Since no one seems to have any price issues for the moment, those are intact. Fey Quickness is back in.
And really, beats me why I didn’t do this one earlier. I just realised that most of the posts in the Alpha² thread was talk about the Heroes.
Future changes: once we get the BM and BS discussed thoroughly (including the new rule I added, because we were getting too many Heroes – check it out), we need to grapple with:
- the cost of our items;
- the DE assassin Hired Sword and all the other “side content” featured in Lustria (i.e. cold ones, etc. – most of them just need a rarity change to reflect the change of place).
One last thing – I think we’re focusing a bit too much on the heroes. Not complaining or anything, just thinking of what the people who’re going to publish this will say. It might be wise to revert to the original choice of Heroes once we’ve sorted the ones we’re on out (i.e. drop the Hag and Bloodshade). A 0-3, bought in groups of one, witch elves entry as henchmen without the sacrifice rule (or with it? It could stay, technically – change it to “as long as the warband includes one witch elf…”) could be nice (Frenzy means they don’t suffer from All On Your Own until they lose it), and would solve the “too many heroes, not enough henchmen” issue. Everything else should be as the Hero entry (except for the price, evidently – unfortunately, we don’t have much of a manoeuvring margin).
As far as Strength skills are concerned, I wouldn’t include them for now, except maybe for the Bloodshade (tribal warrior, remember?). Not at all would be better. As such, no move has been made towards them at the moment. And for those partisans of the “executioners are l33t!” argument – well, I agree, but it doesn’t mean we can make a mutant monstrosity elf.
(Well, okay, there is the fact that we’re called the People of the Northern Reaches and that our living conditions are much harsher than those of the Ulthuani, but…)
Mordheim : Druchii warband
Alpha 3
There are none living who know the ways of the elves, save perhaps the mighty lizard-priests of the South whose knowledge and power is rumoured to grow far beyond that even of the High Mages of the College of Magic of Altdorf. Those few elves who roam the lands of the Empire are mysterious, their ways impenetrable to us.
There are those who, like Finubar the Proud, openly declare themselves Manfriend and help defend our glorious Empire from the encroaching forces of Chaos - too few of them, unfortunately. Of those, we know what they would have us know - their history and that of their families, and a little of the history of their land - the fabled island of Ulthuan. There are those who stalk the night, warriors who come cloaked in darkness and wielding bows, the death in their eyes revealed in their prey as their life is snuffed out like a candle atop Brass Keep by one, well-placed arrow shot - of those we know little, save that they name themselves "Shadow warriors of Nagarythe" and, as their kindred of Ulthuan reassure us, they seek to do us no harm.
There are those who protect the forests, defending them from touch of Chaos and Man alike. There are also rumours of a fourth breed of elves - a grim race, ruthless and sadistic. They come at night in their low ships with sails of midnight-black, craving the poison that lurks within the now-ruins of Mordheim, the Weyrdstone of which all those who go to the Cursed City and return speak. They leave no witnesses, taking prisoner those who are able-bodied enough to toil under them in slavery, murdering the others.
Of course, such nonsense is only that - rumours, and nonsense, the delusional affabulations of crazed minds that have seen the taint of Chaos from too close. It may be that some elves are more ruthless than others, but they are just that - elves, and their ways are closed to us.
Choice of Warriors
A Druchii warband must include a minimum of three models. You have 500 gold crowns to recruit your initial warband. The maximum number of warriors in a warband may never exceed 12.
- Heroes
Noble Each Druchii warband must have one Noble to lead it - no more, no less.
Lordlings Your warband may include up to two Lordlings.
Beastmaster Your warband may include one Beastmaster.
Bloodshade Your warband may include one Bloodshade.
Sorceress Your warband may include one Sorceress.
Hag Trainee Your warband may include one hag Trainee.
Note: if you warband includes a Hag Trainee, it cannot include a Sorceress (and vice versa). Also, if your warband includes a Bloodshade, it cannot include a Beastmaster (and vice versa). - Henchmen
Corsairs Your warband may include any number of corsairs.
Shades Your warband may include up to five shades.
Warhounds Your warband may include up to three hounds if it also includes a Beastmaster.
Starting Experience
A Noble starts with 20 experience.
Lordlings start with 12 experience.
A Sorceress starts with 12 experience.
A Hag Trainee starts with 12 experience.
