Wounds: | 1d6+7 | Elf Ranger | |
Move: | 4 | ||
Weapon Skill: | 4 | Damage Dice: | 1 |
Ballistic Skill: | 5+ | Luck: | 0 |
Strength: | 3 | Willpower: | 2 |
Toughness: | 3(4) | Skills: | 0 |
Initiative: | 5 | Pin: | 3+ |
Attacks: | 1 |
Equipment: | War Crown of Tirinoc. |
Weapon: | Sword, which causes 1d6+3 Wounds. |
Armour: | Scale Mail, giving him +1 Toughness. |
Pinning: | The elf Ranger escapes from pinning on a roll of 3+. |
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 |
Power Phase Roll 1
2 3 4
5 6
No. to Cast Spell 6
5 4 3
2 1
For example, if a 4 were rolled in the Power Phase, the Elf Ranger could
cast a spell if he rolled a 3 or more on a d6.
A Ranger Mage has three spells. Remember that Attack spells may only
be cast in the Warrior's Phase, while Healing spells may be cast at any
time.
Elf Ranger Mage Spells
Aura of Vitality
Healing
The Ranger floods the area with a bright light.
Each Warrior on the board section regains 1 Wound. The Ranger gains
5 gold for every Wound he heals on other Warriors.
Shockwave
Attack
The Elf Ranger invokes a shockwave throughout the dungeon.
Having successfully cast the spell choose a Monster, and roll a dice.
If you score 3+, the Monster suffers 1d6+1 Wounds. If you score 3+, then
you can try against a different Monster and so on. If you fail, then the
shockwave dies away and the spell ends. You can try this once per turn
for every Monster on the board section the Ranger Mage is on.
Sword of Aenarion
Attack
A bloody dripping sword appears in the Ranger's hand.
A Monster adjacent to the Ranger suffers 1d6 Wounds, with no deductions
at all.
ELF RANGERS AND MAGIC
Although fairly accomplished magic users, Elf Rangers are not as devoted
to the arcane arts as the Wizard, for whom magic is everything.
A Ranger may cast one spell per turn.
THE POWER PHASE
To cast a spell, the Ranger Mage relies on the winds of magic in a
similar way to the human Wizard. In the Power Phase, when the dice is rolled
to determine magical power and unexpected events, this dice roll also determines
how easy the Ranger finds it to cast spells.
Number rolled in the Power Phase | 1 | 2 | 3 | 4 | 5 | 6 |
d6 score to cast each spell | 6 | 5 | 4 | 3 | 2 | 2 |
HEALING SPELLS AND GOLD
Every time that a Ranger heals other Warriors, he gains 5 gold for
every Wound he heals.
SKILL - BLADES OF DEATH
The Ranger Knight is skilled in the arts of war, and quickly takes
advantage of every opportunity given him by his foes, breaking through
their guard and inflicting dreadful wounds with his Elf blade.
This skill only works if the Ranger Knight
actually manages to hit his opponent with his attack. If he does so, then
resolve the damage against the Monster as usual, including death-blows
etc.
Then, because his first Attack hit (even if
it failed to cause any Wounds) the Ranger Knight gets an extra Attack as
well, which is resolved as normal.
If the Knight's first Attack missed, he does
not get an extra Attack that turn.
Note that a failed attempt to cast a spell still counts towards the total number of spells the Ranger can cast per turn. He can attempt to cast a spell as many times as he likes per turn, within the limits outlined above. However, once a spell has been successfully cast, it may not be cast again until next turn.
1 | The Ranger has so incensed the locals, and his attitude to the City Watch is so offensive, that they throw him out of the Settlement there and then. He must leave town. He may wait at the city gates for the others, but must pay living expenses as usual. |
2 | The City Watch will stand for no nonsese, and the sergent at arms takes the Ranger's sword and locks him up in jail for 2d6 days. He may do nothing at all whilst in jail, but need not pay living expenses or roll on the Settlement Events Table. |
3 | The City Watch appear at once, and march the Ranger away to the jeers and catcalls of the locals. They lock him up for 1d6 days. He may do nothing as in number 3 above. |
4, 5 | The City Watch declare that they have not got the time to deal with such petty desputes, but will stand by to see justice done, with the sentence carried out by the Wizards. The Wizards turn the Ranger into a toad for the rest of the day (to teach him a lesson), during which time he may do nothing at all. |
6 | The Ranger is cautioned, and fined 1d6x10 gold. He may try to gain entry to the guild again tomarrow if he wishes. |
Finding a Noble House
Elf Noble Houses can only ever be found in a city, and even then only
in the Elf Quarter (if one can be found). The Ranger player will have to
roll 7+ on three dice in order to find a Noble House in the Elf Quarter...
