Of the Dark Elves of Naggaroth, enemies of the Elves of Ulthuan for centuries, none are more feared than the frenzied Witch Elves who worship Khaine, the God of Murder. Witch Elves are among the most cruel, evil and savage of all Dark Elves, and are said to bathe in the blood of their enemies ... as well as to partake in numerous other unspeakable rituals and acts.
Dark Elves, however, aside from their demeanor and dress, are largely indistinguishable from their High Elf and Wood Elf kin -- and certainly they can fool unknowing humans. Situations would be rare indeed to bring someone as bloodthirsty as a Witch Elf among the ranks of the heroic Warriors, but perhaps this Dark Elf could have had a change of heart ... or perhaps she is simply carrying on a "heroic" charade, all the while continuing her hidden plots and intrigues.
The skills of a Witch Elf can well be useful in the depths of the dungeons, for none can match her savagery in battle when she breaks into an uncontrolled fighting frenzy. Woe to those who would dare to stand in her path!
Any player may start the game as a Witch Elf rather than one of the Warriors in the Warhammer Quest box. All of the rules for creating a new Warrior apply unless stated elsewhere in this Warrior pack.
The Profile of the Witch Elf is as follows:
Wounds | 1D6+7 |
Move | 5 |
Weapon Skill | 4 |
Ballistic Skill | 3+ |
Strength | 3 |
Toughness | 3 |
Initiative | 6 |
Attacks | 1 |
Pinning | 4+ |
This wicked Hook Blade of the Dark Elves is coated with a corrosive material, such that if it succeeds in inflicting any Wounds upon an opponent, it will cause an additional +2 Wounds of damage.
None. The Witch Elf will not wear any armor (nor much in the way of clothing for that matter) of any kind, nor shields, helms, boots, etc.
The Witch Elf is subject to Frenzy. At the start of each turn, roll 1D6 if you desire. On a 4+, the Witch Elf gets double her normal Attacks (for hand-to-hand only) for the rest of the combat. However, while Frenzied, the Witch Elf may never break pinning, may only approach the nearest opponent and attack in hand-to-hand, and once defeating that opponent must immediately move to the next closest opponent to fight, and so on, until all Monsters in sight are defeated or have fled. Once the Witch Elf has slain an enemy, the chance to Frenzy increases by one, as she rubs his blood over her body in a somewhat erotic but mostly disturbing display.
The Witch Elf is treated as an elf for purposes of treasure and other effects. She obviously cannot use any magical armor, but can keep it to sell if so desired.
In the advanced game, you can keep your Witch Elf from game to game, building up his character as he progresses from adventure to adventure. This section of the rulebook gives you all the rules for taking your Witch Elf right up to battle-level 10, including special rules for visiting Settlements, training, and more.
The Witch Elf starts at battle-level 1 as a Novice you will find his Battle Level Table later in this pack. All the rules for Warhammer Quest still apply in the advanced game, unless specifically stated otherwise.
The Hook Blade’s poisonous nature does not cause extra damage to Skaven, Undead, or Daemons of any kind.
The Witch Elf’s chance to frenzy also increases by the Battle-Level of the Witch Elf as shown here:
Novice | 4+ |
Champion | 3+ |
Heroine | 2+ |
Lady | 1+ |
When entering Settlements, even if the others know of your Warrior's true heritage, she must disguise herself. Typically this will only require washing the caked blood from her hair to make it not stand on end quite so much, and to put some clothes on (glaring less hatefully at the world helps too). Although she is technically an Elf, she may not enter the Elf Quarter, for surely she would be discovered and meet an untimely end! Even if she could redeem herself by acts of heroism, the rift between the goodly Elves and their Dark kin is so great that she would never be granted entrance knowingly. However, there is a Dark Elf merchant at the market at times, and he will have items for sale gladly to the Witch Elf.
The Witch Elf can find a Dark Elf in the market’s hustle and bustle which will sell other goods on the sly to one of his own. The Dark Elf Merchant is a special location that only the Witch Elf or her kin know how to find, rolled as normal by her to find a Special Location.
