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Disciples of Maldred, The (Mousillon Setting)

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By multiple authors

Druchii Warband (Pre-Beta release 4) at www.Druchii.net.


Edited by The Mordheimer.

Webmaster's Notes: This experimental warband is in ADVANCED


development stages. It was originally developed by members of
www.Druchii.net in late 2004. Being fans of the Dark Elves, they saw that the
Lustrian version of the Dark Elves (or Druchii) were over-powered. They have
gather together as a community and created this warband... and they have
taken serious steps to insure regular developments. Their original objective is
to create a fair and balanced warband for submission to Specialist Games, and
eventual Official Status.

Joining forces with us, they are a core force for the upcoming push to Specialist
Games of the elven warbands' process to become Official. The warband still
needs some play-testing, so it can be balanced. In this case in particular, I had
nothing to do with its development, but I for sure will do some play0testing! If
you wish your opinion to be heard, feel free to do so at their forums! We need
your opinion on this warband!

Remember: Play the warband, write your comments and email them in... THEN
you can complain. :P

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 rumored 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 rumors 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
Wyrdstone 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 - rumors, and nonsense, the delusional infibulations 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.
Noble: Each Druchii warband must have one Noble to lead it - no more, no less.
Lordlings: Your warband may include up to two Lordlings.
Sorceress: Your warband may include one Sorceress.
Beastmaster: Your warband may include one Beastmaster.
Corsairs: Your warband may include any number of Corsairs.
Shades: Your warband may include up to five Shades.
Witch Elves: Your warband may include up to three Witch Elves.
Slavehounds: Your warband may include up to three Slavehounds if it also includes a
Beastmaster

Special Rules:
Kindred Hatred: The Dark Elves (also known as Druchii) 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
spanning 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 later results of "The Lad's Got Talent" count as normal; only the
first result rolled for each henchmen group must be re-rolled.

Starting Experience:

A Noble starts with 20 experience.


Lordlings start with 12 experience.
A Sorceress starts with 12 experience.
A Beastmaster starts with 8 experience.
Henchmen start with 0 experience.

Druchii Skill Tables


Noble may choose from the Combat, Shooting, Academic, Speed or Special
Skills.
Lordling may choose from the Combat, Shooting, Speed or Special Skills.
Sorceress may choose from the Academic, Speed or Special Skills.
Beastmaster may choose from the Combat, Speed or Special Skills.

Druchii Maximum Profile


Dark Elves have the same maximum profile as elves in the Mordheim rulebook.
M WS BS S T W I A Ld
5 7 7 4 4 3 9 4 10

Druchii May Hire


A Dark Elf warband may employ the following Hired Swords: Pit Fighter, Ogre
Bodyguard, Warlock, Imperial Assassin, Tilean Marksman and Dark Elf Assassin.

Druchii Equipment List

Druchii Heroes Corsairs


Hand to Hand Weapons Hand to Hand Weapons
Dagger 1st free/ 2 gc Dagger 1st free/ 2 gc
Axe 5 gc Axe 5 gc
Sword 10 gc Sword 10 gc
Double Handed
Weapon 15 gc Halberd 10 gc
Halberd 10 gc Spear 10 gc
Spear 10 gc
Beastlash (Beastmaster
only) 10 gc
Darksteel Blade 3x weapon cost gc

Missile Weapons Missile Weapons


Repeater Crossbow * 20 gc Repeater Crossbow * 20 gc
Crossbow Pistol 35 gc

Armor Armor (Except Wardancers)


Light Armor 20 gc Light Armor 20 gc
Helmet 10 gc Helmet 10 gc
Shield 5 gc Shield 5 gc
Buckler 5 gc Buckler 5 gc
Sea Dragon Cloak 35 gc Sea Dragon Cloak 35 gc

Miscellaneous Miscellaneous
Dark Venom 15 gc

Shades
Hand to Hand Weapons
Dagger 1st free/ 2 gc * These special prices represent the lower
rarity of these items in Naggaroth. When
Axe 5 gc
attempting to purchase these items in
Sword 10 gc Mordheim, Dark Elf warbands pay the
same prices as other warbands and must
Missile Weapons
Repeater Crossbow * 20 gc
Bow 10 gc

Armor roll to find them as normal. No roll is


necessary to find these items when first
Light Armor 20 gc starting a Dark Elf warband.
Helmet 10 gc

Heroes
1 Noble; 75 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.

