Modifications based upon posts below and Warseer:
PDF Version Here:
Asrai Wayfarers-Modified Equipment List (Gladewood bows and Double Handed Weapons)
-Removed Traps special skill for Pathfinder
-Removed Warhawk
-Added Distaste for poison and drugs
-Stag to large target
-Changed Talismanic Tattoos
-Modified Familiar Spite and increased cost
-Removed Enchanted Acorns
-Removed Spellsinger added 2nd Pathfinder
-Changed Treekin Spirit Guardian to 18"
-Wild Hunter now 55 gc - Way Warden now 85 gc (in line with Dwarf noble from "Treasure Hunters")
-Waywatcher adept skill, you must remain stationary
-Removed Infiltration skill, added Armour of Ariel
-Reword Bladesinger and Asrai Archery (v4)
-Treekin no longer REQUIRES spirit-touched Hero, but is severely hampered without one. (v4)
-Added Glaive to hero equipment list (v5)
Possible Modification
-Asrai Archery for Pathfinder and Glade Guard Kindred only. (file v3)
-Change name of Pathfinder to Sentinel. (v4)
Alright, Dyrnwyn inspired me to try my own hand at the Wood Elf Warband. So first of all, thanks a lot to Dyrnwyn who I took most of the concepts from, but I have made some variations based upon the things I wanted to see included or changed.
Are the changes I made still fair and playable without being to overpowered or underpowered?
Hopefully you all aren't sick of looking at Wood Elves at this point.
Some of the changes:
-Race Special Rules
-Equipment (some things added and removed)
-Skill Tables
-Skills (2 are similar, the rest are different)
-Wild Hunter/Pathfinder/Wardancer special abilities (increase in gc for almost all models)
-Treekin (very similar, but with slight variance in Stats "Not bound..." and "Spirit Guardian")
-Special Equipment (some cost increases and slight modifications)
Again, a very special Thank You to Dyrnwyn for the ideas, and getting my mind flowing.
*Also on Warseer in PDF format here:
http://www.warseer.com/forums/showthread.php?334878-Dueling-Wood-Elf-Warbands-If-you-have-the-willpower&p=6113664#post6113664
[b]Asrai WayfarersSpecial Rules
Excellent Sight: Elves have keen eyesight. They may spot Hidden enemies from two times as far away as other warriors (i.e. twice their initiative value in inches).
Subtle: Asrai combat tactics do not permit wearing any armor other than light or Ilthimar armor, or the use of any black power weapons.
Long Lived: Asrai are elves, and the deeds that a henchman must do to gain recognition are great – The first time “The Lads Got Talent” is rolled for any Henchman advance, re-roll it.
Distrusting: Asrai Wayfarers are distrustful of placing their Fate in anyone else's hands. They may only hire the Elf Ranger.
Asrai Archery: Asrai are mobile archers without equal. Sentinels and Glade Guard do not incur the -1 to hit modifier for moving and shooting, when firing at targets in short range if using a bow (Long, Gladewood, etc).
Distaste for Poisons and Drugs: The
wood elves believe in the purity of spirit in nature and therefore will not use any poisons or drugs that are not naturally occurring or that alter the elves physique. The
Wood Elves may not use any poison or drugs.
Asrai Equipment List
The following list is used by Wayfarers to pick their equipment
Hero Equipment List
Hand-to-Hand Combat WeaponsDagger....................................................................... 1st free/2 gc
Staff……………...…………........................………….. 3 gc
Sword......................................................................... 10 gc
Spear........................................................................... 15 gc
Glaive (Halberd)...........................................................10 gc
Blade Staff……........................................................... 25 gc
Missile WeaponsBow............................................................................. 10 gc
Longbow...................................................................... 15 gc
Gladewood Bow ......................................................... 40 gc
ArmourLight Armour.............................................................. 20 gc
Shield........................................................................... 5 gc
Helmet......................................................................... 10 gc
MiscellaneousHunting Arrows ......................................................... 25 gc
Wardog/Hound(Wild Hunter Only)............................... 25 gc
Henchmen Equipment List
Hand-to-Hand Combat WeaponsDagger............................................................ 1st free/2 gc
Sword......................................................................... 10 gc
Spear.......................................................................... 10 gc
Glaive (Halberd).......................................................... 10 gc
Double-Handed Weapon............................................. 15 gc
Missile WeaponsBow........................................................................... 10 gc
Longbow.................................................................... 15 gc
ArmourLight Armour............................................................. 20 gc
Shield........................................................................... 5 gc
Skills Table:
Waywarden: Combat - Shooting - Academic - Speed - Special
Wild Hunter: Combat - Strength - Special
Sentinel: Shooting - Speed - Special
Skills:
Waywatcher AdeptThis hero gains +1 to injury rolls when using a bow if he remains stationary.
