Tuesday, March 27, 2012

Wood Elves from the Glade - Totally New List!


Wood Elf Scouting Party Warband List
As proposed by Richard Buckner III


CHOICE OF WARRIORS
The Scouting Party warband must include at least 3 models.  You have 500 gold crowns with which to form your warband.  The maximum number of warriors in the warband is 15.



HEROES

Waywatcher: Your warband must include 1 Waywatcher.  No more, no less.

Spellsinger: Your warband may include up to 1 Spellsinger.

Wardancers: Your warband may include up to 2 Wardancers.



HENCHMEN

Scouts: Your warband may include up to 4 Scouts.

Glade Guard: Your warband may include any number of Glade Guard.


STARTING EXPERIENCE

A Waywatcher starts with 20 experience.

A Spellsinger start with 12 experience.

Wardancers start with 12 experience.

Henchmen start with 0 experience.

SCOUTING PARTY SKILL TABLE

Scouting Party Skill Table


Combat
Shooting
Academic
Strength
Speed
Special
Waywatcher
X
X
X

X
X
Spellsinger
X

X

X
X
Wardancer
X
X


X
X




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SCOUTING PARTY EQUIPMENT LISTS

The following lists are used by Scouting Party warband to pick their equipment.




SCOUTING PARTY EQUIPMENT LIST

Hand-to-hand Combat Weapons

Dagger…………………….1st free/            2 gc
Axe………………………………..            5 gc
Short Sword……………………….            5 gc
Sword……………………………..            10 gc Spear……………………………….            10 gc
Double-handed Sword……………..            15 gc

Missile Weapons


Bow………………………………..            10 gc
Longbow…………………………..            15 gc
Elf Bow*…………………………..            25 gc

 

Armour


Light Armour……………………...            10 gc
Shield……………………………...            5 gc
Helmet…....……………………….            5 gc

Miscellaneous


Elven Cloak*………………………            20 gc
Elven Wine*…………………….…            30 gc


WARDANCERS EQUIPMENT LIST


Hand-to-hand Combat Weapons

Dagger…………………….1st free/            2 gc
Sword……………………………..            10 gc
Short Sword……………………….            5 gc
Double-handed Sword……………..            15 gc

Missile Weapons


None

Armour

None


*These items may only be purchased at these prices for a starting warband, and only for Heroes.  Later purchases must be made using normal prices and rules.
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SCOUTING PARTY SPECIAL RULES

All Scouting Party are subject to the following rules.

Excellent Sight: Elves have eyesight unmatched by mere humans.  All Elves can spot hidden enemies at twice their Initiative.

Distaste for Poison: The use of Poisons and Drugs is a specialty of Dark Elves and is therefore frowned upon by Wood Elves.  Scouting Party may not use Poisons or Drugs of any kind (other than their fine Elven Wine).

Distaste for Black Powder: Elves find Black Powder weapons to be to dirty, slow and destructive to be of any real use.  Elves may never use Black Powder weapons.


Unforgiving: Wood Elves have a long history of fighting the forces of Chaos (in addition to their Corrupt kin). Scouting Party may never ally with warbands of a Chaotic nature (eg. Possessed, Skaven, Undead, Orcs, Dark Elves, etc.).

Tolerant:  Due to the proximity of their forests to Human lands, the Wood Elves have learned to tolerate some of the “lesser races”.  Scouting Party may hire any Hired Swords that are not chaotic or evil in nature or that use poison (such as Assassins).

Forest Walkers: All Wood Elves live their lives in dense forests, therefore all Wood Elves have no movement penalty when moving through forests.

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SCOUTING PARTY RACIAL MAXIMUMS


All members of the Scouting Party warband are Elves.

 

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


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Heroes


1 Waywatcher


80 gold crowns to hire
            Waywatchers are selected from among the Scouts to guard the ways leaving into the depths of the forest.  They observe everyone and everything that nears their forests and set the alarm to call the Wood Elf armies.  They also lead advance Scouting Parties outside of their forests, operating independently and, when possible, quelling problems before they start.

Profile

M
WS
BS
S
T
W
I
A
Ld

5
5
5
3
3
2
6
2
9
           
            Weapons and armour: The Waywatcher may be equipped from the Scouting Party equipment list.

SPECIAL RULES

Leader: The Waywatcher is the Warband’s Leader and follows all the rules for Leaders.

Forest Stalker: The Waywatcher can see 4” in wooded areas instead of the normal 2”. Opponents suffer –1 to hit a Waywatcher when using missile weapons.

