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Made in us
Evasive Eshin Assassin





1. I think Forging is too good, currently (everyone takes it always). So increasing the cost or downgrading the mechanic seems better to me.

2. Maybe Bolt Throwers are just a lost cause. See my issue with shields and spears.

3. I've been trying to keep some of the flexibility of the rune system, but maybe that needs to be done. I'm not saying Dwarfs should have the option to take cheap machines, but maybe they can choose between standard-awesome, extra-awesome, and worth-a-mountain-of-gold-awesome?

4. I don't think a blanket 4-wounds is necessary. Maybe just on the two old-tech machines?
Engineers (regular, not Master) for Dwarfs seem more about reliability than making the machine better at shooting. Currently, they let cannons and Grudge Throwers re-roll Misfire! results. Is that too good? Never struck me as such.

5. Immolation isn't a shot; I'm referring to the Rune that blows up the cannon at the end of a phase. I always liked the idea, and thought it might be a cool option (though it wouldn't make sense for it to be mandatory).

6. Hm. It would take 108 attacks from WS3 or less, S3 or less, to put a wound on T5 1+ save, excluding Parry or whatever. Against WS4 S4, it's 36.
I dunno. Maybe it's okay for such a unit to be basically immune to fodder. I mean, so you tar pit'd a tar pit. Who cares?
But it'll probably be easier to make them around 15pts.

 
   
Made in us
Longtime Dakkanaut





Most stuff in the game is WS3. Saurus Warriors. Ogres. Trolls. Though they have higher str and stomp. You can tarpit some pretty damn elite stuff with those attributes. Almost any non-monster special can be held up for cost.

They are basically knights. Which almost always cost 20+. Same armor save, much better T. 1 less attack. 15 is way cheap.

   
Made in us
Evasive Eshin Assassin





Oh, wait. It takes 108 attacks from WS2 or less, 36 from WS3-5 S4. Dur.
Sorry about that.
But once again, I dunno. It's like I said; it's hard to justify the cost of an infantry model that costs as much as knights without making the stats top-heavy or silly.
They might be A2 W2, sort of like demi-characters or psuedo-monstrous infantry, but then they need to cost even more.

 
   
Made in se
Fresh-Faced New User




Was playing an old game (age of wonders) just now and as usual played dwarf. Their elite units contain one that could be quite funnily transfered to warhammer. If you want to give dwarves some cav it has to be some kind of giant tunneling mole, use some rules from miners, give it some weaknesses (kinda blind animal/stupidity etc) now i dont really like all the monstrous cav coming around in the later books so maybe label it as some kind of ridden monster? Dwarves are not exactly blessed in that department either so... Put a "hero level" miner on top of it and things could get fun .
   
Made in gb
Booming Thunderer







I agree with Rustfield on the runes, everyone takes them anyway and it makes good sense fluff wise as dwarfs are supposed to make by far the best war machines! A large amount of war machines damage is random so you can't really manually increase it, I think making them more reliable/accurate is the only option. I've never used a basic engineer for the mis-fire chart re-roll (I do for the extra bs on a GT if i plan on putting it behind my line, its kind of silly really, you always scatter but with bs a scatter of 2 or 4 is actually a hit), but then if it saves your cannon from exploding on turn 1 for 15pts thats a bargain. How about giving dwarfs their own slightly more forgicing misfire chart, like the opposite of the skaven ones! Bolt-throwers probably are a lost cause, but you have to leave them in so people can do old school no-gunpowder armies.

The thing with ironbreakers is the open-battlefield isn't their natural habitat, they are tunnel fighters, I'd like to see them have a 2+ save again in return for an extra point or two, but I don't see them dominating the battlefield through anything other than sheer resilience and implacableness. But then hammerers already have the stubborn thing down.


Automatically Appended Next Post:
just noticed you suggested eternal hatred as an ironbreaker thing, in the tunnels there is no backing down, no fleeing, no mercy, you gotta kill the other guy first, I could see them having a dark elf-ish eternal hatred

This message was edited 2 times. Last update was at 2012/10/25 15:59:00


 
   
Made in us
Evasive Eshin Assassin





@Idura: I'm not seeing Monsters or Monstrous things making it into the list, sorry. I've got half a dozen cool new unit ideas, but I don't want Dwarfs to have more options than everyone else.

@Monkeys: I agree that war machines will automatically be Rune-ified, but I'm still thinking about some options; a cannon that explodes when it's crew dies shouldn't be "the way" Dwarfs build them, after all.
I've always seen Engineers + brace of pistols used to cut down those units that I sent to kill/delay the machine.

Duke really does bring up a good point on the re-roll for Accurate Grudge Throwers, though. A Doomdiver-like modification is better and makes more sense.

As for Ironbreakers, as of now I'm thinking:

15pts WS5 BS3 S4 T4 I A1 W1 Ld9
Gromil Armour, shield, hand weapon
May have one of the following:
- Stubborn
- +1 armour saves
- Re-roll To Hit rolls.
- Strider
- Immune to Psychology
- Magic Resistance (2)

This message was edited 2 times. Last update was at 2012/10/27 19:45:29


 
   
Made in us
Longtime Dakkanaut





Those rules are too good and no one will ever take strider or ITP. +1 Attack is worth the most by a landslide. Then Stubborn/Reroll/+1armor. And you've made Chaos Warriors that are once again better than Chaos Warriors. I know you want them to be good, but you can't make anything anywhere near this good, FOR AS CHEAP, as anything in the WoC book. Because Dwarfs aren't WoC. The fact that you can take even one cannon, let a lone a grudge thrower, bolt thrower, blaster, fire thrower...means you don't get super melee troops. Ya just can't have 'em. Not for as cheap.

If you copy and past over a Warrior of Chaos to Dwarfs and chop off 1 move, he's still going to cost more. Exact same stats. Otherwise you just make a Beardstar and roll forward as your war machines pound the crap out of anything you can't grind down. All things being equal, you'd never lose to WoC.

If you want to give up all your war machines you can have this unit. But as it is, they would beat any elite non-MI infantry in the game for cost. Saurus. Chaos Warriors. Even Marauders. Maybe not Bloodletters.

A 1+ armor save is going to cost 20. Nothing in the game has a save like that doesn't cost 20++. Because rank-and-file simply can't hurt it. Needs a 1 if you hit (WS5), if you wound (T4).

Dwarfs are not an elite infantry army. They just aren't. They got 8pt infantry. They're 25% away from being horde. About 50% away from being base elite.

Look at TK Ushabti. They are Special MI but they can't compete with Ogre MI which are Core. Look at O&G chariots, which can't compete with TK chariots (they have better saves but are way more expensive and way less attacks) which are Core. These are 8th books. Your Special is special to Dwarfs, but it can't be pwning the Core of other races who "specialize" in it.

Also, a simple shorthand is that piles of your own core > piles of a corresponding point value of Special and Rare. Most times. Most easily to compute when they are the same unit types. X points of basic ogres will beat X points of Gorgers. X points of skeletons will beat X points of Tomb Guard (3x the cost!). These Specials would murder your Core at cost.

   
Made in us
Evasive Eshin Assassin





Oh. Ha! Meant to make it "choose one of the following".

Also, I think re-rolls/+1 attack are in the same line of effect, and the prior is more Dwarf-ish, so I'll probably go with that one.

 
   
Made in gb
Booming Thunderer







Here's a random idea that could be fun to give to whoever you fancy. A counter-attack rule where you get a bonus attack for every parry save you pass, up to the number of models in your front rank
   
Made in us
Evasive Eshin Assassin





Hm. It's a cool idea. A really cool idea. I'm just not sure it fits Dwarfs more so than other armies.

 
   
Made in us
Longtime Dakkanaut





They have something like that in the MMO GuildWars2. For every block XYZ. And they are always on tanky classes. Stuff that's fluffier like that as opposed to -7 armor save I think is good.

I'd even say something like: you get to reroll your parry save if you have more ranks than your enemy because of the sheer Dwarfen mass of armor. It's a bonus but it's also kind of a penalty. Stuff like that I like.

   
Made in gb
Booming Thunderer







haha, i consistently pass waaaay more parry saves in games than I have any right to as it is, if i had re-rolls it would give my regular opponents a nervous breakdown.

Or all my war machines would karm-ikly(?) explode in the first turn.

Either way, tears

p.s. hang on, in what way is it a penalty as well as a bonus, re-roll successful ones too?

This message was edited 1 time. Last update was at 2012/10/26 00:12:24


 
   
Made in us
Longtime Dakkanaut





It does no good unless you have more ranks. You are therefore incentivized to make big blocks of troops. Forcing you to do anything to receive a bonus is a limitation. Maybe you only wanted to have 2 ranks for whatever nefarious reason. Steadfast is great, but it would be godly if you didn't need to have >ranks. I.e., stubborn. Stomp > Impact Hits(1) as it doesn't need a charge.

   
Made in us
Evasive Eshin Assassin





Right. "Kind of" is key there. A conditional bonus narrows the ways a unit can be used; even if it's a good unit in many situations, if it's Da' Best in one of those, people will feel inclined to use it in that situation and not in the others.

