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WELCOME TO EXPANSION 5

Thank you for purchasing Expansion pack 5.

This installment will focus on the Elves of the North-Sea Isles, adding a new “faction” to the
game.

As always, the expansion packs are intended to be light-weight, focusing on a bite-sized


package of new gaming content ready to apply to your gaming table.

While presented as a themed package, any of the elements included can be used in any battle.
Elven mercenaries can be found all over the world of Last Era mingling with the mortal races.

NEW BACKGROUND
THE NORTH-SEA
The North-Sea used to be renowned as nearly impossible to navigate.
The hardy sailors of the Scattered Isles were known to do so, but few are as foolhardy or
death-defying as they.

That changed when the Elven Lords brought back the Shard of Calm, a chip of an emerald from
the One Crown.
Great Elven mystics used its powers to tame the waters and banish the storms, ushering in a
new age of naval travel and commerce.
The Elves of the North-Sea Isles had prepared for this moment, sending forth great fleets to
trade, explore and enlighten.

While Elves are typically optimistic, they are not blind idealists: While the Scattered Isle men
are typically peaceful explorers, the surrounding lands are rich in barbarian tribes, orc clans
and other unruly groups eager to loot and plunder.
Within months, armadas of Elven warships were prowling the ocean, engaged in fierce battles
with raiders and pirates.

THE SEA-ELVES
The exact division between the so-called “Land Elves” and “Sea Elves” is not generally known
and if Elven scholars know, they do not speak of it.

From uncovered ruins, it’s known that Elves once inhabited most of present-day Illirya, but at
some point they abandoned the region, with some moving south and west to the dense
woodlands there, while others braved the furious North-Sea storms and settled on the island
chains far off the coast.

Some scholars support the “Shared Space” hypothesis, stating that the Elves, having achieved
urban civilization shortly before humans did, opted to avoid potential conflicts by giving the
less advanced humans a place to live.
This theory is popular in Illirya and the March Duchies.

Another theory holds that the Elves grew disillusioned with urban living and simply left,
conveniently leaving the region open for human settlers.
This is often called the “Wild Elf” hypothesis, though the term is often found offensive by
Elves.
STORMS ON THE HORIZON
As the wars rage on, the Sea Elves have found themselves in a precarious position.
They would prefer to assemble the Crown under their own guidance, hoping to avoid an ill fate
on the world but with raider ships growing ever more daring,they are also facing a future of
having to fight on their own land.

Meanwhile, in the North and West, dark ships with tattered banners and bloody flags have
been sighted,carrying the legions of the Forsaken.

NEW RULES
Raiders is a new unit ability and is always used when fielding a unit that has the ability.

Counter-skirmish fire is an optional rule and may be utilised in any game if both players
agree on its inclusion.

RAIDERS
Troops with the Raiders trait receive the following three benefits:

*Warband members may be separated by up to 3” between each figure.

*If a figure spends only a single action moving, it is considered to be in terrain mode at no cost.

*If a figure spends both actions moving, it may fire a missile weapon after the first move
action, hitting on a roll of 10 and having no effect on any other roll.

COUNTER-SKIRMISH FIRE
When firing any ranged weapon, a player may opt to use counter-skirmish fire.
Despite the name, it is not limited to employment against troops in Loose order or using
Skirmish tactics.

Conduct the fire as normal, but use the alternate hit table given below.
A hit roll that meets the target numbers given will force a figure to retreat 2” while a roll above
the target numbers will inflict a hit.

To utilize counter-skirmish fire, declare the option before rolling any missile attacks.
All warband members must employ the option.

Within weapon range Over weapon range


Target in open 6-8 7-9
Target in cover 8-10 9-10

Example: If firing at a target in the open but over weapon range, a modified hit roll of 1-6 will
miss, a 7-9 will force a retreat move and a 10+ will hit.
NEW OBJECTIVE
The new objective can be played if both players agree on its inclusion.
While particularly well suited to Sea-Elf themed armies, it could be used to play out a river
crossing as well.

STORM THE BEACHES


Select by player agreement or random roll which side will be the assault force.

One edge of the gaming table will be the beach.


Set up the assault force within 6” of the table edge.

The defenders may set up anywhere that is at least 18” from the beach table edge and will set
up second.

After the defenders have set up, the attacker nominates three terrain features that are within
the defenders deployment area. These are the objectives.

The battle will last for 6 turns and is resolved on victory points for casualties inflicted as
normal.

Every attacking figure that is inside an objective terrain feature will award the attacker an
additional 10 victory points.
Big Guys will award 30 bonus victory points.

Every defender within the feature will negate the same amount of bonus victory points,
however, the defender cannot earn bonus points themselves.
For example, if the attacker has 4 infantry figures in an objective and the defender has 2, that
objective is worth +20 bonus points for the attacker.

Resolve the bonus points for each objective completely independently.

Attacker only:
Increase all Morale scores by +1.

Defender only:
When activated, instead of taking any actions, a warband may fall back 8” towards the table
edge opposite the beach.
This allows 2 routed figures to be restored and the warband may remove rattled status.
NEW BATTLE CONDITIONS
The new battle conditions are unique in that they present each player with an option and
could be used by both, one or neither player.

EXPEDITIONARY FORCE
Each player may opt to make their army an expeditionary force, sent to a remote region to
fight.