A Bloodshade starts with 8 experience.
A Beastmaster starts with 8 experience.
Henchmen start with 0 experience.
Maximum Characteristics
Characteristics for Druchii warriors may not be increased beyond the maximum limits shown here:
Code: Select all
M WS BS S T W I A Ld
5 7 7 4 4 3 9 5 10
Special Rules
Kindred Hatred The Dark Elves have been fighting the High Elves for many centuries. The wars between these two races have been very long and bloody affairs. Dark Elves Hate any High Elf warriors including High Elf Hired Swords.
Excellent Sight There are numerous legends detailing the excellent eyesight of the Elves, both Druchii and Asur kin. Elves can spot Hidden enemies from twice as far away than normal warriors (i.e. twice their Initiative value in inches).
Disdain Dark Elves may never use black powder weapons as they find them too crude, noisy and unreliable.
Long-Lived Elves, as a race, can live right through dozens of human generations, with a lifespan crossing centuries, rather than decades. Due to this, they take longer to advance through the ranks, as they do not have the short human lifespan to push them to great deeds before they die. As such, the first time any Dark Elf henchman rolls "The Lad's Got Talent", you must re-roll the dice. The second roll stands (even if you roll "The Lad's Got Talent" again). This represents the fact that elves must do much more than a member of the "lesser" races to gain the respect of their commander and comrades. Any further results of "The Lad's Got Talent" count as normal; only the first result rolled for each henchmen group must be re-rolled.
Druchii equipment lists
The following lists are used by Druchii warbands to pick their weapons:
Druchii equipment list
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . . . 1st free/2 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Double-handed weapon . . . . . . . . . . . 15 gc
Halberd . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Spear . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Beastlash* . . . . . . . . . . . . . . . . . . . . . . 10 gc
Missile Weapons
Repeater Crossbow . . . . . . . . . . . . . . . 25 gc
Crossbow Pistol . . . . . . . . . . . . . . . . . . 30 gc
Bow . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Armour
Helmet . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Light armour . . . . . . . . . . . . . . . . . . . . 20 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Buckler . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Special Equipment
Darksteel Blade** . . . . . . . . . . . . . . . .+ 15 gc
Dark Venom** . . . . . . . . . . . . . . . . . . . 15 gc
Sea Dragon Cloak** . . . . . . . . . . . . . . . 35 gc
* Beastmaster only.
** Heroes only, unless otherwise mentioned.
Shades equipment list
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Missile Weapons
Repeater Crossbow . . . . . . . . . . . . . . . 25 gc
Bow . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Armour
Helmet . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Light armour . . . . . . . . . . . . . . . . . . . . 20 gc
Druchii skill table
Noble Combat - Shooting - Academic - Speed - Special
Lordling Combat - Shooting - Speed - Special
Sorceress Academic - Speed - Special
Hag Trainee Combat - Speed - Special
Beastmaster Combat - Speed - Special
Bloodshade Shooting - Speed - Special
Heroes
1 Noble
70 Gold Crowns to hire
Dark Elf leaders are typically drawn from the Dark Elf nobility and lead the warband in search of gold, slaves and arcane artifacts to bring home to Naggaroth. They are cold and ruthless killers and they command the respect of their troops through assassination and terror. They have attained their position of leadership by eliminating those rivals who stood in their way and through their remarkable cunning, they are dangerous foes who embody the merciless traits of the Druchii race.
Code: Select all
M WS BS S T W I A Ld
5 5 4 3 3 1 6 1 9
Weapons/Armour A Noble may be armed with weapons and armour chosen from the Dark Elf Equipment list.
Special Rules
Leader Any models in the warband within 6" of the Noble may use his Leadership instead of their own.
0-2 Lordlings
50 Gold Crowns to hire
Lordlings are would-be commanders of the Druchii forces, and often serve under a Noble as page or lieutenant. Lordlings accompany raiding parties to the Old World to further their career, seeking to acquire fame, riches and status in the Witch King’s court.
Code: Select all
M WS BS S T W I A Ld
5 4 4 3 3 1 6 1 8
Weapons/Armour Lordlings may be armed with weapons and armour chosen from the Druchii equipment list.
