Asrai Wayfarers
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Asrai Wayfarers While the Wood Elves 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 Elf 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.