important ones aside from Marienburg, such as
L'Anguille on the northern coast of Bretonnia. Most of
During the Storm of Chaos, the Admiral of the elven them speak Reikspiel as well as Elvish, and many have
fleet deployed from Ulthuan led warships with the a smattering of the Norse language too. The Elven
haste of Asuryan to aid the Empire against Chaos. trading posts of the Old World are run almost
Aided by the Sea Rangers of the Uranai, his ships exclusively by Sea Elf clans.
companies wiped out settlements and slaughtered The Sea Elves set out on voyages of exploration which
livestock, spreading fear and confusion along the range as far as Cathay in the east, Lustria in the south
coast of Norsca. and the New World to the west. To the Old World,
Not content to merely contain the longships of the their ships bring goods from every continent. Every
marauders and prevent their attacks, Sea Lord Aislinn Old World port with a population over ten thousand
adopted an offensive strategy, striking at villages on has its own Elven quarter – an area where the Elven
the Norscan seaboard. The terrified survivors of the merchants build their houses and administer their
Sea Lord's attacks carried tales of the 'Sea Ghosts', own laws and customs. These quarters are generally
from village to village. regarded as off-limits by the human populace, and
even the city militia and local authorities are reluctant
Elf rangers are rustic outsiders, choosing to work and
to interfere here. Elven trade is a valuable asset to any
sometimes live out their many years at sea or out in
community, and most people are happy to let the
the wilderness. Troupes of wildling elves from
elves run their own affairs as long as it continues to be
Laurelorn Forest consort with clans from the Elf
profitable. A typical trading community would have a
Quarter in Marienburg. Recruiters enlist novice
population of about 1% of the total city population.
traders, wayfarers and travelling youngbloods. Wood
Although trading posts are sometimes maintained in
elves are otherwise socially isolated from port
smaller cities, this is rare, and often occupation is
inhabitants. The cultural divide is bridged between
sporadic or temporary – traders coming or going, a
seafaring companions. Maritime adventurers form one
family settling for a few years before retiring back
caste despite schism. Entertainer or warrior, loyalty is
home. The largest Sea Elven trading quarter is to be
always to the crew after swearing allegiance to the
found in Marienburg, where there are about 500 elves.
ship's company.
Marienburgers call it 'Elftown'.
They were mighty sailors and explorers and wizards
Some elves in Marienburg are emissaries from flotillas
without equal. Elf folk were said to be cruel and
sailing into port from Lothern in Ulthuan. Where as
degenerate and given over entirely to pleasure. Elvish
merchants from a dozen lands of men inhabit the
slavers often raided the coast of the Old World, and
foreign quarters of Lothern, only scholar-servants from
mortal men never saw those they took again. Some
far Cathay reside in Elftown. Outsiders inhabit
scholars claimed only those sworn to darkness
buildings around the district borders of the
enslaved mankind. Others claimed that this was
Marienburg trading quarter. In the harbour of
simply a convenient fiction that allowed elf traders to
Lothern, mighty merchant galleons from Marienburg
disclaim responsibility for their cruel corsair kindred.
and Bretonnia, dhows from Araby with sails like shark
"It is said that the words of an elf are as fins, and junks from Cathay with towering stern-castles
slippery as machine oil." and lateen rigs, dock alongside the many elven ships.
— Gotrek Gurnisson, Trollslayer By contrast the wharves of Elftown are exclusively
lined with long lean Eagles, Falcons and Bloodhawks
of elven design. The ships of men may have come to
Lothern to trade but they are prohibited by law from
Sea Elves were originally traders and often visited the entering waterways connecting to the Elf Quarter in
ports of the Old World. The Elves living around the Marienburg! Sea Elf watch patrols judiciously
coasts of the Elven Kingdoms have a tradition of inspecting the canals make sure nobody gets in or out.
seamanship and fighting, and lack the normal Elven Powerful merchants from the Ten Great Families can
disdain of physical labour. Because of this, the High purchase magical wares, powerful drugs and medicine
Elves look down on them, thinking Sea Elves rough for which the elves are famed, and in return they bring
and uncouth. cargos of silk, exotic woods, perfumes, spices, and
Sea Rangers are brave warriors and tireless guardians trained pleasure slaves to the Elven Kingdoms.
of the seaways, and it is thanks to them that the sea "My father is a merchant. He often does
routes between the Old World and Lustria remain business in Marienburg. There is a colony
open. Sea Elves are quite venturesome, and can often of elves there even to this day. Word gets
be found as merchants and traders in Old World out. Stories get told."
ports. Some of the Uranai settled in the more — Felix Jaeger, Poet
183 WK
A medley of seafaring testimonies dredged up by the ceaseless archiving of playwright,
street performer and suspected werecreature Stuart Cresswell paying homage to the elder races
through maritime fables, inspired by the legacy of pioneering scribe Mark Havener.
