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Asrai Wayfarers

While the Wood of Athel Loren tend to be insular Hired Swords and uninterested in the outside world, it would be foolish Asrai Wayfarers are distrustful of placing their Fate to assume that they are ignorant or uninvolved with it. in anyone else's hands. They may only hire Elven Small teams are often sent out to insure a village's safety, hired swords, but their upkeep is halved (round up). to secure a certain artifact, or slay a particular individual. All done to maintain the safety of Athel Loren. While Choice of Warriors the Asrai seers are accomplished, more often pressing matters are brought to their attention by roving An Asrai warband must include a minimum of three Wayfarers, small teams who spend long years away from models. You have 500 gold crowns which you can home, combing the countryside for hints of danger that use to recruit and equip your warband. The may threaten Athel Loren. Through the use of artifacts maximum number of warriors in the warband is 12. like Moonstones of the Hidden Ways, any place with a grove of trees is easily reachable by the Wayfarers, and Way Warden: Each Asrai Wayfarer warband must home is just as close-by. have one Way Warden, no more, no less. Spellsinger: You may include a single Spellsinger. Wild Hunter: You may include a single Wild Hunter. Pathfinders: You may include up a single Pathfinder. Glade Guard: You may include any number of Glade Guard. Wardancers: you may include up to five Wardancers Treekin: Your warband may include a single Treekin.

Starting Experience A Way Warden begins with 20 Experience. Special Rules A Spellsinger begins with 12 Experience. Forest Born: Asrai are born into the woods and live A Wild Hunter begins with 12 Experience. their entire lives among the trees and undergrowth They A Pathfinder begins with 8 Experience. treat forests and forested terrain as open ground for All Henchmen start with 0 Experience. movement purposes.

Asrai Archery: Asrai are mobile archers par excellence. Characteristic Increase They may move and fire bows at no penalty. Profile M WS BS S T W I A Ld 4 7 7 4 4 3 7 3 10 Long Lived: Asrai are elves, and the deeds that a henchman must do to gain recognition are great – The first time Lads Got Talent is rolled for a Henchman advance, re-roll it. Asrai Equipment List The following list is used by Wayfarers to pick their equipment Hero Equipment List Henchmen Equipment List Hand-to-Hand Combat Weapons Hand-to-Hand Combat Weapons Dagger...... 1st free/2 gc Dagger...... 1st free/2 gc Axe...... 5 gc Axe...... 5 gc Club...... 3 gc Club...... 3 gc Sword...... 10 gc Sword...... 10 gc Spear...... 10 gc Spear...... 10 gc Bladestaff...... 20 gc Double-Handed Weapon...... 15 gc Ilithmar Weapon...... 3x base weapon cost Missile Weapons Missile Weapons Bow...... 10 gc Bow...... 10 gc Longbow...... 15 gc Longbow...... 15 gc Elf Bow...... 35 gc Elf Bow...... 35 gc Gladewood Bow ...... 40 gc Armour Light Armour...... 15 gc Armour Toughened Leathers...... 5 gc Light Armour...... 15 gc Shield...... 5 gc Toughened Leathers...... 5 gc Shield...... 5 gc Helmet...... 10 gc

Asrai Skill List ____ Combat Shooting Academic Strength Speed Special

Way Warden √ √ √ √ √ Spellsinger √ √ √ √ Wild Hunter √ √ √ √ Pathfinder √ √ √ Asrai Skills Waywatcher Taught Briarweave Disciple This hero gains +1 to ranged injury rolls. If this hero is in cover or in forested terrain, enemies have an additional -1 modifier to their shooting. Spirit-touched This hero ignores All Alone checks, and is immune to Fear. Woodland Adept May ride a mount as if they had the requisite skill. When searching for rare items on the Asrai equipment list, this model adds +2 to his roll. Forest Spirit (requires Spirit-touched) This hero causes Fear. If a Wizard, this hero may re-roll the Wardancer dice when attempting to cast a spell from the Lore of Athel The Hero treats all weapons as if they had the Parry rule. He Loren. If not a Wizard the hero gains +1 Attack in any round may re-roll the Parry if the weapon already had the Parry of combat which they did not charge. rule. Heroes

1 Way Warden 0-1 Wild Hunter 75 gold crowns to hire 45 gold crowns to hire The Way Warden is the leader of the Wayfarers, knowledgeable Wild Hunters are Asrai who have started down the path towards about the Ways, and capable of using the mystic equipment that their own wild natures. Those who survive trials may enter the allows the Wayfarers to be effective in what they do. Alter or Wild Rider kindreds. More often, these hopefuls are slain in the course of their trials and duties. Profile M WS BS S T W I A Ld 5 5 4 3 3 1 5 1 8 Profile M WS BS S T W I A Ld Weapons/Armor: The Way Warden may be equipped with 5 4 4 3 3 1 5 1 8 weapons and armor chosen from the Hero Equipment list. Weapons/Armor: The Wild Hunter may be equipped with weapons and armor chosen from the Hero Equipment list. SPECIAL RULES Leader: Any Warrior within 6” of the Way Warden may use his SPECIAL RULES Leadership when taking Ld tests. Talismanic Tattoos: The Wild Hunter has a 6+ unmodifiable save, and may ignore the effects of a spell on a d6 roll of a 6 0-1 Spellsinger 45 gold crowns to hire 0-1 Pathfinder The Spellsinger is a novice magic user, having only learned the 40 gold crowns to hire basics of Athel Loren's mysterious lore. They often join Ambushers par excellence, pathfinders are the best hunters and Wayfarers to gain more practical experience with working scouts in Asrai clanholds – these skills are often put to use in outside the easy confines of Athel Loren. the outside world as Wayfarers.

