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MORD_ANN_020_024
Dwarf Treasure Hunters
Dwarfs are a grim and exceptionally proud people. They respect
three things above all else: age, wealth and skill. It is no surprise then
that these grim warriors can be found in Mordheim searching for fame
and fortune. Mark Havener gives full rules for including Dwarf
warbands in Mordheim.
Occasionally, a Dwarf
noble will find himself in
desperate times. His family
hold may have been overrun by
Goblins or Skaven, or he may have
somehow disgraced himself and been
banished. Other Dwarfs know these warriors
as the Dispossessed. Dwarfs are a proud race
and it is against a Dwarf ’s nature to lose himself
in despair. Instead, a noble who finds himself in
such dire straits will gather together a group of his
closest friends and kin and go treasure hunting,
hoping to accumulate a large enough hoard to
establish his own holding. At this time, the largest
source of wealth in the Known World is rumoured to
be a city in the Empire. The city is known as
Mordheim…
on a roll of 6 instead of 5-6 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 special rules for maces, clubs,
etc. They are not easy to knock out!
Armour. Dwarfs never suffer movement penalties for wearing
armour.
Hate Orcs and Goblins. All Dwarfs hate Orcs and Goblins.
See the psychology section of the Mordheim rules for details
on the effects of hatred.
Grudgebearers. Dwarfs hold an ancient grudge against Elves
from the days when the two races fought for supremacy in the
Old World. A Dwarf warband may never include any kind of
Elven Hired Sword or Dramatis Personae.
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 the city of
Mordheim they apply similar skills to the search for
wyrdstone. When checking for wyrdstone at the end of a
game, add +1 to the number of pieces found for a
Dwarf warband.
Special Rules
All Dwarfs are subject to the following special rules:
Hard to Kill . Dwarfs are tough, resilient
individuals who can only be taken out of action
Absolute silence hung over the feasting hall like a burial
shroud. The celebration had lasted for days, ever since the
invading Goblin tribes had been repulsed. The people of
Karak Azar had not had much cause for rejoicing over recent
decades so all were making the most of this rare occasion;
songs were sung that had not been heard in these halls for a
generation, and legendary quantities of the most precious
Dwarf ales were being drunk.
That was until young Lord Orrick had entered the hall.
Orrick was the youngest son of King Kurdan, ruler of Karak
Azar. To say the two sometimes clashed would be an
understatement.
“What did you say, lad?” asked the aged king in a steady
voice. “My old ears must have misheard you.”
“I merely asked what we are celebrating for,” slurred the
younger Dwarf. He lacked his father’s ability to appear sober
regardless of the amount of drink he had imbibed. “We beat
them this time, but they’ll be back, mark my words. And next
time we might not be so lucky.”
“Lucky?” roared the enraged king, half rising from his chair.
His hearthguard seated to either side exchanged worried
looks yet rose with him. Would noble blood be spilled in the
hall this night?
“How dare you speak to me of luck? It was Dwarf courage
and fighting skill that drove off those green-skinned hordes.
This hold has never fallen to invaders, and never will! Not
while I draw breath!”
“All I am saying is that times are changing, and we must
change with them! You speak of skill – but the age-old tactics
that our ancestors employed are the same ones we still use
today. Eventually a canny foe will figure out our methods,
and this kingdom will fall!”
“Do you not have any pride in your ancestors, lad?” The
Dwarf king was nearly silent now, his voice barely above a
whisper. Those who knew him well realised that this was a
dangerous sign, and more worried looks were exchanged
throughout the room.
“Ancestors be damned!” the young prince exclaimed,
slamming his fist into the hard stone of the feasting table.
“Over the last generation half a dozen Dwarf holds have
fallen to their enemies. I’m quite sure their rulers thought
just as highly about the outdated strategies of their
forefathers. We must abandon the old ways, before it is too
late for us all!”
