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Warhammer Quest: Elf Ranger

Expansion for Warhammer Quest

Warhammer Quest: Elf Ranger Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Rules for Warhammer Quest
    • Bigger Groups of Warriors
  • The Elf Ranger
  • Ranger Knight or Ranger Mage?
  • Equipment
  • Weapons
  • Armour
  • Starting as a Ranger Mage
    • Ranger Spells
  • Elf Rangers and Magic
    • The Power Phase
    • Healing Spells and Gold
  • Starting as a Ranger Knight
    • Skill - Blades of Death
  • Elf Rangers and Treasure
    • Knights and Treasure
    • Mages and Treasure
    • Spellcasting Treasure
  • Advanced Rules
  • Limitations for Treasure, Equipment, Weapons & Armour
    • Weapons and Armour
    • Knights and Treasure
    • Mages and Treasure
    • Spellcasting Treasure
  • Elf Rangers and Magic (Advanced)
    • Ranger Knight
    • Ranger Mage
    • The Power Phase
  • Ranger Spells & Skills
    • Example Spell - Bloodsword
    • Ranger Knight's Starting Skill
  • Rangers in Settlements
    • The Wizards' Guild
    • City Watch Table
    • The Elf Quarter
    • The Elf Noble House
      • Finding a Noble House
      • News and Stories
        • News Table
    • Lord of the Noble House
      • Noble House Mage Table
      • Noble House Knight Table (Roll a D6)
    • Training
  • Skills and Spells Table
    • -8 Spell - Attack
    • -7 Spell - Heal
    • -6 Spell - Defence
    • -5 Spell - Special
    • -4 Spell - Heal
    • -3 Skill - Attack
    • -2 Spell - Attack
    • -1 Spell - Special
    • 0 Skill - Dodge
    • 1 Spell - Heal
    • 2 Skill - The Healer
    • 3 Spell - Defence
  • Roleplay Guidelines
    • Characteristic Tests
  • Elf Ranger Battle-Level Table
  • Elf Ranger Warrior Card
  • Warrior Card: Ranger Knight Special Rules
    • Ranger Knight Special Rules
  • Elf Ranger Mage Card
  • Elf Ranger Mage Spells Card
  • War Crown of Tiranoc Card

Introduction

This pack contains everything you need to introduce a new Warrior to your games of Warhammer Quest, including his Warrior card, Warrior counter, Equipment card, a rulebook, any special cards and a Citadel miniature to represent the Warrior himself.

This rulebook is 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 Ranger in your games. The Advanced rulebook covers all the rules for the progression of the Elf Ranger through the battle-levels, including any spells, skills or special rules, and the final section gives rules guides for using the Elf Ranger in the Roleplay system.

Rules for Warhammer Quest

If you wish, you may replace one of the Warriors from the Warhammer Quest game with the Elf Ranger. Simply swap the Ranger for one of the existing Warriors. The rules which follow explain how to use the Ranger in your games. Remember to put the Warrior counter for the original Warrior back in the box, replacing it with that of the Ranger!

Remember too, that if there is not a Barbarian in the party, then one of the other Warriors will have to carry the lantern and be the leader.

Bigger Groups of Warriors

If you want to, you can take more than four Warriors into an adventure, but you will have to make sure that there are enough Monsters to go round! The cards and tables from the Warhammer Quest game are based on there being four Warriors, so if you have fifteen different Warriors in the party, then the game as it stands will present no challenge at all! As a general rule, stick to parties of four Warriors, but if you have a party of five or six, then increase the number of Monsters by an equal proportion.

For example, if you have six Warriors in the party, that is 50% more Warriors than the Event cards are set up to deal with. In this case, you should make sure that each time Monsters appear, there are 50% more of them. If the card says "1D6 Orcs", roll the dice as usual and then multiply the result upwards to match the party size - so a dice roll of four Orcs becomes six Orcs, and so on.

The Elf Ranger

The Elf Ranger in Warhammer Quest is one of the dispossessed, from a noble household based in L'Anguille. He seeks the lost treasures which lie below the Worlds Edge Mountains, and will put up with the other ruffian adventurers for the time it takes to complete his quest. He will even tolerate the company of Dwarfs, seeing them as a necessary means to an end.

Ranger Knight or Ranger Mage?

