Dwarf Treasure Hunters Warband List
As proposed by Richard Buckner III
CHOICE OF WARRIORS
The Dwarf warband must include at least 3 models. You have 500 gold crowns with which to form your warband. The maximum number of warriors in the warband is 15.
HEROES
Dwarf Noble: Your warband must include 1 Noble. No more, no less.
Dwarf Engineer: Your warband may include up to 1 Dwarf Engineer.
Troll Slayers: Your warband may include up to 2 Troll Slayers.
HENCHMEN
Dwarf Clansmen: Your warband may include any number of Dwarf Clansmen.
Thunderers: Your warband may include up to 5 Thunderers.
Beardlings: Your warband may include any number of Beardlings.
STARTING EXPERIENCE
A Dwarf Noble starts with 20 experience.
Dwarf Engineer start with 8 experience.
Troll Slayers start with 8 experience.
Henchmen start with 0 experience.
DWARF SKILL TABLE
Dwarf Skill Table | ||||||
| Combat | Shooting | Academic | Strength | Speed | Special |
Noble | X | X | | X | | X |
Engineer | X | X | | | | X |
Troll Slayer | X | | | X | | X |
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DWARF EQUIPMENT LISTS
The following lists are used by Dwarf warband to pick their equipment.
DWARF EQUIPMENT LIST
Hand-to-hand Combat Weapons
Dagger…………………….1st free/ 2 gc
Mace……………………………… 5 gc
Hammer………………………….. 5 gc
Axe……………………………….. 5 gc
Dwarf Axe………………………… 15 gc
Halberd…………………………… 10 gc
Spear……………………………… 10 gc
Double-handed Weapon………….. 15 gc
Gromril weapon*…………………. 3x cost
Missile Weapons
Pistol (x2 for brace)………………... 15 gc
Armour
Light Armour……………………... 10 gc
Heavy Armour……………………. 30 gc
Gromril Armour*…………………. 75 gc
Shield……………………………... 5 gc
Helmet…....………………………. 5 gc
Miscellaneous
Bugman’s Ale*…………………….. 30 gc
THUNDERERS EQUIPMENT LIST
Hand-to-hand Combat Weapons
Dagger…………………….1st free/ 2 gc
Mace……………………………… 5 gc
Hammer………………………….. 5 gc
Axe……………………………….. 5 gc
Missile Weapons
Crossbow………………………….. 25 gc
Pistol (x2 for brace)………………... 15 gc
Handgun………………………….. 35 gc
Armour
Light Armour……………………... 10 gc
Heavy Armour…………………….. 30 gc
Shield……………………………... 5 gc Helmet…....………………………. 5 gc
*These items may only be purchased at these prices for a starting warband, and only for Heroes. Later purchases must be made using normal prices and rules.
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Dwarf Axe Rare 8*/Cost: 15 gc
Dwarf Axes are smaller-hafted weapons made from lighter (but stronger) materials than normal axes. Dwarf warriors are specially trained in their use and are able to use them as deftly as a human warrior might wield a sword.
Range: Close Combat; Strength: As user; Special Rules: Parry, Cutting Edge
SPECIAL RULES
Parry: The Dwarf Axe can parry just like a sword.
Cutting Edge: The Dwarf Axe has an extra –1 modifier to enemy armour saves. For example a model with Strength 4 armed with a Dwarf Axe has a –2 save modifier when he hits an opponent in hand-to-hand combat.
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DWARF SPECIAL RULES
All Dwarfs are subject to the following rules.
Hard to Kill: Dwarfs are tough, resilient individuals who can only be put out of action on a roll of 6 instead of 5 or 6 when rolling on the injury chart. Treat a roll of 1-2 as knocked down, 3-5 as stunned and 6 as out of action.
Hard Head: Dwarfs ignore the “Concussion” special rules.
Grudge-bearers: Dwarfs do not easily forget wrongs (or perceived wrongs) done to them by other races. They therefore have hatred of all Orcs and Goblins (see psychology rules), and will never include and elf as a Hired Sword or Dramatis Personae.
Slow but Steady: Dwarfs march or quickstep more than run, and they are too stubborn to let nearby enemies stop them from where they’re going. Dwarfs may run even if an enemy is within 8”.
Incomparable Miners: Dwarfs spend much of their lives underground searching for precious minerals, and they are the best in the world at this kind of work. In Mordheim they apply similar skills to the search for wyrdstone. When rolling for exploration, Dwarf Miners add +1 to the number of dice rolled to find wyrdstone (as long as at least 1 hero was still on the table at the end of the battle).
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DWARF RACIAL MAXIMUMS
| M | WS | BS | S | T | W | I | A | Ld |
Dwarf | 3 | 7 | 6 | 4 | 5 | 3 | 5 | 4 | 10 |
All members of the Dwarf Treasure Hunters warband are Dwarfs
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Heroes
1 Dwarf Noble
85 gold crowns to hire
A Dwarf Noble is a fortune seeker who has recruited a band of like-minded Dwarfs and set off from their stronghold in search of riches. A Dwarf Noble is well respected by the members of his warband. Often times he is a member of one of the noble families from one of the strongholds overrun by Goblins, dreaming of enough treasure to raise an army to take back their strongholds and restore the former glory of the Dwarf Kingdoms.
Profile | M | WS | BS | S | T | W | I | A | Ld |
| 3 | 5 | 4 | 3 | 4 | 2 | 2 | 2 | 9 |
Weapons and armour: The Dwarf Noble may be equipped from the Dwarf equipment list.
