War Dancer Book

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CITADEL
0} MINIATURES
ELF WARDANCER

• ELF WARDANCER •
These Wardancers. as they are known, are
famed and feared throughout the world.
Wardancers are a select caste, ordained at
birth and raised and trained in isolation. Wood
Elves are tall and lithe, and amongst a race
known for their elegance and grace the
Wardancers still stand out. They are
exceptionally agile and swift and are
*- possessed of amazing skills. In battle they
are graceful yet deadly, turning destruction
& and death into an art.
/
m
i In general. Wood Elves have acquired a
healthy suspicion of strangers and a distrust

h w of anything unnatural. They shun contact with


other races and show no mercy to those who
invade their realm. However, the forest is not
totally self-sufficient: metal in particular is in
short supply. For this reason the Wood Elves
need to trade with outsiders and rely on those
* willing to venture outside of the realm.
The Wood Elves seen outside Athel Loren
can be divided into two groups. First there are
the Troupes, small groups of travelling Wood
Elves who trade with other cultures. These
bands will be found throughout the Old World,
often camped near a settlement where they
\ will go by day to trade, returning to their
hidden camp at night.
The second type are the solitary 'wayfarers'
eep within the vast forest of Loren in

D
- individual Elves who have a desire to
Bretonnia lies the hidden Wood Elf experience the outside world. Due to the
realm of Athel Loren. This great tract isolation of their upbringing. Wardancers
of woodland is the home of the Elf colonies often become wayfarers. travelling
left behind when the Phoenix King bade his throughout the world to experience its
people return to Ulthuan. four thousand years wonders and delights.
ago.
Wardancers sometimes come across like-
The Wood Elves are lead by Orion and Ariel, minded individuals of other races and a bond
living embodiments of the gods Kurnous, the will be formed, the Wardancer becoming a
wild hunter, and Isha. the earth mother. They companion to these hardy Warriors.
are known as the King and Queen in the Wood
In the Warhammer Quest game, you are one
and all Wood Elves pay them homage.
of these Wardancers who has gone out into
The shrine glades of Athel Loren are the the world. Trained in the art of fighting, you
scenes of arcane rituals where dancers enact now wish to test your skills to the limit.
the tales of Wood Elf lore. These dancers are Encountering a band of Warriors you join with
not only trained for the ritual dances of them in their search for adventure, wealth
worship, hut also in thp ripadly dances of war and glory.

2
ELF WARDANCER

• INTRODUCTION •
This pack contains everything you need to Remember too. that if there is no Barbarian
introduce a new Warrior - the Elf Wardancer - in the party, then one of the other Warriors
to your games of Warhammer Quest, will have to carry the lantern and be the
including his Warrior card, Warrior counter, leader.
Equipment cards, a rulebook and a Citadel
miniature to represent the Warrior himself.
BIGGER GROUPS OF WARRIORS
This rulebook is split into three sections: a
If you want to. you can take more than four
basic Warhammer Quest section, an
Warriors into an adventure, adding the
Advanced Warhammer Quest section and a Wardancer to the party of Warriors. If you do
Roleplay section.
this, you will have to make sure that there are
The Warhammer Quest rules contain all the enough Monsters to go round! The cards and
rules for using this Warrior in your games. tables from the Warhammer Quest game are
The Advanced rules cover all the rules for the based on there being four Warriors in the
progression of the Warrior through the party, so if you have fifteen different
battle-levels, including any spells, skills or Warriors, then the game as it stands will
special rules, and the final section gives present no challenge at all! As a general rule,
guides for using the Wardancer in the stick to parties of four Warriors, but if you
Roleplay system. have a party of five or six, then increase the
If you wish, you may replace one of the number of Monsters by an equal amount.
Warriors from the Warhammer Quest game For example, if you have six Warriors in the
with the Wardancer. Simply allow one of the party, that is 50% more Warriors than the
players to choose the Wardancer. The rules Event cards are set up to deal with. In this
which follow explain how to use the Elf case, you should make sure that each time
Wardancer in your games. Remember to put Monsters appear, there arc 50% more of
the Warrior counter for the original Warrior them. If the card says " 1 D6 Ores", roll the
back in the box. replacing it with that of the dice as usual and then multiply the result
Wardancer! upwards to match the party size. A dice roll of
four Ores would become six Ores, and so on.

■ STARTING AS AN ELF WARDANCER •


Any player may start the game as an Elf The profile of the Elf Wardancer is as
Wardancer rather than one of the Warriors in follows:
the Warhammer Quest box. All of the rules
for creating a new Warrior apply unless Wounds 1D6+7
stated elsewhere in this Warrior pack. Move 4
Weapon Skill 5

Ballistic Skill 6+
Strength 3
I
Toughness 3

P N,
Initiative
Attacks
6
1
*

3
ELF WARDANCER

Wounds TWin Swords of Orion


The Elf Wardancer starts the game with These two finely crafted swords were given
1D6 + 7 Wounds. When you are rolling for into the keeping of the Wardancer by Orion
Wounds, remember that you can re-roll any himself. Although metal is rarely used by the
score of a 1. but you must keep the second Wood Elf folk these two swords are wrought
roll, even it Is another 1! of finest steel. Their gift is a great honour
indeed. In combat, the Wardancer’s swords
Equipment are a glittering blur of steel, bringing razor
The Wardancer wears the Beit of Ariel. Rules edged death to his foes.
for this special magic item are included on a
separate card and in the rules below. Special Rule
If the Wardancer kills a Monster with a single
Weapons blow while using the twin swords, he gets a
The Elf Wardancer carries the twin Swords of death-blow as normal. Usually, a death blow
Orion. He does 1D6 plus his Strength damage is stopped if it comes up to a square blocked
(1D6 + 3). by a wall, doorway, another Warrior and so
on. However, the Wardancer may carry on his
Armour death-blow in this situation past the blocked
The Elf Wardancer never wears armour, as it square, by quickly shifting his attack to his
would impede his unique fighting style. other sword. The death-blow thus carries on
as normal past the blocked square. If the
Pinning
death-blow is blocked again, it stops.
The Wardancer escapes from pinning on a roll
of 3 + . If the Wardancer is carrying something that
stops him from using both swords, for
example the lantern, then this rule does not
ELF WARDANCER apply. Also, if he uses any weapons other
SPECIAL RULES AND EQUIPMENT than the twin swords, he obviously cannot
Before leaving the sacred realm of Athel use this ability.
Loren the Wardancer was called into the
Special Skill - Dance of Death
presence of King Orion and Queen Ariel and
In Warhammer Quest, a Warrior moves up to
presented with two gifts to aid him in times of
4 squares a turn, and if this brings him into
need: the Belt of Ariel and the twin Swords of
contact with the enemy, he may then fight. If
Orion.
a Warrior uses less than his total movement
Belt of Ariel to reach his foe. his remaining movement is
This magical belt was given to the Wardancer lost - once he starts fighting, he may not
by Ariel, queen of the Wood Elves. move again this turn.

The belt has the power to absorb damage The Wardancer is so agile, and so skilled
and even deflect hits taken by the Wardancer. with his weapons, that he can move, fight,
Roll a dice for the Wardancer at the start of move again and perhaps even fight again, all
in one turn!
each turn:
The Wardancer player should keep track of
1 The belt has no effect this turn.
how many squares he moves each turn
2-3 Tiie belt adds + I to the Wardancer's particularly when he is in combat. When
Toughness for the turn. fighting, if the Wardancer kills a Monster with
4-5 The belt adds +2 to the Wardancer’s one blow, he gets his death-blow as usual,
Toughness for the turn. including his special ability for his twin
swords. If. having despatched his foe with a
6 The belt protects the Wardancer from
single blow, he is not in a position to make a
any single attack this turn. He may
death-blow, then the Wardancer’s Dance of
choose to ignore any single blow which
Death skill takes effect. He may now use any
hits him.
movement he has left to bring him into
contact with Monsters, and then continue his
death-hlnw. and so on This continues until he

4
ELF WARDANCER

either misses with his death-blow, fails to do THE WARDANCER AND TREASURE
enough damage to kill in o single blow, runs
The Wardancer will not use any treasure to
out of movement or has no more Monsters to
do with spell casting. He may also decide not
fight.
to use weapons other than the Twin Swords
of Orion, as to do so will mean forfeiting the
ELF WARDANCERS AND ARMOUR special skill which goes with them. For this
The fighting style of the Wardancer owes reason he may often find himself with
much to the fact that he is unencumbered by treasure he has no real use for.
body armour, helmet or shield. For this If the Wardancer gains treasure items that
reason the Wardancer disdains the use of any he cannot use or does not want, he may of
type of armour. He will not even wear magical course attempt to swap them with another
armour or use magical helmets or shields. Warrior if they agree. Otherwise he can
However, knowing well the benefit of magical always cash them in for gold at the end of the
protection, he will use magic items that give adventure.
an increase to Toughness, such as magical
rings of toughness or invisibility.