Though he had been flushed with drink before, the ancient
ruler’s face had been drained by his son’s last outburst. To
his ears, the words his offspring had spoken were the worst
desecration imaginable – disrespect of the ancestors.
“Get out.” The words were barely audible, even in the silent
hall. “Leave this kingdom never to return. Your name shall be
stricken from all records. You are no longer the son of King
Kurdan of Karak Azar.”
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Dwarf equipment lists
The following lists are used by Dwarf warbands to
pick their equipment.
Thunderer Equipment List
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc
Mace . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Hammer . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Missile Weapons
Crossbow . . . . . . . . . . . . . . . . . . . . . . . . 25 gc
Handgun . . . . . . . . . . . . . . . . . . . . . . . . . 35gc
Pistol . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 gc
(30 for a brace)
Dwarf Warrior Equipment List
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc
Mace . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Hammer . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Dwarf axe . . . . . . . . . . . . . . . . . . . . . . . . 15 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Double-handed weapon . . . . . . . . . . . . . 15 gc
Spear . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Halberd . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Gromril weapon * . . . . . . . . . . 3 times the cost
Missile Weapons
Pistol . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 gc
Armour
Light armour . . . . . . . . . . . . . . . . . . . . . 20 gc
Heavy armour . . . . . . . . . . . . . . . . . . . . . 50 gc
Gromril armour ** . . . . . . . . . . . . . . . . . . 75 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Armour
Light armour . . . . . . . . . . . . . . . . . . . . . 20 gc
Heavy armour . . . . . . . . . . . . . . . . . . . . . 50 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
*Any weapon a Dwarf may normally purchase may be
bought as a Gromril weapon instead. This multiplies
the cost of the weapon by 3. For rules on Gromril
weapons see the Mordheim rulebook. Note that this
price is only for a starting warband, as it represents the
Dwarfs outfitting themselves at their own stronghold.
Later purchases of Gromril weapons are done using the
price chart in the Mordheim rules.
**The price of a suit of Gromril armour is cheaper for
a starting warband to represent the relative ease with
which Dwarfs can find such items in their own
stronghold. Later purchases of Gromril armour must
be done using the normal price chart in the
Mordheim rules.
Dwarf skill table
Combat
Academic
Strength
Speed
Special
Noble
Engineer
Troll Slayer
Choice of warriors
A Dwarf warband must include a minimum of 3 models. You
have 500 gold crowns which you can use to recruit and equip
your warband. The maximum number of warriors in the
warband is 12.
Noble: Each Dwarf warband must have one Noble – no
more, no less!
Engineer: Your warband may include up to 1 Engineer.
Troll Slayers: Your warband may include up to 2 Troll
Slayers.
Dwarf Clansmen: Your warband may include any number
of Dwarf Clansmen.
Dwarf Thunderers: Your warband may include up to
5 Dwarf Thunderers.
Beardlings: Your warband may include any number of
Beardlings.
Starting experience
A Noble starts with 20 experience.
An Engineer starts with 10 experience.
Troll Slayers start with 8 experience.
Dwarf Clansmen start with 0 experience.
Dwarf Thunderers start with 0 experience.
Beardlings start with 0 experience.
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Heroes
1 Dwarf Noble
85 gold crowns to hire
Dwarf Nobles are fortune seekers who have 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 he is a member of one of the
noble families of the lost Dwarf strongholds, dreaming of
collecting enough treasure to restore the former glory of the
Dwarf Kingdoms.
Profile M WS BS S T W I A Ld
354341219
Weapons/Armour: A Dwarf Noble may be equipped with
weapons and armour chosen from the Dwarf Warrior
equipment list.
0 - 2 Dwarf Troll Slayers
50 gold crowns to hire
Troll Slayers are members of the morbid Dwarf cult obsessed
with seeking an honourable death in combat. Having
committed some unforgivable crime or been dishonoured in
some way, a Dwarf will forsake his home and wander off to
die fighting the 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
343341219
Weapons/Armour: Troll Slayers may be equipped with
weapons chosen from the Dwarf Warrior equipment list.