Unforgiving: In addition to their hatred of their
corrupt kin, elf folk have a long history of struggle
Sundering: All elf warriors in a Sea Elf Rangers against the forces of Chaos. In multiplayer games, a
Warband have an unyielding hatred for Dark Elves. Sea Elf Ranger warband may never forge an alliance
Sea Elf Rangers hate Dark Elves. with Dark Elves, followers of Chaos or Skaven
warbands.
Excellent Sight: Elves have eyesight unmatched by
mere humans. All the Elves 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 other Elves. Warriors in a Sea Elf Rangers
Warband may not use poisons of any type.
Tolerant: Due to their outsider status with the Asur,
Sea Elves have learned to stifle their distaste for
younger races. Unless specified otherwise a Sea Elf
Rangers Warband may hire any Hired Sword that is
not a Dark Elf, Skaven or a follower of Chaos. In
addition they shun the company of anyone
specializing in the use of poison so may never hire
Assassins.
Magicians: If a Sea Elf Rangers warband hires the Elf
Mage Hired Sword then the magician can be retained
after each battle by paying 25 gold crowns upkeep.
Guardians Of The Peace
Manniocs-quinsh is the watch patrol force in Elftown more commonly referred to as Mannikins. Silver-lamplit canal
avenues are patrolled by Sea Elf watch officers in fast boats. Private ways with glittering shops on branching
boulevards attract trespassers. A patrol detail will turn away visitors unless they are invited guests. The jurisdiction of
the stone-faced Mannikins only stretches beyond the borders of the elf quarter for the purpose of policing crimes
involving elves. Missives sent by the elves are curt. It is no surprise that elf police are not well liked by other
constabularies in the city. A sentiment that is shared by most Marienburgers!
All elf crime committed anywhere in the Wasteland is also the purview of the Guardians of the Peace. Black Hats and
the River Watch help keep the peace by depositing suspected violators of Elftown law on the Elfgate Bridge. The law
enforcement constabulory is divided into two bodies each governed by separate clans. The Sun Guardians work the
dayshift. Clan Aisellion enforces sentry duties at the three watch barracks where s officers including sergeants and
sages preserve order on the docks and hinder any smuggling attempts.
The Moon Guardians were originally governed by the smallest of the eight major clans until an incident involving
Stromfels cultists. Guardians appointed to the nightwatch by Clan Lormorillian were unable to prevent a series of
and killings through torture of important representativesfrom Clan Tallaindeloth. Strong trade connections
kidnaps
with the Empire, Kislev and Bretonnia were not enough to disuade the High Council from seizing control of the
after the fiasco. As a consequence, the Exarch was assigned
division to manage affairs until the High Council decreed
the House of Silvermoon should have direct control over the Moon Guardians. Following the appointment, there has
investigation into the murder of a significant clan member. The outcome is a campaign of conflicts with an old
been an
enemy being fought in the dank catacombs beneath the city.
Undercover operatives are split between three smaller agencies. The Star Gazers is a clandestine assembly gathering
intelligence through a network of spies and informants reporting back to the Star Gazer Council. The Nightwalkers
and the Shadows are the other two parts of the organisation. The Shadows are composed of elite combat experts and
contributes mages whilst the Nightwalkers position highly trainedskilled field agents in delicate covert operations.
184 WK
Lookouts: Your warband may include up to two
Lookouts.
A Sea Elf Rangers warband must include a minimum Sea Rangers: Your warband may include any
of three models. You have 500 Gold Crowns which number of Sea Rangers.
you can use to recruit and equip your warband.
maximum number of warriors in the warband is 12. Minstrels: Your warband may include up to three
Minstrels.