When one of the dispossessed first ventures from his home city in search of glory, adventure, treasure and bitter vengeance, his powers are as yet untested. In his heart, he knows that his fate is to be a mighty knight, after Aenarion, Caledor or Tyrion, or to follow the path of the mage as did Teclis and Bel-Korhadris. However, this is not to say that like the human Wizards, an Elf Mage is not versed in the arts of war, or that a Warrior knows nothing of the ways of magic.

In Warhammer Quest, you must first choose the path of your Elf Ranger: Knight or Mage. Whichever you choose, his profile will be as follows:

Profile
Wounds1D6+7
Move4
Weapon Skill4
Ballistic Skill5+
Strength3
Toughness3
Initiative5
Attacks1
Pinning Roll3+

Equipment

An Elf Ranger starts with a War Crown of Tiranoc.

The War Crown allows the Ranger to freeze time and take another Warriors' Phase whenever he wishes. He may do this once per game.

Weapons

An Elf Ranger starts off with a sword, which causes 1D6 Wounds plus his Strength (3), every time he hits his foe.

Armour

An Elf Ranger wears scale mail armour, which gives him +1 Toughness.

In addition, the following rules apply, depending on which path you choose.

Starting as a Ranger Mage

A Ranger Mage begins the game with three spells. Each spell has a name, a description, a spell type and special rules to determine how the spell works in the game. Remember that attack spells can only be cast in the Warriors' Phase, whilst other spells, such as healing spells, can be cast at any time.

Ranger Spells

Aura of Vitality (Healing)

The Ranger is suffused in a brilliant golden aura, which expands to fill the area, flooding it with bright light.

Each Warrior on the board section regains 1 Wound.

Shockwave (Attack)

Using one of the ancient spells related to those which sank the dread land of Naggaroth, the Elf Ranger invokes a shockwave throughout the dungeon.

The Ranger chooses one Monster, and rolls a dice. On a score of 3+, the Monster suffers 1D6+1 Wounds, with normal 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 himself.

The Ranger 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.

Sword of Aenarion (Attack)

The Elf 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 adjacent to the Elf Ranger. It suffers 1D6 Wounds, with no deductions for Toughness or armour.

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 Mage can 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 Power PhaseD6 score to cast each spell
16
25
34
43
52
62

So, if a 4 is rolled in the Power Phase, the Mage can choose one of his spells to cast, and that spell will be successful on a dice roll of 3+.

Healing Spells and Gold

Every time that a Ranger heals other Warriors, he gains 5 gold for every Wound he heals.

Starting as a Ranger Knight

A Ranger Knight starts the game with the Blades of Death skill, and a bow, as well as a sword.

The bow is Strength 3, and has 1 Attack per turn. See the Warhammer Quest rulebook for rules for using missile weapons.

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.

Elf Rangers and Treasure

Knights and Treasure

A Knight may wear any magical armour and use any magical weapons, except those which may only be used by Dwarfs, or are of Dwarf origin.

Mages and Treasure

An Elf Ranger Mage may only wear the scale mail he starts the game with; he may wear no other armour. He may collect and use treasure which is normally only associated with Wizards.

Spellcasting Treasure

Some items of treasure assist the Wizard by storing power, or adding to casting dice rolls. Because a Ranger Mage has slightly different rules for spellcasting, these items of treasure work in a somewhat different fashion. Although there is not space here to explain how every item works with the Ranger Mage, the basic rule is that any items which add Power etc will add +1 to the Mage's casting rolls when he attempts to cast a spell.

For example, if a Ranger Mage finds a Deathstone, then once per adventure he may cast any one of his spells on a casting roll of 3+, no matter what is rolled in the Power Phase. Likewise, each one of the points of Power stored in an Orb of Might can be used up to add +1 to a casting roll for a Ranger's spell attempt.

Advanced Rules

In the Advanced rules, it is possible to keep your Ranger from game to game, building up his character as he progresses from adventure to adventure.

This section of the rulebook gives you all the rules for taking your Elf Ranger right up to battle-level 10, including special rules for visiting Settlements, training, spells and skills.

Starting at battle-level 1 as a Novice, follow all the rules as outlined over the previous pages.

Limitations for Treasure, Equipment, Weapons & Armour

The limitations that apply to your Ranger will depend to some extent on whether he is a Ranger Knight or a Ranger Mage.

Weapons and Armour

Generally, he may use any weapon, armour or treasure item available to the Elf from the Warhammer Quest game. An Elf Ranger may use any bladed weapon, and any bow or missile weapon so long as it not a gun or other form of powder weapon.

