DARK
ELF CORSAIR WARBAND

The
dreaded Dark Elven Corsairs are creatures of nightmare, spoken
of in hushed whispers of abject terror. There are few that haven't
heard of the dreadful raids the dark clad Elven pirates perform,
striking out with lightning speed and ferocity in the middle of
the night. Dread legends speak of their horrific slave raids,
striking almost anywhere and without warning. It is commonly known
that coastal regions are especially prone to attack, as the maligned
Druchii strike out from their titanic Black arks. Tales abound
of small raiding parties, sallying forth from the floating fortresses
to spread fear, terror, and reap prisoners to take back to their
nightmarish realm where unspeakable attrocities occur.
These
hellish raiding parties are undertaken by elves of higher rank
on the ships, normally under leadership of a young captain. To
them, sewing terror is a pleasurable hobby, and they raid purely
for personal gain. The Noble in command of their fortress vessels
even hires out 'man' power to these raiding bands, as long as
appropriate gratitude is shown.
CHOICE
OF WARRIORS
A Druchii Corsair warband must include a minimum
of 3 models. You have 500 gold crowns available to spend. The
maximum number of warriors in the warband may never exceed 12
Captain: Each warband must have one Captain,
no more, no less!
Reavers: Each warband may include up to two
Reavers
Blood Blade: Your warband may include up
to one Blood Blade
Specialist: Your warband may field a single
Specialist per battle. Note that a Specialist does not count towards
the maximum warband size.
Corsairs: Your warband may include any number
of Corsairs
Shades: Your warband may include no more
than five Shades
STARTING
EXPERIENCE
The Captain starts with 20 experience
A Reaver starts with 12 experience
A Blood Blade starts with 8 experience
A Specialist gains no experience
Henchmen start with 0 experience
CORSAIR
SKILL TABLE
|
Combat |
Shooting |
Academic |
Strength |
Speed |
Special |
| Captain |
x |
x |
x |
|
x |
x |
| Reaver |
x |
|
|
x |
x |
x |
| Blood Blade |
x |
x |
|
|
x |
x |
CORSAIR
SPECIAL SKILLS
Dark Elf Corsairs with the Special Skills available
to them may choose to use the following Skill list instead of
any of the standard Skill tables available to them.
Fey Quickness: The Dark Elf has inhuman agility
and as such can avoid melee or missile attacks on a roll of 6.
This save can be combined with Dodge or Step aside for a 4+ save
in the relevant area.
Furious charge: The Dark Elf feels invincible, he adds
one attack when he charges.
Excellent Sight: By training his eyesight for years the
Dark Elf can spot hidden enemy models up to twice as far away
as normal warriors.
Looting: Looting is an art and certain Dark Elves understand
to find even the most expensive pieces in the shortest time. Once
per battle you may try to loot a KD/St character. Determine at
random which item he takes (daggers do not count)
Infiltration: The Dark Elf is an expert in infiltrating
behind enemy lines. Therefore he is always deployed last, anywhere
out of sight of the enemy. If both players have infiltrate, roll
1d6. Lowest roll deploys first.
REAVERS
EQUIPMENT LIST
|
Hand-to-Hand Combat Weapons:
Dagger (first free)
2 gc
Axe
5 gc
Sword
10 gc
Spear
10 gc
Double-Handed Weapon
15 gc
Miscellaneous Equipment:
Dragon Cloak
50 gc
|
Armour:
Buckler
5 gc
Light Armour
20 gc
Helmet
10 gc
Missile Weapons:
Repeating Crossbow
35 gc
|
SHADES
EQUIPMENT LIST
|
Hand-to-Hand Combat Weapons:
Dagger (first free)
2 gc
Axe
5 gc
Sword
10 gc
|
Missile Weapons:
Repeater Crossbow
35 gc
Armour:
Light Armour
20 gc
|
HEROES
1 CAPTAIN...................70
gc
The Captain of each
galley is accountable to the Nobles aboard the Black Arks for
the performance of his crew at sea and the raids made ashore.
|
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
|
Captain
|
5
|
4
|
5
|
3
|
3
|
1
|
6
|
1
|
9
|
Weapons/Armour: Your Captain may be equipped from the
Reavers equipment list.
SPECIAL RULES:
Leader: Any warrior within 6" of the Captain may use
his Leadership value when taking Leadership tests.
Hardened: Seen everything done everything… It makes him
immune to fear.
Slaver: Any opponent, that has the bad fortune to be
captured, will await only the whip of the slave master… if he
is lucky. Any captured result may only be dealt with, in the
sold to slavery option.
0-2
REAVERS...................40 gc
These weapon masters
are next in command after the Captain of the galley. They direct
units of corsairs in boarding actions and shore raids.
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Profile
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M
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WS
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BS
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S
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T
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W
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I
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A
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Ld
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Reaver
|
5
|
4
|
4
|
3
|
3
|
1
|
6
|
1
|
8
|
Weapons/Armour: A Reaver may be equipped from the
Reaver equipment list.
0-1 BLOOD BLADE...................30
gc
A Blood Blade
is an apprentice Corsair, of noble birth, but yet unproven
in battle. Blood Blades derive their title from the blood
pack they make with their captain, drawing their dagger across
their wrists and letting the blood flow till the Captain stops
it by wrapping his hands around the cuts, (usually after the
initiate has passed out). Thus having been initiated and bonded
the Blood Blade serves in whatever capacity the Captain commands,
learning the art of raiding until his Captain feels he is
ready to become a Reaver when a position "becomes"
available.
