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Wood Elves
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Combat |
Shooting |
Academic |
Strength |
Speed |
Special |
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Champion |
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Wardancer |
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Beastmaster |
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Mage |
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A Wood Elf warband must include a minimum of three models. You have 500 gold crowns which you can use to recruit and equip your warband. The maximum number of warriors in the warband is 15.
Wardancers and Wood Elf Champions Only
Whirling Death: The warrior doubles his total attacks (including multiple weapon bonuses) when they charge.
Leap Over: The warrior can leap over any models in front of them, friend or foe.. The model must first move at least as far as he intends to leap. The model cannot move/leap further than he could normally run/charge. If the model has any move allowance left after the leap he can continue the run/charge. e.g. a model with Move 5, would have to move 5" before he could leap 5" (10" total) if he only wanted to leap 3" he could first move 7" (again total 10"), but if he could only move 3" he could only leap 3" but he could continue his charge by another 4" (3"+3"+4"= 10"). The model can only make one leap per movement phase.
Glide: The Elf uses a specialised cloak (he doesn't have to buy one) to glide from an elevated position upto a maximum distance equal to the height from where he starts. The model can first leap off the building (3") before he starts his glide. The warrior may land without penalty. If the warrior lands in base contact with an enemy, treat as if he charged (this is NOT a diving charge).
Charm Animal: If the Beastmaster makes a successful Leadership roll, he can stop an Animal or Stupid warrior from attacking him. This action counts as one of the Beastmasters attacks, so goes in normal order of initiative.
Bestial Roar: Used as Fear, except the Beastmaster rolls 3D6 and any enemy with a Leadership lower than the roll are affected (except warriors Immune to Fear). This skill does not make the Beastmaster Immune to Fear.
The Wood Elf equipment listsThe following lists are used by theWood Elf warbands to pick their equipment. |
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Heroes Equipment Missile Weapons Armour Micellaneous |
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Henchmen Equipment Missile Weapons Armour |
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* This item is a Rarity: 8 to find. |
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
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5 |
4 |
4 |
3 |
3 |
1 |
5 |
1 |
8 |
Weapons/Armour: A Wood Elf Champion may be equipped with weapons and armour chosen from the Heroes equipment list.
SPECIAL RULES
Leader: Any warrior
within 6" of the Wood Elf Champion may use his Leadership characteristic
when taking Leadership tests.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
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5 |
4 |
4 |
3 |
3 |
1 |
5 |
2 |
7 |
Weapons/Armour: A Wardancer may be equipped with weapons and armour chosen from the Heroes equipment list.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
5 |
2 |
4 |
3 |
3 |
1 |
5 |
1 |
8 |
Weapons/Armour: A Wood Elf Mage may be equipped with weapons and armour chosen from the Heroes equipment list.
SPECIAL RULES
Wizard: The Wood Elf Mage is a wizard and uses the Wood Elf Spells
(See Wood Elf Spells)
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
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5 |
4 |
3 |
4 |
4 |
1 |
5 |
1 |
8 |
Weapons/Armour: A Beastmaster may be equipped with weapons and armour chosen from the Heroes equipment list.
SPECIAL RULES
Beastmaster: A Beastmaster can have several different animals, chosen
from the following list, however only 5 animal points worth can be taken
into battle at any one time (chosen before play begins).
Although these animals do not count towards the warbands numbers
for play, they do count when working out wyrdstone value (all animals
owned not just those in play) at a relative cost of 1 member per 5 animal
points (rounded up).
SPECIAL RULES
Animals: Animals can not climb unless otherwise stated, and gain no
Experience.
SPECIAL RULES
Poisonous Bite: This animal gives the Beastmaster +1 Attack at
Strength of 4, no effect if target is Immune to Posion.
SPECIAL RULES
Eagle Eye: This animal allows the Beastmaster to see any hidden
or out of sight warriors.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
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8 |
4 |
0 |
4 |
3 |
1 |
4 |
2 |
4 |
SPECIAL RULES
Independent: This animal acts independently of the Beastmaster,
and is represented by its own model.
