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Dwarf Treasure Hunters
By Mark Havener,
as appeared in Annual 2002.
PDF at
Downloads!
Occasionally, a Dwarf noble will find himself in desperate times. His family
hold may have been overrun by Goblins or Skaven, or he may have somehow
disgraced himself and been banished. Other Dwarfs know these warriors as the
Dispossessed. Dwarfs are a proud race and it is against a Dwarf ’s nature to
lose himself in despair. Instead, a noble who finds himself in such dire straits
will gather together a group of his closest friends and kin and go treasure
hunting, hoping to accumulate a large enough hoard to establish his own holding.
At this time, the largest source of wealth in the Known World is rumored to be a
city in the Empire. The city is known as Mordheim…
Choice of Warriors:
A Dwarf warband must include a minimum of 3 models. You have 500 gold crowns
which you can use to recruit and equip your warband. The maximum number of
warriors in the warband is 12.
Noble: Each Dwarf warband must have one Noble – no more, no less!
Engineer: Your warband may include up to 1 Engineer.
Troll Slayers: Your warband may include up to 2 Troll Slayers.
Dwarf Clansmen: Your warband may include any number of Dwarf Clansmen.
Dwarf Thunderers: Your warband may include up to 5 Dwarf Thunderers.
Beardlings: Your warband may include any number of Beardlings.
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!
Armor: Dwarfs never suffer movement penalties for wearing
armor.
Hate Orcs & 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.
Starting Experience:
A Noble starts with 20 experience.
An Engineer starts with 10 experience.
Troll Slayers start with 8 experience.
Dwarf Clansmen start with 0 experience.
Dwarf Thunderers start with 0 experience.
Beardlings start with 0 experience.
Dwarf Treasure Hunters' Skill Tables
Noble may choose from the Combat, Shooting, Strength or Special.
Engineer may choose from the Combat, Shooting or Special.
Troll Slayer may choose from the Combat, Strength or Special.
Dwarf Treasure Hunters' Equipment List
Dwarf Warriors
Thunderers
Hand to Hand Weapons
Hand to Hand Weapons
Dagger
1st free/ 2 gc
Dagger
1st free/ 2 gc
Hammer/Mace
3 gc
Hammer/Mace
3 gc
Axe
5 gc
Axe
5 gc
Dwarf Axe
15 gc
Sword
10 gc
Sword
10 gc
Double Handed Weapon
15 gc
Spear
10 gc
Halberd
10 gc
Gromril weapon*
cost x 3 gc
Missile Weapons
Missile Weapons
Pistol
15 gc
Crossbow
25 gc
Handgun
35 gc
Pistol
15 gc
Pistol, Brace
30 gc
Armor
Armor
Light Armor
20 gc
Light Armor
20 gc
Heavy Armor
50 gc
Heavy Armor
50 gc
Gromril Armor**
75 gc
Shield
5 gc
Shield
5 gc
Helmet
10 gc
Helmet
10 gc
* Any weapon
a Dwarf may normally purchase may be bought as a Gromril weapon instead. This
multiplies the cost of the weapon by 3. For rules on Gromril weapons see the
Mordheim rulebook. Note that this price is only for a starting warband, as it
represents the Dwarfs outfitting themselves at their own stronghold. Later
purchases of Gromril weapons are done using the price chart in the Mordheim
rules.
** The price of a suit
of Gromril armor is cheaper for a starting warband to represent the relative
ease with which Dwarfs can find such items in their own stronghold. Later
purchases of Gromril armor must be done using the normal price chart in the
Mordheim rules.
Heroes
1 Dwarf Noble; 85 gold crowns to hire
Dwarf Nobles are fortune seekers who have recruited a band of like-minded
Dwarfs and set off from their stronghold in search of riches. A Dwarf Noble is
well respected by the members of his warband. Often he is a member of one of the
noble families of the lost Dwarf strongholds, dreaming of collecting enough
treasure to restore the former glory of the Dwarf Kingdoms.
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Weapons/Armor: A Dwarf Noble may be equipped with weapons and armor
chosen from the Dwarf Warrior equipment list.
Special Rules:
Leader: Any models in the warband within 6" of the Dwarf Noble
may use his Leadership instead of their own.
0-1 Dwarf Engineer; 50 gold crowns to hire
Dwarf Engineers are respected members of Dwarf society. It is they who design
and build the complex war machines and devices which have made the Dwarfs
famous.
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Weapons/Armor: A Dwarf Engineer may be equipped with weapons and
armor chosen from Dwarf Thunderer equipment list.
Special Rules:
Expert Weaponsmith: A Dwarf Engineer is a master of mechanical
devices. By using stronger construction materials and time-tested secrets of
Dwarf engineering, a Dwarf Engineer can increase the distance the warband’s
missile weapons can shoot. All Dwarf missile weapons in the warband have
their range increased by 3" for Pistols and 6" for Crossbows and Handguns.
Any range increases are only maintained as long as the Dwarf Engineer
remains with the warband.
