Lore

Dwarf Troll Slayers are a rare sight in the Old World but tales of the monsters lurking in the depths of Karak Azgal have spread far and wide. Slayers are drawn to Karak Azgal to seek their doom. The Slayer cult is a strange one to humans. A Dwarf, who is shamed by breaking an oath or failing in some duty, is driven by his honour to make his vows at the shrine of Grimnir. He will shave his head leaving only a narrow crest and dye his hair and beard orange. He will renounce his former life and travel the Old World seeking death. Not just any death will do. The greater the opponent the more honourable the death. Some slayers become so adept at slaying monsters that they seek ever more difficult challenges. In the deep places of Karak Azgal their wishes may come true.

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

Armour

Dwarfs do not suffer movement penalties from wearing armour

Shame: If a Dwarf hero (who isn’t already a slayer) is taken OOA any of the following circumstances the Dwarf is so ashamed by his failure that he takes his vows and becomes a Slayer. The Dwarf loses any special abilities, eg “Leader”, but keeps any skills he has. The Dwarf is Immune to Psychology. The Dwarf has also access to the special Trollslayer skills in the rulebook. A Dwarf hero will consider any of the following to be shameful:

  • To be taken OOA in the Dwarf player’s first or second turn (that must be frustrating for the Dwarf as he got no chance to get rid of some grudges).
  • To be taken OOA in single combat against an opponent with WS 2 or S 2 or by an animal (eg dogs, rats or squirrels)

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.

Mighty Doom

All every slayer seeks is an honourable death. A Slayer warband does not have to take Route Tests until 50% of the warband has been taken Out of Action. A Slayer warband may not voluntarily route.

Skill Table

TypeCombatShootingAcademicStrengthSpeedDwarfSlayer
Giant Slayer
Troll Slayer
Dwarf Rememberer
Human Rememberer

Troll Slayer Skills

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.

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 reroll 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).

Equipment Lists

Dwarf Warrior Equipment List

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free/2 gc
Mace3 gc
Hammer3 gc
Axe5 gc
Sword10 gc
Dwarf axe15 gc
Double-handed weapon15 gc
Spear10 gc
Halberd10 gc
Gromril weapon3 times the cost

Armour

ItemCost
Light armour20 gc
Heavy armour50 gc
Gromril armour75 gc
Shield5 gc
Helmet10 gc

Missile Weapons

ItemCost
Pistol10 gc (20 for a brace)

Gromril Equipment

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 standard prices.

The price of a suit of Gromril armour 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 armour must be done using the normal price chart in the Mordheim rules.

Mercenary Equipment List

Close Combat Weapons

ItemCost
Dagger1st free/2 gc
Mace3 gc
Hammer3 gc
Axe5 gc
Sword10 gc
Morning Star15 gc
Double-Handed Weapon15 gc
Spear10 gc
Halberd10 gc

Missile Weapons

ItemCost
Crossbow25 gc
Pistol10 gc (20 for a brace)
Duelling Pistol17 gc (33 for a brace)
Bow10 gc

Armour

ItemCost
Light Armour20 gc
Heavy Armour50 gc
Shield5 gc
Buckler5 gc
Helmet10 gc

Choice of Warriors

A Dwarf 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

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A Giant Slayer may be equipped with weapons chosen from the Dwarf equipment list.

Special Rules

Leader: Any models in the warband within 6” of the Giant Slayer may use his Leadership instead of their own.

Troll Slayer

**50 gold crowns to hire 0-3 Per Warband 10 Initial Experience

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A Troll Slayer may be equipped with weapons chosen from the Dwarf equipment list. However, they may not use any missile weapons or amour.

Rememberer

**40 gold crowns to hire 0-1 Per Warband

Dwarf Rememberer

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A Dwarf Rememberer may be equipped with weapons chosen from the Dwarf equipment list.

Human Rememberer

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A Human Rememberer may be equipped with weapons chosen from the Mercenary equipment list.

Special Rules

Hard to find: It is not easy to find a suitable Rememberer. When you decide to recruit one roll a D6, 1-4 he is a Dwarf, 5-6 he is a Human. If you do not wish to hire whichever race you roll then you must wait until after your next game before trying again.

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 (such as a troll or ogre) and within 6” of the Rememberer, may re-roll any failed To Hit rolls once only

Henchmen

Slayers

**40 gold crowns to hire

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These models may be equipped with weapons chosen from the Dwarf equipment list. However, they may not use any missile weapons or amour.

Dwarf Clansmen

**35 gold crowns to hire

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These models may be equipped with weapons chosen from the Dwarf equipment list.