Ehrin Wren (Warcaster)
From IKwiki
| Focus 6 | CMD 9 | ||||
| SPD | STR | MAT | RAT | DEF | ARM |
| 6 | 6 | 6 | 6 | 15 | 16 |
| Ephrael's Tear | |||||
| M | Special | POW | P+S | ||
| Multi | 4 | 10 | |||
| Revolver | |||||
| R | RNG | ROF | AOE | POW | |
| 10 | 3 | - | 11 | ||
| Ehrin's Damage | 16 | ||||
| Point Cost | TBA | ||||
| Field Allowance | C | ||||
| Victory Points | 5 | ||||
| Base Size: Small | |||||
Description
Ehrin Wren, Mercanary Warcaster Character
Born Cygnaran, Ehrin was once a proud and loyal member of the elite Stormguard. One winter, less than a year after King Leto ascended to the throne after deposing his tyrant brother, it was discovered that Ehrin had the potential to become a potent warcaster. Directly on the heels of this blessed revelation, he fell deeply in love with a woman named Ephrael, and the two were quickly betrothed. Ephrael, however, was completely against violence of any kind, and refused to be Ehrin's wife unless he gave up his life of dedicated to war. Such was Ehrin's love for Ephrael that, knowing that with his newly discovered potential he would never be granted discharge from the Cygnaran military, he deserted. The two lovers fled from heavily populated areas, and in time, when they were sure Ehrin was no longer being pursued, they settled into a near idyllic woodland life, living off the land and each other. Although Ehrin sometimes thought of his old life, he was immensely happy in his new one, and felt no regret over what he had done.
Several years passed in total contentment, until one day the Khadorans invaded. Ehrin had thought their refuge far enough out of the way that war would never find them, but as their home was torn apart by the concussive blast of a Destroyer, he realized just how wrong he had been. The two lovers watched in mute horror as everything they had built together, their entire life, was obliterated in one horrific moment. They ran, then, but it seemed no matter which way they went there were both Cygnaran and Khadoran troops and 'jacks. Although they were simply caught in the middle and not targets, the danger was no less real. Neither could tell how long they had been running, but at some point Ehrin spied a hole in the Khadoran line, and they made a mad dash for it, hoping to at last be free. Unfortunately, the Cygnarans saw the same hole, and, just as Ehrin and Ephrael were making their last bid for freedom, a line of Storm Lances charged directly at them, hoping to break through the chink in their enemy's armour. Whether they saw her or not has never been clear to Ehrin, but the truth remains that the Storm Lances trampled Ephrael to death, mere feet from Ehrin, as they charged past.
Ehrin flung himself on Ephrael's corpse, crying out like a wounded animal, and, in that moment, something deep inside him changed forever. His arcane potential, never before tapped, released itself in a blinding torrent, indiscriminately destroying everything it touched. When he awoke, whether it was several minutes or several hours later, Ehrin was laying in a crumpled heap at the epicenter of a massive crater. Cradled in his arms was a weapon, a glaive, hafted in silver and bladed with a metal that pulsed blue with it's own inner arcane light. There was nothing else around him. No trees, no bodies, not even scraps from a warjack. He picked himself up, hefted his newly forged weapon, and walked away from that life forever, vowing unending vengeance on all those who use violence as a means of control and power.
Several years have passed since that fateful day, and Ehrin has not spent them idly. Traveling the length and breadth of the Iron Kingdoms, honing his magical abilities along the way, Ehrin has established major military and political contacts among every nation, faction, religion, and people he has encountered. Sowing dissent in his wake, Ehrin's only goal in life now is to topple the military giants of the Iron Kingdoms, and their governments with them.
Special Rules
Ehrin Wren
- Pathfinder
- Hand in your Pocket - Ehrin's battlegroup may include warjacks, with individual points costs of not more than 110, from any faction, except the faction he is currently opposing. Ignore all special rules regarding faction requirements/constraints when choosing warjacks for Ehrin's battlegroup. Any force including Ehrin may also field any mercenary model/unit regardless of contract.
- Word in your Ear - After all players have deployed all of their models, including advanced deployment, Ehrin's controller may cause any one enemy model/unit, which does not have the Commander special rule, to redeploy up to it's SPD in inches from it's current location, provided it does not leave its normal deployment zone.