Spirit-touchedThis hero is immune to Fear and All Alone tests.
Talismanic TattoosThe Hero has learned how to adorn himself in blessed warpaint and tattoos. He may make a 6+ unmodified armor save. Not combinable with other armour.
Bladesinger (Way Warden and Wardancer Only)The hero is a master of wardancer weaponry; he may use a glaive (halberd) as a single-handed weapon, he may not carry another glaive, but may carry another single-handed weapon in the other hand.
Sense CorruptionThe hero has seen the plague of chaos first hand and hates all models in Beastmen, Carnival of Chaos and Cult of the Possessed warbands.
Armour of ArielThe hero has been protected by wards of the Stewards of Ariel, he can dispel magic cast on him on a 5+.
Heroes
1 Way Warden
85 gold crowns to hire
The Way Warden is the leader of the Wayfarers, he has
knowledge about the mystic Moonstones and the Ways. He is
trained to survive and interact with other races in the realms
outside Athel Loren.
Weapons/Armor: The Way Warden selects weapons and
armor chosen from the Hero Equipment list.
M WS BS S T W I A Ld
5 5 4 3 3 1 5 1 8
SPECIAL RULES
Leader: Any warrior within 6” of the Way Warden may use
his Leadership when taking any Leadership tests.
0-1 Wild Hunter
50 gold crowns to hire
Wild Hunters are Asrai who have started down the path
towards their own wild natures. Those who survive trials may
enter the Alter or Wild Rider kindreds.
Weapons/Armor: The Wild Hunter may be equipped with
weapons and armor chosen from the Hero Equipment list.
M WS BS S T W I A Ld
5 4 3 3 3 1 5 1 7
SPECIAL RULES
Affinity with Beasts: The Wild Hunter may be accompanied
by a Wardog (Hunting Hound) or Stag. The beast does not count
against the warbands total models. (See equipment for rules)
0-2 Sentinel
45 gold crowns to hire
Experts in ambush, Sentinels are accomplished hunters and
scouts. These skills are put to use in the world as Wayfarers.
Weapons/Armor: A Sentinel may be equipped with
weapons and armor chosen from the Hero Equipment
list.
M WS BS S T W I A Ld
5 3 4 3 3 1 5 1 7
Henchmen
0+ Glade Guard Kindred
30 gold crowns to hire
The defensive militias of the Asrai often learn about their
foes by taking rotating posts in Wayfarer bands.
Weapons/Armor: Glade Guard may choose weapons and
armor chosen from the Henchmen Equipment list.
M WS BS S T W I A Ld
5 3 3 3 3 1 4 1 7
0-3 Wardancer Initiates
45 gold crowns to hire
Young Wardancers occasionally take spots in Wayfarer
bands, to entertain the Wayfarers and seek out tales of
adventure.
Weapons/Armor: Wardancers never wear armor and may
only choose Hand-to-Hand weapons from the Henchman list.
M WS BS S T W I A Ld
5 4 2 3 3 1 5 1 7
SPECIAL RULES
Storm of Blades: A Wardancer attacks in such an
unpredictable and hypnotic manner an opponent may only
parry if their weapon skill is equal to or higher than the
Wardancer.
Combat Specialists: If a Wardancer becomes a hero by “The
Lads Got Talent,” he must select Combat and Special skills.
0-1 Treekin
220 gold crowns to hire
Forest spirits sometimes take physical form in dead trees or
large fallen branches. When called upon by their Elven Spiritkin
the spirit animates the
wood as a temporary body to assist
the Asrai in the furtherance of their quest.
Weapons/Armor: Branchlike limbs and Barkskin (5+ Armor
Save).
M WS BS S T W I A Ld
5 3 0 4 5 3 3 3 6
SPECIAL RULES
Large Target: Treekin are large targets per the shooting rules
Fear: Treekin cause fear and are immune to All Alone tests.
Flammable: A Treekin receives double wounds from flaming or fire-based attacks.
Elemental: Treekin are woodland spirits who are temporarily bound to organic matter, they do not gain experience.
Not Bound To This Form: If the Treekin is slain, only on a roll of 1 is it removed from the roster, on a 2-6 it misses the next battle while the spirit searches for an appropriate dead tree to be its new body.
Spirit Guardian: The Forest Spirit is tied to their Elven Spirit-kin. If a Spirit-Touched Hero is not within 18” of the Treekin, its movement, attack and initiative characteristics are reduced to 1 as it searches to be reconnected with a kindred spirit and the dead tree begins to revert to its original form.