WOOD
ELF WARBAND
"No…
No…", Thuarindir steps forward.
"Look how the arrow longs for the Target."
Training the upstarts is also his duty, Thuarindir thinks. He
nods confirmingly as his student puts the arrow at the hart of
the target at 150 paces.
Then he takes out 3 arrows; concentrates and they are away. One
splitting the original arrow, the second splitting one of the
arrow halves. And the last arrow, Thuarindir likes to impress
his pupils, splits the target...
There can be only one Protector of the Hunt.
CHOICE
OF WARRIORS
A Wood Elf 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
Protector of the Hunt: Each warband must
have one Protector of the Hunt, no more, no less!
Elder Scouts: Each warband may include up
to two elder scouts
Forest Mage: Your warband may include up
to one Forest Mage
Glade Guard: Your warband may include any
number of Glade Guard
Scouts: Your warband may include no more
than five Scouts
Ivy Ferret: Your warband may include no more
than one Ivy Ferrret
STARTING
EXPERIENCE
The Protector of the Hunt starts with 20
experience
An Elder Scout starts with 12 experience
A Forest Mage starts with 12 experience
Henchmen start with 0 experience
WOOD
ELF SKILL TABLE
|
Combat |
Shooting |
Academic |
Strength |
Speed |
Special |
Protector of the Hunt |
x |
x |
x |
|
x |
x |
Elder Scout |
x |
|
|
|
x |
x |
Forest Mage |
|
x |
x |
|
x |
x |
WOOD ELF SPECIAL SKILLS
Wood Elf Heroes with the Special skill available
to them may choose to use the following Skill list instead of
any of the standard Skill tables available to them.
Fey: The Wood Elf has a certain understanding
of magic and therefore gets a saving throw of 4+ against hostile
magic.
Elven Luck: The Elven Gods favour the Wood Elf. Once per
game, he may reroll any failed roll.
Excellent Sight: By training his eyesight for years the
Wood Elf can spot hidden enemy models up to 2 x I inch away.
Seeker: Being an expert Tracker, the Wood Elf is able to
spot even hidden treasures. He may modify the result of one exploration
die by +/- 1. Only one Elven Hero may possess this skill!
Infiltration: The Wood 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.
WOOD
ELF EQUIPMENT LIST
Hand-to-Hand Combat Weapons:
Dagger (first free)
2 gc
Club
3 gc
Axe
5 gc
Sword
10 gc
Spear
10 gc
Ithilmar Weapon
Price x 2*
Miscellaneous Equipment:
Elven Cloak
75 gc
Elven Wine
50 gc
|
Armour:
Shield
5 gc
Light Armour
20 gc
Ithilmar Armour
60 gc*
Missile Weapons:
Bow
10 gc
Long Bow
15 gc
Elfbow
35 gc
|
SCOUT
EQUIPMENT LIST
Hand-to-Hand Combat Weapons:
Dagger (first free)
2 gc
Club
3 gc
Axe
5 gc
Sword
10 gc
Ithilmar Weapon
Price x 2*
Armour:
Light Armour
20 gc
Ithilmar Armour
60 gc*
|
Missile Weapons:
Bow
10 gc
Long Bow
15 gc
Elfbow
35 gc
Miscellaneous Equipment:
Elven Cloak
75 gc
Elven Wine
50 gc
Hunting Arrows
35 gc
|
HEROES
1 PROTECTOR
OF THE HUNT...................70 gc
The protector has
the respect of all others. No one has a better aim and no one
has his authority. He will lead his band in and out into almost
any situation.
They all know it is better not to cross him… sadly it is the strangers
who do not know.
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Protector
of the Hunt
|
5
|
4
|
5
|
3
|
3
|
1
|
6
|
1
|
9
|
Weapons/Armour: Your Protector of the Hunt may be equipped
from the Wood Elf equipment list.
SPECIAL RULES:
Leader: Any warrior within 6" of the Protector of the
Hunt may use his Leadership value when taking Leadership tests.
0-2
ELDER SCOUTS...................40 gc
Elder scouts are
expert warriors, selected from among the Elven Scouts because
their experience in tracking and hunting prey… any prey. They
are camouflage experts and specialists in guerrilla tactics.
Under normal circumstances they operate in small groups, never
leaving the woods of Athel Loren. But the menace which spreads
from the city of Mousillon led to the decision to include Elder
scouts in the Warbands which are send to this place of danger.
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Elder
Scout
|
5
|
4
|
4
|
3
|
3
|
1
|
6
|
1
|
8
|
Weapons/Armour: Your Elder Scout may be equipped from
the Scout equipment list.
SPECIAL RULES:
Sniper: Due to there years of training Elder Scouts can
shoot while keeping almost invisible. This allows the character
to shoot while hiding. After the shot roll a D6 on a 5+ no
one noticed where the arrow came from.
Camouflage: Elder scouts are experts of camouflage.
They wear cloaks of green, brown or grey which are made from
leaves sewn together or with incorporate foliage. By painting
their faces and bodies with green and brown paint they are
almost invisible when hiding. When an Elder Scout is hidden,
each enemy model has to make an additional I test to spot
him.
