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Wood Elf Warband

Created by Pete Rejowski

In the year 2000 as reckoned by the Empire of Men, a twin-tailed comet fell upon the city of Mordheim,
shattering it with blazing fire and slaying thousands. The repercussions of the comets impact were felt throughout the world; ancient Dwarf holds fell under the onslaught of the bucking earth; cities of the Skaven under-Empire caved in; Sorcerers in the Chaos Wastes paused in their studies; the trees of Athel Loren shuddered. Deep within the most fey forest left in the Old World, the Wood Elves noted the impact of the comet, and deliberated amongst themselves as to whether or not they should act. The majority of the Nobles and Highborn insisted that they shore up their defenses, as all manner of people would undoubtedly try to pass through the forest on their way to the accursed city. However, a few of the more militant nobility insisted that this was the perfect opportunity for nature to regain some ground; they argued that if enough power could be mustered in the forest (laughingly called the Great Forest by the men of the Empire), the fallen city of Mordheim could be reclaimed by nature; thus, it was in their interest to send a force to the surrounding area to work the necessary spells. On and on, the Nobles debated, for it was still the dead of winter, and the wisdom of both Orion and Ariel was unavailable as both slept. However, it was the greatest Spellweavers among them who settled the debate; they predicted the rise of Chaos in the lands, and foresaw that Athel Loren would need its formidable army in the very near future. With the debate apparently settled, the Nobles dispersed to their various domains. However, Wood Elves are hardly known for their ability to follow orders, and the thought of striking a blow against the rapacious men of the Empire was too tempting. Upon hearing that many followers of Chaos were entering the city in search for the baneful Wyrdstone (including the hated Beastmen), the militant Nobles met in secret to discuss options. After a small period of deliberation, the Nobles decided to send a few training sorties into the city, in order to ascertain the greater threat to Athel Loren. These sorties would not be made up of the proven veterans of the Wood Elf armies; rather, they would be those who were only recently initiated into the ranks of fighting Elves. Thus, these neophytes could learn the arts of war against a multitude of foes, while simultaneously learning about the wider ways of the world (and all the foes that it contains). Much to the Nobles shock, more than a few Dryads stepped out from the surrounding trees, and pledged to assist these young Elves in their trials. Though they would be weaker than normal (being so far from Athel Loren), the Dryads simply stated that they too would like to see one of the great cities of Man reclaimed by the forest; while it would not be Athel Loren that would be directly consuming the city, it would be a triumph of nature over civilization, and that would be enough. Thus, the Wood Elves made their way to the City of the Damned; though few in number (so as not to be detected by the more conservative Nobles), these warbands enter the city not for the treasure (or the corrupt Chaos-filled stones), but for another training grounds in which to hone their martial talents.

Choice of Warriors
A Wood Elf warband must include a minimum of three models. You have 500 Gold Crowns to recruit and equip your initial Warband. The maximum number of warriors in the warband may never exceed 12.

Special Rules
Distrust: The Wood Elves have been fighting against intruders into their forest homeland for eternity, and have learned to count all as enemies; the only exception to this is the Brettonians, who were effectively shaped by Wood Elf hands. Wood Elf warbands may never ally with any other type of warband, except for Brettonians. They may also not have any non-Wood Elf Hired Swords (including the Elf Ranger, who is a High Elf) or Dramatis Personae. Frail but Fey: Elves have a sort of delicate, but magical constitution. Elves may never permanently increase their Toughness attribute beyond a value of 3; however, their Toughness can never be permanently lowered (treat any injuries that would result in such a decrease as a Full Recovery instead). Excellent Sight: There are numerous legends detailing the excellent eyesight and hearing of the Elves; Wood Elves can spot Hidden enemies from twice as far away than normal warriors (i.e. twice their Initiative value in inches). Distaste for Poison: The Wood Elves despise their Dark Elf kin, who are notorious users of poisons. Therefore, the Wood Elves may not use poisons of any sort. Archers: Wood Elves are extremely proficient with the Bow, and never use any other longranged weaponry. Wood Elves are limited to the missile weapons on their starting equipment chart; they may never use any others. Forest Walkers: A lifetime spent in the confines of Athel Loren inevitably teaches how to move through woodlands without hindrance. All models in the Wood Elf warband (except a model mounted on a Warhawk) may ignore movement penalties through woods. Training Sorties: As the primary purpose of the Wood Elves presence in Mordheim is to train for future combat, the Wood Elf warband must include all four starting heroes. In addition, a standard Hero who dies (or is

Heroes
Waywatcher: Each Wood Elf warband must have one Waywatcher to lead it no more, no less. Wardancer: Your warband must include one Wardancer. Spellsinger: Your warband must include one Spellsinger Glade Guardian: Your warband must include one Glade Guardian.