Example of the Wardancer in Combat


The Wardancer starts his turn pinned by the
Goblins. He strikes at the Goblin to the left of the
Dwarf. killing it instantly. He may now make a Ga Ga
death Wow. but his swing is blocked by the
Dwarf. However, because he is fighting with the
twin Swords of Orion the Wardancer may
continue his attack with his other sword. Ho hits
the Gob/in to the right of the Dwarf, slicing the
Monster in half. G
Now there are no Monsters left adjacent to the
Wardancer so he may use any remaining
movement (in this case he has all 4 left W
as he started the turn pinned, so he has not
moved yet) to move before continuing his death-
blow. The Wardancer now moves the 3 squares
shown and continues his attack against the two archers He beheads the first, but misses
the second, so ending his death blow and hi5 turn.

■ ADVANCED RULES •
In the Advanced game the Wardancer will go TREASURE AND EQUIPMENT
from adventure to adventure gaining treasure
The Wardancer may not use spell casting
and gold. His skills and abilities will increase
items, body armour, shields or helmets. In
as he goes from battle-level 1 to battle-level
addition, the Wardancer may not use
10. The following section shows how the
anything not available to an Elf. This reflects
Wardancer progresses through the battle
the fact that at the end of the day he is an Elf
levels, and gives details of a special
first and foremost, so if an item of treasure is
Settlement - that of the Wood Flf Troupes.
not suitable for other Elves, it will not be
usable by him either.

s
ELF WARDANCER

• WARDANCERS IN SETTLEMENTS -
Wardancers are the wildest of the Wood Alehouse. Although a small village is a fairly
Elves: fierce, proud and untamed. His is an open place, the tight press of rowdy
elemental spirit, at one with the wind, the rain drunkards and the fog of smoke prevalent in
and the sun. The hidden paths of the forests any Alehouse is too much for the Wardancer.
ore hie home, the covago foooctc of tho wood If the other Warriors wish to enter the

his friends. He has no need for mankind, Alehouse the Wardancer will wait elsewhere.
whose main achievements seem to be the
destruction of all he holds dear.
WARDANCERS
Wood Elves are uncomfortable in the
AND TOWNS OR CITIES
teeming cities of mankind, finding them
Usually a Wardancer will prefer to take leave
incomprehensible, claustrophobic, dirty, noisy
of his comrades and meet up with them later,
and crude.
rather than enter a large Settlement such as
Where possible, a Wardancer will avoid such
a town or city. Whilst his companions enter
places, leaving dealings with mankind to the cosmopolitan hustle and bustle in search
tnose Elves wno understand their ways, ire
of equipment, training and so on, the
will actively search for such Elves, as there Wardancer will bid them farewell and spend
are items available from mankind which his time searching for any Troupes of Wood
cannot easily be bought or found elsewhere. Elf traders who are camped in the vicinity.
For this reason he is ever on the alert for the
The Wardancer may enter a town or city if
tell-tale signs of a wandering Troupe of Wood
he wishes. However, being unused to the
Elf traders.
bustle of such a place, the Wardancer will find
The Wood Elf folk of Athel Loren are not it hard to get his bearings and will have
totally self-sufficient and need to trade with trouble finding the Elf Quarter or any other
other races, and there are always groups of Special Locations he is searching for. He will
wood Elves to oe round away rrom the forest
be likely to get lost for hours if not days in the
of Loren. These Wood Elf Troupes are skilled winding alleyways and dimly lit streets of a
in trading with the human city folk, and well
large Settlement.
able to protect themselves if any trouble
Unlike other Elves, the Elf Wardancer must
should befall them.
roll 8 or more to find any Special Location in a
Any wayfaring Wood Elf such as the
town or city, still using 2D6 in a town or 3D6
Wardancer will find a pleasant welcome in the in a city.
camp of a Troupe, providing he can find one.
If the Wardancer does enter a human town
As the Troupes move through the land they
leave signs of their passing that only their kin or city, he may visit the following locations:
would observe and understand. Other races Elf Quarter, Elf Rangers' Noble House (if
would not know of the existence of a passing you have the Elf Ranger Warrior pack), the
Troupe unless the Wood Elves decided to Fletcher, the Weaponsmith and the General
reveal themselves, as they move unseen like Store.
ghosts through the forest. If a Wardancer visits a town or city, he must
In the company of such Elves, a Wardancer roll twice on the Settlement Events labie
will receive a warm welcome, though the every day.
same is not necessarily true of his
companions. He will be eager to swap stories,
SEARCHING FOR
trade equipment and learn of the goings on in
Loren and the world at large.
A WOOD ELF TROUPE
When the Warriors reach the Settlement they
must decide how long they are going to
WARDANCERS IN VILLAGES
spend there. If the Wardancer does not wish
The Wardancer will accompany other Warriors to go with them, he then has this long to find
into a village to purchase the goods available. a Wnnri Flf TrnupP. vi<:it thorn anri rpturn to
The only place a Wardancer will not go is the the Settlement.

6
ELF WARDANCER

As the Warriors approach a Settlement the WOOD ELF TROUPES


Wardancer will be looking out for signs of o
ON THE MOVE
Wood Elf Troupe. Once the Warriors have
decided how long they will stay at the There is another way that the Wardancer
Settlement, and departed on their way. the may find a Wood Elf Troupe. If the Warriors
Wardancer stays behind, searching for the roll an ’Uneventful Week’ result on the
Troupe. To see how he fares, he rolls 1 D6 on Hazards Table during a journey, the
the following table: Wardancer may come across signs of a
Troupe. Roll a D6: on a roll of 6 the Wardancer
1 The Wardancer has seen no sign of a spies a hidden camp off the trail.
Troupe. He spends 1D6 days searching,
If this happens the Warriors may elect to
to no avail. He may now decide to
turn from their path to a Settlement and go
enter the Settlement and find his
to the camp instead. The Wardancer will lead
companions, or wart outside until they
his companions to the camp and vouch for
emerge.
their honourable intentions. However, this
2-3 The Wardancer has seen signs that may not be enough. Each Warrior must roll
show a Troupe recently passed this 1 D6 and subtract the number given on the
way. He can find them and return to table below for their race:
the Settlement in 2D6 days.
Wood Elf 0
4-5 The Wardancer saw fresh signs of a
High Elf 1
Troupe. He can find the Wood Elves'
camp and return in 1 D6 days. Human 2
Halfling 2
6 The Wardancer actually spotted a camp
just before the Warriors reached the Dwarf 3
Settlement. He can be there and back Other 4
in a day.
If thp modified roll is less than 1. that Warrior
will not be allowed into the camp. The
Warriors must decide whether to abandon
their comrade or to leave the camp with him.
CZ-*' An abandoned Warrior must live off the land
while he waits for his companions to return,
or may continue on to the Settlement.

