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Giladis
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Giladis presents

Post by Giladis »

I present to you my vision of the Asrai for the 8th edition. I have in my mind a picture of an evasive, shooty force supported by some hardhitting combat specialists that can do a lot of damage but can't really take it. Each of the slots was given one unit type. So you have a shooting infantry in core, special and rare. Along with shooting infantry you have Cavalry, Combat infantry, Beasts and Forest Spirits. Five options in total for each slot.

What I present you here is the first of a trilogy of elven books so when contemplating this list please ignore current HE and DE books and concentrate on the list itself and other armies. The first part of the presentation includes Special Rules and the Army List, the Lore of Athel Loren, Spites, Kindreds and Magic items will follow over the next week as I finetune the ideas and playtest them for this v.1.

The point costs will be added alongside Magic and Spites. (though you are free to make suggestions)

When all this is presented to you I will be looking for volunteers for playtesting this so it could be made as good and as playable as possible before transfering it into a PDF file and completing this Fan-made Army Book.

Cheers


ARMY WIDE SPECIAL RULES

Woodland Ambush
The Wood Elf player can place an extra wood (no larger than 6" in diameter) anywhere in his deployment zone.

Asrai Longbow
Range: 20" Strength: 4 Rules: no penalty for shooting at long range

Forest Spirit
- Non-Forest Spirts may not join a Forest Spirit unit or ride a Forest Spirit mount and vice versa. Treeman Ancient may never join units.

- Forest Spirits have 5+ Ward save, which is reduced to 6+ if hit by a Flaming attack.

- Forest Spirits cause Fear

- All attacks by Forest Spirits count as magical.

- Forest Spirits are Immune to Psychology.

- At the begining of the Magic Phase unengaged multi-wound Forest Spirits completely inside a wood may atempt to regenrate one of the wounds they have previously lost on a roll of 6+.

Forest Creatures
- Forest Creatures have Forest Strider special rule.

- Forest Creatures autorally if their flee move ends in a forest.

- Forest Creatures are Stubborn while fighting in a forest.

- Forest Creatures have Feigned Flight special rule if they start their flee move inside a forest.


LORDS

WOOD ELF HIGHBORN @ Points/model
M5 Ws7 Bs7 S4 T3 W3 I8 A4 Ld10

Weapons and Armour: Asrai Longbow.

Options:
- AHW/GW (+6 pts), Spear (+3 pts).
- LA (+3 pts), SH (+3 pts).
- Elven Steed (+18 pts), Great Stag (+50 pts), Great Eagle (+50 pts), Forest Dragon (+320 pts)
- May be upgraded to a Forest Spirit (+50 pts).
- May choose magic items up to 100 pts.
- May choose Spites up to 50 pts.
- May be a member of a single Kindred.


SPELLWEAVER @ Points/model
M5 Ws4 Bs5 S3 T3 W3 I6 A1 Ld9

Weapons and Armour: Asrai Longbow.

Magic: A Spellweaver is a level 3 Wizard. May choose spells from the Lore of Life, Beast, Light, Heavens and Athel Loren.

Options:
- May be upgraded to level 4 Wizard (+35 pts).
- Elven Steed (+18 pts), Great Eagle (+50 pts), Unicorn (+65 pts)
- May be upgraded to a Forest Spirit (+50 pts).
- May choose magic items up to 100 pts.
- May choose Spites up to 50 pts.


TREEMAN ANCIENT @ Points/model
M5 Ws6 Bs0 S6 T6 W8 I2 A6 Ld9

Options:
- May be a Wizard, at +50 points per level, up to level 3. It must use Lore of Athel Loren.
- May choose Spites up to 100 pts.

Special Rules: Forest Spirit, Scaly Skin (2+), Stubborn, Flammable, Terror, Large Target, Forest Creature

Strengle-root Attack
As in current AB

Treewack
Treeman may exchange it's attacks for a single special attack. Pick one enemy model in b-t-b, the model must pass an In test or suffer an autowound at S10 with Multiple Wounds (D6) special rule.


