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Made in us
Savage Khorne Berserker Biker





Well gang, this is my attempt to make elves actually make sense for being in Mordheim. Critiques and Criticism welcome

High Elves
A High Elf player has 500 gc to make his warband. Any remaining gold coins may be saved to purchase items from the normal price chart after the warbands first game.

Special Rules:
Sent for a Reason: The High Elf warband didn't come to Mordheim to seek their fortunes, they came for a reason. At warband Creation, the High Elf warband must roll to see the reason why it came:
D6 Roll:
1-2 Corruption: The elves have been sent to stop the taint of wyrdstone on the streets of Mordheim. Each game, search for wyrdstone like a normal warband, Any wyrdstone found is automatically destroyed. When the warband destroys 100 Wyrdstone, the warband returns home to Ulthuan and is disbanded.
3-4 Proving Grounds: The warband has been sent so that the Elven Mage can prove himself and complete his training. Once the mage has accumulated 30 experience points, or if the mage dies, the warband returns home to Ulthuan and is disbanded.
5-6 Death: The Warband has been sent to bring destruction to the villians of Mordheim. Each member of the warband, (excluding the war lion), is duty bound to kill atleast one enemy Hero. Once all living members of a High Elf warband have killed an enemy Hero, the warband returns home to Ulthuan and is disbanded.

A Dying Race: Elves are a rare sight in the Old World, as such, there aren't many chances for a warband to recruit! After warband creation, no new models may be purchased or replaced.

Only the Bad Die Young: All Models in the Warband, including the war lion, count as Heroes and as such gain experience like heroes and roll on the Heroes Serious Injury Chart when taken out of action,

From Riches to Rags: As High Elves will always destroy any shards of wyrdstone they come across, the only way that they can earn gold coins is by finding them( i.e. rolling doubles, triples, etc.), or by selling items.

The War of the Beard: No elf would ever admit that a dwarven item is of any quality, and thus, elves cannot purchase, or equip Gromril items of any sort. Any Gromril item found must be immediatly sold.

Above The Masses: High Elves may never hire any special character of any sort.

Starting Experience:
A Young Elven Mage starts with 0 Experience.
All Other Heroes start with 20 Experience.

Skill List:
Mage: Academic, Speed
Swordmaster:Combat, Strength, Speed
White Lion:Combat, Strength, Speed
War Lion:Combat, Strength, Speed
Shadow Warrior: Combat, Shooting, Speed


1 Young Elven Mage-70 Points

M WS BS S T W I A LD
5 2 2 3 3 1 4 1 10

Equipment:
Elven Staff:+2 to Casting rolls, Two Handed

Skills:
Lightning Reflexes
Leader

Special Rules:
Novice: The Young Elven Mage begins his career with two spells randomly generated from the Lesser Magic chart. Only after he has accumulated 20 experience may he begin rolling on the High Magic chart.
The Way of the Magi: The Mage may never be armed with any weapon besides his staff, and will never use armor. Should he lose his staff due to any reason, he will fight only with his fists, regardless to any skills taken.
A Healing Hand: When rolling for serious injuries, this ability allows the player to reroll one result on the serious injury table. Note that this ability may only be used on one model each game, and may be declared after the first result is rolled. The second result must be accepted, even if it is worse than the first.



0-3 Sword Masters of Hoeth-90 Points

M WS BS S T W I A LD
5 6 4 3 3 1 5 2 10

Equipment:
Great Weapon
Heavy Armor
Helmet

Skills:
Lightning Relfexes
Strong Man

Special Rules:
The Way of the Warrior: The Swordmaster may only use close combat weapons and may use type of armor besides gromril, he may never take any ranged weapons of any kind, regardless to any skills taken.


0-1 White Lion of Chrace-100 Points

M WS BS S T W I A LD
5 5 4 4 3 1 5 1 10

Equipment:
Great Weapon
Heavy Armor
Helmet

SKills:
Lightning Reflexes
Strongman

Special Rules:
The Way of the Beast: White lions may only use close combat weapons, and any type of armor besides gromril, or shields and bucklers of any type, regardless to any skills taken.