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Profile
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M
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WS
|
BS
|
S
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T
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W
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I
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A
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Ld
|
|
Blood
Blade
|
5
|
3
|
3
|
3
|
3
|
1
|
5
|
1
|
7
|
Weapons/Armour: A Blood Blade may be equipped from
the Reaver equipment list.
0-1 SPECIALIST...................Special
A galley Captain
may request one of the following specialists to accompany
his crew during a raid. As long as the specialist returns
to the Black Ark unharmed and the proper tribute for the Witch
King is paid (half of the plunderings of the raid), there
is no hiring cost. However, if something should befall the
specialist in question, a fine is levied against the Captain
for the loss of such a valuable asset of the Black Ark.
SPECIAL RULES:
Hiring Fee: A specialist is free to hire before a battle.
However, proper payment is expected for the services of the
warrior after the battle (with a proportion going to the Witch
King himself). Therefore, a warband that employs the services
of a specialist must pay half of their earnings (i.e. gold
crowns, rounding up) in tax. Furthermore, if something should
befall the specialist in question, a fine is levied against
the Captain for the loss of such a valuable asset of the Black
Ark. This fee is listed after the specialist type, and is
payed on top of the 50% contribution. Should a warband not
have enough to pay the fine immediately, they may spend no
other gold crowns in subsequent battles until the debt is
payed off. A warband may not use a Specialist while it is
in debt.
Provisory Ally: During battle, a Specialist acts like
an ordinary member of the warband (contributing to route totals,
Captain's Ld etc.). A specialist will temporarily add +10
points to the warband (for purposes of underdog and such).
They will take part in the exploration phase assuming they
survived the battle. However, after the battle the Specialist
returns to the Black Ark and effectively leaves the warband.
A Captain may not request the same specialist for two raids
in a row.
In Demand: Specialists are highly in demand, and dispatched
all over the world to assist with raiding parties. As such,
a warband is unlikely to employ the services of the same warrior,
rather receiving the aid of another in his or her field. To
reflect this, a Specialist will not gain any experience, as
it is unlikely to be the same one (of course, feel free to
develope your own character background and model for repeated
use). Also, a Specialist must be equipped exactly as they
are listed.
SPECIALISTS:
Assassin: replacement
cost 90 gc
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Profile
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M
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WS
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BS
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S
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T
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W
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I
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A
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Ld
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Assasin
|
5
|
5
|
5
|
4
|
4
|
1
|
7
|
1
|
8
|
Same as Hired Sword from TC 12
Sorceress: replacement
cost 70 gc
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Profile
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M
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WS
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BS
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S
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T
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W
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I
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A
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Ld
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Sorceress
|
5
|
4
|
4
|
3
|
3
|
1
|
5
|
1
|
8
|
Is a wizard and uses Dark Magic, as per TC12,
she will have 2 randomly determined spells. She
is equipped with a dark elven blade and dagger.
Beastmaster: replacement cost 110
gc
Accompanied by two cold one beasthounds
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Profile
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M
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WS
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BS
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S
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T
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W
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I
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A
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Ld
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Beastmaster
|
5
|
4
|
3
|
3
|
4
|
1
|
6
|
1
|
8
|
The beastmasters is equipped with Light armour,
a dark elven blade and a beastlash.
Cold One Beasthound:
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Profile
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M
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WS
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BS
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S
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T
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W
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I
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A
|
Ld
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Cold
One Beasthound
|
6
|
3
|
-
|
4
|
4
|
1
|
1
|
1
|
4
|
A beasthound causes fear and is stupid. He may
use the beastmaster's Ld, if he is within 6"
of his master. His scaly skin gives the beasthound
and unmodifyable 6+ armoursave.
Witch Elf: replacement cost 50 gc
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Profile
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M
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WS
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BS
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S
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T
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W
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I
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A
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Ld
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|
Witch
Elf
|
5
|
4
|
4
|
3
|
3
|
1
|
6
|
1
|
8
|
The witchelve uses drugs, therefor she is subject
to frenzy. She is equipped with two Dark elven
blades coated in dark venom. Due to her unsurpassed
martial arts she gets a 5+ save against all wounds
suffered.
|
HENCHMEN
CORSAIRS...............35
gc each
To be a Corsair
is a great honour amongst the Druchii, and it is a chance to win
riches, fame and capture slaves during raids, for one tenth of
the loot captured by a Corsair belongs to him. Four tenths go
to his captain and the remainder is the possession of the Witch
King. These seafaring Corsairs excel at boarding other vessels,
making them amongst the most deadly fighters in close combat."
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Profile
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M
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WS
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BS
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S
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T
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W
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I
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A
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Ld
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Corsair
|
5
|
4
|
3
|
3
|
3
|
1
|
5
|
1
|
7
|
Weapons/Armour: Corsairs may be equipped from the Reaver
equipment list, with the exception of Missile Weapons, of which
they may have none.
0-
5 SHADES...............30 gc each
Shades serve as
the scouting force when a raiding party first approaches shore.
It is their duty to avail the expedition of any patrolling or
watchtower guards. Then discover the best place from which to
attack and soften up any resistance while the rest of the raiding
party gets into position.
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Profile
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M
|
WS
|
BS
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S
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T
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W
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I
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A
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Ld
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|
Shade
|
5
|
3
|
4
|
3
|
3
|
1
|
5
|
1
|
7
|
Weapons/Armour: Shades may be equipped from the Shades
equipment list.
SPECIAL RULES:
Elite: Shades are an elite force of specialists and do
not count towards any "lads got talent roles" since
they will not abandon their occupation to become Heroic.
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