• WARDANCERS
When the Wardancer works out how much
time he has spent with the Wood Elf Troupe,
IN TOWNS AND CITIES •
remember to include the time it takes him to
travel to and back from the Troupe’s camp.
THE ELF QUARTER
Once the Wardancer does find an Elf Quarter
CATASTROPHIC EVENTS he will often be made less than welcome by
If the Warriors get thrown out of a Settlement the Elves there, who tend to look down on
early, or the Wardancer returns late, they will those they consider their 'rustic* cousins.
have to wait for the Wardancer to return. If Consequently, anything the Wardancer wants
they wish to remain in the Settlement while to buy will cost 50% more than it would to
they wait they must still pay living expenses. another Elf. For example, an Elf would pay
Also, if the total time elapsed by the time the 100 gold for an Elf cloak, but a Wardancer
Warriors meet up with the Wardancer back at must pay 150 gold.
the Settlement is two weeks or more, then
Note that the Wardancer will not buy an Elf
the Warriors will have to consult the
helm, armour, cloak or shield, and will have
Catastrophic Events Table on page 25 of the
thus have no use for the Master craftsmen.
Warhammer Quest Roleplay book as usual.

7
ELF WARDANCER

ELF RANGERS’ NOBLE HOUSE The Rangers of Tiranoc have no desire to


spp their ancient culture funded by their
If one of the players has the Elf Ranger pack,
kindred of Loren, and indeed consider that it
the Wardancer may also try and find an Elf
would be in singularly poor taste if they were
Noble House. He must follow the normal rules
to accept payment from such a visitor.
for finding such a place, having first to find an
However, it is customary for a gift to be given
Elf Quarter. In the Noble House, the
to the Lord of the Noble House. The
WdiUdiicer is not impressed by the exotic
Wardancer must give the Lord a gift of any
items on sale, and does not have to check to
one purchase from a Wood Elf Troupe. These
see if he has to buy anything. However, the
rare goods are much prized amongst the
following special rules do apply:
Rangers, who acknowledge their forest living
When rolling on the News Table, the cousins’ skills.
Wardancer treats a roll of a 1 or a 2 as a 1.
Note that 'any single item' means a single
The Wardancer is treated as a 'knight* entry on the Purchases Table, so if the
when he visits the Noble House to visit the Wardancer has bought 1D6 + 2 Sure Fire
Lord. He must visit the Lord and pay homage arrows, he must give them all. not just one of
to this wise and noble Elf Lord, and they will them!
doubtless exchange many stories and talk of
In exchange for this gift, the Wardancer
their deeds. Unlike the Ranger, the
may make 1D3 rolls on the Ranger Knight
Wardancer does not have to pay gold when
Noble House Table, re-rolling if he scores a 4.
he visits the Lord of the Noble House.

• WOOD ELF TROUPES •


When a Wardancer visits a Wood Elf Troupe Wardancer may be requested to fulfil some
he can visit the Wood Elf traders, consult with task or duty for the Wood Elves, and he will
the wise Wood Elf elders, train to go up a never question the requests of the King and
battle-level, and go on a Wild Hunt, among Queen in the Wood.
other things. The first day a Wardancer spends visiting
The time taken to do each of these things the Troupe must be spent seeing the Troupe
varies - a Wardancer can visit one trader elder. Roll on the following table:
every day, just as if he were visiting a trader
in any other Settlement, and all the rules for
visiting a trader from the Warhammer Quest
Roleplay book apply. The Wild Hunt and
Wardancer training are treated differently,
and the rules for each follow.

r*
SUBSISTENCE
Any who visit the Wood Elves must pay 2D6
*7
gold per day as an offering to the Troupe.
This pays for board, lodging, entertainment
and the like, and although not seen as a fixed
rent, some offence would be caused if the
offering was not made each day.
A

DUTY
Before he may engage on any other activities
v
at the camp, the Wardancer must visit the 0
eider of the Troupe and see what news there
is, if any. from Athel Loren. Often, the

8
ELF WARDANCER

I
The Troupe bring news of various small 2-5 After travelling back to Athel
battles in the forest of Loren. Fearing a Loren. The Wardancer learns
war. Orion has ordered all wayfarers to that the crisis has been averted,
return to the forest to swell the ranks of the and his journey has been in vain.
Wood Elves. The Wardancer must leave for He returns to meet his
Athel Loren immediately he will not be able companions, and gains 2D6
to go on a Wild Hunt, train or purchase wafers of waybread from the
anything. If the other Warriors are also Elves of Athel Loren to keep him
staying in the Wood Elf camp, they must bid on his journey. Roll to see how
farewell to their companion and carry on to much waybread he is given.
the next Settlement. Then, when he meets up with
Roll a D6 to see how the Wardancer fared in his companions, roll another 2D6
the battles: to see how many of them he has
eaten. He can never eat more
1 Although he acquitted himself well than he physically has. but if
against the hordes of Ores and Goblins there are any left over, he may
assaulting the far realm of Loren, the take them into the next
Wardancer sustained grievous wounds adventure.
in the defence of his home. Ariel 6 The Wardancer fought valiantly
herself tended to his wounds, and against a Chaos warband which
none were sure if he would live or die. planned to raid deep into Athel
Roll another dice to see whether the Loren. He singlehandedly
Wardancer has survived his terrible defeated their leader, and routed
wounds: the evil scum from the forest,
1 Although the Queen of the Wood leaving only the black stain of
did her utmost to save the their tainted blood on the forest
valiant Warrior, his wounds were floor. In recognition of this great
too great, and he died in feat, the Elves of Athel Loren
tortured slumber beneath the give the Wardancer a great
greatest tree in Athel Loren. His treasure. The Wardancer gains
name will be forever an item of dungeon room
remembered in song as a treasure.
defender of the forest, and his
Assuming he survives, the Wardancer will
spirit joins the spirit of the wood
meet the rest of the Warriors at the
and the Wild Hunt. The
beginning of the next adventure.
Wardancer is out of the game,
and the other Warriors must find
a new companion.

2
The Troupe has news that other Wood
2-3 The ministrations of Ariel draw Elves have been found cruelly
the Wardancer back from the slaughtered in their camps. The Wardancer
very brink of death, although he learns that some of the dead were close
will never be quite as strong as relations, his own family who he had
he was before the battle. He forsaken in his desire to travel the world.
loses 1D3 Wounds permanently
from his Starting Wounds. Torn by grief, the Wardancer swears to
avenge his kin. After visiting the site of the
4-6 The ministrations of Ariel draw
massacre, the Wardancer finds evidence as
the Wardancer back from the
to what foul creatures were responsible. The
very brink of death, although he
Wardancer swears a terrible oath that he will
will never be quite as strong as
either pay the price in blood gold to atone for
he was before the battle. He
the death, or he will slay those responsible.
loses 1 Wound permanently from
his Starting Wounds.

9
ELF WARDANCER

Roll 1D6 on the table below to see which Whenever a member of the party of
Monsters perpetrated the massacre. The Warriors gains an item of treasure from now
Wardancer may then finish his visit to this on. the first one that fits the description
Wood Elf Troupe as normal. To fulfil his oath, above is the item which has been stolen. The
he has to slay 2D6+1 per his battle-level of Wardancer may take this item if he wishes, in
the particular Monster. addition to any other treasure he has gained
in the dungeon. If one of the other Warriors
D6 Roll Monster
gained it as his rightful treasure, the
1 Ores and Goblins Wardancer must pay the gold value for it.
2 Undead Until he can do so, the other Warrior may
3 Skaven keep and use it.
4 Chao<; Until such a time as the Wardancer qains
5 Dark Elves the item, he may not visit another Wood Elf
Troupe.
6 Chaos Dwarfs
When he returns the artefact, however, the
So. for example, a battle-level 4 Wardancer Wood Elves are so delighted that they reward
would have to slay 2D6 + 4 of the particular him Qonorouslv. Roll a dico and consult tho
Monsters before fulfilling his oath. following table to see what his reward is.
The Wardancer gains double gold for killing
1 -2 The Wood Elves are so pleased to
these Monsters until his oath is fulfilled.
get the stolen artefact back that
However, until he has avenged his kin. he
they declare the Wardancer never
voluntarily pays double the normal price for
has to pay subsistence again
any item he buys at a Wood Elf camp as blood
when visiting them.
gold for the lost souls of his family.
3-5 The Wood Elves give the
Wardancer much treasure in