"The High Elves know too much of Wildkin: Your warband may include up to two
discipline and too much of restraint to Wildkin.
take a proper part in the affairs of the
River Boat: Each Sea Elf Rangers warband may
world. That is why the first sea elves had to
include one River Boat.
quit their company in order to carry
forward the great quest which their cousins
had all but abandoned."
— Kerewan, Sea Elf Magician
A Wayfinder starts with 20 Experience.
Wayfinder: Each Sea Elf Rangers warband must A Feast-Master starts with 14 Experience.
include a Wayfinder as the leader. Lookouts starts with 8 Experience.
Feast-Master: Your warband may include a single Henchmen start with 2 Experience.
Feast Master.
The following lists are used by Sea Elf Ranger warbands to pick their equipment.
ELF RANGERS EQUIPMENT LIST Miscellaneous Equipment
Rope & hook .................................................... 5 gc
Hand-to-hand Combat Weapons
Lyre* ............................................................... 15 gc
Dagger ................................................. 1st free/2 gc
Elven wine ...................................................... 30 gc
Axe .................................................................... 5 gc
Compass ......................................................... 45 gc
Boat hook ......................................................... 8 gc
Elven cloak ..................................................... 75 gc
Spear............................................................... 10 gc
Riverboat....................................................... 100 gc
Sword/Glaive .................................................. 10 gc
Double-handed weapon................................. 15 gc FEAST-MASTER EQUIPMENT LIST
Ithilmar weapon ......................................... 3x price
Hand-to-hand Combat Weapons
Missile Weapons Dagger ................................................. 1st free/2 gc
Belaying pin ..................................................... 3 gc Axe .................................................................... 5 gc
Bow ................................................................ 10 gc Sword/Glaive .................................................. 10 gc
Longbow......................................................... 15 gc Spear-stave (counts as Halberd) ..................... 10 gc
Elf bow ........................................................... 35 gc Double-handed weapon ................................. 10 gc
Armour Miscellaneous Equipment
Shield................................................................ 5 gc Elven cloak ..................................................... 75 gc
Helmet ............................................................ 10 gc
Light armour .................................................. 20 gc *Minstrels only
Sea Dragon cloak............................................ 50 gc
Ithilmar armour .............................................. 60 gc
Combat Shooting Academic Strength Speed Special
Wayfinder √ √ √ √ √
Feast-Master √ √ √
Lookout √ √ √ √
Mordheim Rules Review v7 – Commentary on Official Warbands
The Elves are a special case. They have been deliberately left off the list as they are, in their current
form, entirely inappropriate for Mordheim. Elves will return in the future, but will be somewhat
different when they do.
185 WK
This equipment is only available to Sea Elf Rangers, and no other warband may purchase it.
D6 Result
1 Lay of Bravery Difficulty 7
15 gold crowns (Minstrels only) All friendly models within 6"
Availability: Rare 8 automatically pass all Leadership tests.
The songs effect lasts until a new song
All Elf Minstrels have their own favourite songs and is played.
medleys are played on instruments handcrafted in 2 Marching Medley Difficulty 8
Ulthuan, the home of the High Elves. Moving music All friendly models within 6" may
performed using enchanted harps, pipes and lutes immediately move an additional D3".
will attract Elf warriors during these troubled times. Any models moved into base
The maximum number of warriors allowed in your contact count as charging. This extra
warband is increased by +1 if the Minstrels group move does not count as running and
are equipped with enchanted instruments. models may still shoot.
3
During the shooting phase the Minstrel or group of Litany of Deeds Difficulty 9
Minstrels can sing and play their instruments. They All friendly models within 6" re-roll
may not play while running or charging and may failed rolls to wound in the next round
not perform while in close combat. Roll a D6 on the of combat.
4
Song chart to see which tune they attempt to play. Hymn of Glory Difficulty 9
Lower the Difficulty by 1 for each additional All friendly models within 6" may re-roll
Minstrel playing the song. failed rolls to hit in the next round of
combat.
5
"Here we do not strain our desires with Call to Arms Difficulty 9
antiquated moral codes, for we are all All friendly models within 6" gain +1
travellers on the road of the senses." Attack in the next round of combat.
6
— Narentir, Elf Poet Ballad of Woe Difficulty 10
All enemy models within 6" must pass a
Leadership test or lose -1 Attack down
to a minimum of 1 total attack
(including attacks gained by
wielding extra weapons and
additional special attacks). Any models
Immune to Psychology ignore the
effects of this song.
