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Nowe DE
Eternal Hatred: Dark Elves hate everyone. Against High Elves this hatred continues in subsequent rounds of combat.
Khainite: Non-Khainite characters are unable to join Khainite units. Khainite characters are free to join non-Khainite units however. (Replaces Sect enmity)
Repeater Crossbows: 24" range, 2x multiple shots, Strength 3, Armour Piercing
Repeater Handbows: 8” range, 2x Multiple shots, Strength 3. May always stand and shoot, no modifiers for long range or moving. Can take 2 for 4x multiple shots (champions and heroes only).
Lords:
• Dreadlord 140
• High Sorceress 225 + lvl 35pts
Heroes:
• Sorceress 100pts + lvl 35pts
• “Master” 80pts
• Hag Queen 90pts (50pts na gifts of khaine)- noble stats but I8
Character Mounts:
The Dragon is pretty much as it is now, same statline. The breath attack is now Strength 4, but the Ld test taken in order to charge next turn is now taken at -3.
Manticore: Still a mount option. Each turn has to pass a Ld test or becomes frenzied. If rider is killed it automatically suffers the “Raaargh” result – no test needed.
The Master can ride the manticore
Dark Pegasus: Sorceresses can now be mounted on Dark Pegasus.
Cauldron of Blood: 110pts mount for Hag Queen. No mention of being immobile, so can move. All Khainite units within 12” are stubborn. Each turn 1 unit within 24" can gain an ability from the list below:
• +1 Attack
• 5+ Ward Save
• Killing Blow
This cannot be stopped/dispelled and lasts until the start of the next DE players turn.
Cauldron of Blood have:
- MR 1
- Terror
- Stubborn
- Crew (Hag and two witch elves): Ward Save 4+
- Cauldron of Blood is War Machine
- Cauldron of Blood is now indestructible
- Cauldron of Blood can move - M5 (no march)
Magic:
Dark Elf Sorceresses are able to use Dark Magic or Lores of Shadow , Death , Fire and Metal .
Dark Elf Sorceresses no longer gain +1 to cast .
Dark Elf Sorceresses can use unlimited number of power dice to cast a spell.
Dark Magic:
*FREE SPELL* 4+ to cast, generates D3+1 Power Dice that can only be used by caster. Any dice unused cause Strength 4 hit on the caster.
1 – Chillwind 5+ 24" D6 Strength 4 hits. Any casualties prevent shooting.
2- Doombolt 6+ 18"D6 Strength 5 hits.
3 – Word of Pain 8+ 24" Same as current, last one turn (not RiP)
4 – Blade wind 8+ 24" 3D6 WS4 S4 attacks on unit within range
5 – Soul Stealer 10+ 12” range, Each model takes Strength 2 hit, No Armour Saves. Wounds go to caster (no more than double), may be cast into close combat.
6 – Black Horror 11+ 18" Large template, Strength test or take a wound.
Core:
Dark Elf Warriors: 6pts basic, Shields (1pt), can have magic banner (25pts). cmd:6/6/3
Dark Elf Crossbowmen: 10pts basic, Shields (1pt). cmd:6/6/3
Corsairs: 10pts, can exchange 1 hand weapon for handbow for free, 2nd handbow costs 3pts, no shield option. Fleeing enemies roll 3D6 and use lowest. cmd: 10/10/5
Dark Riders: 17pts basic, Repeater crossbows (5pts), Shields (1pt – no fast cavalry). Herald has BS5 and A2! cmd:14/14/7
Harpies: Don’t count towards minimum core. 5-10. Don’t cause panic in friendly units, but can use generals leadership. Not affected by cauldron
Assassin: Neither Core, nor Hero. 90pts, always hidden in unit (pretty much any DE infantry). Has poisoned attacks, 75pts allowed from Gifts of Khaine, Additional Hand Weapon 6pts, Repeater handbow 9pts. 1 per unit.
Special:
Witch Elves: 10pts, WS4, I6. 2 hand weapons, frenzied, poisoned attacks. cmd:10/10/5
Shades: 16pts, WS and BS5, can be upgraded to have 2 hand weapons or a great weapon. Can also take light armour.