 
   
Made in gb
Booming Thunderer







Come to any firm decisions on ironbreakers or warmachines yet?
   
Made in us
Evasive Eshin Assassin





Well, right now I'd say the following:

Ironbreakers: as above? But they don't feel "there" yet. Hammerers are still looking like a better choice.
The more I think about it, the more appropriate it feels for Dwarfs to be the army with two Stubborn choices and one Unbreakable one. If the Ironbreakers above had Stubborn automatically and got to pick something else, how much do you think they'd cost? I'm comparing them to Hammerers at the moment, and it's looking like this:

12pts for Stubborn, heavy armour, and great weapons.
- lose great weapons -2pts
- add Gromil armour and a shield +3pts (might only be 2, but I'll play it safe)

So that'd be 13pts for plain ol' Ironbreakers with Stubborn. If they had the options listed earlier, maybe 14pts? I mean, having options is cool and should cost something, but since only one of those options is ever in effect at a time, and they're all, at best, as good as Stubborn, it makes sense to me that it wouldn't cost much more. If they had the choices and Stubborn, 16pts? Of course, at that point, it could just be "choose two" again.
The problem seems to be that, with a Man-Eater-ish list of upgrades, you kind of need it to be "choose two". I mean, who'd take Sniper over Stubborn? Not many. But then you bring in Poison, and all of the sudden Sniper looks pretty good.
That's the other problem: Dwarfs are so all-around good it's hard to make a list of possible upgrades for them that can be unique like that. Especially since anything like Swiftstride or Poison is out.
What do you guys think?

Bolt Thrower: 80pts
S7, BS4, W4 A4

Grudge Thrower: 140pts
S4, BS4, W4, A4, re-rolls Misfire! results, can move the final marker by up to d3".

Cannon: 140pts
Re-rolls the first Artillery die, BS4 (for Grapeshot), re-rolls Misfire! results.

The only issue is that re-rolling Misfires! makes their Cannons/Grudge Throwers 6 times less likely to explode than other peoples. They should blow up less, of course, but that's A LOT less.
But then again, that's an existing rule, for the point increase I've provided, and no one takes it, so clearly it's not that amazing.

This message was edited 1 time. Last update was at 2012/10/27 19:56:44


 
   
Made in gb
Beardling




Simply put, runic tatooes make slayers too good- need to make it like savage orc warpaint(a 6+ ward save) and magic resistance 2.

Dwarfs-5k
Dark elves-1.5k
Empire-2k
Beastmen-1k
Tomb kings-2.5k
Vampire counts-2.5k
Space Wolves-2k
Chaos Daemons-1k
Chaos marines-3k
Orks-2k 
   
Made in gb
Booming Thunderer







@Knight: The point of their tatoo save is its only against shooting, they are back to nada in close combat, does that affect your opinion?

@Warp: I think you're right to err on the side of an extra point if ironbreakers are stubborn, because they are so much harder to kill, they will last a lot longer than hammerers. I would even pay 14pts for it as my proclivity is to use them as a tarpit/brick wall for my open flank and that would make them pretty insanely good for that purpose! The idea of the upgrades is still cool, is it that you pick one to have all game? if so then straight up re-roll hits is waaaay too good, hatred would be more reasonable but even then its the auto-choose over the other options, I wouldn't worry about the extra +1AS if they were stubborn myself, obviously one will always be the 'competitive' choice but the others need to have an obvious benefit, if it was between hatred, immune to psychology and magic res I think that wouldn't be a bad list, hatred for obvious reasons (but IB combats will be drawn out so not OP) ItP could be interesting if you want to make them a bit more flexible (eg outside bsb range) and magic res is also a nice choice. I think you'd have to go at least 15/16pts as you can choose which one will be best for that particular game.

Like the war machines, I don't think re-roll on the misfire chart is too much, if you still do then how about allow altering the dice roll by 1, so you will only effectively explode on a 6 (or 1, i can never remember which way round it is)

This message was edited 1 time. Last update was at 2012/10/28 10:26:46


 
   
Made in us
Evasive Eshin Assassin





The thing about Ironbreakers is, no matter how much tougher they are to kill than Hammerers, they still give up way more points compared to that which they kill.
I know the whole idea is to hold up a unit, line up a counter-charge, and let 'em have it, but since Hammerers are stubborn anyway, you could just use them twice. Your anvil will take more casualties, but it will cause a ton more as well.
I've done the math-hammer, I've done the play-tests, and Hammerers are just better than Ironbreakers, thanks to 8th's great weapons.
If they had a list of options, what would you guys suggest?

As far as war machines go, I'd say that modifying the result by 1 doesn't make the machines reliable enough, compared to the other races'. But then again, re-rolling is itself a less reliable mechanic than a solid +/-1...

 
   
Made in us
Evasive Eshin Assassin





All right. Here's the latest version. Still wondering how to do up the Anvil (like the Casket of Souls, or the Cauldron of Blood, or something else?) and a few other things I can't quite remember. I'm looking for one more Rune to offer on non-black powder war machines, and probably to change up the Rune of Fortification.

Army-wide rules:

Ancestral Grudge: Dwarfs hold grudges for a very long time, possibly forever. They have never forgiven the fall of their strongholds at the hands of the greenskins and the Skaven.
Units with this special rule hate Orcs, Goblins, and Skaven.

Resolute: Dwarfs fight with grim determination and are reluctant to abandon their position.
Units with this special rule flee and pursue 2d6-1”.

Relentless: A Dwarf on the march is as implacable as the turning of the years, and just as impossible to halt. Dwarfs are surefooted and sturdy, never ceasing and never tiring.
Units with this special rule are never march-blocked.

Special Rules:

Artillery Master: Master Engineers can direct a war machine crew with a skill born of intimate familiarity with the workings of each device.
A Master Engineer can give a single war machine within 6” the following benefit:


• You may re-roll the Arillery die of a Grudge Thrower.
• Add an extra Artillery die to the bounce of a Cannon, ignoring a Misfire!

Artillery Specialist: Engineers can direct a war machine crew with a skill born of great familiarity with the workings of their chosen device.
A war machine with an Engineer is treated as having a unit champion, gaining +1 Wound and +1 Attack. The war machine gains the following benefit:

• You may re-roll the result of a Misfire for a Grudge Thrower, or Cannon.

Bodyguard: Hammerers are selected from the steadiest and most resolute Dwarfs.
If a unit of Hammerers contains a Dwarf Lord, they are immune to Fear, Terror, and Panic.

Engineering Runes: Dwarf artillery is the finest in the Old World. The engineering guild has spent generations perfecting runes to engrave into their war machines.
War machines with this special rule follow the rules below:

• Cannons may re-roll the first Artillery die of each shot, and may re-roll Misfire! results.
• Bolt Throwers are Strength 7
• Grudge Throwers resolve their shots at Strength 4(10), and may re-roll Misfire! results.
• Flame Cannons are fired exactly as a Fire Thrower, except that the flame template may be placed anywhere within 12”, not just at the end of the barrel. In addition, this war machine as the Multiple Wounds (d3) special rule and may re-roll Misfire! results.
• Organ Guns may re-roll Misfire! results. To fire an Organ Gun, roll two artillery dice to determine the number of shots. One or both of these dice may be re-rolled, unless both dice roll a Misfire!. The Organ Gun rolls to hit as normal, with a range of 24”, and it does not suffer a penalty for firing multiple shots.

In addition, war machines with this special rule may purchase additional runes with the following rules:

• Rune of Immolation: Engineers created this rune to prevent their devices from falling into enemy hands.
When a war machine with this upgrade is reduced to zero wounds, it deals d6+2 S6 hits to any unit in base contact with it. These count as magical, Flaming Attacks.
• Grudge Rune: the Dwarfs have been inscribing their grudges onto bolts and boulders for countless generations, setting old debts straight in the most literal of ways.
Characters hit by a Bolt Thrower with this upgrade suffer a -1 to their Look Out, Sir! Rolls. A Grudge Thrower with this upgrade can adjust the final placement of its template by d3”.
• Rune of Thunder: this rune was created to scatter those feeble enemies of the Dwarfs that the volleys of artillery had not already laid low.
A unit suffering one or more casualties from a war machine with this upgrade must take a Panic test. A Flame Cannon with this upgrade imposes a -1Ld to any Panic tests it causes.
• Rune of Fortification: Dwarf war machines are priceless heirlooms, and the loss of one is a terrible loss. Engineers inscribe this rune onto their engines to prevent such a tragedy.
A war machine with this upgrade is treated as having heavy armour.

Entrenchment: a Dwarf army contains many skilled workers that can be put to good use by a Master Engineer.
For every Master Engineer, one war machine may be entrenched. Entrenched units are treated as defending an obstacle and are in hard cover. Any move besides a reform maneuver results in the entrenchment being lost for the rest of the battle.

