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Elf Rangers

Elven Rangers, or ‘The Dispossessed’ as they are known by their Asur kin, are the descendants of the High Elf colonies that were ravaged and abandoned after the War of the Beard. Bitter and proud, they roam the wilds of the Old World seeking lost treasures and glories of their ancient households. Now, they are drawn to the east, to the corrupted city of Mordheim, where something foul and evil calls for their direct intervention.

Warband size​


A Ranger warband may consist of up to 10 fighters

Faction rules​


All Rangers have the following special rules:

[Trait] Fleet of foot: Once per activation, this fighter can make a free Move action.

[Trait] Unerring aim: Once per battle round, when this fighter makes a ranged attack action with a Bow or Elven Bow and haven’t made a Move action yet in their activation, the weapon gains the Pierce 1 special rule.

Fighters​


Warden (0-1)​

150 gc

Move
Fight
Shoot
5"
5
5
Armour
Health
Bravery
0
12
3+

[Trait] One Step Ahead: While this fighter is on the battlefield, you may roll 7 dice in each initiative phase, instead of 6.

[Triple] Call to Battle: Until the end of the battle round, add 1 to the Attacks characteristic of melee attack actions made by visible friendly fighters while they are within 6" of this fighter.

Faction Rules (2)

[Trait] Fleet of foot: Once per activation, this fighter can make a free Move action.

[Trait] Unerring aim: Once per battle round, when this fighter makes a ranged attack action with a Bow or Elven Bow and haven’t made a Move action yet in their activation, the weapon gains the Pierce 1 special rule.

ELF, Rangers, HERO, LEADER

Ranger​

110 gc

Move
Fight
Shoot
5"
4
4
Armour
Health
Bravery
0
12
4+
Faction Rules (2)

[Trait] Fleet of foot: Once per activation, this fighter can make a free Move action.

[Trait] Unerring aim: Once per battle round, when this fighter makes a ranged attack action with a Bow or Elven Bow and haven’t made a Move action yet in their activation, the weapon gains the Pierce 1 special rule.

ELF, Rangers, HERO

Veilwright (0-1)​

120 gc

Move
Fight
Shoot
5"
4
4
Armour
Health
Bravery
0
10
4+

When recruiting a Veilwright, you must select one of the following magical abilities. In addition, the Veilwright may select another magical ability instead of selecting a heroic talent.

[Reaction] Misdirection: Use this reaction when an enemy fighter ends a Move action within 3” of this fighter. Remove this fighter from the battlefield, and then set it up again within 3” of its original position.

[Double] Fool's Gold: Magical Ability. Select a visible terrain feature, and then select (X/2) enemy fighters within 6” of that terrain feature. The selected fighters must take a Bravery test, those who fail immediately makes a free move action that ends as close to that terrain feature as possible.

[Triple] Mind Razor: Magical Ability. Select a visible enemy fighter within 12” of this fighter. That fighter cannot make move or retreat actions this battle round. If that fighter has already activated in this battle round, they suffer (X/2) damage points instead.

Faction Rules (2)

[Trait] Fleet of foot: Once per activation, this fighter can make a free Move action.

[Trait] Unerring aim: Once per battle round, when this fighter makes a ranged attack action with a Bow or Elven Bow and haven’t made a Move action yet in their activation, the weapon gains the Pierce 1 special rule.

ELF, Rangers, HERO, WIZARD

Equipment​


Ranged weapons
Cost (gc)
15
Other Equipment
Cost (gc)

Unique Equipment​


Hunting Falcon (50gc)​

Once per activation, the bearer may forfeit an action to send the falcon to harass an enemy fighter. Select any enemy fighter on the battlefield, and roll a d6. On a 3+, allocate 2 damage points to that enemy fighter. On a 6, that fighter must also forfeit one of their actions.