The elf

Advanced rules from the roleplay book

The Dwarfs and the Elves enjoyed the golden age of their civilisations long before the empires of Man arose, and both are long-lived and noble races.  There the similarity ends, however, as where the Dwarfs are short and stocky, the Elves are tall and slender.  Where Dwarfs are gruff and serious, Elves are joyous and seem frivolous to other races.  It was inevitable that the differences that lie between them should lead to a terrible and bitter war.

Though the war has ended, neither the Elves nor the Dwarfs will ever truly forgive nor forget, and an enduring mistrust now exists between their two races.

Elves are tall, slender, pale-skinned and of haughty demeanour.  Their slender build belies their strength and toughness, for Elves are powerful creatures, and deadly in battle.

Their weapons and armour are the finest in the Warhammer World, crafted out of exquisite materials, using techniques unknown to Man, and encrusted in precious gems.

Elves generally keep themselves apart from the world of Men.  Most of the Elves have abandoned the Old World and now make their home in the Elf kingdom of Ulthuan.

A few Elves still live in the forests of Loren.  These Wood Elves are not as far distanced from the realms of humans as their High Elf kin.  In times of dire threat to the Empire or the Kingdom of Bretonnia, the Wood Elves will even send mighty armies to fight alongside the human warriors in battle.

Wood Elf adventurers are rare but not unheard of.  The Elves' passion for bright jewels and gems, and their hatred of evil races such as Orcs and Goblins, can lead even them to undertake the most hazardous of adventures.

The Elf in Warhammer Quest is just such a Warrior - determined to recover lost treasures, experience new realms and rid the world of the hideous monsters who deface its beauty.

The above introductory text is from the Warhammer Quest Rule Book

Introduction

These rules are split into three sections: a basic Warhammer quest section, an Advanced Warhammer Quest section, and a Roleplay section.

The Warhammer Quest rules contain all the rules for using the Elf in your games.  The Advanced Rules cover all the rules for the progression of the Elf through the Battle-levels, including any skills or special rules, and the final section gives rules for using the Elf in the full roleplay system.

 

Starting as an elf

The profile of a Elf is as follows:

Wounds 1D6+7
Move 4
Weapon Skill  4
Ballistic Skill 4+
Strength 3
Toughness 3
Initiative 6
Attacks 1
Pinning Roll Auto

Wounds

The Elf starts off with 1D6+7 Wounds.  Remember that when rolling Wounds, if you roll a 1, you may re-roll the dice, but if you roll a 1 a second time, you must keep it.

Auto Escape Pinning:  The Elf is pinned just like any other warrior while adjacent to a monster.  While pinned, he cannot shoot with his bow (according to the normal missile weapon rules).  Usually a Warrior must make a successful escape pinning roll in order to be able to move away from an adjacent monster, but the Elf can automatically escape (no dice roll needed) and move away as long as there is an empty adjacent square in which to move.  (Note:  The original Elf profile card confused the issue by saying that the Elf can never be pinned.)

Equipment

Sword - The Elf starts the game with a sword which does normal damage of 1D6+3.

Bow - The Elf also starts the game with a bow (strength 3) which does 1D6+3 damage.

Healing Potion - The Elf starts the game with one very powerful healing potion.  This is a magical potion which will restore a single Warrior who drinks it up to his full Wounds, even if he has fallen to ZERO Wounds.  This potion can only be used once.

Elf Dodge SKILL

Dodge 6+:  Elves are very agile and can quickly dodge incoming attacks. Whenever a monster hits the Elf with a melee or a ranged weapon, there is a chance that the Elf will dodge the attack.  Roll 1D6 for each incoming attack that scores a hit.  If a 6 is rolled, then the Elf successfully dodges the attack and takes no damage from it whatsoever.

 

Advanced Rules

The rules in this section are used in conjunction with the Role-playing game. They explain all about taking your Elf through the Battle-levels, visiting Settlements and gaining skills.

Movement - An Elf of Battle-level 5 and above has a Movement of 5.

