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.