HEROES

WOOD ELF NOBLE @ Points/model
M5 Ws6 Bs7 S4 T3 W2 I7 A3 Ld9

Weapons and Armour: Asrai Longbow.

Options:
- AHW/GW (+4 pts), Spear (+2 pts).
- LA (+2 pts), SH (+2 pts).
- Elven Steed (+12 pts), Great Stag (+50 pts), Great Eagle (+50 pts).
- May be upgraded to a Forest Spirit (+50 pts).
- May choose magic items up to 50 pts.
- May choose Spites up to 25 pts.
- May be BSB (+15 pts).
- May be a member of a single Kindred.


SPELLSINGER @ Points/model
M5 Ws4 Bs5 S3 T3 W2 I6 A1 Ld8

Weapons and Armour: Asrai Longbow.

Magic: A Spellweaver is a level 1 Wizard. May choose spells from the Lore of Life and Athel Loren.

Options:
- May be upgraded to level 2 Wizard (+35 pts).
- Elven Steed (+12 pts), Great Eagle (+50 pts), Unicorn (+65 pts)
- May be upgraded to a Forest Spirit (+50 pts).
- May choose magic items up to 50 pts.
- May choose Sprites up to 25 pts.


BRANCHWRAITH @ Points/model
M6 Ws6 Bs0 S4 T4 W2 I8 A3 Ld8

Options:
- May be a Wizard, at +50 points per level, up to level 1. It must use Lore of Athel Loren.
- May choose Spites up to 50 pts.

Special Rules: Forest Spirit, Scaly Skin (5+)

Tree Singing
As in current AB (counts as Treeman)


CHARACTER MOUNTS

Elven Steed
M9 Ws3 Bs0 S3 T3 W1 I4 A1 Ld5
May be upgraded to a Forest Spirit (+10 pts)

Great Eagle
M2 Ws5 Bs0 S4 T4 W3 I4 A2 Ld8
May be upgraded to a Forest Spirit (+15 pts)
Special Rules: Fly

Forest Dragon
M6 Ws6 Bs0 S6 T6 W6 I3 A5 Ld8
May be upgraded to a Forest Spirit (+50 pts)
Special Rules: Fly, Large Target, Terror, Scaly Skin (3+)

Poison Breath
Breath Weapon, Thoughness test, no Armour Save

Great Stag
M9 Ws5 Bs0 S5 T4 W4 I4 A3 Ld7
Special Rules: Forest Spirit

Unicorn
M10 Ws4 Bs0 S4 T4 W3 I5 A2 Ld9
Special Rules: Forest Spirit, Magic Resistance (2)

Impale
As in current AB


CORE

GLADE GUARD @ Points/model
M5 Ws4 Bs4 S3 T3 W1 I5 A1 Ld8
M5 Ws4 Bs5 S3 T3 W1 I5 A1 Ld8

Unit Size: 5-20

Weapons and Armour: Asrai Longbow and Hand Weapon.

Options:
- May upgrade one to Musician (+5 pts)
- May upgrade one to Champion (+10 pts)
- May upgrade one to Standard Bearer (+10 pts)
- May carry a Magic Standard worth up to 25 pts.



GLADE RIDERS @ Points/model
M5 Ws4 Bs4 S3 T3 W1 I5 A1 Ld8
M5 Ws4 Bs5 S3 T3 W1 I5 A1 Ld8
M9 Ws3 Bs0 S3 T3 W1 I4 A1 Ld5

Unit Size: 5-15

Weapons and Armour: Asrai Longbow and Spear.

Options:
- May upgrade one to Musician (+7 pts)
- May upgrade one to Champion (+14 pts)
- May upgrade one to Standard Bearer (+14 pts)
- May carry a Magic Standard worth up to 25 pts.

Special Rules: Fast Cavalry


ETERNAL GUARD @ Points/model
M5 Ws5 Bs4 S3 T3 W1 I6 A1 Ld9
M5 Ws5 Bs4 S3 T3 W1 I6 A2 Ld9

Units of Eternal Guard do not count towards the percentage of Core choices unless you field a Highborn as the Army General.