Indestructible: the sacred Anvils of Doom are priceless heirlooms from the days of Grimnir, and are protected by the most potent of magics.
An Anvil of Doom has a 4+ Ward save and Magic Resistance (3).

Glorious Death: Slayers thirst for battle with horrifying foes, so they may die with an axe or two in hand, and regain their lost honor.
A Slayer must declare a charge against the nearest unit of war beasts, monstrous infantry, monstrous cavalry, monsters, or unique models within his line of sight, unless he passes a successful Leadership test. If this test is past, the Slayer must move as close to the unit as it can this movement phase.
In addition, if a Slayer is killed in a close combat phase before he has attacked, he may resolve his attacks as if he were still on the table.

Gyrocopters: Engineers often replace a zeppelin’s boiler and air sachets with a set of rune or steam-driven props that lift the craft into the air. These improved designs are much faster than their predecessors, if a bit noisier.
Gyrocopters lose the Hover and Scout special rules and gains the Fly and Vanguard special rules.

Loner: Only the toughest Slayers survive, so it can be fairly certain that any Dwarf who has ascended through the Slayer ranks is exceptionally tough, violent, and psychopathically dangerous.
Daemon Slayers and Dragon Slayers may only join units of Troll Slayers or Giant Slayers, and may never be the army general.

Old Grumblers: Longbeards tend to look down their beards at younger Dwarfs, and always expect the worst, spending a long time grumbling about the inadequacies of Dwarfs/weapons/Goblins these days, as they’re not as brave/well-made/scary as they were in the olden days. In their turn, younger Dwarfs pay dutiful attention to the words of their elders.
Longbeards are Immune to Fear, Terror, and Panic. Any friendly Dwarf unit within 6” of a non-fleeing unit of Longbeards may re-roll failed Fear, Terror, and Panic tests.

Royal Blood: when the Dwarf Lords march to war, the warriors in their throng are the very finest and most revered in the hold.
If a Dwarf Lord joins a unit with the Body Guard special rule, he gains the Stubborn special rule, and is immune to Fear, Terror, and Panic. An army with a Dwarf Lord General may ignore the limit on Longbeards.

Runic Tattoos: the intricate symbols and patterns that cover a Slayer’s body are infused with runic magic, ensuring that these brooding warriors will fall at the hands of a worthy foe, and not before.
A model with this special rule has Magic Resistance (1) and a 4+ Ward save, except against wounds caused by close combat attacks.

Slayer: all Dwarfs who wear the orange crest have an uncanny ability that makes them particularly effective against especially tough opponents.
Slayers are treated as having sufficient strength to wound war beasts, monstrous infantry, monstrous cavalry, monsters, and unique type units on a 4+, up to a maximum of strength 6, before bonuses from weapons.

Slayer Axes: Slayers are skilled with all manner of axes and carry them wherever they go.
Slayers are equipped with throwing axes, and may choose whether to fight with two hand weapons or one great weapon at the beginning of each combat phase.

Underground Advance: Miners are famous for using their extensive knowledge of underground tunnels to make their way to the enemy’s rear or turn up on the battlefield where they are needed most.
Miners do not have to be deployed as normal. Instead, roll a dice at the start of the owning player’s turns, consulting the table below to see if they arrive. In the movement phase of the turn they arrive, Miners can enter the battlefield from any table edge, as if they had pursued a fleeing unit off the table the previous turn.

Turn Arrives on…
1 —
2 4+
3 3+
4 2+
5 Automatically


Special Equipment:

Blasting Charges: Miners are extremely skilled in the art of using black powder to blast their way to mineral deposits. Needless to say, something this destructive can be useful in a tight spot during a battle or siege.
Miners with this upgrade do not have to be deployed as normal. Instead, after regular deployment and scouts, place a small marker anywhere on the battlefield. Roll a die at the beginning of the controlling player’s turns, following the rules for the Underground Advance special rule. At the beginning of the turn the unit arrives on, place the small round template centered over the marker and scatter it as you would a shot from a stone thrower. Any model touched by the template takes a S4 hit. Place a piece of Dangerous Terrain where the template landed, 3” in diameter, and the Miners anywhere within 1” of the template. The unit may then act normally, including declaring a charge. If a Misfire is rolled on the artillery die, something has gone wrong. Roll on the table below:

d6 Result
1 Cave-in!
Every model in the unit must make a Strength check, or be removed as a casualty, with no saves allowed.
2-3 I said left at the last fork!
The unit cannot act this turn.
4-5 I said right at the last fork!
The opposing player may place the template anywhere on the table. Scatter it again, ignoring further Misfires.
6 Too much powder!
Place the large round template over the marker. Every model touched by the template—and every model in the unit with Blasting Charges—takes a Strength 5 hit.


Dwarf Handgun/Pistol: the blackpowder weapons used by Dwarfs are vastly superior in design and craftsmanship compared to the crude devices used by the other races.
These weapons function exactly as their common counterparts in the Warhammer Rulebook, but are at +1 to hit.

Grenades: Master Engineers often carry small explosives into battle.
A Master Engineer with this upgrade gains a shooting attack with a range of 6” that causes d6 Strength 5 Armour Piercing hits and has the Quick to Fire special rule.

Gromil Armour: armour made from the metal known as gromil is the toughest and sturdiest in the known world. Known variously as meteoric iron, Silverstone and hammernought, gromil armour is worn by the finest (or wealthiest) of the Dwarf throng.
Gromil armour grants a 4+ armour save, while gromil shields grant a 5+.

Gromil Plating: some Dwarf aircraft are reinforced with rune-encrusted gromil armour.
Models with this special rule have an armour save of 4+

Landmines: before a battle, Master Engineers will bury stone jars filled with black powder and volatile chemicals at key points on the field. These devices are sealed with wax and runes, but even a gentle tough could result in catastrophe.
A Master Engineer may purchase this upgrade up to five times. Before deployment and for each time this upgrade is taken, pick a point on the table, making a note of it in secret (recording the point’s distance from obstacles and table edges is recommend, to avoid confusion). If at any point a unit moves over this point (units with the fly special rule only trigger it if they end their move directly on it), roll a d6. On a 1, the mine is a dud, and nothing happens. On a 2+, however, the model directly over the point takes a Strength 5 Armour Piercing hit (no Look Out, Sir! roll can be taken). The unit must then make a Dangerous Terrain test.

Oath Stone: when a Dwarf goes to war, he carries the honor of clan and hold with him, and he will do them credit, or not return at all. To demonstrate their intent, some Dwarfs take an Oath stone with them, a carefully sculpted plinth on which his lineage and deeds are carved.
In an army containing a character with this item, a unit of Warriors, Longbeards, Hammerers, or Ironbreakers must be nominated as the Stonebearers, before deployment. The character must be deployed in this unit and can never leave it. The unit gains Magic Resistance (1) from the mystical qualities of the Oath stone. Furthermore, a unit of Stonebearers may “set the stone” as part of a Hold charge reaction. Once the stone is set, every side of the Stonebearers unit is considered a front arc, and the unit cannot move in any way, except to break from combat. The character must issue and accept challenges, and is worth his Victory Points if at any point he flees from combat.

Shieldbearers: a Dwarf General is often carried to atop a shield, held by two loyal (and strong) retainers.
A Dwarf Lord with this upgrade counts as two models for purposes of determining ranks. He also receives a +2 to his armour save.

Steam Drill: these pieces of mining equipment are also of use on the battlefield. A small steam engine, usually alcohol-powered, is used to drive the hammer with such force that it can punch through rock with ease.
A model with this item is treated as having a great weapon that grants +3 Strength instead of +2. A unit with this item may re-roll the d6 to determine when they arrive using the Underground Advance and Blasting Charges special deployment rules, as well as the artillery die used to place the template with the Blasting Charges special rule.

Steam Gun: many zeppelins and gyrocopters are armed with steam guns that unleash a hail of lead bullets.
A model with this upgrade gains a shooting attack. To fire the steam gun, place the flame template in the model’s front arc, with the narrow end touching the barrel of the gun. Any models touched take a Strength 3 Armour Piercing hit. A model that marched may not fire a steam gun.

Thundercasks: Engineers understand demolitions on a remarkable level, and their zeppelins are usually laden with small iron-ringed barrels filled with pressurized tar and blackpowder, ready to be ignited and dropped onto hapless foes below.
A model with this upgrade gains a shooting attack. During the movement phase, place a marker at any point along the Zeppelin’s move. During the shooting phase,center the small template on this marker, and scatter as a stone thrower. Any model touched takes a S3 Armour Piercing hit, while a model under the center hole takes a Strength 6 hit with the multiple wounds (d3) special rule. A unit that takes one or more casualties from a thundercask must take a Panic test. If a Misfire is rolled, consult the table below. Zeppelins and Gyrocopters are immune to the effects of their own Thundercasks, except from Misfires.

d6 Result
1 Ka-Boom!
The bomb detonates while still on board, igniting several more along the way. The Zeppelin takes d6 S5 hits.
2-4 Short Fuse
The Thundercask detonates harmlessly in the air.
5 A Dud?
Any model at the center of the template takes a single S6 hit. Place a marker at the center of the template. Roll a d6 at the start of each player’s turn. On a 6+, the bomb detonates as per a successful shot.
6 Oops!
The Engineer dropped a few extra Thundercasks as well. Resolve d3-1 more shots (minimum 1), ignoring further Misfire! or Hit! results.

