"On the heights, the
paths are paved with daggers."
- Seanchan saying
ARTUR HAWKWING
Artur Hawkwing was
the greatest conqueror that the world has ever seen. He united the region known
as the Westlands into a single empire, and ruled as its High King. His
influence was not felt only in the Westlands, however, as he sent his son,
Luthair Paendrag Mondwin, over the sea to conquer the land known now as
Seanchan.
The continent that Luthair found when he
arrived was ruled by a shifting quilt of nations and petty kingdoms, often
ruled over by Aes Sedai who made open use of their power on this continent. It
was a land of deep intrigue and continual warfare with alliances between
nations changing regularly. No one dared trust anyone else, for fear of
betrayal.
Luthair's armies, over a great many
years, managed to conquer this land, and though many of its customs (including
slavery, and intrigue) remained, Seanchan came to be ruled by the descendents
of Artur Hawkwing. The basis of the dynasty's power were the damane - Aes Sedai who were controlled
through the use of a ter'angreal
called an a'dam.
THE RETURN
From the very
start of his conquest, Luthair had intended to add Seanchan to his father's
empire in the West. When he learned that his father had died, that goal changed
to using Seanchan to ensure the survival of Hawkwing's empire, including re-conquering
it if it fell apart.
Long after Luthair's death, the first
Seanchan ships were finally able to sail back to the Westlands on the Corenne, the Return. The Seanchan on
board the first ships sailing back named themselves Hailene - Forerunners - and they became the scouts for a Seanchan
invasion force.
These Forerunners were to find out what
had occurred in the Westlands - if Hawkwing's empire was intact, they were to
enjoy their welcome and send word back to Seanchan. If, as they suspected, the
empire had collapsed, they were to establish the beachhead that would support
the entirety of the Seanchan invasion force.
Indeed, the Seanchan Forerunners did find a collapsed empire, and so the invasion of the Westlands, with the ultimate goal of resurrecting Artur Hawkwing's empire, began.
SPECIAL
RULES
Captured
Warriors: Seanchan don't deal with captives the same way that other warbands do.
Depending on whom they have captured, they will undertake the following
actions. In all cases, you have one chance to rescue the captured warrior
before any action is taken.
Westlanders
(Borderlanders, National Forces, Dragonsworn, Legion of the Dragon,
Darkfriends, Two Rivers, Armsmen): the captured warrior will be asked to swear
an oath of obedience. Roll a D6 for the captured warrior, and add his
leadership score. Do the same for the Seanchan leader. If the Seanchan leader
rolls equal to or higher than the Westlander, the Westlander will swear the
oath and the Seanchan warband will gain one extra Westlander (up to a maximum
of five) free of charge. If the Westlander rolls higher he refuses and is
killed. The Seanchan warband will keep his equipment.
Male
Channelers (Asha'man), Shadowspawn, Aiel, Sea Folk, Warders: the captured warrior
will be put to death, and the Seanchan warband will keep his/her equipment.
Female Channelers (Aes Sedai, Black Sisters,
Windfinders): after the opportunity to recapture the channeler has passed, they will
be leashed with an a'dam, and sent to be 'trained' for use as Damane in battle.
The warband will be rewarded with D6×5 gm for the captured Damane, and may keep
the captured warrior's equipment.
Hierarchy: Seanchan society
is strictly hierarchical - your rank and position in society determines whether
you lead troops, not your natural leadership capabilities (though they are of
course a strength on which you can pin your hopes of advancement). If a
Commander dies, any Sul’dam will become the warband's leader before Morat, as
they occupy a higher rank in Seanchan society. The Leadership characteristic
and experience don't count in this matter.
Channelers: Damane are channelers, and
may use the rules for casting weaves. Damane begin with 12 weaves chosen from
the Damane Weaves table. When a Damane gains an advance, she may choose to take
a weave from the Damane Weaves table instead of a skill or stat increase.
Choice of Warriors
A Seanchan warband
must include a minimum of three models. You have 500 gold marks to recruit your
initial warband. The maximum number of warriors in the warband may never exceed
15.
Commander: Each Seanchan warband must
have one Commander: no more, no less!
Morat: Your warband may include up to two Morat.
Sul’dam: Your warband may include up
to one Sul’dam.
Damane: If it contains a Sul’dam, your warband may
include up to one Damane.
Soldiers: Your warband may include any
number of Soldiers, up to the maximum size of your warband.
Westlanders: Your warband may include up
to five Westlanders. The number of Westlanders may never exceed the number of
Soldiers in your warband.
A Commander starts with 20 experience.
