Dryad Fen Guard 2018
Dryad Fen Guard 2018
Dryad Fen Guard 2018
Deep within the cursed marshes lays the remains of the Untainted – Though they live their “lives” in the cursed
everglade, a former extension of Athel Loren, long since marshes the Fen Guard have kept clean of the taint of
abandoned by the Elves and corrupted by the evil of the chaos through strict rules of eradication. Anytime a
marshes. Patches of the glade still exist uncorrupted but member of the warband receives an actual mutation (see
these as small and far between. Within these patches lay the below) they must roll on the serious injury table (ignoring
Fen Guard, silent protectors of the Glade, performing their Captured and Sold to the Pits) as the rest of the warband
duties centuries after their realm has fallen. Frequent cut the taint from the warrior. remove the mutation from
encusions by beast men and Fimir keep the fen guard busy the warrior
for the most part, and few humans venture deep enough
into the marsh to ever witness the glades, and even fewer Variation – Warriors of the Fen Guard may start with a
live to tell the tale. single “Variation” when hired, or when rolling doubles
when levelling up they may choose a new “Variation”.
Variations are chosen from the mutation list in corrupted
Special Rules characters, but do not count as mutations for other game
rules (eg; Holy Water). The following mutations are
Immune to Drugs and Poison – All Fen Guard are available and must be paid for as listed;
immune to Drugs and Poison, but still affected by Disease.
Vine (Tentacle), Branch (Extra Arm) Thick Leaves (Cloud
Fear of Fire – Active fires, torch wielding enemies or any of Flies) Dense Trunk (Hulking Brute), Thorns (Spines),
flame on the battlefield, cause fear in Fen Guard. Spores (Black Blood) and possible Nesting Bird (Beak!)
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Dryad Equipment List
The following list is used by Fen Guard to pick their equipment.
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Dryad Special Equipment
This equipment is available to the Fen Guard and no other warband may purchase it.
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Heroes
1 Branchwych 1 Branchnymph
125 gold crowns to hire 90 gold crowns to hire
Branchwyches are druidic figures, practitioners of life Branchnymphs are spiteful creatures with hearts akin to
magic and protectors of their clans’ soulpod glades. The shards of ice. In the soul of a Dryad, there is neither room
Branchwyches also bear the sombre responsibility of nor regard for compassion or mercy, merely an
harvesting the fallen lamentiri of their Noble Spirits after a uncompromising dedication to Athel Loren that makes
battle has ended. These they gather with swings of their even the most heartfelt vows of Elf or Man seem trivial by
scythes, bearing them back to the soulpod groves so that comparison. To harm the forest is to invoke a deadly and
they may be planted anew in sacred soil. This is a vital part unyielding vengeance that ends only when the
of the sylvaneth life cycle, and a duty that the transgressor’s body has been ruined and broken. Only a
Branchwyches will go to any lengths to see done fool deliberately offers insult to a Branchnymph, but alas,
Profile M WS BS S T W I A Ld these spirit-maids are so utterly different to mortal
5 2 2 2 3 3 3 1 9 creatures that offence is often taken whether it was
intended or not..
Weapons /Armour: A Branchwych may equip herself Profile M WS BS S T W I A Ld
with weapons and armour chosen from the Dryad 5 4 3 3 4 2 3 1 8
equipment list. Weapons /Armour: A Branchnymph may equip
themselves with weapons and armour chosen from the
Special Rules: Leader, Immune to Pyschology. Dryad equipment list.
SPECIAL RULES SPECIAL RULES
Wizard: a Branchwych is a powerful wizard and starts with Instinctual - Branch Nymphs live for one reason, to
two spells from the Utterances of the Oak spell list. battle in defence of their home – they are immune to
psychology, Cause Fear and are too focused on battle to ever
Eternal: A Branchwych can choose to ignore any result on become the leader. Note Fear of Fire still applies.
the hero's Serious Injury chart except Killed by taking a
permanent -1 on their starting Wound profile. Obviously, a
Branchwych with 1 Wound remaining on their starting
profile does not have this option. A Branchwych that gets a
Killed result instead takes a permanent –D3 Wounds on
their starting profile. If this takes their starting Wound total
to 0 or less, the Branchwych is Killed as normal.
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Henchmen
Dryads 0-2 Treekin
180 gold crowns to hire.
