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Shadow Warriors, Sons of Nagarythe
By Mark Havener,
as appeared in Town Cryer 10.
PDF at
Downloads!
Nagarythe was once one of the most prosperous and beautiful of
the kingdoms of the High Elven land of Ulthuan. When the Witch King Malekith and
his mother Morathi led the kingdom of Nagarythe astray into worship of the Chaos
Gods, not all of their people followed. When Malekith led his people in a
rebellion against the rightful Phoenix King, those who had not been converted to
depravity remained loyal to the throne of Ulthuan and waged a secret war, a war
of shadows, against the Witch King and his armies. When the Witch King was
defeated and forced to flee with his followers, most of these ‘shadow warriors’
were killed, drowned by the sea as their land was torn asunder by the Witch
King’s foul magics.
The people of Nagarythe that survived became a nation of
wanderers, moving from place to place and never really welcomed by other High
Elves, for these Shadow Elves as they became known had gained a reputation for
being a fierce and warlike people, full of cruelty. This reputation, while
probably only partially true, sets the Shadow Elves apart from other members of
their race. This, along with their grim attitude and generally dark presence,
makes other High Elves feel ill at ease around them. In Ulthuan they are misfits
and outcasts, and many of these proud people seek their fortunes outside Ulthuan
entirely. They truly are a race ‘in the shadows’ between the cruel darkness of
the Dark Elves, and the beautiful light of the other High Elves.
Some of the Elves of Nagarythe have been driven mad by this
condition, but most have accepted their existence, and are driven on by a desire
for revenge against the arch nemesis the Witch King and his perverse mother. The
Shadow Elves form themselves into warbands and travel the lands of Ulthuan and
the Known World, sometimes fighting Dark Elves (and other forces of Chaos) when
they find them, and fighting just to survive the remainder of the time. Some
still work in the service of the Phoenix king, acting as scouts and trackers for
his armies. Sometimes small units of these warriors will be sent by their king
to distant lands on a special mission for Ulthuan – recovery of ancient
artifacts left behind when the High Elves abandoned the Old World, or sabotage
of a rumoured plot of the Dark Elves. When sent on such a mission, these bands
bring their military trappings with them – standards and war horns, unit
insignia fiercely emblazoned on their shields – for the Shadow Elves take pride
in their loyalty to the Phoenix King. Other warbands represent small groups of
warriors seeking their fortune... though still loyal to Ulthuan, they may no
longer feel welcome in their island home, or perhaps they represent a family
pursuing a personal vendetta against a particular Dark Elf leader. Whatever the
case, bands of Shadow Warriors may occasionally be seen roving the lands of the
Old World to exploring the steamy jungles of Lustria.
Due to their wandering nature, it’s not uncommon to see Shadow
Warriors travelling the lands of the Empire, so they should fit right in in your
normal games of Mordheim. However, the Empire is not the only land these
tireless warriors travel to in their quest to rid the world of Dark Elves. As
more settings are introduced for the game, you will be able to take your Shadow
Warriors to other lands, such as the jungles of Lustria as introduced in Lustria
Cities of Gold. You should not feel constrained to keep the Shadow Warriors in
one city, it is their nature to wander.
Choice of Warriors:
A Shadow Warrior Warband must include a minimum of 3 models.
You have 500 Gold Crowns which you can use to recruit your initial warband.
Maximum number of warriors in the warband is 12.
Shadow Master: Each Shadow Warrior Warband must have one
Shadow Master - no more, no less!
Shadow Walkers: Your Warband may include up to 3 Shadow
Walkers.
Shadow Weaver: Your Warband may include one Shadow
Weaver.
Shadow Warriors: Any number of models may be Shadow
Warriors.
Shadow Novices: Any number of models may be Shadow
Novices.
Special Rules
Hate Dark Elves: All warriors in a Shadow Warrior
Warband (excluding any Hired Swords) have an unyielding Hatred for Dark
Elves.
Excellent Sight: Elves have eyesight unmatched by
mere humans. All the Elves in a Shadow Warrior Warband can spot Hidden
enemies from twice as far away as other warriors (i.e. twice their
Initiative in inches).
