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Dwarf Slayer Cult

Grade: 2a
Source: By Dave ‘Styrofoam King’ Joria, based on Mark Havener's Dwarf Treasure Hunters (PDF)
Setting: Mordheim

It is a fallacy to assume that every Slayer acts the same. There are many reasons that Slayers join the Cult of Grimnir, and to seek their deaths facing monstrous creatures. For those who have failed their clan and their family, it is the only way to recover honor to the family name… a martyr for the sake of their living relatives. Others are dwarfs that have been disowned, betrayed by loved ones, and seek the solace of a gathering of embittered souls. For a few more ignoble dwarfs, it is the Foreign Legion, a chance to escape past mistakes.

But the greatest, grimmest, and the most memorable of all Slayers are the ones who have lost everything. No clan members will be there to remember them when they die, no family members to mourn them. These grim slayers have steeled their nerves, and teeter on the brink of madness. In any cult, they long for death the most, and as a testament to the cruelty of fate, often survive the longest. They seek stronger foes, fiercer monsters and more desolate lands to wander. Younger Slayers gravitate to them, gleaning what they can from the wizened warriors. The Giant Slayers are silent and direct in their instruction. Indeed, sometimes the only sound a Giant Slayer is heard making is the singing of his own Deathsong when heading into battle.

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!

Grudgebearers: A Dwarf warband may never include any kind of Elven Hired Sword or Dramatis Personae.

Damnable Luck: All Slayer heroes add +1 to all Serious Injury rolls — they will never roll a result higher than 66.

Deathwish: Slayers are completely immune to all psychology and never need to test if fighting alone. This includes Frenzy and Stupidity.

No Toys!: Slayers may never use armor of any kind (does not include Lucky Charms), and may not use any missiles that aren’t thrown. Also, Slayers may never learn magic.

Slayers & Exploration

Reward for Recklessness: A Slayer hero that survives a game without getting taken out of action does NOT get any exploration dice. If a Slayer is taken out of action by means of an enemy attack, they gain one exploration die. If taken out of action without enemy influence, they gain none. This only applies to Slayer heroes. The Rememberer still gains dice normally.

To Drive Your Enemy Before You: If all opposing warbands rout and yours remains, you may instead gain exploration dice equal to the number of enemy heroes still on the board when they routed. You do NOT gain bonuses from opponent skills, hired swords, or items, and may not gain more dice than the number of Slayer heroes in your warband. If facing multiple opponents, choose one. You may decide at the end of the game which rule to apply.

Choice of warriors

A Slayer warband must include a minimum of 3 models. You have 500 gold crowns to recruit and equip your warband. Maximum number of warriors is 12.

Heroes

Giant Slayer: Each warband must have one Giant Slayer — no more, no less.
Doomseeker: You may include up to 2 Doomseekers.
Rememberer: You may include up to 1 Rememberer.

Henchmen

Troll Slayers: You may include any number.
Stubbles: You may include any number.
Axe Hurlers: You may include up to 5.

Starting Experience

Giant Slayer starts with 20 experience.
Doomseekers start with 8 experience.
Rememberers start with 8 experience.
Henchmen start with 0 experience.

Dwarf Slayer Cult Skill Table

CombatShootingAcademicStrengthSpeedSpecial
Giant Slayer
Doomseekers
Dwarf Rememberer
Human Rememberer

Special Skills

Deathwish: The hero is completely immune to all psychology and never needs to test if fighting alone. [Stubbles and Axe Hurlers only. See their entries for details.]