186 WK/DL
Shadow Dances of Loec: Enactors of the Shadow
Dances of Loec, Feast-Masters may choose a new
Dance to learn from the Wardancer special skills list
70 gold crowns to hire instead of learning a new skill. In each round of
Every elf sailor aspires to serve on the crew of a close combat that they fight Feast-Masters must
notorious Elf-captain. Before a sea elf acquires a choose one of the Shadow Dances to perform if
ship and achieves captaincy the lifetimes of many able. They cannot choose the same dance in two
men will come to pass. In takes an elf with consecutive turns of the same combat engagement.
exceptional perception and navigational talent to
lead elven mariners on a seaward voyage. WARDANCER SPECIAL SKILLS
A Wayfinder is one such fit for the task by Whirling Death: Each strike of the Wardancer's
possessing a heightened sense of awareness in the blade is made with uncanny precision, capable of
open air. Captains dress in black, with jerkin, hose severing a head or piercing a heart with one
and boots fashioned from different kinds of leather. deceptively elegant stroke. While performing this
A decorated skipper senses trouble and avoids Dance, the warrior gains +1 to any Injury rolls.
natural disaster which is why wayfaring kindred Storm of Blades: The Wardancer rains blow after
sailing under his captaincy follow orders explicitly. blow upon theor opponent, moving with such
speed that the eye cannot follow each distinct cut
Profile M WS BS S T W I A Ld and thrust. While performing this Dance, a warrior
Shipmaster 5 4 4 3 3 1 5 1 9 is granted +1 Attack.
Equipment: The Wayfinder may be equipped with The Shadows Coil: With agile grace the Wardancer
weapons and armour chosen from the Elf Rangers evades the clumsy attacks of their enemies,
equipment list. becoming almost impossible to strike. While
performing this Dance, the Wardancer has a special
SPECIAL RULES 4+ save throw which cannot be modified by
Leader: Any warrior within 6" of the Wayfinder may Strength, magic spells or magic weapons.
use his Leadership value instead of his own when Woven Mist: The sinuous movements of this Dance
taking Leadership tests. distract and confuse the enemy, allowing the
Navigator: Once the Wayfinder earns a captaincy Wardancer to strike before their foe can react. When
aboard his own vessel he becomes Shipmaster. The performing this Dance, the warrior reduces his total
Shipmaster can turn the tide when battles are being attacks by one but always Strikes first in combat. If
fought at sea. The Hero allows you to re-roll a single their opponent also Strikes first, resolve attacks in
dice result per battle when within 6" of the Initiative order.
Warband's boat.
0-1 Feast Master 30 gold crowns to hire
90 gold crowns to hire Dextrous youngbloods swing from the rigging
Accomplished performing minstrels and poets are aboard boats docked in the Reik estuary. Sentinels
found amongst the crew aboard elven vessels. One are the lowest ordered hawk-eyes outranked by
troupe on any ship is assigned an athletic dancer. bosuns and the quartermaster.
Resin-stiffened hair styled elaborately and Perfidious juveniles from the scouting Kindred of
skin heavily tattooed with talismanic designs Arahain mean ideal candidacy for the crow's nest.
sets the Feast-Master apart. Stealth and secrecy is crucial when seeking the
unmentionable in shadier quarters of the port.
Profile M WS BS S T W I A Ld
Profile M WS BS S T W I A Ld
Feast-Master 5 5 4 3 3 1 6 1 8
Sentinel 5 3 3 3 2 1 4 1 7
Equipment: Feast-Masters may be equipped with
weapons and armour chosen from the Feast-Master Equipment: Lookouts may be equipped with
equipment list. weapons and armour chosen from the Elf Rangers
equipment list.
SPECIAL RULES
Bestial: Feast-Masters are immune to psychology. SPECIAL RULES
Instinctual fury overcomes them in a fight as they Seeker: When rolling on the Exploration chart, the
dance and strike with savage abandon. They are too Lookout allows you modify one dice roll by -1/+1.
feral to become the leader of the warband.