The Noble House is where the Ranger trains
to go up battle-levels. As he does so, his profile changes as usual. He
also gains dice rolls on the Skills and Spells Table, as shown on the battle-level
tables. He has to pay the gold indicated to go up a level.
There is a chance that at the Noble House
he will find extra items to purchase. Rangers are vain, arrogant, and love
jewellry, fine wines, spices and fabrics. They cannot take these on there
travels, but when they venture into the furthest reaches of the world they
like to be able to reflect on the wealth of riches and comforts awaiting
their return.
A Noble House will often contain some of the
most exclusive items of art or culture in the Warhammer World, and the
dispossessed love to barter and trade treasure from across the globe.
Whenever the Ranger visits a Noble House,
he must try to resist purchasing some exotic item. To do this he must roll
a d6. On a roll of 2 or more, he doesn't see anything he really likes.
On a score of 1 he is so overcome with the beauty of a particular item
that he simply cannot resist it. He just has to buy the item if
he can afford to. This must be done BEFORE any training is paid for.
If the Ranger can't resist buying an item,
roll on the table below to see what he has fallen in love with. If he cannot
afford the item, he is thrown out of the Noble House in disgrace.
d6 roll | Item | Cost |
1 | Rare silks of Ulthan. They look splendid! | 2,000 |
2 | Jewels of the Dragon Isles. They glitter like ice! | 1,5000 |
3 | Spices from Araby. The fragrence is heavenly! | 1,000 |
4 | Fine wines of Bretonnia. A rare vintage indeed... | 750 |
5 | Exotic foods of Tilea. A true gastronomic delight. | 500 |
6 | Ancient vase from Lustria. It will finish the set! | 500 |
d6 | News |
1 | There is nothing much of interest to be learned in the Noble House. |
2 | The Ranger makes a useful contact with a friend he has not seen for many years. When next training, the friend will lend what assistance he can - the Elf may add +1 to his next dice roll to see who his trainer is. |
3 | The Ranger is given a map of the next dungeon. If he wishes, he can demand to be the leader in the next adventure, whether it is his turn or not. |
4 | The Elf Ranger is told to beware a certain Monster in the next dungeon he ventures into. At any one time in the next dungeon, The Elf Ranger may declare that a particular Monster is the one he was warned about. For the first turn of combat against that Monster, the Ranger gains double his usual Attacks. |
5 | The Elf learns of a hoard of gold at the end of the next dungeon he is headed for. The value of the hoard will be 5d6x100 gold. It is up to the Ranger to decide whether he wants to let the others know or not! |
6 | The Elf learns of a certain item of trweasure buried deep below the mountains. In the next dungeon, he can claim one item of treasure as his, on top of his rightful number, and despite the fact that he may be claiming it out of turn. |
LORD OF THE NOBLE HOUSE
Every time a Ranger visits a Noble House, he is welcomed with open arms as a long lost son or brother. There are few enough of the dispossessed left, so the arrival of any Elf Ranger is cause for great celebration.
Within each Noble House, there is usually at least one resident Ranger who is nominally in charge and deferred to by all who visit. Often he is old beyond telling, and runs the Noble House as its Lord. These great Lords rule the Noble Houses by right of birth, because of their great accomplishments in the past or through sheer presence of will. The Lords seldom venture out of the Noble Houses, content to run their affairs by gathering information from those who pass through.
The ancient Elves who control the Noble Houses are among the wisest creatures in the entire world, and there is much to be learned from them by other Rangers.
One of the first things a Ranger must do when he arrives at a Noble House after a prolonged absence is to visit the Lord of the House. Not to do so would be considered the height of rudeness and such behaviour will not be tolerated more than once. To ignore the Lord of a Noble House is to be shunned throughout the Noble Houses of the Warhammer World as the news travels through the network.
It is customary to offer gold or treasure to the Lord of the Noble House, as a token of gratitude for his protection whilst the Ranger stays in his halls. In exchange, the Lord will stay closeted with each visitor for anything up to a day, discussing events in the world, and giving the Ranger the benefit of his great knowledge and wisdom. Most Rangers emerge from such a meeting tired yet enlightened, having often learned something of value to help them in their next adventure.
