Dwarf Rangers
There is a traditional school
of thought amongst many Dwarfs Choice of warriors
that ‘the old ways are best’, that A Dwarf Rangers warband must include a minimum of
new-fangled contraptions dreamt 3 models. You have 500 Gold Crowns with which you
up by younger dwarves, can use to recruit and equip your warband. The
especially those in the maximum number of warriors in the warband is 12.
Engineering Guild, are
weakening them by straying from Runesmith:
Runesmith Each Dwarf Rangers warband must have
time-honoured tactics and the one Runesmith: no more, no less!
ways of the Ancestors. Apprentice Runesmith:
Runesmith Your warband may include up
to 1 Apprentice Runesmith.
These Dwarfs tend to be older and as Troll Slayers:
Slayers Your warband may include up to 2 Troll
such travel together to prove this simple fact, Slayers.
appeasing the Ancestors by only using traditional Dwarf Longbeards:
Longbeards Your warband may include up to 5
weapons and tactics, retrieving lost treasures and Dwarf Longbeards.
artefacts and making every effort to cleanse fallen Dwarf Clansmen
Clansmen: Your warband may include any
and lost Holds of the scum that have ‘temporarily’ number of Dwarf Warriors.
taken them. Dwarf Crossbowmen:
Crossbowmen Your warband may include up
The newest Runesmiths, seen as the keepers of to 5 Dwarf Crossbowmen.
tradition, tend to be the leaders of these groups, Beardlings:
Beardlings Your warband may include any number of
gathering together a large number of like-minded Beardlings.
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 Starting Experience
the Dwarf race. Runesmith starts with 20 experience.
Apprentice Runesmith starts with 0 experience.
Special Rules Troll Slayers start with 8 experience.
All Henchmen start with 0 experience.
A Dwarf Rangers Warband is subject to the following
special rules in addition to the ones for Dwarf
Warbands. Characteristic Increase
When warband members gain enough experience for
Don’t Trust ‘Em: While Ranger Warbands are free to an Advance (see the Experience section of the
ally with other Dwarf warbands in multi-player games, Mordheim rulebook), it is likely that they will roll a
their point of view is so different that they do not trust characteristic increase. Dwarf characteristics may not
them fully. Members of a Dwarf Rangers warband are be increased beyond the maximum profile limits
never considered ‘friendly models’ to other dwarfs shown below. If a characteristic is at its maximum,
and vice versa. take the other option or roll again if you can only add
one characteristic. If both are already at their
This means that members of one warband WILL stop maximum, you may increase any other by +1 instead.
members of the other from Marching, they won’t keep Remember that Henchmen can only add +1 to any
each other from taking All Alone tests, etc. They don’t characteristic.
count as enemy models and may split any treasure
found at the end of the game as normal, but the two Profile M WS BS S T W I A Ld
bands are not friends, make no mistake!
Dwarf 3 7 6 4 5 3 5 4 10
‘Old’ Borin was respected and revered amongst his contemporaries as he had outlived the majority of
them and grown the beard to prove it. He was used to reverence. Yet there was more to it than simple
age, even in Dwarf Society where that carried a great deal of respect. He was also a member of the
Order of Runesmiths, it’s rites and rituals secretive and powerful.
Now, as he struck the axe blade, forging another ancient rune into its surface, uttering the words of
power that would enhance the potency of the weapon, Borin knew that the axe would be another step
in repairing the mistakes of the past as it maintained the Ways of the Ancestors, and would thus
return his people to a Golden Age
Staring at the finished axe, the Runesmith felt a surge of pride, but fought it back. Yes the weapon was
complete and empowered, but it was no better than any produced now. Not compared to the great
weapons forged yesteryear and wielded in the hands of the greatest heroes. Only time could tell how
true it would be…
Dwarf Skill Table
Combat Shooting Academic* Strength Speed Special
Runesmith √ √ √ √ √
Apprentice √ √ √ √
Troll Slayer √ √ √
*Note that Dwarfs may never take the Arcane Lore skill. It is not possible for a dwarf to learn to cast spells.
Dwarf Ranger equipment list
The following lists are used by a Dwarf Rangers warband to pick their equipment:
DWARF WARRIOR EQUIPMENT LIST CROSSBOWMEN EQUIPMENT LIST
Hand-
Hand-to-
to-hand combat weapons Hand-
Hand-to-
to-hand combat weapons
Dagger...................................................1st free/2 gc Dagger...................................................1st free/2 gc
Mace ................................................................... 3 gc Mace ................................................................... 3 gc
Hammer ............................................................. 3 gc Hammer ............................................................. 3 gc
Battleaxe............................................................. 5 gc Battleaxe............................................................. 5 gc
Dwarf Axe......................................................... 15 gc Sword ............................................................... 10 gc
Sword ............................................................... 10 gc
Two-handed weapon....................................... 15 gc Missile weapons
Spear ................................................................ 10 gc Crossbow ......................................................... 25 gc
Halberd ............................................................ 10 gc Armour
Gromril Weapon* .......3x normal cost of a weapon Light Armour.................................................... 20 gc
Missile weapons Heavy Armour .................................................. 50 gc
Pistol................................................................. 15 gc Shield ................................................................. 5 gc
(30 gc for a brace) Helmet.............................................................. 10 gc
Armour * Any weapon a Dwarf may normally purchase may be
Gromril Armour** ........................................... 75 gc purchased as a Gromril weapon instead. This
Light Armour.................................................... 20 gc multiplies the cost of the weapon by three. For rules
Heavy Armour .................................................. 50 gc on Gromril weapons see the Mordheim rulebook.