"We can learn much from the Elves of
Talismanic Tattoos: Feast-Masters are adorned Marienburg, for they are a true democracy –
with all manner of tattoos and warpaint that grant the liberty of the individual is placed first
them the blessing of their gods. A warrior with and foremost. Everyone is free to speak his
Talismanic Tattoos gains a special 6+ save that mind on any topic, even to denounce his
cannot be modified by Strength, or magic spells and rulers. Do the same in Marienburg and you'll
abilities. get three years on Rijker's for sedition!"
— Haam Markvalt, Agitator
187 WK/DL
may re-roll any failed Leadership test with a +1 to
Leadership. This includes rout tests.
35 gold crowns to hire Deathdancer: Occasionally a Minstrel aspires to
Fearsome fey folk known as the Uranai from the become a Deathdancer. A Minstrel promoted to
clans of Elftown form up in ships crews. Grey-clad Hero may choose a new Dance to learn from the
mariners, a company of sea elves dresses in russet Wardancer special skills list instead of learning a
browns and dark sea-blues. While a ship's company new skill. In each round of close combat that they
is no place for a traitor, adventurers of a different fight Deathdancers must choose one of the Shadow
stripe can find safe passage among the Sea Rangers. Dances to perform if able. They cannot choose the
same dance in two consecutive turns of the same
Profile M WS BS S T W I A Ld combat engagement.
Sea Ranger 5 4 4 3 3 1 5 1 8
Equipment: Sea Rangers may be equipped with
weapons and armour chosen from the Elf Rangers 60 gold crowns to hire
equipment list. Forest guides known as wildkin, speak with the
creatures who dwell within Laurelorn. In isolation
these woodland beastmasters can adopt aspects of
wild animals to commune with the forests denizens.
'Shifters' or 'Alters' only spurn their canopy domain
45 gold crowns to hire when a great tragedy befalls them. Desperate loners
Libertines are typically exiles or half-castes. Skin will accompany a troupe of libertines leaving port.
daubed with chalk and lime, and painted decadently
with vivid dyes in reverance to Loec. Cult kindred Profile M WS BS S T W I A Ld
troupes include novice traders, wayfarers and
travelling youngbloods. Entertainment is performed Wildkin 5 4 5 3 3 1 5 1 8
within the troupe by musicians, dancers and artists
Equipment: Wildkin may be equipped with
pursuing dreamwine-fuelled fantasies of one day
weapons and armour chosen from the Elf Rangers
gracing the stages of amphitheatres in Lothern.
equipment list.
Profile M WS BS S T W I A Ld
SPECIAL RULES
Minstrel 5 3 3 3 3 1 5 1 8 Loner: Wildkin never truly escape from the primal
call of isolation. They are immune to All Alone tests
Equipment: Minstrels may be equipped with and may never become the warband leader.
weapons and armour chosen from the Elf Rangers
equipment list. Animal Charmer (eg. Falcon Charmer): Wildkin
can control up to five animals provided that they
SPECIAL RULES remain within 6" of him. If an animal is not within 6"
Songster: Invigorating deep-sea shanties and of the Animal Charmer in the Movement phase, they
reflective Elven lays boost the morale of all those will move D6" in a random direction. If that takes
around. Any friendly model within 6" of the warrior them into contact with a model, either friend or foe,
it will attack as if charging.
Sea Elf Rangers may choose to use the following skill list instead of the standard skill lists.
Infiltration: An Elf with this skill is always placed on Hide in Shadows: Over time the Hero has learned
the battlefield after the opposing warband and can be how to freeze in place and remain undetected, even
placed anywhere on the table as long as it is out of from the heightened senses of their Dark Elf cousins.
sight of the opposing warband and more than 12" An enemy warrior attempting to detect this warrior
away from any enemy model. when he is Hidden must halve his Initiative before
measuring the distance.
If both players have models which infiltrate, roll a D6
for each, and the lowest roll sets up first. Powerful Build: The warrior is strongly built for an
Elf, and is capable of feats of strength not often seen
Luck: The Elf is blessed by Lileath, the Elven goddess
among the elder race. A warrior with this skill may
of luck. Once per game he may re-roll any dice roll he
choose skills from the Strength skills table from now
makes (but not one made by other members of the
on. There may never be more than two Elves with this
warband).
skill in the warband at any one time.
See in Shadows: The warrior's senses have become
Fey: Hostile magic spells will not affect the Elf on a D6
especially keen from years spent walking the shadows.
roll of 4+.
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").
188 WK