In Warhammer Quest. this part of the Ranger's visit to the Noble House is represented by the tables below. There is one for the Mage path and one for the Warrior path. The Ranger must roll 1D6x100 and pay that amount of gold over to the Lord of the Noble House. In exchange, he will receive advice and other assistance.
Once he has paid his gold, the Ranger must roll another dice. The number
rolled shows how many times he may roll on his respective table .
1 | The Ranger and the Lord discuss the ways of magic, and the Ranger
benefits much from the conversation.
Once in the next adventure, the Ranger may attempt to cast one extra spell. |
2 | The Lord of ttle Noble house is a powerful rnage himself arld explains
how the Ranager can better manipulate the winrs of magic.
For one turn in the next adventure, the Ranger may add + 1 to the Power Phase dice roll. |
3 | Whilst discussing the relationship of the world of magic arnd the
physical realm, the Lord demonstrates how the raw stuff of magic can actualy
be used to ward off physical blows.
For one turn in the next adventure, the Ranger may add t 1 to his Toughness . |
4 | The Lord explains how the Ranger may draw extra power from his War
Crown.
During the next adventure, the Ranger may use the special ability of his War Crown of Tiranoc twice, not Just once. |
5 | The Lord gives the Ranger a small gem, which he claims is a potent
source of magic.
Once during the next adventure, the Ranger may cast a spell of his choice automatically, no matter what the Power roll. |
6 | The ancient master of the Nohle House clips a small brooch onto
the Ranger's cloak. the brooch radiates magical energy, and the Ranger
can see that it is a great gift indeed.
Once during the next adventure, the Ranger may increase the effect of a spell by + 1 D6, as appropriate. |
1 | The Lord of the Noble House is a great Warrior, and despite his
advancing years takes pleasure in fencing with the Ranger, demonstrating
his superior sword play.
Once in the next adventure, the Ranger may make an extra Attack. |
2 | The ancient Warrior Lord explains how one cannot always rely on
skills or spells from within, that sometimes a Ranger can only survive
by paying heed to the signals given out by the world around him. "Listen
even to the rocks of the dungeon, they have much to tell." Mystified, the
Ranger determines to try to better attune himself in future.
The Ranger gains +1 Luck point for the next adventure. |
3 | The Lord is wise, and has sources of information everywhere. With
a conspiratorial air, he beckons the Ranger to listen carefully to what
he has to tell.
The Ranger may make one extra roll on the News Table, at +1 to the dice roll. |
4 | |
5 | |
6 |
TRAINING RULES
In the Noble House, the Elf Ranger may be trained up to the next battle-level,
if he has enough gold to pay for the training.
Apart from the characteristic increases gained, as listed on his battle-level
table, the Ranger will gain a new skill or a spell each tirne he goes up
a level.
THE SKILLS AND SPELLS TABLE
At the end of this section there is a table of skills and spells which
the Ranger may gain as he trains. Notice that there is not a separate table
for the Mage and the Knight, simply a single table numbered from -8 to
+22. The spells and skills are arranged so that a Mage is more likely to
gain spells and a Knight is more likely to gain skills. However, it is
always possible for a Mage to gain a skill, and for a Knight to go a spell
.
When the Rarlger is training to go up a battle-level he makes one roll
on the Skills and Spells Table. A Ranger on the Warrior path rolls (2D6+
the battle-level he is training up to) to see what his new spell or skill
is. A Ranger on the Mage path rolls (2D6- the batle-level he is training
up to) to see what new spell or skill he gains.
For example, if a Ranger Mage were training to go up to batle-level
5, he rolls 2D6-5 to see what spell or skill he gains. Rolling a 1 and
a 2, he gets a total of 3. 3-5=-2, and the -2 result on the Skills and
Spells Table is the "Storm of Vengeance" spell. This spell is added to
his spell book.
If the Ranger rolls the same skill or spell twice then he may re-roll.
If he still gets the same numbers he may try once more, and once more only.
After this, he must give up and leave his skills/spells as they were.
TRAINERS
It is not always certain that the Ranger will be training with are
EIf of a higher calibre than himself. Sonnetimes he may spend time in discussion
with a relative newcomer to the Ranger way of life, little travelled and
eager for knowledge. Still there is usually somethirlg to be gleaned from
such a meetings one way or another. To see how the training goes, the Ranger
must first roll a dice to see whether his proposed iristrasctor is more
or less experienced than himself.
