Rule of the Month - October - B&ABF Elves
Added 2021-10-01 13:00:11 +0000 UTCAs this month's Mission of the Month doesn't really have any new rules in it (and I've more or less exhausted the new rules in Operation Kurgan) have some experimental rules for Blood & A Black Flag, instead.
Elves
The fae races are diverse and perplexing. Millennia old (some are even said to be immortal), they pass through periods of racial ennui lasting centuries at a time, in which they slumber in states of strange hibernation, only for their spirits to be kindled back into action by factors too strange to be easily understood even by themselves.
Young elves - those recently awoken and not yet in command of their ancient memories or abilities - will often demean themselves to treat with the lesser races.
Elf heroes may not recruit gobs of any sort.
Aloof as they are, elves may never form a unit, even with other elves, and cannot be given extra equipment. However, how an elf has spent its millennia of detachment has a powerful influence over its perspective to the extent that elves, while still young, can be divided into several categories:
HIGH ELVES
The elves whose consciousnesses ascended to a higher dimension during their torpor are arrogant and dismissive of the limited perspectives of other races, even when young.
Heroes
High elf heroes automatically have the mystic arts feat and the Towering Ego influence.
Towering Ego
The sense of superiority experienced by high elves tends to communicate itself to those around them, making their followers feel like they are better than others.
If any member of the crew is broken and cannot end their retreat move at least 3” away from an enemy model then, instead of being removed from the table, they do not move. They are still broken, though, and if they do not rally at the next opportunity, remove them from the table.
Followers
A high elf follower automatically has a medium-range weapon and may make flying moves.
WOOD ELVES
The elves whose consciousnesses slip into the Green - the slow, universal spirit of nature - have a special affinity for life as a whole, but are barely aware of the lives of individuals around them.
Heroes
Wood elf heroes automatically have a medium-range weapon and the One With Nature influence.
One With Nature
The whole crew counts severe terrain as difficult and extreme terrain as severe. Difficult terrain has no effect.
Followers
A wood elf follower automatically has a long-range weapon and ignores difficult terrain.
DARK ELVES
For reasons unknown, some elves choose or are forced into a state of torment in their long period of dormancy. In this time they are subjected to unimaginable suffering and spiritual agony and, upon awakening, they can think of little but to inflict the same upon the universe about them.
Heroes
If Dark elf heroes take the mystic arts feat, they also get the Torment of the Damned and Mystic Leech feats. They have the Sinister Agenda influence.
Sinister Agenda
Dark elf heroes thirst for pain and death and communicate this compulsion to their followers. If any member of a dark elf hero’s crew fails their activation test and there is a wounded enemy anywhere on the field, their default action is replaced as follows:
Default Action - Thirst for Pain
The character makes a hurry move towards the nearest wounded enemy. They always hurry, even if the wounded enemy is within range of a normal move or charge. All members of a team must make the hurry move, even if this would lead to one or more of them no longer being in formation at the end of the move.