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Wood Elven Shadow-Hunters
v. 1.1
By Ed
Hastings
Wood Elves originate from the forest
of Athel Loren. Typically isolationists, they are ruled by the demi-gods Orion
and Ariel, the King and Queen of the Woods. Ariel has great sorcerous power and
wisdom beyond mortal ken. With the falling of the comet known among men as the
Hammer of Sigmar, she felt the approach of a great and evil power; a fallen
Chaos lord cast out of the dark Realms by the other Gods whom it had tried and
failed to destroy. Known to man as Malal, this evil power was now incarnate on
the physical plane and not subject to the instability that keeps other powers of
Chaos somewhat in check. Ariel saw in her wisdom that the coming
of the Lord of
Shadows to the Old World would be a harbinger of dark times and the beginning
of
a blight upon the land. It was clear to her that Malal must be destroyed early
or he would grow in power and spread his poison across the lands. By the time
the Shadowlord turned his eye to Athel Loren he would be too powerful to stop.
Therefore a call went out and the bravest Wood Elves of the glades of Athel
Loren volunteered to make the dangerous journey across the lands of the men of
the Empire and search out the evil that is Malal and destroy it.
Starting Funds
The warband starts with 500 gc to
spend as it wishes following unit numbers and weapons restrictions.
Choice of Warriors
A Wood Elven Warband must include a
minimum of 3 models, and can have a maximum of 12 models including 5 Heroes
and 1
leader. A starting warband must be lead by a Warleader, but should he be killed
they may not acquire another; one of the warriors of the band will step forth to
become the Leader.
Becoming the Leader
A warrior that steps up to become the
Leader upon the death of the existing one gains the 'Leader' special ability,
but otherwise stays the same.
Wood Elven Maximum Profile
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
5 |
7 |
7 |
4 |
4 |
3 |
9 |
4 |
10 |
Wood Elven Special Abilities
Move thru woods |
Wood Elves do not treat wooded areas as difficult
terrain. |
Wood Elf Archery |
When using normal Longbows, all Wood Elves
benefit from an extra 6" of range and an additional -1 Armour
save. Therefore a standard Longbow has a 36" range and a -1 armor
save vs normal armor. |
Recruitment
Wood Elves are fewer in number than
most of the other groups staking their claims in Mordheim. To represent this, it
is harder for them to recruit replacements than other warbands. When a Wood
Elven warband wishes to employ new members, the gold coin cost is paid for all
reinforcements is paid, but the warriors don't
show up immediately; the new
recruits must make the journey from Athel Loren to Mordheim. Therefore the
entire group of reinforcements will arrive after 1d3 games have passed.
Hirelings and Dramatis
Personnae
The following standard hirelings will
work for the Wood Elvens: the Elf Ranger, the Halfling Scout, and the
Freelancer. Of the Dramatis Personnae listed in the Mordheim rulebook, Aenur
will work for a Wood Elven band. Player created and future supplemental
Personnae and Hired Swords will have to be adjudicated on a case by case basis
as appropriate to their background. In general all non-evil/chaotic people can
work with Wood Elves unless they are dedicated to a specific cause or group
(like Bertha Bestraufrung). The exception is new Dwarven hirelings, who will
work with the Elves but will always charge double their
normal fee as they still
bear a grudge against the Elves from the War of the Beard.
Heroes
Wood Elven Warleader |
1 |
Wood Elven Mage |
0-1 |
Wood Elven Waywatcher |
0-1 |
Wood Elven Wardancer |
0-1 |
Wood Elven Scout Apprentice |
0-2 |
Henchmen
Wood Elven Archers |
0-5 |
Wood Elven Glade Gaurds |
0-5 |
Dryad |
0-1 |
Equipment
Wood
Elven Warbands Equipment List |
Hand
to Hand weapons |
Dagger (first free) |
2 |
Mace |
3 |
Axe |
5 |
Sword |
10 |
Spear |
10 |
Thrown Weapons
|
Javelins |
10 |
Missile Weapons
|
Long Bow |
15 |
Armor (Heros
Only) |
Shield |
5 |
Helmet |
10 |
Light Armor |
20 |
Elf Cloak |
50 |
The Wood Elven warriors are very
specialized in their armaments. See each warriors entry for available equipment
options.