3
/1 The Troupe has no message from recompense for his labours. He
” i home of any import and welcome gains 1D3 items of dungeon room
the Wardancer with open arms. The treasure, and any items he buys
Wardancer may stay with the Troupe for 1D6 at this Troupe he gains for half
gold per day instead of the normal 2D6. price.
fi Thp Warrtanrpr is taken to a

5
A great wrong has been done to a Wood sacred glade which radiates the
Elf Troupe, and the entire encampment power of Orion and Ariel. He may
is in ferment. The Elder tells you that a few choose one of his Twin Swords of
days before your arrival their camp was Orion, and roll on the Aspects
raided, and a very important and much prized Table (see the Wardancers and
artefact was stolen. The Wardancer agrees to Training section, later) to see
do his utmost to retrieve the artefact and what new power it gains.
return it to the Wood Elves.
Roll a dice and consult the following table to

6
The Troupe is celebrating because it is
s pp what thp stnlpn prtpfprt is-
Lime foi them Lo return to their beloved
forest. They are leaving immediately and are
1 A Sword
grief stricken because the Wardancer cannot
2 A Scroll
stay with them. However, they give the
3 A Bow Wardancer 1D6x100 gold as a parting gift,
4 A Helm
and wish him well upon his trovels.

5 A Potion Note that a Wardancer may have a number


of these duties running concurrently, so it is a
6 A Magical Ring
good idea to keep a note of them on the
Warrior’s Adventure Record sheet.

10
ELF WARDANCER

WOOD ELF TRADERS Elixir of Orion


While he is with the Troupe, the Wardancer This heady drink tastes of summer rain and
forest glades, of sunbeams through the
may purchase items from the various Wood
boughs of a great oak. The elixir may be
Elf traders. Buying equipment from Wood Elf
safely drunk by any Elf. and will restore 4D6
traders is treated in the same way as buying
Wounds.
items from any trader - see the 'Buying
Equipment' rules in the Warhammer Quest To any other rare the draught can be
Roleplay book, page 18. exceedingly dangerous, filling the drinker’s
head with strange visions and the searing,
The following table shows what equipment
joyous agony of flying too close to the sun. If
the traders sell and how much it costs. To
drunk by any non-Elf. the drinker still rolls 4
find out whether they have the item he wants
dice. Any dice which score even number*;
the Wardancer must roll the 'Stock' number
show Wounds healed. Any which score odd
or more on 2D6. Any other race rolls on a D6.
numbers show Wounds caused by the potion,
Wood Elf Bowmaster with no deductions at all.
Equipment Cost Stock
Wand of Ariel
1DG + 2 Arrows This innocuous looking twiggy stick is imbued
of Sure Flight 20 5 with the magic of the forest. Any Warrior who
Elf Bow 2,000 10 wears a Wand of Ariel braided in his hair, or
even just stuck in his belt, may find that
Wood Elf Trademaster fortune shines upon him from time to time.
Equipment Cost Stock Whenever the wearer of the wand is trying to
Elf Rope 75 3 break from pinning, he may add +2 to any
dice roll he makes. However, if he ever scores
1D6 Elf Waybread 10 3
a 1 on his actual pinning dice roll, then the
Herbs (W) 1 D6x50 gold 5 power of the wand is exhausted.
Cloak of Concealment 750 6
Pipes of Isha
Elf Boots 100 6
These pipes are carved from the branches of
dead trees, or sometimes from the bones of
Wood Elf Elder
slain foes. The reedy, penetrating note they
Equipment Cost Stock
make when played chills the mind of all who
Luck Charm 1.000 8 hear them.
Elixir of Orion CW) 300 8 The pipes may be blown once per
Wand of Ariel (W) 500 10 adventure. When blown, all to hit rolls of any
type are reduced by 1 until a 5 or more is
Pipe*; of l«;ha CW) 750 9
rolled in the Power Phase. However, the pipes
Drum of Kurnous (W) 750 9 have no effect whatsoever on Elves of any
kind.
The arrows, boots, bow. rope and waybread
are as described on page 22 of the
Drum of Kurnous
Warhammer Quest Roleplay book.
The skin of this light drum is fashioned from
If any other Warriors are with the the hide of a slain foe often an Ore. Goblin or
Wardancer they may buy waybread or Elf even an Ogre.
rope only. The Elves would never sell any
The Wardancer may play the drum If there
other items to any Warrior not of Elven origin.
are no Monsters on the board. He may do
Other Elves may buy any of the listed items
nothing else during the turn as he creates a
except those marked with a W. which are
wild, pulsating rhythm, which echoes through
Wardancers only.
the tunnels of the dungeon. As the rhythm of
the wardance builds, the Wardancer moves to
it, spinning about the room in time to the
dance. For every turn in which he does
nothing except play the drum, roll a dice. The

11
ELF WARDANCER

score indicates the number of turns that the SPECIAL LOCATION -


pulse of the drum stays with him even after
THE SWORDMASTER
he stops playing. While he is still influenced by
the drum, the Wardancer adds +1 to all his If the Wardancer has lost one or both Swords
dice rolls. of Orion, he must find a Swordmaster. one of
the Wood Elves who has kept alive the
However, after the first turn in which the
ancient tradition of metalworking and blade
Wardancer plays the Drum of Kurnous.
forging. These skills have been passed down
deduct -1 from the Power dice roll. In the
since the time when the Elves of Ulthuan held
second turn, deduct 2 and so on. This shows
sway over much of the Old World. The swords
that two things are happening: firstly, the
made by such Elves have no equal in the
power of magic is being absorbed into the
world, so the Wood Elves say. and every
dance, to aid the Wardancer in the combats to
Wardancer treasures his twin swords above
come. Secondly, it shows that the noise the
all other possessions.
drum makes attracts Monsters from far and
wide. If the Wardancer can find a Swordmaster.
he can replace a lost sword on a dice roll of
Herbs 4 + . The Wardancer will have to roll separately
If the Wardancer is an initiate into the ways of for each sword lost, and he may never have
the Herb Master (see page 21) he may more than two Swords of Orion. The
replenish his stock of herbs. Each purchase of replacement swords are exactly like the
herbs will allow the Wardancer to make 1D6 swords that a level 1 Wardancer starts the
potions. game with. There is no cost involved, but the
Wardancer is now known as a Blade Giver,
Cloak of Concealment and the shame of the loss of his original
This special cloak will blend into the sword will never leave him as long as he lives.
background and conceal the wearer from He will do his utmost to hold onto the
prying eyes. It can be used in one of two replacement weapon.
ways. During an adventure it can be used by
the Warrior to make himself invisible to all THE WILD SPIRIT
Monsters for a whole combat, if he needs to
Sometimes, a travelling Troupe of Wood Elves
recover from Wounds, for example. As soon
may be watched over by a Wild Spirit. Part
as he takes any offensive action, or at the end
Wardancer. part spirit, this immortal creature
of the combat (whichever happens first) the
is a true master of the Dance of Death. The
cloak’s effects fade, and the Warrior may be
Wild Spirit bears the ritual scars and markings
seen again. The cloak may be used in this way
of his kind, and is a majestic and fearsome
once per adventure.
sight to behold.
During a journey the cloak can be used to
If the Wardancer makes a donation of
avoid a hazardous event. When an event is
1 D6x 100 gold to the Wood Elves, they will call
rolled on the Hazard Table that involves other
upon the Wild Spirit to show himself. After
people, the wearer of the cloak may cover
paying, the Wardancer rolls 2D6. and on a
himself and hide. The Warrior takes no part in
score of a 7 + the Wild Spirit will show himself.
that event and is unaffected by any dice rolls.
A Wardancer may only attempt to see the
The cloak may be used in this way once per
Wild Spirit in this way once per visit.
journey.
The Wild Spirit will talk with the Wardancer
Lucky Charms and the other Elves, usually to discuss the
Wardancers may purchase Lucky Charms in ways in which they may avenge themselves
the form of rings, earrings, bracelets, etc. upon the foul enemies of the Wood Elves. The
that have been blessed by Ariel, the Queen of Wardancer will then be invited to accompany
the Forest. The Wardancer gains an extra the Troupe's Wardancers and the Wild Spirit
Luck point when he buys one of these on a Wild Hunt.
charms, which is permanently added to his
The Wild Hunt has a twofold purpose.
Luck characteristic while he has the charm.
Firstly, the Wardancers wish to seek out and
destroy any Ores or other evil creatures in the

