Users browsing this forum: Google [Bot] and 1 guest. Ulthuan Ulthuan, Home of the Asur. Posted: Wed Jul 22, am. Has anyone on this forum played Wyrdwars? It's a version of Mordheim with rules updated to better reflect 8th Ed Warhammer, tightened up for balance, and with all factions represented. The heroes form a 'hunting party' with the lion.
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High Elves originate from the island kingdom of Ulthuan far to the west of the Empire, which is belaugered continuously by raids from their hated Dark Elven brethren, the fearless Norscans, and the incursions of Chaos which rack all civilized lands. The fair elven folk learn how to fight from childhood, and thanks to their extremely long lifespans they often grow in skill to become unrivaled in their prowess by other mortals.
Despite their individual ability, their numbers are few compared to their co-inhabitants of the Old World and they are always in search of some edge with which to gain an advantage over their foes. Thus the High Elves are unrivaled practitioners of the arcane arts and their specialized school of Spell craft is so highly regarded it is referred to simply as the High Magic by other Wizards.
The Elven Mages are very proficient at many aspects of Magic, including astrology and the prediction of what is to come. So it was that the coming of the comet known in the Empire as the Hammer of Sigmar was not a suprise to the inhabitants of Ulthuan. The Loremasters foretold the great power it would bring in the form of wyrdstone, but also the danger as they knew the substance was riddled with the Chaos taint and would spread the evils of corruption to all new levels.
Therefore the Pheonix King, advised by the Loremasters, issued a decree: Wyrdstone must be destroyed whenever possible, and any brave enough to undertake the hardships of travel across the lands of the Humans and to bear the dangers of the Damned city to seek out and destroy the Chaos-tainted stones would be forever honored in the lands of the Elves.
From across the provinces bands of young would-be heroes volunteered to pledge their blades to the Kings edict, and the Loremasters dispatched many apprentices to accompany them in their journey and lead them to the fell substance. Furthermore the Loremasters crafted magical devices called Wyrd-breakers to counter the Chaos taint of the wyrdstone and render the substance into more mundane gemstones thereby effectively destroying the wyrdstone but still allowing the Elves a source of revenue.
Each of the young mages was given one and sent forth to rid the world of the taint of wyrdstone. The warband starts with gc to spend as it wishes following unit numbers and weapons restrictions. A High Elven Warband must include a minimum of 3 models, and can have a maximum of 12 models including 5 Heros and 1 leader.
A starting warband must be lead by a Mage, but should he be killed they may not acquire another; one of the Heroes of the band will step forth to become the Leader. A warrior that steps up to become the Leader upon the death of the existing one gains the 'Leader' special ability and inherits the bands Wyrd-breaker, but otherwise stays the same. High Elves are fewer in number than most of the other groups staking their claims in Mordheim.
To represent this, it is harder for them to recruit replacements than other warbands. Use the following chart for finding new recruits:. Player created and future supplemental Personae and Hired Swords will have to be adjudicated on a case by case basis as appropriate to their background.
The exception is Dwarves, who might work with the Elves but if they do always charge double their normal fee as they still bear a grudge against the Elves from the War of the Beard. See each warriors entry for available equipment options.
A High Elven Warbands band has several obvious advantages, but these are balanced by a couple of significant disadvantages. The Elven warriors are all supremely talented and their profile max is the best of all the mortal races. However all the available units are correspondingly extremely expensive.
The forces greatest strength is that it can have Henchmen using 2-Handed weapons without striking last thought the cost for such is prohibitive. The forces critical weakness is that it cant survive too catastrophic of a loss; if several key Heros die the band is finished as it will never save enough money to buy them all back even assuming that the replacements can be found.
However, they should still be a fun and varied warband to play. Chaos Troll Minotaur Ogre House. Aspiring Champions Chaos Beastman. Must have a Ranger Lord to hire. Type Number Cost Mage 1 85 The Mage is a young and ambitious Elf who hopes to make a name for himself by carrying out the Phoenix Kings censure on wyrdstone.
He is relatively inexperienced but has been trained in all the basics necessary and will quickly progress if he survives.
However, the Mage is a Spellcaster and must abide by the rules regarding Spellcasters wearing armor. Special Ability : Leader. All warriors in the band within 6" of the Mage may use his Leadership value for Leadership tests. Special Ability : Spellcaster. He may choose to randomly generate a new Spell from the list in lieu of a skill raise as he gains in experience. Special Ability : Wyrd-breaker. The Elven Mage starts with the Wyrd-breaker see above. Skilled in the use of the deadly Chracian Greataxe, the White Lion has killed a fearsome white lion from the mountains of Chrace with his bare hands.
