This is a slightly modified version of the rules for the Wardancer introduced in the Terror in the Dark supplement, to allow for use as a new Hero type.
Wardancers form an elite group of warrior-troubadours special to the society of the Wood Elves,
gifted with a rare range of skills. In times of peace, they perform in troupes about campfires, singing and acting out in dance the history and myths of the Elves of Loren. Their dances have a martial edge, however, and their agility and quickness is easily adapted to lethal purposes -- for Wardancers are respected as deadly hand-to-hand warriors as well as performers. (They are not, however, so skilled in the use of the bow as most Elven warriors; specialty has its price.)
Wardancers often seek out great Elf heroes, to fight by their sides, and record their exploits to be turned into epic ballads for posterity. When a Wood Elf or High Elf Hero has acquired 2 Fate Points as a result of his adventures, a Wardancer will arrive to offer his services as a Henchman. If the Elf Hero declines this offer of service, the Wardancer departs, and the Hero cannot find another until he has gained another 2 Fate Points. An Elven Wardancer must be paid an allowance of 50 gold crowns ahead of time per expedition -- This money is kept elsewhere, and the Wardancer will not leave money or equipment to the Heroes in his or her will.
It is possible for an Elf Wizard to have an Elf Wardancer as a Henchman, but he cannot also have a Wizard's Apprentice at the same time. An Elf Hero may not have more than one Elf Wardancer as a Henchman at one time -- with the exception of a Wardancer Hero, who may potentially form a troupe of up to three Wardancer Henchmen over time.
Wardancers are treated as special Henchmen, in that the death of a Wardancer (unless he is somehow restored to life) will result in the permanent loss of a Fate Point for the employing Hero.
SPECIAL RULES FOR WARDANCERS
A Flying Leap may be combined with a normal move, but not with a run, and only one Flying Leap may be attempted each combat turn. If he fails the Speed Test, this indicates a stumble, and he must stop moving immediately. A Wardancer may not make a Flying Leap over a model standing in a doorway or over a Large Monster.
SPECIAL ATTACK MODES
If multiple Wardancers are in action, they must all select the same mode; otherwise, the Wardancers' movements would be in disharmony, and they would lose their necessary concentration and coordination. (Any Wardancer may choose to use a Normal Attack -- or make no attack at all -- without interfering with any mode used by other Wardancers present.)