Lords:

Dwarf Lord 145pts
Dwarf Lord M3 WS7 BS4 S4 T5 W3 I4 A4 Ld10
Shield Bearers M3 WS5 BS3 S4 T4 W- I3 A2 Ld9
Equipment: hand weapon and gromil armour
Additional Equipment
• gromil shield +6pts
(One choice only)
• great weapon +6pts
• Dwarf pistol +10pts
(One choice only)
• crossbow +10pts
• Dwarf handgun +15pts
• Oath Stone +20pts
(Army General only)
• Shieldbearers +25pts
• May select magic items from the Common Magic Items and Ancient Runes lists, up to 125pts.
Special Rules:
Ancestral Grudge, Resolute, Relentless, Royal Blood

Runelord 195pts
M3 WS5 BS4 S4 T5 W3 I2 A2 Ld9
Additional Equipment
• Level 4 wizard +35pts
• gromil shield +6pts
• great weapon +6pts
• crossbow +10pts
• Anvil of Doom +150pts
• May select magic items from the Common Magic Items and Ancient Runes lists, up to 125pts.
Special Rules:
Ancestral Grudge, Resolute, Relentless

Daemonslayer 100pts
M3 WS7 BS4 S4 T5 W3 I5 A4 Ld10
• May select magic items from the Common Magic Items and Ancient Runes lists, up to 125pts.
Special Rules:
Ancestral Grudge, Glorious Death, Hatred, Resolute, Relentless, Runic Tattoos, Skirmish, Slayer, Slayer Axes, Unbreakable

Heroes:

Thane 65pts
M3 WS6 BS4 S4 T5 W2 I3 A3 Ld9
Equipment: hand weapon and gromil armour
Additional Equipment
• gromil shield +3pts
(One choice only)
• great weapon +3pts
• Dwarf pistol +5pts
(One choice only)
• crossbow +5pts
• Dwarf handgun +10pts
• Oath Stone +15pts
• May select magic items from the Common Magic Items and Ancient Runes lists, up to 75pts.
• One Thane may carry the army battle standard for +25pts. He may have a runic banner (no points limit), but cannot carry any other Runic item.
Special Rules:
Ancestral Grudge, Resolute, Relentless

Runesmith 80pts
M3 WS4 BS4 S4 T4 W2 I2 A2 Ld9
Additional Equipment
• Level 2 wizard +35pts

• gromil shield +3pts
• great weapon +2pts
• crossbow +5pts
• May select magic items from the Common Magic Items and Ancient Runes lists, up to 75pts.
Special Rules:
Ancestral Grudge, Resolute, Relentless

Master Engineer 50pts
M3 WS4 BS4 S4 T4 W2 I2 A2 Ld9
Additional Equipment
• Dwarf pistol +5pts
• brace of Dwarf pistols +10pts
• crossbow +5pts
• Dwarf handgun +10pts
• great weapon +4pts
• grenades +25pts
• landmines +25pts each
• May select magic items from the Common Magic Items and Ancient Runes lists, up to 50pts.
Special Rules:
Ancestral Grudge, Artillery Master, Entrenchment, Resolute, Relentless

Dragonslayer 50pts
M3 WS6 BS4 S4 T5 W3 I4 A3 Ld10
• May select magic items from the Common Magic Items and Ancient Runes lists, up to 75pts.
Special Rules:
Ancestral Grudge, Glorious Death, Hatred, Resolute, Relentless, Runic Tattoos, Skirmish, Slayer, Slayer Axes, Unbreakable

Core:

Dwarf Warriors 8pts
Warrior M3 WS4 BS3 S3 T4 W1 I2 A1 Ld9
Veteran M3 WS4 BS3 S3 T4 W1 I2 A2 Ld9
Longbeard M3 WS5 BS4 S4 T4 W1 I2 A1 Ld9
Longbeard Veteran M3 WS5 BS4 S4 T4 W1 I2 A2 Ld9
Unit Size: 10+
Equipment: hand weapon, heavy armour, and shield.
• great weapons +2pts/model
• Upgrade one Warrior to a musician +5pts
• Upgrade one Warrior to a standard bearer +10pts
• Upgrade one Warrior to a Veteran +10pts
• Upgraded to Longbeards* +2pts/model.
*You cannot have more units of Longbeard Warriors than Warriors.
Special Rules:
Ancestral Grudge, Old Grumblers (Longbeards only), Resolute, Relentless

Quarrellers 10pts
Quarreller M3 WS4 BS3 S3 T4 W1 I2 A1 Ld9
Veteran M3 WS4 BS3 S3 T4 W1 I2 A2 Ld9
Longbeard M3 WS5 BS3 S4 T4 W1 I2 A1 Ld9
Longbeard Veteran M3 WS5 BS3 S4 T4 W1 I2 A2 Ld9
Unit Size: 10+
Equipment: crossbow, hand weapon, light armour, and shield.
• great weapons +2pts/model

• Upgrade one Quarreler to a musician +5pts
• Upgrade one Quarreler to a standard bearer +10pts
• Upgrade one Quarreler to a Veteran +5pts
• Upgraded to Longbeards* +2pts/model.
*You cannot have more units of Longbeard Quarrelers than Quarrelers.
Special Rules:
Ancestral Grudge, Old Grumblers (Longbeards only), Resolute, Relentless

Rangers +1pt/model
Unit Size: 5+
Additional Equipment: throwing axes
• Skirmish +1pt/model
*Units of Warriors or Quarrelers equipped with great weapons may be upgraded to Rangers. You cannot have more units of Warrior Rangers than Warriors, nor Quarreler Rangers than Quarrelers. Rangers do not count towards the units of Warriors or Quarrelers necessary to field Longbeards, but units of Longbeard Rangers count as Longbeards.
Special Rules:
Ancestral Grudge, Old Grumblers (Longbeards only), Resolute, Relentless, Scout

Thunderers 12pts
Thunderer M3 WS4 BS3 S3 T4 W1 I2 A1 Ld9
Veteran M3 WS4 BS3 S3 T4 W1 I2 A2 Ld9
Longbeard M3 WS5 BS3 S4 T4 W1 I2 A1 Ld9
Longbeard Veteran M3 WS5 BS3 S4 T4 W1 I2 A2 Ld9
Unit Size: 10+
Equipment: dwarf handgun, hand weapon, light armour, and shield.
• Upgrade one Thunderer to a musician +5pts
• Upgrade one Thunderer to a standard bearer +10pts
• Upgrade one Thunderer to a Veteran +5pts
• Upgraded to Longbeards* +2pts/model.
*You cannot have more units of Longbeard Thunderers than Thunderers.
Special Rules:
Ancestral Grudge, Old Grumblers (Longbeards only), Resolute, Relentless

Special:

Hammerers 13pts
Hammerer M3 WS5 BS4 S4 T4 W1 I2 A1 Ld9
Gate Keeper M3 WS5 BS4 S4 T4 W1 I2 A1 Ld9
Equipment: great weapon, hand weapon, heavy armour, and shield.
• Upgrade one Hammerer to a musician +6pts
• Upgrade one Hammerer to a standard bearer +12pts
• Upgrade one Hammerer to a Gate Keeper +12pts
Magic standard up to 50pts
Special Rules:
Ancestral Grudge, Bodyguard, Resolute, Relentless, Shield Wall

Cannon 140pts
Cannon M3 WS0 BS0 S0 T7 W3 I0 A0 Ld0
Crew member M3 WS3 BS4 S3 T4 W1 I2 A1 Ld9
Equipment: hand weapon, light armour
The Cannon has three crew members
• Rune of Immolation +20pts
• Rune of Thunder +40pts
• Rune of Fortification +25pts
Special Rules:
Ancestral Grudge

Bolt Thrower 70pts
Bolt Thrower M3 WS0 BS0 S0 T7 W3 I0 A0 Ld0
Crew member M3 WS3 BS4 S3 T4 W1 I2 A1 Ld9
The Bolt Thrower has four crew members
Equipment: hand weapon, light armour
• Grudge Rune +25pts
• Rune of Fortification +25pts
Special Rules:
Ancestral Grudge

Miners 11pts
Miner M3 WS4 BS3 S3 T4 W1 I2 A1 Ld9
Prospector M3 WS4 BS3 S3 T4 W1 I2 A2 Ld9
Equipment: great weapon, hand weapon, heavy armour
• Upgrade one Miner to a Musician +5pts
• Upgrade one Miner to a Standard Bearer +5pts
• Upgrade one Miner to a Prospector +5pts
• Blasting charges +50pts
• Steam drill (Prospector only) +25pts
Special Rules:
Ancestral Grudge, Resolute, Relentless, Stubborn, Underground Advance