0-1 War Lion-50 Points
M WS BS S T W I A LD
8 4 - 5 4 1 4 2 10

Equipment:
Heavy Armor

Skills:
Lightning Reflexes

Special Rules:
Dual Takedown: If both the White Lion and War Lion are in combat with the same model, the war lion will gain +1 to Hit and +1 on it's injury roll.
Paired for Life: Both the White Lion and War Lion must be purchased together.
Smarter Than Your Average Bear: Despite being animals War Lions gain experience just like a regular hero.
No Thumbs: A War Lion may never use any kind of weaponry, though may wear armor of any type, in addition, the white Lion may use no items besides lucky charms and garlic, regardless to any skills taken.


0-3 Shadow Warriors-80 Points

M WS BS S T W I A LD
5 5 4 3 3 1 5 1 10

Equipment:
Elven Bow
Elven Cloak

Skills:
Lightning Reflexes
Nimble
The Way of the Hunter: Shadow Warriors will never use any kind of black powder weapon, in addition they may never wear heavy or gromril armor, nor may they carry a shield or buckler, regardless to any skills taken.


High Magic
1. Shield of Saphery: Cast on any friendly model within 6" of the caster, the model gains a special 5+ unmodifiable save that can be used in conjuction with any other save. Difficulty: 7
2. Curse of Arrow Attraction: Cast on any enemy model within 16", any model may reroll missed shooting attacks made against this model. Difficulty 8
3. Courage of Aenarion: All models within 6" of the caster are immune to fear. Difficulty 9
4. Fury of Khaine: Magic Missile, Range 24", causes d6 str 4 hits. Difficulty 8
5. Flames of the Pheonix: Draw a line 6" long, any model hit takes a str 4 hit. Difficulty 9
6. Vauls Unmaking: Cast on any model within 24". Choose 1 item the model is equipped with, that item will no longer function for the rest of the game. Difficulty 11.

Created By: Angron

This message was edited 6 times. Last update was at 2010/01/10 21:22:57


Angron- crushing the theme and fluff of armies one horde at a time.

-The Trooper 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

IMO, you've got a few too many things going on, and some of them are just too restrictive, limiting player options. It seems like you're running them Necromunda Spyrers. I'd suggest Skaven as a basic conceptual model for how a High Elves list might work.

Max warband size of 10 (smaller than any other Warband), but more Heroes allowed.

Heroes
1 Wizard Adept -- magic required, as above
0-1 Sword Master Adept
0-1 White Lion Apprentice
0-3 Shadow Warriors

Henchmen
# Warriors (Archers / Spearmen)
0-3 Sea Guards
0-2 War Lions

Hired Swords
0-2 Elf Rangers (-10% fee)
Aenur (-20% fee)

High Elves would be rewarded for destroying Wyrdstone, in the same way as Sisters for vaulting, or Skaven / Undead for finding, so keep the Income mechanic as normal.

Agree about no Gromril, but Ilitimar armor and weapons are native.

   
Made in us
Savage Khorne Berserker Biker





The warband is based off necromunda spyers, as that essentially is what the elves are. Highly trained individuals with a clear goal, who are far from home and unable to recieve any reinforcements or money.

One of the things that people forget is that Ulthuan isn't right next door, it's on another continent, on the other side of the world.

High elves could be rewarded for destroying wyrdstone, but anything sent by boat from ulthuan would arrive 1-2 years after everyone is dead.

Sisters get rewarded for vaulting because the money is in the city. Skaven/undead for finding because they both have a network whether under or above ground, linking to mordheim.

Elves, don't. The next friendly elf is all the way on another continent.

Angron- crushing the theme and fluff of armies one horde at a time.

-The Trooper 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

So given the sheer amount of resource needed to get any Elves into Mordheim, against the supposed importance of them being there, the Elves are going to send a SINGLE team into the city, have them do a small job, and then abandon the task? Is that the Fluff concept correctly understood?

Or would the Elves send multiple teams, and reward / consolidate the teams that are most successful?

Or perhaps, rebuild the entire thing around a Shadow Warrior team?

Forcing the player to play Spyrers, when this isn't strictly necessary isn't good. Elven rarity can be reflected in individual model cost and warband size limit.

And the nearest Elf isn't far at all - Elf Rangers are easy to get.

This message was edited 1 time. Last update was at 2010/01/11 21:43:08


   
 
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