Lore
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 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
Dwarf Special Rules
All Dwarves 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!
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.
Hatred
The Rememberer, Stubbles, and Axe Hurlers all Hate Orcs and Goblins. This is ignored if the warrior later becomes Immune to Psychology
Slayer Special Rules
Deathwish
Slayers seek an honorable death in combat. Unless stated otherwise, all members of this are completely immune to all psychology and never need to test if fighting alone. This includes Hatred, Frenzy & Stupidity.
Damnable Luck
While Slayers SEEK death, it often eerily avoids them. In the postgame, after rolling for all injuries, you may reroll one result of Death for a single slayer hero or henchman, accepting the second result.
No Armor, No Toys!
Slayers may never use armor of any kind, nor cloaks that provide a constant save bonus (though they may use Lucky Charms). Also, they may not use any missiles that aren’t thrown, nor may they learn magic.
Only in Victory
Slayer heroes do NOT gain exploration dice at the end of the battle if they were defeat or routed; they only gain them if they win the scenario, were allied with the winner, or tied. (Does not include the Rememberer)
Record of Valor
If a Slayer hero is taken out of action while the Rememberer was present on the board, you receive +1 Exploration dice in the post-game phase; this represents their patrons in Karak Kadrin rewarding their courage with money and hirelings. This only applies if the Slayer was taken out of action directly or indirectly by an enemy or NPC attack (ex. Attacked by a warrior, falling off a cliff after a crossbow bolt, removed by a hostile random event, etc.) A Slayer that is taken out of action without any opposing influences (ex. deliberately walking off a cliff, failing a jump) does not grant you an exploration dice. If a Slayer is somehow brought back to the battlefield, this extra die is lost (as they are saved from the jaws of death).
Back-up Records
If your warband includes a Bard Hired Sword, the bard gains the Rememberer ability, “Record of Valor”; however, two rememberers do not stack (i.e. 1 slayer taken OOA gives you a max of 1 exploration die, even if both the Rememberer and the Bard witness it). This rule merely provides a backup if the Rememberer somehow misses a game or is taken out of action
Slayer Rites
THE RITE OF TROLLSLAYING
If a slayer henchman takes an enemy out action, if it was Large and started the game with multiple wounds, then in the post-game phase, the henchman gains experience enough to bring it to the next advancement (or if maxed out, to 16 exp), and treat it as if that henchman rolls “That Lad’s Got Talent!” If you have 6 heroes already and do not wish to replace an existing hero, you may roll a henchman advance as normal. If promoted, be sure to gift it an appropriate title, like Ogreslayer.
THE RITE OF DRAGONSLAYING
If a slayer that takes out a model with all the following conditions:
- large or gigantic monster
- scaled (including but not limited to: Hydra, Dragon, Wyvern, Sea Drake, Merwyrm, Turtigon, or any of their young versions)
- It has Skull of Iron and/or 4+wounds
- Is an NPC or it rolls a death injury
If all the above apply, then in the post-game, the slayer may tan the hide and gain a for free, provided they don’t own one already. They may not sell or it give it to another warrior. This is the exception to the rule that a Slayer may not wear armor. If it’s lost or stolen, they may not buy a replacement, but only win another through Dragonslaying. If the slayer is a henchman, the Rite of Trollslaying also applies (see above); if they can’t be promoted, it may wear the Misc item, even if it remains a henchman.
Skill Table
Type | Combat | Shooting | Academic | Strength | Speed | Slayer | Rememberer |
---|---|---|---|---|---|---|---|
Giant Slayer | ✓ | ✓ | ✓ | ✓ | ✓ | ||
Doomseeker | ✓ | ✓ | ✓ | ||||
Rememberer | ✓ | ✓ | ✓ | ✓ |
Troll Slayer Skills
Deathwish: The hero is completely immune to all psychology and never need to test if fighting alone. (Stubbles and Axe Hurlers Only. See ‘Stubbles’ and “Axe Hurlers” 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.
Monster Slayer: In close combat, 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.
Deathblow: If the Hero is taken out of action in hand-to-hand, he may immediately make the remainder of his attacks before being removed, if he hasn’t made all of his attacks already this turn. He may use this skill if he is knocked down or stunned.
Relentless: If the Hero charges a model but the charge fails, the Hero may still move the full distance of his move. This skill may only be used against enemies within sight or that the Slayer can detect.
Axe Mastery: The Hero is well taught in the hand-to-hand arts of axemanship. He may reroll all missed attacks if he was using an axe or a dwarven axe in the hand-to-hand phase of the turn that he charges. May not be used with Whirling Blades.
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.
Rememberer Skills
Songster: A Bard’s rousing war songs steel the hearts of all those around him. Any friendly model within 6” of a Bard may re-roll any failed Leadership test with a +1 to Leadership, to a max of 10. This includes rout tests.
