So more incredible Dark Elf Models are surfacing straight from the Rule book this time and boy do they look great! The only model which looks a little suspect are the helmets on the executioners, personally I don't think they are terrible but I would just use the black guard helms which looks excellent! The "Warlocks" above look really interesting. Personally not sure about the extreme pallid flesh paint scheme(The look undead!), very interested to see their rules. I absolutely love this new range and like many geeks out there I am gutted I'm not a Delf player! However our group already has one Delf Player (Mike) and Dorian is teetering on the brink of converting his High Elf army to a Naggaryth Dual purpose army, in all honesty his scheme is already pretty dark and grim so will make a great Druchii force!

Oh if you would like to see any of the other new models follow this link: http://paint-hammer.blogspot.co.uk/2013/09/news-new-dark-elf-model-pics.html

So the rest of this post is going to detail the new items and magic lore:

Items:

Hydra Blade: Same points as Blade of Realities
Magic Weapon, Random Attacks D6+A (where A= models attacks). Start of every phase take a leadership test on -2 if failed the bearer gains Heroic Killing Blow but loses -5 WS

Chillblade: Same Points as The Armour of Destiny
Magic Weapon, Attacks wound automatically, any wounds inflicted force the victim to pass a toughness test or lose -3 attacks for the rest of the phase.

Black Dragon Egg: Same Points as The Armour of Destiny
Enchanted Item, One Use only, bearer may use at the start of any player turn and for the remainder of the turn the bearer gains Toughness and Str 6 and a breath weapon S2 No armour saves.

Cloak of Twilight: Same Points as The Armour of Destiny
Enchanted item (!), 3+ ward save vs shooting and magic and on a turn in which the bear charges the bearer gains killing blow and multiple wounds d3

Black Amulet: Same points as two Sword of Anti Heroes
Talisman, 4+ Ward. When in a challenge any ward saves made inflict a wound with no armour saves on the striker.

Ring of Hotek: Same Points as The Armour of Destiny
Talisman, MR3, any ENEMY wizard which casts or target a unit within 6" of the bearer suffers a miscast(but no irresistible force) with a casting roll including double 1s as well as double 6s

Banner of Naggarythe: Same points as Blade of Realities
The unit is unbreakable and so is any High Elf Shadow Warriors and Alith Anar within 12"

Sacrificial Dagger: Same Points as the Dawnstone
Arcane Item, Same as before but only works on a 4+ and the wizard may attempt sacrificing multiple times each cast UNTIL successful generating one extra power die.

Gem of Spite: Same points as Crown of Command
Arcane Item: When ever the bearer suffers a miscast all enemy wizards within 12" suffer a s6 hit or lose a dispel dice.

Tome of Furion:Same Points as the Dawnstone
Arcane Item, When generating spells from the lore of dark magic the bearer may choose one spell. (wording looks pretty poor on this item, when does it happen, before or after rolling other spells???)

Lore of Dark Magic

Attribute, when a spell (direct damage, hex or magic missile) is successfully cast with a double in the casting roll the target unit suffers an additional 2d6 S1 armour piercing hits. If a triple is rolled then 3d6 hits are generated.

Signature Spell(s)

(0) Power of Darkness (Earthblood Casting Value)
Augment , Targets the caster's unit and gives them +1 strength, additionally D3 power dice are generated, if 3 are generated then the caster suffers a wound with no armour saves.

(0) Doom Bolt  (Regrowth Casting Value)
Magic Missle , 18" range, 2D6 S5 Hits or boosted to 4D6 Hits on casting (12 extra)

(1.) Chillwind  (Shem's Burning Gaze Casting Value)
Magic Missle 24", 2d6 S2 hits, a unit which suffers wounds lose 1 ballistic skill until the next phase.

(2.) Word of Pain (Light of Battle Casting Value)
Hex 24", -D3 weapon and ballistic skill, boost on (extra 3) to also reduce strength and initiative by D3 (to minimum of 1)

(3.) Bladewind (Light of Battle Casting Value)
Direct Damage, every model in the unit must pass a weapon skill test or suffer a strength 4 armour piercing hit.

(4.) Shroud of Despair  (Banishment Casting Value)
Hex, Targets all enemy units within 12". Targets cannot use inspiring presence or hold your ground special rule and whenever a target unit fails a leadership test ALL of the target units suffer a further -1 one to their leadership, this effect can stack......