Executioners: 12pts, S4, Great Weapons, Killing Blow. cmd:12/12/6
Cold One Knights: 27pts, 1A, Stupidity. Knights S4 cmd:16/16/8
Cold one Chariot: 100pts, T5 3+ Armour Save, Ld 9.
Black Guard: 13pts, Stubborn, ItP, Ld 9. SM stats cmd:14/14/7
Rare:
Reaper Bolt Thrower: 100pts, 2-for-1, no longer suffers -1 for multiple shots.
Hydra: 175pts, 5 wounds, Regeneration. Breath weapon has strength equal to number of wounds left. 7A rest stats without changes. Save 4+. Handlers 3A with AP
Gifts of Khaine :
Hag Queens, Assassins and Witch Elf Hags have access to the Gifts of Khaine list, which has been expanded and recosted somewhat. As has been mentioned previously, Assassins can now take up to 75pts from the Gifts of Khaine list. Witch Elf Hags can take up to 25pts from the Gifts of Khaine list. Assassin and Hag can take ONLY Gifts of Khaine.
All other characters can take ONLY magic items. I.e. none is able to combine items with gifts, unless he is a special character .
Like now, Gifts can be taken multiple times in an army with the exception of two which are noted to follow the special rules for magic items. Magic weapons cannot make poisoned attacks; etc.
Venom Sword - 75pts (1 per army!) Exactly the same as it is now (but is no longer available as a Magic weapon).(Assassins Only)
Cloak of Twilight - 20pts (1 per army!).Contains a bound spell Steed of Shadows from the Lore of Shadows. Power Level 3. Also it's worth noting that the item doesn't specify anything about the bound spell only affecting the wearer. Just that it contains it as a bound spell. The item description just says the cloak contains the Bound Spell Cloak of Shadows at Power Level 3. So you can also use your assassin to throw other characters around should the need arise.(Assassins Only)
The rest of the Gifts of Khaine are similar to the current list, but changes and additions I will list below:
Shuriken [Name not remembered] - 30pts Gives the bearer ranged attacks with the following profile; Thrown 8" range, Strength As user +1, 3x Multiple shots.
Rune of Khaine - 25pts Gives the model +D3 attacks each round of combat.
Black Lotus - 15pts Allows the model to re-roll 1s rolled to wound
Dark Venom - 10prs If the model kills an opponent in a challenge, all wounds inflicted are doubled for combat resolution.
N.B. Manbane (same as current), Black Lotus and Dark Venom replace the models base Poisoned Attacks
Magic items:
Common Items : Sword of Striking , Sword of Battle , Sword of Might :15pts Biting Blade: 5pts Staff of Sorcery: 35pts Power Stone: 20pts
Magic Weapons :
Executioners axe 80 pts, jak wcześniej, d3 wounds
Blade of Ruin (50pts) Same as in 6th Edition
Chillblade (50pts) Back from 6th Edition, and much improved. Each hit makes the target take a toughness test or take a wound with no armour save. If a model takes any wounds they cannot attack that turn.
Web of Shadows (50pts)
One use 2D6 S3 hits on one model in contact without carrying out wounds on other models.
Hydra Blade (35pts)
Same as in 6th Edition.
Caledor's Bane ( 35pts )
+3 strength on the charge. Ignores Scaly skin saves
Lifetaker (30pts) 30" range, Strength 4, 3x multiple shots. Always hits on a 2+ (no re-roll to wound).
Dagger of Hotek ( 30 pts )
Magic Dagger which can be combined with normal hand weapons for an additional attack. Grants the bearer the ASF rule.
Crimson Death (25pts)
Always S6, two handed
Beastmaster weapon (25)
Always S5 attacks with AP
Soulrender - great weapon with armor piercing.15pts
KB Lance 25
Magic Armours :
Armour of Living Death (60pts) Almost exactly the same as in 6th Edition. Added effect that at the start of the battle you roll a dice - on a 1 he is subject to stupidity for the game.