1 The Trainer is less experienced than the Ranger.
2-4 The Trainer is an Elf of around the same experience as the Ranger.
5-6 The Trainer is an Elf of greater experience than the Ranger.
Less Experienced Trainers
The Ranger must pay the gold and amend his profile accordingly. Howevert
if he is a Knight then when rolling on the Skills and Spells Tablet, deduct
1D6 from any roll you make instead of adding the battle-level you are training
up to. If the Ranger is a Mage then add 1D6 to the score instead of deducting
the battle-level you are training up to.
If the Instructor is Your Equal
The Ranger may train as usual, paying the gold and rolling on the Skills
and Spells Table in the normal fashions.
Superior Instructor
The Ranger trains as usual paying the gold and rolling on the Skills
and Spells Table in the normal fashion including the plus or minus modifier
for the battle-level he is trainirmg up to.
A Ranger Knight may, if he wishes, roll a D6 and adjust his score by
up to the amount rolled. So, if he rolled a 4, he could add 1, 2. 3 or
4 to his roll on the Spells and Skills Table.
If your Ranger is Mage, then he may roll a D6 a nd deduct up to the
score rolled from his result on the Spells and Skills Table. So, if he
rolled a 3, he could deduct 1, 2 or 3 from his roll on the Spells ancl
Skills Table.
CHANGING PATH
If your Ranger is a Warrior and his spells are ever more numerous than
his skills (or vice versa), then he will charge path. All the rules for
armour, spellcasting etc for the particular path you have changed to now
apply, and you may no longer use items of treasure, weaponry and armour
which are no longer applicable to your Warrior. From now on, when you train
to go up battle-levels, you will train as appropriate for your new path.
-8 SPELL
Attack
Bloodsword
The Ranger is surrounded by a cloud of
whirling blades, dripping as they hack and slash at his foes.
Roll 1D6 for each Monster in a square adjacent to the Ranger, to see
whether they are hurt by the swords. The scores required are as follows:
Level
Score
Novice
6
Champion 5
Hero
4
Lord
3
On a successful dice roll, that Monster suffers 1 Wound per level of the caster, with no deductions .
-7 SPELL
Heal
Aura of Vitality
The Ranger is suffused in a brilliant golden
aura, which expands to fill the are, flooding it with bright light.
Each Warrior on the board section regains 1 Wound per battle-level
of the caster.
-6 SPELL
Defence
Shield of Tor Alessi
The Ranger puts up a magical shield around
the Warriors, cloaking them in a near impenetrable cowl of raw magic.
The area covered by the magic shield depends
on the level of the caster.
A Ranger Initiate or Champion may only 'cloak'
one square, so he can cast the spell on himself or another Warrior on the
same board section.
A Ranger Hero or Lord may 'cloak' an area
of four squares.
Any Warrior within the shield can only be
hit by Monsters scoring the required number or above, as shown below. The
Ranger declares where the shield falls, but he must be careful not to shield
any Monsters, they will gain the same benefits as the Warriors!
Squares Monsters
Level
covered score to hit
Novice
1
4+
Champion
1
5+
Hero
2x2
5+
Lord
2x2
5+ OR
1
6+
Duration: Lasts until the end of the turn.
-5 SPELL
Special
Breath of Bel Shaanar
The cave is filled with a light breeze,
which tugs at the sleeves and cloaks of the Warriors, and fills the air
with the tang of sea salt.
The Warriors' hearts are lifted, and they attack their foes with
renewed vigour. A number of Warriors gains extra Attacks for the turn.
The table below shows how many Warriors are affected by the spell, and
how rmany extra Attacks they gain . The Ranger chooses which Warriors are
affected.
Level of caster
No affected
Effect
Novice
1
+1 Attack
Champion
2
+1 Attack
Hero
2
+2 Attacks
Lord
2 +1d6 Attacks
Duration: 1 turn
-4 SPELL
Heal
Vigour of Bel-Korhadris
The Ranger performs an ancient ritual of
healing carried out by the great mages of Saphery.
The Warriors feel lost energy returning to
their weary limbs. The number of Warriors affected by the spell varies
according to the level of the caster. No-one rnay be healed above their
Starting Wounds. The Ranger chooses which Warriors are affected.