Leaping: This animal can jump twice the normal distance.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
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8 |
4 |
0 |
3 |
4 |
1 |
4 |
2 |
4 |
SPECIAL RULES
Independent: See Wild Cat entry for
details.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
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7 |
4 |
0 |
3 |
4 |
1 |
3 |
1 |
3 |
SPECIAL RULES
Independent: See Wild Cat entry for
details.
Rummage: If used in a battle, you may re-roll 1 dice when searching for wyrdstones.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
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4 |
3 |
0 |
5 |
5 |
2 |
3 |
2 |
6 |
SPECIAL RULES
Independent: See Wild Cat
entry for details.
Climbing: This animal can climb as normal.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
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5 |
3 |
4 |
3 |
3 |
1 |
5 |
1 |
7 |
Weapons/Armour: Wood Elf Scouts may be equipped with weapons and armour chosen from the Henchmen equipment list.
SPECIAL RULES
Trick Shot: The rules for Trick Shot are explained in the Mordheim
Rulebook under Shooting Skills.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
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5 |
3 |
3 |
3 |
3 |
1 |
5 |
1 |
7 |
Weapons/Armour: Wood Elves may be equipped with weapons and armour chosen from the Henchmen equipment list.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
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5 |
3 |
0 |
5 |
5 |
3 |
3 |
2 |
6 |
Weapons/Armour: Treemen do not need or use equipment.
SPECIAL RULES
Fear: The sight of a walking tree causes
fear in most enemies.
Vulnerable to Fire: Treemen suffer a -2 Toughness against Fire based attacks.
Cannot Run: Treemen cannot run, but if they walk into combat it is treated as a charge.
Woody Skin: Treemen get a 5+ Saving roll due to their thick bark.
Immune to Psycology: Treemen are immune to the effects of psycology
D6
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Result |
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1
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Flying Thorns This spell summons 2D6+2 Flying Thorns which the
mage can use to shoot against 1 enemy model, following the rules
for normal shooting, the thorns have a range of 24". Use the mages
own BS to determine whether he hits or not, but ignore movement,
range or cover penalties. The thorns cause one Strength 2 hit each. |
Difficulty: 7
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2
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Entangle When cast, all enemies within a 4" Radius of the
mage must roll Strength or under on 1D6 or lose 1 Attack for the
next combat phase. If the attacks fall to 0 then the victim is knocked
down, the Jump Up skill is ignored. |
Difficulty: 7
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3
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Chameleon While active, all missile attacks targeted at the
mage are at -2 to hit. The mage must make a leadership roll in the
recovery phase or Chameleon Skin is dispelled. |
Difficulty: 6
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4
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Wall of Thorns Once cast, this spell stays dormant until needed.
When the mage is charged, he can opt to activate the Wall of Thorns
(in the attackers turn) the result is one automatic hit on the attacker
at strength equal to his base movement (e.g. Move 4 = Strength 4).
This only effects charging models. The damage for this spell is
worked out before any other combat. |
Difficulty: 9 |
5
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Presence of the Treeman This spells acts as Heavy Armour 5+ Save, but adds
cumulatively to the mages existing armour. i.e. if the mage is wearing
Light Armour or Shield he has a 4+ Save, if the mage is wearing
Light Armour and a Shield he has a 3+ Save. However the mage does
not incur a movement penalty. While active the mage also causes
fear (but he is not immune to it). Roll 1D6 in the recovery phase,
on a roll of 1 or 2 effect are dispelled. |
Difficulty: 9
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6
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Replanting The mage may move, upto his Natural Running Distance, in any direction in a straight line (even upwards). If the mage arrives in combat count as a charge, but the mage attacks first, even before spears, and also gets a +1 Attack due to the suprise. |
Difficulty: 8
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Notes
v0.5
(01-Jul-2000)
This warband is still under developement, it is currently being play tested, so will probably change in the near future.
If you try this warband please let us know how you got on, post a message in the Forum.
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WOODELF05
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