What a relief to finally see another Dark Elf’s face in the midst of these fumbling humans and gnarled midget dwarves. The merchant feels the same way, and before you get down to business, you both feel compelled to sit down and discuss the dealings of the Old World, Naggaroth, Ulthuan, and even the cities of the Empire. Neither of you particularly enjoy each other’s company, but there’s no one else willing to discuss the advantages of water torture over the rack. Inevitably this conversation will turn to fighting and battles. This is what the Dark Elf Merchant has to offer for sale.
Item | Stock | Price |
Flask of Black Venom | 7 | 400 |
Repeater Crossbow | 7 | 1,500 |
2D6+6 Chamber Arrows | 9 | 120 |
1D6 Razor Arrows | 10 | 120 |
Chamber Quarrels | 8 | 160 |
Hooknives (2) | 8 | 600 |
Black Venom
This deadly poison is only manufactured in the heart of dark Naggaroth. It
is a fast-working toxin that begins to deteriorate the heart mere minutes after
injection. A Flask of Black Venom carries enough to dip a blade into it 1D6
times. Each coating lasts for one whole adventure. Upon being hit with a blade
covered in Black Venom, an enemy suffers 1D3 wounds of Fatal Damage, resolved
after the Monster’s Phase, with no modifiers whatsoever.
Repeater Crossbow
The specialized missile weapon invented by Dark Elves, this weapon allows
several shots to be fired before needing to be relaoded. When attacking with the
Repeater Crossbow, roll for BS. If the shot is successful, roll to hit again.
Keep attacking until you miss (a 1 always misses). To reload the Repeater
Crossbow requires D3 turns of no activity except moving and reloading.
Chamber Arrows
These appear to be normal arrow, but a closer inspection reveals a small
compartment wherein poison can be held.One dipping fills all the arrows used in
1 adventure.
Razor Arrows
The especially narrow heads of these arrows are serrated as a miniature saw.
If attacking an enemy with armor, the armor is ignored when resolving damage. If
attacking an enemy without armor, Razor Arrows cause an extra 1D3 points of
damage. Razor Arrows have no effect on magical armor, and no special rules apply
when attacking such monsters.
Chamber Quarrels
These appear to be normal quarrels for a crossbow, but a closer inspection
reveals a small compartment wherein poison can be held. There are enough
quarrels per purchase to last one adventure. They can be filled with Black
Venom. One dipping (enough to last on 1 blade for 1 adventure) fills all the
quarrels used in 1 adventure.
Hooknives
Preferred weapons of Naggaroth’s crazed Witch Elves, each knife has a
nasty hook on the end. They will only be coated with the venomous poison if the
Witch Elf buys them, as she has the secret to corrupting their steel
When or if your Warrior should visit the Alehouse, roll 2D6 to determine the results of that visit.
Alternately, the Witch Elf can enter the Skaven Undercity if the rules for it are possessed and can be found.
Witch Elves Train by finding a helpful Dark Elf contact, which is always in any city. There are never any in a smaller settlement, it is too hard to stay hidden with fewer people around. She is able to learn a level much the same as any warrior, and rolls on the table below for her benefits.
Roll on this level once each level that the Witch Elf achieves to see what she learns in her training. If a skill results, that is the skill learned and kept, but if a spell is learned, consult the spell table below for what she learns to cast. If a skill is rolled that duplicates one that the Witch Elf already knows, roll again.