Knights and Treasure

A Knight may wear any magic armour and use any magic weapons, so long as they are not specifically limited to the use of Dwarfs or are of Dwarf origin.

Mages and Treasure

The only armour an Elf Ranger Mage may wear is the scale mail he starts the game with, whether bought or found as treasure. A Ranger Mage may collect and use treasure which is normally only associated with Wizards, with certain limitations. So, within the limitation of not being able to wear armour, and certain exceptions which follow, the Ranger Mage can use any treasure item indicated as being used by an Elf or a Wizard.

Spellcasting Treasure

Some items of treasure assist the Wizard by storing Power, or adding to casting dice rolls. Because a Ranger Mage has slightly different rules for spellcasting, these items of treasure work in a somewhat different fashion. Although there is not space here to explain how every item works with the Ranger Mage, the basic rule is that any items which add Power etc will add +1 to the Mage's casting rolls when he attempts to cast a spell.

For example, if a Ranger Mage finds an Energy Jewel (Dungeon Room Treasure, Magical Items, Number 12, Page 69 of the Roleplay book) then he rolls for the points of Power as usual, and may use them up one by one to add +1 to his spellcasting dice rolls.

Some magical items are tailor-made to augment the power of human Wizards, and the Ranger cannot use them at all. These items are:

  • The Book of Arcane Magic
  • The Tablet of Adain
  • The Brooch of Power
  • The Chalice of Sorcery

Elf Rangers and Magic (Advanced)

In the Advanced game, an Elf Ranger can cast a number of spells per turn, governed by his title, and his path. As a new Warrior, he begins the game as a Novice, and looking at his Battle-level Table, you will see that he becomes a Champion at level 2, and so on.

In the Warhammer Quest game, only the Ranger Mage has spells. In the Advanced rules this is not always the case, as even a Ranger Knight may have some skill in the magic arts. How a Ranger acquires spells and skills is explained later on, but the tables below explain how many spells a Ranger may cast at each battle-level, depending on his path.

Ranger Knight

A Ranger following the Warrior path may attempt to cast the following number of spells per turn. Attack spells may only be cast in the Warriors' Phase, but other spells can be cast at any time in a turn.

LevelNumber of spell attempts per turn
Novicenone
Champion1
Hero2
Lord3

Ranger Mage

A Ranger following the Mage path can attempt to cast the following number of spells per turn. He may cast attack spells only in his Warriors' Phase, but all other spells he can cast at any time in the turn, as usual.

LevelNumber of spell attempts per turn
Novice1
Champion2
Hero3
Lord4

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.

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 Power PhaseD6 score to cast each spell
16
25
34
43
52
62

So, if a 4 is rolled in the Power Phase, the Mage can choose one of his spells, and that spell will be cast successfully on a dice roll of 3+.

So if a Ranger following the Mage path is a Hero, and the Wizard rolls a 4 in the Power Phase, then the Ranger Mage can attempt three spells that turn, and each attempt will require a 3+ to cast a spell successfully.

Ranger Spells & Skills

Ranger spells and skills are different from those of many other Warriors, and the Ranger becomes more proficient in their use as he progresses through the battle-levels. The example below is the Bloodsword spell, which gets more and more destructive as the Ranger goes from Novice to Lord.

The increments by which the skill or spell improves are usually related to the Ranger's title, rather than a specific battle-level, and often take the form of an improvement to the dice rolls required for the spell or skill to be used successfully.

Example Spell - Bloodsword

The Ranger is surrounded by a cloud of whirling blades, dripping blood as they hack and slash at his foes.

Each Monster in a square adjacent to the Ranger may be hit by the whirling magic swords. Roll a D6 for each Monster. The scores required are as follows:

TitleScore
Novice6
Champion5
Hero4
Lord3

On a successful dice roll, that Monster suffers 1 Wound per level of the caster, with no deductions.

You can see that as your Ranger's profile changes, you will not only have to keep track of which new spells and skills he acquires, but also what changes there are to the spells and skills he already has. This includes the spells the Ranger Mage starts with.

Ranger Knight's Starting Skill

A Ranger Knight always starts with the Blades of Death skill, as detailed on his Warrior card and on page 5 of this rulebook. However, in the Advanced game, no matter how many attacks the Elf Ranger Knight has, he only gets the extra Blades of Death attack if his FIRST attack that turn hits his foe.