(5.) Soul Stealer  (Flame Cage Casting Value)
Direct Damage 18" range, small round template, scatters D6. S2 no armour saves. For every wound inflicted roll a d6 on a 4+ the caster gains one wound up to a maximum of 10. Can boost range to 36" for casting value of (Extra 3)

(6.) Black Horror (Purple Sun Casting Value)
Vortex, range = artillery times users magic level. Usual misfire vortex result. Models hit must pass a strength test or be slain outright, no armour saves. Can be boosted to large template (Extra 10)

MORE INFO COURTESY OF http://lkhero.blogspot.co.uk/2013/09/new-dark-elves-from-book.html

RULES, UPDATED 11:51pm PST

That's a potentially solid debuff. What's the Ld of the beasts?
hydra is 6445552(3+remaining wounds)6, 160pts, 4+AS, 20pts for flame breath and 20pts for a 8'' shooting with multiple shots=remaining wounds, s=remaining wounds. kharibdyss is 650755456, 160pts, 4+AS, poison attack, abyssal howl(reroll successful ld test), feast of bones(if all attack hits, auto hit D6 S7 hits afterwards.)

Thank you for your enthusiasm Zhangyi. Do you mind if I ask you about how sea dragon cloak changed in this edition?
well it's now a 5+ scaly skin.

Just guessing now that zhangyi has left, but given that the scroungerunner's cost includes the bolt thrower, I'm quite sure the High Beastmaster can man the bolt thrower.
yes, he takes place of one crew. he get bs7.

Thanks....what are the rules for the Fleet Admiral and the Beastmaster characters?
they're both lord choice. fleetmaster is 155pts with 566433739. he has two hand weapons, light armour and sea dragon cloak. can take 50pts magic items. have a special rule called show no weakness that if he's fighting in a challenge or killed a character and still alive, the unit he joins become unbreakable till the end of that turn. high beastmaster is 300pts which must take a manticore or scourgerunner chariot by free. his 577433839 with spear, light armour and see dragon cloak. can take 100pts magic items. have a special rule called beastslaver that at the start of each of your turns, choose a friendly monster within 3''. that monster get +D3 A till the start of your next turn.

Hydra and Kharibdyss
and one more thing... hydra and the kharibdyss both are monsters now, without handlers. though u can see two on their base, they're nothing about them in the rules.

Magic items aren't that great but everything else seems awesome. Is malus the exact same? What's the pricing on sorcereress and lords?
he's been changed slightly, now the daemon gives him +1 to WS,S,T,I and frenzy. any to hit roll of 1 hit a friendly model in base contact. supreme sorcerer is 185pts with lvl3, dreadlord is 140pts. sorcerer is 80pts with lvl1.

Rules for kuran and tullaris?
kouran 596432739 join bg and make them unbreakable. have a +2s crimson death, and a 5+AS with armour of grief which make a S5 hit every time an opponent hit him. tullaris 566432739 join ex and make them frenzy. have a magic great weapon which called the first draich that gives him 5+KB

Are they champions or moved to hero slots?
moved to hero slot, u see they have w2 both.

Hydra Regen how specifically does it work ? Thank for answering all my questions by the way!
at the end of your phase if it still alive, u roll the number of dice equals the lost wounds. every 4+ it regain a wound.

This is nuts! If I don't go WE I may go with these girls and march and charge them up the field before they can get shot to pieces. Are they khanites and do they get the same bonuses from CoB as WE's?
no they're not brides of khaine, they're arena fighters. COB can give them 6+ ward save if join them... but still if they're 6'' within COB they can reroll all the failed rolls to wound. and COB have a bound spell can make them frenzy.

Which special characters are in, which are out?
they stay the same. no new special characters.

What does the magic item section look like, Do I still have access to the Hydra Banner (fingers crossed)
from my first glance they're not as good as HE. only 10 items, including one 100pts nearly useless sword(hydra blade, +D6 A, every close combat phase u must make a -2LD test or suffer -5WS, but gain HKB.) and one 100pts useless banner(banner of nagarythe, the unit take it will unbreakable). hydra banner is not there any longer, so does the banner make cosair frenzy.

Does Malekith get cheaper? Don't need points just wondering.
yes, he's only 510pts on foot. didnt change much of his rules, now the circlet grants him an bonus dice if failed his casting/dispelling attempts once per magic phase.

points and options for black guard and cold ones pls. Also what does the medusa chariot thing do?
BG=15pts, EX=12pts, cold one knight=30pts. the chariot make units from this book in 6'' +1LD, and all others -1LD, called aura of agony.