Morat start with 8 experience.
A Sul’dam starts with 10 experience.
A Damane starts with 8 experience.
Henchmen start with 0 experience.
Seanchan equipment listsThe following lists are used by
Seanchan warbands to pick their weapons:
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SEANCHAN EQUIPMENT LIST Hand-to-hand Combat Weapons Dagger ............................. 1st free/2 gm Sword .............................. 10 gm Spear ............................... 10 gm Double-handed weapon .. 15 gm Halberd ........................... 10 gm Lance* ............................. 40 gm Missile Weapons Bow ................................ 10 gm Crossbow ........................ 25 gm Armour Shield .............................. .. 5 gm Helmet ............................ 10 gm Light armour ................... 20 gm Heavy armour* ............... 50 gm Barding* .......................... 80 gm Mounts
(and Animals) Horse .............................. 40 gm Warhorse ......................... 80 gm Torm** ........................... 120 gm Corlm** .......................... 40 gm Grolm** .......................... 200 gm Raken** .......................... 90 gm Lopar** .......................... 150 gm SUL’DAM
EQUIPMENT LIST Hand-to-hand
Combat Weapons Dagger ............................. 1st free/2 gm |
Club ................................ .. 3
gm Staff ................................ .. 3
gm Armour Toughened leathers ......... .. 5 gm Mounts Horse .............................. 40 gm WESTLANDER
EQUIPMENT LIST Hand-to-hand
Combat Weapons Dagger ............................. 1st free/2 gm Club/Mace ...................... .. 3 gm Axe .................................. .. 5 gm Sword .............................. 10 gm Spear ............................... 10 gm Halberd ........................... 10 gm Quarterstaff .................... 15 gm
Toughened leathers ......... 5 gm Helmet ............................ 10 gm Light armour ................... 20 gm Items marked with a * can
only be bought by mounted warriors. ** Can only be bought by Morat with the appropriate skill. |
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Seanchan skill
table
* Riding skills
can be found in the riding rules section. |
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Damane Weaves Table |
||
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Fireball Wall of Fire Weapon of Fire Ignite Weapon of Air Air Club |
Whirlwind Shielding/Stilling Ice Shards Drown Icy Ground |
Waterblast Earthshaking Explode Rocks Mirror of Mists Lightning Quicken Ground |
Heroes
60
gold marks to hire
The Forerunners of the
Seanchan are a dedicated military force, and their commanders are more often than
not loyal and skilled. They know that if they serve their masters well, they
might one day be raised to the Blood, becoming part of the Seanchan Nobility.
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Commander |
4 |
4 |
4 |
3 |
3 |
1 |
4 |
1 |
8 |
Weapons/Armour: A Commander may
be equipped with weapons and armour chosen from the Seanchan Equipment list.
SPECIAL RULES
Leader: Any warrior
within 6” of the Commander may use his Leadership characteristic when taking
Leadership tests.
40
gold marks to hire
Even since the time of
Luthair Paendrag, the Seanchan have made use of exotic animals brought to the
land from parallel worlds. In the Seanchan invasion force, the specially
trained riders and handlers of these animals are known as Morat. It is their
job to care for the animals, and bring that extra punch to any battles in which
the Forerunners become involved.
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BS |
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Morat |
4 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
8 |
Weapons/Armour: Morat may be
equipped with weapons and armour chosen from the Seanchan Equipment list.
SPECIAL RULES
Exotic
Animals: When a Morat is first hired, you must choose one skill from the following
list to represent the Seanchan exotic that the Morat is trained to handle. You
may duplicate skills within a warband, but each Morat may only ever have one
skill from this list.
Ride Raken
The Morat will now be known as a Morat'raken. He may ride the flying Raken, and so you can purchase up to 1 for your warband.
Ride Torm
The Morat will be known as a Morat'torm. He may ride a Torm, and so you
can purchase up to 1 for your warband.
Handle Corlm
The Morat will be known as a
Morat'corlm. He knows how to handle Corlm, and so one can be purchased for your
warband. If the Morat'corlm remains within 6" of his Corlm, it may use his
leadership characteristic rather than its own.
Handle Grolm
The Morat will be known as a
Morat'grolm. He knows how to handle Grolm, and so one can be purchased for your
warband. If the Morat'grolm remains within 6" of his Grolm, it may use his
leadership characteristic rather than its own. This is really useful for
stupidity tests!
Handle Lopar
The Morat will be known as a
Morat'lopar. He knows how to handle Lopar, and so one can be purchased for your
warband. If the Morat'lopar remains within 6" of his Lopar, it may use his
leadership characteristic rather than its own.