60 gold crowns to hire
Tree Kin are spirits that inhabit dead wood and trees,
Dryads are mysterious and spiteful creatures which have no
shaping it to their will. They are able to remain motionless
comprehension of compassion or mercy. They are utterly
for years, and are completely indistinguishable from normal
dedicated to their forest home and to harm the woods is to
lifeless trees from which they are formed, they however
incur the wrath of these deadly forest-spirits.
remain fully aware and are capable of ambushing an
intruder with vicious speed, smiting him dead in less than a
Profile M WS BS S T W I A Ld second
5 3 0 3 4 1 2 1 8 Profile M WS BS S T W I A Ld
Weapons /Armour: Dryads may equip themselves with
6 3 0 4 4 3 1 2 10
weapons and armour chosen from the Dryad equipment
Weapons/Armour: Treekin cannot use weapons and fight
list.
unarmed without penalty.
SPECIAL RULES
SPECIAL RULES
Immune to Psychology: Treekin know no emotion and are
Fear: Dryads are a fearsome sight causing fear in their
immune to psychology
enemies.
Fear: Treekin are terrifying and cause fear.
Root walk: Dryads may only run in swamp, dirt or forest
May Not Run: Treekin may not run, but may charge as
terrain, on any city terrain dryad may only walk or charge.
normal
Tanglevine: For each Dryad a warrior is in
combat with after the first, they lose 1 attack to a Large: Treekin are strike an imposing figure towering
minimum of 1. above normal men, any warrior may choose to target them,
even if they are not the closed model
Redwood: a Treekin’s Bark save is increased to 4+ Slow
Growing: Treekin earn experience at half the rate of a
normal warrior.
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Animals of the Hunt
The following animals may be called by the Horn of the Hunt
Great Stag
Profile M WS BS S T W I A Ld
Stag 8 4 0 4 4 2 6 2 10
Special Rules: Fear, Animal, Forest Walk, Thunderous
Charge.
SPECIAL RULES
Thunderous Charge: A charging Great Stag is a terrifying
sight, the ground itself trembling as the Forest Lord
thunders into the ranks of their foe. On any turn when a
Great Stage charges more than 8", he causes D3 impact
hits at the basic strength of the Stag..
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Utterances of the Oak
The winds of magic move through the forests as they do everywhere else. Incorporeal spites grasp at the winds tying
them together and weaving them in new shapes and spells. Spellsingers of the forest hear these woven whispers and
call on them in times of need.
D6 Result
1 Tempest Call Difficulty 10
The Branchwych performs a curious swaying dance, followed by a haunting cry. Dark clouds immediately gather overhead and a torrential rain pours
down.
The weather is immediately changed to Raining, and any Fen Guard on the battlefield may recover 1 wound. This may not take
them above their maximum wounds. This spell has no effect if the weather is already raining.
Return a Dryad henchmen that was taken Out of Action in the last round to a Woodland terrain feature within 6” of the
Branchwych
Any model within 4” of a Woodland terrain feature within 12” of the Branchwych suffers a S4 hit.
The Branchwych or any member of your warband may travel from one Woodland terrain feature to any other on the battlefield.
5 Entangle Difficulty 7
The Wych extends her tendrils through the ground, holding enemies of the Fen hostage in their grasp.
A single model within 24” of the Branchwych is caught in the vines, the model may not move aslong as the branchwych remains
static and alive. Both the target and Branchwych may shoot and cast spells as normal but fight in Close Combat at -2WS
The Spites have a range of 6” and must target the closest enemy. Roll as many dice as the casting value (if you rolled a 7 to cast,
roll 7 dice, if you rolled a 10, roll 10 dice) for each 6 result you roll the target suffers a wound. Armour saves as normal.
"They are fluid as a stream and just as ever changing. No one shape can contain their
essence for long, so they shift from one form to another, dancing even while they are
standing still. They are the pulse of the forest, wild and fierce by turns, followed by
pensive calm. One moment they are as hard as an Ash, shrugging off blows that could
fell an Ogre, the next they are as supple as a reed, bending around their opponent’s
weapons as they giggle or mock his discomfiture. My fellows and I have often talked
about why they never hold to one form for long. The general consensus is that they
easily grow bored."
—Mylaburr, Athel Loren Scout
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