Equipment and Treasures

Of all equipment (weapons, armour, other mundane items, and magic items found as treasures) both in shops and that which is found in the dungeons, the Elf can only use those things identified with a capital E or which specifically state that an Elf can use them.

Some guidelines probably worth mentioning:  The Elf is perfectly suited to use the bow and arrow and may use any type of bow, but no crossbows or powder weapons.  While rather talented with several types of swords, spear, halberd or even the Warhammer, he will not use any axes and refrains from many other blunt and/or cumbersome weapons.  As for armour, an Elf feels too encumbered by most of such  man-made and dwarf-forged defences.  He will, however, use armour and helms made of leather or furs and a standard shield when he is unable to get the finely-crafted, superior Elf gear.  The Elf loves all sorts of animals and is right at home riding them as well.

 

The elf IN SETTLEMENTS

An Elf may visit the Armourer, the Fletcher, the Weaponsmith, the Animal Trader, and the General Store. He cannot use any powder weapons, so will not likely visit the Gunsmith.

An Elf may also visit the following special locations: The Alchemist Laboratory, the Alehouse (2d6-4), the Elf Quarter (see below), the Gambling House, and the Temple.  He must find these special locations according to the normal rules (a result of 7+ by rolling 3d6 in a city and 2d6 in a town).  Of these special locations, only an Alehouse is available in a village (see the Settlements section of the RolePlay Book for more details concerning the shops and special locations).

The elf quarter

While in a Settlement, the Elf may visit his kin and buy special Elf-crafted items unavailable elsewhere.  He can also search Elf markets for the rare herbs and spices he needs to make healing potions and salves.

Who Can Visit The Elf Quarter?  Only an Elf may visit the Elf Quarter, as they refuse access to anyone not of their own race.

Payment and Elf Goods - While in the Elf Quarter the Elf may buy any of the following items if they are in stock.  Roll for stock just like in the shops (3d6 in city and 2d6 in town).

Equipment    Cost  (Buy)    Stock
1D6+2 Arrows of Sure Flight    20    8
Elf Boots    100    7
Elf Bow    2,000    10
Elf Cloak    100    7
Elf Helm    1,000    8
Elf Rope    75    2
Elf Shield    700    8
1D6 Elf Waybread    10     2
Healing Herbs    1D6 x 100    2
Elven Armour    3,000    10

Arrows of Sure Flight
While using Arrows of Sure Flight, your Warrior may add +1 to his missile combat to hit rolls.  Each arrow is good for one shot only and once used it is discarded.  Arrows of Sure Flight may only be used to their full effect by an Elf.  When used by any other Warrior treat them as normal arrows.

Elf Boots
These boots are light and extremely comfortable, lending a spring to the step.  While he is wearing these boots, your Warrior gets +1 Movement.  Elf boots can only be worn by an Elf, and the enchantment upon them lasts for one adventure.

Elf Bow
An Elf bow is a fine weapon, exquisitely carved and possessing a strength far above that of any other bow.  While using an Elf bow, your Warrior may make as many shots as he has Attacks, all at his full Strength.  An Elf bow may only be used by an Elf.

Elf Helm
Like all Elf armour, an Elf Helm is elegant, perfectly wrought, light, and yet very strong.

While worn, an Elf Helm adds +1 to your Warrior's Toughness.  In addition, when your Warrior is hit you may elect that he takes the blow on the head and roll 1D6 on the following table:

1   

The Elf helm absorbs all the damage from the blow, but is destroyed in the process.

2-4   

The blow is resolved as normal, the Elf Helm bestowing +1 Toughness on your Warrior as usual.

5-6   

The blow glances off the Elf helm, causing no damage at all.

Only an Elf may wear an Elf helm.

Elf Rope
An Elf rope is of exquisite construction, and after use only breaks on a roll of 1.  Only an Elf may use an Elf rope.

Healing Herbs
Upon paying his 1D6 x 100 gold, the Elf gets enough herbal ingredients to make 1D6 Healing Potions, each of which heals 1D6 Wounds.

