"With enough Aes Sedai
and enough Warders, the Trollocs can be beaten off, though I cannot say how
many battles it will take."
- Moraine Sedai to a young Rand al’ Thor
SHADOWSPAWN
The War of the Shadow began as a conflict of men against men. But Lews Therin and his supporters soon discovered that the Dark One was more than willing to use inhuman soldiers to fight his battles. Early in the war those opposing the Shadow found themselves suddenly facing not just men, but hordes of dark horrific creatures out of nightmare, and their numbers increased as the war continued. These Shadowspawn were often vaguely human, but with differences born of the dark that made them far less than men, if more deadly.
Many of these creatures were created by the Forsaken Aginor, and others, from existing genetic material. They were designed to breed true whenever possible, since natural procreation was a more certain and less costly way to produce large populations than were laboratory vats.
TROLLOCS
The Dark One’s greatest need was for soldiers. Before the war, his scientists set about combining living human and animal genetic material to create the ultimate warrior, something that was powerful and fierce in battle, fast, hard to kill, and intelligent enough to fight well and take orders. The resulting man-beasts, each with face and characteristics of the particular animal from which he was crafted, were called Trollocs.
However, as an ultimate fighting machine the creature was initially a failure. Trollocs simply did not have the crucial discipline, or the ability to take orders, that characterizes an efficient soldier. Instead they had the instincts and drives of animals combined with the worst human characteristics and a very limited (by human standards) level of intelligence.
MYRDDRAAL
Though initially considered a failed soldier, the advent of the Myrddraal changed all that. Trollocs do not always breed true; instead they sometimes produce throwbacks to either the animal or human side of their genetics. The throwbacks to the human side usually survive, though corrupted by the evil of their original makers, and are called Myrddraal.
The most chilling difference between humans and the Myrddraal is in their faces. So like a human face but for the complete lack of eyes, these creatures can see like eagles in brightest sunlight or darkest shadow. Sight without eyes is not their only inhuman ability – Myrddraal can also vanish wherever there are shadows, and travel far distances by stepping into any area of shadow, only to suddenly appear elsewhere, in a shadow far away.
Perhaps their most potent weapon is their
eyeless gaze - the stare from their cold, merciless faces causes paralyzing
fear. It was the Myrddraal’s ability to cause fear that helped solve the
Trolloc problem. Even Trollocs are terrified of Myrddraal, and the Halfmen were
quite capable of taking and following orders. So it was that the Trollocs were
salvaged as soldiers, with the Myrddraal as their commanders.
In time it was discovered that Myrddraal
could link with a number of Trollocs, completely overriding their bestial
nature and taking control of their minds and wills, to create a deadly,
well-disciplined fighting force almost as effective as was originally intended.
Unfortunately, the Myrddraal was then the weak link. This control only lasted
so long as the Myrddraal lived.
Their weapons, armour,
and fighting style are much more sophisticated than that of their parent
Trollocs. Instead of crude chain mail
and leather, they wear black articulated plate designed in multiple overlapping
strips over black gambeson and breeches, which gives maximum protection and
freedom of movement while enhancing their serpent-like demeanor.
SPECIAL
RULES
Mental Link: The link between Myrddraal
and his Trollocs has a negative side effect.
When a Myrddraal is killed, the Trollocs under his command appear to
suffer a form of physical pain. If the
Myrddraal is taken out of action
all Trollocs and Trolloc Veterans in the warband must roll equal to or under
their toughness characteristics or be immediately knocked down.
Gifts of the Dark One: When a Myrddraal or Trolloc
Veteran rolls up a skill, they have the option of beseeching the Dark One for a
gift. This is a risky business, but the rewards can be great. If a warrior
chooses to do this, immediately roll on the Gifts of the Dark One table - you
must accept the result whether you like it or not!
Choice of Warriors
A Shadowspawn
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.
Myrddraal: Each Shadowspawn warband
must have one Myrddraal: no more, no less!
Trolloc Veterans: Your warband may include up
to three Trolloc Veterans.
Gray Man: Your warband may include up
to one Gray Man.