SPECIAL RULES
Leader: The Dwarf Noble is the Warband’s Leader and follows all the rules for Leaders.
Skilled Veteran: The Dwarf Noble may choose one skill from those on his table.
0 – 1 Dwarf Engineer
50 gold crowns to hire
Dwarf Engineers are respected members of Dwarf society. It is they who design and build the complex war machines and devices, which made the Dwarfs famous. Through constant, proper cleaning and calibration he uses this knowledge to make the Dwarfs missile weapons more affective on the streets of Mordheim.
Profile | M | WS | BS | S | T | W | I | A | Ld |
| 3 | 4 | 4 | 3 | 4 | 1 | 2 | 1 | 8 |
Weapons and armour: Dwarf Engineer may be equipped from the Thunderers equipment list.
SPECIAL RULES
Expert Weaponsmith: A Dwarf Engineer is a master of mechanical devices. By using stronger construction materials and time tested secrets of Dwarf engineering, a Dwarf Engineer can increase the distance that the warband’s missile weapons can shoot. All Dwarf missile weapons in the warband have their range increased by 3” for Pistols and 6” for Crossbows, Handguns and other similar (non-bow type) weapons. Any range increases are only maintained through constant upkeep, and so only apply if the Dwarf Engineer is a member of the warband.
0 – 2 Troll Slayers
50 gold crowns to hire
Troll Slayers are members of the morbid Dwarf cult obsessed with seeking an honorable death in combat. Having committed some unforgivable crime or been dishonored in some way, a Dwarf will forsake his home and wander off to die fighting enemies of Dwarfkind. Troll Slayers are insanely dangerous individuals, psychopathic and violent. There are however few better fighters in the Known World, so they are much sought after by Dwarf Treasure Hunters.
Profile | M | WS | BS | S | T | W | I | A | Ld |
| 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
Weapons and armour: Troll Slayers may be equipped from the Dwarf equipment list, but they may never use a missile weapon or wear armour.
SPECIAL RULES
Deathwish: Troll Slayers seek an honorable death in combat, therefore they are completely immune to all psychology and never need to make all alone tests. This does however make the other Dwarfs a little reluctant to follow their lead. A Troll Slayer can never be the warband Leader.
Slayer Skills: Troll Slayers may choose to take skills from Troll Slayer Special Skills in addition to his regular skill tables.
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Henchmen
Dwarf Clansmen
40 gold crowns to hire
These are Dwarf warriors in their prime: tough, stubborn and brave warriors who can be relied on to hold their own with any foe.
Profile | M | WS | BS | S | T | W | I | A | Ld |
| 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 8 |
Weapons and armour: Dwarf Clansmen may have equipment from the Dwarf Equipment list.
0 – 5 Thunderers
40 gold crowns to hire
Dwarf Thunderers are specially trained at using missile weapons. Many an Orc or Goblin as died by the sting of a crossbow bolt or a roaring handgun bullet shot by a Dwarf Thunderer.
Profile | M | WS | BS | S | T | W | I | A | Ld |
| 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 8 |
Weapons and armour: Thunderers may have equipment from the Thunderers Equipment list.
Beardlings
25 gold crowns to hire
These are young Dwarfs who have joined the retinue of an experienced Dwarf Treasure Hunter hoping to prove their courage and battle prowess, and make their fortune.
Profile | M | WS | BS | S | T | W | I | A | Ld |
| 3 | 3 | 2 | 3 | 4 | 1 | 2 | 1 | 7 |
Weapons and armour: Beardlings may have equipment from the Dwarf Equipment list, but may not be armed with Dwarf Axes.
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DWARF SPECIAL SKILLS
Master of Blades: The Dwarf’s martial skills surpass those of a normal warrior, he has fought unscathed against hoards of Orcs and Goblins. When using a weapon that has the Parry special rule, this hero parries successfully if he beats or ties his enemy’s “to hit” roll. Furthermore if he is armed with two weapons that have the Parry special rule he may attempt parry two attacks instead of just one. Note that if the Dwarf has two Dwarf Axes he may choose to parry two attacks, but will lose the re-roll offered by the axes OR he may choose to parry one incoming attack that he will receive the re-roll with.
Extra Tough: The Dwarf is notorious for walking away from wounds that would kill a lesser being. When rolling on the Injury Chart for this Hero after a game where he was taken out of action, the dice may be re-rolled once. The second result stands (even if it is worse).
Resource Hunter: This Dwarf is especially good at locating valuable resources. When rolling for exploration at the end of a game, if he was not taken out of action the Hero may modify one die by +1 or –1 (each die can only be modified once, even if two or more people have this skill).
True Grit: Dwarfs are hardy individuals and this Hero is hardy even for a Dwarf! When rolling for Injury against this model a roll of 1 - 3 is treated as knocked down, a 4 - 5 as stunned and a 6 as out of action.
Thick Skull: The model has an extremely thick skull, he has a 4+ save to avoid being stunned, just as if he were wearing a helmet. If the save is made, treat the stunned result as knocked down instead. If the model is also wearing a helmet, this save is increased to a 2+ (this is instead of the normal helmet save).
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TROLL SLAYER SPECIAL SKILLS
Ferocious Charge: The Slayer may double his attacks on the turn in which he charges, but he will suffer a –1 to hit penalty for that turn as well.
Berserker: The Slayer may add +1 to hit on the turn that he charges (may be combined with Ferocious Charge to negate that penalty).
Monster Slayer: The Slayer will always wound an enemy on a roll of 4+ regardless of Toughness, unless a lower result is needed.
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