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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. Choice of Warriors:An Asrai Wayfarers, Wood Elves, warband must include a minimum of three models. You have 500 gold crowns available to spend. The maximum number of warriors in the warband may never exceed 12.
Special Rules:
Starting Experience:
Wood Elves Skill Tables
Wood Elves Maximum ProfileWood Elves have the same maximum profile as elves in the Mordheim rulebook.
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| 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 | 20 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 | Elf Bow | 35 gc |
| Glade-wood Bow | 40 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 | 80 gc * | ||
| Miscellaneous | Miscellaneous | ||
| Elven Cloak | 85 gc * | Hunting Arrows | 35 gc |
| Healing Herbs | 25 gc * | ||
| Birch Wine | 35 gc * | ||
| Enchanted Acorns | 50 gc * | ||
| Arrows of Blood Ivy | 40 gc * | ||
| Falcon | 20 gc | ||
| Forest Familiar (Wild Hunters Only) | 20 gc | ||
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*
Prices reflect the cost of equipment purchased by |
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M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| 5 | 5 | 4 | 3 | 3 | 1 | 6 | 1 | 9 |
Weapons/Armor: The Way-Warden may be equipped with weapons and armor from the Asrai Wayfarers Heroes equipment list.
Special Rules:
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M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| 5 | 3 | 3 | 3 | 3 | 1 | 5 | 1 | 8 |
Weapons/Armor: The Spellwalker 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:
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M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| 5 | 4 | 4 | 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: Pathfinders 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 | 3 | 3 | 3 | 1 | 5 | 1 | 8 |
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:
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M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| 5 | 3 | 3 | 3 | 3 | 1 | 5 | 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.
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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. There may never be more than two heroes with the same Aspect in a given warband.
Asrai Blade-Staff; 20+2d6
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.
Birch Wine; 55+3D6 gc;
Availability: Rare 11 (Wood Elves only)
Birch Wine is made from the sapling birches that grow deep roots along the
river bank and can make the elves courageous and resilient to injury. A Wood
Elf Warband that drinks Birch Wine before a battle will be immune to Fear
and in addition immune to Stunned results for the whole of the battle. (One
use only)
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. Special Rules:
Glade-wood Bow; 50+2D6 gc;
Availability: Rare 11
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 (15”) are counted as strength 4. This bow can be used with the
Nimble skill to allow the wielder to move and fire strength 4 shots following
the above restrictions.
Enchanted Acorns; 60+3D6 gc;
Availability: Rare 12
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, the hero may “consume” one, and only one, acorn to re-roll the first
die (i.e. If a result of 14 is rolled, and the hero has at least one enchanted
acorn, then the player may re-roll the “1”). 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
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.
Healing Herbs; 20+2D6gc; Availability: 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.
Hunting Arrows; 35 gc; Availability: Common
The best hunting arrows are sharp, barbed arrowheads which cause excruciating
pain when they hit their target. A skilled archer can severely injure his target
with a single arrow. A model using a short bow, bow, long bow , Elf bow or
Glade-wood bow may use
these arrows. They add +1 to all Injury rolls.
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. Only Falcon per warband.
Forest Familiar; 20 gc; Availability: Rare 9 (Wild
Hunter Only)
Sometimes a curious forest sprite will inhabit the body of a small creature to
accompany the Wood Elves; this is usually a sign of a blessing by the forest. A
forest familiar may be disguised as any small woodland creature such as: a fox,
a squirrel, a ferret, a raccoon, etc. Due to their alert nature, the forest
familiar will grant Wild Hunter an additional 2” to his spotting distance to
detect hidden enemies. Also, once per game, the fortunate presence of the forest
familiar may allow any model within 6” of the Wild Hunter to re-roll one
die/dice roll. This re-roll cannot be re-rolled.
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.
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