Monday, August 11, 2025

50. Dark Elves Warband

 




Dark Elves

The Dark Elves are ruthless, elegant predators whose cruelty is matched only by their precision. Striking from the shadows, they favor swift, surgical assaults that leave their enemies disoriented before the killing blow falls. Every member of a Druchii warband is a master of their craft—whether it be the silent, lethal Shades with their crossbows, the disciplined Corsairs cutting through foes with shield and steel, or the vicious Witch Elves, frenzied avatars of Khaine’s wrath.

Their mastery of ambush and control makes them dangerous opponents in Albion’s wilds. Faction traits like Shadow Entry allow them to position key operatives where the enemy is weakest, while Aura of Superiority saps the will of those who face their sorcery. In Albion, they come for more than plunder—rumors of ancient monoliths infused with leyline power have reached Naggaroth, and the Druchii know such relics could tilt the balance of their endless kin-strife. For them, Albion’s mists hide both prey and prize, and they will bleed the land dry to claim what they desire.

 

Why Play Dark Elves?

Dark Elves reward cunning, precision, and ruthless opportunism. Shadow Entry lets you position a key operative exactly where they’ll cause the most disruption, while Aura of Superiority makes enemy Will rolls crumble under the weight of your presence. This combination of surgical deployment and subtle control means you can dictate the flow of battle before your opponent even realizes they’ve been outmaneuvered.

Your roster offers an exceptional mix of stealth, ranged pressure, and brutal melee finishers. Shades harry from cover, Corsairs hold the line with disciplined strikes, Fellblades carve through heavy targets, and Witch Elves bring an unpredictable frenzy to close combat. Beastmasters and their Cold One hounds add mobility and shock value. Dark Elves thrive when picking apart isolated foes, forcing the enemy into overextension, and exploiting mistakes with lethal efficiency. Perfect for players who prefer precise strikes over blunt force, and who relish the satisfaction of dismantling opponents piece by piece.

  

Leadership Choices

 

Leadership choice costs gold, which is deducted from the starting Warband allotment of 250gc. For one-off games, players can choose one leadership option per game. In a campaign, the selected leadership option remains fixed unless the leader(s) die(s), or a scenario allows a change.

 

Option 1: Sorceress (Wizard) and Acolyte (Apprentice) – 75gc

Option 2: Sorceress (Wizard) and Highborn (Captain) – 50gc

Option 3: Highborn (Captain) and Acolyte (Apprentice) – 25gc

 

Starting equipment is chosen from Arms and Armor List as normal. Sorceress/Captain have 5 slots available; Acolyte has 4 slots available. Sorceress/Acolyte may not wear any type of armor or carry shields as these interfere with spells.

 

 

Sorceress (Wizard)

M

F

S

A

W

H

Notes

6

+2

+0

10

+4

14

Dark Magic

Highborn (Captain)

M

F

S

A

W

H

Notes

6

+2

+1

10

+3

12

Stat Increase

  •  Stat Increase - When creating a captain, you may choose one of the following stat increases for them: +1 Move, +1 Fight, +1 Shoot, +1 Will, +2 Health. The captain’s stat line should be changed accordingly.

Adept (Apprentice) 

M

F

S

A

W

H

Notes

6

+0

+0

10

+2

12

Adept, Dark Magic

  • Adept – If “Leader” is a Sorceress, knows same 8 Spells as Sorceress, casts at -2 penalty (per normal rules)
  • Dark Magic – If Captain is chosen as Leader, Chooses 4 Spells from Dark Magic (Still casts at -2).

 


 Warband

 

Warband Builder Reference

Max models – 10 (including leaders)

Max Gold – 250gc

Max Specialists – 4 (Including any hirelings)

 

Warband Traits

  • Shadow Entry: At the start of the game, one non-leader Dark Elf model may deploy anywhere on the board, as long as it is out of line of sight and at least 10” from any enemy model. This model is set up last.
  • Aura of Superiority: Enemy models within 3” of a Dark Elf suffer –1 to Will rolls against spells cast by Dark Elf spellcasters.

Specialists

Min/Max

0-3

Witch Elf – Savage

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+4

+0

10

+3

14

Two-handed Weapon (Paired Blades)

100gc

0-1

Fellblade – Mercenary

M

F

S

A

W

H

Notes

Cost

Min/Max

5

+4

+0

12

+2

12

Two-handed weapon, Heavy Armor

100gc

0-2

Beastmaster – Beastmaster

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+2

+0

11

+3

12

Hand Weapon, Light armor, Cold Bond, Pack Instinct

85gc

0-1

o   Cold Bond - While within 3” of a friendly Beastmaster, the Cold One may use the Beastmaster’s Will stat for all Will rolls.

o   Pack Instinct A Beastmaster may use Group Activation to activate any Cold One Beast Hounds within 3”. This does not extend to other soldiers or beasts.

Shade – Archer

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+2

+2

11

+0

10

Repeating Crossbow, Quiver, Dagger, Light armor

50gc

0-3

o   Repeating Crossbow - Counts as Bow – but no reload period and lesser power. This ability does not extend to magical crossbows.

Corsair – Man-at-Arms

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+3

+0

12

+1

12

Hand Weapon, Shield, Light armor

50gc

0-3

 

 

 

Soldiers

Min/Max

0-8

Shade – Crewman

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+2

+0

10

-1

10

Hand Weapon

Free

0-6

Cold One Hound – Warhound

M

F

S

A

W

H

Notes

Cost

Min/Max

8

+1

+0

10

-2

8

Animal, Cold Bond, Pack Instinct 

15gc

0-2


  • Cold Bond - While within 3” of a friendly Beastmaster, the Cold One may use the Beastmaster’s Will stat for all Will rolls.
  • Animal – Cannot pick up treasure tokens and has no item slots.
  • Pack Instinct - A Beastmaster may use Group Activation to activate any Cold One Beast Hounds within 3”. This does not extend to other soldiers or beasts.

 


 

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