12
ELF WARDANCER

vicinity of the Troupe. Secondly, the Wild Spirit 1 -2 The Wardancer does not come across
knows of places in the forest that are imbued any sacred glades this time.
with great power, and which moy help the
3-4 The Wardancer finds a sacred glade,
Wardancer in adventures to come.
and imbues one of his twin swords
The Wild Hunt may go on for several days, with a new aspect. The Wardancer may
during which time the Wardancer loses track choose which sword gains the aspect.
of time completely. On the Wild Hunt, the 5-6 The Wardancer finds a sacred glade,
Wardancer enters o state wlieie lie Uecumes
and both of his twin swords are
a truly wild predator, where his Instincts and imbued with a new aspect.
actions take him as a ravenous beast through
the depths of the forest. The sacred glade will be a place of particular
peace and beauty. Any Wood Elf feels
prix/iloQod to find cuch a place, and will spend
THE WILD HUNT
hours there in contemplation and meditation.
The Wardancers prepare for the Wild Hunt by The spirits of the Wood Elf gods look kindly
painting ferocious tattoos and battle upon those who treat the sacred places with
markings on their bodies, and spiking their proper respect, and pass on some of their
hair into fierce crests, all the better to strike mystic power to the Wardancer.
terror into the hearts of those Monsters
Wardancers often pass into a trance-like
unlucky enough to cross their path.
state at such places, immersing themselves in
The Wild Hunt takes 1D3 days. While on a the spirit of the wood. As he awakens from
hunt the Wardancer may do nothing else, and his reverie, the Wardancer will feel his twin
does not roll on the Event Table. swords vibrate with new energy - they have
Only the Wardancer will be invited to taken on some aspect of the forest as he
participate in the Wild Hunt. If the other dreamed the long dream.
Warriors have accompanied him to the Wood
Elf encampment, they will have to stay behind The Spring of Ariel
and wait for him to return. The first time a Wardancer finds a sacred
glade, it is always the Spring of Ariel.
Battle Markings When the Wardancer awakens from his
The battle markings will last for some time, trance he finds himself sitting next to a
and until they wear off. there is a chance that babbling, glittering brook, whose waters leap
any Monsters the Wardancer meets will be in from the rocks and grass of the forest floor.
fear of him. Whenever an Event card reveals He realises that he has found the mystical
Monsters, roll a dice: Spring of Ariel, and that the waters hold great
1 The markings have faded, and have no power. Dipping his swords into the flowing
waters, the Wardancer feels the power of
effect.
Ariel flowing through the slender blades.
2-5 Although the tattoos are present, they
From now on. the swords are magical and
have no visible effect on the Monsters
count as so against Daemons and other
6 The vividly tattooed Wardancer strikes similar Monsters as normal.
fear into his opponents: they are all at
Until the Wardancer finds the Spring of
- 1 to hit him for the duration of the
combat. Ariel, he will not be able to find any other
sacred glades in the forest. He must search
Sacred Glades for the Spring of Ariel until he finds it.
While he is on a Wild Hunt, the Wardancer
Aspect Blades of Orion
may come across a part of the forest imbued
Once the Wardancer has found the Spring of
with great spiritual power which will enable to
Ariel, and immersed his blades in the mystical
him charge his swords with special mystical
waters, he enters a new stage in his career.
abilities.
He will never need to search for the Spring
Whenever the Wardancer embarks on a Wild
again, unless he becomes a Blade Giver, and
Hunt, he should roll a dice and consult the
from now on the sacred glades he finds in the
following table.

13
ELF WARDANCER

forest will add new aspects to his blades of A sword may only have this aspect
Orion. once; re-roll if you get Aspect of the
Earth a second time on a particular
From now on. whenever the Wardancer
blade.
embarks on a Wild Hunt, roll a D6 as before. If
the Wardancer is lucky, he will come across a 5 Aspect of the Wind. This sword moves
sacred glade where he will be able to charge with the grace of the wind in the trees,
his swords with mystical energy. faster than the eye can follow. This
aspect gives the wielder the following
When the Wardancer finds a sacred glade,
benefits, depending on his title
roll a D6 for each sword that has gained an
aspect, and consult the table below. Each Novice +1 Attack per turn
sword may gain a number of aspects over the Champion + 1 Attacks per turn
course of a Wardancer's career. Hero +? Attacks per turn

1 Aspect of Oak. This sword gives the Lord +3 Attacks per turn
Wardancer + 1 Toughness. If both A sword may only have this aspect
swords have this aspect, he gains +3 once; re-roll if you get aspect of the
Toughness. A sword may only have Wind for a second time.
this aspect once, i e-roll if you get
6 Aspect of Water. This sword is imbued
Aspect of Oak for the second time on
with the life-giving properties of water,
a particular blade.
and its blade moves with fluid grace.
2 Aspect of Willow. This sword gives the
If the bearer of a sword which has the
Wardancer the ability to avoid a blow
Aspect of Water loses any Wounds,
which would otherwise hit him. He
then there is a chance that the blade
may dodge any blow aimed at him on
will heal him. At the end of the turn in
a dice roll of a 6. If both swords have
which the Warrior suffered the
this aspect, then he may dodge any
wounds, roll a D6 to see what effect
blow on a 5 + . A sword may only have
the sword has:
this aspect once; re-roll if you yet
Aspect of Willow for the second time 1 -4 The wounds are too great, and
on a particular blade. the sword has no effect upon
them this turn.
3 Aspect of the Sun. This sword blazes
with a wild fire, distracting the 5-6 The healing power of the sword
renews the Wardancer. and he
Wardancer's enemies and burning
their flesh. Any Monsters attacking the gains 1D6 Wounds immediately.
Wardancer suffer a -1 to hit penalty A sword may only have this aspect
while he wields this sword. If both his once; re-roll if you get Aspect of the
swords have this aspect, then any Earth a second time. If both swords
Monsters attacking him suffer a -2 have this ability, then the Wardancer
penalty to hit. A sword may only have still only rolls the dice once to see if he
this aspect once; re-roll if you get is healed, but he adds + 1 to the dice
Aspect of the Sun a second time for a roll when he does so.
particular blade.
4 Aspect of the tarth. I his sword has a OTHER WARRIORS
slow, graceful power about it. an
AND WOOD ELF TROUPES
unstoppable force when it strikes. Any
If the Wardancer or the Troupe has to return
blow with this sword causes an extra
to Athel Loren, the Warriors must leave the
number of Wounds, depending on the
camp, otherwise they can stay up to a week,
Wardancer's title.
rolling on the Wood Elf Troupe Events Table
Novice +1 Wound once a day as normal.
Champion +2 Wounds
Hero +3 Wounds
Lord +4 Wounds

14
ELF WARDANCER

• WOOD ELF TROUPE EVENTS TABLE (Roll a D6) -


Normal Settlement events do not take place in a Wood Elf Troupe. Instead, the Wardancer rolls
on the Wood Elf Troupe Event Table each day. to see what befalls him during his visit. If there
are other Warriors also with him, then roll once for the whole party, not once per Warrior.