Roll | Result |
2 | The Witch Elf learns a spell |
3 | Reaction Strike. The Witch Elf gains a single extra attack immediately when a model is placed in front of her. If there is more than one eligible creature then the Witch Elf may choose which one to attack. This single attack ignores all psychology and is before any ambush attacks, and does not cause deathblows. |
4 | The Witch Elf learns a spell |
5 | Find Weakness. The Witch Elf learns to find a single spot and attack with her hook blades, ignoring armor with any hand to hand attack |
6 | The Witch Elf learns a spell |
7 | Dodge. The Witch Elf learns to dodge attacks, when hit, a roll of 6+ means the attack has not landed. |
8 | The Witch Elf learns a spell |
9 | Leap. The Witch Elf may leap over an obstruction, be it a Monster, Warrior, or other such object, as long as it is not larger than one square. This is part of her movement, it simply allows her to move through an obstruction that does not reach to the ceiling. She must break pin in order to leave a monster to do this. |
10 | The Witch Elf learns a spell |
11 | Seduction. The Witch Elf pays 10% less for all purchases in the Settlement than normal due to her seductive and persuasive ways. In addition, once per stay in a Settlement, she can re-roll a Settlement Event that she does not like the result of. |
12 | The Witch Elf learns a spell |
Witch Elves learn dark, horrible magic to use in the service of their murder god, and as they advance in skill they will be taught spells when ready. They cannot automatically cast the spells learned, it is a chance based on the POW of each turn. To successfully cast a spell, the Witch Elf must roll higher than a 7 on a D6 plus the present POW (so if the roll is 1, the Witch Elf must roll a 6 or more). Witch Elves can only cast one spell a turn at first, but advance in ability as time goes on:
Novice | 1 spell per turn |
Champion | 1 spell per turn |
Heroine | 2 spells per turn |
Lady | 3 spells per turn |
Roll on the Table below for the spell learned, Witch Elves do not have the freedom to learn spells that wizards do. They are at the whim of the hags who teach them, and will only learn when the Hag feels that the Witch Elf is ready. If a spell that is already known is rolled, roll again for a new spell.
2 | DEATH SPASM
Pure Dark magic rips from the Witch Elf’s eyes and hits a monster who spasms horribly at its contact. The First model struck in a straight line away from the Witch Elf suffers D6 hits at the Strength and Dice damage of the Witch Elf. If this kills the monster, it flails about screaming, causing one hit at the monsters full strength and dice (if the monster can cause 2D6 with a high to hit roll for example, it will do that damage) to all adjacent models. |
3 | DOOMBOLT
Black fire rolls in a storm away from the Witch Elf’s hands. The Doombolt streams away from the Witch Elf, striking everything in a line away from her until a wall is reached. All models in this line, friend or foe, suffer D6 wounds plus one for each Battle-Level she has achieved. |
4 | BLADE WIND
The Witch Elf unleashes a storm of blades, whirling and slicing until it hits a target. One monster is affected by this, only one that is in direct line with the Witch Elf, if any other model is in between her and the target, it is affected instead. Blade Wind does a number of D6 hits equal to the Witch Elf’s Weapon Skill. From this total the WS of the target is subtracted, and the resulting number is the wounds the Blade Wind causes, minus any weapons and armor. |
5 | DARK HAND OF DESTRUCTION
The Witch Elf touches a target and causes rot and corruption where the fingertip brushed the monster. The Dark Hand causes one adjacent monster to suffer D6 wounds per Battle-Level of the Witch Elf with no adjustments for toughness or any armor except magic armor. |
6 | SOUL DRAIN
A soul withering shadowy magic assaults the monsters in the room. The Soul Drain affects all monsters in front of the Witch Elf (all those that are not beside or behind her… the line of squares across in front of her is the line that marks what is in front of her). Each Monster in the area suffers D6 wounds with no modifiers for anything, and for each 2 wounds this inflicts total, the Witch Elf is healed 1 wound. This spell has no effect whatsoever on undead. |
7 | BLOOD HEALING
