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Mordheim Warband

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Wood Elves
by Stephen & Peter Houston


The Infected skill table

 

Combat

Shooting

Academic

Strength

Speed

Special

Champion

 

Wardancer

 

Beastmaster

 

 

Mage

   

 

 



Choice of warriors

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.

  • Wood Elf Champion: Each Wood Elf warband must have one Champion; no more, no less!
  • Wardancers: Your warband may include upto two Wardancers
  • Beastmasters: Your warband may include one Beastmaster.
  • Wood Elf Mage: Your warband may include one Elf Mage.
  • Wood Elf Scouts: Your warband may include upto five Scouts.
  • Wood Elf Warriors: Your warband may include any number of Elf Warriors.
  • Treeman Sappling: Your warband may include one Treeman Sappling.

Starting experience

  • A Wood Elf Champion starts with 20 experience.
  • A Wardancer starts with 12 experience.
  • A Beastmaster starts with 8 experience.
  • All Henchmen start with 0 experience.

Special rules

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).

Beastmasters Only

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 lists

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

Heroes Equipment
Hand-to-Hand
Dagger
Axe
Club
Sword
Spear
Ithilmar Sword

Missile Weapons
Sling
Throwing Knives
Longbow
Elf Bow *

Armour
Shield
Buckler
Helmet
Light Armour
Ithilmar Armour

Micellaneous
Hunting Arrows **
Elven Cloak ***



1st free/2 gc
5 gc
3 gc
10 gc
10 gc
30 gc


2 gc
15 gc
15 gc
35 gc


5 gc
5 gc
10 gc
20 gc
90 gc


15 gc
100 gc

Henchmen Equipment
Hand-to-Hand
Dagger
Axe
Club
Sword
Spear

Missile Weapons
Sling
Longbow
Elf Bow *

Armour
Shield
Buckler
Helmet
Light Armour



1st free/2 gc
5 gc
3 gc
10 gc
10 gc


2 gc
15 gc
35 gc


5 gc
5 gc
10 gc
20 gc

* This item is a Rarity: 8 to find.
** This item is Common to find and is also available to Scouts (Henchmen)
*** This item is a Rarity: 9 to find.



Heroes


1 Wood Elf Champion
70 gold crowns to hire

Profile

M

WS

BS

S

T

W

I

A

Ld

 

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.


0-2 Wardancer
50 gold crowns to hire

Profile

M

WS

BS

S

T

W

I

A

Ld

 

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.


0-1 Wood Elf Mage
50 gold crowns to hire

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)


0-1 Beastmaster
60 gold crowns to hire

Profile

M

WS

BS

S

T

W

I

A

Ld

 

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).

Animals

SPECIAL RULES
Animals:
Animals can not climb unless otherwise stated, and gain no Experience.

Snake    (Animal Points : 2)
15 gold crowns to train (Rarity : 5)

SPECIAL RULES
Poisonous Bite: This animal gives the Beastmaster +1 Attack at Strength of 4, no effect if target is Immune to Posion.


Eagle   (Animal Points : 1)
10 gold crowns to train (Rarity : 5)

SPECIAL RULES
Eagle Eye: This animal allows the Beastmaster to see any hidden or out of sight warriors.


Wild Cat  (Animal Points : 4)
80 gold crowns to train (Rarity : 8)

Profile

M

WS

BS

S

T

W

I

A

Ld

 

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.


Hunting Dog  (Animal Points : 3)
30 gold crowns to train (Rarity : 6)

Profile

M

WS

BS

S

T

W

I

A

Ld

 

8

4

0

3

4

1

4

2

4

SPECIAL RULES
Independent: See Wild Cat entry for details.


Wild Hog  (Animal Points : 4)
60 gold crowns to train (Rarity : 7)

Profile

M

WS

BS

S

T

W

I

A

Ld

 

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.


Great Bear  (Animal Points : 5)
150 gold crowns to train (Rarity : 10)

Profile

M

WS

BS

S

T

W

I

A

Ld

 

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.


Henchmen (Bought in groups of 1-5)


0-5 Wood Elf Scout
40 gold crowns to hire

Profile

M

WS

BS

S

T

W

I

A

Ld

 

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.


Wood Elves
25 gold crowns to hire

Profile

M

WS

BS

S

T

W

I

A

Ld

 

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.


0-1 Treeman Sappling
210 gold crowns to hire.

Profile

M

WS

BS

S

T

W

I

A

Ld

 

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


Wood Elf Spells

D6

Result

 
1

Flying Thorns
Hail of thorns from the sky, Raining down where enemies lie.

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
2

Entangle
Root and vine, from the ground, nature brings attackers down.

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
3

Chameleon
Like a Chameleon in the night, hide away in plain sight.

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
4

Wall of Thorns
Bramble bush, Wall of Thorn, Attackers rush, Flesh is torn.

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

Presence of the Treeman
Stength of the oak and canopy tall, Under the leaves the enemies fall.

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
6

Replanting
Sow the seeds of life, Watch the saplings grow, Everywhere there is life, Wherever you may go.

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

      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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