Ironbreakers 15pts
Ironbreaker M3 WS5 BS3 S4 T4 W1 I2 A1 Ld9
Ironbeard M3 WS5 BS3 S4 T4 W1 I2 A2 Ld9
Equipment: hand weapon, gromil armour and shield
• Upgrade one Ironbreaker to a Musician +7pts
• Upgrade one Ironbreaker to a Standard Bearer +14pts
• Upgrade one Ironbreaker to an Ironbeard +14pts
• Magic standard up to 50pts
Special Rules:
Ancestral Grudge, Immune to Psychology, Resolute, Relentless, Stubborn

Grudge Thrower 115pts
Grudge Thrower M3 WS0 BS0 S0 T7 W3 I0 A0 Ld0
Crew member M3 WS3 BS4 S3 T4 W1 I2 A1 Ld9
The Grudge Thrower has four crew members
Equipment: hand weapon, light armour
• Grudge Rune +25pts
• Rune of Fortification +25pts
Special Rules:
Ancestral Grudge, Indirect Fire

Rare:

Flame Cannon 140pts
Flame Cannon M3 WS0 BS0 S0 T6 W3 I0 A0 Ld0
Crew member M3 WS3 BS4 S3 T4 W1 I2 A1 Ld9
The Flame Cannon has three crew members
Equipment: hand weapon, light armour
• Rune of Immolation +20pts
• Rune of Thunder +40pts
• Rune of Fortification +25pts
Special Rules:

Organ Gun 120pts
Organ Gun M3 WS0 BS0 S0 T7 W3 I0 A0 Ld0
Crew member M3 WS3 BS4 S3 T4 W1 I2 A1 Ld9
The Organ Gun has three crew members.
Equipment: hand weapon, light armour
• Rune of Immolation +20pts
• Rune of Thunder +40pts
• Rune of Fortification +25pts
Special Rules:

Zeppelin 80pts
Zeppelin M0 WS0 BS0 S0 T5 W3 I0 A0 Ld0
Engineer M3 WS3 BS4 S3 T4 W1 I2 A1 Ld9
Equipment: hand weapon
• Upgrade to Gyrocopter +20pts
• Gromil plating +15pts
• Steam gun +25pts
• Thundercasks +25pts
Special Rules:
Ancestral Grudge, Armour Save (6+), Flying Cavalry, Hover, Scout, Swiftstride

Special Rules:

Slayers 18pts
Troll Slayer M3 WS4 BS3 S4 T4 W1 I3 A2 Ld10
Giant Slayer M3 WS5 BS4 S4 T5 W1 I4 A3 Ld10
Unit size: 5+
Equipment: hand weapon
• Upgrade any number of models to Giant Slayers +7pts/model
Special Rules:
Ancestral Grudge, Glorious Death, Hatred, Resolute, Relentless, Runic Tattoos, Skirmish, Slayer, Slayer Axes, Unbreakable

The Anvil of Doom

The Anvils of Doom are the most ancient heirlooms of the Dwarf race. It is on these anvils that the greatest of weapons in the Old Wolrd have been forged. Each anvil is covered in runes that the smiths of today’s age cannot begin to fathom. When striking runes on the anvil, each Runelord uses techniques taught to him by his master that were in turn taught to him by his master and so on, back to the dawn of time. Because of this, no two Anvils function exactly the same. Their mystic powers are dedicated to Grimnir, Grungni, and Valaya, the Dwarf ancestor gods of fury, persistence, and loyalty.

Anvil of Doom M0 WS0 BS0 S0 T10W7 I0 A0 Ld0
Rune Guard M3 WS5 BS3 S4 T4 W1 I2 A1 Ld10
Equipment (Rune Guard only): Hand weapon, gromil armour
Special Rules:
Ancestral Grudge, Indestructible, Unbreakable

The Anvil of Doom is crewed by a Runelord and four Rune Guards.
A Runelord with the Anvil of Doom has the Loremaster special rule and can ignore the range restrictions on any spell (including requiring line of sight), as well as the first miscast of each magic phase.
The Anvil of Doom adds two dispel dice to the owning player’s dispel pool.

Ancient Runes:

Magic Weapons:

The Axe of Alaric the Mad- 125pts
This dark, mirror-polished axe was one of Alaric’s greatest and final works, surpassing the Runefangs and perhaps even rivaling Ghal-Maraz or the Axe of Grimnir.
Great weapon. The wielder receives a +1 to hit. In addition, the wielder is always treated as having a Strength score of his target’s Toughness+2. No armour saves may be taken against wounds caused by the Axe of Alaric the Mad.

The Hammer of Skalf Blackhammer- 60pts
A heavy, anvil-headed warhammer, this ancient device is as potent binding magic into runes as it is in battle, and it still glows red and white, as if fresh from the forge.
The wielder has +1 Attack and the Flaming Attacks special rule. Every time the wielder successfully hits and wounds, the victim’s armour, shield and any special or magic weapons they carry are destroyed on a 4+ (roll separately for each item).

Magic Armour:

The Master Rune of Gromil- 55pts
These full suits of gromil plate are precious heirlooms, beautiful and ornate, yet sturdy enough to ensure their wearer’s survival in a cave-in.
This armour grants a 1+ armour save, and allows the wearer to re-roll failed armour saves.

Starbreaker Bulwark- 30pts
The High King Gotrek Starbreaker had a suit of armour inlaid with similar runes, allowing him to stand a charge against the High Elve’s heavy cavalry and chariots without so much as a scratch.
Gromil armour and shield. The wearer and any unit he joins is treated as if he were defending an obstacle. The wearer has hard cover.

Rune of Stone- 5pts
A common rune for apprentice smiths to prove their skill, the Rune of Stone can be easily engraved onto shields, armour, and helms.
This armour adds +1 to the wearer’s armour save.

Magic Standards:

Runic Standard of Stromni Redbeard- 140pts
Stromni Redbeard made this standard in the days of Bael, Lord of Karak Azul. It was first carried into battle by the throng of Durgin, son of Grindol, son of Grimnir.
Grants +1 combat resolution to any combat involving friendly Dwarf units within 12”. Models in a unit with this standard receive a +1 to hit.

Strollaz’s Banner of the Underway- 100pts
This ancient rune-standard is covered in tallow candles and oil lanterns, lighting the way for the Dwarf throng. The Dwarfs are already of a tireless nature, but under this banner’s enchantments, they are willing to march day and night to come to grips with their foe.
After deployment, all friendly Dwarf units within 24” of this banner may make an immediate move (not a charge). Units that make this move count as having moved during the first turn for purposes of shooting. Models in a unit with this standard have a 4+ Ward save against shooting attacks and direct damage spells.

Ancestor’s Standard- 50pts
Many holds carry a rune-laden banner into battle, to tell their enemies of their bravery and strength, and to remind themselves of their honor and heritage.
The unit rolls 3d6 for Leadership tests, ignoring the highest.

Talismans:

Rune of Fate- 55pts
These seemingly simple runes are notoriously difficult to create. The device that bears these runes—usually a ring or amulet—can bind fickle luck itself to be a bit less fickle.
A model with this item may re-roll a single d6 each turn. This may be a roll to Hit or Wound, as well as an armour or Ward save or one of the dice for a psychology test or break test.

Master Rune of Kingship- 45pts
There are few of these marvelous runes left, each engraved into a gem-encrusted crown of gold. The Dwarf Lords who wear these artefacts will fight on, no matter the odds, and inspire their fellows to do the same, for the honor of their ancestors.
Dwarf Lord only. Grants the Stubborn special rule to the bearer and any unit he joins. If the unit has the Bodyguard special rule, the model and the unit are Unbreakable instead.

Rune of Preservation- 15pts
A common rune, often embroidered into cloaks, belts, and gloves, this humble yet potent magic protects its wearer from grievous harm and underhanded trickery.
The special rules Killing Blow and Poisoned Attacks have no effect on the wearer.

Arcane Items:

The Spelleater- 70pts
This great iron bowl is ringed with ancient runes, the creation of most now long forgotten. The Spelleater draws the winds of magic, into itself, leaving enemy wizards feeble and sick.
Enemy wizards within 18” of the bearer discard 6’s on any casting roll when determining the casting value of the spell (they still trigger Irresistible Force).

Master Rune of Balance- 55pts
These runes are usually inscribed into books or carved stones, redirecting the winds of magic away from the enemy’s wizards to power the runes of the Dwarfs.
During the enemy’s magic phase, after all power and dispel dice have been generated, subtract one die from the power pool and add one to the dispel pool.

Runestaff- 35pts
Dwarfs are renowned for their innate resistance to the corrupting effects of magic, but Runesmiths carry that resistance to unearthly levels with these sigil-covered staffs.
Grants a +1 to dispel attempts.

Enchanted Items:

Bugman’s XXXXXX- 50pts
Casks of Bugman’s original vintages are three times rarer than gold, and worth ten times their weight in it.
One use only. Before the close combat phase of each Dwarf turn, if the bearer has not moved (besides a reform maneuver), the bearer and any other character in the unit may regain any lost wounds, while the unit may regain d6+1 wounds. The bearer and any unit he joins is immune to Fear, Terror and Panic.