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. (Slayers Only)

Monster Slayer

In close combat, the Slayer always wounds any opponent on a roll of 4+, unless his Strength would need less. Ignores Toughness. (Slayers Only)

Berserker

The Slayer may add +1 to his close combat 'to hit' rolls during the turn in which he charges. (Slayers Only)

Deathblow

If taken out of action in hand-to-hand combat, the Hero may immediately make his remaining attacks. Usable even if stunned or knocked down. (Slayers Only)

Relentless

If the Hero fails a charge, he may still move his full distance toward the target. (Slayers Only)

**Axe Mastery

The Hero may reroll missed attacks if wielding an axe or Dwarf axe when charging. (Dwarves Only)

True Grit

Rolls of 1–3 on the Injury table are Knocked Down; 4–5 are Stunned. (Dwarves Only)

Thick Skull

3+ save to avoid being stunned. Treat result as Knocked Down instead. (Dwarves Only)

Songster

All friendly models within 6" may reroll Leadership tests with +1 Ld (max 10). (Rememberer Only)

Song of Honor

If a Slayer dies, one surviving Slayer Hero may gain +2 Experience. (Rememberer Only)

Slayer Equipment Lists

Slayer Hero & Henchman Equipment List

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free/2 gc
Mace/Hammer3 gc
Axe5 gc
Dwarf Axe15 gc
Sword10 gc
Double-handed weapon15 gc
Gromril weapon3× cost

Missile Weapons

ItemCost
Throwing Axes15 gc

Doomseeker Equipment List

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free/2 gc
Mace/Hammer3 gc
Axe5 gc
Dwarf Axe15 gc
Sword10 gc
Double-handed weapon15 gc
Flail15 gc
Whirling Blades30 gc
Gromril weapon3× cost

Missile Weapons

None

Rememberer Equipment List

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free/2 gc
Mace/Hammer3 gc
Axe5 gc
Dwarf Axe (Dwarf only)15 gc
Sword10 gc
Spear10 gc
Double-handed weapon15 gc
Gromril weapon (Dwarf only)3× cost

Missile Weapons

ItemCost
Throwing Axes15 gc
Pistols15 gc / 30 brace
Bow (Human only)10 gc
Crossbow25 gc

Armour

ItemCost
Light Armour20 gc
Helmet10 gc
Shield5 gc
Buckler5 gc

*Any weapon a Dwarf may purchase may be bought as Gromril for 3× cost. This price is only for starting warbands. Later Gromril purchases use the Mordheim rulebook.

Special Equipment

Dwarf Axe

Cost: 15 gc Availability: Rare 8 (Dwarfs only)

A specially crafted axe of lighter yet stronger metal.

Range: Close Combat Strength: As User Special Rules: Cutting Edge, Parry

Cutting Edge: -1 extra save modifier.

Parry: May parry if opponent's hit roll is less than D6 roll. Cannot parry attacks of double Strength or more. May re-roll failed parry if wielding two parrying weapons.

Throwing Axe

Cost: 15 gc Availability: Common (Slayers), Rare 5 (Others)

Range: 6" Strength: As User Special Rules: Thrown Weapon, Axe Thrower

Thrown Weapon: No penalty for moving or over half range.

Axe Thrower (Skill): Hero may throw two axes per shooting phase, both +1 Strength. Cannot combine with Quick Shot or Knife Fighter.

Whirling Blades

Cost: 30 gc per pair Availability: Rare 9 (Slayers only)

A pair of chained axes whirled in deadly arcs.

Range: Close Combat Strength: As User Special Rules: Pair, Cannot be parried, Cutting Edge, Whirlwind of Death

Cannot be parried: Flexible chain renders parries useless.

Cutting Edge: -1 extra save modifier.

Pair: Always used together. Counts as +1 attack for off-hand.

Whirlwind of Death: +1 off-hand attack gains Strike First if charged. Only this extra attack strikes first.

Heroes

1 Giant Slayer

85 gold crowns to hire

The most experienced and battle-scarred of all Slayers in the warband. Having dipped his hands in the blood of giants, he is off to Mordheim in search of the next big hunt: Demons.

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Weapons/Armour: A Giant Slayer may be equipped with weapons chosen from the Slayer equipment list.

SPECIAL RULES

Leader: Any models in the warband within 6" of the Giant Slayer may use his Leadership instead of their own. Dwarf: See special rules above for Dwarves. Slayer: See special rules above for Slayers.