Profile M WS BS S T W I A Ld Profile M WS BS S T W I A Ld 5 3 3 3 3 1 5 1 8 5 3 4 3 3 1 5 1 7 Weapons/Armor: The Spellsinger may be equipped with Weapons/Armor: A Pathfinder may be equipped with weapons and armor chosen from the Hero Equipment list. weapons and armor chosen from the Hero Equipment list.

SPECIAL RULES SPECIAL RULES: Wizard: The Spellsinger may cast spells. Natural Stealth: When the Pathfinder is Hidden, other models treat their Initiative as one lower for the purposes of detecting Treesinger: Spellsingers do not roll for their first spell. All the Pathfinder. begin play with the Treesinging spell.

Henchmen

0+ Glade Guard 0-5 Wardancers 30 gold crowns to hire 40 gold crowns to hire The standard home defense militia of the Asrai often learn Roving troupes of Wardancers occasionally take spots in about their foes by talking rotating posts in Wayfarer bands. Wayfarer bands, to entertain the Wayfarers and search for (or create) new stories. Profile M WS BS S T W I A Ld 5 3 3 3 3 1 3 1 7 Profile M WS BS S T W I A Ld Weapons/Armor: Glade Guard may choose weapons and 5 4 3 3 3 1 5 1 8 armor chosen from the Henchmen Equipment list. Weapons/Armor: Wardancers may chose equipment from the Henchman equipment list, but may not select missile weapons or armor.

Talismanic Tattoos: A Wardancer has a 6+ unmodifiable save, and may ignore the effects of a spell on a d6 roll of a 6

Nimble Fighters: A Wardancer may parry with any weapon. If using a weapon that already has the Parry rule the Wardancer may re-roll failed Parries. No additional benefit if using two weapons with the parry rule. Henchmen

0-1 Treekin 225 gold crowns to hire Formless forest spirits sometimes find piles of deadwood or long dead trees to inhabit – when threatened or when needing to exact vengeance or accomplish a physical task – the spirit animates the wood as a temporary body..

Profile M WS BS S T W I A Ld 4 3 - 4 5 3 2 2 5 Weapons and Armor: Tree limbs and barkskin. (treat the Treekin as if armed with a pair of clubs and a 5+ armor save) Large Target Fear Spirit: Immune to Poisons. Flammable: A Treekin receives double wounds from unsaved flaming or fire-based attacks.

Elemental: Treekin do not gain experience.

Not Bound To This Form: If the Treekin is slain, it is not removed from the warband roster, but misses the next d6 battles. During this period the warband must sacrifice 100gc to collect and build a new body for the Treekin to inhabit, or the spirit will wander back to Athel Loren, removing itself from the roster.. Spirit Guardian: Treekin are tasked with protecting those important to Athel Loren and will do so with single-minded devotion, but are often confused outside of the forest's wild embrace. When within 6” of a Spirit-touched hero, a Treekin is Immune to Psychology. If outside of 6” of a Spirit-touched hero, the Treekin suffers from Stupidity.