1 TRAVELLERS IN THE FOREST


While you are staying with the Troupe, signs The Warriors have a chance to try to change
of a party of unknown travellers are found by the Wood Elves’ minds if they wish. To do so.
the Wood Elves, travelling very close to the once you have found out what the Wood
camp. There is much discussion in the Wood Elves want to do with the travellers (for
Elf camp as to what is to be done - It Is example, kill them), you may declare "No.
unthinkable for the travellers to discover the welcome them” or "Let them pass", and roll
secret location of the Troupe’s camp. another dice. If you score the result you
To determine how the encounter is resolved wanted, then your choice takes precedence.
first roll a dice to see who the Wood Elf If not, the Wood Elves have their way.
Scouts guess the travellers are from the
D6 Race
various signs they have left in their wake.
Then roll another dice to see what thp Wood 1 Human Warriors
Elves want to do. 2 Human Traders
3*4 Elves
5-6 Unknown Travellers
>■*
So. if you roll a 1 to see who the Wood Elves
.;>•* )- it* think the travellers are, then they believe
'• them to be human Warriors. You then roll a 2
to decide what the Wood Elves wish to do. in
M this case kill the humans who have ventured
onto their territory. The Wardancer says "No.
let them pass" and rolls another dice, scoring
a 4. This is indeed the "Let them pass" result,
so the Wardancer prevails the Human
Warriors pass through the forest unaware of
the watchful eyes of the Wood Elves.

HUMAN WARRIORS
D6 Roll Wood Elves' Reaction
1-2 KILL Each Warrior with the Troupe loses 1 point of Luck for being
involvpri in «^nrh rtppds
3-4 LET PASS The Warriors pass through the forest unaware of the
watchful eyes of the Wood Elves.
5-6 WELCOME The travellers have a Weaponsmith travelling with them. He
has a wagon full of fine weapons, and these may be bought
just as if the Warriors were at the Weaponsmith in a town.

13
ELF WARDANCER

HUMAN TRADERS
D6 Roll Wood Elves' Reaction
1-2 KILL Each Warrior with the Troupe loses 1 point of Luck for being
involved in such deeds
34 LET PASS The traders pass through the forest unaware of the watchful
eyes of the Wood Elves.
5-6 WELCOME Roll a dice and consult the table below to see what sort of
traders these travellers are. They may be dealt with just as if
the Warriors had visited them in a city:
Roll a D6
1 - General Store; 2 Weaponsmith; 3 • Fletcher;
4 Gunsmith; 5 - Armourer; 6 - Animal Trader.

ELVES
D6 Roll Wood Elves' Reaction
1 -2 KILL The Wood Elves know that there are no other Elves travelling
In the woods for many leagues, as they have left none of the
secret signs or indicators of their passing. Thus these must
be infiltrators, spies or perhaps even Dark Elves they must
die!
Now roll a dice to see if the Wood Elves were right. On a
score of 3 6 they were correct in their assessment, and the
travellers are revealed as Dark Elf Assassins. The Warriors
involved in the attack on these sinister Elves each gain 1
extra Luck point for the duration of the next adventure. On a
score of 1 2. the Wood Elves are mistaken, and the Warriors
have taken part in the murder of Innocents. In this case, each
Warrior loses 1 Luck point for the duration of the next
adventure.
3 4 LET PASS The Wood Elves pack up camp and move away from the
unknown Elves passing through their forest, to minimise the
chance of detection.
I he Wardancer and any Warriors with him must leave the
Troupe immediately
5-6 WELCOME The Elves are welcomed into the camp and a great fire is lit
in celebration. The festivities go on well into the night, with
much music, feasting and dancing.
The travelling Elves stay for 1D6 days, during which time
they teach the Wardancer some of their skills The Wardancer
may randomly select one of the Elf skills from the
Warhammer Quest Roleplay book. In exchange for this
training, the Wardancer must pay 2D6x150 gold
Any other Warriors may not learn the skill, but they can take
part in the feasting!

16
ELF WARDANCER

UNKNOWN TRAVELLERS
D6 Roll Wood Elves' Reaction
1 -2 KILL The Wood Elves feel that they cannot take the risk of letting
the strangers discover their camp, and decide to strike first
Unleashing a hail of arrows on the unwary travellers, they kill
the majority and set the rest to fliaht.
Now roll a dice and see who the strangers were.

1 -2 Innocent Human Travellers


Each Wamor involved loses 1 Luck point permanently, and
feels honour-bound to send 1D6 x his battle level * lOO oniti
to the bereaved families (so a battle-level 4 Wamor would
send 1D6 x 400 gold, for example).

3-4 A Gang of Murderous Brigands


Each Warrior gams 1 D6x 100 gold from the bodies of the
oeao.

5-6 A Marauding Chaos Warband


Each Warrior gains 1 point of Luck permanently, and the
Wood Elves give each of them an item of dungeon room
treasure to reward them for their part in the attack
3-4 LET PASS The Wood Elves pack up camp and move away from the
unknown travellers passing through their forest, to minimise
the chance of detection.
Now roll a dice and see who the strangers were

1 -2 Innocent Human Travellers


The travellers pass through the forest unaware of the
watchful eyes of the Wood Elves.

3-4 A Gang of Murderous Brigands


These swarthy villains catch the War dancer and any Warriors
with him unawares as they leave the camp of the Wood
Elves Roll a dice. On a score of 1. 2 or 3 the Warriors are
sorely wounded, and each loses 1 Wound permanently from
their Starting Wounds score. On a score of 4. 5 or 6. the
brigands receive a sound thrashing, and the Warriors
Involved each liberate" 1D6x50 gold

5-6 A Marauding Chaos Warband


The scions of Chaos fall upon the Elves as they are taking
down the camp, their black bladed swords glittering dully in
the midday sun. The Chaos Warriors show no mercy, and slay
every single Wood Elf In the Troupe. The Warnors just escape
with their lives, but each loses an item of dungeon room
treasure in the rout.

17
ELF WARDANCER

UNKNOWN TRAVELLERS
D6 Roll Wood Elves' Reaction
5-6 WELCOME The Wood Elves feel sure that the strangers are innocent
human travellers, lost in the forest and probably in need of
civil hospitality and a guide to the forest's edge. They
cautiously establish contact, and lead the hooded travellers
to their encampment.
Now roll a dice to see who the strangers really are:

1 *3 Innocent Human Traders


Roll a dice and consult the table below to see what sort of
traders they are. Each Warrior may choose any one item for
free, as thanks for rescuing the traders from the clutches of
the dark forest. Each eligible Warrior must first choose the
item he wants, and then roll for availability as usual, as if the
trader were in a city If the item i<; available, the Warrior gpts
it, if not, he gets nothing. Each eligible Warrior may try once
and once only.
Roll a D6:
1 - General Store: 2 - Weaponsmith; 3 - Fletcher.
4 - Gunsmith: 5 - Armourer: 6 - Animal Trader.

4-6 Chaos Warband Travelling in Disguise


The Chaos Warriors whip off their long cloaks and roar with
murderous glee. In seconds the unprepared Wood Elves are
ripped to bloody shreds, and any Warriors in the camp are
lucky to escape with their lives. Each Warrior with the Troupe
loses 1D6 Wounds permanently from their Starting Wounds
score, and is at -1 Strength and Toughness for the next
adventure.

2 WAR PARTY
There have been reports that a band of Ores 1 -2 Nothing goes right for you during the
has invaded a nearby area of the forest, battle, and a number of times your life
bringing bloodshed and carnage with them. is saved in the nick of time by a nimble
The Wood Elves ask for your help to go with Wood Elf who intervenes at the last
the young Warriors of the Troupe to ambush moment. To atone for your seeming
the Ores before they get too close to the unworthiness, and to repay the life
Wood Elves' encampment. The war party will saving debt, you decide to pay double
be gone for 1D3 days. Now roll on the for everything at the Troupe. From
following table to see how the raid goes. now on. you hate Ores - see the
Psychology rules in the Warhammer
Qupst Roloplay hnnk.

3-6 You acquit yourself honourably as a


member of the war party, and relieve
the dead bodies of the Ores of gold
and trinkets worth D6x20 gold.

