Dwarf Rangers
Grade: 1b
Source: Nemesis Crown Supplement (PDF)
Setting: Nemesis Crown
Author: Mordheim Nemesis Crown Development Team
Lore
There is a traditional school of thought amongst many Dwarfs that ‘the old ways are best’, that new-fangled contraptions dreamt up by younger dwarves, especially those in the Engineering Guild, are weakening them by straying from time-honoured tactics and the ways of the Ancestors.
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
A Dwarf Rangers Warband is subject to the following special rules in addition to the ones for Dwarf Warbands.
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 3 models. You have 500 Gold Crowns with which you can use to recruit and equip your warband. The maximum number of warriors in the warband is 12.
Runesmith: Each Dwarf Rangers warband must have one Runesmith: no more, no less!
Apprentice Runesmith: Your warband may include up to 1 Apprentice Runesmith.
Troll Slayers: Your warband may include up to 2 Troll Slayers.
Dwarf Longbeards: Your warband may include up to 5 Dwarf Longbeards.
Dwarf Clansmen: Your warband may include any number of Dwarf Warriors.
Dwarf Crossbowmen: Your warband may include up to 5 Dwarf Crossbowmen.
Beardlings: Your warband may include any number of Beardlings.
Starting Experience
Runesmith starts with 20 experience.
Apprentice Runesmith starts with 0 experience.
Troll Slayers start with 8 experience.
All Henchmen start with 0 experience.
Dwarf Skill Table
Combat | Shooting | Academic* | Strength | Speed | Special | |
---|---|---|---|---|---|---|
Runesmith | ✓ |