Glade Runner |
The Elf may run even if an enemy model is
within 8" at the beginning of his turn |
One with the Target |
The Elf has trained himself to enter a trance
like state when firing a bow. If he does
not move in the movement phase he may automatically
hit one target within range with a single
shot with no to hit roll necessary. Roll
to wound as normal. |
Fast Knock |
The Elf is able to draw and fire a bow rapidly.
If he does not move in the movement phase
he may rapidly fire many shots. The first
shot is at -1 in addition to all normal
shooting penalties and each additional shot
is at an additional cumulative -1 (ie the
second shot is -2, the third is -3, the
fourth is -4, etc). The Elf may continue
to shoot his bow until he misses or can
no longer make the necessary roll on a d6.
NOT combinable with Quickshot. |
Fey |
The Elf is unaffected by hostile magic Spells
on a roll of 4+. This functions like a 4+
Unmodified save but only vs Magic. |
Elven Luck |
The Elf can re-roll one of his dice rolls
and choose which result to use once per
game. It is recommended to use a second
set of dice for the second roll, leaving
the first roll in place on the board to
avoid confusion or errors in recall. |
Elven Eyes |
Doubles Initiative value for spotting Hidden
models. |