Rangers in Settlements

When visiting Settlements, an Elf Ranger may visit all the standard locations such as the various traders, and the following special locations:

The Alchemist, Gambling House, Temple, Alehouse (2 on the dice roll for the Alehouse Events Table), Elf Quarter and Wizards' Guild.

In addition, there is a special new location - the Elf Noble House.

Of course, if there are any dice rolls to be made to see if a certain location can be found, then all the usual rules apply.

The Wizards' Guild

An Elf Ranger may only visit the Wizards' Guild if he has at least one spell.

If he finds a Wizards' Guild, then rather than paying as he enters, the Elf Ranger sweeps in arrogantly, demanding to see the "High Lord of the puny human Wizards in this squalid place". His bravado and arrogance are not always appreciated by the Wizards, however, particularly in a large city with a well established and powerful guild, and there is a chance that they will simply turn him out for being a rude upstart.

Before the Ranger can visit the Wizards' Guild, he must roll a dice and consult the following table, to see whether he is allowed entry or not:

Dice rollResult
1The Wizards cannot believe the cheek of the fellow, and report him to the City Watch. Roll on the City Watch Table below, to see what happens to the Ranger now...
2-3Unimpressed by the Ranger's arrogant manner, the Wizards slam the door in his face. He must pay 1D6x100 gold before he is allowed in.
4Unimpressed by the Ranger's arrogant manner, the Wizards bar his entry. He must pay 1D6x50 gold before he is allowed in.
5-6The Ranger barges his way into the Wizards' Guild, despite the protestations of the Wizards within. He gains entry to the Wizards' Guild for free.

City Watch Table

Used when the Ranger rolls a 1 on the Wizards' Guild table.

Dice rollResult
1The 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.
2The City Watch will stand for no nonsense, and the sergeant 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.
3The 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 at all whilst in jail, though he does not need to pay living expenses or roll on the Settlement Events Table.
4, 5The City Watch declare that they have not got the time to deal with such petty disputes, 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.
6The Ranger is cautioned, and fined 1D6x10 gold. He may try to gain entry to the guild again tomorrow if he wishes.

Once in the Wizards' Guild, the Elf Ranger may buy a wizard's staff if he is a Mage, and may have it re-charged in subsequent visits as usual. He may follow the rules for consultations, whether he is a Warrior or a Mage, but he may not change his spells or buy any potions. He considers that potions are the province of the rustic Wood Elves, and potions made by men are likely to be foul-tasting, vulgar and crude.

The Elf Quarter

When visiting the Elf Quarter, the Ranger has no need of herbs for potions, he leaves such things to the Wood Elves. He will, however, buy waybread, but in his arrogance he always pays 3 times the list price for it. He may buy armour etc as normal from the Elf Quarter.

The Elf Noble House

The dispossessed of Tiranoc maintain the ancient traditions of their kind even though they now have no lands or armies of their own. They are still a powerful force within the Elf communities of the Old World, maintaining Noble Houses within the Elf Quarters of many great cities in the Empire and Bretonnia. Here they keep themselves to themselves, maintaining a proud aloofness from the rest of the community.

Other Elves are welcomed into these vaunted halls, spending time amongst their kin to discuss the events in the world, and to recount the ancient stories, invariably about their betrayal and downfall. Elf Rangers are great travellers, and their network of Noble Houses is very well informed about the goings on throughout the Warhammer World, from Ulthuan to Araby, from Norsca to the Border Princes and beyond.

Rangers have a great interest in news and happenings from faraway places, and regard the inhabitants of the cities they live in as introspective and dull. In this regard, they make little distinction between Dwarfs, Elves or men, seeing them as all tarnished by the same inward-looking attitudes.

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 jewellery, fine wines, spices and fabrics. They cannot take these on their 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 treasures 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 rollItemCost
1Rare silks of Ulthuan - They look splendid!2,000
2Jewels of the Dragon Isles - They glitter like ice!1,500
3Spices from Araby - The fragrance is heavenly!1,000
4Fine wines of Bretonnia - A rare vintage indeed...750
5Exotic foods of Tilea - A true gastronomic delight500
6Ancient vase from Lustria - It will finish the set!300

News and Stories

Whilst in the Noble House, the Ranger will pick up on the latest news and reports from across the world. This will involve specific information about certain monsters, lairs and hidden treasure, as well as news from Ulthuan and Loren. Roll a dice to see whether the Ranger learns anything helpful.