Henchmen
Glade Warriors: Your warband may include any number of Warriors. Glade Scouts: Your warband may include up to five Scouts. Dryads: Your warband may include up to two Dryads.

Starting Experience
Waywatcher starts with 20 experience points. Wardancer starts with 12 experience points. Spellsinger starts with 12 experience points. Glade Guardian starts with 8 experience points. Henchmen start with 0 experience points.

Maximum Characteristics
M WS BS S T W I A Ld 5 7 7 4 3 3 9 4 10

dismissed for some reason) must be replaced as soon as the warband has enough money to purchase another. If the Waywatcher dies (or is dismissed), the Wood Elf player may purchase

another after playing one game without him (the model with the highest Leadership becomes the temporary leader; if tied, the model with the most experience between them becomes leader).

Wood Elf Equipment Lists


The following lists are used by Wood Elf warbands to pick their initial equipment.

WOOD ELF EQUIPMENT LIST


Hand-to-hand Combat Weapons
st

Armour

Dagger........1 free / 2 gc Helmet10 gc Asrai Dagger...3 gc Shield...........5 gc Sword.10 gc Buckler.....5 gc Double-handed sword....15 gc Light Armour.........10 gc Halberd..10 gc Special Equipment (Heroes only) Spear5 gc War Horn of Athel Loren..25 gc Missile Weapons Bow10 gc Elven Cloak...75 gc Longbow15 gc Spites..25 gc Elf Bow..30 gc Elven Steed90 gc Throwing Knives...15 gc Warhawk (limit 1 per warband)...150 gc Note that due to their contacts with their superiors in Athel Loren, Wood Elves acquire the following items at the following cost & rarity instead of as listed in the rulebook once the campaign has started: Elf Bow (30+3d6 gc / Rare 11) Elf Cloak (70+2d6x5 gc / Rare 11) Wardog (20 + 2d6 gc / Rare 9)

Wood Elf skill tables


Waywatcher Wardancer Spellsinger Glade Guardian Combat X X X Shooting X Academic Strength X X X Speed X X X X Special X X X X

1 Waywatcher
70 Gold Crowns to hire
The Wood Elf warband is inevitably trusted to the scouting skill of a Waywatcher-in-training. Almost ready to join the elite units that patrol the forest of Athel Loren, this Waywatcher has been given command of a sortie into the city of Mordheim as a test of his judgment and nerve. Profile M WS BS S T W I A Ld 5 4 5 3 3 1 6 1 9 Weapons / Armour: A Waywatcher may be armed with weapons and armour chosen from the Wood Elf equipment list.

Heroes 1 Wardancer
45 Gold Crowns to hire
The Wardancers are elite warriors of the Wood Elf armies, and fight with unparalleled grace and skill as opposed to brute strength. Their dances re-enact ancient victories while serving a greater purpose in battle. A Wardancer who ventures to Mordheim has yet to learn all of the deadly arts of battle, but is still a formidable opponent, and meets his opponents with nearly unmatchable skill and grace. Profile M WS BS S T W I A Ld 5 5 4 3 3 1 6 1 8 Weapons / Armour: The Wardancer may be armed with weapons chosen from the Wood Elf equipment list. They may not wear any sort of armour or article of clothing (such as an Elf Cloak, Wolf Cloak, etc). SPECIAL RULES Melee Specialists: Wardancers live by a strict code of close quarter fighting. Wardancers may not use missile weapons of any sort. Skills: The Wardancer has his own special skill list, which he may access in addition to his regular skills; these are listed below

SPECIAL RULES Leader: Any models in the warband within 6 of the High born may use his Leadership instead of their own. Skills: The Waywatcher has his own special skill list, which he may access in addition to his regular skills; these are listed below.

1 Spellsinger
55 Gold Crowns to hire
Wood Elf mages are those whose fey nature is capable of manifesting into truly awesome power. Their ties to the forest of Athel Loren protect them from the worse ravages of magic, and it is said that they share in the greater intelligence of the forest. Spellsingers are usually sent to the city of Mordheim in order to better learn how to control their power while away from their homeland. Profile M WS BS S T W I A Ld 5 4 4 3 3 1 5 1 8 Weapons / Armour: A Spellsinger may be armed with weapons and armour chosen from the Wood Elf equipment list, but they may not cast spells if wearing any sort of armour. SPECIAL RULES Wizard: The Wood Elf Spellsinger is a wizard and uses Wood Elf Magic, detailed below.

