Dwarves are one of the strongest races of the Old World. Though they have suffered
greivous losses in recent times, they are still a force to be reckoned with, as
many a foe has discovered. Dwarves are a people of the Earth and Stone. Durable,
taciturn, and stoic they are renowned for several things. Dwarves are the greatest
blacksmiths, drunks, and miners the Old World has ever seen. Though some groups
of upstart younglings have also made their way to Mordheim in search of Treasure,
they are not the sole representatives of Dwarvenkind on the streets of Mordheim.
Some small parties of Miners and other Dwarves of the tunnels and halls under the
mountains near and in Karak Kadrin have also journeyed to the Damned City to get
what profits they may. The following is a representation of their composition.
Starting Funds
The warband starts with 500 gc to spend as it wishes following unit numbers and
weapons restrictions.
Choice of Warriors
A Dwarf Miners band must include a minimum of 3 models, and can have a maximum
of 12 models including 5 Heros and 1 leader. A starting warband must be lead by
a Foreman, but should he be killed they may not acquire another; a new leader will
step forth from amongst the members of the band.
Hirelings & Dramatis Personae
The following Hired Swords will work for the Dwarven Miners:
- Pit Fighter
- Warlock
- Freelancer
- Halfling Scout
- Troll Slayer
Of the Dramatis Personae listed in the Mordheim rulebook, none will work for a
Dwarf Miners band. Player created and future supplemental Personae will have to
be adjudicated on a case by case basis as appropriate to their background. In general
High and Wood Elven characters will not work for a Dwarven band, or at least not
for long, primarily because the Dwarves wouldn't want to hire them in the first
place and would treat them poorly even if they did (see Grudgebearers). Of the Dramatis
Personae presented on this site, the following will work for a Dwarven band:
Special Abilities
All standard Dwarven special abilities apply, as follows:
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Special Ability: Expert Miners: The
warband automatically gets an extra piece of wyrdstone in the Exploration phase
as long as one Hero can Explore.
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Special Ability: Dwarves: Only taken
Out of Action on a '6', Immune to the stunning attacks of Clubs, Hammers, etc.
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Special Limitation: Intolerant: Will
NEVER hire a Monstrous Creature (Ogres, Minotaurs, Ulfwerener, etc.).
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Special Limitation: Grudgebearers:
Dwarves will work with elves, but at a cost. If the warband has employed an Elf
he will leave on a roll of 4+ on a D6 after each battle.
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Heroes
Foreman
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The Warband must be lead by a Foreman when starting
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Tunnel Fighters
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The Warband may include up to 2 Tunnel Fighters
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Master Miner
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The Warband may include up to 1 Master Miner
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Henchmen
Miners
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The Warband may include up to 5 Miners
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Tunnel Runners
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The Warband may include up to 5 Tunnel Runners
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Clansmen
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The Warband may include any number of Clansmen
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Equipment
Dwarf Miners Clansmen Equipment List
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Item
|
Cost
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Hand to hand weapons
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Dagger (first free)
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2
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Mace (Hammer, Club, etc)
|
3
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Battleaxe
|
5
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Sword
|
10
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Spear
|
10
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Dwarf Axe
|
15
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Double Handed Weapon
|
15
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Missile Weapons
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None
|
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Armor
|
Shield (no Buckler)
|
5
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Helmet
|
10
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Light Armor
|
20
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Heavy Armor
|
50
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Dwarf Miners Tunnel Runners Equipment List
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Hand to hand weapons
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Dagger (first free)
|
2
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Mace (Hammer, Club, etc)
|
3
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Battleaxe
|
5
|
Sword
|
10
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Missile Weapons
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Sling
|
2
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Crossbow
|
25
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Armor
|
None
|
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Dwarf Miners Miner Equipment List
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As Clansmen with the following additions
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Pick
|
15
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Special Equipment
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Lantern
|
10
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Dwarf Miners Hero Equipment List
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As Clanmen with following additions
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Missile Weapons
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Crossbow
|
25
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Armor
|
Gromril Armor (at warband creation)
|
75
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Special Equipment
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Miners Pick
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+1 Strength, 2 Handed, Additional -1 Armor Save
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15
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Lantern
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+4" Detection Range
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10
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Starting Experience
Experience and Skills
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Hero
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Skill Categories
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Starting XP
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Foreman
|
Combat, Strength, Shooting, *Dwarf
|
20
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Master Miner
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Combat, Strength, *Dwarf, Miner
|
10
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Tunnel Fighters
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Combat, Strength, Shooting, *Dwarf
|
8
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*These Heros have access to the special 'Dwarf' Skills List from the existing
WD Dwarven Treasure Hunters warband.
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Miner Skills
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Lantern Bearer
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Most Miners wear a lantern affixed to their Helmet; some become adept at using
it as a weapon. When in HtH, the Miner is practiced at shining the lantern into
the faces of his opponents. One opponent in HtH looses all their attacks in the
first turn of HtH. Miner must possess a Lantern.
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Pickmaster
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The Miner's pick is like an extention of his arm; he wields it with consumate
skill. He is +1 to hit with a Pick (+1 to the die roll, not +1 WS).