He has answered his kings call and seeks to destroy the threat of the Shadowlord before battle can be brought to the shores of Ulthuan. Special Ability : Retinue. If a White Lion is in the band, then up to 5 Chracian Axewielders may be recruited. If the White Lion should die then the Axewielders in the band will remain, but no new ones may be recruited until either a new White Lion can be found or a Chracian Axewielder gets promoted.
Skilled in the use of the deadly Hoethian Greatsword, the Sword Masters gaurd the repository of arcane knowledge housed at the fabled Tower of Hoeth and the Mages that study there.
It is possible that the High Elven Mage enlisted the aid of one to accompany him to the dangerous streets of Mordheim. Special Ability : Arrowbane. The Elf may deflect or avoid incoming arrows with his weapons or even bare hands.
Archers firing on the Hero are at an additional -1 BS to hit. If the Champion should die then the Initiates in the band will remain, but no new ones may be recruited until either a new Sword Master can be found or an Initiate Sword Master gets promoted.
Equally good at range or up close, and with sences honed to a razors sharpness he provides a formidible presence to any Mages retinue. If a Ranger Lord is in the band, then up to 2 Elven Rangers may also be recruited.
Type Number Cost Ranger 55 Elven Rangers represent the consumate balanced warrior, equally skilled at hand to hand and ranged attack. They are keen of eye and sure of hand, making them able additions to any band in any environment. Type Number Cost Elven Archers 45 Trained from childhood and practically immortal, Elven warriors become quite skilled in all aspects of warfare, but are particularly renowned for the accuracy of their archers.
Type Number Cost Elven Warriors 40 Trained from childhood and practically immortal, Elven warriors become quite skilled. Using a variety of weapons and from various provinces of Ulthuan, they form the bulk of any High Elven warbands force. Killer Shrike, www. Dramatis Personae. New Hired Swords. New Skills. New Spells. New Equipment. New Mutations. Octavian von Rochestein. Lillith von Rochestein. Josef the Undying. Darius von Waldenstein.
Rufio du Hastur. Lysander the Red. Ulisi'vus, the Shadow's Breath. Bulwyf, Son of Hargilliac. Pipa, the Chickenhawk of Moot. Ruagh Ironjaw. Magic Users. Priestess of Shallaya. Priest of Morr. Priest of Ulric. Dwarf Blacksmith. Dwarf Daemonslayer.
Dwarf Miner. Dwarf Pistolier. Dwarf Thunderer. Dwarf Tunnelfighter. Halfling Burglar. Chaos Knight. Chaos Troll. Chaos Warrior. Miragliano Crossbowman. Reikland Targeteer. Stirlander Longbowman. Blade Master. Bounty Hunter. Former Soldier. Judicial Champion. Middheim Zweihandler. Road Warden. Marienburger Sellsword.
Mordheim - Warbands - High Elves
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High Elves originate from the island kingdom of Ulthuan far to the west of the Empire, which is belaugered continuously by raids from their hated Dark Elven brethren, the fearless Norscans, and the incursions of Chaos which rack all civilized lands. The fair elven folk learn how to fight from childhood, and thanks to their extremely long lifespans they often grow in skill to become unrivaled in their prowess by other mortals. Despite their individual ability, their numbers are few compared to their co-inhabitants of the Old World and they are always in search of some edge with which to gain an advantage over their foes. Thus the High Elves are unrivaled practitioners of the arcane arts and their specialized school of Spell craft is so highly regarded it is referred to simply as the High Magic by other Wizards. The Elven Mages are very proficient at many aspects of Magic, including astrology and the prediction of what is to come. So it was that the coming of the comet known in the Empire as the Hammer of Sigmar was not a suprise to the inhabitants of Ulthuan.
High Elf Warband. The Citadel of Dusk was built for the dual purpose of guarding the seaways off the east coast of Lustria against incursions from the rest of the world, and as a staging post from which the High Elves could watch the movements of the Lizardmen and their Slann masters. So far the mighty Slann Mages have not appeared unduly concerned by the constant incursions onto their lands by the greedy peoples of the Old World and Naggaroth, and appear to have done little to prevent these predatory races from returning. Yet the High Elves know that despite the Slann's relative calm in the face of these constant raids, the patience of ancient Mage-Priests is not limitless. The Elves fear that the Slann might one day rouse themselves from their century-long meditations to make a concerted effort to end any and all threats to the continuation of their culture as the inheritors of the Old Ones. If the Slann were to throw all their intellect and resources into total war, they could conceivably wipe out whole nations before they could be stopped, such is their awesome power.