Warhammer Quest: The Witch Elf

                        by T. Jordan "Greywolf" Peacock

                                  25 AUG 1995


                                      -*-

    The following is a home-made profession for _Warhammer Quest_ created by
myself for a variety of reasons.  First of all, a precedent has already been
set by the (at this writing) upcoming release of the "Chaos Knight" Warrior
pack, and by articles I've written up for Skaven characters.  There are various
"not-so-heroic" races in the Warhammer World that would make for interesting
Warrior types, although, granted, wide use of such races as Warrior types seems
rather unlikely, given the normal nature of these characters.

    However, Warrior types are sorely lacking in female roles, the Dark Elves
present an interesting background, and this also provides yet another one of my
"conversions" of _Talisman_ characters over to _Warhammer Quest_.

    This revision introduces a few changes correcting some minor errors in the
previous version, as well as making a few alterations for the sake of
perfecting "game balance".  The Witch Elf has been given a "Witch Blade" in
order to better keep with the idea of "translating" this character from
_Talisman_, and the Advanced Profiles have been changed to reflect that the
Witch Elf does /not/ gain any special skills.  Although the newest official
incarnation of the Witch Elf would never use a shield (and apparently wears no
armor, either ... or much of anything, for that matter! =P ) I'm not putting
any restrictions on shield or armor use for two reasons.  First, my Witch Elf
miniature is wearing chainmail and carries a shield, and it quite definitely
has "Witch Elf" imprinted on the tab.  Secondly, this Warrior write-up presumes
that this is a Witch Elf /as a Warrior type/, so presumably this is not your
ordinary Witch Elf.

    Basically, the Witch Elf Warrior has a respectable weapon skill (4), speedy
movement (Move of 5), high initiative and "Frenzy" ability, being close on par
with the Elf Warrior, though not being able to visit the Elf Quarter, and not
starting with a bow and Dodge ability as per the Elf.  Her skills are closely
related to other "rogue" types, such as the Thief and Gutter Runner.


                             -*- THE WITCH ELF -*-

Of the Dark Elves of Naggaroth, enemies of the Elves of Ulthuan for centuries,
none are more feared than the frenzied Witch Elves who worship Khaine, the God
of Murder.  Witch Elves are among the most cruel, evil and savage of all Dark
Elves, and are said to bathe in the blood of their enemies ... as well as to
partake in numerous other unspeakable rituals and acts.

    Dark Elves, however, aside from their demeanor and dress, are largely
indistinguishable from their High Elf and Wood Elf kin -- and certainly they
can fool unknowing humans.  Situations would be rare indeed to bring someone as
bloodthirsty as a Witch Elf among the ranks of the heroic Warriors, but perhaps
this Dark Elf could have had a change of heart ... or perhaps she is simply
carrying on a "heroic" charade, all the while continuing her hidden plots and
intrigues.

    The skills of a Witch Elf can well be useful in the depths of the dungeons,
for none can match her savagery in battle when she breaks into an uncontrolled
fighting frenzy.  Woe to those who would dare to stand in her path!


                          -*- WITCH ELF STATISTICS -*-

Wounds:             1D6+7
Move:                   5
Weapon Skill:           4
Ballistic Skill:       3+
Strength:               3
Toughness:              3
Initiative:             6
Attacks:                1


Equipment:  Witch Blade.
Weapon:  See Equipment Card.
Armour:  None.
Pinning:  Breaks from pinning on a roll of 4+.
Special Rules
The Witch Elf is subject to Frenzy.  At the start of each turn, roll 1D6 if you
desire.  On a 4+, the Witch Elf gets double her normal Attacks (for hand-to-
hand only) for the rest of the combat.  However, while Frenzied, the Witch Elf
may never break pinning, may only approach the nearest opponent and attack in
hand-to-hand, and once defeating that opponent must immediately move to the
next closest opponent to fight, and so on, until all Monsters in sight are
defeated or have fled.


