Weapons, Armour and Equipment

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Aiel Spear (Weapon)

 

Range: Close combat; Strength: As user; Special Rules: Parry, Thrusting

 

SPECIAL RULES

Parry: A trained model (i.e. any Aiel) armed with an Aiel spear may parry blows. When his opponent rolls to hit, the model armed with an Aiel spear 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.

     Note that since this ability is a result of training as algai'd'siswai, if a non-Aiel were to wield this weapon for any reason, he would not be able to parry.

 

Thrusting: Despite being shorter than an ordinary spear, Aiel spears are nevertheless thrusting weapons, and so use the thrusting weapons critical chart for any critical hits rolled.

 

 

Banner (Misc. Equipment)

 

A banner requires one hand to use and can be carried by any hero in the warband. Friendly warriors within 12" of the banner bearer may re-roll any failed "All-Alone" test (but remember you can't re-roll a failed re-roll).

 

 

Cairhienin Con (Misc. Equipment)

 

A Cairhienin Con is a special banner worn by higher-ranking officers in the Cairhienin armies. It is attached to the back, and so leaves both hands completely free. It may only be worn by the leader of a Cairhienin warband, does not require a hand to use, and allows all friendly warriors within 12" of the Con to re-roll any failed "All-Alone" tests (but remember you cannot re-roll a failed re-roll).

 

 

Heron-marked Sword (Weapon)

 

A Heron-marked sword is the sign of a recognised Blademaster, and strikes fear into the hearts of those who see it, for they know that its wielder will be no easy kill. A warrior with the Blademaster skill wielding a Heron-marked sword will cause Fear in his enemies.

     If for some reason a Heron-marked sword is being wielded by a warrior without the Blademaster skill, he will still cause Fear in any warriors who do not know any sword forms. Warriors who do know at least one sword form will immediately recognise him for the fake that he is, and instead of suffering Fear will suffer Hatred towards the imposter.

     A Heron Mark can only be placed on a new sword, and raises its cost by 10 gold marks. Essentially, the sword becomes a Heron-marked sword with a cost of 20 gold marks and a Rarity value. It can also be placed on a power-wrought sword, for a cost of 10 gold marks above the usual cost of the sword. In this case, the Rarity of the power-wrought blade is increased to 12.

 

 

Opulent Coach (Misc. Equipment)

 

The opulent coach impresses even the most suspicious merchant and they will flock to offer their most exotic wares to the obviously rich warband leader. The warband leader gains +3 to any rolls to locate rare items.

 

 

Power-wrought Blade (Weapon)

 

Range: Close combat; Strength: As user; Special Rules: Sharp, Well-balanced

 

SPECIAL RULES

Sharp: A power-wrought blade is much sharper than one forged under ordinary conditions, able to keep its edge indefinitely. As a result, the weapon has an additional -1 save modifier.

 

Well-balanced: Superbly forged, power-wrought blades are as well-balanced as a warrior could possibly hope for. As a result, it gives its user +1 Initiative in hand-to-hand combat.

 

Type: Power-wrought blades are almost always swords, but could possibly be other types of weapons. As a result, they cost nine times the price of a normal weapon of its kind. You may choose which hand-to-hand weapon is offered to you when you manage to locate a power-wrought blade.

 

 

Quarterstaff (Weapon)

 

Range: Close combat; Strength: As user; Special Rules: Parry, Two-handed, Whirlwind

 

SPECIAL RULES

Parry: A model armed with a quarterstaff may parry blows. When his opponent rolls to hit, the model armed with a quarterstaff 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: As a quarterstaff requires two hands to use, a model using one may not use a buckler or additional hand weapon in close combat.

 

Whirlwind: A quarterstaff is well suited to raining a flurry of blows upon an opponent. As a result, a model armed with a quarterstaff gains +1A just as if they were using an additional hand weapon in close combat.

 

 

Shadow-blade (Weapon)

 

Range: Close combat; Strength: As user; Special Rules: Multiple Wounds, Cannot be Resold

 

SPECIAL RULES

Multiple Wounds: The dark power with which the shadow-blade has been forged makes it deadly in close combat, the slightest nick able to kill. To represent this, each wound caused after armour saves by the shadow-blade becomes D3 wounds. Note that for warriors with only one wound on their profile, this will have no effect, and any additional wounds caused are wasted (i.e. if a model has 1 wound and you roll a 3, you do not roll 3 injury dice).

 

Cannot be Resold: Shadow-blades are not purchased like ordinary weapons. Instead, they are gifted to warriors who have pleased the Dark One. Such warriors would never consider reselling the blade to anyone, and so it has no resale value.

 

 

Sword-breaker (Weapon)

 

Range: Close combat; Strength: As user; Special Rules: Parry, Trap Blade

 

SPECIAL RULES

Parry: The sword-breaker allows the wielder to parry the attacks of his opponents in close combat. When your opponent scores a hit roll a D6. If you can roll greater than the highest 'to hit' roll of your opponent you have parried the attack and the blow is wasted.

 

Trap Blade: The two prongs used to trap an opponent's weapon are snapped out when the warrior parries. Whenever you make a successful parry attempt roll a D6. If you score a 5+ you break the weapon your opponent was using. The weapon is now useless and they must use another one, or if they have no other weapon, resort to unarmed combat. Note that a sword-breaker will not break a quarterstaff, darkblade or power-wrought blade of any type.

 

 

Toughened Leathers (Armour)

 

Toughened leathers work exactly like light armour, giving the wearer a 6+ armour save, but provide no save against shooting or channeling (which have the strength to punch through them). Toughened leathers cannot be resold - for the extra couple of marks potential buyers may as well get a new, specially made set.

 

 

Trolloc Bow (Missile Weapon)

 

Range: 16"; Strength: 4; Special Rules: None

 

 

Warder's Cloak (Misc. Equipment)

 

Made from Fancloth, a Warder's Cloak allows the wearer to blend with his surroundings, camouflaging him much better than an ordinary cloak would allow. Worn exclusively be Warders (since the White Tower is the only place where the fabric is known to be produced, most likely through the use of a special ter'angreal), a warrior aiming a missile weapon at a warrior wearing a Warder's Cloak suffers -1 on his to hit roll.

 

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