Special Equipment
Description
Javelin |
Range: Users Strength x3; Damage: Users
Strength +1 |
Starting Experience
Experience
and Skills |
Hero |
Skill
Categories |
Starting XP |
Warleader |
Combat, Shooting,, Speed, Wood Elf Skills |
20 |
Mage |
Academic, Speed, Wood Elf Skills |
12 |
Wardancer |
Speed, Combat, Wardancer, Wood Elf Skills |
12 |
Waywatcher |
Shooting, Speed, Wood Elf Skills |
12 |
Scout Apprentice |
Shooting, Wood Elf Skills |
8 |
Special Skills
Wood
Elven Skill Category |
Glade Runner |
The warrior may run even if an enemy model
is within 8" at the beginning of his turn |
One with the Target |
The warrior has trained himself to enter a
trance like state when firing a bow. If he does not move in the
movement phase he may automatically hit one target within range with a
single shot. |
Fast Knock |
The warrior is able to draw and fire a bow
rapidly. If he does not move in the movement phase he may rapidly fire
many shots. The first shot is at -1 in addition to all normal shooting
penalties and each additional shot is at an additional cumulative -1 (ie
the second shot is -2, the third is -3, the fourth is -4, etc). The
Elf may continue to shoot his bow until he misses. NOT combinable with
Quickshot. |
Fey |
The Elf is unaffected by hostile magic
spells on a roll of 4+. |
Elven Luck |
The Elf can re-roll one of his dice rolls
once per game. |
Elven Eyes |
Doubles Initiative value for spotting
Hidden models. |
Wood
Elven Wardancer Skill Category |
Whirling Death |
The Wardancer may add +1 Attack. This may
take him over profile maximum. |
Woven Mist |
The Wardancer spins in such an
intimidating manner that enemy models must pass a Leadership check or
will only hit the Wardancer on a 6 in HtH. |
The Shadows Coil |
The Wardancer forgoes all of his attacks
to nullify the attacks of a single opponent in base to base contact
for that HtH phase. |
Storm of Blades |
The Wardancer may re-roll failed rolls to
wound in HtH combat. |
Spells
Wood
Elf Magic Spells |
1. Lesser Curse of
Anraheir |
The wizard curse a single enemy model. If successfully
cast the target may only hit opponents on a roll of a 6
with either ranged or HtH attacks. Lasts until the casters next
Recovery. Difficulty: 8, Range 24". |
2. The Writhing Worm |
The target must roll less than or equal to
their Strength or be cocooned in magic and count as Knocked Down. In
each of their own recovery phases the target may attempt to roll under
or equal to their S on a d6 to break free, following all the rules
regarding a model that recovers from being Knocked Down. Difficulty:
8, Range: 24”. |
3. Hunting Spear |
The wizard hurls a mystical spear at any
enemy model within LOS not fighting in HtH, rolling to hit using his
BS. Any model struck by the spell suffers a single S6 hit that causes
d3 Wounds. Normal Armor saves do not apply. Difficulty: 9, Range:
24" |
4. Peace |
If cast on a friendly model, the model
automatically rallies. If cast upon an enemy model, the model must
make a Leadership check to attack any models in the casters warband in
any way. Lasts until the casters next Recovery phase. Difficulty 7,
Range: 24”. |
5. The Green Eye |
The wizard projects a bolt of mystic green
energy 18" long and 1" wide that ignores terrain and
obstructions. Any model whose base is even partially under this line
must roll under their Initiative or suffer d3 S4 hits. Difficulty: 9,
Range: 18" |
6. Lesser Flesh of
Stone |
The wizard assumes the aspect of Stone,
doubling his Toughness and gaining an unmodified save of 4+ vs any
attack, but halves his Movement rounded up, and only rolls 1d6 for
distance should he break while the spell is active. The spell remains
in effect, but the wizard must make a Ld test every Recovery Phase to
prevent it from fizzling out. Difficulty: 9, Range: Self only. |
Heroes
Type |
Number |
Cost |
Warleader |
1 |
115 |
The Warleader is an
experienced Wood Elven hero, and is often several hundreds of years
old. |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
5 |
5 |
5 |
4 |
3 |
1 |
7 |
1 |
9 |
As Armor |
Weapons and Armor:
the Warleader may be equipped as desired from the Wood Elven Equipment
List. |
Special Ability:
Leader: Other warriors of the warband within
6" may use the Warleaders Leadership value in lieu of their
own. |
Type |
Number |
Cost |
Mage |
0-1 |
95 |
The Mage is a young
practitioner hoping to earn the favor of Ariel by carrying out her
will. |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
5 |
4 |
4 |
3 |
4 |
1 |
7 |
1 |
8 |
As Armor |
Weapons and Armor:
the Mage may be equipped as desired from the Wood Elven Warbands
Equipment List. However, the Mage is a spellcaster and must abide by
the rules regarding spellcasters wearing armor. |
Special Ability:
Spellcaster. The Elven Mage is a spellcaster and starts
with one spell chosen randomly from the Wood Elven Magic Spell List
(above). He may choose to randomly generate a new spell from the list
in lieu of a skill raise as he gains in experience. |
Type |
Number |
Cost |
Wardancer |
0-1 |
135 |
Wardancers are perhaps the
greatest and are certainly the most unusual of the Wood Elven
warriors, possessing incredible acrobatic abilities and a strange
fighting style designed to resemble a dance. |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
5 |
5 |
5 |
3 |
3 |
1 |
6 |
1 |
8 |
As Armor |
Weapons and Armor:
may choose from the HtH section of the Wood Elf Equipment list. |