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Dwarven Awareness
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The Miner is attuned to his surroundings. While underground, he is never suprized
and automatically detects any model within triple his initiative. Additionally,
in any scenario where wyrdstone, gems, or precious metals are hidden, the Master
Miner recieves a +/- 1 to detect it (whichever is beneficial).
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Heroes
Type
|
Number
|
Cost
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Foreman
|
1
|
85
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The Foreman is the toughest and most authoritative member of the band. He is
used to getting the job done and doesn't take no for an answer.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
3
|
5
|
4
|
3
|
4
|
1
|
2
|
1
|
9
|
As Armor
|
Weapons and Armor: the Foreman may be equipped as desired from
the Dwarf Miners Heros Equipment List
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Special Ability: Leader. All warriors
in the band within 6" of the Foreman may use his Leadership value for Leadership
tests.
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Type
|
Number
|
Cost
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Tunnel Fighters
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0-2
|
50
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Some Dwarves are trained to be experts at fighting in enclosed spaces, and in
their native environment are truly impressive. their experience with close quarters
conditions serves them well in the ruins of the Damned City.
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M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
3
|
4
|
4
|
4
|
4
|
1
|
2
|
1
|
9
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As Armor
|
Weapons and Armor: Tunnel Fighters may be equipped as desired
from the Dwarf Miners Hero Equipment List
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Special Ability: Hardened Fighters.
The warrior is Immune to All Alone Tests, but not other Psychology effects.
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Special Ability: Tunnel Fighter. +1
WS, +1 Attack when fighting HtH in a catacomb, ruin, or underground.
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Type
|
Number
|
Cost
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Master Miner
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0-1
|
50
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Master Miner are some of the best of the best when it comes to delving beneath
the surface, looking for fine metals, or digging for anything in general. A warband
with a Master Miner is sure to reap fat rewards.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
3
|
4
|
3
|
3
|
4
|
1
|
2
|
1
|
9
|
-
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Weapons and Armor: Master Miner may be equipped as desired from
the Dwarf Miners Hero and Miner Equipment Lists
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Special Ability: Master Miner. If
a warband has a Master Miner, they may ignore shifting terrain, subterranean traps,
and pitfalls as long as he is not OoA. Additionally, if the Master Miner is not
put OoA, roll an additional die in the Exploration phase exactly as if the band
has an additional member.
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Henchmen
Type
|
Number
|
Cost
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Miners
|
0-5
|
40
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Miners are the workforce of the band. They are typically heavily armored and
bear both large picks that are practical tools and weapons combined, as well as
Lanterns and candles. With luck and experience they might reach the rank of Master
Miner themselves.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
3
|
4
|
3
|
3
|
4
|
1
|
2
|
1
|
9
|
As Armor
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Weapons and Armor: Miners may be equipped as desired from the
Dwarf Miners Clansmen and Miner Equipment Lists.
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Special Ability: Promotion Option.
If promoted, Miners may choose the Miner group as one of their 2 skill group selections.
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Type
|
Number
|
Cost
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Tunnel Runners
|
0-5
|
30
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Normally regarded as a slow race, even the Dwarves find it necessary to employ
a little speed occasionally. Some young Dwarves are trained in the art of Tunnel
Running from childhood. Through years of hard training and physical conditioning
these Tunnel Runners are able to move as quickly as a human.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
3
|
2
|
3
|
4
|
1
|
2
|
1
|
8
|
As Armor
|
Weapons and Armor: Tunnel Runners may be equipped as desired
from the Dwarf Miners Tunnel Runners Equipment List.
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Special Ability: Promotion Option.
If promoted, Tunnel Runners may choose the Speed group as one of their 2 skill group
selections. This is a special exception that only applys to them.
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Type
|
Number
|
Cost
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Clansmen
|
Unlimited to Max Warband Size
|
40
|
Clansmen are the rank and file of the band. Solid and flexible with good stats
and good HtH equipment options, they are an excellent selection.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
3
|
4
|
3
|
3
|
4
|
1
|
2
|
1
|
9
|
As Armor
|
Weapons and Armor: Clansmen may be equipped as desired from
the Dwarf Miners Clansmen Equipment List.
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Playing a Dwarven Miners Force
A Dwarf Miners band has several obvious advantages. The primary reason to play
the Dwarven Miners rather than, say, the very similar Dwarven Treasure Hunters is
for a different, more 'Dwarvy' flavor. They are very much a HtH force, with a good
mix of HtH equipped units and some skirmishing capability.
All Dwarf bands benefit from a few big pros; they have great stats, and are super
tough. Most also have excellent range of equipment choices. What can I say, it's
good to be stunty.
The Miners Warband also offers a diverse roster allowing several different configurations
and some tactical flexibility.
Cons of the Dwarven Miners force
Pretty much all Dwarf bands suffer from a few common cons. They tend to be both
expensive and few in number, and they are very slow. You really have to think out
your movement phase in advance because making the wrong decision and having to scramble
your stuntys to some other place on the board is painful and defeat-seeking.
The Method behind the Madness
I brainstormed this list in response to someone named Constable's description of
his "Dwarven Stronghold" variant of Mordheim on one of the Mordheim forums, where
I envision there would be several different types of Dwarf warbands, and a Miner
oriented one is the most obvious possible one.
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