Unit Size: 5-25

Weapons and Armour: Spear-staves and Javelins

Options:
- May upgrade one to Musician (+6 pts)
- May upgrade one to Champion (+12 pts)
- May upgrade one to Standard Bearer (+12 pts)
- May carry a Magic Standard worth up to 50 pts.


Special Rules: Immune to Fear

Eternal Guard Fighting Style
As in current AB

Bodyguards
As in current AB


DRYADS @ Points/model
M6 Ws4 Bs0 S4 T4 W1 I6 A2 Ld8
M6 Ws4 Bs0 S4 T4 W1 I6 A3 Ld8

Units of Dryads do not count towards the percentage of Core choices unless you field a Treeman Ancient as the Army General.

Unit Size: 5-20

Options:
- May upgrade one to Champion (+12 pts)
- May choose Spites up to 25 pts.

Special Rules: Forest Spirits, Skirmish, Scaly Skin (5+)


Hunting Hounds @ Points/model
M9 Ws3 Bs0 S3 T3 W1 I5 A1 Ld5

Unit Size: 5+

Units of Hunting Hounds do not count towards the percentage of Core choices


SPECIAL

WARDANCERS @ Points/model
M6 Ws6 Bs4 S3 T3 W1 I7 A2 Ld9
M6 Ws6 Bs4 S3 T3 W1 I7 A3 Ld9

Unit Size: 5-15

Options:
- May upgrade one to Musician (+7 pts)
- May upgrade one to Champion (+14 pts)

Special Rules: Immune to Psychology, Skirmish, Always Strike First

Shadow Dances of Loec
Storm of Blades:+1 to hit, +1 to be wounded, +1 Attack
Woven Mist: -1 to be hit, -1 to wound, -1 Attack
Whirling Death: Armour Piercing, Killing Blow
The Shadows Coil: 4+ ward

Talismanic Tatoos
As in current AB

Wardancer Weapons
As in current AB

Acrobatic Leaps
Wardancer may allways fight with their full complement of attacks


WARHAWK RIDERS @ Points/model
M5 Ws4 Bs4 S3 T3 W2 I5 A1 Ld8
M5 Ws4 Bs5 S3 T3 W2 I5 A1 Ld8
M1 Ws4 Bs0 S4 T3 W- I5 A1 Ld5

Unit Size: 3-10

Weapons and Armour: Asrai Longbow and Spear.

Options:
- May upgrade one to Musician (+7 pts)
- May upgrade one to Champion (+14 pts)

Special Rules: Skirmish


WAIN RIDERS
M0 Ws0 Bs0 S5 T4 W4 I0 A0 Ld0
M5 Ws4 Bs4 S4 T0 W0 I5 A2 Ld8
M9 Ws3 Bs0 S0 T0 W0 I4 A1 Ld5

Unit Size: Chariot

Armour Save: 5+

Weapons and Armour: Spear and Asrai Longbow


TREE KIN @ Points/model
M5 Ws4 Bs0 S5 T5 W4 I4 A4 Ld8
M5 Ws4 Bs0 S5 T5 W4 I4 A5 Ld8

Unit Size: 3-10

Options:
- May upgrade one to Champion (+10 pts)
- May chose Spites up to 25 pts.

Special Rules: Forest Spirits, Scaly Skin (4+), Flammable

Strengle-root Attack
As in current AB (one per unit, not model)


RANGERS @ Points/model
M5 Ws5 Bs4 S3 T3 W1 I5 A1 Ld9
M5 Ws5 Bs5 S3 T3 W1 I5 A1 Ld9

Unit Size: 5-15

Weapons and Armour: Asrai Longbow and Two Hand Weapons

Options:
- May upgrade one to Champion (+5 pts)

Special Rules: Scout, Skirmish


RARE
WILD RIDER OF KURNOUS @ Points/model
M5 Ws5 Bs4 S4 T3 W1 I5 A2 Ld9
M5 Ws5 Bs4 S4 T3 W1 I5 A3 Ld9
M9 Ws3 Bs0 S3 T3 W1 I4 A1 Ld5

Unit Size: 5-15

Weapons and Armour: Spear and javelin.

