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Dark Elf Army Special Characters

Tullaris is a murderous leader of Executioners known for his brutal acts. He must lead a unit of Executioners into battle and cannot leave them. Hellebron is an ancient Hag Queen who leads Witch Elves. She is mounted on a Manticore and wields magical weapons. Kouran is a cunning commander who leads Black Guard units. He has special rules that provide tactical advantages in battle. All three are options for Lords or Heroes in a Dark Elf army.

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Randy Cavanaugh
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100% found this document useful (1 vote)
1K views28 pages

Dark Elf Army Special Characters

Tullaris is a murderous leader of Executioners known for his brutal acts. He must lead a unit of Executioners into battle and cannot leave them. Hellebron is an ancient Hag Queen who leads Witch Elves. She is mounted on a Manticore and wields magical weapons. Kouran is a cunning commander who leads Black Guard units. He has special rules that provide tactical advantages in battle. All three are options for Lords or Heroes in a Dark Elf army.

Uploaded by

Randy Cavanaugh
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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TULLARIS OF HAR GANETH

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Tullaris can be fielded in a Dark Elf army. He counts as a Hero choice. He must be
fielded exactly as described here and may not be given any additional equipment. He
must lead a unit of Executioners and may not leave the unit during the battle.

ullaris is one of the most murderous leaders in the


whole of Naggaroth. He once had all of the
inhabitants of a captured town butchered and the
town itself levelled to the ground simply because he didn't
like its name!

Under his command, the Executioners have partaken in such


devastating orgies of destruction that they have gained a
fearful reputation all across the Warhammer world. Just the
rumour that they are part of an invading Dark Elf army can
cause floods of refugees to flee before the Dark Elf forces.

With my nails I wrenched the stone from the black heart of


the mountain, baptising it in the blood of my own hands. I
wrapped the stone in velvet for the journey back to Clar
Karond, for if a single mote of the sun's light had touched the
stone's surface the enchantments would not have taken, and
my five year search would have been in vain.

I had hoped to begin creating the amulet immediately upon my return, but in my absence my
own two sons, may their names never soil my lips again, seized my lands and title for
themselves. The young fools – how could they hope to best me? Cloaking myself in the
shadows, I stole into the tower using the secret ways and murdered them while they slept,
smashing their skulls with the black stone – a fitting payment for their treachery. Their naked,
lifeless bodies now hang in my laboratory, and not until their rotting bodies drop from their
heads will I dispose of them. I can now begin my great work – the creation of the black
amulet.

Tullaris of Har Ganeth

M WS BS S T W I A Ld
Tullaris 5 6 5 4 3 2 6 4 10
Points: 245

Weapons & Equipment: Tullaris is clad in heavy armour, wields the Executioner's Axe and
wears the Black Amulet.

Executioner's Axe: See page 18 of Warhammer Armies: Dark Elves.

Black Amulet: See page 19 of Warhammer Armies: Dark Elves.

Master Executioner:
Combined with the power of the Executioner's Axe, Tullaris can decapitate even the most
fearsome of beasts. Tullaris has the Killing Blow, but can slay even the largest opponents, not
just man-sized models. Note that he still cannot slay swarms with his Killing Blow.

A miniature of Tullaris was never created, however, here is an article explaining how to
create and convert your own.
KOURAN, CAPTAIN OF THE BLACK GUARD

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Kouran can be fielded in a Dark Elf army. He counts as a Lord choice He must be
fielded exactly as described here and may not be given any additional equipment. He
must be the army's General if taken, unless Malekith is also in the same army.

ouran is a cunning commander, renowned for taking risks, though always claiming
victory in the end. Once he sacrificed half a Dark Elf army to draw the enemy into a
trap, caring nothing for the lives of those who served him. He is an extremely
efficient leader and is respected and feared by the Dark Elves under his command.

