Wood Elves Warband, The Asrai Way-farers |
By Davin “GhostElf” Madden, |
Webmaster's Notes:
This
experimental warband is in MEDIUM development stages. It was originally
developed by Jared "Abused Toyz" Schmidt in cooperation with players from the
Specialist Games Forum. Few months after, Davin “GhostElf” Madden joined the
development of the warband and has introduced many unique changes... gathering
quite a following from the Specialist Games Forums. Finally, and reluctantly, I
became a developer... like I have nothing to do! The warband still needs to be seriously play-tested, so it can be balanced. Upon my insistence/nagging they have decided to try a new approach to this warband. The stats and costs are not as high (which I think unbalances the game) but they are compensated with nice skills, advancements and equipment. We encourage you to play test it and email us your comments. There are many Wood Elves warband attempts around different forums. The Wood Elves have such rich history and unit diversity, which makes hard to create one warband that would satisfy everyone. This warband, by no means is the only one... but the author requested formal posting, and so we aim to please. We need your opinion on this warband!
Remember: Play the warband, write your comments and email them in... THEN you can complain. :P |
The Asrai have always been a secluded race. They usually keep to their deep forest of Athel Loren, rarely venturing forth except in the time of need or defense. However, despite their usual solitude, the Asrai still have means to the knowledge and secrets of the outside world; and it come through the skills and abilities of their elven Wayfarers. This band of specially trained wood elves serves the various requests of their nobles with dedicated efficiency. Whether it is to recover stolen treasures, discern foreign motives, track down mystical creatures, eliminate distant enemies, or discover mysterious occurrences; no task is beyond the reach of the Wayfarers. They are capable of traveling lengthy distances beyond their secure borders, across hostile environments, to fulfill their duties.
Faced with unknown dangers, the Wayfarers utilize the diverse skills of elven magic, special hunters, deadly rangers, agile warriors, and mystical fighters. Among their other resources, they recruit the aid of animal companions and spirits of nature to their cause; all under the command of their veteran leader, the Way-Warden. Each mission takes them far from home, and puts them in harms way, possibly never to see the beloved forest of Athel Loren again; however, this is their duty.
Word of magical stone fragments has reached as far as the Forest of Athel Loren and has created an air of concern for the Wood Elves. Fear that this new magical force will taint the forest has caused some unrest among the nobles of the Asrai. Expeditionary forces have been dispatched to gain knowledge on these “Wyrdstone” fragments, and to keep any invaders from bringing the shards into and contaminating their home. Due to the nature of traveling well beyond the borders of Athel Loren and deep into the Empire only the bravest warriors are chosen to accompany the Wardens. For whatever reasons, the lords of the forest depend on their success and so the Wayfarers make their journey away from the wild they call home into the land of men and beasts.
Wood Elves have the same maximum profile as elves in the Mordheim rulebook.
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
5 | 7 | 7 | 4 | 4 | 3 | 9 | 4 | 10 |
Heroes | Henchmen | ||
Hand to Hand Weapons | Hand to Hand Weapons | ||
Dagger | 1st free/ 2 gc | Dagger | 1st free/ 2 gc |
Axe | 5 gc | Thornblade | 3 gc |
Thornblade | 3 gc | Sword | 10 gc |
Sword | 10 gc | Spear | 10 gc |
Spear | 10 gc | Double Handed Weapon җ | 15 gc |
Asrai Blade-staff | 30 gc | ||
Ithilmar Weapon | 3x weapon cost gc |
җ Wardancer Only |
|
Missile Weapons | Missile Weapons (Except Wardancers) | ||
Bow | 10 gc | Bow | 10 gc |
Long Bow | 15 gc | Long Bow | 15 gc |
Elf Bow | 35 gc | ||
Glade-wood Bow | 35 gc |
|
|
Armor | Armor (Except Wardancers) | ||
Light Armor | 20 gc | Light Armor | 20 gc |
Deerhide Leather Armor | 5 gc | Deerhide Leather Armor | 5 gc |
Helmet | 10 gc | Shield | 5 gc |
Shield | 5 gc | ||
Ithilmar Armor | 90 gc | ||
Miscellaneous | Miscellaneous | ||
Elven Cloak | 100 gc | ||
Hunting Arrows | 25 gc | ||
Arrows of Blood Ivy | 40 gc | ||
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
5 | 4 | 4 | 3 | 3 | 1 | 5 | 1 | 9 |
Weapons/Armor: The Way-Warden may be equipped with weapons and armor from the Asrai Wayfarers Heroes equipment list.