Trollocs: Your warband may include any
number of Trollocs.
Darkhounds: Your warband may include up
to three Darkhounds.
Draghkar: Your warband may include up
to one Draghkar.
A Myrddraal starts with 20 experience.
A Gray Man starts with 12 experience.
Trolloc Veterans start with 8 experience.
Henchmen start with 0 experience.
Shadowspawn skill table
|
Shadowspawn equipment listsThe following lists are used by
Shadowspawn warbands to pick their weapons:
|
|
|
MYRDDRAAL EQUIPMENT LIST Hand-to-hand Combat Weapons Dagger ............................. 1st free/2 gm Mace ............................... .. 3 gm Axe .................................. .. 5 gm Sword .............................. 10 gm Spear ............................... 10 gm Double-handed weapon .. 15 gm Missile Weapons Crossbow ........................ 25 gm Armour Toughened leathers ......... .. 5 gm Light armour ................... 20 gm Heavy armour* ............... 50 gm Barding* .......................... 80 gm Helmet ............................ 10 gm Mounts Horse .............................. 40 gm Warhorse ......................... 80 gm TROLLOC
EQUIPMENT LIST Hand-to-hand
Combat Weapons Dagger ............................. 1st free/2 gm |
Club ................................ .. 3
gm Axe .................................. .. 5 gm Sword .............................. 10 gm Spear ............................... 10 gm Double-handed weapon .. 15 gm Missile
Weapons Trolloc bow .................... 15 gm Armour Toughened leathers ......... .. 5 gm Light armour ................... 20 gm Helmet ............................ 10 gm GRAY
MAN EQUIPMENT LIST Hand-to-hand
Combat Weapons Dagger ............................. 1st free/2 gm Axe .................................. .. 5 gm Sword .............................. 10 gm Armour Toughened leathers ......... .. 5 gm Items marked with a * can
only be bought by mounted warriors. |
Heroes
110
gold marks to hire
Also known as Shadowmen, Halfmen, Lurks, Fetches, Fades, Eyeless and Neverborn, the Myrddraal resemble men much more closely than do their Trolloc parents. With tall, muscular, coldly handsome bodies, they move with sinuous grace beyond the capability of any human, and strike with the speed of a serpent. Their faces completely lack eyes, and yet these creatures have no difficulty seeing, day or night.
|
Profile |
M
|
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Myrddraal |
5 |
4 |
3 |
4 |
4 |
2 |
6 |
1 |
8 |
Weapons/Armour: A Myrddraal may
be equipped with weapons and armour chosen from the Myrddraal list.
SPECIAL RULES
Leader: Any warrior
within 6” of the Myrddraal may use his Leadership characteristic when taking
Leadership tests.
Sword
Forms: Myrddraal are well known for their prowess with their swords, as well
as their speed. A Myrddraal may choose three sword forms when first recruited,
and may take additional forms instead of a new skill.
Fearsome: The eyeless face
of a Myrddraal strikes fear into the bravest heart, and so the Myrddraal count
as causing fear.
60
gold marks to hire
Gray Men were ordinary living
men and women who did not merely pledge their souls to the Shadow, but actually
gave them away. For all intents and purposes, although they continue to move
and think, they are already dead. These “Soulless” are extremely effective
assassins; for their lack in some way makes them so ordinary looking that even
the most searching gaze can slide right over them.
|
Profile |
M
|
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Gray Man |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Weapons/Armour: A Gray Man may be
equipped with weapons and armour chosen from the Gray Man Equipment list.
SPECIAL RULES
Ordinary: In surrendering
his soul to the Dark One, a Gray Man becomes so unremarkable in appearance that
the casual observer will completely fail to see him, even if looking straight
at him. As a result, a Gray Man will always count as hidden, even if standing in the open.
In addition, enemies charged by a Gray Man will not gain any
weapon bonuses (for example, they cannot parry
if armed with a sword, and will not strike first if armed with a spear) in the
first round of combat - they haven't seen the Gray Man coming!
