The fleets of the Lothern navy guard the coasts of Eataine, but they also range far and wide, sailing every ocean of the world and patrolling the sea-lanes for the enemies of the Elven people.
Choice of Warriors:A Lothern Seaguard warband must include a minimum of 3 models. You have 500 Gold Crowns which you can use to recruit and equip your warband. The maximum number of warriors in the warband is 15.
Commodore: Each Seaguard warband must be lead by a Commodore: no more, no less!
Mist Mage: Each Seaguard warband may have up to one Mist Mage.
Sea Rangers: Each Seaguard warband may have up to two Sea Rangers.
Sea Guard: Each Seaguard warband may have up to seven Sea Guard.
Mariner: Each Seaguard warband may have any number of Mariners.
Merwyrm: Each Seaguard warband may have up to one Merwyrm.
Special Rules:Excellent Sight: Elves have eyesight unmatched by mere humans. The Seaguard spots Hidden enemies from two times as far away as other warriors (i.e., twice his Initiative value in inches).
Hate Dark Elves: All warriors in a Lothern Seaguard Warband (excluding any Hired Swords) have an unyielding Hatred for Dark Elves.
Distaste for Poison: The use of poisons and various drugs is a Dark Elf specialty.Warriors in a Lothern Seaguard Warband may not use poisons of any type.
Valor of Ages: Seaguard may re-roll one failed rout tests per game.
Starting Experience:The Commodore starts with 20 experience.
Sea Rangers start with 12 experience each.
Mist Mage start with 8 experience each.
Henchmen start with 0 experience.
Lothern Seaguard Skills:The Commodore may choose skills from the Combat, Shooting, Academic, Speed, or Special Skills.
Sea Rangers may choose skills from the Combat, Shooting, Speed or Special Skills.
The Mist Mage may choose skills from the Academic, Speed, or Special Skills.
Henchmen who have become heroes via the 'Lad's got Talent', that character may choose skills from the Combat or Shooting Skills.
Seaguard Equipment:Hand-to-Hand Weapons:
-Daggers 1st free/ 2 gc
-Sword 10 gc
-Halberd 15 gc
-Spear 10 gc
-Double Handed Weapon 15 gc
Missile Weapons:
-Bow 10 gc
-Long Bow 15 gc
-Elf Bow 35 gc
Armor:
-Light Armor 20 gc
-Heavy Armor 50 gc
-Dragon Armor(*) 50 gc
-Ithilmar Armor(*) 90 gc
-Shield 5 gc
(*) = Heroes only, Henchmen who have become Heroes via 'Lad's got Talent' may not be equipped with this gear.
Special Equipment:
Dragon Armor; Dragon Armor counts as Heavy armor, this armor also gives the wearer a 6+ armor save against any hostile magic targeted at it, this armor save cannot be altered.
Heroes:1 Commodore; 80 gold coins to hire.M 5; Ws 5; Bs 4; S 3; T 3; W 1; I 5; A 1; Ld 8
Weapons/Armor: A Commodore may be equipped with weapons and armor from the Seaguard Equipment list.
Special Rules:
Leader: Any Seagaurd within 6" of the Commodore may use his Leadership characteristic when taking any Leadership tests.
0-1 Mist Mage; 50 gold coins to hire.M 5; Ws 4; Bs 3; S 3; T 3; W 1; I 4; A 1; Ld 7
Weapons/Armor: A Mist Mage may be equipped with weapons and armor from the Seaguard Equipment list.
Special Rules:
Wizard: The Mist Mage is a wizard and may use the Lesser Magic list. In addition the Mist Mage must pick one of the following spells and then roll a d6 for the other spell.
-The Writhing Mist: This spell has a range of 24" and can be casted on any friendly model visible to the caster, even those engaged in hand-to-hand combat. Any enemy shooting or hand-to-hand combat attacks targeted at the effected model suffers a -1 to hit penalty. The Mist does not affect the attacks of the model it protects. Once casted, the Writhing Mist remains where it is until the model moves.
Cast on a 7+
-Mistress of the Deep: Place an appropriate (man-sized) model to represent the summoned Oceanid within 6" of the Mist Mage. This model may not move or preform any actions at all; it is to all intents and purposes an item of scenery rather than a model, and counts as open ground for the purposes of movement. When ever a enemy model wishes to fire upon or declare a charge against a unit within 6" of the Oceanid the model must take a LD test, if the test is failed the model is distracted by the Oceanid's haunting song. Models preforming a shooting attack suffer a -1 to hit modifier and models charging Strike Last.
Cast of a 9+
0-2 Sea Rangers; 55 Gold Coins to hire.Weapons/Armor: Sea Rangers may be armed with weapons and armor from the Seaguard Equipment list.
M 5; Ws 4; Bs 5; S 3; T 3; W 1; I 4; A 1; Ld 7
Henchmen0-7; Seaguard 35 Gold Coins to hire.Weapons/Armor: Seaguard may be armed with weapons and armor from the Seaguard Equipment List.
M 5; Ws 4; Bs 4; S 3; T 3: W 1; I 4: A 1; Ld 7
0+; Mariner 25 gold to hire. Weapons/Armor: Mariner may be armed with weapons and armor from the Seaguard Equipment List.
M 5; Ws 3; Bs 3; S 3; T 3; W 1; I 3; A 1; Ld 6
0-1; Merwyrm 150 Gold Coins to hire.Weapons/Armor: Merwyrm are armed with vicious claws and teeth. They do not wear weapons or armor of any kind.
M 4; Ws 4; Bs -; S 4; T 4; W 2; I 4; A 2; Ld 5
Special Rules:
Animals: Merwyrm are animals and so do not gain experience.
Fear: Merwyrm are frightening creatures which cause Fear.
Large Target: Merwyrm are Large Targets as defined in the shooting rules.
Aquatic: Merwyrms suffer no movement penalties for moving through water based terrain features, instead their Movement is increased to 10, and they do not count as a Large Target when in the water.
Scaly Skin: Merwyrms are coated in thick scales granting him a 5+ armor save.
Seaguard Special Skills Fey: Hostile magic spells will not affect the Elf on a D6 roll of 4+. This ability may be improved by +1 if the Elf is wearing Dragon Armor.
Luck: The Elf is blessed by Lileath, the Elven goddess of luck. Once per game he may re-roll any dice roll he makes (but not one made by other members of the warband).
Speed of Asuryan: The Elf with skill may use a double-handed weapon without the usual penalty of always striking last. Work out order of battle as you would with other weapons.
Martial Prowess: The elf is highly trained and is well discipline in combat, the Elf with this skill always strikes first in combat regardless of the weapon he is equipped with unless he is equipped with a double handed weapon. This Skill may be used in conjunction with Speed of Asuryan.