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.
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 |
The Elf begins the game with a sword doing 1D6+3 wounds and a bow, which also does 1D6+3 wounds.
The Elf does not begin the game with any armour.
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.
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.
The elf may use any item usable by the elf. Waste of time, this, isn't it?
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+.
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.
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! |
2 |
Sureshot |
3 |
Rapid Fire |
4 |
Pinion |
5 |
Power Shot |
6 |
Quick Fire |
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 |