News Table
D6News
1There is nothing much of interest to be learned in the Noble House.
2The 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.
3The 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.
4The 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.
5The 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!
6The Elf learns of a certain item of treasure buried deep below the mountains. In the next dungeon, he may 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.

Noble House Mage Table

D6Result
1The 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.
2The Lord of the Noble House is a powerful mage himself, and explains how the Ranger can better manipulate the winds of magic. For one turn in the next adventure, the Ranger may add +1 to the Power Phase dice roll.
3Whilst discussing the relationship of the world of magic and the physical realm, the Lord demonstrates how the raw stuff of magic can actually be used to ward off physical blows. For one turn in the next adventure, the Ranger may add +1 to his Toughness.
4The 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.
5The 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.
6The ancient master of the Noble 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 +1D6, as appropriate.

Noble House Knight Table (Roll a D6)

D6Result
1The 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.
2The 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.
3The 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.
4The Lord reveals that he is the custodian of an ancient magic artefact, which can be used to bestow great power to those who can trace their lineage back to Tiranoc. During the next adventure, the Ranger may use the special ability of his War Crown of Tiranoc twice, not just once.
5The Lord demonstrates how the Ranger can better balance his blade, making it strike with a fluid grace and precision at his foes. For one turn in the next adventure, the Ranger's Attacks are at +1 to hit.
6After an exhausting bout of swordplay with the Lord, the Ranger finds himself at the sharp end of the Lord's sword once more. The old warrior grins, and his eyes glitter with the anticipation of the kill. "If you were an Orc, or a Beastman," he spits the words out as if they befoul his elegant mouth, "I would destroy you THUS!" Like lightning, his slender blade descends into a nearby exquisite oak cabinet, smashing it into a thousand pieces with a force unseen before by the Ranger. "Now let me show you how it is done..." Once in the next adventure, the Ranger may add +2 Strength dice to a single blow which hits.

Training

The training of an Elf Ranger is less formal than the training for many other Warriors. Within the Noble House, there is no 'training ground' as such and there are no formal instructors. However, it is almost certain that there will be another Ranger passing through the Noble House at the same time as the Ranger wishing to train, and they spend time honing their skills and exchanging useful information.

This tends to focus the Ranger's mind, and after a period of time in the other's company, they both part having learned much from each other. Elf Rangers recognise that the Noble Houses must be maintained in order to fulfil this essential function, and so they pay much gold to keep the ancient traditions alive. The closure or abandonment of a Noble House is a cause for great concern amongst the dispossessed, as with it dies a part of their dwindling heritage.

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 time 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 gain a spell.

When the Ranger 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 battle-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 battle-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 number, 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 an Elf of a higher calibre than himself. Sometimes, 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 something to be gleaned from such a meeting, one way or another. To see how the training goes, the Ranger must first roll a dice to see whether his proposed "instructor" is more or less experienced than himself.

Dice rollResult
1The Trainer is less experienced than the Ranger.
2-4The Trainer is an Elf of around the same experience as the Ranger.
5-6The Trainer is an Elf of greater experience than the Ranger.

Less Experienced Trainers

The Ranger must pay the gold and amend his profile accordingly. However, if he is a Knight then when rolling on the Skills and Spells Table, 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 fashion.

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 training 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 a Mage, then he may roll a D6 and 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 and 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 change 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.

Skills and Spells Table

-8 Spell - Attack

Bloodsword

The Ranger is surrounded by a cloud of whirling blades, dripping blood 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 hit by the swords. The scores required are as follows:

LevelScore
Novice6
Champion5
Hero4
Lord3

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 area, 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. (Printed as "Initiate" in the source, where the battle-level title is "Novice".)

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, as they will gain the same benefits as the Warriors!

LevelSquares coveredMonsters' score to hit
Novice14+
Champion15+
Hero2x25+
Lord2x25+ OR
(Lord, continued)16+

Duration: Lasts until the end of the turn.

Note: the Lord entry in the source table runs over two lines ("2x2 ... 5+ OR" then "1 ... 6+"); transcribed as printed.

-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 many extra Attacks they gain. The Ranger chooses which Warriors are affected.

Level of casterNo. affectedEffect
Novice1+1 Attack
Champion2+1 Attack
Hero2+2 Attacks
Lord2+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 may be healed above their Starting Wounds. The Ranger chooses which Warriors are affected.