- Coercion (* Action) - As a special action, Ehrin may attempt to turn mercenaries against their current employer (controller). When in base-to-base contact with a mercenary that could normally be hired to work for Ehrin's controlling faction, Ehrin may forfeit his activation to make a single Coercion attempt. Ehrin may not attempt to coerce a model/unit after a charge. Roll 2d6 and add Ehrin's current CMD. The target model/unit does the same. Models/Units may always use their leader/officer's CMD, but may never use the CMD of any other model/unit (such as in the case of models with the 'Command' special rule), unless they are also in base-to-base contact with the target model/unit. If Ehrin's total is higher, the affected model/unit may activate normally this turn, under the control of Ehrin's controlling player. If the target model/unit rolls higher it is unaffected, and may not be targeted by Coercion again for the rest of the game. For the rest of the game, the opposing player may make an additional check during each of his maintenance phases (2d6 + CMD) to see if the model/unit can be brought back under the control of the opposing player. This roll is made using the CMD of any model with the Command special rule, provided the affected model/unit is within its CMD range. If the affected unit is not in the CMD range of any model with the Command special rule during the opposing player's Maintenance phase, no roll may be made. If he beats Ehrin's initial roll, the model/unit returns to his control, may activate normally this turn, and may not again be affected by Coercion for the rest of the game. If he fails the roll, the affected model/unit remains under the control of Ehrin's controlling player, and may activate normally during each his activation phases, until the opposing player beats his roll during one of his subsequent maintenance phases, or the game ends.
- Nothing Left to Lose (* Action) - Once per game, Ehrin may forfeit his activation to use Nothing Left to Lose. When this ability is activated, place a 5" AOE centered on Ehrin. All models touched by the template suffer an unboostable POW 15 damage roll. These damage rolls are simultaneous. Models destroyed by Nothing Left to Lose are removed from play. Immediately after resolving these damage rolls, roll a d6. On a roll of 1-4, Ehrin has been consumed by his own volatile arcane energy, and is removed from play. On a roll of 5-6, Ehrin survives the blast but is knocked down, and his activation immediately ends.
Revolver
- Quality vs. Quantity (* Attack) - During any activation in which Ehrin receives an aiming bonus, he may instead forfeit this bonus to make up to 6 Revolver attacks without spending focus, each at a cumulative penalty. The first attack is made at Ehrin's current RAT, the second at RAT -1, and the third at RAT -2, and so on, up to RAT -5 for the sixth attack. After all Quality vs. Quantity attacks have been resolved, Ehrin may still spend focus to gain additional Revolver attacks, up its ROF of 6. These attacks receive the aiming bonus as normal.
Ephrael's Tear
- Reach - 2" Melee Range
- Set Defense - Ehrin receives +2 DEF against charge attacks in his front arc.
- Arcane Sheath - Ehrin brings forth the latent arcane energy in Ephrael's Tear. For each focus point spent towards Arcane Sheath, all Ephrael's Tear attacks made this activation gain +2 POW.
Feat
- TBA
Feat not yet complete.
Spells
| Spell | Cost | Range | POW | AOE | UP | OFF |
| Arcane Storm | 4 | CTRL | 13 | 3 | - | X |
| Arcane energy coalesces and detonates, ripping apart everything in its radius. Place a 3" AOE anywhere completely within Ehrin's control area. All models touched by the template suffer a POW 13 damage roll. All models damaged by Arcane Storm suffer Disruption. The model from which Arcane Storm originates is never affected by Arcane Storm. | ||||||
| Phase Shift | 3 | 8 | - | - | - | - |
| Target model may immediately be placed up to 6" away from it's current location in any direction, and gains +3 DEF for 1 round. Affected models must move at least 1" to receive the bonus to DEF. If the target model has not yet activated this turn, and Phase Shift moves it into melee range with an enemy model, then the affected model counts as having charged. Models affected by Phase shift may activate normally this turn if they have not already done so. Phase shift does not trigger free strikes. Phase Shift requires an offensive spell roll when used to target an enemy model. | ||||||
| Gravity Well | 3 | 8 | - | 5 | - | X |
| Target affected model must forfeit it's next movement. All models caught in the AOE may not end their next activation farther from the affected model than they began. | ||||||
| Temporal Displacement | 2 | 8 | - | - | X | - |
| Target model may re-roll up to 2 dice for any one roll, then Temporal Displacement expires. | ||||||
| Rapid Aging | 3 | 8 | - | - | X | X |
| Target affected model/unit suffers -2 to SPD, STR, MAT, RAT, and DEF. | ||||||
| Acceleration | 2 | 10 | - | - | X | - |
| Target model/unit receives +2 SPD and DEF | ||||||
Playtesting Notes
(21/02/08) - Added to IKWiki. Not yet playtested.