Horn of Challenge- 30pts
The carefully carved hunting horns of the Dwarf Rangers are commonly infused with rune-magic, to better warn their fellows and impede their enemes.
Bound spell (power level 4). Contains the spell Tomb and Trial.


Runic Lore- Grudge Magic, Wordlore, Sigil-Carving
Ancient Power (Lore Attribute)
Runesmiths binding the Winds of Magic into runes before battle, releasing their latent energies when needed. This process is difficult and time-consuming to the extreme, but the Dwarfs find the results to be to their liking.
If the wizard Miscasts, he may modify the result by up to 1d3.

Runewall (Signature Spell) Cast on 6+
A small stone from the steps of one of the Great Holds, inlaid with the runes of Valaya, can cause the rock where it falls to rise up before the Dwarf line like a second shield.
Runewall is an augment spell that is cast on the wizard and his unit. Their armour save improves by 1 until the start of the caster’s next magic phase.

1. Hearth and Hold Cast on 7+
The Runesmith commands the earth itself, as a brother and friend to all Dwarfs, to stand aside and let them pass.
Hearth and Hold is an augment with a range of 12”. The target unit gains the Strider special rule, and treats natural impassible terrain as open ground until the start of the caster’s next magic phase. The caster can choose to affect all units within 12”. If he does so, the casting value of Hearth and Hold increases to 14+.

2. Gold and Glory Cast on 7+
With a clenched gauntlet and a ringing shout, the Runesmith fills the hearts of his kin with a pride in their ancestors, and a hunger to match them in honor and plunder.
Gold and Glory is an augment with a range of 24”. The target unit may make a move at the start of the shooting phase. This may be a charge. The caster can choose to extend the range to 48”. If he does so, the casting value of Gold and Glory increases to 10+.

3. Cinder and Sunder Cast on 7+
The Runesmith reaches out to his work, written on axe blades and shield faces all around, awakening great power in even the most minor of runes.
Cinder and Sunder is an augment that is cast on the wizard and his unit. Any attacks the target unit makes have the Flaming Attacks special rule and Magic Resistance (2). The caster can choose to affect all units within 12”. If he does so, the casting value of Cinder and Sunder increases to 14+.

4. Tomb and Trial Cast on 8+
Faced with impossible odds, the Runesmith calls to his clan, leading them in their Death Song, so they may face the end with dignity and pride.
Tomb and Trial is an augment with a range of 24”. The target unit gains the Unbreakable and Fear special rules. At the end of the game, the opposing player is awarded victory points as if they had destroyed this unit, even if the unit survived. The caster can choose to increase the spells range to 48”. If he does so, the casting value of Tomb and Trial increases to 12+

5. Wrath and Ruin Cast on 8+
The Runesmith smites the ground with his hammer, the earth cracking and splitting before his strike, until the ground beneath his foe bursts forth in elemental fury, leaving charred desolation in its wake.
Wrath and Ruin is a direct damage spell with a range of 24”. Place the small round template anywhere within range—it then template scatters d6”. Any unit touched by the template takes d6 S4 hits. Place a piece of dangerous terrain where the template resolved. The caster may choose to use the large template instead, causing 2d6 S4 hits. If he does so, the casting value of Wrath and Ruin increases to a 16+.

6. Oath and Honor Cast on 12+
Oath and Honor is an augment spell that affects all units within 18”. All friendly Dwarf units within the spell’s range gain +2 Toughness until the start of the caster’s next magic phase. The caster can choose to increase the bonus to +4. If he does so, the casting value of Oath and Honor increases to 24+.

This message was edited 1 time. Last update was at 2012/12/02 02:08:11


 
   
Made in us
Fresh-Faced New User




Spell eater is too powerful, reroll 6's is probably better. That said I have a idea for shield wall.

Shield wall: Over the centuries dwarves have practiced the technique of the shield wall to perfection. Any unit with this rule may add +1 to their armor when receiving a charge from the front, this only applies for the first round of combat. In addition while holding the shield wall the unit is allowed parry saves against impact hits and stomps during the first round of the combat in which they were charged.

Fluffy but not super powerful.
   
Made in us
Evasive Eshin Assassin





The shield wall concept is something I'm abandoning; the weapon rules need an overhaul to make shields better for everyone. Or rather, to make great weapons less better.
Still, a good attempt! Reasonable from a mechanical and a literary perspective.

And as for Spelleater, I'll point out that a Slaan Mage Priest has access to the Becalming Cogitation, which doesn't take up an item slot, has an even better affect, and is cheaper.

 
   
Made in au
Hurr! Ogryn Bone 'Ead!






Western Australia

Priestess of Vallaha (I think that's how you spell it?)
90 Points Per Model
M3 WS6 BS4 S4 T5 W2 I5 A3 Ld10
Special Rules:
Stubborn
Vallaha's Blessing: All Priestess' of Vallaha are Level 2 Wizards of the Lore of Light, choose the spells as per normal
Death be Gone! If a Lore of Death or Lore of Shadow spell is cast, it has a -2 Penalty when rolling to cast.
Healing: Priestess can take this instead of a Lore of Light spell. Cast on a 14+, all friendly units within 12" get D6 models back (or heroes or Lords get back D3 wounds) and have a 5+ Ward Save for the remainder of that turn. She cannot cast this on any Slayer units.
Gear:
Staff of Vallaha- Hand Weapon. If joined with a unit, every time she kills a model their combat score goes up by one.
Gromril Armour
Upgrades:
May carry an additional hand weapon for 5 points.
May become a Level 3 Priestess for 30 points
May carry a shield for 5 points
May carry a Battle Standard for 25 points but may not have any other runic item.
If Priestess has another hand weapon, then she may take a Weapon Rune, but if not, then she may only take armour, talisman runes up to 50 points, but with no Master Runes.


Dwarfish Bayonet: All Dwarf artillery and range units (Thunderers, quarrellers)
Points Cost: 3 points Per model
When in combat, all ranged weapons count as Great Weapons in combat with the Armour Piercing rule and when charged it also has the ASF rule.

Grimnir's Axe: Can only be equipped onto a Daemon Slayer or a Dragon Slayer
The axe of Grimnir was found at the turn of the Age of Sigmar, when a Throng of 1000 Slayers lead by King Hake Godssmasher went into the Chaos Wastes for nine hundred days and nights to reach the lost hold of Karag Dum. But after a Warp storm they lost their way to the mountain hold and reached the edge of Chaos itself. By that time, they numbered barely 200 souls. They charged an army of Khorne that outnumbered them 3000 to one, and yet they plowed ever onwards until five Slayers stood, protecting their Fallen King. Godssmashers Grandson, Heros, challenged the Herald of Khorne, Albion Talon. They engaged in battle in the Temple of Timeless War, under the eyes of Khorne himself. Heros Godssmasher lived up to his name, hitting the statue, smashing it apart. He was losing the fight, and his defiling of the Temple had enraged the Priest of Bloodshed. But when things were at their worst, when Heros's hammer had been taken by the Champion of Khorne, he saw it.
A solid Gold Axe on the foot of what once was the Chaos God of Blood.
He grabbed the axe and like a fire, he shrugged off his life threatening wounds and roared, before de-capitating the Champion of Khorne and throwing it into the Maurauder hoard. The champion of Khorne gone, the Maurauders turned against each other and killed each other, the Chosen of Khorne dying alongside with them. The Slayers slowly ventured out of Chaos Wastes, now only Heros and his mighty Axe and hammer, so the Legend says...

Points Cost: 105 points
Magic Item
Grants the wielder +3 attack and +1 strength and is counted as a flaming weapon. Futhermore, all hits against any Forces of Darkness (Chaos, Skaven, Vampires, Dark Elves, Beastmen, Orcs and Goblins, Tomb Kings) are negated saves of any kind. No other Runes can be put onto this axe.

EDIT:
This idea has been bugging me for a hell of a long time so I thought I might get it out there.

Dwarf Slayer King of Karak Kadrin, Ungrim Ironfist:
Points: 350 points
M3 WS8 BS5 S6 T6 W5 I5 A6 Ld10
Special Rules:
Glorious Death, Loner, Runic Tattoos, Unbreakable, Ancestral Grudge, Furious Charge
The Howl of the Throne: Ungrim Ironfist get's the Slayers into such a frenzy that Grimnir himself watches over as they slay the foe. Can only be used once. All Slayer units on the board have the Furious Charge and Frenzy rule. Additionally, any unit with the King has a Ward Save of 5+ in CC
Royal Blood Oath; All Slayer units the King joins has the Bodyguard rule. The king can't join any other unit.
Slayer Throng: Because of the Slayer throne Ungrim bears, he can call upon every Slayer in the Old World to help him fight a war. All Trollslayer and Giantslayer units are counted as being a Core Troop, instead of a Special Troop. Additionally, All Dragon Slayers count as Special Troops and can be taken as one unit.
Equipment:
Axe of the Slayer: Flaming Attacks, each hit counts as a Bolt Thrower attack. If V a hoard, Ungrim has D6 wounds for each successful wound. If V monsters, monsterous Calvary or Daemons, then he has Heroic Killing Blow. If V characters with multiple wound profile (whether a shaman or Archaeon) then he has Rune of Alaric the Mad and D3 wounds.
King Slayer Armour: As being a King, he has been required to wear armour and so wears a Dragon plate armour that dates back to the War of the Beard where his ancester King killed a Dragon and then de-capitated a Prince. Slayer armour has a 4+ Armour Save and a 5+ parry.
No other runes are allowed of any kind.
Talisman of Vallaha: Used only once a game. The King can restore D3 wounds or if he has a unit of Body Guards, D6 Slayers.