Kouran, Captain of The Black Guard

M WS BS S T W I A Ld
Kouran 5 8 6 4 3 3 8 5 10

Points: 255

Weapons & Equipment: Kouran is armed with the Blade of Ensorcelled Iron, and the
Armour of Meteoric Iron.

Blade of Ensorcelled Iron: Gives +1 to hit in close combat.


Armour of Meteoric Iron: This gives Kouran a 1+ save which cannot be improved by any
means.

Unparalleled General:
Kouran has one of the finest military minds in the world, uncluttered by compassion, mercy
or ego. Whenever a scenario requires players to roll a dice to determine something (table
edge, who deploys first, who gets the first turn, etc) then the Dark Elf player gains a +1 to
these dice rolls, in addition to any other modifiers.

Captain of The Black Guard:


Kouran must be deployed with a unit of Black Guard and may not voluntarily leave that unit.
However, if Kouran is in your army, Black Guard are a Special choice instead of Rare. This
means if you have both Malekith and Kouran in an army, you may take Black Guard units as
Special choices and they are no longer 0-1. As a member of the Black Guard, Kouran is
subject to the rules hatred and stubborn.

Eternal Hatred:
The Black Guard are vicious killers and hate everybody and everything. In addition, hatred
continues to have an effect in second and subsequent rounds of a combat. As the Captain of
the Black Guard, Kouran is subject to these same rules.

A miniature of Kouran was never created, however, here is an article explaining how to
create and convert your own.
CRONE HELLEBRON, THE HAG QUEEN

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Hellebron can be fielded in a Dark Elf army. She counts as a Lord choice. She must be
fielded exactly as described here and may not be given any additional equipment. She
may not be fielded in an army that contains Morathi.

fter a great and bloody battle, the Witch Elves bathe in


cauldrons of blood. By foul sorceries and the sacrifice of
captives their bodies are renewed in the warm cauldron.
The life-energy of their victims passes into the Witch Elves so
that they remain forever young and beautiful. As the years pass,
many Witch Elves die in battle and also during the dangerous
bridal rites of Khaine, but some live for many centuries. As they
grow old they must bathe more and more often in the blood
cauldrons, for if they do not their lithe and lustful bodies become
bent and cold, beauty turns to foulness, and laughter to a thin and
ugly cackle.

These ancient brides of Khaine are called the Hag Queens. They
are the greatest of their kind, the mistresses of the Witch Elves
and guardians of their god's temples. It is they who wield the
crooked knives of slaughter and light the flames of Khaine's
altars. It is a Hag Queen who plucks the beating heart from the
breast of each sacrifice and tosses it to the young Witch Elves
who tear apart the raw meat and gulp it down hungrily.

Of all the Hag Queens, Hellebron is the most ancient, save only
the mother of the Witch Elves herself, Morathi, the first and
greatest of the brides of Khaine. But while the youth and beauty of Morathi is eternally
renewed, that of Hellebron is now almost expended. The power of the blood no longer
refreshes this ancient Hag Queen for long. Each year more sacrifices are needed to fill the
cauldron, and yet the rejuvenating effects last for less and less time. Once beautiful beyond
measure, Hellebron must now endure many dark months as an old and ugly crone for each
day of renewed youth.

Still, ugly and worn as she may be, Hellebron is the greatest of the brides of Khaine, after the
reclusive Morathi. Witch Elves kneel before her to take the rites of the god of murder. To
entertain their mistress, the youngest she-Elves dance upon the steps of his altars, whilst
Hellebron and the lesser Hags feast upon flesh and sate their withering lust for warm blood.
They are the leaders and mistresses of the Witch Elves, with memories of battles and
bloodletting that span five thousand years.
Crone Hellebron, The Hag Queen

M WS BS S T W I A Ld
Hellebron 5 7 5 4 3 3 7 4 10
Manticore 6 5 0 5 5 4 5 4 5

Points: 490 (300 points for Hellebron, 190 points for the Manticore).