Special Rules:
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
5 | 3 | 4 | 3 | 3 | 1 | 5 | 1 | 8 |
Weapons/Armor: The Spellsinger may be armed with weapons and armor chosen from the Asrai Wayfarers Heroes list. However, they may not cast spells if wearing armor.
Special Rules:
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
5 | 4 | 3 | 3 | 3 | 1 | 5 | 1 | 8 |
Weapons/Armor: The Wild Hunter may be equipped with weapons and armor from the Asrai Wayfarers Heroes equipment list.
Special Rules:
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
5 | 3 | 4 | 3 | 3 | 1 | 5 | 1 | 8 |
Weapons/Armor: Waywatchers may be equipped with weapons and armor from the Asrai Wayfarers Heroes equipment list. However, they must always carry a missile weapon type.
Special Rules:
Henchmen |
(In groups of 1-5) |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
5 | 4 | 0 | 3 | 3 | 1 | 5 | 1 | 7 |
Weapons/Armor: A Wardancer may be equipped with weapons and armor from the Henchmen equipment list, with noted exceptions such as not being able to use missile weapons or armor.
Special Rules:
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
5 | 3 | 4 | 3 | 3 | 1 | 4 | 1 | 7 |
Weapons/Armor:
Glade
Warriors may be equipped with weapons and armor from the Asrai Henchmen
Equipment List.
0-2 Wolfhounds; 20 gold crowns to
hire.
The Asrai have long used a special breed of wolf, known as Wolfhound (half-wolf)
to guard the glades of Athel Loren. They have proven to be loyal companions and
strong allies when danger threatens. Many times, a promising pup will be given
to a Way-warden as a gift of honor and privilege.
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
6 | 4 | 0 | 4 | 3 | 1 | 4 | 1 | 5 |
Weapons/Armor: Powerful jaws and sharp teeth!
Special Rules:
0-2 Hunting Cats; 25 gold crowns to hire.
Strong predators and exceptional hunters, these cats are occasionally acquired
when young and reared among the elves of Athel Loren for use during Wild Hunt.
Only a Wild Hunter or Noble could ever hope to possess and train one of these
powerful and graceful creatures.
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
6 | 4 | 0 | 4 | 3 | 1 | 4 | 2 | 4 |
Weapons/Armor: Powerful jaws and sharp teeth!
Special Rules:
0-1 Wood Spirit; 190 gold crowns to
hire.
With the proper knowledge some Asrai can use a rare incantation to trap a
powerful nature spirit within a branch of Wych Elm. In times of need the spirit
can be summoned, by placing the branch in the earth and magically calling it
forth. The branch will begin to take shape and form as the spirit is released to
serve the Asrai and protect them from harm during dangerous encounters or
travels.
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
5 | 4 | 0 | 4 | 4 | 3 | 4 | 2 | 7 |
Weapons/Armor: A nasty temper and powerful limbs.
Special Rules:
A Wood Elf hero may identify himself with a particular animal, and thus gain some of their characteristics. This is known as gaining an Animal Aspect. Isteand of choosing a skill on an advance a Wood Elf hero may choose one animal aspect to align with. Each warrior may only align with one particular aspect and each warband may only contain one of each animal aspect.