The Witch Elf smears and bathes in the blood of a fallen foe, visibly healing and envigorating herself. The Witch Elf takes a full turn doing nothing but smearing blood on her body from a foe she has slain, none other can have helped in the killing. At the end of the turn, she regains 1D6 wounds per Battle-Level she has achieved, and one affliction is lost (such as a poison that caused 1 Toughness, a loss of a body part, etc). |
8 | WITCH FLIGHT
The Witch Elf lifts off the floor laughing and ecstatic, to fly wherever she desires to. In place of moving normally, the Witch Elf can choose any spot that the Lantern lights (the tile where the lantern is and any adjacent to it that has been explored) and move to that place. The Witch Elf cannot move any further than that, it is her move to fly to that place. |
9 | MALEDICTION OF NAGASH
Horrible screaming grey and white spirits stream from the Witch Elf’s mouth and envelope a target, taking it to its knees in terror. The chosen target suffers a horrible Malediction, being so terrified it cannot move or cast any spells, nor use any ranged weapon. The model affected can fight in hand to hand combat, at 1 to hit and 1 strength. This Malediction lasts one turn Battle-Level of the Witch Elf, and the afflicted monster can attempt to escape the spell by rolling his Initiative+D6 of 7 or greater. For creatures that have no initiative listed, consider them to be 1. Undead are not affected by this spell in any way. |
10 | THE TRANSFORMATION OF KADON
The Witch Elf’s features melt and shift, and she becomes something… other. The Witch Elf can turn herself into any monster she so desires on the same level as the dungeon or any lower level. She remains this for a turn, unless the spell is recast on her turn, and while in that form, she is not attacked by any monster that she does not attack. She has all that monster’s stats, and has none of her equipment, the only spell or ability she can use other than the monster’s natural abilities is to keep the Transformation of Kadon active. Only her initiative is retained, as she keeps her mind. |
11 | ARNIZPIPAL’S BLACK HORROR
The Witch Elf summons a corrosive cloud of blackness and unleashes it on her foes. The Black Horror starts on 2 squares adjacent to the Witch Elf. This corrosive cloud does an amount equla to the Witch Elf’s Battle-Level plus a D6, with no deductions for armor to any model beneath it. The Black Horror drifts D6 squares away from the Witch Elf each turn, and all that are in its 2x2 area at the end of the movement take the damage. The cloud will continue drifting away for one turn for each Battle-Level of the Witch Elf, and will dissipate if it cannot drift any further. If any part of the Black Horror encounters an opening or hallway or turn, it will follow this along until it vanishes. |
12 | WINDOW OF CHAOS
The Witch Elf opens a portal to the Chaos, howling insanity roaring across it. Place the Window of Chaos in a square on the same tile as the Witch Elf. Any monster in that square is sucked into the Chaos and is gone. Roll a D6 for each Monster adjacent to the Window of Chaos: on a 1-2, the monster is warped by the Chaos and becomes a monster one level higher (roll and it becomes one of the type chosen. If there are more than one monster, such as a necromancer and D6 mummies, it is the monster with the highest gold value); on a 3-4 the monster takes D6 in D6 wounds from the warping of the Chaos, and on a 5-6 the monster is sucked into the chaos and vanishes. |
BL | GOLD | TITLE | WND | WS | BS | STR | DAM | T | INIT | ATT | PIN | SKILL | WILL | LK |
1 | 0 | Novice | D6+7 | 4 | 3+ | 3 | 1D6 | 4 | 7 | 1 | 4+ | 1 | 2 | 0 |
2 | 2,000 | Champion | D6+7 | 4 | 3+ | 3 | 1D6 | 4 | 7 | 1 | 3+ | 2 | 2 | 0 |
3 | 4,000 | Champion | 2D6+7 | 4 | 3+ | 3 | 1D6 | 4 | 7 | 2 | 3+ | 3 | 3 | 1 |
4 | 8,000 | Champion | 2D6+7 | 4 | 3+ | 3 | 1D6 | 4 | 8 | 2 | 2+ | 4 | 3 | 1 |
5 | 12,000 | Heroine | 3D6+7 | 5 | 3+ | 3 | 2D6 | 4 | 8 | 3 | 2+ | 5 | 4 | 2 |
6 | 18,000 | Heroine | 3D6+7 | 5 | 2+ | 3 | 2D6 | 4 | 9 | 3 | 2+ | 6 | 4 | 2 |
7 | 24,000 | Heroine | 4D6+7 | 5 | 2+ | 3 | 2D6 | 5 | 9 | 3 | A | 7 | 4 | 2 |
8 | 32,000 | Heroine | 4D6+7 | 6 | 2+ | 3 | 2D6 | 5 | 9 | 4 | A | 8 | 4 | 2 |
9 | 45,000 | Lady | 5D6+7 | 6 | 1+ | 3 | 3D6 | 5 | 10 | 4 | A | 9 | 4 | 2 |
10 | 50,000 | Lady | 5D6+7 | 6 | 1+ | 3 | 3D6 | 5 | 10 | 4 | A | 10 | 4 | 3 |