Elf Waybread
Elves always embark upon long journeys or adventures with a good supply of this nutritious, delicious, cake-like food.  Each cake restores +1 Wound to the Warrior that consumes it.  Unlike normal provisions, Elf Waybread only goes off at the end of an adventure on a 1D6 roll of 1.

Elven Armour
This armour looks extremely delicate when compared to the hammered iron plates of Human and Dwarf armour, but is in fact amongst the most effective protection in the world.  It achieves this distinction by deflecting weapons rather than absorbing damage, and thus dissipating the force of a blow.  While wearing Elven armour your Warrior gets +1 Toughness.  In addition, if any of the attacker's damage dice score an unmodified 1 or 2, ignore these dice when resolving the damage of the blow.

Elf Cloak
Elf cloaks are made of a fine, silk-like material that, although extremely light, is very, very strong.  Every time your Warrior is hit while wearing an Elf cloak, he can ignore the first Wound caused by the blow.  However, each time the cloak absorbs damage like this, roll 1D6.  On a score of 1 the cloak rips and is useless.  Only an Elf may wear an Elf cloak.

Elf Shield
This finely crafted shield glitters with an unearthly sheen.  While using an Elf shield, your Warrior can ignore the first blow inflicted on him each turn unless the roll to hit was an unmodified 6, in which case the shield has no effect.  Only an Elf may use an Elf shield.

Elf Master Craftsmen

While in the Elf Quarter the Elf may visit the Elf Master Craftsmen - Elves skilled in metal-working and weaponsmithing - to see if they can repair and salvage armour of Elf origin that has been battered and broken in the last dungeon.

The cost of such repairs is 1D6 x 100 gold. Each item (helmet, shield or armour) must be rolled and paid for separately.  Once the gold has been paid, roll 1D6.  On a score of 2 or more, the armour is fully repaired and may be used once more.  On a score of 1, the armour is beyond repair and the money is wasted.

 

Training

The Elf takes one full week for training to perfect the things he has learned in the dungeon(s).  During this time, he cannot do anything else and does not pay living expenses, nor does he experience Settlement Events.  After paying the required amount of gold as indicated on his Battle-Level Table (at the bottom of these rules), the Elf's characteristics are permanently adjusted according to the same table.

Additional Wounds - Whenever the table shows an increase in Wounds, roll 1d6 just like when creating your Elf in the beginning.  Yes, you may re-roll the dice if the first roll is a 1; but, like before you must accept the second roll even if it is a 1.  The result is the number permanently added to the Elf's Starting Wounds.

New Skills -  Whenever the Battle-Level table shows an increase in the number of skills (assume that the number 1 at Battle-Level 2 is an increase, and is in addition to the Dodge skill), roll on the Elf's Skill Table given below to find out what skill he has learned.

 

Elf Skills

An Elf has the following skills available to him as he goes up his Battle-levels.  To determine which specific skill he learns when given the opportunity roll 2D6.  If the result is a skill that the Elf already has, re-roll until a new skill is learned.