ENEMY'S WS     1    2    3    4    5    6    7    8    9    10
TO HIT FOE     2    3    3    4    4    4    4    4    5    5


                            -*- THE WITCH BLADE -*-

This wicked blade of the Dark Elves is coated with a corrosive material, such
that if it succeeds in inflicting any Wounds upon an opponent, it will cause an
additional +2 Wounds of damage.  This poisonous material has no effect on the
Undead or Daemons.


                      -*- WITCH ELF ADVANCED PROFILES -*-

Battle Level 2      Wounds:        1D6+7          Wpn./Bal. Skill:      4/3+
                    Strength/Dice:   3/1          Toughness:               4
                    Initiative:        7          Attacks:                 1

ENEMY'S WS     1    2    3    4    5    6    7    8    9    10   Luck:     0
TO HIT         2    3    3    4    4    4    4    4    5    5    Will:     2
SKILLS:   none      Frenzy:   3+                                 Pinning: 3+


Battle Level 3      Wounds:        2D6+7          Wpn./Bal. Skill:      4/3+
                    Strength/Dice:   3/1          Toughness:               4
                    Initiative:        7          Attacks:                 2
ENEMY'S WS     1    2    3    4    5    6    7    8    9    10   Luck:     1
TO HIT         2    3    3    4    4    4    4    4    5    5    Will:     3
SKILLS:   none                                                   Pinning: 3+


Battle Level 4      Wounds:        2D6+7          Wpn./Bal. Skill:      4/3+
                    Strength/Dice:   3/1          Toughness:               4
                    Initiative:        8          Attacks:                 2
ENEMY'S WS     1    2    3    4    5    6    7    8    9    10   Luck:     1
TO HIT         2    3    3    4    4    4    4    4    5    5    Will:     3
SKILLS:   none                                                   Pinning: 2+


Battle Level 5      Wounds:        3D6+7          Wpn./Bal. Skill:      5/3+
                    Strength/Dice:   3/2          Toughness:               4
                    Initiative:        8          Attacks:                 3
ENEMY'S WS     1    2    3    4    5    6    7    8    9    10   Luck:     1
TO HIT         2    3    3    3    4    4    4    4    4    4    Will:     4
SKILLS:   none                                                   Pinning: 2+


Battle Level 6      Wounds:        3D6+7          Wpn./Bal. Skill:      5/2+
                    Strength/Dice:   3/2          Toughness:               4
                    Initiative:        9          Attacks:                 3
ENEMY'S WS     1    2    3    4    5    6    7    8    9    10   Luck:     2
TO HIT         2    3    3    3    4    4    4    4    4    4    Will:     4
SKILLS:   none                                                   Pinning:  A


Battle Level 7      Wounds:        4D6+7          Wpn./Bal. Skill:      5/2+
                    Strength/Dice:   3/2          Toughness:               5
                    Initiative:        9          Attacks:                 3
ENEMY'S WS     1    2    3    4    5    6    7    8    9    10   Luck:     2
TO HIT         2    3    3    3    4    4    4    4    4    4    Will:     4
SKILLS:   none      Frenzy:   2+                                 Pinning:  A


Battle Level 8      Wounds:        4D6+7          Wpn./Bal. Skill:      6/2+
                    Strength/Dice:   3/2          Toughness:               5
                    Initiative:        9          Attacks:                 4
ENEMY'S WS     1    2    3    4    5    6    7    8    9    10   Luck:     2
TO HIT         2    3    3    3    3    4    4    4    4    4    Will:     4
SKILLS:   none                                                   Pinning:  A


Battle Level 9      Wounds:        5D6+7          Wpn./Bal. Skill:      6/1+
                    Strength/Dice:   3/3          Toughness:               5
                    Initiative:       10          Attacks:                 4
ENEMY'S WS     1    2    3    4    5    6    7    8    9    10   Luck:     2
TO HIT         2    3    3    3    3    4    4    4    4    4    Will:     4
SKILLS:   none      Frenzy:   A                                  Pinning: A



Battle Level 10     Wounds:        5D6+7          Wpn./Bal. Skill:      6/1+
                    Strength/Dice:   3/3          Toughness:               5
                    Initiative:       10          Attacks:                 4
ENEMY'S WS     1    2    3    4    5    6    7    8    9    10   Luck:     3
TO HIT         2    3    3    3    3    4    4    4    4    4    Will:     4
SKILLS:   none                                                   Pinning:  A


                           -*- WITCH ELF'S SKILLS -*-

The Witch Elf does not gain any special skills as she increases in Battle-Level
(although she may gain Specialist Actions in the same way as other Warriors).