20
gold marks to hire
The most specialised of the
animal handlers are the Sul’dam. These women wear the a'dam that links them
permanently to the channeling Damane. Though they are unaware of it, the
Sul’dam are actually women who could be taught to channel, but instead they use
their abilities to control those who do not have the luxury of hiding their
skills.
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Sul’dam |
4 |
2 |
2 |
3 |
3 |
1 |
3 |
1 |
7 |
Weapons/Armour: Sul’dam may be equipped
with weapons and armour chosen from the Sul’dam Equipment list.
SPECIAL
RULES
A'dam: The Sul’dam wears
the a'dam that controls the channeling Damane. Each Sul’dam allows you to purchase
one Damane for your warband. Full rules for a'dam use are provided in the
following entry for the Damane.
0-1 Damane
40
gold marks to hire
Treated by the Seanchan as a particularly
intelligent form of animal, the Damane ('Leashed Ones') are women who are
unfortunate enough to be able to channel the One Power. As soon as their skills
are detected, they are leashed with the a'dam, and used as tools of the
Seanchan nobility. They are particularly destructive in battle, and used to
great effect by the Seanchan for just this purpose.
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Damane |
4 |
2 |
2 |
3 |
3 |
1 |
3 |
1 |
7 |
Weapons/Armour:
Damane
are not expected to physically fight (making use of their channeling skills
instead), and so may be given no weapons or armour, not even a free dagger.
SPECIAL
RULES
Channeler: A Damane is an experienced
user of the One Power, and is treated as a channeler with 2D6 channeling
points, determined when she is first recruited. Re-roll the dice until a result
of 5 or more is obtained.
A'dam: Damane are
controlled by a ter'angreal called an a'dam which links them permanently to a
Sul’dam. A Damane may never move more than 1" away from her Sul’dam - they
are physically attached. Pain suffered by a Sul’dam is passed along the a'dam,
and felt by the Damane. If a Sul’dam is knocked down, her Damane is immediately
knocked down too. If a Sul’dam is stunned, her Damane is immediately stunned
too. If a Sul’dam is taken out of action, the Damane goes out of action too. In
this case, only the Sul’dam must roll for a serious injury - the Damane feels
the pain, but is not actually injured. Finally, if the Sul’dam rolls a dead
result on the serious injury table, you will not be able to use the Damane
again until a replacement Sul’dam can be found.
Weaves: A Damane has one
special weave (randomly determined) and 12 weaves chosen from the Damane Weaves
table.
Henchmen
25
gold marks to hire
The Forerunners are a
military force, and so their bulk consists of average soldiers. The fight to
restore the empire of Artur Hawkwing, but at the end of the day they are
soldiers like those that can be found in any army across the world.
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Soldier |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Weapons/Armour: Soldiers may be equipped
with weapons and armour chosen from the Seanchan Equipment list.
20
gold marks to hire
When Westlanders are
captured, they are asked to swear an oath of obedience to the Seanchan Empire. Those
that accept are allowed to continue about their duties, and are occasionally
used in Seanchan armies - their skills are recognised and put to use by the
Forerunners.
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Westlander |
4 |
2 |
2 |
3 |
3 |
1 |
3 |
1 |
7 |
Weapons/Armour: Westlanders may
be equipped with weapons and armour chosen from the Westlander Equipment list.
SPECIAL
RULES
Fixed
Equipment: When a Westlander is first recruited, select and pay for his equipment.
This equipment cannot be changed through a campaign - a Westlander is not
supplied by the Seanchan, but must bring the equipment that he had when he
swore his oath.
The exotic animals presented
in the Seanchan warband are treated as henchmen - they count towards the
maximum number of warriors your warband is allowed to contain. They are not
equipment - if their Morat is killed, they do not leave the warband. Note,
though, they cannot be used again unless you purchase a replacement Morat with
the appropriate skill. If you do not do this, the animal leaves the warband and
you do not gain any form of reimbursement.
120
gold marks to hire
Rare
10 if purchased after initial recruitment
The most intelligent of the Seanchan exotic animals, Torm look like a cross between a horse-sized cat and a lizard. They have bronze scales, six-clawed feet and three eyes. As riding animals, they are faster than horses, and have more endurance.
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Torm |
9 |
3 |
0 |
4 |
3 |
1 |
4 |
1 |
6 |
Weapons/Armour: Torm may not be
given any equipment.
SPECIAL
RULES
Battle
Schooled: The mount has been specially trained to fight on a battlefield. The rider may re-roll any failed loss of
control tests. Only one re-roll is
allowed per test.