Soulless: The Gray Man has
lost his soul to the Dark One, and so feels absolutely nothing anymore. He
lives only to complete his tasks. As such, a Gray Man is immune to all
psychology.
55
gold marks to hire
The most vicious and cunning
of the Trollocs inevitably rise to a position of brutish authority over their
peers. Constructed from naturally aggressive animals such as boars, bears,
wolves, goats, wildcats, rams, and eagles in combination with human stock, they
live only to kill and maim, and their Veterans have developed a singular
ability in combat.
|
Profile |
M
|
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Trolloc Veteran |
5 |
4 |
3 |
4 |
4 |
1 |
4 |
1 |
7 |
Weapons/Armour: Trolloc Veterans
may be equipped with weapons and armour chosen from the Trolloc Equipment list.
SPECIAL
RULES
Leaders:
Trolloc
Veterans exert influence over other Trollocs solely based on their strength and
skill. To represent this, any Trollocs (and only other Trollocs - Veterans
exert no control over Darkhounds or Draghkar) within 4" of a Trolloc
Veteran may use its Leadership characteristic when taking Leadership tests.
Henchmen
35
gold marks to hire
The Trolloc is large and powerful. Standing eight to ten feet in
height, with the body of an overlarge, extremely muscular man, they are
stronger than either the human or animal part of their heritage and almost as
fast as a horse. Vicious by nature, they manifest plenty of ferocity, killing
for no other reason than the pure pleasure of it.
|
Profile |
M
|
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Trolloc |
5 |
3 |
2 |
4 |
3 |
1 |
3 |
1 |
6 |
Weapons/Armour: Trollocs may be
equipped with weapons and armour chosen from the Trolloc Equipment list.
60
gold marks to hire
Darkhounds are
constructed from canine stock corrupted by the Shadow. Resembling hounds only
in their basic shape, they are darker than night and as large as ponies. It has
been speculated that they were slightly shifted out of reality in their
creation, and they make no mark on even the softest ground, but leave prints in
the hardest stone.
|
Profile |
M
|
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Darkhound |
6 |
4 |
0 |
4 |
4 |
1 |
3 |
2 |
10 |
Weapons/Armour: Fangs and claws.
Darkhounds may not be armed with any additional equipment
SPECIAL
RULES
Fearsome: The gigantic
slavering visage of a Darkhound can be truly terrifying, and as such all
Darkhounds cause fear.
Animals: Darkhounds are
animals, and as such cannot gain any experience. In addition, the Leadership
characteristic of a Darkhound cannot be used for any rout tests - if only
Darkhounds are left standing, the warband automatically routs.
Servants
of the Dark One: Darkhounds live only to serve the Dark One - they are not truly alive,
and so are immune to all psychology.
100
gold marks to hire
They Draghkar are
dangerous not because of any skill in battle – the creature does not fight
well, having very thin frail hands and arms unsuited to weapons – but because
it has the ability to summon its prey into its lethal embrace. The Draghkar’s
main weapon is its song - a soft, irresistible crooning that compels its
victims to approach. Its touch is not
instantly fatal, but survivors are usually far worse than dead.
|
Profile |
M
|
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Draghkar |
4 |
2 |
0 |
3 |
3 |
1 |
3 |
1 |
10 |
Weapons/Armour: Fangs and claws.
Draghkar may not be armed with any additional equipment
SPECIAL
RULES
Fly: Draghkar can fly
instead of walking. When flying, they may move up to 12" in a turn, and
ignore any intervening terrain. Draghkar may not fly when inside buildings.
Animals: Draghkar are
animals, and as such cannot gain any experience. In addition, the Leadership
characteristic of a Draghkar cannot be used for any rout tests - if only the
Draghkar is left standing, the warband automatically routs.
Servant
of the Dark One: Draghkar live only to serve the Dark One - they fear nothing, and so
are immune to all psychology.
Draghkar's
Song: Choose a model within 8" of the Draghkar. Take a Leadership test
for that model - if it is successful, the warrior is able to avoid the
Draghkar's Song. If however the test is unsuccessful, the model may not move,
shoot or channel until the Draghkar is slain, or until the Draghkar chooses a
new target. If attacked in close combat, the model will be struck
automatically.
