Warhammer Quest

Elf Warrior

By Thecustodian - V1.1


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 gruff and serious, Elves are joyful, frivolous, haughty and disdainful of other races. It was inevitable that the differences that lie between them should lead to a terrible and bitter war.
Although 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 distance 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 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.

 

Starting as an Elf Warrior.

The profile of an 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

Weapons

The Elf begins the game with a sword doing 1D6+3 wounds and a bow, which also does 1D6+3 wounds.

 

Armour

The Elf does not begin the game with any armour.

 

Equipment

The Elf starts with a Healing Potion that will bring one Warrior up to full Wounds. It may only be used once, and is then discarded.

 

Starting Skill- Dodge

Whenever the elf is hit, he can try to dodge by rolling 1D6. If the score is a 6, he dodges the damage completely. This applies to hand to hand combat and missile hits.

 

Rules for Armour, Weapons and Equipment

The elf may use any item usable by the elf. Waste of time, this, isn't it?

 

Advanced Rules

Starting Skill

The Dodge Skill works on a roll of 6 at Novice and Champion Levels. When the Elf progresses to Hero and Lord levels, the Dodge Skill works on a 5+.

 

Elves in Settlements

When the Elf visits a Settlement, he may visit the Alehouse, Temple, Alchemist, Gambling House, the Elf Quarter and all of the Traders.
The Elf can visit the Noble House. He will not be tempted by the exotic items on sale. While there he can roll on the News Table, counting a roll of 2 or 1 as a 1. He may also visit the Lord, bringing either a gift from a Wood Elf Troupe, or 1D6x50 gold. He may roll 1D3 times on the Knight Table, rerolling a 4.
The Elf may choose to visit the Wood Elf Troupe, rolling for distance in the same way as the Wardancer. While there he must pay Subsistence, and roll on the Duty Table. He may visit the Traders, but cannot go on the Wild Hunt.

 

Training

The Elf trains in the usual way, paying his gold and spending a full week refining his skills.
Whenever he goes up a Battle Level he should roll on the Archery Skill Table to see if he gains a skill with his bow. If the Elf rolls a skill that he already has then he does not gain any benefit from his training and doesn't receive a new skill this time.

Roll

Archery Skill Gained

1

Whoops!
The Elf accidentally shoots his instructor in a painful place. He does not gain any new skill this time.

2

Sureshot
This skill allows you to re-roll any one of your Warrior's missile attacks that has missed.

3

Rapid Fire
This skill gives your Warrior +1 Attacks per turn with a missile weapon. Cannot be used in a turn when the Elf uses Power Shot.

4

Pinion
This skill allows your Warrior to trade in multiple attacks for a 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 to 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.

5

Power Shot
This skill allows the Elf to increase the power of his shot by trading the number of attacks he makes. For each Attack your Warrior gives up, he may roll an extra 1D6 Wounds on one of his remaining shots. You must declare that your Warrior is using this skill before rolling his BS. This skill may be used once per turn.

6

Quick Fire
The Elf may make a single Ballistic attack as soon as the monsters are placed, even if he is pinned. This shot follows the usual rules for Reaction Strikes.

When the Battle Level table says that the elf has gained a new skill, roll on the following table.

Roll       Skill Gained
11-13 Leap
As normal
14-16 Doomstrike
As normal
21-23 Herblore
As normal
24-26 Forest Walker
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 a number of healing potions equal to the Elf's Battle-level, each restoring 1D6 Wounds.
31-33 Hypnosis
As normal
34-36 Parry
This skill gives the Elf Parry 6+, or Parry 5+ at Hero and Lord Level.
41-43 Evade
As normal
44-46 Fletcher
In a settlement, the Elf can choose to spend time crafting his own arrows. He must still pay Living Expenses and roll for an Event. Roll 1D3 for each day he does this. This is how many arrows he creates. On a roll of 3 he may craft a single Fire Arrow or Arrow of Sure Flight instead. He may do this 1D6 times per settlement.
51-53 Blademaster
As Wardancer Skill
54-56 Wayfinder
As Wardancer Skill
61-63 Battle Charge
The Elf may now fire his bow before or during movement. He can choose to make a single bow shot before moving, then move into combat and use up the rest of his attacks in hand to hand combat. Alternatively, he could use all his attacks with his bow, and then move as normal. 
64-66 Deathdealer
As Wardancer Skill

 

BL

Gold

Title

M

WS

BS

S

DD

T

W

I

A

L

WP

Pin

Skills

1

0

Novice

4

4

4+

3

1

3

1D6+7

6

1

0

2

Auto

0

2

2000

Champion

4

5

4+

3

1

3

2D6+7

6

2

1

2

Auto

1

3

4000

Champion

4

5

4+

4

1

3

2D6+7

7

2

2

3

Auto

1

4

8000

Champion

4

5

3+

4

1

4

3D6+7

7

2

2

3

Auto

2

5

12000

Hero

5

5

3+

4

2

4

3D6+7

8

3

2

3

Auto

2

6

18000

Hero

5

6

3+

4

2

4

4D6+7

8

3

3

3

Auto

3

7

24000

Hero

5

6

2+

4

2

4

4D6+7

9

3

3

3

Auto

3

8

32000

Hero

5

6

2+

4

2

4

5D6+7

9

4

3

3

Auto

4

9

45000

Lord

5

7

2+

4

3

4

5D6+7

9

4

3

4

Auto

5

10

50000

Lord

5

7

Auto

4

3

4

6D6+7

9

4

4

4

Auto

6