Weapons & Equipment: Hellebron has the Deathsword and Parrying Blade and wears light
armour. She may divide her Attacks between each weapon freely – nominate how many
Attacks she will make with each at the start of every combat round. She must allocate a
minimum of one Attack to each weapon. She also wears the Amulet of Fire.

Mount: Hellebron rides into battle mounted on a Manticore.

Deathsword: Hits from the Deathsword are resolved at Strength 10.

Parrying Blade: For each Attack with the Parrying Blade, nominate one enemy model in
base contact. This model loses 1 Attack until the end of that Close Combat phase. You may
nominate a model several times if you wish. This only applies to models which attack using
their normal Attacks characteristic (i.e. has no effect on special attacks such as Night Goblin
Fanatics, Giants, etc). Attacks by the Parrying Blade are resolved as a magical hand weapon.

Amulet of Fire: This gives Hellebron Magic Resistance (2).

Leader of The Cult of Khaine:


Hellebron is a Witch Elf and follows all of the rules for frenzy, and may never join a non-
Witch Elf unit. Assassins and Hags in the army may each spend an extra 25 points on items
from the Temple of Khaine.

A miniature of Hellebron was never created, however, here is an article explaining how to
create and convert your own.
CHILLWIND DOOMBOLT WORD OF PAIN
Calling upon the coldness of Nagaelythe As the invocation is spoken, the Upon uttering the true name of Khaine as
of the Utterdark, the Dark Elf unleashes a otherworldy beast known as Kharaidon the Serpent Lord, an unnatural and
freezing wind against their enemies. unleashes a bolt of pure darkness upon the unbearable agony suffuses the body of his
Chillwind is a magic missile with a range Dark Elves’ adversaries. Doombolt is a hated foes. This spell can be cast on an
of up to 24". The spell causes D6 Strength magic missile with a range of up to 18". If enemy unit which is within 24" and is
3 hits, and a unit which suffers any successfully cast the Doombolt hits its visible to the caster. Any models in the
casualties may do nothing in the next target and causes D6 Strength 5 hits. unit have their Weapon Skill and Ballistic
Shooting phase due to numbing coldness. Skill reduced to 1. Once it is cast, the
Cast on 6+ Word of Pain remains in play until the
Cast on 5+ Magic Missile Wizard chooses to end it (which she can
do at any time), it is dispelled, she
Magic attempts to cast another spell, or she is
Missile slain.

Cast on 8+
Remains in play

SOUL STEALER DOMINION BLACK HORROR


The daemon-crawler Anchan-Rogar Calling upon Lamehk the Slavemaster of The Wizard conjures a whirling vortex of
reaches out from his domain and plucks the Third Hell, the Wizard takes control of Dark energy which drags her victims into
the souls from the enemy. Nominate one the foe’s thoughts. This spell can be cast one of the infernal regions. Place the large
enemy unit within 6", which may be in on an enemy unit within 12". In the (5") template anywhere within line of
close combat. Every model in the unit following enemy turn the Dark Elf player sight and with the centre within 18" of the
takes a Strength 3 hit. For each unsaved may prohibit one of the unit’s following wizard. Any models completely under are
wound caused, the Sorceress gains one actions: the move of the unit; the automatically affected, models partially
extra wound. The Wizard may never have shooting of the unit; any Wizards in the under are affected on a roll of 4+.
more than double their original number unit casting spells.
Affected models suffer a wound with no
of Wounds, any extra are lost.
armour saves if the Dark Elf player can
Note that any Wizard in the unit still adds
roll over the model’s Strength on a D6
Cast on 9+ the normal number of Power dice to the (rolls of 6 always succeed). Models
opponent’s pile even if he does not cast without a normal Strength characteristic,
spells himself. such as war engines, are destroyed on a
roll of a 6. Any unit that loses one or more
Cast on 10+ Wounds must take an immediate Panic
test.

Cast on 12+
DARK MAGIC DARK MAGIC DARK MAGIC

DARK MAGIC DARK MAGIC DARK MAGIC

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