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.
As many a general to lay or weather a siege knows
the best Sappers to be had are Dwarven Sappers. Unfortunately though even Dwarven
Sappers have a hard time getting some practice in at their craft since most people
take exception to having their homes and environs blown to flinders. However, an
already ruined city such as Mordheim offers a once in a lifetime training
opportunity for Sappers and Demolitionists to ply their craft for practice, and
thus some small groups of Sappers and Demolitionists have made their way to the
City of Eternal Darkness over the last few months to do just that. 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 Wrecking Crew 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 Crew Chief, 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 Dwarf Wrecking Crew:
- Pit Fighter
- Warlock
- Freelancer
- Halfling Scout
- Troll Slayer
Of the Dramatis Personae listed in the Mordheim rulebook, none will work for a
Dwarf Wrecking Crew 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
Crew Chief
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The Warband must be lead by a Crew Chief when starting
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Sappers
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The Warband may include up to 2 Sappers
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Master Sapper
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The Warband may include up to 1 Master Sapper
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Henchmen
Demolitionists
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The Warband may include up to 5 Demolitionists
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Journeymen Demolitionists
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The Warband may include up to 5 Journeymen Demolitionists
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Wreckers
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The Warband may include any number of Wreckers
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Equipment
Dwarf Wrecking Crew 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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Pick
|
15
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Shovel
|
15
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Double Handed Weapon
|
15
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Missile Weapons
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Crossbow
|
30
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Armor
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Shield (no Buckler)
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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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Gromril Armor (Heros when hired only; otherwise use normal Equipment option)
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75
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Dwarf Wrecking Crew Sappers and Demolitionist Equipment List
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Hand to hand weapons
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As above
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Missile Weapons
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Pistol
|
15
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Brace of Pistols
|
30
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Handgun
|
35
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Armor
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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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Gromril Armor (Heros when hired only; otherwise use normal Equipment option)
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75
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Special Weapons
(The below new items may only be bought if the band currently has a Master Sapper)
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Demolition Charge
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70
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Grenade
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45
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Special Equipment
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Demolition Charge
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ONE USE ITEM. Takes 1 full turn to set up (own turn and enemies turn), detonates
in 1d3-1 full turns (ie it might detonate immediately). Detonation occurs at the
end of the current turn after everything else has occured in that turn and immediately
before the Recovery phase of the following turn. Any building which the Charge is
attached to is destroyed and rubbled, turning the area it occupied into Difficult
Terrain. Any model in the building takes d3 S7 hits plus falling damage. Any model
within 1d6+1" of the edges of the building takes d3 hits of a Strength equal
to 7 minus their distance from the building rounded down. Thus models within 1"
take S7 hits, whereas models within 7" take S1 hits and models exactly 7"
or more away take no hit (S0).
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70 per charge
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Grenade
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ONE USE ITEM. Range: Users Sx2. Can be thrown at anypoint within range, all models
within d3+1 inches take a hit with a Strength of D3+3 (Str 4 to 6). If the thrower
rolls a one to hit, it is targeted on themselves.
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45 per charge
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Pick
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+1 Strength, 2 Handed, Additional -1 Armor Save
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15
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Excavation Shovel
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Counts as a Halberd (+1 Strength, 2-Handed), and each HtH the player may decide
to strike with the flat of the blade or the edge. If striking with the flat of the
weapon it Stuns foes on a 2-4 like a club. If striking with the edge, it applies
an additional -1 Armor Save like an Axe.
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15
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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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Crew Chief
|
Combat, Strength, Shooting, *Dwarf
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20
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Master Sapper
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Combat, Strength, Shooting, *Dwarf
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12
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Sappers
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Combat, Strength, Shooting, *Dwarf
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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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Heroes
Type
|
Number
|
Cost
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Crew Chief
|
1
|
85
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The Crew Chief 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.
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M
|
WS
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BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
3
|
5
|
4
|
3
|
4
|
1
|
2
|
1
|
9
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As Armor
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Weapons and Armor: the Crew Chief may be equipped as desired
from the Dwarf Wrecking Crew Equipment List
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Special Ability: Leader. All warriors
in the band within 6" of the Crew Chief may use his Leadership value for Leadership
tests.
