|Dreadlord (Sword & Crossbow)|
Power, achieved through intimidation and strength on the battlefield; fear instils loyalty.
Dreadlords and masters are the so-called noble-born rulers of Naggaroth. They range from sycophantic schemers to masterful strategists who have waged war across a hundred battlefields. Though all such nobles pursue their own unique enthusiasms and ambitions, they are without exception selfish individuals, possessed of an arrogance matched only by their martial prowess, honed over centuries of unceasing war. Many Dreadlords owe their position of power to their bloodlines, daring exploits, or the Witch King's mercurial favours. Others are granted temporary power by means of a writ of iron - an edict granted by one of the six rulers of the great cities of Naggaroth. He who bears a writ of iron shares the sponsor's authority - a powerful tool for the ambitious. However, should a Dark Elf fail in his appointed task, or show cowardice whilst acting in his sponsor's name, the writ is melted down and the molten remains poured down his throat. Such is the price of failure in Naggaroth.
By which an unexpected shower of pointy death rains down upon the unfortunate targets. Ouch!
The authorisation to loose arrows without adherence to drill makes for an irregular - and therefore far deadlier - hail of pointed death.
Slaughter! There is no greater glorification of Khaine, the God of Murder, and no more popular form of worship amongst the Dark Elves. It is through killing that Dark Elves rise above other beings. Once engulfed in enough bloodshed, they will often feel their murderous prowess increase, as if Khaine himself was guiding the blades of his disciples.
Once enough blood has been shed, the Dark Elves’ murderous prowess increases, as if Khaine himself was guiding his disciples' blades!
There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
This unit can hide in forests until enemy units get too close.
This unit can fire while on the move.
The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
Armoured units can block damage from any source apart from Armour-Piercing damage.
This unit can run circles around most other units, taunting and harassing the enemy or evading its missile fire.
|Battle Entity Stats|
|Ch. Dist. to Commence Run||35.00|
|Ch. Dist. to Adopt Pose||30.00|
|Ch. Dist. to Pick Target||25.00|
|Land Unit Stats|
|Move Action Points||2100|
|Visibility Range||40 - 1500|
|Spot Tree Distance||60|
|Spot Scrub Distance||60|
|Bonus Hit Points||4560|
|Unit Group||Hybrid-Weapon Cavalry|
|Unit Group Parent||Lords|
|Bonus vs Cavalry|
|Bonus vs Large|
|Bonus vs Infantry|
|Weapon AP Damage||140|
|Base Reload Time||12|
|Missile Block Chance||0|
|The Blessed Dread|
|The Blessed Dread Separatists|
|Blood Hall Coven|
|Cult of Excess|
|Cult of Pleasure|
|Cult of Pleasure Separatists|
|Dark Elf Intervention|
|Dark Elf Rebels|
|Hag Graef Separatists|
|Har Ganeth Separatists|
|Scourge of Khaine|