Special Ability:
Leap: Wardancers start with the Speed Skill 'Leap' |
Special Ability:
Immune to Psychology: Wardancers are Immune to
Psychology |
Special Ability:
Agile: Wardancers have a special 6+ Unmodifiable save vs
any physical attack |
Special Ability:
Talismanic War Paint: Wardancers have a special 4+
Unmodifiable save vs magic attacks |
Special Ability:
Special Skills: Wardancers may choose from the Wardancer
skill list instead of other skill lists when they get a skill raise. |
Type |
Number |
Cost |
Waywatcher |
0-1 |
115 |
The Waywatcher is an
experienced Elven warrior of great skill and acumen. Incredibly
stealthy and with senses honed to a razors sharpness he provides a
formidable presence to any Wood Elf band. |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
5 |
5 |
5 |
3 |
3 |
1 |
6 |
1 |
8 |
As Armor |
Weapons and Armor:
the Waywatcher may be equipped as desired from the Wood Elven
Equipment List. |
Special Ability:
Elven Eyes: Doubles Initiative value for
spotting Hidden models. |
Special Ability:
Infiltrate. The Waywatcher may be placed anywhere on the
board outside of the enemies detection range after all other models
have been set up. |
Special Ability:
Loner. The Waywatcher is Immune to All Alone tests. |
Type |
Number |
Cost |
Scout
Apprentice |
0-2 |
80 |
Elven Scouts represent the consummate
balanced warrior, equally skilled at hand to hand and ranged
attack. They are keen of eye and sure of hand, making them able
additions to any band in any environment. With some seasoning the
young Scout Apprentice will be ready to take his place among the guardians
of the glades. |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
5 |
4 |
4 |
3 |
3 |
1 |
6 |
1 |
8 |
As Armor |
Weapons and Armor:
the Scout Apprentice may be equipped as desired from the Wood Elven
Equipment List. |
Special Ability:
Elven Eyes: Doubles Initiative value for
spotting Hidden models. |
Henchmen
Type |
Number |
Cost |
Elven
Archers |
0-5 |
75 |
Trained from childhood and
practically immortal, Elven warriors become quite skilled in all
aspects of warfare, but are particularly renowned for the accuracy of their
archers. |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
5 |
4 |
4 |
3 |
3 |
1 |
6 |
1 |
8 |
As Armor |
Weapons and Armor:
May be equipped from the Wood Elven Equipment List HtH and Missile
sections. |
Type |
Number |
Cost |
Elven
Glade Guards |
0-5 |
70 |
Trained from childhood and
practically immortal, Elven warriors become quite skilled. the Glade Guards
form a line of spears to stop any who would seek to strike down their
bow-wielding brethren. |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
5 |
4 |
4 |
3 |
3 |
1 |
6 |
1 |
8 |
As Armor |
Weapons and Armor:
May be equipped from the Wood Elven Equipment List HtH, Throwing, and
Armor sections. |
Type |
Number |
Cost |
Dryad |
0-1 |
150 |
Creatures of the forests, the
Dryads are dangerous foes when angered. They fight with
their Elven
allies to prevent harm coming to their lands. Some few were moved to
assist the Shadow-Hunters in their task. Dryads
shape shift to take on
the aspects of various trees as they fight, gaining additional
benefits as needed. |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
5 |
4 |
3 |
4 |
4 |
2 |
4 |
2 |
8 |
5+U |
Weapons and Armor:
None |
Special Ability:
Tree Forms: The Dryad may shift into various
tree forms when fighting in HtH. The Dryad may only be in one form at
a time. The Dryad stays in a given form until the begining of a HtH
phase in which it shifts into another form. The Dryad must be in HtH
to shift form, but may shift when charging. |
Special Ability:
Oak Form: +1 S and +1 T while in this form. |
Special Ability:
Birch Form: +1 A while in this form. |
Special Ability:
Willow Form: All enemies in BtB lose 1
Attack down to 0 while the Dryad is in this form. |
Special Ability:
Supernatural Animation: The Dryad is Immune
to Poison, cannot be Stunned, and has a special 5+ Save vs all
attacks. |
Limitation: Wood
Spirit: The Dryad does not learn as a truly living
creature would; she gains no experience |
Limitation: Large:
The Dryad counts as a Large creature |
Limitation: Warband
Rating: The Dryad adds +20 to the warbands rating |
Playing a Wood Elven warband
A Wood Elven Warbands band has several
obvious advantages, but these are balanced by a couple of significant
disadvantages. The Elven warriors are all supremely talented and their
profile
max is the best of all the mortal races. However all the available units are
correspondingly extremely expensive. Furthermore, the list of usable equipment
is very small. In addition the band will have a very difficult time recruiting
new members and replacements and will almost always be outnumbered. Finally,
they have a very power spell list, but its power is offset by very high
difficulties.
Ultimately, the forces greatest
strength is that it has very powerful characters, excellent Henchmen, and a very
good selection of skills for its Heroes and promoted
Archers. The force
definitely favors a shooty warband, but the Wardancer, Glade Guards, and Dryad
are pretty tough in HtH as well. In all a very tight and exciting band to play,
as every man counts and any errors might be the last.
Forward any comments to: killershrike@home.com
Updated April 6, 2000
Updated April 13, 2000
Updated April 24, 2000
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