Options:
- May upgrade one to Musician (+9 pts)
- May upgrade one to Champion (+18 pts)
- May choose Spites up to 25 pts.
- May upgrade one to Standard Bearer (+18 pts)
- May carry a Magic Standard worth up to 50 pts.

Special Rules: Fast Cavalry, Forest Spirits,

The Wild Hunt
+1 to hit on the charge for the riders

The Fury of Kurnous
As in current AB


WAYWATCHERS @ Points/model
M5 Ws5 Bs5 S3 T3 W1 I5 A2 Ld10
M5 Ws5 Bs6 S3 T3 W1 I5 A2 Ld10

Unit Size: 5-10

Weapons and Armour: Asrai Longbow and Two Hand Weapons

Options:
- May upgrade one to Champion (+5 pts)
-All the models in the unit may be upgraded into Forest Spirits (+15pts/model).

Special Rules: Skirmish

Forest Stalkers
As in current AB

Lethal Shot
When shooting at short range, Waywatchers have Killing Blow Special Rule.

Fast Shot
When shooting at long range, Waywatchers are subject to Multiple Shot (x2) special rule

Out of Shadows
If a Waywatcher unit charges from a wood, the enemy can only Hold as a charge reaction and the Waywatchers get +1A in the first round of combat.


TREEMAN @ Point/model
M5 Ws5 Bs0 S6 T6 W6 I2 A6 Ld9

Special Rules: Forest Spirit, Scaly Skin (3+), Stubborn, Flammable, Terror, Large Target.

Strengle-root Attack
As in current AB

Treewack
Treeman may exchange it's attacks for a single special attack. Pick one enemy model in b-t-b, the model must pass an In test or suffer an autowound at S10 with Multiple Wounds (D6) special rule.


GREAT EAGLE @ Points/model 50

M2 Ws5 Bs0 S4 T4 W3 I4 A2 Ld8

You may include 2 Great Eagles as a single Rare choice.

Special Rules: Fly

BEAST HUNTERS @ Points/model
M5 Ws5 Bs4 S4 T3 W2 I5 A2 Ld10

Unit Size: 5-10

Weapons and Armour: Hunting Spears and Javelins

Special Rules: Skirmish, Immune to Fear

Hunting Spear
Spear. +1 Strength.

Master Hunters
+1 to wound against models from Beastmen army book

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Red...
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Posts: 3750
Joined: Wed Sep 02, 2009 3:09 pm
Location: Baltimore

Post by Red... »

Looks very interesting and well thought out :)

Re: the army wide rules:

Asrai Longbow
Range: 20" Strength: 4 Rules: no penalty for shooting at long range.


Would make more fluff sense if it was range 30", but S3 and normal long range penalty of -1 to hit at more than 20". Otherwise it feels a bit like Asrai longbows have a shorter range than normal bows (almost as short as short bows), which seems unfluffy...

Forest Spirit
- Non-Forest Spirts may not join a Forest Spirit unit or ride a Forest Spirit mount and vice versa. Treeman Ancient may never join units.

- Forest Spirits have 5+ Ward save, which is reduced to 6+ if hit by a Flaming attack.

- Forest Spirits cause Fear

- All attacks by Forest Spirits count as magical.

- Forest Spirits are Immune to Psychology.

- At the begining of the Magic Phase unengaged multi-wound Forest Spirits completely inside a wood may atempt to regenrate one of the wounds they have previously lost on a roll of 6+.


I really like this :) Lots of synergistic advantages, without being too powerful.

Forest Creatures
- Forest Creatures have Forest Strider special rule.

- Forest Creatures autorally if their flee move ends in a forest.

- Forest Creatures are Stubborn while fighting in a forest.

- Forest Creatures have Feigned Flight special rule if they start their flee move inside a forest.


I'd change "Forest creatures autorally if their flee move ends in a forest" to "Forest creatures can re-roll their rally test if their move ends in a forest" as otherwise it is a bit overpowered...

I'll comment on the rest later :)
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