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Dwarves v.1.5: Warband Special Rules Warband Special Rules

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Dwarves v.1.

5
Warband Special Rules

Warband Special Rules

Few in Number

Stealth

Dwarven warbands have a maximum of 12 warriors


(rather than the normal 15) of which no more than
9 may be Dwarves. In a Dwarven warband, each
combat group may consist of no more than 0-2
heroes and 0-2 henchmen (instead of the normal 02 heroes and 0-3 henchmen). (The maximum
number of heroes in the warband remains 6.)
Any Hired Swords in the warband will
count towards the number of Dwarves.

While this warrior is in cover, enemy shooting at


him suffers an additional -1 to hit.

Sturdy and Stout


Warriors with this rule are immune to concussive
effects and suffer no Initiative penalties for
wearing suits of Heavy Armour.

Stubborn
Warriors with this rule may re-roll failed fear and
panic tests.

Deathblow (Axes)
All of this warriors Critical Hits with Axes, Great
Axes, and Throwing Axes automatically result in a
Deathblow result on the critical hits table.

Slayer Vows
Warriors with this rule will never use other
weapons than Axes, Great Axes, or Throwing Axes,
unless a training skill allows otherwise. (They may
use Special Equipment as normal.)

Master of Ballistics
This warrior adds Armour Piercing (1) to all his
shots with Blackpowder Weapons. This bonus
stacks with any other Armour Piercing effects their
weapons may have and does not apply to hits they
take from their own Blackpowder Misfires.

Unbreakable
Warriors with this rule may not leave close combat
voluntarily.

Dawi Special Skills


Grudgebearer
Warriors with this rule hate all enemies in the first
round of each close combat. (I.e. all of their close
combat attacks have +1 to hit.)
Extra Tough
Warrior may remove one Campaign Injury from
himself. This skill may be taken multiple times.
True Grit
Warrior has a 4+ special save vs. Critical Hits. If this
save is successful, treat the critical hit as a normal
hit instead.
Resolute
Warrior has +1 Strength on profile the turn he
charges.
Magic Resistance
Warrior has a 4+ ward save vs. the effects of hostile
spells.
Ferocious Charge (+D3) (Slayers Only)
Warrior adds +D3 to the maximum distance
moved when charging, up to a maximum of 12.
(I.e. He rolls 2D6, adds the highest roll to his base
Movement and then adds another D3 to that.)
Warriors type must be Slayer to choose this skill.
Shield Smash
While this warrior is fighting with a Shield and a
Hand Weapon, all of this close combat attacks are
Concussive (1). This ability stacks with any other
concussive effects he may already have. (E.g.
attacks from a Sword or Axe become Concussive
(1), attacks from a Club become Concussive (2) etc.)

Warband Special Equipment

Warband Special Equipment

Cinderblast Bombs 10gc

Drakegun 20gc

Blackpowder Weapon
Range: 6 Strength: 4
Concussive (D3)
Never Misfires
Quick to Fire: No -1 to hit for moving and shooting.

Blackpowder Weapon
Ammunition: Wielder must possess ammunition to
fire the Drakegun, see below.
Cumbersome (-1 M, -1 I Unless Dwarf): Wielder
suffers -1 Movement and -1 Initiative for the entire
battle, unless his race is Dwarf.
Unwieldy: There can only be one Drakegun in each
Combat Group.
Move or Fire.

Gromril Armour 25gc


Suit of Heavy Armour: Is affected by anything that
affects Heavy Armour and can be worn by anyone
who can wear normal Heavy Armour.
Armour Save: 5+
Initiative Penalty: -1
Indestructible (4+): Whenever wearers armour
save would splinter beyond 5+, roll a D6: On a roll
of 4+, the armour does not splinter but retains its
current AS value.
If the armour would splinter by multiple
points, roll a separate D6 for each point.

Drakegun Ammunition

Is Special Equipment that may be given to


henchmen and lasts the entire campaign.

Ball Shot (Ammunition) 15gc


Range: 30 Strength: 4
Armour Piercing (1)
Unstoppable: When firing a Ball Shot, draw a line
30 long and 1 high: Roll to hit against every
warrior in the line of fire. (Ball Shots stop if they hit
a terrain feature and are subject to the normal
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)
Ignores Regeneration Saves (but not ward saves).