Slayers may never carry or use missile weapons or any form
of armour.
SPECIAL RULES
Leader: Any models in the warband within 6" of the Dwarf
Noble may use his Leadership instead of their own.
SPECIAL RULES
Deathwish: Troll Slayers seek an honourable death in
combat. They are completely immune to all psychology and
never need to test if fighting alone.
Slayer Skills: Troll Slayers may choose a skill from the Troll
Slayer Skill table instead of the normal Skill tables when they
gain a new skill.
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 have made the Dwarfs famous.
Profile M WS BS S T W I A Ld
343341219
Weapons/Armour: A Dwarf Engineer may be equipped with
weapons and armour chosen from Dwarf Thunderer
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 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 and
Handguns. Any range increases are only maintained as long as
the Dwarf Engineer remains with the warband.
TROLL SLAYER SKILLS
Dwarf Slayers may use the following Skill table as well as any
of the standard Skill tables available to them.
Ferocious Charge: The Slayer may double his attacks on the
turn in which he charges. He will suffer a -1 ‘to hit’ penalty on
that turn.
Monster Slayer: The Slayer always wounds any opponent on
a roll of 4+, regardless of Toughness, unless his own Strength
(after all modifiers due to weapon bonuses, etc) would mean
that a lower roll than this is needed.
Berserker: The Slayer may add +1 to his close combat ‘to hit’
rolls during the turn in which he charges.
Matthew Hutson’s Dwarf warband Cragbrow’s Steelfists
defend their treasure hoard from the foul Undead.
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Splinters flew toward his face as another crossbow
bolt embedded itself into the door frame that
Reinhold was using as cover. Damn but those stunties
were good shots! As he quickly glanced outside, he
could see that both Dieter and big Klaus lay prone in
the middle of the street. They might have appeared to
be sleeping if their poses weren’t so awkward, and of
course there was that bolt through Klaus’ right eye
socket. If the big man was still alive, he’d not be using
that eye again.
And now here they were, with Reinhold’s band
occupying buildings (or the dirt!) at one end of the
street, and the Dwarfs occupying the other. Most of
Reinhold’s band were holed up in a building on the
other side of the street – he could see Gunter, their
hired Warlock, attempting to cast something at their
adversaries through one of the windows. A second
later there was an explosion somewhere down the
street and Reinhold could hear curses and a few
muffled screams of pain. Gunter was not given much
time to enjoy his handiwork, as suddenly three
crossbow bolts struck him in the chest. Reinhold
could see the mage look down in shock and surprise
at the deadly quarrels protruding from his body, and
then he slumped down out of the old veteran’s sight.
‘Damn’ thought Reinhold, ‘I always told him he
gawked too much!’
The worst part of the whole situation was that it was
all the result of a silly argument. Reinhold and his
mates had met the Dwarfs at the Halfling Hotpot, a
local tavern and well-known meeting place for those
of Reinhold’s occupation. The two groups had
actually gotten along quite well at first. Klaus had
been able to keep up with the incredible drinking
capacity of the smaller Dwarfs, and this caused them
to accord him a certain measure of respect. Of
course, with strong drink comes lack of judgement,
and Klaus was no exception. He began to make fun of
the Dwarfs’ small stature and overall dour
appearance, which was bad enough, but then he
made a very unfriendly remark about the Dwarf
leader’s mother, and that was all the diminutive
warriors could stand. The Dwarfs had not made a
scene at the tavern, as such locations were regarded
as holy ground to groups like themselves, but they
had not forgotten Klaus’ words, and had called out
Reinhold and his warband in the street the next day.
“This is bad, very bad,” the mercenary muttered
under his breath. As he looked around at his
surroundings, he noticed something he had not seen
when he first entered this building – another door.