18
ELF WARDANCER

3 FEAST Note that result 1 on the table takes


precedence over result 2. so if any Warrior
This evening the Wood Elves of the forest rolls a 1 (or less, taking into account
hold a great feast in honour of Ariel and Orion. dedecuctions). all the Warriors have to leave.
A mighty bonfire is stacked up. and the day Is If the lowest roll is a 2. the Warriors wake up
spent hunting stag and boar. The feast lasts to find that the Wood Elves have departed.
all night and well into the next day. You revel
in the great atmosphere of the feast, listening
to epic stories, songs and sagas of the forests 4 ACCUSATION
of Loren as you eat and drink your fill.
If the rest of the party is not with you then
Each Warrior rolls on the following table to this day is uneventful. However, if they are
see what happens to him at the feast. Non- with you. you learn that the Wood Elves have
Elves deduct -1 from their score. heard of atrocities committed against their
kind by some other Warriors. Roll a dice on
the table below to see what race the guilty
1 Not used to the heady wines of
parties are. If a Warrior of this race is with
the Troupe, you drink far too
you in the encampment he is thrown out.
much and make a total fool of
after you have persuaded the Wood Elves not
yourself. The next morning,
to kill him in retribution for the misdeeds of
although no-one says anything,
his kind.
you feel so ashamed that you
decide to leave the camp. Roll a D6:

If any Warrior rolls this result, all 1 Humans and Halflings.


the Warriors must leave. 2-3 Dwarfs.
2 You wake up to find that the 4-6 Chaos or any of the Monster races
Troupe has gone, leaving you such as Ogres.
sleeping in a leafy bed. The Wood
Elves have left each Warrior 1D3
wafers of waybread and a flagon K
of fine wine. There is enough wine
for 1D3 draughts, and each
draught will restore 1D3 Wounds
to the drinker.
If any Warrior rolls this result, the
Wood Elves have departed and
the Warriors must continue on
their journey. 5 HUNT
3-5 The evening is a glorious night of After finishing your tasks for the day. you
storytelling, dance and music, and take some time to go hunting in the forest.
in the morning you awaken You kill a deer and a boar, bringing them back
refreshed. to the Troupe, as thanks for their hospitality.
6 When it is your turn to tell your If you get the 'Feast' result while still at this
story, you overcome your Troupe, and after this result, then you may
nervousness and launch into the add +1 to the Feast Table. By the time you
saga of your adventures, holding leave the Wood Elves’ encampment, If you
the audience spellbound. When have not had the 'Feast' result then you get
you finish, the Wood Elves 20 x D6 gold for your efforts.
applaud loudly, and the Elder
rewards you with a bracelet which
6 UNEVENTFUL DAY
imparts 1 point of Luck.
Toughness and Strength for the You spend the rest of the day wandering
duration of the next adventure. around the Wood Elf encampment, talking
with the members of the Troupe.

19
ELF WARDANCER

• WARDANCERS AND TRAINING •


Wardancers do not train In Settlements. In After drinking this heady infusion, the
fact Wardancers do not actually undergo Wardancer howls in pain as the brew courses
formal training as such. Instead, they through his system. A raging beast, he
disappear into the forest, to go through a disappears into the depths of the forest.
period of fastinq. meditation and hunting. During this time he will fast, taking no food at
During this time it is advisable to avoid the all and only enough water to keep him alive.
Wardancer. as he will be in his wildest, most Woe betide any who encounter him during his
animal state, more beast than Elf. time of madness, as he will like as not slay
When a Wardancer has collected enough them without a hint of recognition. Typically,
gold (as indicated on his battle-level table) he the spirits of Athel Loren will take him for a
must go to a Wood Elf Troupe and use the week, after which he will emerge from the
gold to pay for a particularly rare mix of herbs forest once more, exhausted, battle scarred
and spices. All Wood Elf Troupes will have a and weary. During the week he will have
small supply of these herbs, and many of the experienced a spiritual awakening and insight
herbs can only be found in the depths of into paths of Warriorhood previously closed to
Athel Loren itself. These herbs are mixed into him.
a potent infusion which enlightens the The Wardancer now goes up a battle-level
Wardancer's mind, drawing him inexplicably and his profile changes as shown on his
closer to the spiritual heart of Athel Loren battle level table. The Wardancer will also
itself. have gained one special skill. Roll 2D6 on the
table below:

• WARDANCERS' SKILLS (Roll 21)6) •

2 Fearless Warrior 4 Blademaster


The Wardancer laughs in the face of danger, With a seemingly simple flick of his wrist the
his face a bestial mask of anger and rage. Wardancer s blade sends his opponent s
The Wardancer does not know the meaning weapon flying from Its hand.
of fear and gains + 1 to his dice rolls for fear Once per turn the Wardancer may use this
and terror. If he gains this skill again, he may skill to disarm any adjacent Monster that
add a further + 1 to his dice rolls, and so on. carries a weapon. This skill is used as one of
the Wardancer's attacks. Before using this
3 Spirit of the Wood skill, you must declare that you are doing so
The Wardancer Is uniquely attuned to the before you roll to hit. If the attack hits, the
spirit of the wild wood. He can sense unquiet Monster is disarmed all normal attacks
in the atmosphere of all things, alerting him against the Monster receive a + 1 modifier to
to hidden dangers wherever he walks. hit as It cannot defend itself as wen without
its weapon. Furthermore, the Monster will
If the Wardancer sets off any kind of trap
make no attacks In the next Monsters Phase
roll 1D6 On a roll of 1-4 the trap works as
as it scrabbles about to pick up its weapon,
normal. However, on a roll of 5 or 6 the
which it regains at the end of the Monsters
Wardancer’s lightning fast reactions allow
Phase.
him to avoid the trap.

20
ELF WARDANCER

5 Leap In the next turn, he gets +1 Attack for each


Monster so placed on his Warrior card or
The Wardancer launches himself into the air
Adventure Record sheet. The Monsters are
landing deftly behind his enemy, poised to
then placed back with any others he has killed
strike.
this combat. The next turn on. he is back to
The Wardancer may leap over a square normal.
containing an obstacle such as a Monster or
The Wardancer may use this skill a number
other Warrior and land in the square beyond.
of times per adventure equal to his battle-
The square leapt over still counts as 1 square
level.
of movement. The Wardancer can also leap up
onto walls or higher areas such as the raised
8 Herb Master
levels in some objective rooms, enabling him
to get onto the higher levels williUuL using Hie In the evening, as the Worriers re'.ex around

steps. Obviously, this does not allow the their camp fire, the Wardancer pulls a small
Wardancer to jump up and down fire chasms, pouch of herbs from his pack and infuses
bottomless pits and so on! them in the boiling water.

The Wardancer has some knowledge of


6 Storm of Blades herb lore. Roll on the table below to see what
The Wardancer concentrates all his efforts area of herblore he has knowledge of. When
on one opponent. Wielding both his swords at the Wardancer purchases herbs from a
once he strikes with all his might. Troupe he may make potions of this type, and
carry them with him.
The Wardancer may strike a Monster with
both his swords at once, causing an extra The potions may be given to any Warrior at
1D6 Wounds if he hits his foe. He also causes any time.
1 extra Wound per battle-level if he rolls a If the Wardancer rolls this skill again he rolls
natural 6 to hit. However, this strike is very on this table to see which area of herblore he
difficult to perform, and the Wardancer is at has now gained knowledge of. and so on.
•1 to hit when using this skill. Furthermore, he
does not get a death blow if he kills the
Monster, because he concentrates both D6 Herb Potion
swords into a single, downward, killing strike.
1 Healing
Each Storm of Blades attack uses up 1 of the
Wardancer's Attacks that turn. The Wdtdancer can make Mealing potions,
each of which cures 1D3 Wounds when
The Wardancer must state that he is
drunk.
making this attack before rolling to hit.
2 Antidote
7 Wardance The Wardancer is able to make effective
The Wardancer becomes a blur of deathly antidotes, each of which will renew any
steel as he spins and twists, his swords points of Strength lost through poison or any
carving a bloody path about him. other means. Each potion will restore one
In combat, if the Wardancer kills an lost point on a dice roll of 4+ on a D6.
uninjuied Munster with one blow, then apart
3 Strength
from making a death-blow as usual, he rolls a
The Wardancer is able to make Strength
dice. On a score of 4 + . put the model onto his
potions. When drunk, one of these potions
Warrior card or Adventure Record sheet,
increases a Warrior's Strength by +2 for a
aside from any other Monsters he may have
whole turn. On a dice roll of 6. the effect
killed in the combat. Now carry on with his
lasts for the whole adventure. If this is so.
death-blow, and so on.
then the Warrior may not drink any more
Strength potions to give himself further
increases!
ELF WARDANCER