Witch Elves keep poison? How does Power of Darkness work? Available lores?
yes they keep poison. power of darkness is one of the two signature spell, which cast on 8+, target the caster's unit. all models in unit get +1S until the caster's next magic phase, and recover D3 casting dice, if you rolled 3 dice, the caster suffer a wound that cant be saved by armour. dark elf have access to all eight lores this time, cheers.

can you list the magic items and new spell lore. Do executioners still have Killing blow or are they now D3 wounds
still KB, not D3 wounds.

rbt and handbow rules? what about the bleakswords? any rules for them? What about shades? do they still have options for great weapons?
rbt is now special and 70pts, u can take four.(yes four) handbow become 12'', the rest stay the same. bleakswords have no other rules have to be metioned, 9pts. shades is 16pts, hand weapon and repeater crossbow, no armour. u can take great weapon or two hand weapons by 2pts/per model.

hows the assassin looking ? Manbane ? Repeater Bows armor piercing ?
90pts with poison attack. can get two hand weapon or a handbow. access to 50pts magic items and one of three poison. one is to wound roll+1, one is KB, the other is if u wound a model, his LD-1 for the rest of the game.

Is there a sac dagger and pendent?
yes the dagger is there. no pendent.

sac dagger
everytime when u cast a spell but before dispelling, u can use the dagger. remove a man from the unit, and roll a D6, 4+ u get an extra dice and must be rolled and add to the result, then opponent try to dispell. if u roll 1-3 then u can try the dagger again and again until you get a dice, or you can simply give up.

WE Initiative?
they're I6

what's the chariot with RBT do ? is it special or core ? thx for the pictures and information!
it's my pleasure:P it's special, cost 150pts, profile is S4 T4 W4 with 5+AS, M9, two crew with spear and repeater crossbow. it has a harpoon launcher, like a bolt thrower but far more powerful. it's S7, 24'' range, and cause D3 wounds. if a monster suffer any wounds from it, the monster will be dragged D6'' directly towards it. if D6>3, the monster suffer another wound with no AS.

What would you say is the best magic item the DE's got? The dagger sounds pretty nice, how much does it cost?
25pts. DE have some "OK" items IMO, but i cant tell which is the best. wait for me to post them.

it looks like the Dark Riders now have shields? Is this a default now, or still an option which causes loss of Fast cav?
it's an upgrade with 1pts/per model. DR can have both light armour and shield without losting fast cavalry.

DE sorcerer cast dark magic gain +1 bouns in casting value. it's called HEKARTIS BLESSING

Warlocks:
they're fast cavalry in rare with state 544431528, and M9 on horse. 25pts/per model. they only have hand weapon, but have 4+ward save except for wounds caused by model with mark of slaanesh or daemon of slaanesh. they're considered to be level2 wizard which is used like pink horrors. +1 for casting value for each extra rank except the first, to a max of +3. they know 2 spells, one is doombolt from DE army book(see #2221), the other is soulblight from lore of death. great unit.

I'm afraid to ask but... how much for a Dark Rider?
16pts per model with light armour. 1pts for shield, 3pts for crossbow.

what's the basic warrior cost ?(without spear , shield , RXB ..)
shield is auto. spear is another auto. 9PTS for spearmen and swordsmen.RXB is 12pts without shield upgrade(+1PTS)

Last masochistic question: Sisters of Slaughters?
they're rare choice with very impressive state 564331629. 15pts/model, with shield and hand weapon. can have a magic banner up to 50pts. 4+ward save in close combat, and every close combat phase it can choose an enemy unit in base contact. they lose parry and rank bonus in combat result.(still can steadfast). if any enemy model in base contact with them have highter WS or S(before weapon matters), they get +1 to hit and wound rolls.


 Perfect Chariot, just as I wanted it, interesting that there is no wheels but rather a single large "Dyson Ball" on the back!
 Very interested to see the rules for this model but I'm predicting S5 bolt thrower, D3 wounds, no armor save, slow to fire (Cant stand and shoot), 24" range.
 Interesting new character, fleetmaster. Would be nice if he is the only character with access to sea dragon cloaks to prevent 1+ save peg spam which would be a nice change and fitting IMO for the army (army has gotta have some weaknesses)
 Really liking the new Dark Riders, they look like they are racing at break neck speed.
 My favorite models in the new release, the Black Guard look utterly ruthless!
Mixed on these guys, I would head swap for the black guard helms bu the swords are bloody awesome. Best Range in Warhammer or even Games Workshop?!?!