M WS BS S T W I A Ld
5 5 4 3 3 1 6 1 9

Weapons/Armor: A Noble may be armed with weapons and armor chosen from the
Druchii Heroes Equipment list.

Special Rules:

Leader: Any models in the warband within 6" of the Noble may use his
Leadership instead of their own.
Feared and Respected: Dark Elf Nobles are known to their troops for their
cruelty and ruthlessness. As long as the Noble is not Out Of Action, the
Druchii warband will only have to test for routing if it suffered more than a
third of casualties instead of the normal quarter.

0-2 Lordlings; 45 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 Kings
court.

M WS BS S T W I A Ld
5 4 4 3 3 1 6 1 8

Weapons/Armor: Lordlings may be armed with weapons and armor chosen from
the Druchii Heroes equipment list.
0-1 Dark Elf Sorceress; 45 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
rumored 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.

M WS BS S T W I A Ld
5 3 3 3 3 1 5 1 8

Weapons/Armor: A Sorceress may be armed with weapons and armor chosen from
the Druchii Heroes equipment list, but may not cast spells if wearing armor.

Special Rules:

Wizard: The Dark Elf Sorceress is a wizard and uses Dark Magic, detailed
below.
Sectarism (Convents): A Sorceress and a Witch Elf do not count as friendly
models for the purposes of an All Alone test taken by a warrior of the other
sect.

0-1 Beastmaster; 40 Gold Crowns to hire.


Whereas the High Elves have a great affinity with Dragons and Griffons and other
noble creatures their malevolent kin have infamous Beastmasters, Dark Elves of
particularly cruel renown who breed many vicious beasts and lead them into combat.
Unlike the High Elves who treat their beasts as companions, the Dark Elf
Beastmasters are very spiteful masters.

M WS BS S T W I A Ld
5 4 3 3 3 1 5 1 8

Weapons/Armor: A Beastmaster may be armed with weapons and armor chosen


from the Druchii Heroes equipment list.

Special Rules:

Slavehounds: The Beastmaster may be accompanied by up to three


Slavehounds. These are bought as henchmen and follow all rules listed for
them.

Henchmen (In groups of 1-5)

0+ 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.
M WS BS S T W I A Ld
5 4 3 3 3 1 5 1 8

Weapons/Armor: Corsairs may be armed with weapons and armor 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.

M WS BS S T W I A Ld
5 3 4 3 3 1 5 1 8

Weapons/Armor: Shades may be armed with weapons and armor chosen from the
Shades Equipment list.

Special Rules:

Natural Stealth: The first thing that Dark Elf scouts master is the art of
moving without being seen or heard. If a Shade is Hidden, enemy models
suffer -1 to their Initiative value for determining if they can detect it or not.

0-3 Witch Elves; 45 Gold Crowns to hire.


Witch Elves are the lethally beautiful followers of Khaine, the Bloody-Handed god of
murder, vengeance and war. Those amongst the devoted who seek to become full-
fledged priestesses of Khaine and learn His holy canons are sent on missions for the
Temple, to prove their worth in the eyes of their god, and also serve to spy upon
those Nobles who are temporarily out of the King's grasp.

M WS BS S T W I A Ld
5 4 3 3 3 1 4 1 8

Weapons/Armor: Witch Elves may be armed with weapons and armor chosen from
the Druchii equipment list, barring all missile weapons.

Special Rules:

Fervor: Witch Elves, being intent on proving their battle prowess in Khaela
Mensha Khaine's all-seeing gaze, follow the Frenzy special rule.
Sectarism (Temple): A Witch Elf and a Sorceress do not count as friendly
models for the purposes of an All Alone test taken by a warrior of the other
sect. Note that for a Witch Elf this will only apply should she lose her Frenzy.
Maibd Poison: Witch Elves, in battle, carry sacred weapons anointed in holy
poisons traditionally used to paralyze slaves before their sacrifice. As such,
any model Stunned or Knocked Down will only recover on a roll of 4+. This
effect lasts until the Dark Elf player's next turn.

0-3 Slavehounds; 25 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.
Myriads of such animals can be discovered in the Chaos Wastes. Among them is the
Slavehound, a fierce breed of wild hounds that resemble wolves more than dogs. The
Dark Elves capture and train these creatures to fight in battles all over the
Warhammer World.

