Dwarf Rangers
Grade: 1b
Source: Nemesis Crown Supplement (PDF)
Setting: Nemesis Crown
Lore
These Dwarfs tend to be older and as such travel together to prove this simple fact, appeasing the Ancestors by only using traditional weapons and tactics, retrieving lost treasures and artefacts and making every effort to cleanse fallen and lost Holds of the scum that have ‘temporarily’ taken them.
The newest Runesmiths, seen as the keepers of tradition, tend to be the leaders of these groups, gathering together a large number of like-minded members to undertake these expeditions. Their remit is simple - show the young whippersnappers that the Old Ways are the best way forward for the survival of the Dwarf race.
Special rules
Don’t Trust ‘Em:: While Ranger Warbands are free to ally with other Dwarf warbands in multi-player games, their point of view is so different that they do not trust them fully. Members of a Dwarf Rangers warband are never considered ‘friendly models’ to other dwarfs and vice versa. This means that members of one warband WILL stop members of the other from Marching, they won’t keep each other from taking all alone tests, etc. They don’t count as enemy models and may split any treasure found at the end of the game as normal, but the two bands are not friends, make no mistake! 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 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.
Choice of warriors
A Dwarf Rangers warband must include a minimum of three models. You have gold crowns available to spend. The maximum number of warriors in the warband may never exceed .
- Runesmiths: Each warband must have 1 Runesmith: no more, no less!
- Apprentice Runesmiths: Your warband may include up to 1 Apprentice Runesmith.
- Dwarf Troll Slayers: Your warband may include up to 2 Dwarf Troll Slayers.
- Dwarf Longbeards: Your warband may include up to 5 Dwarf Longbeards.
- Dwarf Clansmen: Your warband may include any number of Dwarf Clansmen.
- Dwarf Crossbowmen: Your warband may include up to 5 Dwarf Crossbowmen.
- Beardlings: Your warband may include any number of Beardlings.
Starting experience
- The Runesmith starts with 20 experience.
- The Apprentice Runesmith starts with 20 experience.
- Dwarf Troll Slayers start with 8 experience.
- Henchmen start with 0 experience.
Dwarf Rangers Skill Table
| Combat | Shooting | Academic | Strength | Speed | Special | |
|---|---|---|---|---|---|---|
| Runesmith | ✓ | ✓ | ✓ | ✓ | ✓ | |
| Apprentice Runesmith | ✓ | ✓ | ✓ | ✓ | ✓ | |
| Dwarf Troll Slayers | ✓ | ✓ | ✓ |
Dwarf Rangers Special Skills
Dwarf Rangers Heroes may use the following Skill table instead of any of the standard Skill tables available to them.
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).
Combat Master
This Dwarf’s martial skills surpass those of a normal warrior; he is used to fighting by himself against hordes of opponents and coming through unscathed. When using a weapon that has a Parry special rule, this hero parries successfully if he beats or matches his opponent’s 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 highest two attack dice against him) instead of the normal maximum of one.
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 (with weapon modifiers) would mean that a lower roll than this is needed.
Berserker
The Slayer may add +1 to his to hit rolls during the turn in which he charges.
Dwarf Rangers equipment lists
Dwarf Warrior Equipment List
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free/2 gc |
| Club, Mace or Hammer | 3 gc |
| Club, Mace or Hammer | 3 gc |
| Axe | 5 gc |
| Sword | 10 gc |
| Dwarf Axe | 15 gc |
| Double-handed weapon | 15 gc |
| Spear | 10 gc |
| Halberd | 10 gc |
Missile Weapons
| Item | Cost |
|---|---|
| Pistol | 15 gc |
Armour
| Item | Cost |
|---|---|
| Light Armour | 20 gc |
| Heavy Armour | 50 gc |
| Shield | 5 gc |
| Helmet | 10 gc |
Miscellaneous
| Item | Cost |
|---|---|
| gromril weapon\ | 3 times the cost0 gc |
| gromril armour\\ | 75 gc |
Crossbowmen Equipment List
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free/2 gc |
| Club, Mace or Hammer | 3 gc |
| Club, Mace or Hammer | 3 gc |
| Axe | 5 gc |
| Sword | 10 gc |
Missile Weapons
| Item | Cost |
|---|---|
| Crossbow | 25 gc |
Armour
| Item | Cost |
|---|---|
| Light Armour | 20 gc |
| Heavy Armour | 50 gc |
| Shield | 5 gc |
| Helmet | 10 gc |
Special Equipment
Dwarf Rangers have access to the following special equipment when purchasing items from the Trading Post, outside their starting list:
Dwarf Axe
Cost: 15 gc
Availability: Rare 8
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: Close Combat
Strength: As user
Special Rules
Heroes
1 Runesmith
85 gold crowns to hire
Dwarf Runesmiths are champions of the old ways. ‘If it was good enough for my ancestors, it’s good enough for me!’ is a popular saying. Fresh out of their decades-long apprenticeships, these Runesmith’s are normally on a quest to prove this saying and so will gather together a party of like-minded individuals to seek out lost treasures of their ancestors to confirm this adherence to the traditional ways.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 3 | 5 | 4 | 3 | 4 | 1 | 2 | 1 | 10 |
Weapons/Armour: Runesmith may be equipped with weapons and armour chosen from the Dwarf Warrior Equipment List.