Level
Number
of caster
affected
Effect
Novice
1 +1d3 Wounds back
Champion
1 +1d6 Wounds back
Hero
1 +1 Wd per battle-lvl
Lord
2 +1 Wd per battle-lvl
Duration: Immediate.
-3 SKILL
Attack
Weaponlord
Time spent in meditation, training and
discussion at the Noble House has proven to be time well spent, as the
Rangers fighting Skills are honed to perfection.
The Elf Ranger may attempt to use this skill
once per turn. He may choose one of the following benefits:
+ 1 Attacks this turn
+ 1 to all to hit rolls this turn
+ 1 Strength dice for resolving damage this turn.
The Ranger does not automatically get the
benefits, he must make a successful dice roll first:
Level Dice roll
Novice 6 +
Champion 5 +
Hero 4 +
Lord 3 +
-2 SPELL
Attack
Storm of Vengeance
As the Ranger cdraws on the power of magic, a violent storm
rushes through the area. The raging winds tear at the Monsters, whilst
miraculosly avoiding the Warriors themse/ves.
Every Monster on the board section must score
less than or equal to its Toughness on a D6 to avoid being hurled to the
ground - the Ranger player rolls the dice for the Monsters. A score of
6 is always successful no matter what the Monsters Toughness.
If a Monster is hurled to the ground, it suffers
1D6 Wounds with no armour deductions. Any hits against a Monster thrown
on the ground will be at + 2 to hit.
It will take a Monster a whole turn to get
up. During this time it may do nothing else.
-1 SPELL
Special
Dawnglow
Mutterirng strang words in the ancient
tongue of his kind, the Ranger imbues a single object with the light of
the dawn, giving off the sarre light as the lantern.
Choose an object. It now glows brightly, and
the carrier can explore just as the leader with the lantern. The magic
glow isn't permanent. If a 1 is rolled in the Power Phases the glow dies.
0 Skill
Dodge
The Elf Ranger attempt to avoid an incoming
attack, whether a hand-to-hand attack or a missile attack.
The Elf Ranger must roll a 5+ to dodge an
attack in this fashion.
He can try this once per turn.
1 SPELL
Heal
Light Power
The Mage calls upon the power of light
and magic to sustain him through the darkness of the dngeon.
This spell may be cast once and once only
per dungeon. Once cast, the Elf Ranger will regain 1D6+2 Wounds in the
Power Phase of each turn, although he may never be restored above his Starting
Wounds score.
If he is reduced to zero Wounds, the spell
will heal him once more for 1D6+2 Wounds, getting him on his feet again.
Then its effect will fade until he casts it again in the next dungeon .
2 SKILL
The Healer
The Elf Ranger has the touch of the healer
upon him, allowing him to cure ills and seal wounds.
At the end of a turn, if there are no Monsters
on the board, the Ranger may heal any single Warrior (incluciing himself),
for 1D6 Wounds +1 Wound per battle-level of the Elf, on a dice roll of
a 4, 5, or 6. On a score of 2 or 3 nothing happens, whilst on the
score of a 1, the technique goes badly wrong and the Warrior suffer Wounds
instead - with no deductions at all.
3 SPELL
Defence
Dust of Khaine
Opening a small leather pouch, the Ranger
hurls a small quantity of dust into the air. The dust is said to be the
ground down bones of those who died within the dread influence of the shrine
to Khaine, the Elf god of War. The dust swirls around the are, chocking
and blinding Warriors and Monsters alike.
No further combat or magic is possible this
turn, and the Warriors' movement rate is halved as they struggle through
the dust. In the dust, Warriors cannot be pinned.
Once cast, this spell lasts for an entire
turn.
4 SPELL
Attack
Shockwave
Useing an ancient spell the Elf Ranger
invokes a schockwave throughout the dungeon.
The Ranger chooses one Monster, and rolls
a dice. On a score of 3+, the Monster suffers 1D6 Wounds + 1 Wound per
battle-level of the caster, with rormal deductions for armour and Toughness.
If the Ranger rolls a 3+, as required, then
after he has rolled a dice to wound the Monster, he can move onto another
Monster on the same board section and try again, rolling another 3+ to
see if that Monster is affected too. He can carry on doing this for every
Monster on the same board section as the Ranger.