He took a look back out in the street at the warriors
he had fought with through a dozen battles. Most
were dead or dying. The dwarfs had begun moving
down the street, looting the dead and taking
prisoners. They were moving cautiously now, but
soon they would be at this doorway, entering this
building, and he would be at best their prisoner.
“Time to disband this warband,” whispered Reinhold
as he backed to the other doorway and safety.
Henchmen (Bought in groups of 1 - 5)
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
against any foe.
Profile M WS BS S T W I A Ld
343341219
Weapons/Armour: Dwarf Warriors may be equipped with
weapons and armour chosen from the Dwarf Warrior
equipment list.
0 - 5 Dwarf Thunderers
40 gold crowns to hire
Dwarf Thunderers are experts at using missile weapons. Many
an Orc or Goblin has 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
343341219
Weapons/Armour: Thunderers may be armed with
weapons and armour chosen from the Dwarf Thunderer
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 make their
fortune.
Profile M WS BS S T W I A Ld
332341218
Weapons/Armour: Beardlings may be armed with weapons
and armour chosen from the Dwarf Warrior equipment list.
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Special weapons
dwarf axe
SPECIAL RULES
Cutting Edge: Dwarf axes have an extra save modifier of
-1, so a model with Strength 4 using a Dwarf axe has
a -2 save modifier when he hits an opponent with the axe
in close combat.
Parry: Dwarf axes offer an excellent balance of defence
and offense. A model armed with a Dwarf axe may parry
blows. When his opponent rolls to hit, the model armed
with a Dwarf axe may roll a D6. If the score is greater than
the highest to hit score of his opponent, the model has
parried the blow and that attack is discarded. A model
may not parry attacks made with double or more its own
Strength – they are simply too powerful to be stopped. A
model may not parry more than one attack in a single
Close Combat phase; a model armed with two Dwarf axes
(or a Dwarf axe and a sword, etc) does not get to parry
two attacks but may instead re-roll a failed parry.
15 gold crowns
Availability: Rare 8 (Dwarfs only)
Dwarf axes are smaller-hafted weapons made of 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
Strength
Special Rule
Close Combat
As user
Cutting Edge, Parry
Dwarf special skills
Dwarf Heroes may use the following Skill table instead of any of the standard Skill tables available to them.
Master of Blades
This Dwarf ’s martial skills surpass those of a normal warrior; he
has fought unscathed against hordes of Orcs and Goblins. When
using a weapon that has a Parry special rule, this hero parries
successfully if he beats or matches his opponents highest ‘to hit’
roll, not just if he beats the roll. In addition, if this warrior is
using two weapons that have the Parry
special rule, he is allowed to parry
two attacks (if his two dice
match or beat the two
highest Attack dice
against him) instead
of the normal
maximum of one.
Note that if this
Dwarf has two Dwarf
axes (as detailed
above) he can re-
roll any failed
parries.
Extra Tough
This Dwarf is notorious for walking away from wounds that
would kill a lesser being. When rolling on the Heroes Serious
Injury chart for this Hero after a game in which he has been
taken out of action , the dice may be re-rolled once. The result
of this second dice roll must be accepted, even if it is a worse
result.
Resource Hunter.
This Dwarf is especially good at locating valuable resources.
When rolling on the Exploration chart at the end of a game,
the Hero may modify one dice roll by +1/-1.
True Grit
Dwarfs are hardy individuals and this Hero is hardy even for
a Dwarf! When rolling on the Injury table for this Hero, a roll
of 1-3 is treated as knocked down , 4-5 as stunned, and 6 as
out of action.
Thick Skull
The Hero has a thick skull, even for a Dwarf. He
has a 3+ save on a D6 to avoid being stunned. If
the save is made, treat a stunned result as knocked
down instead. If the Dwarf also wears a helmet,
this save is 2+ instead of 3+ (this takes the
place of the normal Helmet special rule).
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