Wardancer: New Hero Type
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Wardancer

 

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
Elf Wardancers are unusual, and some special combat and movement rules apply to them.

Paired Weapons
Wardancers may use Paired Weapons.

Armor
Wardancers may only wear leather or mithril armor, but can do so with no reduction to their Speed characteristic, due to their suppleness and agility.

Flying Leap
Wardancers may use their acrobatic skill to leap over a single Monster or Hero. Upon a successful Speed Test, the Wardancer may move to the space directly opposite the one from where he began his leap.

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.

Heroic Leap
A Wardancer has a bonus of +2 to his Speed rating for purposes of making a Speed Test in order to perform a Heroic Leap.

SPECIAL ATTACK MODES
Once engaged in hand-to-hand combat, Wardancers may attack using a number of special attack modes. The controlling player must declare the attack mode before any combat dice are rolled.

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.)

Normal Attack
The Wardancer attacks as a normal Hero with no special modifications.

Concentrated Attack
The Wardancer attacks with +2 to his hit roll, but leaves himself open to counter-attack: his WS is treated as -1 for purposes of defense against any attacks in the following round. (This does not affect fumbles or criticals, which occur on a natural roll of the die.)

Taunt
Instead of attacking, the Wardancer gestures, threatens and insults a specific model, goading it into attacking him. If the monster fails an Intelligence Test, it is compelled to move toward the Wardancer in its own turn in an attempt to engage in close combat.

Transfix
After the first round of combat with a single model, the Wardancer may use a combination of mystic dance and song to Transfix its opponent. If the opponent fails an Intelligence test, the Wardancer's rolls to both hit and wound are at +1 and the enemy's hit rolls are at -1 for the next turn. If the monster manages to hit the Wardancer, wounds are rolled normally. After one exchange of rounds, this effect wears off, though the Wardancer may make subsequent attempts. If the monster passes its Intelligence Test, the Transfix fails, and the attack is treated as normal.

Whirling Death
The Wardancer enters into a frenzy of bloodlust and may strike with 2 attacks per round, as a Berserker. (If the Wardancer has Paired Weapons, he may make 3 attacks per round.) The drawback is that when enemies attack the Berserk Wardancer, the Wardancer's WS is treated as being at -2 for purposes of defense. Once this attack mode is selected, the Wardancer must continue to assault the same model until it is incapacitated or has run away. After that, he may continue with the Whirling Death against a new opponent, or he may revert to normal and choose a new mode.

WARDANCER HEROES
A player may choose the Wardancer as a Hero character, using the same characteristics as the standard Wardancer Henchman. Alternatively, he may roll up a normal Wood Elf Warrior character, but with the following modifications: -4 to Bow Skill; +2 to Toughness; +2 to Speed; 1 Fate Point; starting currency of 25 GCs.


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