Such forces must typically be made of independent-minded and courageous men and women,
fighting far from home with little oversight.

If a player opts to field an Expeditionary Force, increase all Morale scores by +1.
However, every figure lost due to casualties or routing will award +2 victory points to the
opposing player.

CUTTING-EDGE TACTICS
As fighting intensifies, all options are explored to gain an advantage.

Occasionally, a brilliant junior commander is able to bring unexpected tactics to the battle
field.

Each player may decide if they wish to use Cutting-Edge tactics or not.
If a player opts to use them, they may separate their warband members by up to 2” during the
battle (+1” for units with increased coherency distances already), however, they become
unable to regroup any routed figures.

NEW UNITS
The new units are examples of typical Sea-Elf forces.
Transporting large monsters on a ship is difficult, so no new big guy has been added,but Sea
Elf forces could conceivably include existing big guys. They are particularly fond of Drakes.

All five units included in this expansion pack will refuse to fight alongside units with the orc or
forsaken unit tags under any circumstances.
NEW WARBANDS
The new units can be fielded in a force of their own or used to fight alongside other forces in
the typical fashion.
Sea-Elves universally refuse to fight alongside orcs and the forsaken, but could be found aiding
strategic partners across the world.
Likewise, they are not averse to mercenary work and will employ hired hands of their own if
the situation warrants it.

SEA-ELF MARINES 18 POINTS PER FIGURE


Faction tags: Elf. Sea-Elf.
Composition: 6-8
Special rules: Do not retreat from missile fire.

MS CS RS To Wi Mo
5 +2 +1 5 +3 +3

Long hafted axe or Elf War sword (Melee only / Pow 3)

The marines make up the offensive part of a Sea-Elf force.


While trained for ship-to-ship operations, they often find themselves employed in a ground fighting role, where
their heavy axes and war swords can carve through most body armour with relative ease.
Naval combat permits no retreats and the marines carry this attitude on to the battlefield.

SEA-ELF RAIDERS 18 POINTS PER FIGURE


Faction tags: Elf. Sea-Elf.
Composition: 6-8.
Special rules: Raiders special rule.

MS CS RS To Wi Mo
5 +1 +1 5 +3 +2

Falchion (Melee only / Pow 1 / If enemy rolls a 1 in close combat, add +1 Pow)
Elf Seabow (Rng 9” / Acc 0 / Pow 1)

While having less range than the traditional Elven archers, the Raiders make up for it with superior mobility and
flexibility.
They tend to function in a mixed role, harassing the enemy at medium range before closing to finish off the
stragglers in melee combat.

SEA-ELF VANGUARD 18 POINTS PER FIGURE


Faction tags: Elf. Sea-Elf.
Composition: 6-8.
Special rules: In close combat, each warband member not in close combat may support a combat within 1”.
This adds +1 to CS.
Each combat can receive a total of +1 and only fellow warband members can be supported.

MS CS RS To Wi Mo
5 +2 +1 5 +3 +3

Elven Longspear (Melee only / Pow 2)


Silver Shield (+1 To against missile fire)

Forming the core of the line, the Vanguard squads are an imposing sight with silver shields and the long bladed
spear that Elven armies are so fond of.
Their training focuses on teamwork, with one soldier engaging the enemy while the other uses the reach of their
spears to feint and distract.
NEW INDIVIDUALS

ELVEN WARSINGER 40 POINTS


Faction tags: Elf. Sea-Elf. Spell User.
Special rules: Spell casting.
Casting Roll 3+ = Friendly figure within 8” may take 1 free action immediately.
Casting Roll 6+ = Friendly warband within 8” may remove rattled status.
If rolling a 9 or 10 on a Casting Roll, another spell may be attempted immediately.

MS CS RS To Wi Mo
6 +2 +1 5 +4 +2

Short blade (Melee only / Pow 0)

Elves are often viewed as musically gifted and the Warsinger perfects the musical arts to a magically-honed
rapier point.
Alternating between songs of fury and songs of calm, they can influence the battle around them, pushing troops
to greater feats of battle, often with tears in their eyes from the beauty of the song.

ELVEN TACTICIAN 25 POINTS


Faction tags: Elf. Sea-Elf.
Special rules: Friendly figures within 6” may reroll 1’s on Morale and Close Combat rolls.
If the new roll is also a 1, treat it as a 3 instead.

MS CS RS To Wi Mo
6 +2 +2 6 +4 +3

Elven warsword (Melee only / Pow 3)

As Sea-Elf troops take the field, their ranks are reinforced by eagle-eyed tacticians, darting in and out of the ranks
to lend their support, guiding, aiding and directing the troops under their care.

Often, they lack formal rank as Elves are hesitant to indulge in such hierachy, instead being respected veterans
with a gift for snap decisions and quick thinking.

YOUR FORCES ON THE TABLE


Plenty of Elven miniatures are on the market, though some creativity always helps.
In scales below 15mm, you can often get away with simply using suitably painted human
figures.

A “canonical” Sea-Elf army should employ muted but light colours: Pale greys and faint blues
bordering on pastel are typical, with weapons in gleaming silver.

Armour may be silvered metal or black leather, striking a visible contrast.

Sea-Elf troops are rarely heavily armoured, their Toughness of 5 suggesting mail and a helmet,
though considerable variation could be imagined.
Try to avoid figures in heavy plated armours, unless they are particularly slender or refined
looking.

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