Wood Elf Monsters

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Primarch
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Wood Elf Monsters

Post by Primarch » Wed Apr 06, 2011 10:58 pm

kojibear wrote:I wonder what the elf armies will get or even the Bretonnians???
Dragons (Wood Elves), Dragons (High Elves), Dragons and Hydras (Dark Elves) and Hippogriffs (Brettonians). They've been around for a while, but only as mounts for characters for the most part.
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Re: Something stirs beneath the sands

Post by kojibear » Thu Apr 07, 2011 1:08 pm

Primarch wrote:
kojibear wrote:I wonder what the elf armies will get or even the Bretonnians???
Dragons (Wood Elves), Dragons (High Elves), Dragons and Hydras (Dark Elves) and Hippogriffs (Brettonians). They've been around for a while, but only as mounts for characters for the most part.
Yeah, I suppose that makes sense. Still, I think for wood elves they might do something like a gigantic Treeman.
But to be honest I'd prefer something like a giant bear, a wolf pack or a huge Eagle.

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Re: Something stirs beneath the sands

Post by me_in_japan » Thu Apr 07, 2011 1:32 pm

current (2019) hobby interests
eh, y'know. Stuff, and things

Wow. And then Corona happened. Just....crickets, all the way through to 2023...

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Re: Something stirs beneath the sands

Post by kojibear » Sat Apr 09, 2011 2:34 am

Yep that Eagle looks great MiJ! :D

I wonder what kind of stats and special rules they can come up with???

Maybe:

Windstorm - The eagle responds to its riders wish and extends its massive wings to beat them furiously. Friend and foe alike are pushed backward by the gale strong wind, whilst dirt, dust and stones are driven into their eyes. Using the Eagles charge arc, any unit, friend or foe, within 10inches must take a strength test. If failed, the unit is driven backward D6 inches. In addition, each model in the unit must take a Strength 2 hit.

Screech - The eagle raises the pitch of its battle cry to an ear piercing level. Any being too close to the Eagle will be forced to drop weapons and cover their ears or find themselves deaf. Any enemy unit within 10inches of the Eagle must take a panic test with a -1 to their leadership. If the unit fails, they do nothing for one turn.

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Re: Something stirs beneath the sands

Post by Primarch » Sat Apr 09, 2011 4:19 am

kojibear wrote:Yep that Eagle looks great MiJ! :D

I wonder what kind of stats and special rules they can come up with???
As it is made by an independant company, GW wont make any rules for it. There is nothing stopping you from doing so though.
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Re: Something stirs beneath the sands

Post by kojibear » Sat Apr 16, 2011 1:30 pm

How about this??

Image


Jambuvan the King of the Bears

All of the creatures that make their homes beneath the giant boughs of the Athel Loren forest have, over time, been transformed by the inherent magic within. In every species, there will be a few that grow to an immense size. Some wizards who wield of the gifts of Ghur, of beasts, claim such to be the ministrations of the sentient forest itself in an effort to create loyal soldiers that would protect it from harm. Others of a lesser faith will say it is just the unstoppable consequence of a place so soaked in wild, untamable magic.

Whatever their origins, none would doubt the might of the Jambuvans, or giant bears. Hibernating for centuries at a time, these mammoth creatures are seen only rarely in an elf's lifetime and almost never by the eyes of men. Yet, this is fortunate, for the Jambuvans' appetite is voracious and insatiable, and it makes no distinction between beast, elf or man. Often reaching a length and weight ten times that of a normal bear, only the forest dragons can match them in size. And while the forest dragons are the more intelligent of the two, there is nothing that can compete with the fury and unstoppable might of a charging Jambuvan.

The Asrai naturally have a great respect for the Jambuvan. They believe that Athel Loren itself gave power to the Jambuvan, and as such the hunting of one is strictly forbidden at the price of death. While a human practitioner of Ghur could not hope to commune, let alone tame such a creature, the Asrai spell weavers have long since accomplished both. When the need is great, very great, a weaver following the path of Ghur will seek out a Jambuvan and risk his life to try and form a bond with the beast and persuade it to go to war on behalf of the Asrai. If the wizard's bond is strong enough, he may even coax a Jambuvan to carry a group of elves into battle on its back.