2 LEAP - In a single, fluid movement you launch yourself into the air and flip over your stunned opponent's head, landing on the balls of your feet behind him, sword in hand.
This skill allows your Warrior to leap 1 square in any direction as part of his move, landing in the square beyond.  Any obstacle in the square being leaped is ignored, though it still counts as 1 square of movement.  This skill may be used once per turn.  Note: the assumption is that the obstacle does not completely block the entire distance between the floor and the ceiling in the space being leaped over -- if it does, then a leap is not possible.
3 SURESHOT - Taking careful aim, you ease the bowstring back and let an arrow fly straight towards its target.
This skill allows you to re-roll any one of your Warrior's missile attacks that has missed.  This skill may be used once per turn.
4 DOOMSTRIKE - Summoning all your strength you bring an awesome blow crashing down upon your opponent.
This skill allows you to add +3 to all of your Warrior's to hit rolls for one turn.  This skill can be used once per adventure.
5 HERBLORE - You rub the foul-smelling salve into your companion's wound, reassuring him that even if the concoction does sting it is doing him good.
This skill allows your Warrior to try and heal himself or a wounded companion. Roll 1D6 on the following table.
1 The wounded Warrior reacts badly to the salve and takes another 1D6 Wounds.
2-3 Nothing happens.
4-5 The salve works and the wounded Warrior regains 1D6 Wounds.
6 The treatment is even better than expected and the wounded Warrior regains 2D6 Wounds.
6 RAPID FIRE - Your arms almost a blur, you release arrow after arrow into the enemy ranks.
This skill gives your Warrior +1 Attacks per turn with a missile weapon.
7 POWER SHOT - Your forearms strain as you pull back the tightened bowstring, using all your strength against the increased pull of the weapon.
This skill allows your Warrior to fire his bow with increased power, adding +2 Wounds to the damage inflicted.
8 EVADE - Nimbly stepping to one side, you dodge the incoming axe, flinching slightly as the razor-sharp blade whistles past your ear and buries itself in the table next to you.
This skill gives your Warrior the ability to dodge incoming blows by stepping to one side.  If a Monster successfully hits your Warrior, roll 1D6. On a score of 1, 2, 3 or 4 he hits your Warrior as normal.
On a score of a 5 or 6 your Warrior can evade the blow by stepping into any empty adjacent square.  If there are no squares free he must take the blow as normal.  In the process of side-stepping, your Warrior may come into contact with another Monster that he was not in base-to-base contact with originally.  This has no effect this turn, but as of next turn it may attack your Warrior as usual.
Similarly, by evading your Warrior may move out of contact with another Monster who was going to attack him this turn.  If this Monster is not pinned by another Warrior, it will move after your Warrior.
9 PINION - The arrow whistles through the air and slams into your opponent, pinning him to the wall like a stuck pig.
This skill allows your Warrior to trade in multiple attacks for one single. carefully aimed shot. If the target is successfully hit, and is standing directly in front of, and adjacent to, a wall, roll an extra 1D6 after rolling for damage. If the score is 1, 2, 3 or 4 the shot simply causes normal damage. On a score of 5 or 6 the shot causes normal damage and pins the target to the wall. The target may do nothing for the rest of this turn as it struggles to free itself.
10 HYPNOSIS - Slowing your breath to half its normal rate, you slowly drift into a state of altered consciousness. calming the raging pain of your wounds and speeding their healing.
This skill allows your Warrior to enter a self-induced hypnotic trance and heal himself.  This skill may only be used if there are no Monsters in the room or the same board section as the Elf.  Entering the trance takes one turn, during which your Warrior may do nothing else.  At the end of the turn your Warrior regains 1D6 Wounds.
11 FOREST WALKER - Brushing aside the undergrowth. you find an almost invisible deer track leading straight to the next village and cutting a good seven days off the journey.
This skill allows your Warrior to find almost hidden short cuts in the trek between dungeons.  When travelling to a Settlement, this skill allows your Warrior to reduce the journey time by one week.  In addition, on the journey he finds enough herbs to make 1D6 healing potions.  Each potion restores a number of Wounds equal to the Elf's Battle-level.
12 PARRY - With a practised manoeuvre and a deft flick of the wrist you hook your sword around your enemy's weapon and twist it down and to one side.
This skill allows your Warrior to parry an incoming blow.  When your Warrior is attacked roll 1D6.  On a score of 1-5 he must take the blow as normal. On a score of 6 he turns the blow and it causes no damage.

Roleplay Guidelines

Elves are the most agile of the Warriors, moving and fighting so fast they can barely be seen.  These graceful Warriors can attempt moves that would seem suicidal to other creatures, and more often than not be successful. Their senses of sight and hearing are very sharp, and they make excellent trackers and bowmen, as well as proficient fighters in hand-to-hand combat.

CHARACTERISTIC TESTS

To represent these characteristics, Elves sometimes gain bonuses on 'physical' Initiative tests to leap, jump, etc.  On 'intellectual' Initiative tests for reading scrolls and the like, however, they rarely gain bonuses.  Elves are not particularly mechanically minded, and may suffer negative modifiers for tests involving the discovery and disarming of traps etc.  An Elf isn't overly strong or tough, although he is certainly no weakling either.  Elves rely on their agility, speed and quick reactions to get them safely through.

