Dwarves v.2.
1
Warband Special Rules Warband Special Rules
Treasure Hunters Seasoned Wanderer
Whenever a Dwarven warband acquires a Magic Warriors with this rule may choose any one skill
Item, it may re-roll the result. The second result from the Combat, Strength, or Dawi lists when
must be accepted. hired.
This ability cannot be used where the Magic
Item had already been rolled for on the Heirloom
Magic Items chart (such as if the warband Warrior has this item when hired. It may not be
acquired the item through a ‘Robbed by sold or swapped to other warriors, but may be
Enemy Warband’ result on the injury chart).
robbed and discarded as normal.
Few in Number Stealth
Dwarven warbands have a maximum of 12 warriors
While this warrior is in cover, enemy shooting at
(rather than the normal 15). In a Dwarven
him suffers an additional -1 to hit.
warband, each combat group may consist of no
more than 0-2 Heroes and 0-2 Henchmen (instead
of the normal 0-2 Heroes and 0-3 Henchmen. The
warband’s maximum number of heroes remains 6.)
Resolute (+1”)
Warriors with this rule add +1” to the maximum
distance moved with Running moves (no effect
with Charging moves or normal moves).
Sturdy and Stout
Warriors with this rule are immune to Concussive
effects and suffer no Initiative penalties for
wearing Heavy Armour.
Stubborn
Warriors with this rule may re-roll failed fear and
panic tests.
Master of Ballistics
All of this warrior’s shots with Blackpowder © Giorgos Magakis
weapons suffer -1 to hit for shooting further than
18” instead of the normal -1 to hit for shooting
further than 12”.
Fanatical
Warriors with this rule are immune to fear and
panic and may not leave close combat voluntarily.
Slayer Vows
Warriors with this rule may never use other
weapons than Axes, Great Axes, or Throwing Axes,
unless a training skill allows otherwise. (They may
use Special Equipment as normal.)
Warband Special Equipment Warband Special Equipment
Cinderblast Bombs 10gc Drakegun 20gc
Blackpowder Weapon Blackpowder Weapon
Range: 6” Strength: 4 Ammunition: Wielder must possess ammunition to
Concussive (D3) fire the Drakegun, see below.
Never Misfires. Cumbersome (-1 M, -1 I, Unless Dwarf): Wielder
Quick to Fire: No -1 to hit for moving and shooting. suffers -1 Movement and -1 Initiative for the entire
battle, unless his race is Dwarf.
Gromril Armour 25gc Unwieldy: When deploying the warband in
Suit of Heavy Armour: Is affected by anything that scenarios, there can only be one Drakegun in each
affects Heavy Armour and can be worn by anyone Combat Group.
who can wear normal Heavy Armour. Move or Fire.
Armour Save: 5+
Initiative Penalty: -1 Drakegun Ammunition
Indestructible (4+): Whenever wearer’s armour Is Special Equipment that may be given to
save would splinter beyond 5+, roll a D6: On a roll Henchmen and lasts the entire campaign.
of 4+, the armour does not splinter but retains its
current AS value.
If the armour would splinter by multiple Ball Shot (Ammunition) 15gc
points, roll a separate D6 for each point. Range: 30” Strength: 4
Armour Piercing (1)
Unstoppable: When firing a Ball Shot, draw a line
Oath Stone 10gc
30” long and 1” high: Roll ‘to hit’ against every
Special Equipment: Owner adds +6” to the range
warrior in the line of fire. (Ball Shots stop if they hit
of all Prayers he is attempting to cast. Can only be
a terrain feature and are subject to the normal
carried by Priests.
rules for targeting shooting, i.e. must target closest
enemy unless elevated 2” above ground level, etc.)
Trollhammer Shot (Ammunition) 10gc
Range: 18” Strength: 5
Armour Piercing (D3)
Lethal: Causes 2 Wounds instead of 1 on
‘Deathblow’ critical hits.
Ignores Regeneration Saves (but not ward saves).
Drakefire Shot (Ammunition) 5gc
Range: Flame Template Strength: 3
Grapeshot: All warriors under, or partially under,
the template take 1 Strength 3 hit. May be
targeted so it also hits friendly warriors.
Flaming Attack
Never Misfires
© Giorgos Magakis Dirty Mess: A Drakegun that has fired a Grapeshot
cannot shoot for the rest of the battle.
When firing up or down, the template is
assumed to be 1” high.
(Grapeshots follow the normal rules for
targeting shooting.)