Just for laughs.
Dwarf Pony Mountaineers: Special Choice
Points per model: 14 points
Unit Size: 3-20
Dwarf: M3 WS4 BS4 S4 T4 W1 I5 A2 Ld9
Champion: M3 WS4 BS4 S4 T4 W1 I5 A3 Ld9
Pony: M6 WS3 BS0 S5 T5 W1 I3 A2 Ld9
Special Rules:
Furious Charge, Stubborn, Ancestral Grudge, Outflanking, Skirmisher
Ancestral Charge: when charging, they have the ASF rule.
Mountain Maneuver: Because they have been in the Mountains their whole lives, they have grown accustomed to charging through perilous terrain. All Difficult/Dangerous Terrain is counted as Open for this unit
Equipment:
Gromril (both pony and Dwarf)
Great Axes
Upgrades:
Can replace the Great Axe with the following options:
-Handguns for 5 points each
-Dual Pistols for 5 points per model
-Hand Weapon and shield for 5 points each
Can upgrade to command:
-Musician for 15 points
-Banner bearer for 25 points. Banner bearer can upgrade the banner to be a Runic Item for the max cost of 50 points.
-Champion for 35 points. A unit with a Champion has the Stomp rule in combat.

Stone Ancester: Rare
Points Per Model:
Unit Size: 1-6
Stone Ancester: M8 WS6 BS3 S6 T6 W3 I1 A4 Ld10
Stone Giant: M8 WS6 BS5 S7 T7 W3 I1 A5 Ld10
Special Rules:
Unbreakable, Fearless, Immune to Psychology, Thunder Stomp, Regeneration, Glorious Death, Unbreakable, Magic Resistance (3)
Death to the Enemy: All dwarf units within 12" of the unit can re-roll all failed Panic, Fear and Leadership tests.
Equipment:
Hand Weapon with Killing Blow special rule.
Stone armour (counts as Heavy armour with a 5+ save)
Upgrades:
To replace your Hand Weapon, you can only choose one of these options.
May take a stone attack (counts as Stone Thrower) for 15 points per model.
May take a Great Weapon for 10 points per model
May take a shield for 5 points per model
Can have an Flame Cannon, Organ Gun or Bolt Thrower attachment for 40 points each. In shooting phase, acts like it is, except that if the wielder dies, then the weapon is removed from play.
If taking a Great Weapon, you can have Weapon Runes of a max of 75 points each.
May take a Stone Giant for 30 points. Units with Stone Giants have the Cause Terror special rule.

Edit x2:
If it hasn't been brought up already, I think the Dwarf runelords and Runesmiths should be able to purchase Runes for spells from a Dwarven magic chart. Like Runesmiths would be Lv1 n Rune Lords lv2-3 and carry that spell for the duration of the battle, as dwarves like certainty, not fickle. As for the Anvil, you should either choose the Lore of Dwarves or the Lore of Metal kind o thing.

This message was edited 3 times. Last update was at 2012/12/30 03:28:36


"Tell the Colonel... We've been thrown to the Wolves." -Templeton.
1W OL 1D

I love writing fiction based upon my experiences of playing; check 'em out!
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Made in us
Evasive Eshin Assassin





Well...thanks for your imput. You've clearly put a lot of work into this.

Two things, though:

Your post leads me to believe that you haven't actually read the previous posts on this thread. A lot of this stuff isn't what I'm looking for at all (cavalry, monstrous infantry, etc.).

2. Every one of these things is grossly imbalanced. They're cheap and they're ridiculously good. 90pts for a Stubborn lvl2 Wizard? +3pts/model for +2S, ASL, AP, and ASF when charged? And, the most glaring: 14pts for a T5 M8 model with 2 S6 attacks and 2 S5 attacks? That's better than everything ever.
Moreover, I take some issue with the mechanics presented. The items/units/characters above are loaded out with all sorts of weird and complicated rules that will ensure games involving them are drawn-out and tedious. And then there's a few cases of what seem to be just plain mistakes among them ("upgrading" from great weapons to shields, MI getting Thunderstomp, etc.).

Like I said, I can see the work put in here, and I can see you've got potential for making some cool games. But none of this is what I asked for initially, and I'd recommend serious polishing if it was.

 
   
Made in au
Hurr! Ogryn Bone 'Ead!






Western Australia

Okay, I see it. Like I said before, the Calvary were just for laughs, here's the upgraded list:
I know you may think of this unit as being over-powered and unnecessary, but I can see these coming to life before the enemies lines and smashing them apart and inspiring the Dwarfs to fight harder. I know it looks like monsterous infantry, but hey, Dwarfs are masters of Runes and the Earth, so why can't they combine those two with their near-perfect architecture to protect themselves?
Stone Ancester: Rare
Points Per Model: 90 points per model (or is that too cheap?)
Requirements: You must have a Runelord with an anvil or Thorek Ironbrow
Unit Size: 1-6
Stone Ancester: M5 WS6 BS3 S5 T6 W3 I1 A4 Ld10
Stone Giant: M5 WS6 BS3 S5 T7 W3 I1 A5 Ld10
Special Rules:
Unbreakable, Fearless, Immune to Psychology, Stomp, Regeneration, Glorious Death, Unbreakable, Magic Resistance (3)
Death to the Enemy: All dwarf units within 12" of the unit can re-roll all failed Panic, Fear and Leadership tests.
Equipment:
Hand Weapon with Killing Blow special rule.
Stone armour (counts as Heavy armour with a 5+ save)
Upgrades:
To replace your Hand Weapon, you can only choose one of these options.
May take a stone attack (counts as Stone Thrower) for 15 points per model.
May take a Great Weapon for 10 points per model

May take a shield for 5 points per model
Can have an Flame Cannon, Organ Gun or Bolt Thrower attachment for 40 points each. In shooting phase, acts like it is, except that if the wielder dies, then the weapon is removed from play.
If taking a Great Weapon, you can have Weapon Runes of a max of 75 points each.
May take a Stone Giant for 45 points. Units with Stone Giants have the Cause Terror special rule.

I love Slayers but since you can't have many of them, I wanted it to make it so that you could get a Slayer King and some of his fellow Deathseekers so you could field multiple Slayers at once and hey, who doesn't want a field of Orange haired Berserkers that can just shrug off wounds like they were nothing and that your opponent's face just drops as he sees his elaborate plan die painfully by these 3ft tall midgets?
Dwarf Slayer King of Karak Kadrin, Ungrim Ironfist:
Points: How much would he be, 'cause I have no clue
M3 WS8 BS5 S6 T6 W5 I5 A6 Ld10
Special Rules:
Glorious Death, Loner, Runic Tattoos, Unbreakable, Ancestral Grudge, Furious Charge
The Howl of the Throne: Ungrim Ironfist get's the Slayers into such a frenzy that Grimnir himself watches over as they slay the foe. Can only be used once. All Slayer units on the board have the Furious Charge and Frenzy rule. Additionally, any unit with the King has a Ward Save of 5+ in CC
Royal Blood Oath; All Slayer units the King joins has the Bodyguard rule. The king can't join any other unit.
Slayer Throng: Because of the Slayer throne Ungrim bears, he can call upon every Slayer in the Old World to help him fight a war. All Trollslayer and Giantslayer units are counted as being a Core Troop, instead of a Special Troop. Additionally, All Dragon Slayers count as Special Troops and can be taken as one unit.
Equipment:
Axe of the Slayer: Flaming Attacks, each hit counts as a Bolt Thrower attack. If V a hoard, Ungrim has D6 wounds for each successful wound. If V monsters, monsterous Calvary or Daemons, then he has Heroic Killing Blow. If V characters with multiple wound profile (whether a shaman or Archaeon) then he has Rune of Alaric the Mad and D3 wounds.
King Slayer Armour: As being a King, he has been required to wear armour and so wears a Dragon plate armour that dates back to the War of the Beard where his ancester King killed a Dragon and then de-capitated a Prince. Slayer armour has a 4+ Armour Save and a 5+ parry.
No other runes are allowed of any kind.
Talisman of Vallaha: Used only once a game. The King can restore D3 wounds or if he has a unit of Body Guards, D6 Slayers.