Ambush Expert: If the Waywatcher charges an enemy from a hidden location, enemies must pass an Initiative test to intercept, and the Waywatcher gains +1 attack.

Skilled Veteran: The Waywatcher may choose one skill from those on his table.
           

0 – 1 Spellsinger


55 gold crowns to hire
            Wood Elf mages are one with the forest they live in and this is reflected in their magic.  Their spells all make use of the wood around them.  Spellsingers are mages that have left the forest to learn more of world, this has made them hardier than their brother and sister mages. Waywatchers often recruit the use of Spellsingers when scouting.

Profile

M
WS
BS
S
T
W
I
A
Ld

5
4
4
3
3
1
5
1
8
           
            Weapons and armour: The Spellsinger may be equipped from the Scouting Party equipment list.

SPECIAL RULES

            Wizard: The Spellsinger is a Wizard and uses Wood Elf Magic as detailed in the Magic Section.


0 – 2 Wardancers


55 gold crowns to hire
            Wardancers are a select cast, ordained at birth and raised to the spectacular skills feared throughout the Old World.  They decorate their bodies with talismanic paint for the sacred ritual dances that they perform.  However they also are taught deadly war dances.  Always eager to defend their realm they give their services to Waywatcher Scouting Parties, and help to vanquish those that threaten the forest.

Profile

M
WS
BS
S
T
W
I
A
Ld

5
5
4
3
3
1
5
1
8
           
            Weapons and armour: Wardancers may be equipped from the Wardancers equipment list.  A Wardancer can never use armour or missile weapons.

SPECIAL RULES

            Talismanic Tattoos: Wardancers are covered in ritual tattoos that give them a 6+ save against all incoming attacks and a 4+ save on a D6 against enemy spells cast against him.

            Shadow Dances of Loec: Wardancers may choose from the Wardancers Special Skills in addition to their regular skills.  Furthermore the Wardancer starts knowing one war dance, choose one war dance when the Wardancer is added to the warbands roster.

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Henchmen


Scouts

50 gold crowns to hire
Wood Elf Scouts spend the majority of their time living under the trees.  They are the first to arrive at any battle and take up position for ambushing their enemies.  The best of them are trained as Waywatchers and may one day lead their own warbands.

Profile

M
WS
BS
S
T
W
I
A
Ld

5
4
4
3
3
1
5
1
8

Weapons and armour: Scouts may have equipment from the Scouting Party Equipment list.

SPECIAL RULES
            Infiltrate: A Model with this skill may be placed anywhere on the table as long as it is out of sight and at least 12” away from any enemy models.  If both players have models that infiltrate, roll a D6 for each, the lowest roll sets up first.

Glade Guard

40 gold crowns to hire
Glade Guard are the common troop of the Wood Elf armies.  Skilled with Sword, Spear and Bow, they are called upon to defend the forests from outside threats.  When Waywatchers do battle, even with small warbands, it is not uncommon for them to call on the services of the Glade Guard.

Profile

M
WS
BS
S
T
W
I
A
Ld

5
4
4
3
3
1
5
1
8

Weapons and armour: Glade Guard may have equipment from the Scouting Party Equipment list.


0 – 3 Dryads

40 gold crowns to hire
Dryads are spiteful and deadly creatures with hearts akin to shards of ice.  Though not usually seen away from their forest homes some have been known to travel with wood elf scouting parties if they think it would be good for the forest that they are a living part of.  They are usually hidden or disguised as elves, forest creatures or even beautiful women to lure their helpless victims to their demise.

Profile

M
WS
BS
S
T
W
I
A
Ld

5
4
0
4
4
1
6
2
8

Weapons and armour: Dryads are magical creatures and never use weapons armour or equipment, but suffer no penalties for fighting unarmed.

SPECIAL RULES

            Forest Spirits: Dryads are forest spirits which gives them several advantages.  Dryads are immune to psychology and don’t need to make all alone tests.  Dryad attacks count as magical. Dryads have a 5+ save vs. any attacks that are not magical.  Dryads treat stunned results on the Injury Chart as knocked down.  Dryads are not affected by any poison. Dryads cause fear.  Dryads are incredibly long lived, even more so than elves, and they seem to never change with time, therefore Dryads do not gain experience.

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SCOUTING PARTY SPECIAL SKILLS


Infiltration: A Model with this skill may be placed anywhere on the table as long as it is out of sight and at least 12” away from any enemy models.  If both players have models that infiltrate, roll a D6 for each, the lowest roll sets up first.