Level of casterNumber affectedEffect
Novice1+1D3 Wounds back
Champion1+1D6 Wounds back
Hero1+1 Wd per battle-lvl (abbreviation as printed; the print is faint)
Lord2+1 Wd per battle-lvl (abbreviation as printed; the print is faint)

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 Ranger's 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 benefit, he must make a successful dice roll first:

LevelDice roll
Novice6+
Champion5+
Hero4+
Lord3+

-2 Spell - Attack

Storm of Vengeance

As the Ranger draws on the power of magic, a violent storm rushes through the area. The raging winds tear at the Monsters, whilst miraculously avoiding the Warriors themselves.

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 Monster's 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

Muttering strange words in the ancient tongue of his kind, the Ranger imbues a single object with the light of the dawn, giving off the same 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 Phase, the glow dies.

0 Skill - Dodge

The Elf Ranger can 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 dungeon.

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 (including 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 suffers 1D6 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 area, choking 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

Using an ancient spell, the Elf Ranger invokes a shockwave 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 normal 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 his teeth and ignores the terrible pain.

This skill allows the Ranger to ignore the Wounds caused by a single blow that would otherwise kill him.

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 in Avelorn. Whether it is an illusion, or whether he really travels by magical means to Ulthuan is unknown. However, in the palace of the Everqueen 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 Teclis 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 Hoeth. 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 safety.

Every attack the Ranger makes this turn which hits causes treble 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 may 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 adjacent 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 Initiative, or any other rules, 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 Monster's 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 burned by the dragon's 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 moving, he may 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 may 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 Monster.

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 suffers 1D6 Wounds per battle-level of the Ranger, with no deductions for armour. This attack may not cause death-blows.

He may try this once per turn.

Roleplay Guidelines

If you are playing Warhammer Quest Roleplay with a gamesmaster and pre-written campaign adventures, then an Elf Ranger is a good addition to the party. Obviously, depending on his path, he will lean towards combat or magic, but whichever path he follows there is a chance that he will have a useful healing spell up his sleeve, together with the ability to hold his own against most Monsters.

If you have a Mage, and he has some healing spells, then you might substitute the Ranger for the Wizard, relying on the Ranger's spells to get the Warriors through.

The Elf Ranger gives plenty of opportunity for roleplaying between the players, as his natural arrogance and feelings of superiority should shine through, thoroughly annoying the other Warriors from time to time. If you are going to play an Elf Ranger, don't make him humble or mild mannered! He will rival the Dwarf in his bearing of grudges, and his grudges go back a long way. Remember that as far as he is concerned, the rest of the Elves abandoned his kind to their fate - even the Wood Elves who slunk off and hid in the forests.

Dwarfs compounded the betrayal by crushing the Elf cities in the Old World once the support of the Phoenix King was withdrawn, and therefore cannot really be trusted. Humans are by and large primitive and crude, having not been in existence for long enough to really have any valid claims on the realms they declare their province. Even the High Elves of Ulthuan are a pale shadow of their former selves...

This is not to say that Rangers are morose or miserable all the time. They are, however, seen as aloof, mysterious and invariably arrogant and patronising by almost everyone they meet. At the same time, the Rangers have a reputation for being honourable, proud lords of an ancient and powerful tradition. They have brought much knowledge to the Old World, and greatly helped in the establishment of many of the cities of mankind. In short, they are generally treated with a careful and grudging respect.

The Elf Ranger will be interested in almost any adventure which will give him a chance to travel a great distance, deal a punishing blow to the enemies of his kind (the list of which is easily expandable to include almost anyone) and to retrieve some ancient and powerful artifact. So long as he is treated with the respect he knows he deserves, then he will make a stalwart companion, willing to lend his superior skills and abilities to the adventure at hand.

Characteristic Tests

With regard to tests and general behaviour, the player and the gamesmaster should bear in mind that an Elf Ranger is first and foremost an Elf. As such, he should be fairly good at the sort of things which the Elf from the Roleplay book is good at. He will not be quite as good as the Elf at tests which involve agility and reactions, such as leaping, dodging, ducking etc. However, if he is a Mage, then he will be nearly as good as the Wizard at many tests, such as identifying objects, deciphering ancient texts, resisting magic etc.

On the other hand, if he is a Ranger Knight, then he will be nearly as good as the Barbarian at combat-related tests, such as barging aside or disarming enemies. In general, he is a good all rounder, leaning towards either combat-based tests or magic-based tests depending on his chosen path.