Song of Honor: In the postgame, if one or more Slayers in your warband died, all heroes and henchmen gain +1 Experience.
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.
Equipment Lists
Slayer Equipment List
Hand-to-hand Combat Weapons
Item | Cost |
---|---|
Dagger | 1st free/2 gc |
Mace | 3 gc |
Hammer | 3 gc |
Axe | 5 gc |
Sword | 10 gc |
Dwarf axe | 15 gc |
Double-handed weapon | 15 gc |
Gromril weapon | 3 times the cost |
Missile Weapons
Item | Cost |
---|---|
Throwing Axe | 15 gc |
Doomseeker Equipment List
Hand-to-hand Combat Weapons
Item | Cost |
---|---|
Dagger | 1st free/2 gc |
Mace | 3 gc |
Hammer | 3 gc |
Axe | 5 gc |
Sword | 10 gc |
Dwarf axe | 15 gc |
Double-handed weapon | 15 gc |
Gromril weapon | 3 times the cost |
Flail | 15 gc |
Whirling Blades | 30 gc |
Rememberer Equipment List
Hand-to-hand Combat Weapons
Item | Cost |
---|---|
Dagger | 1st free/2 gc |
Mace | 3 gc |
Hammer | 3 gc |
Axe | 5 gc |
Sword | 10 gc |
Dwarf axe | 15 gc |
Double-handed weapon | 15 gc |
Gromril weapon | 3 times the cost |
Spear | 10 gc |
Missile Weapon
Item | Cost |
---|---|
Throwing Axe | 15gc |
Pistol | 10gc (20gc for a brace) |
Crossbow | 25gc |
Equipment
Item | Cost |
---|---|
Light Armour | 20gc |
Helmet | 10gc |
Shield | 5gc |
Buckler | 5gc |
Choice of Warriors
A Slayer 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.
Heroes
Giant Slayer
**85 gold crowns to hire 1 Per Warband 20 Initial Experience
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
3 | 5 | 4 | 3 | 4 | 1 | 3 | 1 | 9 |
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.
Doomseeker
**55 gold crowns to hire 0-2 Per Warband 8 Initial Experience
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
3 | 4 | 3 | 3 | 4 | 1 | 3 | 1 | 9 |
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.
Rememberer
**40 gold crowns to hire 0-1 Per Warband
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
3 | 3 | 3 | 3 | 4 | 1 | 2 | 1 | 8 |
A Rememberer may be equipped with weapons chosen from the Rememberer equipment list. |
Special Rules
Dwarf: See special rules above for Dwarves.
Rememberer: The Rememberer’s task is to record the doom of each of the slayers. When he is close by, the slayers will fight even harder to make their death more honourable. Once per game, any Slayer Hero fighting against a Large creature or a creature with Toughness 5 or greater, and is within 6” of the Rememberer, may re-roll any failed To Hit rolls once only.
Pick up the Slack. If he was not taken out of action, the Rememberer may make a rarity or Dramatis Personae roll for each Slayer hero that was taken out of action this game in addition to their normal rarity search.
Henchmen
Trollslayers
**40 gold crowns to hire
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
These models may be equipped with weapons chosen from the Slayer equipment list. |
Special Rules
Dwarf: See special rules above for Dwarves. Slayer: See special rules above for Slayers.
Stubbles
**25 gold crowns to hire
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
3 | 3 | 2 | 3 | 4 | 1 | 2 | 1 | 8 |
These models may be equipped with weapons chosen from the Slayer equipment list. |
Special Rules
Dwarf: See special rules above for Dwarves.
Skittish: As newly crowned Slayers, Stubbles do not have the skill ‘Death Wish’, and suffer psychology like normal. When a Stubble gains ‘That Lad’s Got Talent’, instead of making an immediate roll on the Hero Advance Table, he MUST learn the skill ‘Death Wish.
Axe Hurler
**40 gold crowns to hire **0-5 per warband
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
3 | 3 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
These models may be equipped with weapons chosen from the Slayer equipment list. |
Special Rules
Dwarf: See special rules above for Dwarves.
Strong Arm: The Axe Hurle can use his strength to hurl thrown weapons farther still. When throwing weapons, the Axe Hurler may throw the missile extra inches equal to his Strength (ex. S3 = +3”).
Born Marksmen: If an Axe Hurler rolls a “That Lad’s Got Talent” as an advancement, he may always choose Shooting skills as one of his two skill list choices. He may do this even if there are no heroes with Shooting Skills in the warband. Reminder: Even with Weapon Mastery, he may not use any missile weapons that aren’t thrown.
Skittish: As newly crowned Slayers, Hurlers do not have the skill ‘Death Wish,’ and suffer psychology like normal. When a Hurler gains ‘That Lad’s Got Talent’, instead of making an immediate roll on the Hero Advance Table, he MUST learn the skill ‘Death Wish.’