Distaste for Poison: The use of poisons and
various drugs is a Dark Elf specialty. As such, it is frowned upon by Shadow
Warriors, even more so than by other High Elves. Warriors in a Shadow
Warrior Warband may not use poisons of any type.
Unforgiving: In addition to their hatred of their
corrupt kin, the folk of Nagarythe have a long history of struggle against
the forces of Chaos. In multiplayer games, a Shadow Warrior warband may
never forge an alliance with any Warband of a Chaotic nature (Possessed,
Skaven, Beastmen, Dark Elves, etc.)
Tolerant: Due to their outsider status with their
own people, the Elves of Nagarythe have learned to stifle their distaste for
‘lesser races’, and have even been known to work alongside them from time to
time. A Shadow Warrior Warband may hire any Hired Sword that is not of a
Chaotic or evil bent (so no Skaven, Possessed, Beastmen, Dark Elves, Undead,
etc.). They also shun the company of anyone specializing in the use of
poison (so no Assassins).
Starting Experience:
A Shadow Master starts with 20 experience.
A Shadow Walkers start with 12 experience.
A Shadow Weavers start with 12 experience.
All Henchmen start with 0 experience. experience.
Shadow Warriors' Skill Tables
Shadow Master may choose from the Combat, Shooting,
Academic, Speed or Special skills.
Shadow Walker may choose from the Combat, Shooting, Speed
or Special skills.
Shadow Weaver may choose from the Combat, Academic, Speed
or Special skills.
Shadow Warriors' Equipment List
Shadow Warriors
Thunderers
Hand to Hand Weapons
Armour
Dagger
1st free/ 2 gc
Light Armour
20 gc
Sword
10 gc
Shield
5 gc
Double Handed Weapon
15 gc
Helmet
10 gc
Spear
10 gc
Ithilmar Armor*
60 gc
Ithilmar weapon*
cost x 2 gc
Missile Weapons
Miscellaneous
Bow
10 gc
Standard of Nagarythe*
75 gc
Long Bow
15 gc
War Horn of Nagarythe*
25 gc
Elven Bow
55 gc
Elven Cloak
75 gc
Elven Wine
50 gc
Elven Runestones*
50 gc
* Heroes only! These special prices represent the lower rarity
of these items in Ulthuan; when attempting to purchase these items in Mordheim
(or Lustria), Shadow Warriors pay the same prices as other Warbands, and must
roll to find them as normal. No roll is necessary to find these items when first
starting a Shadow Warrior Warband.
Heroes
1 Shadow Master; 70 Gold Crowns
to hire
Shadow Master is a very honorable title among the warriors of the Shadow Elves…
it is given to one who has fought in the shadow war for so long that he rules
the darkness that he fights from. Often a member of the former Nagarythe
nobility, the captain of a Shadow Warrior Warband is known by the honorable
title ‘Shadow Master’. These proud and strong-willed warriors often gather a
small band of their followers and seek a life away from the hesitant charity and
distasteful stares of Ulthuan.
M
WS
BS
S
T
W
I
A
Ld
5
5
5
3
3
1
6
1
9
Weapons/Armor: Shadow Master may
be equipped with weapons and armor chosen from the Shadow Warrior Equipment
list.
Special Rules:
Leader: Any warrior within
6" of the Shadow Master may use his Leadership characteristic when taking
any Leadership tests.
0-3 Shadow Walker; 45 Gold Crowns
to hire
One step down from the title of Shadow Master is Shadow Walker. A walker in the
shadows is considered to have made friends with the darkness, and while he does
not command it, it gives him aid when asked. Shadow Walkers are seasoned
veterans in the war against the Dark Elves. They are skilled trackers and
hunters, and the most trusted lieutenants of the Warband’s captain, the Shadow
Master.
M
WS
BS
S
T
W
I
A
Ld
5
5
4
3
3
1
6
1
8
Weapons/Armor: Shadow Walkers
may be equipped with weapons and armor chosen from the Shadow Warrior Equipment
list.