0-1 Dark Elf Sorceress
60 Gold Crowns to hire
Dark Elves are strange in that apart from the fell Witch King there are no other male sorcerers - all the other practitioners of magic in the Dark Elf race are female. It is rumoured that any males who do develop an affinity for magic amongst the Dark Elves are immediately put to death to prevent the fulfilling of some dark prophecy.
Dark Elf Sorceresses are mysterious, raven-haired beauties who are grudgingly respected even by the powerful Nobles, and their services are high in demand.
Code: Select all
M WS BS S T W I A Ld
5 3 3 3 3 1 5 1 8
Weapons/Armour The Sorceress may be armed with weapons and armour chosen from the Druchii equipment list, but may not cast spells if wearing armour.
Special Rules
Wizard The Dark Elf Sorceress is a wizard and uses Dark Magic, detailed below.
Sectarism Because of the intense mistrust between the Temple of Khaine and the Convents, Sorceresses and Hag Trainees do not tolerate each other’s presence; if your warband includes a Sorceress, it cannot include a Hag Trainee.
0-1 Hag Trainee
45 Gold Crowns to hire
Witch Elves are the lethally beautiful followers of Khaine, the Bloody-Handed god of murder, vengeance and war. Hag Trainees are those amongst the devoted who seek to become priestesses of Khaine and learn His holy canons. These warrior-priestesses are sent on missions for the Temple, to prove their worth in the eyes of their god.
Code: Select all
M WS BS S T W I A Ld
5 4 3 3 3 1 6 1 8
Weapons/Armour The Hag Trainee may be armed with weapons and armour chosen from the Druchii equipment list, barring all missile weapons.
Special Rules
Fervour The Hag Trainee follows the Frenzy special rule.
Offering If the Warband includes a Hag Trainee, it may choose to sacrifice any slaves it captures to Khaine rather than selling them in Naggaroth. Each sacrificed slave will give the leader +1XP.
Sectarism Because of the intense mistrust between the Temple of Khaine and the Convents, Sorceresses and Hag Trainees do not tolerate each other’s presence; if your warband includes a Hag Trainee, it cannot include a Sorceress.
0-1 Beastmaster
(NB: scrapped save the animal rule for now. I’m leaning in favour of taking the Chaos hounds from the HoC AB ad hoc, which is what I’d done before, so they’re still in until we change.)
Special Rules
Warhounds The Beastmaster may be accompanied by up to three Warhounds. These are bought as henchmen and follow all rules for listed for them.
Rivalry Alongside being the expedition’s first scout, a Bloodshade is also an excellent tracker, a function which is often performed by a Beastmaster and his hounds. Unfortunately, because of the nature of Druchii society, only one of those individuals can perform the function at once. For that reason, a warband containing a Beastmaster cannot contain a Bloodshade.
0-1 Bloodshade
To become a Shade scout as most of the Druchii society know them, shade-clan hunters must first take part in a ritualistic trial of strength, might and courage when they come of age. Those younglings who do particularly well during their trial – for example, hunting and slaying one of the great bears that roam the northern stretches of Naggaroth bare-handed in less than two days – are marked by the clan elders and become Bloodshades.
On expeditions headed for the Old World, Bloodshades often fill the role of first scout, taking command of their newly-tested brethren in service of those adventurous Nobles who go seek riches by raiding the coasts of Men and lending their superior scouting talents to their employers.
Special Rules
Rivalry Alongside being the expedition’s first scout, a Bloodshade is also an excellent tracker, a function which is often performed by a Beastmaster and his hounds. Unfortunately, because of the nature of Druchii society, only one of those individuals can perform the function at once. For that reason, a warband containing a Bloodshade cannot contain a Beastmaster.
Henchmen
Bought in groups of 1-5.
Corsairs
35 Gold Crowns to hire
The Dark Elves are cruel and fierce fighters. This is especially true of the Corsairs - the Black Ark Raiders. They are skilled with sword and axe, as well as the repeater crossbow, the distinct missile weapon of the Dark Elves. Whenever Druchii ships reach foreign shores, the Corsairs are the first to launch raiding parties.
Code: Select all
M WS BS S T W I A Ld
5 4 3 3 3 1 5 1 8
Weapons/Armour Corsairs may be armed with weapons and armour chosen from the Dark Elf Equipment list. In addition they may wear Sea Dragon Cloaks even though they are not Heroes.