Special Rules
0 – 1 Apprentice Runesmith
40 gold crowns to hire
An Apprentice Runesmith follows his master wherever he goes and is normally just as anxious to prove that the old ways are best. For if they aren’t, he is wasting a good portion of his life…
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 3 | 3 | 2 | 3 | 4 | 1 | 2 | 1 | 8 |
Weapons/Armour: Apprentice Runesmith may be equipped with weapons and armour chosen from the Dwarf Warrior Equipment List.
Special Rules
0 – 2 Dwarf Troll Slayers
50 gold crowns to hire
While it may seem that Troll Slayers shouldn’t fit in with the rest of a Runic Ranger warband, make no mistake – they are strict adherents to tradition and the old ways! Indeed they usually find it easier to get along with the more traditional minded Dwarfs than other dwarfs, who Slayers feel lack determination and the insight to see what the true problems are with their race.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
Weapons/Armour: Dwarf Troll Slayers may be equipped with weapons and armour chosen from the Dwarf Warrior Equipment List.
Special Rules
Henchmen
(Bought in groups of 1-5)0 – 5 Dwarf Longbeards
50 gold crowns to hire
Tested Dwarf veterans who’ve fought in hundreds of battle over their long lives, Longbeards are typically more than willing to support an expedition to prove what they’ve said all along – the old ways are best!
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 3 | 5 | 3 | 3 | 4 | 1 | 3 | 1 | 9 |
Weapons/Armour: Dwarf Longbeard may be equipped with weapons and armour chosen from the Dwarf Warrior Equipment List.
Dwarf Clansmen
40 gold crowns to hire
There are many Dwarfs who see the ‘wisdom’ in reliance on the old ways. Most of these Dwarf warriors venerate Runesmiths and are honoured to be chosen as part of an expedition including one.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
Weapons/Armour: Dwarf Clansmen may be equipped with weapons and armour chosen from the Dwarf Warrior Equipment List.
0 – 5 Dwarf Crossbowmen
40 gold crowns to hire
More Dwarfs who see the old ways as best use the older crossbow instead of the newer (and very unreliable to their eyes) handguns. If their ancestors had wanted them to use black powder weapons, they would have developed them generations ago.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
Weapons/Armour: Dwarf Crossbowmen may be equipped with weapons and armour chosen from the Crossbowmen Equipment List.
Beardlings
25 gold crowns to hire
Many of the proponents of the old ways are older members of Dwarf community. However there are still youngsters who believe and they often accompany a Runic warband to lend a hand as needed to the respected oldsters. More spry than their fellows, they are often used as scouts, roaming ahead of the rest to spy the land and observe enemy activity.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 3 | 3 | 2 | 3 | 4 | 1 | 2 | 1 | 8 |
Weapons/Armour: Beardling may be equipped with weapons and armour chosen from the Dwarf Warrior Equipment List.
Dwarf Runes
Before each game, the Runesmith may attempt to inscribe the rune on an item one of the warriors in his warband is carrying. To do so he must roll 2D6. If he rolls a number equal to or greater than the Difficulty Level of the rune, the item gains the appropriate bonus FOR THAT GAME. If he rolls a ‘2’ on the 2D6, he has fumbled the inscription, fractured the blade of the weapon or shattered the breastplate of the armour, etc. The item is destroyed and must be removed from the warrior’s list of items, though it may be replaced before the game if the warband has sufficient gold crowns. Any other failure simply means the Runesmith failed to inscribe the rune correctly and the warrior gains no bonus.
The leader of a Dwarf Rangers warband represents a younger Runesmith that has recently left the tutelage of his master. He knows one of the following minor runes:
1. Rune of Stone: +1 to Armour Save. Difficulty 8.
2. Rune of Sharpness: -1 Armour Save modifier to weapon. Difficulty 6.
3. Rune of Speed: Initiative doubled on weapon. Difficulty 7.
4. Rune of Warding: Special 4+ save Vs. Spells affecting target (placed on belt, armband, etc. Cost to replace: 1 GC). Difficulty 8.
5. Rune of Accuracy: +1 to hit on weapon. Difficulty 9.
6. Rune of Striding: +1 Movement (placed on boots, belt, etc. Cost to replace: 1 GC). Difficulty 8.
The Jealousy of Runes: Bonuses from Runes are not cumulative with magical bonuses from other items. In other words, a warrior may not combine a Rune of Stone on his shield and a Rune of Shield on his armour for a total bonus to his Armour Save of +2. Similarly the warrior could not combine the Rune of Stone on his shield with some suit of magic elven armour (for example) that added +1 to the warrior’s Armour Save.