1 Glade Guardian
45 Gold Crowns to hire
Glade Guardians are typically one of Athel Lorens finer warriors who is feeling a bit of wanderlust. A Guardian typically serves in the greater army of the Wood Elves, and brings his martial talents to the fore in the City of the Damned. Many times, the less-experienced Heroes will look up to the Guardian as a source of inspiration, though they tend to focus their efforts into their chosen specialty. Profile M WS BS S T W I A Ld 5 4 4 3 3 1 5 1 8 Weapons / Armour: A Glade Guardian may be armed with weapons and armour chosen from the Wood Elf equipment list.

Henchmen Glade Warriors


35 Gold Crowns to hire
The Wood Eves all trained in the arts of war, and all serve in Athel Lorens army in times of need. It is the Glade Guard that forms the bulk of the army, and while they may seem slightly disorganized, they ultimately function as an effective fighting force. Profile M WS BS S T W I A Ld 5 4 3 3 3 1 5 1 8 Weapons / Armour: Glade Warriors may be armed with weapons and armour chosen from the Wood Elf equipment list.

(bought in groups of 1 5)

Dryads transform into their war-aspect and become horrifying creatures. The Dryads accompany the Wood Elves to distant Mordheim in order to prove the power of nature directly, and their assistance is greatly valued by the warbands that they accompany. Profile M WS BS S T W I A Ld 5 4 0 4 4 1 6 2 10 Weapons / Armour: Talons and sheer aggression. Dryads never use any weapons, armour, or equipment (save that which nature gave them as it should be). SPECIAL RULES Fear: Dryads in their war-aspect are twisted, savage, and generally nasty; they cause Fear. Spirit Aura: Dryads are mostly spiritual creatures, and thus have a special 5+ armour save that is modified as normal; this save cannot be used against magical attacks (spells, magical weapons, etc). Also, the Dryads attacks count as being magical. Immune to Poison: The body of a Dryad is often made of wood, and thus cannot be harmed by conventional poisons. Immune to Psychology: Dryads do not know the concept of fear, and automatically pass any Leadership-based test that they have to take (such as All Alone tests). Feral Nature: Dryads are fierce creatures that care little for authority and civilization. While a Dryad can gain experience, it cannot become a Hero; In addition, the warband cannot use its Leadership for the purposes of Rout tests. As this makes a Dryads Leadership statistic relatively useless, they may re-roll any Leadership advance they gain. Weakened Link: The magic that sustains a Dryad is barely felt in Mordheim; the city is a long distance from Athel Loren. To represent this, if a Dryad is taken out of action, it is slain on a roll of 1-3 instead of the usual 1-2 for henchman.

0-5 Glade Scouts


40 Gold Crowns to hire
The stealthy Wood Elf scouts rely on their skill with archery to harass and snipe at the enemy rather than engaging them head on, as ambush is their preferred style of fighting. The Scouts are young and inexperienced, and see a trip to Mordheim as a valuable training opportunity. Profile M WS BS S T W I A Ld 5 3 4 3 3 1 5 1 8 Weapons / Armour: Glade Scouts may be armed with weapons and armour chosen from the Wood Elf equipment list. SPECIAL RULES Natural Stealth: The first skill that a Scout learns is the art of moving without being seen or heard. A Scout may deploy up to twice the normal distance allowed by the scenario, and may start the game in Hiding. Note that if a Scout becomes a Hero, this ability does not combine with the Infiltration skill.

0-2 Dryads
50 Gold Crowns to hire
The Forest of Athel Loren is alive with many spirits, and many of these spirits can manifest bodies through sheer force of will. One of the most common forms of spirit found in Athel Loren is the Dryad. They are able to shape-shift into different forms, often mimicking Elves when at peace. However, in times of war, the