Armour of Eternal Servitude (35pts) Heavy Armour, Regeneration
Shield of Ghrond It's back! Same as in 6th Edition
Armour of Darkness (25pts) Gives the beaer a 1+ armour save, that cannot be improved. No Shield component
Blood Armour Same as in 6th Edition 15pts podbija save tylko w CC
Sea dragon cloak (25 pts) halving Str of all ranged attacks
Talismans:
Black Amulet (70pts) Gives the bearer a 4+ Ward Save. In Close Combat any succesful ward saves reflect the attack doing 1 wound with no saves.
pendant of kaeleth - (35pts) When wounded roll a dice - if the dice roll is under the strength of the attack the wound is negated. A 6 always fails.
Ring of Hotek (25pts)
The Ring of Hotek now goes off not only on wizards casting spells withing it's range, but also when any target - friend or foe - within 12" of the bearer is being targeted by spells as well.
Null Shard (15pts) Gives the bearer Magic Resistance 1. Multiple Null Shards can be bought and the effect stacks.
Seal of Ghrond (30pts) Same as in 6th Edition.
perl of infinite blackness (25pts) - ItP for bearer and unit - ItP don't prevent stupidity, don't forget.
Ring of Darkness is back (40pts) but it's effect is inbuilt - no bound spell needed to be cast. WS and BS when hit bearer is halved with rounding fractions up.
Enchanted Items :
Deathmask (50pts) Same as in 6th Edition.
Hydra's Teeth 40 pts - Gives the bearer 5 teeth. Any number of these can be thrown, each one causing D6 WS2 S3 attacks on the target unit.
Black Dragon Egg (30pts) One use only. Eaten at the start of either player's turn. Gives the user Toughness 6 and a Breath Weapon attack until the end of the turn. It's an enchanted item, one use only.
Potion of Strength One use only. Gives the bearer +3 strength until the end of the turn. Potion of strength was about 30pts if I recall correctly.
'one use only' enchanted item, that give fear to bearer and unit. Also 25 pts.
Crystal of midnight - test ld na 3 kościach, albo wrogi mag zapomina losowy czar (to nie jest boundspell, wchodzi automatycznie i działa na całym stole), jesli dobrze pamiętam, kosztuje 35pts
Gem of nightmires (25pts), 1 use, fear until end of turn.
The Guiding eye (25pts), 1 use, re-throw to hit dla całej jednostki(not HtH)]
Arcane Items :
<< Bound PoD Staff >> (55pts) Contains the "free" Dark Elf spell, PoD. Power Level 4.
<< Familiar >> 25pts
At the beginning of the Magic Phase you can mark a point within 6" of the Sorceress and more than 1" away from the enemy. The Sorceress can use this point for the purpose of determining LoS and Range for casting spells.
Darkstar Cloak Same as in 6th Edition 25pts
Sacrificial Dagger (25pts) After rolling the dice to cast a spell, the Sorceress may remove one model from the unit they are with to roll an extra dice after the original dice are rolled but before dispel attemtps, may be used once per spell cast. Causes panic test if unit loses more than 25%
Tome of Furion Same as in 6th Edition
Magic Banners :
Banner of Nagarythe - 125pts Same as in 6th Edition.
Hydra Banner - 75pts Same as in 6th Edition.
Dread Banner - 40pts Same as in 6th Edition.
Standard of Slaughter Same as in 6th Edition but it is no longer only on the first charge. 35pts
Flaga Hag Graef (35pts) -Grants the unit the Always Strike First rule
AP Banner [Name not remembered] - 25pts.
Gives the unit the Armour Piercing special rule
Cold Blooded - just one use cold blooded effect for stupidy test for 15 pts. Banner gives possibility one time in game to make stupidity test with 'cold blooded' rule (roll 3 dice and take 2 lowest).
Corsair only banner just give them frenzy (and +1 attack as one of the frenzy effects) - 25 pts. ]
PS. jeśli czego nie ma to piszcie i postaram się to jak najszybciej uzupełnić