Elf Ranger Battle-Level Table

Printed on page 24 of the source booklet. The Skills column gives the total number of extra spells/skills the Ranger has at that level, on top of the ones he started with.

Battle-LevelGoldTitleMoveWSBSStrDiceTWoundsIALuckWPSkillsPin
10Novice445+3131D6+75102-

Elf Ranger Warrior Card

Printed on the front of the Elf Ranger Warrior card.

Profile
Wounds1D6+7
Move4
Weapon Skill4
Ballistic Skill5+
Strength3
Toughness3 (4)
Initiative5
Attacks1

Equipment: War Crown of Tiranoc.

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+.

Special Rules: Choose whether your Elf Ranger will be a Ranger Knight, or a Ranger Mage. The rules for the Ranger Knight are on the back of this card. The rules for the Ranger Mage are on a separate card.

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

Warrior Card: Ranger Knight Special Rules

Printed on the reverse of the Elf Ranger Warrior card.

Ranger Knight Special Rules

Ranger Knights and Treasure

A Ranger Knight may wear any magic armour and use any magic weapons, unless the Treasure card itself says otherwise.

Starting as a Ranger Knight

A Ranger Knight starts the game with a Bow, as well as a sword. The Bow is Strength 3, and can be used for one attack per turn. The Ranger Knight must either use his Bow, or make a hand-to-hand combat attack - he cannot do both in one turn. See page 26 of the Warhammer Quest Rulebook for the rules for using missile weapons.

Blades of Death skill

The Elf Ranger Knight has the Blades of Death skill. He is skilled in the arts of war, and can inflict 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 damage against the Monster as usual, including death-blows etc. If his attack hit, the Ranger Knight gets an extra attack. Resolve this extra attack as normal. If the Knight's first attack misses, he does not get the extra attack that turn.

Elf Ranger Mage Card

Printed on the Elf Ranger Mage card, a separate card for the Mage path.

Ranger Mages and Treasure

The only armour a Ranger Mage may wear is the Scale Mail he starts the game with. He may use any treasure which is normally only for Wizards.

Magic

An Elf Ranger Mage may cast one spell per turn. When the Wizard rolls the dice in the Power Phase, the score shows how easily the Ranger can cast spells.

Power Phase Roll123456
No. to Cast Spell654321

Note: the card's table gives 1 for a roll of 6, whereas the booklet's Elf Rangers and Magic table (page 5 and page 7) gives 2. Both are transcribed as printed; the booklet table is the one used for the rules text above.

For example, if a 4 were rolled in the Power Phase, the Elf Ranger could cast a spell if he rolled 3 or more on a D6.

A Ranger Mage has three spells. Remember that Attack spells may only be cast in the Warriors' Phase, while Healing spells may be cast at any time.

Elf Ranger Mage Spells Card

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 again 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.

War Crown of Tiranoc Card

The War Crown allows the Elf Ranger to freeze time, and take another Warriors' phase whenever he wishes. He may do this once per adventure.

Note: the card says "once per adventure", whereas the Equipment section on page 4 of the booklet says "once per game". Both are transcribed as printed.

  • Training Rules
  • The Skills and Spells Table
  • Trainers
    • Less Experienced Trainers
    • If the Instructor is Your Equal
    • Superior Instructor
  • Changing Path
  • 4 Spell - Attack
  • 5 Skill - Endure
  • 6 Spell - Heal
  • 7 - You May Choose Either Number 6 or 8
  • 8 Skill - Reaction Strike
  • 9 Spell - Heal
  • 10 Skill - Swordmaster of Hoeth
  • 11 Skill - Cry of Vengeance
  • 12 Spell - Attack
  • 13 Skill - Shadowfast
  • 14 Spell - Defence
  • 15 Skill - Feint
  • 16 Skill - Warning of Asuryan
  • 17 Spell - Attack
  • 18 Skill - Smashback
  • 19 Skill - Wall of Steel
  • 20 Skill - Battle Lord
  • 21 Skill - Flame of Vengeance
  • 22 Skill - Heartstrike
  • 3+
    22,000Champion455+3132D6+8610313+
    34,000Champion455+4132D6+8621323+
    48,000Champion465+4143D6+9721333+
    512,000Hero464+4243D6+9731443+
    618,000Hero464+4244D6+10832452+
    724,000Hero464+4244D6+10842462+
    832,000Hero463+4245D6+11842572+
    945,000Lord473+4345D6+11843582+
    1050,000Lord472+4346D6+12943592+