See in Forests:  The warrior’s senses have become especially keen from years spent walking the great forests. As long as he has movement to reach them, the warrior may always roll to charge opponents he cannot see (instead of the normal 6”).

Sniper:  Long years of guerrilla warfare against the Dark Elves have taught Scouting Party how to remain hidden, even when firing a barrage of arrows. A model with this skill can fire bows, longbows and Elf bows while hidden without revealing his position to the enemy.  The target can make an Initiative check to try and spot the shooter (if he survives the shot).  If the test is successful the shooter is no longer hidden.

Powerful Build:  Though Elves are not known for their feats of Strength, some are stronger that others.  This Elf may choose to take Strength Skills when they roll a New Skill on the Advance Chart.  Only two members of the warband may ever have this skill at the same time.

Fey Quickness:  Few can match an Elf’s inhuman quickness and agility.  An Elf with fey quickness can avoid melee and missile attacks on a D6 roll of 6+.  If the Elf also has step aside or dodge this skill will combine with the relevant save to give the Elf a 4+ save to the appropriate attack.  For example, fey quickness and step aside give the Elf a 4+ save vs. melee and 6+ vs. missile attacks.

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WARDANCERS SPECIAL SKILLS


            Shadow Dances of Loec are chosen as skills but work slightly differently.  Only a Wardancer may ever have a Shadow Dance of Loec.  At the beginning of the Close Combat phase a Wardancer may choose to use only one of the Shadow Dances they know.  A Wardancer may not use the same Shadow Dance in two consecutive rounds (which means if you only know one dance you can only use it every other turn).  Shadow Dances of Loec may be combined with other skills, for example if a Wardancer has both Strike to Injure and Whirling Death he has +2 the Injury Roll during that round of combat.

Whirling Death: The Wardancer has +1 to any Injury rolls during this round of Close Combat. Also if a 6 is rolled to wound, all armour saves are ignored in addition to the results from a critical hit (they may still take other forms of saves, such as step aside, etc., as normal).

Storm of Blades: The Wardancer has +1 Attack during this round of Close Combat.

The Shadows Coil: Enemy models need 6’s to hit the Wardancer during this round of Close Combat.

Woven Mist: The Wardancer has –1 Attack but strikes first in this round of Close Combat, even if being charged or charging someone using a spear.

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WOOD ELF MAGIC


1            Spite Ambush                                                                                    Difficulty 7
            The Spellsinger lets out a primitive chant, which calls on tiny woodland spites to surround and attack his enemy.  Target one enemy warrior within 8” that is swarmed by these tiny spirits suffering 2D6 Strength 1 hits.

2            Strength of the Treekin                                                                                    Difficulty 8
            The Spellsinger may cast this spell on himself or any friendly model within 12”. The target becomes as strong as the ancient trees of the forest.  He gains +2 attacks, +2 Strength and +1 Toughness, but he gains no bonuses from weapons nor can he use anything that might require his hands to use (rope, lantern, shield, etc.).  The effects last until the beginning of the wood elf’s next turn.

3            The Hidden Path                                                                                    Difficulty 7
            This spell may be cast on the Spellsinger or any friendly model within 6”, the model is instantly moved up to 10”, and does not have to make Initiative check for moving up or down buildings.  If the model is moved into contact with an enemy he counts as charging (but cannot make a diving charge).

4            The Rain Lord                                                                                                Difficulty 8
            The Spellsinger points toward the sky and the clouds burst with a sudden rainstorm.  Shooting is at a –1 and all black powder weapons must first pass a roll of 4+ on a D6 or they cannot be fired.  This spell lasts until the beginning of the wood elf player’s next turn. 

5            Ensnaring Roots                                                                                                Difficulty 7
            The Spellsinger commands the vines and roots to reach up from under the ground of the enemy, allowing the very ground to hamper the enemy.  Target 1 enemy model within 18” of the Spellsinger, the target’s movement is reduced by half until the beginning of the wood elf player’s next turn.  Furthermore they must make a Strength check, if failed they are knocked down as well.

6            Master of the Wood                                                                                    Difficulty 9
            The Spellsinger targets an area within 12” and from the ground a forest seems to sprout.  Designate a spot on the table and roll the scatter dice to see where the center of the forest is and center the large blast template there.  The forest sprouts up in this area and will remain for the rest of the game, and follows all the rules for a forest (from the “Empire in Flames” setting).  This spell may only be successfully cast once per game.

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