0-1 Shadow Weaver; 55 Gold Crowns
to hire
All High Elves have some aptitude for magic, and those with the greatest
aptitude are taught how to bend the Winds of Magic to their will. Shadow Weavers
are the mages of Nagarythe. Due to the nature of their unending war against the
Dark Elves, the mages of Nagarythe tend to specialize in magics that use shadows
to conceal their presence and confound their enemies. In fact the title Shadow
Weaver comes from the nature of their magic… like a talented tailor, the Shadow
Weaver takes the threads of shadow and fashions them into shapes and forms of
his choosing.
M
WS
BS
S
T
W
I
A
Ld
5
4
4
3
3
1
6
1
8
Weapons/Armor: Shadow Weavers
may be equipped with weapons and armor chosen from the Shadow Warrior Equipment
list, but they may not cast spells if wearing armor.
Special Rules:
Wizard: The Shadow Weaver is a wizard and may use
the Shadow Magic list.
Henchmen
(In groups of 1-5)
0+ Shadow Warriors; 35 Gold
Crowns to hire
Most of the warriors in the Shadow Warrior Warband are veterans of at least one
battle, and all have lost loved ones to the depravity of the Dark Elves.
M
WS
BS
S
T
W
I
A
Ld
5
4
4
3
3
1
6
1
8
Weapons/Armor: Shadow Warriors
may be equipped with weapons and armor chosen from the Shadow Warrior Equipment
list.
0+ Shadow Warrior Novices; 25
Gold Crowns to hire
These are untested Shadow Elves, newly inducted into the warband. Often these
warriors are younger cousins who are setting out from Ulthuan for the first
time. Due to their hard existence, it is often a quick progression from Novice
to full Warrior, however.
M
WS
BS
S
T
W
I
A
Ld
5
3
3
3
3
1
5
1
7
Weapons/Armor: Shadow Novices
may be equipped with weapons and armor chosen from the Shadow Warrior Equipment
list.
Special Equipment
Elven Wine; 50+3D6; Availability: Rare 10 (Shadow
Warriors Only, one use only)
High Elven wines are well known to be the best in the world, and some are even
rumored to have magical qualities. A fine Elven Wine can cast out doubt and fear
and leave a general feeling of well-being in a warrior. A Shadow Warrior Warband
that drinks Elven Wine before a battle will be Immune to Fear for the whole of
the battle.
Elven Runestones; 50+2D6 gc; Availability: Rare 11
(Shadow Weavers Only.)
High Elven mages are well known as the masters of defensive magic. To aid them,
they have developed several mystic runes of power. They often inscribe these
runes on semiprecious stones, which can help strengthen an Elven Mage’s magical
defenses. A mage with Elven Runestones may use them to attempt to dispel a spell
that has been successfully cast against himself or another member of his
warband. To dispel such a spell, the mage must roll against the spell’s
Difficulty (Sorcery does not help here). If he succeeds, the spell fails to
work. If the roll fails, the spell works normally.
Elven Boots: 75 + D6X10 gc; Availability: Rare 12
Being from Ulthuan, Shadow Warriors have access to items that are rarely seen by
other races. One of these items is Elven boots. As with the War Horn above, the
rules for Elven boots are the same as the item from Town Crier issue 7 [or
Annual 2002 - article "Ye Olde Curiosity Shoppe"] (except for Rarity and price,
see above). Elven boots increase the wearer's move characteristic by +1. This
can take a warrior's move value above its maximum. Note that unlike many of the
items above, this item is equipment that any warband may use, if they can find
it.
Standard of Nagarythe; 75 + 3D6 gc; Availability: Rare
9
(Shadow Warriors Only – May only be purchased when the warband is created.)
While many Shadow Warrior Warbands are simply wandering, some represent groups
that have been sent from Ulthuan on some special mission for the Phoenix King.
Such bands are really closer to military units than loose bands of warriors. As
such, they tend to retain their unit insignia and other trappings. Chief among
these is the unit standard. A unit’s colors can hold a lot of meaning,
particularly when the warriors in that unit lack a true home. A Shadow Warrior
band normally makes their standard by hand; cost and rarity represent the
difficulty of finding the proper materials (fine silks and thread of gold, for
example). A Standard of Nagarythe can serve as a second rallying point (the
Shadow Master is the first, represented by his Leader skill) for the unit. Any
members of the Shadow Warrior Warband within 6" of their standard take all
Leadership tests against a Leadership value of 10. In addition, should the
standard be captured by the enemy (model holding the standard is Taken Out Of Action), all members of the Warband will be subject to Frenzy for the remainder
of the game, and may not voluntarily Rout. Note that these effects (Leadership
10 and Frenzy) do not affect any Hired Swords in the Warband, only actual Shadow
Warriors (including Shadow Warrior heroes) are affected. A model carrying a
standard requires one hand free to do so, so no weapons, shields, etc. may be
carried in this hand, and no double-handed weapons may be used while the
standard is carried. A standard may be used in close combat as a makeshift spear
- use the rules for a spear but with -1 on the to hit rolls.