0-1 FOREST MAGE...................55
gc
Wood Elven Mages
are specialist wizards in the ways of Nature. All their spells
are fed from the earth's energy. They sing their incantations
softly and them the forces of nature react. Even in remote
or desolate places they find their energy…
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Forest
Mage
|
5
|
4
|
4
|
3
|
3
|
1
|
6
|
1
|
8
|
Weapons/Armour: Your Forest Mage may be equipped from
the Wood Elf equipment list.
SPECIAL RULES:
Wizard: A Forest Mage can cast spells. Randomly choose
one spell from the Wood Elven spell list.
HENCHMEN
GLADE
GUARD...............30 gc each
It is the guards
that show potential, that are chosen to follow the Protector of
the Hunt.
They are starting out, but be carefull. The protector thinks highly
of them.
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Glade
Guard
|
5
|
3
|
3
|
3
|
3
|
1
|
5
|
1
|
7
|
Weapons/Armour: Glade Guard may be equipped from the
Wood Elf equipment list.
0-
5 SCOUTS...............35 gc each
Trappers
are loners who become attuned to the ways of the forest. They
live by trapping or snaring animals and birds. Sometimes they
turn their skills to larger prey.
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Scout
|
5
|
3
|
4
|
3
|
3
|
1
|
6
|
1
|
8
|
Weapons/Armour: Scouts may be equipped from the Scout
equipment list.
SPECIAL RULES:
Crossfire: If more than one scout henchman shoots at the
same target, they get +1 on the injury roll.
0-
1 IVY FERRET...............30
gc each
An Ivy ferret
is a corporeal form of a woodland spirit. It manifests itself
in a ferret which always in close proximity of its keeper
(any WE Hero). It is mentally linked to the keeper. Thus it
is almost impossible to hit the spirit. It always helps its
keeper and attacks his enemies.
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Ivy
Ferret
|
-
|
3
|
0
|
2
|
2
|
1
|
4
|
1
|
8
|
Weapons/Armour: Being a woodland Spirit, Ivy Ferrets
may not use equipment, Weapons or Armour.
SPECIAL RULES:
Running about: Due to his small size and very quick
movement the Ivy ferret is almost impossible to hit. It
constantly is al about the place. Therefore nobody can directly
attack the ferret. Roll a D6 for any hit on the Keeper,
on a 6 the Ivy ferret is hit. Once hit and survived the
ferret hides for the rest of that combat and cannot be hit,
or attack anymore.
Immunity to Poison: Ivy Ferrets are immune to all
forms of poison.
Spirit: The Ivy Ferret is a woodland spirit and
therefore gains no experience.
Poison Teeth: Because of their spiritual nature a
bit from an Ivy ferret almost piosonlike in its effect.
Treat like black lotus poison is used. An Ivy ferret is
allowed to attack each round its keeper is also allowed.
WOODLAND
INCANTATIONS
1. Song of Thorns (diff 8):
Branches strike out to the foe under influence of the
singer cadence. If no plants are present wooden chips fly
at the victim, as if they want to be thorns…
Victim suffers 2D6 S1 hits, range 8".
2. Murmuring of the Wind (diff 7):
Very softly the wind increases around the caster and
takes him wherever he wants.
Caster may move anywhere within 12", if he gets into
HtH it counts as a charge.
3. The Rain Song (diff 9):
The air around the caster becomes moist and it starts
to rain, until it looks like a major downpour…
Everything, except Woodelves, within 6" of the caster
suffers -1 to hit and suffers -1 Initiative. Last until
the beginning of the caster next magic phase.
4. Lyrics of Feral Infatuation (diff 8):
This soothing song seems to calm even the most ferocious
monsters and sends them into a sort of lethargic state.
Any animal or monster has to pass a Ld-test, on his own
Ld, in order to attack an oponent. If it fails it will do
nothing else that turn, not even fighting back if attacked.
5. Song of the Sun (diff 6):
While the caster sings his victim think he is in a scorching
desert. His movement slow and he might suffer from heat
stroke.
The target within 18" is -1M until the caster's next
magic phase, he also must make a T-test, if he fails, he
suffers a S4 hit.
6. Eagle's Cry (diff 8):
The caster utters a melodious cry, which sounds like
a great eagle. This inspires the elves so much they gain
the legendary sight of Thuarindir.
All Woodelves within 6" gain +1 on to hit and +1 on
the critical hittable. Last until the beginning of the caster
next magic phase.
The
forest looks serene. Nothing seems to be out of the ordinary.
Then a stag enters a small clearing; the juicy grass is
just what he is looking for.
The stag quickly raises his head, ears moving about. Two
arrows appear in his chest, he roars. Even before he can
react more, another couple of arrows make him go down…
The
voices sound happy. They have made a great catch and they
gather that their leader will be pleased. After quickly
finishing work on the stag, they go back to their camp.
Eyes
from the green follow them. An animal chirps and another
pair of eyes appear.
As the men leave the forest a couple of green shadows leave
the undergrowth to follow them.
The protector vows that the men will hunt here no more...
|