Woad elf territory...

Landel: "Mother, Landor still hasn't brought back the outsiders that were heading for the western ruins. Do you think he's okay?"
Nimra: "I've sent out scouts, but I don't want to give you false hope. We all know what we face. Your brother may have encountered the undead and perished, along with the outsiders."

Landel: "But we need the outsiders if we're going to put an end to Phineus! Those few who survived the battles at the Devouring Swamp and the Shard Plains of Srael will not be enough. How can we attack the Black Citadel without more allies, without Landor?"
Nimra: "Because we must. We'll wait one more day and then we'll join the army we sent North towards Phineus' citadel. That's all we can spare - we can't risk them waiting too long and getting detected."

Count Lightstalker: "We already know about your pitiful plans, creature."
Sentry: "Alarm! The undead are advancing!"

"This time we're not just going to make sure your population stays in check. This time we are here to crush your entire meddlesome race into the dust."

Landel: "How did they find us?!"

Count Lightstalker: "The outsiders you considered your friends harboured traitors. Indeed, we know all about your plans. You were mistaken to think the outsiders' presence gave you a chance at victory. Once we push through here, your friends will be caught between the hammer and the anvil."

Nimra: "You will die... permanently, and this traitor, whoever it is, will follow you to the grave!"

Count Lightstalker: "Slaughter the half-breeds in the name of Phineus, in the name of the masters!"


Overviews


Welcome to 'Wrath of the High elves'.
- Factions / objectives:
Woad Elves: Scratch
- Objective: drive back the undead, protect the trees and structures.
Undead: Brikguy0410
- Objective: kill all the woad elves, cause as much destruction as possible (destroy the trees, the walls and the towers above all).
Secret faction 1: Zahru II
Secret faction 2: Falk
- Faction information:
Woad Elves: Nimra - champion, Landel - hero, 1x druids, 1x elite swordsmen, 1x mounted lancers, 1x rangers, 2x warbands, 2 rangers (1 per tower), 1 jungle stalker, 2 wargs, 1 catapult operated by 2 amazons.
Stats:
- Cliché: druid, elf mage (bio-magic)
- Elf sword UR: 3 Da: 1d6+2
- Wand of the Wilds Ra: 7" UR: 4 Da: 1d6+1 - cannot be parried - counts as a shield against ranged attacks
Landel Mo: 7" Sk: 2d6 Ar: 8 2 HP
- Cliché: agile warrior, speed
- Powerful swing: Landor swings his weapon more powerfully for more damage, but as he swings harder, the chance to miss increases. He gets +1 damage for every extra point of UR. (for example attempting a swing with UR: 4 would give +1 damage, a UR of 5 would give +2 and so on).
- Axe UR: 3 Da: 1d6+2
Rangers Mo: 6" Sk: 1d6 Ar: 5
- Evasion: on a roll of '6' they may dodge 1 melee attack entirely.
- Skirmishing: when withdrawing from cc they may avoid free counters as long as their skill rolls are higher than the enemy's attack rolls (does not cost an action).
- Elven longbows Ra: 12" UR: 4 Da: 1d6+1
Druids Mo: 5" Sk: 1d6 Ar: 5
- Ability: bio magic
- Ritual knives UR: 2 Da: 1d6+1
Amazons Mo: 6" Sk: 1d6 Ar: 5
- Evasion: on a roll of '6' they may dodge 1 melee attack entirely.
- Elf shortswords UR: 2 Da: 1d6+1
- Shields UR: 2 Pa: 1d6
Elite swordsmen Mo: 6" Sk: 1d6 Ar: 5
- Evasion: on a roll of '6' they may dodge 1 melee attack entirely.
- Dual-wielders
- Elf swords UR: 3 Da: 1d6+2
Lancers Mo: 5" Sk: 1d6 Ar: 5
- May use their lances in regular combat, not just to charge.
- Lances UR: 4 Da: 2d6
- Shields UR: 2 Pa: 1d6
Horses have standard stats
Warbands Mo: 5" Sk: 1d6 Ar: 5
- Spears UR: 3 Da: 1d6+2
- Shields UR: 2 Pa: 1d6
Wargs Mo: 7" Sk: 1d6 Ar: 6
- Bite UR: 2 Da: 1d6+2
Jungle Stalker Mo: 6" Sk: 1d6 Ar: 8 3 HP
- Tough hide: +2 armour against ranged weapons.
- Giant axe UR: 3 Da: 2d6/2" (cannot be parried)
Stats:
- Cliché: vampire count, follower of Vampire Jesus
- May fly
- May spend his entire turn drinking the blood of a defeated minifig to regain 1 HP. The minifig is then turned into a ghoul.
- Corrupted blade UR: 4 Da: 1d6+3 - Deals 1d6 poison damage separately (unless all regular damage is parried). Enemies who are killed by the poison are turned into ghouls.
- Shield UR: 2 Da: 1d6
Undead knight Mo: 6" Sk: 2d6 Ar: 7 2 HP
- Cliché: weapon's master
- Skeletal: on a roll of '6' evades 1 ranged attack entirely.
- Spear UR: 3 Da: 1d6+2
- Shortsword UR: 2 Da: 1d6+1
Bitchy witches Mo: 5" Sk: 1d6 Ar: 6
- Ability: dark magic
- Wands Ra: 6" UR: 3 Da: 1d6+1 (cannot be parried)
Grave wraiths Mo: 5" Sk: 1d6 Ar: 6
- Enemies killed by grave wraiths are turned into ghouls.
- Whips UR: 4 - leave enemies unable to counter unless they pass a skill check. May be used in combination with another weapon.
- Swords UR: 2 Da: 1d6+1
- Javelins Ra: 7" UR: 4 Da: 1d6+2
Skeletons Mo: 5" Sk: 1d6 Ar: 5
- Skeletal: on a roll of '6' evades 1 ranged attack entirely.
- Swords UR: 2 Da: 1d6+1
- Handaxes UR: 2 Da: 1d6+1
- Crossbows Ra: 10" UR: 3 Da: 1d6+1
Giant skeleton Mo: 6" Sk: 1d6 Ar: 8 3 HP
- Skull shield: UR: 2 Pa: 1d6 (cannot parry minifig-sized cc weapons)
- Tough: +2 armour against ranged weapons.
- Giant sword UR: 3 Da: 2d6/2" (cannot be parried)
Ghouls Mo: 4" Sk: 1d6 Ar: 4
- Horde creature: must attack the nearest enemy
- Enemies killed by ghouls become more ghouls
- Bite UR: 2 Da: 1d6 (cannot be parried)
