War Horn of Nagarythe; 25+1D6 gc; Availability: Rare 6
(Shadow Warriors Only)
Similar to the Standard of Nagarythe, units of Shadow Warriors sent into
Mordheim often bring with them a war horn to rally around. The rules for the War
Horn of Nagarythe are the same as for a normal War Horn from Town Cryer issue 7
[or Annual 2002 - article "Ye Olde Curiosity Shoppe"] (except for Rarity and
price, see above), and are restated here for your convenience: A War Horn of
Nagarythe may be sounded once during the game at the start of any Shadow Warrior
turn. Until the start of the next turn, all members of the Warband gain a +1 to
their Leadership (maximum Leadership 10). The War Horn may be used just before
the warband takes a Rout test.
Elven Cloak; 75 + D6x10 gc; Availability: Rare 12
Made from the hair of Elven maidens and interwoven with living tree leaves, an
Elven cloak is a wonder to behold. A warrior wearing such a cloak will blend
into the shadows, making it very difficult to shoot at them with missile
weapons. Elven cloaks rarely come up for sale, but are sometimes recovered from
dead warriors or offered by Elves as rewards to men who have served them in some
way. A warrior aiming a missile weapon at a warrior wearing an Elven cloak
suffers -1 on his to hit roll.
Familiar; 20+1D6 gc; Availability: Rare 8
Wizards are often solitary, usually shunned by those who can barely conceive of,
much less understand, the power these individuals wield. As such, they often
share their lives with animal companions, rather than more ‘sentient’ beings.
Sometimes a magical link will develop between one of these animals and the
wizard, to the extent that the wizard begins to see through the animal’s eyes,
and hear its thoughts. Wizards in different lands favor different types of
familiars, depending on their environment: Shadow Weavers tend to favor
darkly-colored animals that can blend into the shadows with them easily --
ravens or darkly-colored cats are most common. Regardless of their form,
familiars are actually not normal members of their kind at all, but rather
creatures that have somehow become attuned to the Winds of Magic.
Familiars cannot actually be purchased as normal equipment.
The cost to ‘purchase’ a familiar actually represents the cost of materials to
cast the ritual to summon a familiar and form a magical bond with it; the Rarity
level represents the chances of the ritual actually working. As such, the cost
of the familiar must always be paid if the rarity roll is attempted, regardless
of the success of the roll. Also, only spell-casters can attempt to ‘find’ a
familiar. If a familiar is found, it should be modeled on the Spellcaster as
with any other piece of equipment. A familiar may be placed on a separate base
(in fact many of the familiars that Games Workshop sells come this way), but if this is done
the familiar must always remain in base-to-base contact with the wizard, and
it is ignored for game purposes (so it may not attack enemy models or be
attacked itself, may not intercept attackers, does not increase the wizard’s
base size, etc.), other than the effect below.
A wizard with a familiar is allowed to re-roll one failed roll
to cast a spell each turn. The result of this re-roll must be accepted, even if
it fails, and remember that you may never re-roll a re-roll. Spell-users only
(does not include users of Prayers). Note that unlike many of the items above,
this item is equipment that any warband with a spell-user may use, if he can
summon it successfully.
Shadow Warriors Special Skills
Shadow Warrior Heroes may use the following Skill table
instead of any of the standard Skill
tables available to them.
Infiltration: This skill is exactly the same as
the Skaven skill of the same name.
See in Shadows: The warrior’s senses have become
especially keen from years spent walking the shadows. As long as he has
movement to reach them, the warrior may always roll to charge opponents he
cannot see (instead of the normal 4").