Hate
Corlm: Corlm and Torm are rarely used together. If a Corlm is in charge range
of a Torm, roll a D6. On a 1-2, the Torm must charge the Corlm. Fight a round
of combat as usual, with only the animals attacking each other, and then move
them 1" apart.
Frenzy: If a Torm is in
combat for too long, it will enter a battle frenzy. If a Torm becomes involved
in a combat that lasts three turns, on the third turn it will become frenzied.
When this happens, it doubles its attacks, but the rider is too busy holding on
and so may not fight himself. After this combat ends, the Torm will move
randomly (roll a scatter dice) until its frenzy is beaten out of it. There is
nothing the rider can do to stop this.
Disturbing
Gaze: The intelligence in the eyes of the Torm can unnerve even the bravest
warrior. Torm cause fear.
40
gold marks to hire
Rare
9 if purchased after initial recruitment
Corlm look like flightless
birds. They have long necks and a double-crest on their foreheads, but instead
of feathers they are covered with long striped or mottled hair. The
double-crest is actually a pair of ears. Corlm are especially useful as they
are extremely efficient trackers and hunters.
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Corlm |
6 |
4 |
0 |
3 |
3 |
1 |
4 |
1 |
5 |
Weapons/Armour: Corlm may not be
given any equipment.
SPECIAL RULES
Animosity: Corlm do not tolerate
each other well, and so are never used together. Your warband can only include
a maximum of one at a time.
Trackers: Corlm make
excellent trackers. They can spot hidden enemies at up to twice their
Initiative distance in inches, and alert their handlers to the enemy's
presence.
90
gold marks to hire
Rare
9 if purchased after initial recruitment
Raken are flying animals with
bodies larger than that of a horse. Their wings are gray and leathery, looking
somewhat like a bat's. Though slow and awkward on the ground, they are swift
and graceful in the air. Though its primary use is scouting and carrying
messages, they can be used in battle when a swift attack is needed.
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BS |
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Raken |
2 |
3 |
0 |
4 |
3 |
1 |
3 |
1 |
4 |
Weapons/Armour: Raken may not be
given any equipment.
SPECIAL
RULES
Battle
Schooled: The mount has been specially trained to fight on a battlefield. The rider may re-roll any failed loss of
control tests. Only one re-roll is allowed
per test.
Fly: Raken fly
20" a turn if they wish, ignoring intervening terrain.
Riders: Raken are not
strong enough to carry fully armed and armoured warriors. Their riders may
never wear any sort of armour except a helmet. Obviously, they cannot wear
barding. Each Raken can carry only one warrior for battle - though they do
carry two for scouting expeditions, this option does not exist in this game.
200
gold marks to hire
Rare 8 if purchased after initial recruitment
Weighing between three and
five hundred pounds, the Grolm is the size of a large bear with skin like a
frog's and three eyes. Unfortunately, though it is ferocious once in battle,
the Grolm is not intelligent at all.
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BS |
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Ld |
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Grolm |
5 |
3 |
0 |
4 |
5 |
2 |
4 |
2 |
4 |
Weapons/Armour: Grolm may not be
given any equipment.
SPECIAL
RULES
Scare
Horses: Horses don't like Grolm. Any horse wishing to charge, or being charged
by, a Grolm must take a fear test.
Regenerate: Grolm regenerate
wounds incredibly fast. Whenever an enemy successfully inflicts a wound on a
Grolm, roll a D6. On a result of 5+ the wound is ignored and the Grolm unhurt.
Grolm must still roll for injuries after a battle if they are taken out of
action.
Stupid: Grolm are not
intelligent creatures. They suffer from stupidity.
Remember that they can use their handler's leadership if he is within 6".
150
gold marks to hire
Rare
8 if purchased after initial recruitment
The best fighter of the Seanchan exotics, the Lopar is an absolutely huge animal. It has two eyes, no external ears and a large, round head. Though often placid in friendly, they are extremely loyal animals capable of dealing a great deal of damage when ordered to.
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BS |
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Lopar |
5 |
4 |
0 |
5 |
4 |
1 |
4 |
1 |
5 |
Weapons/Armour: Lopar may not be
given any equipment, except barding.
SPECIAL
RULES
Loyal: Lopar are very loyal
animals. If their Morat is killed (i.e. rolls a dead result on the serious
injuries chart), they will refuse to eat for some time. For the next three
battles, roll to see if the Lopar dies just as if it had been taken out of
action in a battle, regardless of whether that actually happens. If a new Morat
is found and the Lopar survives this three game period, it will become loyal to
its new master.