Special Equipment
Asrai Dagger (3 gc / Common. Wood Elves only) The Asrai Dagger is much like a normal dagger, but the Wood Elves typically make them out of wood. Surprisingly (to outsiders), the wood is enhanced by the magical nature of Athel Loren itself, making it more formidable than usual. Range Close Combat Strength As user Special Rules None War Horn of Athel Loren (25+1d6 gc / Rare 6. Wood Elves only) The Rules for the War Horn of Athel Loren are the same as for a normal War Horn from the 2002 Annual, except for rarity and price; the rules are restated here for convenience. A War Horn may be sounded once during the game at the start of any Wood Elf turn. Until the start of the next turn, all members of the warband gain a +1 to their Leadership (to a maximum of Ld 10). The War Horn may be used just before the warband takes a Rout test. Warhawk (150 gc / Rare 12. Wood Elves only) The Warhawk is a majestic creature, only truly at home in the forests of Athel Loren. Still, a lucky (and successful) warband can occasionally access one of these majestic creatures, and gain a distinct advantage of mobility in the twisted streets of Mordheim. Profile M WS BS S T W I A Ld 9 4 0 4 3 1 5 1 5 SPECIAL RULES Fly: A Warhawk does not move in the conventional sense; rather, it obviously flies through the air. When moving with a Warhawk, simply take into account the vertical distance that one would have to travel to clear the various buildings in the city. The Warhawk always lands at the end of its movement, and so can be attacked as normal. Bolt: The Warhawk, if it bolts, moves an extra d6 over the usual distance rolled.

Spites (20+1d6 gc / Rare 9. Wood Elves only) Spites are capricious and unpredictable nature spirits who tend toward mischief and practical jokes; however, if angered, a Spite will quickly shift to a more aggressive form. They often accompany their favorite Wood Elves to the city of Mordheim, where they often have many foes to work their baneful tricks upon. A character can only have a single type of Spite, and cannot get rid of it once it is purchased. They are attracted in the same way as familiars, in the sense that the cost for them is actually the materials used to attract it; this cost is paid in advance, regardless of the actual Rarity roll. Skills or items that effect Rarity rolls (such as Streetwise, an Opulent Coach, etc) cannot help to find a Spite. A Wizard may not have a Familiar and a Spite. If a Wood Elf Hero that owns a Spite is Captured, the Spite leaves; the enemy does not gain it. The different types of Spites are as follows: A Blight of Terrors: The model causes Fear. A Resplendence of Luminescents: All attacks made by the Hero count as magical. In addition, once per game, the Hero can give his weapons a +1 Strength bonus until the start of his next turn. An Annoyance of Netlings: Any enemy attempting to strike the character in hand-tohand suffers a -1 penalty to hit. A Cluster of Radiants: Usable only by Wizards, the Hero roll three dice when casting a spell and picks the two highest. A Murder of Spites: The Hero gains an additional attack, which strikes with his WS. The attack has an Initiative of 4, a Strength of 2, and counts as a weapon coated in Black Lotus. A Muster of Malevolents: These Spites effectively give d3 additional ranged attacks (the quantity is rolled each turn). They have a range of 6 (that cannot be increased in any way), always hit on a 4+ (regardless of movement, cover, etc), and are Strength 2; in addition, they count as being coated in Black Lotus.

Fey Quickness

Wood Elf Special Skills Bow Mastery


The Hero has learned to better use his bow, and has strengthened it beyond what could usually be expected from a standard bow. If the model does not move, any shots from a bow under half range are Strength 4. This skill can be combined with Quick Shot, but not with Nimble.

Few can ever hope to match an Elfs inhuman quickness and agility. An Elf with Fey Quickness can avoid melee or missile attacks on a roll of 6. If the Elf also has Step Aside or Dodge, this will increase the save to a 4+ in the relevant area. For example, an Elf with Fey Quickness and Dodge avoids missile attacks on a 4+ and melee attacks on a 6.

Eternal Foes
The Wood Elf has personally seen the ravages that others have caused to his homeland of Athel Loren. The Hero Hates all Beastmen, Dark Elves, Dwarves, and Orcs & Goblins.

Finesse over Might


The Elf has learned how to use his natural speed and grace when using a large weapon; he is able to twirl it about his body, allowing it to move faster than one would assume possible. When using a double-handed weapon, he doesnt automatically strike last. Work out order of battle as you would with other weapons.

Infiltration
The Wood Elf can Infiltrate; this skill is identical to the Skaven skill of the same name.

Lethal Shot

Waywatcher Special Skills Forest Stalker


The Waywatcher is adept at vanishing into the background, and wears clothing to assist in this. Enemies suffer a -1 penalty to hit him with missile weapons. In addition, the Hero can Infiltrate; however, unlike the normal skill, the Waywatcher may start anywhere he can hide; thus, he could possibly be closer than 12 to the enemy.