0-5 Shades
35 Gold Crowns to hire
The stealthy Dark Elf Shades rely on their repeater crossbows to harass and snipe at the enemy, rather than engaging them head on, as ambush is their preferred style of fighting. These Shades are young and inexperienced scouts that see the expeditions to the Old World as a valuable training opportunity.
Code: Select all
M WS BS S T W I A Ld
5 3 4 3 3 1 5 1 8
Weapons/Armour Shades may be armed with weapons and armour chosen from the Shades Equipment list.
Natural Stealth The first thing that Dark Elf scouts master is the art of moving without being seen or heard. If a Shade is Hiding, enemy models suffer -1 to their Initiative value for determining if they can detect him.
0-3 Warhounds
20 Gold Crowns to hire
The Dark Elves capture and breed many exotic creatures to fight for them, and fights between pets are often staged as a form of entertainment amongst the Dark Elves. Myriad of such animals can be discovered in the Chaos Wastes. Among them is the Warhound, a fierce breed of attack hounds that resemble wolves more than dogs. The Dark Elves capture and train these creatures to fight in battles all over the Warhammer World.
Code: Select all
M WS BS S T W I A Ld
7 4 0 4 3 1 4 1 5
Weapons/Armour Warhounds are animals and do not need any weapons, save their claws and massive jaws.
Special Rules
Animals Warhounds are animals, and all animal rules apply to them. They never gain experience.
Beastmaster Warhounds are vicious creatures that are barely kept under control. If the Beastmaster dies the beasts will immediately escape from the warband - remove them from the warband roster. If the Beastmaster is unable to participate in a battle, then neither will the beasts.
Trained Warhounds may use the basic Leadership of the Beastmaster if they are within 6" of him. They may never use the Leadership of the warband leader, but they may benefit from the Beastmaster’s increased Leadership if he is within 6" of the leader. Since Warhounds are still wild creatures and their fighting spirit is what makes them so precious, Warhounds too far away from their masters will often refuse to obey orders. As such, Warhounds out of the Beastmaster’s control radius suffer from the Stupidity special rule.
Ferocious Charge On the turn of a charge, a Warhound will automatically knock its foe down on a To Hit roll of a "6." In this case, the Hound may not attack this close combat phase.
Special Equipment
Darksteel Weapon
(+15 gold crowns to weapon/Rare 9)
Darksteel weapons 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. Darksteel weapons have wicked protrusions and serrated edges, which inflict serious damage on an opponent. Any Druchii can upgrade a weapon to a Darksteel weapon by paying an additional 15 gc at the time of purchase. Weapons upgraded to a Darksteel Weapon retain all of their abilities (i.e. swords can parry, double-handed weapons strike last).
Range Close Combat; Strength As user; Special Rules Critical Damage, Wicked Edge.
Special Rules
Critical Damage Darksteel weapons inflict serious damage on their opponents. When rolling on the critical hit chart, a Darksteel weapon will add +1 to the result.
Wicked Edge Darksteel weapons are set with sharp protrusions and serrated edges which inflict serious damage on an opponent. A roll of 2-4 on the injury table is a stunned result.
Beastlash (Beastmaster only)
(10+D6 Gold Crowns/Rare 8 )
The Beastmaster make good use of their whips to goad their hounds and creatures into combat.
Range Close combat; Strength As user -1; Special Rules Beastbane; Whipcrack; Cannot be parried.
Special Rules
Beastbane The Beastmaster wielding a Beastlash causes Fear in animals. Any animal charged by or wishing to charge a Beastmaster with one of these weapons must first take a fear test as mentioned in the psychology section of the Mordheim rules.
Whipcrack A Beastmaster armed with a Beastlash may attack enemies up to 4" away in the hand-to-hand combat phase. He may make his usual number of attacks using the normal combat procedure, except that the targeted opponent may not strike back. Note that if the Beastmaster is already engaged in close combat, he may not use the Beastlash to attack opponents other than those in base contact.
Cannot be parried A Beastlash cannot be parried.
Sea Dragon Cloak
(35+2D6 Gold Crowns/Rare 10)
Dark Elf Corsairs use special cloaks fashioned from the skin and scales of the sea monsters that dwell deep in the oceans depths. These cloaks are tough and resilient, and offer Dark Elves a very good amount of protection.
Special Rules
Scales 6+ armour save in close combat, 5+ armour save against missiles; may be combined with other pieces of armour (light armour, shield, etc.) with no penalties. Does not count as armour (spellcaster may wear and still cast).
