

5            Deathspasm                                                                                                Difficulty 10
            Target one enemy model within 6” of the Sorceress.  The victim must immediately roll on the injury chart.  If successfully cast the Sorceress is knocked down (can be combined with jump up however).


6            Witch Flight                                                                                                Difficulty 6
            The Dark Elf Sorceress is instantly moved up to 12” away.  If the Dark Elf Sorceress is moved into contact with an enemy she counts as charging.



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