Shield ................................................................. 5 gc Note that this price is only for a starting warband, as it
Helmet.............................................................. 10 gc represents the Dwarfs outfitting themselves at their
own stronghold. Later purchases of Gromril weapons
are done using the Price Charts in the Mordheim
rulebook.
** The price of a suit of Gromril armour is cheaper for
a starter warband to represent the relative ease with
which Dwarfs can find such items in their own
stronghold. Later purchases of Gromril Armour must
be done using the normal Price Chart in the
Mordheim rulebook.
Heroes
1 Runesmith Profile M WS BS S T W I A Ld
85 Gold Crowns to hire 3 3 2 3 4 1 2 1 8
Dwarf Runesmiths are champions of the old ways. ‘If
it was good enough for my ancestors, it’s good Weapons/Armour:
Weapons/Armour: An Apprentice Runesmith may be
enough for me!’ is a popular saying. Fresh out of their armed with weapons chosen from the Dwarf Warrior
decades-long apprenticeships, these Runesmith’s are equipment list.
normally on a quest to prove this saying and so will
gather together a party of like-minded individuals to SPECIAL RULES
seek out lost treasures of their ancestors to confirm Extra Set of Hands:
Hands An Apprentice Runesmith helps
this adherence to the traditional ways. his master fashion runic items, doing all the boring
grunge-work that makes his master more efficient in
Profile M WS BS S T W I A Ld his efforts. An Apprentice Runesmith in the warband
allows a Master Runesmith to inscribe on two items
3 5 4 3 4 1 2 1 10 before each game, instead of only one.
Weapons/Armour: A Dwarf Runesmith may be
equipped with weapons and armour chosen from the 0-2 Troll Slayers
Dwarf Warrior equipment list.
50 Gold Crowns to hire
SPECIAL RULES While it may seem that Troll Slayers shouldn’t fit in
Leader: Any warrior within 6” of the Dwarf Runesmith with the rest of a Runic Ranger warband, make no
may use his leadership characteristic when taking any mistake – they are strict adherents to tradition and the
Leadership tests. old ways! Indeed they usually find it easier to get
along with the more traditional minded Dwarfs than
Inscribe Runes:
Runes A Runesmith knows one minor rune
other dwarfs, who Slayers feel lack determination and
(see list at the end of this warband list), determined
the insight to see what the true problems are with
randomly when the warband is first created. He may
their race.
inscribe the rune on an item carried by one of the
warriors of his warband, and (if successful, see below)
Profile M WS BS S T W I A Ld
the item will gain a bonus from the rune for that
game. When a Runesmith advances and rolls a skill on 3 4 3 3 4 1 2 1 9
the Hero Advance table, he may choose to learn a new
rune instead of learning a skill (exactly like a Weapons/Armour: Troll Slayers may be equipped with
spellcaster advancing and learning a new spell). weapons chosen from the Dwarf Warrior Equipment
List. Slayers may never carry or use Missile Weapons
or any form of armour.
0-1 Apprentice Runesmith
SPECIAL RULES
40 Gold Crowns
Crowns to hire Deathwish:
Deathwish Troll Slayers seek an honourable death in
An Apprentice Runesmith follows his master wherever combat. They are completely immune to all
he goes and is normally just as anxious to prove that psychology and never need to test if fighting alone.
the old ways are best. For if they aren’t, he is wasting
a good portion of his life…
Henchmen
0-5 Dwarf Longbeards SPECIAL RULES
Stubborn: Dwarf Longbeards have seen just about
Stubborn
50 Gold Crowns
Crowns to hire everything in their long careers and they know it.
Tested Dwarf veterans who’ve fought in hundreds of They are used to fighting by themselves against
battle over their long lives, Longbeards are typically impossible odds and it hasn’t killed them yet. On top
more than willing to support an expedition to prove of all this they are just generally more set in their
what they’ve said all along – the old ways are best! ways than other Dwarfs and they’re not about to let a
bunch of weedy goblins drive them off! A Dwarf
Profile M WS BS S T W I A Ld Longbeard may reroll any failed Leadership test he is
3 5 3 3 4 1 3 1 9 required to take. Remember that you can never reroll
a reroll, so the result of this second roll must always
Weapons/Armour: Dwarf Longbeards may be be accepted.
equipped with weapons and armour chosen from the
Dwarf Warrior equipment list.
Profile M WS BS S T W I A Ld
Dwarf Clansmen 3 4 3 3 4 1 2 1 9
40 Gold Crowns to hire
There are many Dwarfs who see the ‘wisdom’ in Weapons/Armour: Crossbowmen may be armed with
reliance on the old ways. Most of these Dwarf weapons and armour chosen from the Dwarf
warriors venerate Runesmiths and are honoured to be Crossbowmen equipment list.
chosen as part of an expedition including one.
