The Ever-Victorious Army

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"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.

 

Starting experience

 

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 lists

The following lists are used by Seanchan warbands to pick their weapons:

 

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


Armour

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.

 

 

Seanchan skill table

 

 

Combat

Shooting

Academic

Strength

Speed

Riding*

Commander

X

X

 

X

X

 

Morat

X

X

 

 

 

X

Sul’dam

 

X

 

 

X

 

Damane

 

 

 

 

X

 

 

* Riding skills can be found in the riding rules section.

 

Damane Weaves Table

 

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

 


1 Commander

 

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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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.

 

0-2 Morat

 

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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Morat

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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.

 

0-1 Sul’dam

 

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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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

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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

 


Soldiers

 

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

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Weapons/Armour: Soldiers may be equipped with weapons and armour chosen from the Seanchan Equipment list.

 

0-5 Westlanders

 

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

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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.


 

Exotic Animals

 

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.

Note that Torm and Raken are ridden by their Morat, whereas Corlm, Grolm and Lopar are treated as independent models - it is usual for their handlers to stay close by, but they do not ride them. Torm, Corlm, Raken, Grolm and Lopar are all animals, and so do not gain experience.

 


Torm

 

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

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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.

 

Corlm

 

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

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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.

 

Raken

 

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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Raken

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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.

 

Grolm

 

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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Grolm

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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".

 

Lopar

 

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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Lopar

5

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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.

 

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