                            -*- ADDITIONAL RULES -*-

*   When or if your Warrior should visit the Alehouse, roll 2D6 to determine
    the results of that visit.

*   When entering Settlements, even if the others know of your Warrior's true
    heritage, she must disguise herself.  Although she is technically an Elf,
    she may not enter the Elf Quarter, for surely she would be discovered and
    meet an untimely end!  Even if she could redeem herself by acts of heroism,
    the rift between the goodly Elves and their Dark kin is so great that she
    would never be granted entrance knowingly.

*   The Witch Elf may use arms, armor and equipment available to the Elf.
    (Although the Roleplay Book describes Witch Elves as not carrying shields,
    note that the illustration on p. 97 shows a Witch Elf carrying a shield,
    and there are Witch Elf miniatures that even wear armor!)

*   The Witch Elf may use any magical items which are usable by the Elf /and at
    least one other Warrior type/.  Any magical items restricted solely to
    Elves are /not/ usable by the Witch Elf, as Elven Wizards have crafted
    their magical items so that they cannot fall into Dark Elf hands easily,
    regardless of the intent of the bearer.


                       -*- REPRESENTING YOUR WARRIOR -*-

    There are several Citadel miniatures for Witch Elves, although if your
Warrior is "in disguise", just about any female Elf miniature would suffice.
Any fantasy miniatures manufacturer worth mentioning will have a selection of
models suitable for representing Elf and Dark Elf characters, and in particular
Heartbreaker Hobbies and Games has a number of models that would do well for
female Dark Elf Warriors.  (There are some well-armored female Dark Elves in
the "Tim Prow" line of Dark Elf models, as well as a "Dark Elf Vixen" model
that more closely approximates the "traditional" Witch Elf type.)

    Although Dark Elves in other settings may be ebon-skinned or of a variety
of different hues, Dark Elves in the Warhammer World are largely
indistinguishable from their Woodland or Ulthuan kin -- although there have
been some discrepancies in this matter, with some Dark Elves showing up with
stark-white complexions, or with bluish or even purplish hues!


                           -*- ROLE-PLAYING TIPS -*-

    Allowing "unheroic" Warrior types into a campaign can be a real headache to
a GM who is having enough trouble as it is to keep opportunistic players in
line.  Therefore, the GM should be well-advised to consider the motives of
anyone who chooses this type of Warrior.  Sure, the abilities are nice, but is
the player intending to try to get away with murder and other unlawful acts
under the guise of "role-playing"?  It may well be that you have a laissez-
faire approach to Warrior behavior, as most of the characters they run into are
just Monsters worthy of slaughter anyway, but if you're trying to do any
serious role-playing in the Settlements or with NPCs, you might want to be
aware of this possibility.  Playing a dungeon romp with a bunch of "villains"
could well be a darkly-humorous venture, and perhaps even a fun (if warped)
break from the usual storyline.  However, if you've got a murderous Dark Elf in
the same group as some Elves and a Knight, be prepared for possible "role-
playing" in-fighting.  You have been warned!  =)


                          -*- DISCLAIMERS AND SUCH -*-

_Games Workshop_, _Knights Panther_, the _Old World_, _Skaven_, _Warhammer
Quest_, _Warhammer Fantasy Battle_, _Battle Magic_, _Talisman_ and _Advanced
HeroQuest_ are trademarks of Games Workshop, Ltd.  Their use here does not
constitute a legal challenge to trademark status.  This article is copyright
1995 by T.  Jordan "Greywolf" Peacock, though it may be freely distributed in
unaltered form, so long as proper credit is given and no fees are charged for
its use.

     If you'd like to contact me for whatever reason, you can write to me at:

                                 Jordan Peacock
                                  1610 Parker
                             Cedar Falls, IA  50613

                            -*- HAPPY QUESTING! -*-