Forest Tribes Relics and Armory

The Forest Tribes Relics are weapons and magical trinkets often spoken of in legends. Often, these relics remain in the care of the most powerful Chieftains or perhaps the current leaders of the Ranger Outfits. Relics are very rare and valuable and so are never found all in one place. They are also as unique as the stars in the sky.

## Relics

**Relic Cards** - Each Relic has a corresponding Game Card that details the Relic. Keep this in your player area so that you can easily reference the ability of the Relic.

* **Axe of Teleri Mattocks** - 30 points. Teleri Mattocks never became a Chieftain; she was overcome by the Wild. However, the legend of how Teleri Mattocks stood her ground, wielding the great axe of her ancestors while defending the young, sick, and wounded of her village from a sustained attack of the monsters of the forest while the warriors were away at war is one still told to the tribes young boys and girls to this day.

Model Gains Elite Role.
* **Jade Wolf Pelt Cowl** - 25 points. The Jade Wolf Pelt Cowl is a relic passed among the Druids of villages as recognition for feats of bravery, wisdom, or heroism. So called because of the Green Spirits embedded in the eye sockets, the only rule of the Jade Wolf Pelt Cowl is that it must be passed to another Druid every 5 cycles. The current holder gets to choose the successor.

Wild Spells cast by the Model never use Wild version.
* **Tempest Staff** - 20 points. Perhaps the only Relic known to the Tribes as actually being able to truly control The Wild, the power of the Tempest Staff is not fully understood. It is protected by the Southern Bear Shamans who wield the staff for life after nomination. Wars have been fought over control of this staff.

Once per game, makes all Flags within 9 inches of the Model belong to you. Use as a Special Action.
* **Wolfsbane** - 30 points. This sword emits a soft green light when wolves of all kinds are near. It is unsure why this weapon is so closely tied to the blood of wolves, but this sword is the most powerful Relic known to the Rangers. Often lost and re-discovered throughout history, the legends behind Wolfsbane tell a tale of heroic battles and generally bloody deaths.

Feral Monsters in a DUF with the bearer ignore the Feral Monster rule

## Armory

* **Tribe Warriors**

1. **Gifted Blacksmith** - (Cost: 3 points / Model) Your army is comprised of Tribes which have access to a gifted and skilled blacksmith capable of producing quality arms and studded armors. This makes your Tribe Warriors more expensive but also more hearty and deadly.
Tribe Warriors gain Onslaught and Defend Role.3. **Mark of the Bear** - (Cost: 3 point / Model) The mark of the bear is a grizzly tattoo on the chest infused with Wild Magic belonging to so called Bear Tribes, which embrace the Wild rather than fight it. They field Tribe Warriors who are infused with such magic as part of their culture and training yielding a Tribe Warrior who is much more brutish and feral than average and also able to shirk off blows which would otherwise fell a man.
Tribe Warriors gain +1 Act and Defend Role. Tribe Warriors must re-roll successful rolls when rolling Feral Forces.

* **Tribe Wildguard**

1. **Gifted Blacksmith** - (Cost: 4 point / Model) Your army is comprised of Tribes which have access to a gifted and skilled blacksmith capable of producing quality arms and studded armors. This makes your Tribe Wildguard more expensive but also more hearty and deadly.

Tribe Wildguard have +1 Act.

* **Ranger**

1. **Hunter's Bow** - (Cost: 2 Points / Model) Some Ranger Outfits forgo the use of Javelins and rapid attack techniques and instead train their warriors in the ways of Stalkers. These Rangers are more commonly known as Hunters. They carry Longbows and small shields, specializing in tracking prey and laying ambush for the enemy.

Rangers ranged attack gains +24 inches and the penalty for Long Range is not applied until after 24 inches. They lose the **Rapid Attack Rule**.

* **Berserker**

1. **Demon Berserkers** - (20 points). Some Wilders draw ever closer to The Wild than others, often all but succumbing to the change. Berserkers which have more feral features, such as wolf eyes or longer, grizzled hair are said to be marked by the wolf. Rather than being frenzied by each other, they find themselves excited by the smell of blood.

Berserkers now have 1 Act. Replace the **Frenzy** rule with the following: For every 5 models in the enemy DUF, each Berserker gains +1 Act. Maximum of 5.

* **Howler**

1. **Screamer** - (20 points) The magical cacophony that Howlers produce can sometimes be so shrill as to become a sort of magical attack, incapacitating the enemy. Known as Screamers, these Howlers can work together to protect their screams to deafen or explode the ear drums of victims before finishing them with their weapons.

Gain Screamer Rule: When a DUF has 3 or more Screamers in it, each Screamer produces +1 Yellow Die.
3. **Banshee** - (20 points). Sometimes Howlers develop a survival instinct drawn from the animal spirit of the forest and as such are sometimes seen taking upon themselves the role of pack guardians or possibly pack mothers. These Howlers have learned to use their magical screams to ward off danger rather than being the danger themselves.

Howlers gain the Defend Role.

Return to Forest Tribes Army