Dwarf Skill Lists
Combat Shooting Academic Strength Speed Dawi
Thane V V V V V
Longbeard V (+10gc) V V
Engineer V V V V
Rune Priest V V V V
Beardling V (+10gc) (+10gc) V V
Dwarf Equipment Lists
Thane, Longbeards, Master Engineers Rune Priests
Beardlings, Clansmen
Close Combat Close Combat
Close Combat Hand Weapon Hand Weapon
Hand Weapon Great Weapon
Great Weapon Shooting
Pistol Shooting
Shooting Blunderbuss Sling
Sling Handgun
Pistol Drakegun Armour
Handgun Cinderblast Bombs Light Armour
Crossbow Heavy Armour
Throwing Axes Armour Shield
Light Armour
Armour Heavy Armour
Light Armour
Heavy Armour
Shield
Troll Slayers Ironbreakers Halflings
Close Combat Close Combat Close Combat
Axe Hand Weapon Hand Weapon
Great Axe Great Weapon
Shooting
Shooting Shooting Sling
Throwing Axes Pistol Short Bow
Blunderbuss Throwing Stars / Knives
Armour Cinderblast Bombs
None Armour
Armour Light Armour
Light Armour
Heavy Armour
Shield
HEROES HENCHMEN
0-1 Thane Clansmen
55gc to hire 40gc to hire
Starting Experience: 28 Starting Experience: 18
Race: Dwarf Race: Dwarf
M WS BS S T W I A Ld M WS BS S T W I A Ld
3 5 4 3 4 3 3 1 9 3 4 3 3 4 3 2 1 9
SPECIAL RULES SPECIAL RULES
Leader (6”), Resolute (+1”), Sturdy and Stout Resolute (+1”), Sturdy and Stout
0-2 Longbeards 0-3 Troll Slayers
45gc to hire 45gc to hire
Starting Experience: 24 Starting Experience: 24
Race: Dwarf Race: Dwarf
M WS BS S T W I A Ld M WS BS S T W I A Ld
3 5 3 3 4 3 2 1 9 3 4 3 3 4 3 2 1 9
SPECIAL RULES SPECIAL RULES
Resolute (+1”), Sturdy and Stout, Stubborn Resolute (+1”), Sturdy and Stout, Fanatical,
Slayer Vows, Seasoned Wanderers
0-2 Rune Priests
50gc to hire 0-3 Ironbreakers
Starting Experience: 20 55gc to hire
Race: Dwarf Starting Experience: 20
M WS BS S T W I A Ld Race: Dwarf
3 4 2 3 4 3 2 1 9 M WS BS S T W I A Ld
SPECIAL RULES 3 5 3 3 4 3 2 1 9
Resolute (+1”), Sturdy and Stout, SPECIAL RULES
Priests (Lore of Runes): Start with 1 prayer. Resolute (+1”), Sturdy and Stout,
Heirloom: Gromril Armour
0-3 Master Engineers
40gc to hire 0-3 Halflings
Starting Experience: 18 15gc to hire
Race: Dwarf Starting Experience: 4
M WS BS S T W I A Ld Race: Halfling
3 3 4 3 4 3 2 1 9 M WS BS S T W I A Ld
SPECIAL RULES 4 2 4 2 2 3 4 1 6
Resolute (+1”), Sturdy and Stout, SPECIAL RULES
Master of Ballistics Stealth
0-3 Beardlings 0-3 Warhounds
30gc to hire 30gc to hire
Starting Experience: 6 M WS BS S T W I A Ld
Race: Dwarf 6 4 - 4 3 3 4 1 5
M WS BS S T W I A Ld SPECIAL RULES
3 2 2 3 4 3 2 1 8 Animals (Cannot Climb; Cannot Hide; Flee 3D6”;
SPECIAL RULES Cannot use the Leader’s Ld; Cannot Capture
Resolute (+1”), Sturdy and Stout Objectives; Fight Unarmed; No Promotion.)
v.2.1
Ironbreakers +5gc
v.2.0
Halflings can use Throwing Stars / Knives
Beardlings +5gc
Rune Priests -5gc
Engineers 0-3
Drakefire Shot is not Armour Piercing
All Dwarves gain Resolute
Thane +4 XP
Longbeards +4 XP
Engineers -2 XP
Ironbreakers lose ‘Relentless’, -5gc price, -2 xp.
v.1.9.2
Slayers lose Ferocious Charge skill; gain Seasoned Wanderer Rule instead.
v.1.9.1
Trollhammer shot gains Lethal: Causes 2 Wounds instead of 1 on ‘Deathblow’ critical hits.
v.1.9
Corrected typo. Hat tip to Daelnoron.
New Dawi Skill: Resolute Advance
Ironbreakers lose Resolute (+1 S when charging); gain Resolute Advance
Shield Smash skill replaced with Shield Wall
v.1.8.1
Revamped Master of Ballistics rule (again). Thanks to red5711 and his group.
v.1.8
Added Treasure Hunters rule.
Revamped Master of Ballistics rule.
Added Sling to Thane, Longbeards, Beardlings, Clansmen equipment list.
Added Cinderblast Bombs to Master Engineer.
v.1.7
Added Oath Stone.
Longbeard, Beardling, Clansmen, Slayer, Ironbreaker -5gc.
v.1.6
Thane, Longbeard, Ironbreakers +1 WS.
Slayers -5gc cost.
Few in number: Removed the restriction of only 9 Dwarves; any number of warriors in the warband may
now be Dwarves.
v.1.5
Changed hatred skill from ld test each turn to hatred in first round of each close combat.
v.1.4
Master Engineers correct starting XP is 20.
Added “Any Hired Swords in the warband will count towards the number of Dwarves.”
v.1.3
Warbands size is 12, of which 9 may be Dwarfs. Combat Groups of 4.
Drakegun also gives -1 Movement penalty.
Drakegun’s Initiative and Movement penalties do not apply if warrior’s race is Dwarf.
Trollhammer Shot S5 (rather than 3+D3).
Cinderblast Bombs never misfire.
Master Engineers +2 starting XP.
Added Ferocious Charge Dawi skill.