Jambuvan 320 points 5 4 6 6 5 2 5 9
Jambuvan Den Mother 350 points 5 5 6 7 6 2 5 9

If a Wood Elf army contains at least one Spell Weaver with the Beast Lore, they may choose to include a Jambuvan. If all Beast Wizards should die, the Jambuvan will become confused and disorientated by the sudden severing of the mental link with the wizard(s). The Jambuvan suffers from the stupidity special rule for the rest of the game. Any models riding the Jambuvan are unaffected.


The Jambuvan may be used as a mount for Wood Elf nobles and lords, including wizards at the following costs, Lord and Spellweaver + 30 points, Noble and Spellsinger +20 points.

The Jambuvan may also carry a special unit of 5 glade guard in addition to any character for additonal cost of 20 points. This does not include the point cost of the glade guard, which should be calculated as part of the Wood Elf players core choice. When riding a Jambuvan, the usual minimum unit size for glade guard is ignored.

The Jambuvan is a rare unit.

Special Rules

Unstoppable Charge - A Jambuvan will not be deterred once its charge has begun. It will do anything to reach the object of its ire. As such when determining charge distance and pursuit distance, a Jambuvan may roll three dice instead of two and choose the two highest numbers, in the same manner as calvary and other fast mounts.

Demoralizing / Inspiring Roar - Enemies within 10 inches of a Jambuvan must -1 to their leadership, while any asrai units add +1 to their leadership.

Crushing Jaws - Such is the strength of a Jambuvan, that it will snap a horse in two with a single bite. Armor made of even the finest of steel offers little protection from the jaws of a Jambuvan. Any enemy wounded by a Jambuvan will suffer an extra -1 to their armor save.

Defiant - An enraged Jambuvan is surprisingly resilient to pain, in fact wounding it will only serve to rile the bear more. For each would a Jambuvan loses roll a D6. On a roll of 5 or 6, the Jambuvan may add an extra attack to its profile.

Impenetrable Pelt - The hide of the Jambuvan is exceptionally thick and the hair extremely matted offering good protection from sword and arrow alike, conferring a 2+ armor save to the Jambuvan. In addition, any model riding a Jambuvan may add +2 to their armor save instead of the normal +1.

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Re: Wood Elf Monsters

Post by Primarch » Sat Apr 16, 2011 2:19 pm

Looking over your rules I would make the following suggestions.
Why does the bear have a BS? Most other animals dont.
I would include the 5 Glade Guard crew in the points value. I think its already expensive so just include them at no extra cost. A character will replace the crew if he takes one as a mount, so no extra costs for using one as a ridden monster there either.
Why does it get a 2+ save when even the toughest dragons only get a 3+?

Change Demoralizing Roar's description to: The Jambuvan causes Terror. (Since its a huge monster it should do that anyway).
Change Crushing Jaws' description to: All of the Jambuvan's attacks have the Armour Piercing special rule.
Change Unstoppable Charge's description to: The Jambuvan has the Swift Stride special rule.
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Re: Wood Elf Monsters

Post by kojibear » Sat Apr 16, 2011 2:44 pm

Thanks for the suggestions, and they are all excellent! I really would love to see a giant bear on the table one day ;)

Hmm...just thought, maybe the 2+ armour vs shooting attacks would work, as the fur would reduce the power of the arrows etc before impact? Hmm...grasping at straws...maybe ;)

Thanks again Prim!

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Re: Wood Elf Monsters

Post by Primarch » Sat Apr 16, 2011 3:37 pm

kojibear wrote:Thanks for the suggestions, and they are all excellent! I really would love to see a giant bear on the table one day ;)

Hmm...just thought, maybe the 2+ armour vs shooting attacks would work, as the fur would reduce the power of the arrows etc before impact? Hmm...grasping at straws...maybe ;)

Thanks again Prim!
How about 4+ armour and 2+ vs bows etc. High Elf White Lions get a similar rule due to the Lion pelts they wear.
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