Druchii Skill Table
Dark Elf Heroes may use the following Skill table instead of any of the standard skill tables available to them:
Does someone know what happened to the new skill that Arq had started everyone on? I think we need a fifth special skill, personally…
Edit: something interesting – I stumbled upon the talk of the BM being able to control other animals that he puts OoA. What happens if we make this another skill?
Fury of Khaine
The Dark Elf is infused with an intense raging thirst for blood and is a whirlwind in hand-to-hand combat, moving from opponent to opponent. The Druchii may make a 4" follow up move if he takes all of his opponents out of action. If he comes into contact with another enemy, this starts a new combat. This
new combat takes place in the following turn and the model counts as charging.
Fey Quickness
Few can ever hope to match an Elf ’s inhuman quickness and agility. An Elf with Fey Quickness can avoid melee or missile attacks on a roll of 6. If the Elf also has Step Aside or Dodge this will increase to a 4+ in the relevant area. For example, an Elf with Fey Quickness and Step Aside avoids melee attacks on a 4+ and missile attacks on a 6.
Infiltration
The Dark Elf can infiltrate. This skill is exactly the same as the Skaven skill.
Master of Poisons
The Druchii is proficient in concocting different poisons. If the Hero doesn’t search for rare items, he may make D3-1 doses of Dark Venom instead. There is a chance of getting none, as the hero doesn’t have access to a stable workplace. The poison cannot be sold or traded to other warbands as the Dark Elves guard their secrets very carefully.
Dark Magic
Like their hated Asur kin, the Dark Elves are accomplished practitioners of magic. However, whereas the High Elves essentially use magic defensively and for the power of good, the Dark Elves utilise the evil powers of Dark Magic - a very destructive force indeed.
D6 Result
1 Doombolt
Difficulty 8
Whispering an ancient incantation, the Sorceress conjures a bolt of pure dark energy and unleashes it from her outstretched hand.
The Doombolt may be targeted at any enemy model in line of sight. The bolt has an 18" range and causes a Strength 5 hit. If the target model is wounded, then the next closest model within 6" is also hit on a 4+, at -1 Strength than the previous hit. The bolt will keep leaping until there are no more targets within range or until its Strength drops to a one. Take armour saves as normal.
2 Word of Pain
Difficulty 8
The Sorceress calls down the wrath of Khaine upon her enemy, causing his resolve to disappear.
The spell may be cast at an enemy model within 12". The victim must re-roll all successful hand to hand or missile attacks and all to wound rolls. If the victim wishes to charge, he must pass a successful Leadership test first. Lasts until the beginning of the next Dark Elf turn.
3 Soul Stealer
Difficulty 9
At the Sorceress’s touch, the essence of life is drained from her enemy and absorbed into her body, giving her renewed strength and vigour.
Once successfully cast, the Sorceress has to make a to hit roll against a model in base contact. If the attack is successful and her opponent is struck, he suffers a wound with no armour save possible. The Sorceress feeds on this life-force and adds one wound to her current total.
Note: the Sorceress can never have more then one extra wound on her profile from the use of this spell(she may cast it as many times as she wishes to regain lost wounds) and the extra wound is lost once the battle is over.
4 Black Blade of Khaine
Difficulty 8
Summoning Dark Magic, the Sorceress engulfs a weapon in twisted black flames.
The Sorceress may choose the hand-to-hand combat weapon of a member of her warband within 6" to be engulfed in flames. A weapon with these flames acts as a normal weapon of its type, but adds a +2 bonus to the user’s Strength. Hits inflicted from the weapon ignore armour saves. Lasts until the Sorceress’ next shooting
phase.
5 Deathspasm
Difficulty 9
The Sorceress channels Dark Magic into her enemy, causing him to writhe in excruciating pain.
The Deathspasm has a range of 6" and must be cast on the closest enemy model. The affected model must roll on the injury chart. If successfully cast, the casting Sorceress is immediately knocked down. This cannot be prevented by using the Jump Up skill.
6 Witch Flight
Difficulty 7
The Sorceress bends the winds of magic to her will and flies through the air.
The Sorceress may immediately move anywhere within 12", and may count as charging. If she engages a fleeing enemy in the close combat phase, she will score 1 automatic hit and then the opponent will flee again.