M WS BS S T W I A Ld
7 4 0 4 3 1 4 1 5

Weapons/Armor: Slavehounds are animals and do not need any weapons, save
their claws and massive jaws.

Special Rules:

Animals: Slavehounds are animals, and all animal rules apply to them. They
never gain experience.
Beastmaster: Slavehounds 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: Slavehounds 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 Beastmasters increased Leadership if
he is within 6" of the leader. Since Slavehounds are still wild creatures and
their fighting spirit is what makes them so precious, any Slavehound too far
away from its master will often refuse to obey orders. As such, a Slavehound
out of the Beastmasters control radius suffer from the Stupidity special rule.
Take Down: Slavehounds are trained to catch fleeing slaves and drag them to
a halt as fast as possible. On the turn a Slavehound charges, any result of 6
on the To Hit roll will result in one model in base-to-base contact being
immediately Knocked Down . Since the Slavehound forgoes a more damaging
attack to bring its prey down, it does not roll to wound this close combat
phase.

Druchii' Special Skills


Dark Elf Heroes may use the following Skill table instead of any of the standard skill
tables available to them:

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, here reproduced for convenience. An individual with this skill is
always placed on the battlefield after the opposing warband and can be
placed anywhere on the table as long as it is out of sight of the opposing
warband and more than 12" away from any enemy model. If both players
have models which infiltrate, roll a D6 for each, and the lowest roll sets up
first.
Master of Poisons: The Dark Elf is proficient in concocting different poisons.
If the Hero doesnt search for rare items, he may make D2 doses of Dark
Venom instead. The poison must be used in the next battle and cannot be
sold or traded to other warbands as the Dark Elves guard their secrets very
carefully.
Counter Attack: An experienced fighter can anticipate the moves of his
enemy to avoid his attack while performing an attack of his own. If any
enemy model in base contact with the Hero fails at least one to-hit roll, the
Hero gets an additional attack.

Druchii' Special Equipment


Darksteel Weapon; 3 x Price; Availability: Rare 9
Darksteel weapons are forged in the city of Hag Graef, the Dark Crag. They are
fashioned from black steel, a rare form of steel found deep within the mountains
around the city and are forged using an ancient technique known only to the Dark
Elves. Darksteel weapons have wicked protrusions and serrated edges, which inflict
serious damage on an opponent. Any Druchii can upgrade any weapon to a Darksteel
weapon by paying the required amount of gold crowns in addition to the weapon's
price 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 Strength Special Rules


Close Combat As user 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; 10+D6 gc; Availability: Rare 8 (Beastmaster only)
The Beastmaster make good use of their whips to goad their hounds and creatures
into combat.

Range Strength Special Rules


Close Combat As user -1 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: When the wielder charges they gain +1A for that turn. This bonus
attack is added after any other modifications. When the wielder is charged
they gain +1A that they may only use against the charger. This additional
attack will strike first. If the wielder is simultaneously charged by two or
more opponents they will still only receive a total of +1A. If the wielder is
using two whips at the same time then they get +1A for the additional hand
weapon, but only the first whip gets the whipcrack +1A.
Cannot be Parried: A Beastlash, being a very flexible weapon and used with
great expertise by the Beastmaster wielding it, cannot be parried.

Sea Dragon Cloak; 35+2D6 gc; Availability: 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 Rule - Scales: The wearer of the Sea Dragon receives a +2 bonus to his save
against shooting (or in the event where he has none, a 5+ save) and a +1 bonus to
his save in close combat (or, if he has none, a 6+ save). A Sea Dragon Cloak may be
combined with other pieces of armor (shield, light armor) with no penalty.

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 utilize the evil powers of Dark Magic - a very
destructive force indeed.

1. Doombolt: 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 armor saves as normal.
Difficulty 8
2. Word of Pain: 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. Difficulty 8

3. Soul Stealer: At the Sorceresss touch, the essence of life is drained from her
enemy and absorbed into her body, giving her renewed strength and vigor.
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 armor 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. Difficulty 9

4. Black Blade of Khaine: 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 users Strength. Hits inflicted from the weapon ignore
armor saves. Lasts until the Sorceress next shooting phase. Difficulty 8

5. Deathspasm: 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. Difficulty 9

6. Witch Flight: 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. Difficulty 7

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