DARK ELF REGIMENTS
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Cold One Knights ..... 38 points
| M | WS | BS | S | T | W | I | A | LD |
|---|
| Knight | 5 | 5 | 4 | 3 | 3 | 1 | 7 | 1 | 8 |
Cold One | 8 | 3 | 0 | 4 | 4 | 1 | 4 | 2 | 3 |
Equipment: Cold One Knights are mounted on Cold Ones and are armed with a sword, heavy armour and shield.
Save: 2+
Options: Any regiment may be armed with lances (+4 points per model) and/or repeating crossbows (+6 points per model). Any regiment may carry a magic standard.
Special Rules: Cold Ones cause fear, are subject to stupidity, and give their riders a +2 modifier to their armour save instead of only +1.
Dark Riders..... 25 points
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|
| Knight | 5 | 4 | 4 | 3 | 3 | 1 | 6 | 1 | 8 |
Dark Steed | 9 | 3 | 0 | 3 | 3 | 1 | 4 | 1 | 5 |
Equipment: Dark Riders are mounted on Dark Steeds and armed with a sword and light armour.
Save: 5+
Options: Any regiment may be armed with spears (+2 points per model) and/or repeating crossbows (+6 points per model).
Special Rules: Dark Riders can skirmish. Dark Riders are allowed to make a free march move after both sides have deployed. Note that they may not use this free move to charge at the enemy, and may not shoot any missile weapons after making the move.
Dark Riders are Expert Riders and do not suffer the -1 to hit modifier to their shooting if they moved in the same turn. However, this does not allow them to shoot if they charge or make a march move.
Dark Riders are allowed to choose to Fire and Flee as a charge reaction. The fire and flee charge reaction works by combining the stand and shoot option and the flee option. First of all the unit may fire missile weapons, but only if the chargers are more than half their charge move away when the charge is declared. All shooting suffers the normal -1 to hit modifiers for shooting at charging troops.
If the missile fire fails to stop the charge (by causing the attackers to fail a Panic test), then the Dark Riders must flee. This is treated exactly the same way as a normal flee charge reaction, except that the number of dice rolled to see how far the unit flees is reduced by one to represent the time that was spent firing at the charging unit. The Dark Riders suffer this penalty even if the unit failed to shoot because the chargers were less than half their charge move away.
0-1 Executioners..... 16 points
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|
| Executioner | 5 | 5 | 4 | 4 | 3 | 1 | 6 | 1 | 8 |
Equipment: The Executioners are armed with double-handed axes and wear heavy armour.
Save: 5+
Options: The regiment may carry a magic standard.
Expert Axemen: Such is the Executioners' skill with their axes that they cause not 1 but D3 wounds with each hit.
0-1Black Guard of Naggaroth..... 15 points
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|
| Black Guard | 5 | 5 | 4 | 3 | 3 | 1 | 7 | 1 | 8 |
Equipment: The Black Guard are armed with halberds and wear heavy armour.
Save: 5+
Options: The regiment may carry a magic standard.
Dark Elf Crossbowmen..... 13 points
Your army may include any number of regiments of Dark Elf Crossbowmen.
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|
| Dark Elf Crossbowmen | 5 | 4 | 4 | 3 | 3 | 1 | 6 | 1 | 8 |
Equipment: Dark Elf Crossbowmen are armed with a sword, repeating crossbow, and light armour.
Save: 6+
Options: Any unit may be equipped with shields (+1 point per model).
Dark Elf Warriors..... 10 points
Your army may include any number of regiments of Dark Elf Warriors.
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|
| Dark Elf Warriors | 5 | 4 | 4 | 3 | 3 | 1 | 6 | 1 | 8 |
Equipment: Dark Elf Warriors are armed with a sword and light armour.
Save: 6+
Options: Any unit may be equipped with shields (+1 point per model).
Dark Elf City Guard..... 11 points
Your army may include any number of regiments of Dark Elf City Guard.
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|
| Dark Elf City Guard | 5 | 4 | 4 | 3 | 3 | 1 | 6 | 1 | 8 |
Equipment: Dark Elf City Guard models can be armed either with a spear (+11 points per model), or with a repeating crossbow (+2 points per model). A unit may include spears and repeating crossbows if you wish. All models wear light armour.
Save: 6+
Options: Any unit may be equipped with shields (+1 point per model).
Special Rules: Models in a City Guard regiment may be either armed with a spear or a repeating crossbow. Generally, the regiment fights in two ranks, with crossbows in the front and the spearmen forming the second rank. The normal rules apply to each weapon. Spear-armed models in the second rank are allowed to fight over the heads of the models armed with repeater crossbows in the front rank.
Normally, casualties inflicted on a regiment are simply removed from the rear rank, it being assumed that the model that is removed has moved up to take the place of the model that was killed in the front rank. This will not work for a City Guard regiment, as the models in the rear rank may be equipped differently from those in front of them. Therefore you should remove casualties from the front of the unit, and fill any resulting gaps with models taken from the rear rank.
Witch Elves..... 12 points
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|
| Witch Elves | 5 | 4 | 4 | 3 | 3 | 1 | 6 | 1 | 8 |
Equipment: Witch Elves are armed with two hand weapons.
Save: None
Options: Any unit may have light armour (+2 points per model). Any regiment may carry a magic standard.
Special Rules: Witch Elves are subject to frenzy.
Poisoned Weapons: The Witch Elves' weapons are coated with a dealy poison. This increases the Strength of any attack made by a Witch Elf by +1 because the slightest scratch can kill.
Dark Elf Scouts..... 13 points
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|
| Dark Elf Scouts | 5 | 4 | 5 | 3 | 3 | 1 | 6 | 1 | 8 |
Equipment: Dark Elf Scouts are armed with a sword and repeating crossbow.
Save: None
Options: Any regiment may be equipped with light armour (+2 points per model).
Special Rules: Dark Elf Scouts are adept at infilitration. The Scouts are set up after the enemy has placed all of his units on the table. They can be set up anywhere outside the opponent's deployment area, as long as no model in the opposing army has line of sight to their set-up position. If both armies contain troops with this ability, each player should roll a D6, with the player scoring lowest having to set up his infiltrating units first.
Scouts suffer no movement penalties for moving through rocky or hilly terrain. Dark Elf Scouts can skirmish.
Black Ark Corsairs..... 12 points
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|
| Black Ark Corsairs | 5 | 4 | 4 | 3 | 3 | 1 | 6 | 1 | 8 |
Equipment: Black Ark Corsairs are armed with a sword and wear Sea Dragon Cloaks.
Save: Sea Dragon Cloak providing 5+ save which is not modified by the strength of the attacker.
Options: Any unit may be armed with additional hand weapons (+1 point per model) or repeating crossbow (+3 points per model). Any regiment may carry a magic standard.
Dark Elf Spearmen..... 11 points
Your army may include any number of regiments of Dark Elf Spearmen.
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|
| Dark Elf Spearmen | 5 | 4 | 4 | 3 | 3 | 1 | 6 | 1 | 8 |
Equipment: Dark Elf Spearmen are armed with a spear and wear light armour.
Save: 6+
Options: Any unit may be equipped with shields (+1 point per model).
0-1 Harpies..... 15 points
Your army may include up to one regiment of Harpies.
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|
| Harpy | 4 | 4 | 0 | 4 | 4 | 2 | 2 | 1 | 6 |
Equipment: None
Save: None
Special Rules: Harpies can fly. Harpy units never have champions, standard bearers or musicians, and cannot be led by character models.
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