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Shadow Warriors

Grade: 1b
Source: Town Cryer #10, revised in Mordheim Annual 2002 (PDF)
Setting: Mordheim

Lore
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.

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 specialising in the use of poison (so no Assassins).

Choice of warriors

A Shadow Warriors warband must include a minimum of three models. You have 500 gold crowns available to spend. The maximum number of warriors in the warband may never exceed 12.

  • Shadow Masters: Each warband must have 1 Shadow Master: no more, no less!
  • Shadow Walkers: Your warband may include up to 3 Shadow Walkers.
  • Shadow Weavers: Your warband may include up to 1 Shadow Weaver.
  • Shadow Warriors: Your warband may include any number of Shadow Warriors.
  • Shadow Warrior Novices: Your warband may include any number of Shadow Warrior Novices.

Starting experience

  • The Shadow Master starts with 20 experience.
  • Shadow Walkers start with 12 experience.
  • The Shadow Weaver starts with 12 experience.
  • Henchmen start with 0 experience.


Shadow Warriors Skill Table

CombatShootingAcademicStrengthSpeedSpecial
Shadow Master
Shadow Walker
Shadow Weaver

Shadow Warriors Special Skills

Shadow Warriors Heroes may use the following Skill table instead of any of the standard Skill tables available to them.

Infiltration

A warrior with this skill is always placed on the battlefield after the opposing warband and can be placed anywhere on the table as long as it is out of sight of the opposing warband and more than 12" away from any enemy model. If both players have models which infiltrate, roll a D6 for each, and the lowest roll sets up first.

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. If his target is not immediately taken out of action by the Sniper they get to test against their Initiative in an attempt to spot him. A successful test means that the Sniper has been spotted and is no longer 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 armour of one of his fellow warriors with Elven runes. One member of the Warband may reroll a single failed armour 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 Warriors equipment lists

Pricing:

Shadow Warrior equipment lists

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

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free/2 gc
Sword10 gc
Spear10 gc
Double-handed weapon15 gc
Ithilmar Weapon2 x price Heroes only

Missile Weapons

ItemCost
Bow10 gc
Long bow (Long Bow)15 gc
Elf Bow35 gc

Armour

ItemCost
Light Armour20 gc
Shield5 gc
Helmet10 gc
Ithilmar Armour60 gc Heroes only

Miscellaneous

ItemCost
Standard of Nagarythe75 gc Heroes only
War Horn of Nagarythe25 gc Heroes only
Elven Cloak75 gc
Elven Wine50 gc Heroes only
Elven Runestones50 gc Heroes only


Special Equipment

Shadow Warriors have access to the following special equipment when purchasing items from the Trading Post, outside their starting list:

Elven Runestones

Cost: 50 + 2D6 gc
Availability: Rare 11 (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.

Special Rules
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 Wine

Cost: 50 + 3D6 gc
Availability: Rare 10

High Elven wines are well known to be the best in the world, and some are even rumoured 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.

Special Rules
A Shadow Warrior Warband that drinks Elven Wine before a battle will be immune to fear for the whole of the battle.

Standard of Nagarythe

Cost: 75 + 3D6 gc
Availability: Rare 9

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 colours 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).

Special Rules
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 12" of their standard may re-roll any failed Leadership tests, 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 Hatred for the remainder of the game, and may not voluntarily Rout. Note that these effects 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). A standard may only ever be purchased when the warband is created and may never be added later to the warband.

War Horn of Nagarythe

Cost: 25 + 1D6 gc
Availability: Rare 6

Similar to the Standard of Nagarythe, units of Shadow Warriors sent into Mordheim often bring with them a war horn to rally around.

Special Rules
The rules for the War Horn of Nagarythe are the same as for a normal War Horn above (except for Rarity and price).


Heroes

1 Shadow Master

70 gold crowns to hire

Shadow Master is a very honourable 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 honourable 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.

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Weapons/Armour: Shadow Master may be equipped with weapons and armour chosen from the Shadow Warrior equipment lists.

Special Rules

Leader: Any warrior within 6" of the Shadow Master may use his Leadership characteristic when taking any Leadership tests.

0 – 3 Shadow Walkers

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.

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Weapons/Armour: Shadow Walker may be equipped with weapons and armour chosen from the Shadow Warrior equipment lists.

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 specialise 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.

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Weapons/Armour: Shadow Weaver may be equipped with weapons and armour chosen from the Shadow Warrior equipment lists.

Special Rules

Wizard: The Shadow Weaver is a wizard and may use the Shadow Magic.


Henchmen

(Bought in groups of 1-5)

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.

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Weapons/Armour: Shadow Warrior may be equipped with weapons and armour chosen from the Shadow Warrior equipment lists.

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.

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Weapons/Armour: Shadow Warrior Novice may be equipped with weapons and armour chosen from the Shadow Warrior equipment lists.

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.

Shadow Warrior Magic is used by Shadow Warriors Shadow Weaver

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.

D6Result
1Pool of Shadow
2The Living Shadows
3Wings of Night
4Cloak of Darkness
5Shadowbind
6Shield of Shadow

Pool of Shadow

Difficulty: 7

The spell fills the area around the mage with twisting shadows. The mage and all models within 6" may Hide as if there were a wall or obstruction between them and their enemies. They may Hide even after marching.

If an enemy enters the area the effect is disrupted. While the spell lasts all affected models count as being in cover against enemy shooting. The spell lasts until the start of the Shadow Weaver’s next turn.

The Living Shadows

Difficulty: 7

The Shadow Weaver may cast this spell at any enemy model within 12" and within 2" of a wall. The target suffers a single Strength 4 hit with no armour saves.

Wings of Night

Difficulty: 6

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 position that is also within 2" of a wall.

If the move places him into base contact with an enemy model he counts as charging in the first round of combat.

Cloak of Darkness

Difficulty: 7

The Shadow Weaver is concealed from enemy sight. As long as he does not attack enemy models (cast spells, shoot, or fight in close combat) he may not be attacked.

He may intercept as normal if desired, but he is not required to do so. If he does not intercept, enemies may charge past him. The spell lasts until the Shadow Weaver attacks an enemy model.

A model engaged in close combat may never choose not to attack.

Shadowbind

Difficulty: 9

The Shadow Weaver may cast this spell at any enemy model within 24" and within 2" of a wall.

The target may not move unless it first passes a Strength test on 1D6+1✏️ at the start of its turn before the Recovery phase.

The spell lasts until the Shadow Weaver suffers a wound or attempts to cast another spell. If the affected model is attacked, treat it exactly as if it were Stunned.

Shield of Shadow

Difficulty: 7

The Shadow Weaver may cast this spell on himself or a member of his warband within 12".

The target gains a 5+ armour save that is not modified by the attacker’s Strength. The spell lasts until the start of the Shadow Weaver’s next turn.