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[BCUpdate] Faction: Woodland Realms
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Author:  Erunion [ Tue Jul 19, 2011 5:37 am ]
Post subject:  [BCUpdate] Faction: Woodland Realms

Faction: Woodland Realms, 1.0

With Dol Guldur on their doorstep and fell creatures inhabiting the forests and descending from the neighboring mountains, the Wood Elves are well acquainted with armed conflict. Relying on their superior skill at arms and woodcraft, the armies of Lothlorien and Mirkwood are able to ambush and destroy predators and other, more sinister, allies of Mordor.

Starting Company
3 Elf Warriors with Elven blade
2 Elf Warriors with Wood Elf spear
2 Elf Warrior with Elf bows

Equipment
Elven Blade, Wood Elf Spear...................1 Inf.
Elf Bow, Throwing Daggers.....................2 Inf.
Elven Cloak..............................................3 Inf.
Armor (Heroes only)................................1 Inf.
Horse (Heroes only)................................2 Inf.

Promotions
Elf Warrior with Elven blade → Galadhrim Warrior with Elven blade
Elf Warrior with Wood Elf spear → Galadhrim Warrior with spear, shield
Elf Warrior with Elf bow → Galadhrim Warrior with Elf bow
Galadhrim Warrior with Elven blade → Galadhrim Knight with Elven blade
Galadhrim Warrior with spear, shield → Galadhrim Knight with Elven blade
Galadhrim Warrior with Elf bow → Galadhrim Knight with Elf bow

Reinforcements (D6)
1-2 -- No Reinforcements
3 -- Elf Warrior with Elven blade
4 -- Elf Warrior with Wood Elf spear
5 -- Elf Warrior with Elf bow
6 -- Roll again on the table below

Reinforcements (Cont’d)
1 -- Galadhrim Warrior with Elven blade
2 -- Galadhrim Warrior with spear, sheild
3 -- Galadhrim Warrior with Elf bow
4-5 -- Galadhrim Knight with Elven blade
6 -- Galadhrim Knight with Elf bow

Special Rules
Terror -- The sight of an Elf lord in his power causes Evil creatures to recoil in fear. This Hero causes Terror as described in the main rules manual.

Stormcaller -- The Hero has learned to channel the elemental forces of the wind with devestating results. The first time this rule is chosen, the Hero gains the Nature’s Wrath magical power, which is cast on a 4+. The second time, he gains access to the Call Winds magical power (found in the White Dwarf article “Reinforcements”) which has a range of 12” and is cast on a 2+. If, when casting a spell, the dice rolled is a natural 6, no Will is expended to cast the power.

**A note about Woodland Realms Battle Companies**
Thanks to their incredibly long lives, Elves have a long time to hone their skills in battle. Elven heroes may increase their Fight value to 7, instead of 6 like other races.

--------------------

I have a buddy who is wanting to playtest this one, so it should be a lot of fun.

Author:  Cyndra the Grey [ Tue Jul 19, 2011 2:50 pm ]
Post subject:  Re: [BCUpdate] Faction: Woodland Realms

All of these new BCs that you have produced are very thematic and well thought out. I should be able to start play testing the Dunland and Rohan companies next week and then in the middle of August with my friend. Would you like me to do a battle report for a game or two?
Keep up the amazing progress 8)

Cyndra the Grey

Author:  Erunion [ Tue Jul 19, 2011 3:34 pm ]
Post subject:  Re: [BCUpdate] Faction: Woodland Realms

Thanks, Cyndra.

Battle reports are always great, but what would be most helpful is if you can keep a list of any errors you might see, ambiguous wording, or game balance issues. I really appreciate the offer to help, and I will be happy to credit you as one of the playtesters when the book is finished!

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