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Type
|
Number
|
Cost
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Sappers
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0-2
|
50
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Based on Boss Umguk's
Sapper Hired Sword. Used with permission.
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Some Dwarves are trained to be experts at destroying fortifications, blowing
out tunnels, blasting obstructions and otherwise wreaking mass destruction. These
skills can be put to great use in the ruined and obstructed streets of Mordheim.
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M
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WS
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BS
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S
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T
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W
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I
|
A
|
LD
|
SAVE
|
3
|
4
|
3
|
3
|
4
|
1
|
2
|
1
|
9
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As Armor
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Weapons and Armor: Sappers may be equipped as desired from the
Dwarf Wrecking Crew Sappers and Demolitionist Equipment List
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Type
|
Number
|
Cost
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Master Sapper
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0-1
|
60
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Based on Boss Umguk's
Sapper Hired Sword. Used with permission.
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Master Sappers are some of the best of the best when it comes to making explosive
charges, setting them, and blowing stuff to kingdom come. Their experience with
gunpowder and explosives also enables them to ensure that only the best powder is
bought by the band.
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M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
3
|
4
|
4
|
3
|
4
|
1
|
2
|
1
|
9
|
-
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Weapons and Armor: Master Sapper may be equipped as desired
from the Dwarf Wrecking Crew Sappers and Demolitionist Equipment List
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Special Ability: Demolitions Expert:
If a warband has a Master Sapper, its members may ignore any Black Powder malfunction
rolls. Additionally, the other members of the list that have access to the Dwarf
Wrecking Crew Sappers and Demolitionist Equipment List may purchase Demolition Charges
and Grenades as long as a Master Sapper is with the band; the purchase cost of these
items represents the materials required for the Master Sapper to create the weapons.
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Henchmen
Type
|
Number
|
Cost
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Demolitionists
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0-5
|
40
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Demolitionists are the workforce of the band; they do the grunt work too dangerous
or messy for the Sappers to do. With luck and experience the Demolitionist will
one day be a Sapper.
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M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
3
|
4
|
3
|
3
|
4
|
1
|
2
|
1
|
9
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As Armor
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Weapons and Armor: Demolitionists may be equipped as desired
from the Dwarf Wrecking Crew Sappers and Demolitionist Equipment List
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Type
|
Number
|
Cost
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Journeymen Demolitionists
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0-5
|
25
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Journeymen Demolitionists are the unfortunate expendibles of the band; they do
the work that even the Demolitionists dont want to do. Should they survive and avoid
blowing themselves up they may one day become full fledged Demolitionists and even
one day Sappers.
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M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
3
|
3
|
2
|
3
|
4
|
1
|
2
|
1
|
8
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As Armor
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Weapons and Armor: Journeymen Demolitionists may be equipped
as desired from the Dwarf Wrecking Crew Sappers and Demolitionist Equipment List
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Type
|
Number
|
Cost
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Wreckers
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Unlimited up to Max Warband Size
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40
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Wreckers are the rank and file of the band. They come clean up the mess after
the Demolitionists and Sappers are done, picking thru the rubble and using their
Picks and Shovels to clear a path. Solid and flexible with good stats and good HtH
equipment options, they are an excellent selection.
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M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
3
|
4
|
3
|
3
|
4
|
1
|
2
|
1
|
9
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As Armor
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Weapons and Armor: Wreckers may be equipped as desired from
the Dwarf Wrecking Crew Equipment List.
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Playing a Dwarf Wrecking Crew Force
A Dwarf Wrecking Crew has several obvious advantages. The primary reason to play
the Dwarf Wrecking Crew rather than the very similar Dwarven Treasure Hunters is
for their explosives. They are very much a short range skirmishing force, but with
a good mix of ranged and HtH options.
Pros of the Dwarf Wrecking Crew force
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 Wrecking Crew adds THINGS THAT GO BOOM to that list of advantages, making
them appealing to say the least. Everyone likes things that go BOOM.
Cons of the Dwarf Wrecking Crew 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 Wrecking Crew add the risk of blowing themselves up to this collection of
woes.
The Method behind the Madness
I think the Dwarf Wrecking Crew represent a very zany and entertaining force, out
for total destruction rather than profit or glory.
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