He may only try this once per Monster on the
board section per turn. As soon as he fails to roll a 3 + to see if the
next Monster is affected, the shockwave dies away, the Monster is not affected,
and the spell stops.
5 SKILL
Endure
The Monster's attack carves a wound in
the Ranger's chest an inch deep, but, summoning his reserves of willpower
he grits teeth and ignores the terrible pain.
This skill allows the Ranger to ignore the
Wounds caused by a single blow that would Otherwise kill hirn.
This skill may be used once per adventure.
6 SPELL
Heal
Palace of Avelorn
Invoking a temporary warp gate, the Elf
Ranger steps through to the palace of the Everqueen Avelorn. Whether
it is an illusion, or whether he really travels by magical means to Ulthuan
is unknown. However, in the palace of the Everqeen his Wounds are tended.
Remove the Ranger model from play - he is in Avelorn!
For every turn the Ranger remains in Avelorn, he regains 1D3 Wounds, up
to a maximum of his Starting Wounds. Whilst in Avelorn he may do nothing
else at all. He may emerge from Avelorn at any time he likes. He will always
emerge in the room he vanished from, in a square of his choosing at the
start of the Power Phase.
7 YOU MAY CHOOSE EITHER
NUMBER 6 OR 8
8 SKILL
Reaction Strike
A Monster lurches out of the darkness towards
the Ranger. No sooner has he caught sight of its huge bulk than his sword
is out and ready to strike.
This skill allows the Ranger to make one immediate
attack on a single Monster as soon as it is placed on the board next to
him. If there is more than one eligible target then you may choose which
Monster he attacks. The attack is in addition to any others which your
Warrior may make this turn.
This blow may not cause death-blows, and when
striking the Warrior is immune to any psychology effects caused by the
target.
9 SPELL
Heal
Power of Teclis
Using a spell said to have been handed
down from Tecli himself, the Elf Ranger sends beams of healing power through
the wounded Warriors.
Roll a D6 for each Warrior on the board. On
a score of 1, 2, or 3, nothing happens. On a score of 4+, the Warrior receives
1 Wound per battle-level of the caster.
10 SKILL
Swordmaster of Hoeth
This skill is a special form of lightning
fast attack, originating in Hoerth. Taking years to master, the wielder
is all but unstoppable.
The Elf Ranger must roll a dice. On a score
of 5 or 6, he gains double Attacks. On a score of 2, 3 or 4, he attacks
as normal. On a score of 1 he trips up and falls over. He may do nothing
at all for the rest of the turn and is treated as prone.
He may try this once per turn.
11 Skill
Cry of Vengeance
Harnessing the bitter resentment within
his soul, the Ranger hurls himself upon his foes with no regard for his
personal saftey.
Every attack the Ranger makes this turn which
hits causes tripple damage. However, if he misses, then the Monster he
was attacking makes an immediate Reaction Strike attack resolved just like
the skill Reaction Strike.
He rnay try this once per adventure.
12 SPELL
Attack
Sword of Aenarion
The Ranger howls in anguish as the hazy
outline of a bloody dripping sword appears in his hand. Where it strikes
there is nothing but blood and death.
Choose one Monster adjacermt to the Elf Ranger.
It suffers 1D6 Wounds per battle-level of the caster, with no deductions
for Toughness or armour.
13 SKILL
Shadowfast
The Ranger is so fast in combat that he
is a blur compared to the other Warriors, striking before his opponents
can even draw breath.
Whatever anyone else's Initiatives or any
other rules whatsoever, on a score of 4+, the Ranger may go first regardless.
He can try this once per turn.
14 SPELL
Defence
Sword guard of Hoeth
The Ranger is surrounded by a whirling
wall of blades, making it almost impossible for his enemies to hit him.
The Ranger is at + 1 to his Toughness per
battle-level up to a maximum bonus of +5, and all Monsters attacking him
are at -1 to hit.
15 SKILL
Feint
Seeing the Monster prepare to attack,
the Ranger makes as if to move one way, before doing just the Opposite
.
The Ranger may try to make a feint once per
turn to avoid an attack which has hit him. Roll a dice. On a roll of 1-4,
the feint doesn't work. On a roll of 5, the feint is successful, and the
Monsters attack misses. On a 6, the feint was so successful that the Monster
loses all the rest of its attacks for the turn.
16 SKILL
Warning of Asuryan
The Ranger always seems to be one
step ahead of the Monsters.