Hide in Shadows: Over time Shadow Warriors have
learned how to freeze in place and remain undetected, even from the
heightened senses of their Dark Elf cousins. An enemy warrior attempting to
detect this warrior when he is Hidden must halve his Initiative before
measuring the distance.
Sniper: Long years of guerrilla warfare against
the Dark Elves have taught Shadow Warriors how to strike from the shadows
without being seen. If Hidden, a warrior with this skill may shoot or cast
spells and still remain Hidden.
Powerful Build: The warrior is strongly built for
an Elf, and is capable of feats of strength not often seen among the people
of Ulthuan. A warrior with this skill may choose skills from the Strength
skills table from now on. This skill may not be taken by Shadow Weavers.
There may never be more than two Elves with this skill in the warband at any
one time.
Master of Runes: The Shadow Weaver has learned to
harness the power of the High Elven runes of power (see Elven Runestones,
below) to a degree few mages attain. When using Elven Runestones, the mage
is +1 to his dispel roll. In addition, the mage can inscribe the weapons and
armor of one of his fellow warriors with Elven runes. One member of the
Warband may re-roll a single failed armor save or Parry roll once per
battle. After a single battle, the runes lose their glamour and must be
redone. This skill may only be taken by Shadow Weavers.
Shadow Warrior Magic
Shadow Weavers use a strange blend of magic that differs in
many ways to the traditional High Magic of their cousins of the Tower of Hoeth.
Author’s note: Several of the following spells mention that
the target must be within a certain distance of ‘a wall’. This is not literally
restricted to walls, but may include any piece of terrain that could be expected
to cast a man-sized shadow.
Pool of Shadow: The area immediately surrounding
the mage is suddenly filled with twisting shadows that make it nearly
impossible to see anything inside. This spell allows the mage and all within
6" to Hide, exactly as if there were a wall or other obstruction between
them and their enemies. They may Hide even after marching. This Hiding is
disrupted if any enemy enters the area of affect. In addition, all affected
count as being in cover against enemy shooting. This spell lasts until the
start of the Shadow Weaver’s next turn. Difficulty 7
The Living Shadows: Shadows around the target
suddenly writhe as if alive and move to strike the victim. The Shadow Weaver
may cast this spell at any enemy model within 12" of him and within 2" of a
wall. The target suffers a single Strength 4 hit with no armor saves.
Difficulty 7
Wings of Night: Wings of darkness unfurl from the
Shadow Weaver’s back and engulf him. He disappears, only to reappear in
nearby shadow. This spell may only be cast if the Shadow Weaver is within 2"
of a wall. He is instantly moved up to 12" to a place that is also within 2"
of a wall. If moved into contact with an enemy model, the Shadow Weaver
counts as charging in the first round. Difficulty 6
Cloak of Darkness: The Shadow Weaver appears to be
swallowed by shadows that even the sharpest senses cannot pierce. The Shadow
Weaver is effectively concealed from enemy sight. As long as he does not
attack (cast spells, shoot, or engage in close combat) any enemy models, he
may not be attacked. He may intercept as normal if the player controlling
him wishes, but he does not have to do so (and if he does not, enemy
warriors may charge past him of course). The spell lasts until the Shadow
Weaver attacks an enemy model. Note that a model engaged in close combat
with an enemy warrior may never choose to not attack. Difficulty 7
Shadowbind: Tendrils of darkness rise from the
shadows to engulf an enemy warrior, rendering him helpless to the whims of
the Shadow Weaver. The Shadow Weaver may cast this spell at any enemy model
within 24" of him and 2" of a wall. The target may not move unless it first
passes a Strength test on 2D6 at the start of his turn (before the Recovery
Phase). This spell lasts until the Shadow Weaver suffers a Wound or attempts
to cast another spell. If attacked while affected by this spell, treat the
target exactly as if he were Stunned. Difficulty 9
Shield of Shadow: Shadows congeal and become a
solid barrier in front of the Shadow Weaver or one of his comrades,
protecting the target from enemy attacks. The Shadow Weaver may cast this
spell on himself or a member of his warband within 12". The target receives
an armor save of 5+ that is not modified by the attacker’s Strength. The
spell lasts until the start of the Shadow Weaver’s next turn. Difficulty 7