The leadership test to avoid the Draghkar's Song can be taken
at the start of every one of the trapped player's turns - if he passes the
test, he is free to move and act as he chooses, otherwise he is still under the
Draghkar's spell.
Draghkar's
Kiss: The Draghkar may choose to kiss a model that is under the spell of the
Draghkar's Song rather than attacking it in close combat (i.e. it must be in
base-to-base combat with the affected model). If it chooses to do this, the
model being kissed must make roll equal to or under his Toughness on 2D6 or be
immediately taken out of action. The Draghkar may not use its kiss in multiple
combats.
Mutations may be bought by Trollocs or Trolloc Veterans
only when they are recruited; you may not buy new mutations for a model after
recruitment. Any Trolloc or Trolloc
Veteran may have one mutation at most.
GREAT CLAW
Cost: 50 gold marks
One of the Trolloc's arms ends it a great, crab-like
claw. He may carry no weapons in this
arm, but gains an extra attack in close combat with a +1 Strength bonus for
that attack only.
TUSKS/HORNS
Cost: 10 gold marks
Trollocs wearing
helmets who have the tusks/horns mutation may re-roll any failed helmet saves
to avoid stunning.
BLACKBLOOD
Cost: 30 gold marks
If the model loses a wound in
close combat, anyone in base contact with the model suffers a strength 3 hit (no
critical hits) from the spurting corrosive blood.
SPINES
Cost: 35 gold marks
Any model in base
contact with the mutant suffers an automatic strength 1 hit at the beginning of
each close combat phase. Spines will never cause critical hits.
SCORPION
TAIL
Cost: 40 gold marks
The Trolloc has a long barbed tail with an envenomed tip, allowing him to make an extra strength 5 attack in each hand-to-hand combat phase. Models immune to poison only suffer a strength 3 attack.
EXTRA
ARM
Cost: 40 gold marks
The Trolloc may
use any single-handed weapon available to him in the extra arm, giving him +1
attack when fighting in hand-to-hand combat. All the usual weapon special rules
apply for the extra weapon.
EAGLE
BEAK
Cost: 30 gold marks
The Trolloc has a viciously sharp eagle's beak in place of his mouth. With it, he gains an additional attack in close combat at its basic strength. There are none of the usual unarmed penalties for this attack.
CLOVEN HOOVES
Cost: 40 gold marks
The warrior gains +1
Movement.
As explained in the special
rules section of this warband list, Myrddraal and Trolloc Veterans who beseech
the Dark One for a gift must roll on the following table. Apply any result
immediately. If you roll a Shadow-blade for a warrior that already has one,
immediately re-roll the result until you get something that is not a
Shadow-blade. The same goes for Shayol Ghul Crafted Armour.
2D6 Result
2
Wrath of the Dark
One:
For daring to issue demands to the Dark One, the model is slain! Remove this warrior immediately from your
roster. All items that this warrior had
are lost.
3-6
Nothing Happens: The Dark One is
not impressed and chooses to ignore your request.
7-8
For Trolloc
Veterans - Mutation: The warrior
develops a severe mutation. Roll a
D6. On a roll of 1 you lose a single
point from one of your warrior's characteristics (chosen by you), due to
atrophy, or some such degrading mutation.
On a roll of 2 or more you may choose which one of the mutations listed
earlier your warrior has been rewarded with. Note that this is the only
exception to the one mutation per Trolloc rule.
For Myrddraal -
Shadow-blade: Roll a D6. On the result of a
1, the malicious power of the blade gifted to the Myrddraal is too great, and
he loses a single point form one of your warrior's characteristics (chosen by
you). On a roll of 2 or more your
warrior is gifted with a Shadow-blade. See the equipment section for rules.
9-10
Shayol Ghul
Crafted Armour: This mighty armour confers a basic 4+ save, and does not restrict a
warrior's movement in any way.
11-12
Favoured: The Dark One bestows his favour on the warrior, granting him +1
strength and +1 attack.