0-2 Dwarf Troll Slayers; 50 gold crowns to hire
Troll Slayers are members of the morbid Dwarf cult obsessed with seeking an
honorable death in combat. Having committed some unforgivable crime or been
dishonored in some way, a Dwarf will forsake his home and wander off to die
fighting the enemies of Dwarfkind. Troll Slayers are insanely dangerous
individuals, psychopathic and violent. There are however few better fighters in
the Known World, so they are much sought after by Dwarf treasure hunters.
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Weapons/Armor: Troll Slayers may be equipped with weapons chosen from
the Dwarf Warrior equipment list. Slayers may never carry or use missile weapons
or any form of armor.
Special Rules:
Deathwish: Troll Slayers seek an honorable death in combat. They
are completely immune to all psychology and never need to test if fighting
alone.
Slayer Skills: Troll Slayers may choose a skill from the Troll
Slayer Skill table instead of the normal Skill tables when they gain a new
skill. Dwarf Slayers may use the following Skill table as well as any of the
standard Skill tables available to them.
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.
Monster Slayer: The Slayer always wounds any opponent on a
roll of 4+, regardless of Toughness, unless his own Strength (after all
modifiers due to weapon bonuses, etc) would mean that a lower roll than
this is needed.
Berserker: The Slayer may add +1 to his close combat ‘to hit’
rolls during the turn in which he charges.
Henchmen
(In groups of 1-5)
0+ Dwarf Clansmen; 40 gold crowns to hire
These are Dwarf warriors in their prime: tough, stubborn and brave warriors
who can be relied on to hold their own against any foe.
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Weapons/Armor: Dwarf Warriors may be equipped with weapons and armor
chosen from the Dwarf Warrior equipment list.
0-5 Dwarf Thunderers; 40 gold crowns to hire
Dwarf Thunderers are experts at using missile weapons. Many an Orc or Goblin
has died by the sting of a crossbow bolt or a roaring handgun bullet shot by a
Dwarf Thunderer.
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Weapons/Armor: Thunderers may be armed with weapons and armor chosen
from the Dwarf Thunderer equipment list.
0+ Beardlings; 25 gold crowns to hire
These are young Dwarfs who have joined the retinue of an experienced Dwarf
treasure hunter hoping to make their fortune.
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Weapons/Armor: Beardlings may be armed with weapons and armor chosen
from the Dwarf Warrior equipment list.
Special Equipment
Dwarf Axe; 15 gc; Availability: Rare 8 (Dwarfs only)
Dwarf axes are smaller-hafted weapons made of lighter (but stronger) materials
than normal axes. Dwarf Warriors are specially trained in their use and are able
to use them as deftly as a Human warrior might wield a sword.
Range
Strength
Special Rules
Close Combat
As User
Cutting Edge, Parry
Special Rules:
Cutting Edge: Dwarf axes have an extra save modifier of -1, so a
model with Strength 4 using a Dwarf axe has a -2 save modifier when he hits
an opponent with the axe in close combat.
Parry: Dwarf axes offer an excellent balance of defense and
offense. A model armed with a Dwarf axe may parry blows. When his opponent
rolls to hit, the model armed with a Dwarf axe may roll a D6. If the score
is greater than the highest to hit score of his opponent, the model has
parried the blow and that attack is discarded. A model may not parry attacks
made with double or more its own Strength – they are simply too powerful to
be stopped. A model may not parry more than one attack in a single Close
Combat phase; a model armed with two Dwarf axes (or a Dwarf axe and a sword,
etc) does not get to parry two attacks but may instead re-roll a failed
parry.
Dwarf Special Skills
Dwarf Heroes may use the following Skill table instead of any of the standard
Skill tables available to them.
Master of Blades: This Dwarf’s martial skills surpass those of a
normal warrior; he has fought unscathed against hordes of Orcs and Goblins.
When using a weapon that has a Parry special rule, this hero parries
successfully if he beats or matches his opponents highest ‘to hit’ roll, not
just if he beats 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 beat the two highest Attack dice against him) instead of
the normal maximum of one. Note that if this Dwarf has two Dwarf axes (as
detailed above) he can re-roll any failed parries.
Extra Tough: This Dwarf is notorious for walking away from wounds
that would kill a lesser being. When rolling on the Heroes Serious Injury
chart for this Hero after 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.
Resource Hunter: This Dwarf is especially good at locating
valuable resources. When rolling on the Exploration chart at the end of a
game, the Hero may modify one dice roll by +1/-1.
True Grit: Dwarfs are hardy individuals and this Hero is hardy
even for a Dwarf! When rolling on the Injury table for this Hero, a roll of
1-3 is treated as Knocked Down, 4-5 as Stunned, and 6 as Out Of Action.
Thick Skull: The Hero has a thick skull, even for a Dwarf. He has
a 3+ save on a D6 to avoid being Stunned. If the save is made, treat a
Stunned result as Knocked Down instead. If the Dwarf also wears a helmet,
this save is 2+ instead of 3+ (this takes the place of the normal Helmet
special rule).