The Waywatcher is adept at hitting a target where he wants to, causing serious damage. When shooting, if the Waywatcher does not move, he can cause a Critical Hit on a to-wound roll of 5-6, instead of only 6. If he needs a 6 to wound the target, he can still cause a Critical Hit on a to-wound roll of 6. This skill can be combined with Quick Shot, but not with Nimble.

Wardancer Special Skills (also known as The Shadow Dances of Loec) Wardancer Skills are only usable one at a time; the Hero may choose which dance he is using at the start of each hand-to-hand combat phase. The Hero cannot use the same dance in two consecutive turns; he must change dances each hand-to-hand phase or he must attack as normal if he only possesses one dance. Whirling Death
The Wardancer strikes with uncanny precision, capable of causing grievous wounds. The Hero can cause a Critical Hit on a to-wound roll of 56, instead of only 6. If he needs a 6 to wound the target, he can still cause a Critical hit on a towound roll of 6.

Storm of Blades
The Wardancer rains blow after blow upon the opponent, faster than the eye can see. If the model can usually Parry, this skill negates it.

The Shadows Coil


With agile grace and supreme skill, the Wardancer evades the clumsy attacks of his opponent. The model may parry even if not using a weapon that gives the Parry rule. If using a weapon with the Parry rule, he may reroll a failed parry. Lastly, if using two weapons that have the Parry rule, he may make two parry attempts and re-roll failed parries.

Woven Mist
The sinuous movements of this dance distract and confuse the enemy. The Wardancer reduces his total attacks by one, but always strikes first in combat. This takes precedence over the usual Strike First rule.

Wood Elf Magic


The Wood Elves are as accomplished practitioners of magic as their other Elven brethren, and focus their will to augment the formidable abilities of their fighting brethren. They are also known to release the full fury of natures wrath into their enemies, making them dangerous as well as versatile. The spells available to the Spellsinger reflect the final forms of the spells that he will eventually be casting on a major battlefield. D6 Result 1 Fury of the Forest Difficulty 8 Twisted branches and thorns burst into spontaneous growth, attacking the Spellsingers enemies. This spell may be cast on a single unengaged enemy within 18, or on an enemy in hand-to-hand combat with the Spellsinger. The model takes d3 Strength 4 hits; take armour saves as normal. If they are within 6 of a wooded area, the hits are Strength 5 instead. The Hidden Path Difficulty 7 Using this spell, the Spellsinger steps out of the corporeal world and beyond the reach of mortals. He may immediately make a 12 move, ignoring all intervening terrain. If he engages a fleeing enemy in the close combat phase, he will score one automatic hit, and the opponent will flee again. The Twilight Host Difficulty 7 The mage weaves a powerful illusion, and ghostly grey shapes appear at the side of the Wood Elves. This spell may be cast on any friendly model within 6 (including himself); the model now causes Fear. If cast on a model that already causes Fear, then any enemies fighting him must make an All Alone test, even if there are friendly models within 6 of their position. This spell lasts until the start of the Wood Elves next turn. Ariels Blessing Difficulty 9 This spell can be cast on any friendly model within 6 of the Spellsinger (including himself). The model has the Regeneration special rule of Trolls; that is, any wound that the model suffers is ignored on a d6 roll of 4+ unless the wound was caused by fire, and if the model is taken Out of Action, it automatically recovers as if it rolled Full Recovery on the injury chart. This spell lasts until the Spellsinger is Stunned or put Out of Action, or if the model that it affects is taken Out of Action. This spell can only affect one model at a time, and the Spellsinger can end it at the start of any of his turns in order to try and cast it on a different model. The Call of the Hunt Difficulty 8 A single Wood Elf within 6 of the Spellsinger (including himself) is affected by the spirit of Kurnous, which gives them a part of his savagery, anger and power. The model follows the rules for Frenzy. This spell lasts until the Spellsinger or the model it affects is Stunned or put Out of Action. This spell can only affect one model at a time, and the Spellsinger can end it at the start of any of his turns in order to try and cast it on a different model. Tree Singing Difficulty 10 The Spellsinger calls to the earth to sprout new plants, and the land answers with a burst of growth. Plants of all kinds, vines, and many small trees burst from the earth, effectively creating a small temporary forest. The entire area within 6 of the Spellsinger (with the exception of upper levels of buildings) counts as wooded terrain until the Spellsingers next shooting phase. The temporary forest is considered to be 4 high for the purposes of shooting over it from an elevated position.