When ambushed, the Ranger rolls a dice. On
a score of 6, he warns the Warriors, and the attackers do not get their
Ambush attack.
The Ranger may try this once per event which
generates Monsters with the Ambush ability.
17 SPELL
Attack
Fury of Indraugnir
Holding aloft a single dragon Scale, the
Elf Ranger is covered in a ball of flame. In a moment, the flame expands
to fill the whole board section.
Miraculously the Warriors are not affected,
but the Monsters on the section are seared and burrned by the dragons breath.
Every Monster on the board section suffers
1 Wound per battle-level of the caster.
18 SKILL
Smashback
Putting all his strength behind his shield,
the Ranger shoves his enemies to one side.
Before moving, the Ranger may try this skill.
He must roll a dice and add his level to the score. If he scores 8 or more,
then he is successful .
If he succeeds, then BEFORE movirig, he rmay
shove any one adjacent Monster one square backwards or to the side, if
there is an empty square available
He may try this once per turn.
19 SKILL
Wall of Steel
The sword of the Ranger is a shimmering
blur through which none may pass.
In a Corridor or doorway, no Monster may pass
the Elf whilst he uses this skill, whether they are flying Monsters or
even Monsters who are never pinned. They must kill him in order to stop
his whirling blade.
20 SKILL
Battle Lord
Through rigorous training, the Ranger is
able to shoot on the run, without having to stop and take aim.
The Ranger rnay fire with a missile weapon
BEFORE or during moving. This uses up his Attacks as usual.
21 SKILL
Flame of Vengeance
This skill allows the Elf to move and fight
with fluid grace, shouldering one weapon and taking up another without
breaking stride.
If the Elf has a missile weapon and has more
than one Attack, he may split up his attacks between hand-to-hand and missile
attacks as he sees fit. For example, if the Ranger has a total of 3 Attacks,
he may choose to make 2 missile Attacks and 1 hand-to-hand Attack. Missile
Attacks made using this skill ignore the usual rules concerning not being
able to fire a missile weapon whilst in a square adjacent to a Morister.
22 SKILL
Heartstrike
With a desperate lunge, the Ranger reaches
past his opponent's guard and strikes deep into its heart.
The Ranger may use this skill instead of any
other Attacks he might have. He may make one Attack against his foe instead,
and if he hits, then the foe suffer 1D6 Wounds per battle-level of the
Ranger with no deductions for armour. This attack may not cause deathblows.
He may try this once per turn.
Battle-
Level |
Gold | Title | MOVE | WS | BS | St1r | Damage
Dice |
T | Wounds | I | A | Luck | WP | Skills | Pin |
1 | 0 | Novice | 4 | 4 | 5+ | 3 | 1 | 3 | 1d6+7 | 5 | 1 | 0 | 2 | - | 3+ |
2 | 2,000 | Champion | 4 | 5 | 5+ | 3 | 1 | 3 | 2d6+8 | 6 | 1 | 0 | 3 | 1 | 3+ |
3 | 4,000 | Champion | 4 | 5 | 5+ | 4 | 1 | 3 | 2d6+8 | 6 | 2 | 1 | 3 | 2 | 3+ |
4 | 8,000 | Champion | 4 | 6 | 5+ | 4 | 1 | 4 | 3d6+9 | 7 | 2 | 1 | 3 | 3 | 3+ |
5 | 12,000 | Hero | 4 | 6 | 4+ | 4 | 2 | 4 | 3d6+9 | 7 | 3 | 1 | 4 | 4 | 3+ |
6 | 18,000 | Hero | 4 | 6 | 4+ | 4 | 2 | 4 | 4d6+10 | 8 | 3 | 2 | 4 | 5 | 2+ |
7 | 24,000 | Hero | 4 | 6 | 4+ | 4 | 2 | 4 | 4d6+10 | 8 | 4 | 2 | 4 | 6 | 2+ |
8 | 32,000 | Hero | 4 | 6 | 3+ | 4 | 2 | 4 | 5d6+11 | 8 | 4 | 2 | 5 | 7 | 2+ |
9 | 45,000 | Lord | 4 | 7 | 3+ | 4 | 3 | 4 | 5d6+11 | 8 | 4 | 3 | 5 | 8 | 2+ |
10 | 50,000 | Lord | 4 | 7 | 2+ | 4 | 3 | 4 | 6d6+12 | 9 | 4 | 3 | 5 | 9 | 2+ |