Drakefire Shot (Ammunition) 5gc

Giorgos Magakis

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.
Armour Piercing (1)
Never Misfires
Flaming Attack
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


Thane
Longbeard
Engineer
Runesmith
Beardling

Combat
V
V
V
V

Shooting
V

Academic
V

V
V
(+10gc)

(+10gc)

Strength
V
V
V
V
V

Speed

Dawi
V
V
V
V
V

Dwarf Equipment Lists


Thane, Longbeards,
Beardlings, Clansmen
Close Combat
Hand Weapon
Great Weapon
Shooting
Pistol
Handgun
Crossbow
Throwing Axes

Runesmiths

Master Engineers

Close Combat
Hand Weapon
Great Weapon

Close Combat
Hand Weapon

Shooting
Sling
Armour
Light Armour
Heavy Armour
Shield

Armour
Light Armour
Heavy Armour
Shield

Shooting
Pistol
Blunderbuss
Handgun
Drakegun
Armour
Light Armour
Heavy Armour

Halflings

Ironbreakers

Troll Slayers

Close Combat
Hand Weapon

Close Combat
Hand Weapon
Great Weapon

Close Combat
Hand Weapon
Great Weapon

Shooting
Pistol
Blunderbuss
Cinderblast Bombs

Shooting
Throwing Axes

Shooting
Sling
Short Bow
Armour
Light Armour

Armour
Light Armour
Heavy Armour
Shield

Armour
None

HEROES

HENCHMEN

0-1 Thane

Clansmen

55gc to hire
Starting Experience: 24
Race: Dwarf
M WS BS S
T W
3
4
4
3
4
3
SPECIAL RULES
Leader (6), Sturdy and Stout

45gc to hire
Starting Experience: 18
Race: Dwarf
M WS BS S
T
3
4
3
3
4
SPECIAL RULES
Sturdy and Stout

I
3

A
1

Ld
9

W
3

I
2

A
1

Ld
9

0-2 Longbeards

0-3 Troll Slayers

50gc to hire
Starting Experience: 20
Race: Dwarf
M WS BS S
T W
3
4
3
3
4
3
SPECIAL RULES
Sturdy and Stout, Stubborn

55gc to hire
Starting Experience: 24
Race: Dwarf
M WS BS S
T W I
A Ld
3
4
3
3
4
3
2
1
9
SPECIAL RULES
Sturdy and Stout, Immune to Fear and Panic,
Unbreakable, Slayer Vows, Deathblow (Axes),

I
2

A
1

Ld
9

0-2 Runesmiths
55gc to hire
Starting Experience: 20
Race: Dwarf
M WS BS S
T W I
A Ld
3
4
2
3
4
3
2
1
9
SPECIAL RULES
Sturdy and Stout
Priests (Lore of Runes): Start with 1 prayer.

0-2 Master Engineers


50gc to hire
Starting Experience: 20
Race: Dwarf
M WS BS S
T W I
A
3
3
4
3
4
3
2
1
SPECIAL RULES
Sturdy and Stout, Master of Ballistics

0-3 Ironbreakers
60gc to hire
Starting Experience: 20
Race: Dwarf
M WS BS S
T W I
3
4
3
3
4
3
2
SPECIAL RULES
Sturdy and Stout, Resolute (+1 S)
Heirloom: Gromril Armour

A
1

Ld
9

A
1

Ld
6

0-3 Halflings
Ld
9

15gc to hire
Starting Experience: 4
Race: Halfling
M WS BS S T
4
2
4 2 2
SPECIAL RULES
Stealth

W
3

I
4

0-3 Beardlings
30gc to hire
Starting Experience: 6
Race: Dwarf
M WS BS S
T
3
2
2
3
4
SPECIAL RULES
Sturdy and Stout

0-3 Warhounds
W
3

I
2

A
1

Ld
8

30gc to hire
M WS BS S
T W I
A Ld
6
4
4
3
3
4
1
5
SPECIAL RULES
Animals (Cannot Climb; Cannot Hide; Flee 3D6;
Cannot use the Leaders Ld; Cannot Capture
Objectives; Fight Unarmed; No Promotion.)

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.
Drakeguns Initiative and Movement penalties do not apply if warriors race is Dwarf.
Trollhammer Shot S5 (rather than 3+D3).
Cinderblast Bombs never misfire.
Master Engineers +2 starting XP.
Added Ferocious Charge Dawi skill.

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