Dark Elf Assassins
Dark Elf Assassins.
- Goblins Fear elves that they do not outnumber by more than two to one.
- Elves suffer double the standard movement penalties for Armour.
- Witch Elf special units are subject to Frenzy.
- Dark Elves Hate other forms of Elf.
- At least one spell of every level must be a demonic or necromantic spell. All battle magic spells may be substituted for demonic or necromantic spells. One battle magic spell of any level may be substituted for an illusion spell of the same level. Dark elves may not use Elemental spells.
- Dark Elves may use Assassins.
- Dark Elf Characters must have D6-3 Personal Chaos Attributes.
Ocealis
Name | Movement | Weapon Skill | Ballistic Skill | Strength | Toughness | Wounds | Initiative | Attacks | Leadership | Intelligence | Cool | Willpower | Fear | Fear Effect |
Ocealis | 5 | 4 | 6 | 4 | 3 | 2 | 6 | 3 | 8 | 9 | 9 | 8 | 2 | None |
They have the following Attributes:
- Horns: One attack is a Gore attack.
- Scaly Skin: +1 Armour.
They have the following Rewards:
They have the following Equipment:
Light Armour
- Sets base armour value to 6 rather than 7.
Hand Weapon
- Hand weapons may be wielded in one hand. They have no special effects.
Shield
- Improves armour value by 1.
- Does not apply when attacked from the rear.
- Applies a -0.5 Movement penalty if other Armour is equipped.
- Allows various defensive Formations.
Throwing Weapons
Weapon | Range | Strength | Save Modifier |
Javelin | 8 | As Shooter | None |
- May throw weapons before combat, replacing the standard stand and fire rules, and may be used as part of an offensive charge. The front row is considered to throw these weapons immediately before combat, dealing damage before the first round begins, though the damage is considered to have been part of that round.
- Thrown Weapons do not suffer the -1 penalty for being thrown at above half range.
- Models remain equipped with throwing weapons even after said weapons are thrown.
Melanie
Name | Movement | Weapon Skill | Ballistic Skill | Strength | Toughness | Wounds | Initiative | Attacks | Leadership | Intelligence | Cool | Willpower | Fear | Fear Effect |
Melanie | 4 | 5 | 4 | 4 | 4 | 3 | 6 | 2 | 8 | 9 | 9 | 8 | 2 | None |
They have the following Attributes:
- Horns: One attack is a Gore attack.
- Scaly Skin: +1 Armour.
They have the following Rewards:
They have the following Equipment:
Light Armour
- Sets base armour value to 6 rather than 7.
Hand Weapon
- Hand weapons may be wielded in one hand. They have no special effects.
Shield
- Improves armour value by 1.
- Does not apply when attacked from the rear.
- Applies a -0.5 Movement penalty if other Armour is equipped.
- Allows various defensive Formations.
Liliania
Name | Movement | Weapon Skill | Ballistic Skill | Strength | Toughness | Wounds | Initiative | Attacks | Leadership | Intelligence | Cool | Willpower | Magic Level | Magic Points | Fear | Fear Effect |
Liliania | 4 | 7 | 7 | 4 | 4 | 4 | 7 | 5 | 9+1 | 9 | 10+2 | 10+2 | 1 | 13 | 10 | Fear inall living creatures, immune to Fear caused by non-daemonic sources. |
They have the following Attributes:
- Hideous Appearence: Terrifying.
- Magician: 1 Magic Level.
- Razor Sharp Claws: One of Liliania's attacks is a Claw attack at Strength + 1.
They have the following Rewards:
They have the following Equipment:
Light Armour
- Sets base armour value to 6 rather than 7.
Hand Weapon
- Hand weapons may be wielded in one hand. They have no special effects.
Shield
- Improves armour value by 1.
- Does not apply when attacked from the rear.
- Applies a -0.5 Movement penalty if other Armour is equipped.
- Allows various defensive Formations.
Throwing Weapons
Weapon | Range | Strength | Save Modifier |
Throwing Spear/Axe | 4 | As Shooter | Degrades armour save by 1 |
- May throw weapons before combat, replacing the standard stand and fire rules, and may be used as part of an offensive charge. The front row is considered to throw these weapons immediately before combat, dealing damage before the first round begins, though the damage is considered to have been part of that round.
- Thrown Weapons do not suffer the -1 penalty for being thrown at above half range.
- Models remain equipped with throwing weapons even after said weapons are thrown.
Liliana has the following Spells:
Aura of Resistance
Spell Level: 1
Magic Points: 1
Range: Personal
Aura that improves the caster's Armour by 1 point. If the caster is not wearing armour, instead sets their base armour to 5.
Immunity from Poisons
Spell Level: 1
Magic Points: 1
Range: Personal/3"
Target model gains complete immunity to the effects of poisons and poisonous gasses for the remainder of battle.
Summon Familiar
Spell Level: 1
Magic Points: 2
Range: 3"
Allows the caster to summon a daemonic familiar, whose statblock is described below. A familiar gives 5 extra Magic Points for the rest of battle. Only one familiar may be summoned in a game. Familars must be Controlled in the same way as other summoned daemons - if unsuccessful, the familiar vanishes instantly and no new familiars may be summoned.
Liliana's Familiar
Liliana's Familiar is subject to the following:
- Daemons cannot be harmed except by magical weapon attacks, or attacks caused by ethereal, daemonic, or elemental creatures.
- All attacks made by daemons are considered magical.
- Saving throws may not be made against the attacks of a daemon.
- Daemons are subject to instability.
- Daemons are only subject to the psychological effects caused by other daemons of greater status.
- Familiars are only subject to the psychology caused by daemons of any kind.
- Daemonic familiars never leave their summoner, and fight in hand-to-hand combat alongside them. They cannot be struck or harmed, and will dissipate if their summoner is defeated. A summoner may only have one familiar.
- Familiars grant their summoner an additional 5 Magic Points.
- Familiars are generated with D4-1 Attributes if Chaos, D3-1 if Evil, D3-2 if Neutral, or none if Good.
Name | Movement | Weapon Skill | Ballistic Skill | Strength | Toughness | Wounds | Initiative | Attacks | Leadership | Intelligence | Cool | Willpower |
Familiar | - | 10 | 0 | 3 | 3 | 1 | 6 | 1 | 6 | 6 | 8 | 8 |
The familiar has the following Attributes:
- Weapon Master: +6 WS, to a maximum of 10.
- Brightly Patterned Skin: Torso one colour, other parts contrasting.
- Wings: The familiar has wings. It will not fly.
Cerise
Name | Movement | Weapon Skill | Ballistic Skill | Strength | Toughness | Wounds | Initiative | Attacks | Leadership | Intelligence | Cool | Willpower | Fear | Fear Effect |
Cerise | 4 | 5 | 4 | 4 | 4 | 3 | 6 | 2 | 8 | 9 | 9 | 8 | 1 | None |
They have the following Attributes:
- Horns: One attack is a Gore attack.
They have the following Rewards:
They have the following Equipment:
Light Armour
- Sets base armour value to 6 rather than 7.
Hand Weapon
- Hand weapons may be wielded in one hand. They have no special effects.
Shield
- Improves armour value by 1.
- Does not apply when attacked from the rear.
- Applies a -0.5 Movement penalty if other Armour is equipped.
- Allows various defensive Formations.
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