 

Elf Battle·Level Table

Battle Level Gold Title WS BS STR Damage Dice T W I A Luck WP Skills
***
Pin
1 0 Novice 4 4+ 3 1D6 3 1D6+7 6 1 0 2 Dodge Auto
2 2,000 Champion 5 4+ 3 1D6 3 2D6+7 6 2 1 2 1 Auto
3 4,000 Champion 5 4+ 3 1D6 3 2D6+7 7 2 2 3 1 Auto
4 8,000 Champion 5 3+ 4 1D6 4 3D6+7 7 2 2 3 2 Auto
5* 12,000 Hero 5 3+ 4 2D6 4 3D6+7 8 3 2 3 2 Auto
6 18,000 Hero 6 3+ 4 2D6 4 4D6+7 8 3 3 3 3 Auto
7 24,000 Hero 6 2+ 4 2D6 4 4D6+7 9 3 3 3 3 Auto
8 32,000 Hero 6 2+ 4 2D6 4 5D6+7 9 4 3 3 4 Auto
9 45,000 Lord 7 2+ 4 3D6 4 5D6+7 9 4 3 4 5 Auto
10 50,000 Lord 7 ** 1+ 4 3D6 4 6D6+7 9 4 4 4 6 Auto

* An Elf of Battle-level 5 and above has a Movement of 5.
** The 1+ Ballistic Skill is a measure of the Elf's ability with a ballistic weapon.  This does not overrule the Rule of 1 and 6.  A natural roll of 1 is still a miss.  However, the 1+ to hit would offset a -1 to hit penalty (for instance: caused by the magic user's -1 to be hit by missile weapons special rule), meaning that the Elf could still succeed at hitting with a bow on the same roll of 2+ whether he is affected by a -1 to hit or not.  A -2 to hit penalty would then require the Elf to roll 3+ to hit.

NOTES:

Many of the above rules were copied word-for-word from the RolePlay Book.  The basic rules are edited and interpreted from the Elf's original profile and equipment cards.  
The wording of some of the above rules was modified to hopefully clarify some things. One primary example is the wording about automatically escaping pinning.  This particular modification was done to include the gist of the explanations given in the FAQ document.
*** The assumption that the Elf gains a new skill at Battle-Level 2 is based upon three things: 1)  It would be more logical to place either a 1 or a 0 in the BL-1 row rather than the word Dodge; 2) The Barbarian and the Dwarf are given 7 and 6 skill increases respectively beyond BL-1 and both gain their first skill increase at BL-2 (according to their Battle-Level Tables); and, 3) If the Elf were not allowed to learn one new skill at BL-2, then he would not learn his first new skill until BL-4, but it seems highly unlikely that the creators of the game would have intended such a thing.
If anyone finds anything here that is inaccurate, please communicate such a discovery to the editor or to any admin of an online WHQ-gaming medium.
Last but not least, please be sure to read the disclaimer below.

Edited and formatted by Old Warrior especially for online gaming reference.

Disclaimer: This document is not meant to violate any copyrights.  Please ensure that it is only used for personal reference and that it is not posted in any public forum.  These rules are primarily intended for a quick reference for those who already know and use the Warhammer Quest rules and gaming tools.  Online referencing of this document is strictly limited to private gaming groups who already have access to the full rules of Warhammer Quest.

Games Workshop, Warhammer, Warhammer Quest, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer world, along with all references to the official and semi-official Warhammer Quest characters (warriors: Barbarian, Bretonnian Knight, Elf, Dwarf, Wizard, Pit Fighter, Trollslayer, Halfling Thief, Witch Hunter, Chaos Warrior, Imperial Noble, Elf Ranger Mage, Elf Ranger Knight, Kislevite Shaman, Ogre, Warrior Priest and Wardancer) are either ®, TM and/or © Games Workshop Ltd 2000-2006, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.