Profile M WS BS S T W I A Ld
Beardlings
3 4 3 3 4 1 2 1 9 25 Gold Crowns to hire
Many of the proponents of the old ways are older
Weapons/Armour: Dwarf Clansmen may be equipped members of Dwarf community. However there are
with weapons and armour chosen from the Dwarf still youngsters who believe and they often
Warrior equipment list. 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
0-5 Dwarf Crossbowmen ahead of the rest to spy the land and observe enemy
activity.
40 Gold Crowns to hire
More Dwarfs who see the old ways as best use the Profile M WS BS S T W I A Ld
older crossbow instead of the newer (and very
unreliable to their eyes) handguns. If their ancestors 3 3 2 3 4 1 2 1 8
had wanted them to use black powder weapons, they
would have developed them generations ago. Weapons/Armour: Beardlings may be armed with
weapons and armour chosen from the Dwarf Warrior
equipment list.
Dwarf Special Skills
Dwarf Heroes may use the following Skill List instead of the standard skill lists available to them.
True Grit Extra Tough
Dwarfs are hardy individuals and this hero is hardy This Dwarf is notorious for walking away from
even for a Dwarf! When rolling on the Injury Table for wounds that would kill a lesser being. When rolling
this hero, a roll of 1-3 is treated as Knocked Down, 4- on the Heroes Serious Injury Chart for this hero after
5 as Stunned and 6 is Taken Out. 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.
Combat Master
This Dwarf’s martial skills surpass those of a normal
warrior; he is used to fighting by himself against
Resource Hunter
hordes of opponents and coming through unscathed. This Dwarf is especially good at locating valuable
When using a weapon that has a Parry special rule, resources. When rolling on the exploration chart at
this hero parries successfully if he beats OR MATCHES the end of a game, the hero may modify one die roll
his opponent’s highest ‘to hit’ roll, not just if he beats by +/-1.
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
Ferocious Charge
beat the highest two attack dice against him) instead The Slayer may double his attacks on the turn in
of the normal maximum of one. which he charges. He will suffer a –1 to hit penalty on
that turn. Slayers only.
Thick Skull
The hero has a thick skull even for a Dwarf. He has a
Monster Slayer
special 3+ save on a D6 to avoid being Stunned. If the The Slayer always wounds any opponent on a roll of
save is made, treat a Stunned result as Knocked Down 4+, regardless of Toughness, unless his own strength
instead. If the Dwarf also wears a Helmet, this save is (with weapon modifiers) would mean that a lower roll
2+ instead of 3+ (this takes the place of the normal than this is needed. Slayers only.
Helmet special rule).
Berserker
The Slayer may add +1 to his to hit rolls during the
turn in which he charges. Slayers only.
Dwarf Runes
Runesmiths harness the magic of the Warhammer world by inscribing magical runes on items,
imbuing them with a variety of wondrous abilities. When a Runesmith graduates from his long
apprenticeship he has knowledge of one or two minor runes taught to him by his master.
These runes are less powerful than normal Dwarf runes, in that they can only utilise magic for
a short time. As the Runesmith practices and studies on his own, he gains the knowledge
required to inscribe the more powerful permanent runes on to items.
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:
Stone +1 to Armour Save. Difficulty 8.
2 – Rune of Sharpness:
Sharpness -1 Armour Save modifier to weapon. Difficulty 6.
3 – Rune of Speed:
Speed Initiative doubled on weapon. Difficulty 7.
4 – Rune of Warding
Warding: Special 4+ save Vs. Spells affecting target (placed on belt, armband, etc.
Cost to replace: 1 GC). Difficulty 8.
5 – Rune of Accuracy:
Accuracy +1 to hit on weapon. Difficulty 9.
6 – Rune of Striding
Striding: +1 Movement (placed on boots, belt, etc. Cost to replace: 1 GC).
Difficulty 8.
The Jealousy of Runes
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.
Dorval raised his axe to let the light shine on to its edge and, more
specially, the rune engraved on it. The younger dwarfs around the
table stared at it in murmuring awe, recognising the superior
workmanship in it. Not one of them didn’t know that it would take
them centuries to attain such skills.
“Where did ye find it?” One of them asked.
“Find, lad, find! It were recovered from Karak Azgal, deep deep
down. It’s me great-great grandfather’s axe and I went back for it.
Now I can truly get me revenge on those bloody greenskins. It’s what
me father would have wanted and I want too. I need some stouter
arms than mine to aid me quest and you look like a bunch of fine
lads, stout of arms and courage.”
Some of them scoffed, one scowled and another got up and walked
away.
“Here me boys, now is the time to claim back what once was ours
and I have a plan.”
Now the others stood up and walked away, leaving only two young dwarves, beards barely at the
collars, sat there waiting for him to continue, their eyes wide in respected remembrance for their
Ancestors.
“Now you look like two wise dwarfs and I’m sure your Fathers’ll be proud.”