0 – 2 Doomseeker

50 gold crowns to hire

Doomseekers plow recklessly into the enemy, whirling their weapons madly around their heads. They are armed with axes on the end of chains, which they spin about themselves, slicing through their foes with surprising speed.

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Weapons/Armour: A Doomseeker may be equipped with weapons chosen from the Doomseeker equipment list.

SPECIAL RULES

Dwarf: See special rules above for Dwarves. Slayer: See special rules above for Slayers.

0 – 1 Rememberer

40 gold crowns to hire

When hired, choose a Human or Dwarf Rememberer – he follows the stats accordingly. The one sane member of the warband, the Rememberer is a bard charged with the task of recording each Slayer that falls in battle.

RaceMWSBSSTWIALd
Dwarf332341218
Human433331317

Weapons/Armour: A Rememberer may be equipped with weapons chosen from the Rememberer equipment list.

SPECIAL RULES

Rememberer: Once per game, any Slayer Hero fighting a Large creature or T5+ model within 6" of the Rememberer may re-roll any failed To Hit rolls once. Pick Up the Slack: If not taken out of action, the Rememberer may make a rarity or Dramatis Personae roll for each taken-out Slayer hero in addition to normal rarity searches. Not a Slayer: Does not benefit from Slayer-only rules (Deathwish, Damnable Luck, etc.), may not learn Slayer-only skills, and may never be warband leader. Humans: If Human, does not gain Dwarf-only traits or skills.

Henchmen

Troll Slayers

40 gold crowns to hire

Trollslayers are the most numerous part of a slayer cult, solitary souls pushed beyond fear who find exhilaration in the blood of massive beasts.

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Weapons/Armour: May be equipped from the Slayer equipment list.

SPECIAL RULES

Dwarf: See special rules above for Dwarves. Slayer: See special rules above for Slayers.

0 – 5 Axe Hurlers

40 gold crowns to hire

In a past life, they were likely Thunderers or Rangers. No one asks. Their skill with throwing axes is more than enough to prove their worth.

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333341219

Weapons/Armour: May be equipped from the Slayer equipment list.

SPECIAL RULES

Dwarf: See special rules above for Dwarves. Strong Arm: When throwing, range is increased by Strength in inches. Born Marksmen: May choose Shooting skills if they roll "That Lad’s Got Talent," even if no hero has Shooting skills. Skittish: Lacks Deathwish. If promoted, must learn Deathwish immediately regardless of skill set.

Stubbles

25 gold crowns to hire

Newly crowned Slayers. Their shaven heads still show stubble and ink is still wet in their beards. Not all are young—some are still shaking from their past.

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Weapons/Armour: May be equipped from the Slayer equipment list.

SPECIAL RULES

Dwarf: See special rules above for Dwarves. Skittish: Lacks Deathwish. If promoted, must learn Deathwish immediately regardless of skill set.

Tactics

The most effective strategy I've encountered is a subtle maneuver called the 'Move-In-A-Clump-&-Hammer-It-To-Death' strategy. Okay, it’s not subtle, but it works. In a perfect situation, find yourself a gate or an archway to bottleneck your opponent. Let the henchmen take the brunt of the first charge, and then countercharge the snot out of them with your heroes.

As campaigns progress, you'll feel the lack of armor. Consider Lucky Charms, Thick Skull, Step Aside. Use equipment smartly: two Dwarf Axes = parry and reroll! Dwarfs are tough and nearly every weapon they use has a -1 save modifier. If you can’t have armor, no one can!

Don’t spread out. Clump works. Use hired swords with speed or reach, like Wardogs or Ogres. And don't forget the Giant Slayer can take Academic skills. Hunch and Tactician can really help. Shooting battles? Avoid them when possible. Use terrain, your few missile options, and good positioning.

-Dave Joria, aka the self-proclaimed ‘Styrofoam King’