Asrai Special Equipment

Blade Staff Enchanted Acorns 20 gc - Rare 7, (Wood Elves only) 60+3D6 gc; Rare 12 Range Strength Special Rules Magically grown acorns from the Oak of Ages. These Close Combat As User Two-handed, Parry, wondrous seeds contain powerful magical healing (+1 if charging) Additional Attack capability and are only known among the Asrai. After purchasing, roll to determine how many acorns are acquired Parry: A Wood Elf armed with the Asrai Blade-Staff may parry (D3+1 acorns.) When a hero rolls a result on the Serious blows as a sword can. When his opponent rolls to hit, the model Injury Chart between 11-35, the hero may consume one, and armed with a blade-staff may roll a D6. If the score is greater only one, acorn to re-roll the tens die (i.e. If a result of 14 is than the highest to hit score of his opponent, the model has rolled, then the player may re-roll the “1”). The second roll parried the blow, and that attack is discarded. A model may not result must be accepted, and cannot be re-rolled again. The parry attacks made with double or more its own Strength. player should then note that an acorn has been used and remove it from the hero’s equipment. Two-Handed: A model armed with an Asrai Blade-Staff may not use a shield, buckler, or additional weapon in close combat. If the model is equipped with a shield he will still get a +1 Hunting Arrows bonus to his Armor save against shooting. 30 gc; Rare 7 The best hunting arrows are sharp, barbed arrowheads Additional Attack: The user gains an additional attack when which cause excruciating pain when they hit their target. A using this weapon. When used in this fashion, the normal rules skilled archer can severely injure his target with a single for fighting with two weapons apply. arrow. A model using a short bow, bow, long bow , Elf bow or Gladewood bow may use these arrows. They add +1 to all Injury rolls. Asrai Special Equipment Elven Cloak Gladewood Bow 80+2D6 gc Rare 10 50+2D6 gc; Rare 11 Made from the hair of Elven maidens and interwoven with This bow is specially fashioned by elven bow masters from living tree leaves, an Elven cloak is a wonder to behold. A some of the strongest trees in Athel Loren, then treated with warrior wearing such a cloak will blend into the shadows, a magical resin to produce powerful shots. A Glade-wood making it very difficult to shoot at them with missile Bow functions as a longbow with the following exception: weapons. Elven cloaks rarely come up for sale, but are All shots at targets in short range (15”) are counted as sometimes recovered from dead warriors or offered by strength 4. Elves as rewards to men who have served them in some way. A warrior aiming a missile weapon at a warrior wearing an Elven cloak suffers -1 on his to hit roll. Elven cloaks are easier to acquire for Wood Elves.

Healing Herbs 20+2D6gc; Rare 7 Certain plants that grow on the banks of the River Stir have curative properties. Herbalists collect their roots and leaves and use them to treat the sick and wounded. A Hero with healing herbs can use them at the beginning of any of his recovery phases as long as he is not engaged in hand-to- hand combat. This restores all wounds he has previously lost during the game. Wood Elves are master herbalists and may buy or find Healing Herbs much easier than most races.

Toughened Leathers 5 gc; Common Falcon Toughened Leathers work exactly like light armor, granting 45 gc; Rare 9 (Wild Hunter only) the wearer a 6+ Armor save, but cannot be combined with When entering unknown areas, nothing can scout and watch the effects of any other armor except a helmet or buckler. for danger like a well trained falcon. If the owning hero has This armor cannot be sold back at the Trading Posts or worn not been taken Out of Action during the battle, then when by anyone other than the model who initially equips it. rolling for exploration, the hero rolls two dice and chooses one for his exploration roll. One Falcon per warband.

Familiar Spite 3 wyrdstone shards; Rare 11 (Spirit Touched only) Sometimes a curious forest will come to live with or around a Wood Elf. Usually only found within the forest, these spites will leave only with those they consider special. Roll once on the following table (Forest Spirits may add or subtract one from the roll) – This spite may not be sold back or exchanged with another member of the band. No more than a single spite per hero. 1 – Murderous: d6 extra close combat attacks at S2. These count as Dagger attacks. 2 – Radiant: – This model may negate enemy magic cast within 6” on a 5+. 3 – Nurturing: This model may can recover one wound at any time, once per game on a roll of 4+. 4 – Protective: This model gains +1 to it's armor save. 5 – Poisonous: This models attacks are considered poisoned (4+) 6 – Distracting: Models in close combat with this model have a -1 to-hit modifier..

Additionally, the fortunate presence of the spite allows the hero to re-roll a single die, once per game. Lore of Athel Loren Schooled in the arts of the Forest, Spellsingers shape the primal energies of Athel Loren to accomplish their goals. Not as useful offensively as the usual winds of magic, but the link with the forest provides a buffer that other mages do not have.

1 Treesinging Difficulty 5 The Spellsinger sings a song of growth and movement, encouraging nearby plants to aid him. Friendly models within 4” the Spellsinger count as being in light cover.

2 Sprite Guides Difficulty 7 The Spellsinger call forth Spites to guide the aim of his fellows. Friendly Wayfarers within 6” of the Spellsinger at the time of casting may re-roll the next to-hit roll they make.

3 Ariel's Blessing Difficulty 10 The Spellsinger calls for the blessing of the Forest Queen. Nominate a single model within 18”– this model gains a 4+ regeneration save that may be taken after all other saves. Flaming attacks negate this save. Remains in play.

4 Huntsman's Form Difficulty 9 Drawing deeply on the King in the Woods, the Spellsinger takes on the aspect of Orion. The Wizard gains +1 Movement, +1 Weapon Skill, +2 Strength , and +1 A. The Wizard must make a Ld check every turn to maintain this spell. If it is failed, the spell ends. May be cast in combat.

5 Ever Living Resplendence Difficulty: 7 The Spellsinger channels the life of the forest to speeds the healing of his comrades. Any one model within 4” of the wizard (including himself) may be healed. The warrior either regains one wound, or immediately stands up, shaking off any Stunned or Knocked Down effects.

6 Orion's Horn Difficulty: 8 Marking an enemy as prey, the wizard calls a hunt. Nominate one enemy model within 18”. All friendly Wayfarers gain +1 to hit and +1 to injury against this enemy for one turn.