4 Speed already. In each case, each potion or spell on


The Wardancer is able to make Speed top of this will just add + 1 to his current
potions, each of which gives the Warrior who Starting Wounds score, until his Starting
drinks it +1 Attack for the turn. On a dice roll Wounds score is back to its original level once
of 6, the effect lasts for the whole adventure. more.
If this is so. then the Warrior may not drink For example, if a Wardancer with a Starting
any more Speed potions to give himself Wounds score of 12 ends up going three turns
further increases! on zero Wounds, then when the combat is
over, he collapses. Because he transcended
5 Insight
pain for three turns, his Starting Wounds
Each of these sparkling potions gives the score is reduced from 12 to 9. The Wizard
Warrior who drinks it + 1 Initiative for the heals him up, so he is on 5 Wounds, and he
turn. On a dice roll of 6. the effect lasts for can now never have more than 9 Wounds.
the whole adventure. If this is so, then the
The only way for the Wardancer to restore
Warrior may not drink any more Insight
his Starting Wounds back to 12 is to get
potions to give himself further increases!
himself healed back up to his full Wounds
6 Weaponskill score (9 at the moment). Then, he must have
The Wardancer can make potions that one extra healing spell cast upon him, or drink
one extra healing potion, for every Wound he
improve a Warrior’s skills with weapons. One
is missing from his original starting score. In
of these potions will give the drinker + 1 to
hit for the turn. On a dice roll of 6, the effect this case, the Wardancer will have to have
lasts for thp wholp adventure. If this is so. three healing spells cast upon him. or drink
then the Warrior may not drink any more three magic potions, to get his Starting
Weaponskill potions to give himself further Wounds score back up from 9 to 12.
increases!
10 Wayfinder
9 Transcend Pain The Wardancer stops and smells the air,
The Wardancer shrugs off the terrible then stoops to examine the grass at his feet.
wounds he is suffering, continuing the fight to Gesturing for silence, he leads the Warriors off
the bitter end. to the left.

Once per adventure the Warrior can enter a The Wardancer has a heightened sense of
state of extreme concentration where the awareness in the open air He can sense
only thing on his mind is to kill the foe. When trouble and he can avoid natural disasters.
the Wardancer reaches 0 Wounds he may During a journey the Wardancer can cancel
choose to ignore the pain and keep on any one event, turning it into an ’Uneventful
fighting. The Wardancer is now at 0 Wounds Week' instead.
and will remain at 0 until the combat is over This also gives the Wardancer a chance of
no matter how many further Wounds are finding a wandering Wood Elf Troupe.
caused on him or are healed. As soon as the
combat is over the Wardancer falls to the 1 1 Woven Mist
floor on 0 Wounds and must be healed that The Wardancer enters a trance-like state, his
turn or he will die. movements becoming a lightning fast blur. He
For every turn he is in this state throughout is being carried by instinct alone, all rational
a combat, 1 Wound is knocked off his Starting thoughts driven from his mind.
Wounds score permanently, to represent the If the Wardancer wishes, he may ignore his
awful wounds he has sustained. Starting normal characteristics for movement and
Wounds are never reduced to less than 1.
fighting. Instead, he may roll a dice, adding
The Wardancer can only restore his Starting the modifier shown on the table below. The
Wounds score back to its original level total he rolls may be split this turn between
through the use of healing potions or healing movement and attacks so a total of 6 could
spells. Before he can even try this, he must be be 3 movement and 3 attacks, 6 attacks, 6
at his maximum current Starting Wounds movement and so on.

22
ELF WARDANCER

He must declare that he is using this skill at 12 Deathdealer


the start of the turn.
Thp Wardancer reacts to danger with
Woven Mist Modifier elemental speed, sensing and often killing his
Novice 0 foes before the other Warriors are even aware
Champion 0 of their evil presence.

Hero +1 The Wardancer can often feel the presence


Lord +2 of Monsters well before the other Warriors
When the Warriors are ambushed by
Monsters roll 1D6. On a roll of 6 the
Wardancer senses their presence and warns
the other Warriors. The Monsters do not get
an ambush, they must wait until the next
Monsters Phase to attack.

• ROLEPLAY GUIDELINES •
Wood Elves in general, and Wardancers in The Wardancer has a high regard for users
particular, are regarded as introverted and of magic and knows their worth in battle. He
Introspective. However, unlike High Elves feels that they should concentrate on their
who tend to be aloof and arrogant, the magic and not have to worry about mundane
Wardancer is wild, wary and distrustful. It matters like Monsters attacking them. For
takes a long time to earn the respect or trust this reason he will feel the need to protect
of a Wardancer and any betrayal will provoke any magic user in the party, using his unique
certain vengeance. abilities to defend them. The Wardancer may
In battle the Wardancer seems to be even go as far as attacking Monsters fighting
everywhere at once, leaping into battle with a the magic user before fighting the ones
attacking him. How the Wizard, or whoever,
fierce determination to destroy his enemies.
His eagerness to kill may be seen by some as will feel about this is a different story.
an attempt to reap the highest rewards but in
fact the Wardancer could no easier stand V
back from a battle as stop breathing. This
desire for combat coupled with his disdain of
armour means that if his legendary battle
skills desert him. the Wardancer suffers
many grievous wounds.
Fives in general. and Wardancers
specifically, do not share the drives and lusts
of men. They are Elves, a completely In all. the Wardancer will be a useful ally in
different race, and so their motives and times of trouble, leaving the bodies of his
desires are to some extent incomprehensible. foes piled behind him. However, he may
Thus a Wardancer’s disregard for armour and become wearing as he keeps diving head first
death may be seen by some as pessimistic or into combat, especially if he keeps killing
simply mad. To the Wardancer. however, Monsters that other Warriors have marked as
everything is part of the dance, and how the their own target!
dance unfolds Is beyond his control. His
desire is to dance to his best, and if his death
CHARACTERISTIC TESTS
serves the dance, so be it. He knows that his
The Wardancer is very similar in abilities to
spirit will live forever in the trees and glades
the Elf in the Basic game, but will be slightly
of Athel Loren.
more adept at combat-related activities.

23
• WARDANCER BATTLE-LEVEL TABLE •
Battle- Dam.
Level Gold Title M WS BS Str Dice T Wounds 1 A Luck WP Skills Pin
ELF WARDANCER

1 0 Novice 4 4 6+ 3 1 3 1D6 + 7 6 1 0 2 - 3+

2 2.000 Champion 4 4 6+ 3 1 3 2D6+7 6 1 1 3 1 3+

3 4.000 Champion 4 5 6+ 4 1 3 2D6 + 7 6 2 1 3 2 3+

4 8.000 Champion 5 5 5+ 4 2 3 2D6 + 7 7 2 2 3 3 3+

5 12.000 Hero 5 6 5+ 4 2 4 3D6 + 7 7 3 2 4 4 3+



6 18.000 Hero 5 6 5+ 4 2 4 3D6 + 7 8 3 2 4 5 2+

7 24.000 Hero 5 7 4+ 4 2 4 4D6 + 7 8 4 2 4 6 2+

8 32.000 Hero 5 7 4+ 4 3 4 4D6 + 7 8 4 3 5 7 2+

45.000 Lord 6 8 4+ 4 3 4 5D6 + 7 9 4 3 5 8 2+


9
10 50.000 Lord 6 8 3+ 5 3 5D6 + 7 9 4 3 5 9 2+

--------- z l lit PRODUCED BY GAMES WORKSHOP


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depicts Is the copyright of Games Workshoi Ltd. Mar vend 21227 1072. USA
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