Asrai Blade-Staff; 30 gc; Availability: Rare 7 (Wood Elves only)
A staff fashioned from hearty oak with a keen blade attached to each end. In the
hands of a skilled fighter, the blade-staff allows powerful attacks on the
charge and sustained offense and defense afterwards. The blade-staff is a weapon
with the following profile:
Special Rules:
Range Strength Special Rules Close Combat As user (+1 if charging) Parry, Two-Handed, Additional Attack
- Parry: A Wood Elf armed with the Asrai Blade-Staff may parry blows as any normal sword can. When his opponent rolls to hit, the model armed with a sword may roll a D6. If the score is greater than the highest to hit score of his opponent, the model has parried the blow, and that attack is discarded. A model may not parry attacks made with double or more its own Strength – they are simply too powerful to be stopped.
- 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 bonus to his Armor save against shooting.
- Additional Attack: The user gains an additional attack when using this weapon. When used in this fashion, the normal rules for fighting with two weapons apply.
Thornblade; 3 gc; Availability: Common
(Wood Elves only)
This weapon is carved from the dangerous Mangle Thorn Tree that grows deep
inside Athel Loren, it has a short blade, twice the length of a dagger, and is
wickedly sharp with spiked barbs naturally along the edges. When this blade is
thrust into an opponent, it causes intense pain. This
item may not be made of Ithilmar. Special Rules:
Glade-wood Bow; 35 gc; Availability:
Rare 9 (Wood Elf Only);
This bow is specially fashioned by elven bow masters from some of the strongest
trees in Athel Loren, then treated with a magical resin to produce powerful
shots. A Glade-wood Bow functions as a longbow with the following exception: if
the wielder doesn’t move during their movement phase, then all shots at targets
in short range are counted as strength 4.
Enchanted Acorns; 60+3D6 gc; Availability:
Rare 12 (Wood Elf Only)
Magically grown acorns from the Oak of Ages. These wondrous seeds contain
powerful magical healing capability and are only known among the wood elves.
After locating/purchasing, roll to determine how many acorns are acquired (D3+1
acorns.) When a hero has to roll on the Serious Injury Chart and the roll result
is 11-35, if a hero has an acorn in their inventory then the hero may “consume” one, and only one, acorn to re-roll the
result. The second roll result must be
accepted, and cannot be re-rolled again. The player should then note that an
acorn has been used and remove it from the hero’s equipment.
Arrows of Blood Ivy; 40+2D6 gc; Availability: Rare 10 (Wood Elf Only)
The oils of the Blood Ivy is a powerful toxin. A small portion can cause serious
muscle fatigue and stress. If a model is wounded from an arrow of Blood Ivy,
that model must immediately succeed at a toughness test or suffer -1 strength
for the remainder of the battle. Multiple effects from these arrows are not
cumulative. There are enough arrows to last one campaign.
Deerhide Leather Armor; 5 gc; Availability: Common (Wood
Elves only)
Hides made from the deer that populate Athel Loren are unusually tough, and when
hardened, they make excellent armor for the Wood Elves. Deerhide Leather Armor
works exactly like light armor, giving the wearer a 6+ Armor save, but cannot be
combined with the effects of any other armor except a helmet or buckler.
Deerhide Leather Armor cannot be sold back at the Trading Posts.
Falcon; 20 gc; Availability: Rare 9 (Wild Hunter Only)
When entering unknown areas, nothing can scout and watch for danger like a well
trained falcon. Often times, a Wild Hunter will be called upon to find and train
a falcon to serve the Way-farers. While not useful at combat, the falcon can
more than earn his keep with his keen eyesight during the Exploration Phase. Due
to their excellent eyesight, falcons allow you to modify one die roll by -1/+1
made during the Exploration Phase, only if the owning hero has not been taken
Out of Action during the battle. The Falcon can be
combined with any other modification to the Exploration phase such as the Elf
Ranger Seeker Skill up to a maximum of +/- 3. Only one Falcon per warband.
Resources: Mordheimer website, Shadow Elves warband list, Dark Elves warband list, Outlaws of Stirwood warband list, Kislev Ranger rules, Games Workshop website, Mordheim Rule Book, Specialist Games' Forum members (specialist games website): Donnie Darko, The Mordheimer, & Gobbo Freak.