Came up with this when two years ago I read Gotrek and Felix Daemonslayer. It is meant to be a healing unit and to banish Darkness and death, but not big on combat
Priestess of Vallaha (I think that's how you spell it?)
95 Points Per Model
M3 WS4 BS4 S4 T4 W2 I5 A3 Ld10
Special Rules:
Stubborn, Ancestral Grudge
Vallaha's Blessing: All Priestess' of Vallaha are Level 2 Wizards of the Lore of Light, choose the spells as per normal
Death be Gone! If a Lore of Death or Lore of Shadow spell is cast, it has a -2 Penalty when rolling to cast.
Healing: Priestess can take this instead of a Lore of Light spell. Cast on a 14+, all friendly units within 12" get D6 models back (or heroes or Lords get back D3 wounds) and have a 5+ Ward Save for the remainder of that turn. She cannot cast this on any Slayer units.
Gear:
Staff of Vallaha- Hand Weapon. The unit she joins has a 6+ Ward save, or if it already does have a Ward Save, then it has +1 added onto it to the maximum of 1+
Gromril Armour
Upgrades:
May carry an additional hand weapon for 5 points.
May become a Level 3 Priestess for 30 points
May carry a shield for 5 points
May carry a Battle Standard for 25 points but may not have any other runic item.
If Priestess has another hand weapon, then she may take a Weapon Rune, but if not, then she may only take armour, talisman runes up to 50 points, but with no Master Runes.

Grimnir's Axe: Can only be equipped onto a Daemon Slayer or a Dragon Slayer during a Storm of Magic battle.
Points Cost: 120 points
Magic Item
Grants the wielder +2 attack and +1 strength and is counted as a flaming weapon. Futhermore, all hits against any Forces of Darkness (Chaos, Skaven, Vampires, Dark Elves, Beastmen, Orcs and Goblins, Tomb Kings) are negated saves of any kind. No other Runes can be put onto this axe.

I just really hate my Thunderers dying so easily.
Dwarfish Bayonet: All Dwarf artillery and range units (Thunderers, quarrellers)
Points Cost: 3 points Per model
When in combat, all ranged weapons count as Spears in combat with the Armour Piercing rule and when charged it also has the ASF rule.

This message was edited 1 time. Last update was at 2012/12/30 10:05:51


"Tell the Colonel... We've been thrown to the Wolves." -Templeton.
1W OL 1D

I love writing fiction based upon my experiences of playing; check 'em out!
http://www.wattpad.com/user/baxter123  
   
Made in us
Evasive Eshin Assassin





All right. Some comments:

- first: the Dwarf Rune system would not exist in this book. Dwarfs would have Wizards and access to the common magic items, like everyone else. The weirder and more unique a book is, the easier it is for that book to become terrible/stupid-awesome when the game's trends shift (with the release of a new army or edition). So we're striving for simplicity and compatibility.

 baxter123 wrote:

Stone Ancestor: Rare

Points Per Model: 90 points per model
- These guys are similar to Treekin, which cost 65pts each. No matter how many special abilities you tack on, they're still W3. I'd drop them to...80pts? See below.

 baxter123 wrote:
Requirements: You must have a Runelord with an anvil or Thorek Ironbrow
- A cool requirement, but it complicates things significantly, and restricts them an awful lot. I'd drop it

 baxter123 wrote:
Stone Ancester: M5 WS6 BS3 S5 T6 W3 I1 A4 Ld9
Stone Giant: M5 WS6 BS3 S5 T7 W3 I1 A5 Ld10
[b] - M5 is much better. Still, I'd make them M3. Sure, they're big, but they're still of Dwarf-make and built of stone. It helps stick with one of the army's characteristics. Also, WS6, T6/7, A4/5, Ld10 is a bit much. Those are character-level stats. WS4 (like a Dwarf), T6 (they're rock), A3 (standard MI), Ld9 (like a Dwarf) feels right, and justifies some of the point-drop above.

 baxter123 wrote:
Special Rules:
Unbreakable, Fearless, Immune to Psychology, Stomp, Regeneration, Glorious Death, Unbreakable, Magic Resistance (3)
Death to the Enemy: All dwarf units within 12" of the unit can re-roll all failed Panic, Fear and Leadership tests.
- Fearless? Isn't that a 40k thing? And is the Glorious Death the same as the one I posted previously? And ItP is part of Unbreakable, so you don't need to mention it. And Unbreakable MI is probably too good anyway. I'd do Stubborn (nearly the same, with Ld9, but still cheaper). Regeneration makes little sense, especially as potent as the standard 4+. And MR3 is a bit excessive. MR1 at the most, to keep them cheaper and more usable. "Death to the Enemy" is a neat idea, but (1) Panic and Fear are Ld tests, so it's redundant, and (2) this makes each one a MI BSB, to which I say no. I'd buy two every time, even at 90pts, and keep them in the back field just for that ability!
 baxter123 wrote:
Equipment:
Hand Weapon with Killing Blow special rule.
Stone armour (counts as Heavy armour with a 5+ save)
Upgrades:
To replace your Hand Weapon, you can only choose one of these options.
May take a stone attack (counts as Stone Thrower) for 15 points per model.
May take a Great Weapon for 10 points per model
May take a shield for 5 points per model
Can have an Flame Cannon, Organ Gun or Bolt Thrower attachment for 40 points each. In shooting phase, acts like it is, except that if the wielder dies, then the weapon is removed from play.
If taking a Great Weapon, you can have Weapon Runes of a max of 75 points each.
May take a Stone Giant for 45 points. Units with Stone Giants have the Cause Terror special rule.
- Why Killing Blow? No way. That rule just drips with "these guys are awesome, and this rule is awesome, so they get this rule" sort of logic. Stone armour should grant them a 4+ save, or better yet, just call it gromil armour, or even better still, drop the equipment all together and give them a 4+ scaly skin. Simplicity is key. I'd also limit the upgrades to great weapons and shields. "Stone Attack" is way too cheap and would eat up a lot of space explaining it (how do Misfires! work? Can he move and shoot? Can it take Runes? etc.), as is the war machine attachment. Is that supposed to be like a gun strapped to his arm? It just adds too much stuff onto one model. With the above suggestions, upgrading to a Stone Giant would be like a normal champion, albeit one with Terror. Maybe he can give the unit the MR or something, if you really want. The upgrade can drop in points, maybe to 30pts.

 baxter123 wrote:
Dwarf Slayer King of Karak Kadrin, Ungrim Ironfist

- The Slayer King has some existing stats and rules from the old Storm of Chaos stuff. He was part of a set of rules for a full-on Slayer army. I'd take his stats and update him to 8th edition.

 baxter123 wrote:
Priestess of Vallaha
95 Points Per Model
- Check out every one of the Elf wizards. They're 100pts for a lvl1. Elves and Dwarfs have very similar prices in terms of characters. Stay in those guidelines.
 baxter123 wrote:
M3 WS4 BS4 S4 T4 W2 I5 A3 Ld10
Special Rules:
Stubborn, Ancestral Grudge
Vallaha's Blessing: All Priestess' of Vallaha are Level 2 Wizards of the Lore of Light, choose the spells as per normal
Death be Gone! If a Lore of Death or Lore of Shadow spell is cast, it has a -2 Penalty when rolling to cast.
Healing: Priestess can take this instead of a Lore of Light spell. Cast on a 14+, all friendly units within 12" get D6 models back (or heroes or Lords get back D3 wounds) and have a 5+ Ward Save for the remainder of that turn. She cannot cast this on any Slayer units.
- Ld10 belongs only to Lords and Slayers. Drop her to a 9. I5 and A3? Again, no. Model her after a standard Runesmith (both 2's). Also, why is she Stubborn? No way. And a -2 to cast Death/Shadow magic, what, on the whole board? Per priestess? No and no. Something like: one wizard using the Lore of Death or Shadow within 18" of the Priestess suffers a -1 to cast. This penalty can stack with multiple Priestesses, if they all choose the same wizard. And that Healing spell is just woefully powerful. It heals more guys than Regrowth (which casts on a 12+) and can effect multiple units, and also heals all the characters in that range, and then gives all of those units a 5+ Ward for that turn? By the Ancestor Gods, no! Something like...range 12", 8+, regain d3+1 models, or all units in 12" at a 16+. Moreover, why not make them use the Lore of Life instead? Then you could drop this spell, they could get Earthblood and Regrowth and have Lifebloom.
 baxter123 wrote:
Gear:
Staff of Vallaha- Hand Weapon. The unit she joins has a 6+ Ward save, or if it already does have a Ward Save, then it has +1 added onto it to the maximum of 1+
Gromril Armour
Upgrades:
May carry an additional hand weapon for 5 points.
May become a Level 3 Priestess for 30 points
May carry a shield for 5 points
May carry a Battle Standard for 25 points but may not have any other runic item.
If Priestess has another hand weapon, then she may take a Weapon Rune, but if not, then she may only take armour, talisman runes up to 50 points, but with no Master Runes.
- A weapon that grants a whole unit a Ward save? No. Maybe they give the unit MR1, like a Bretonnian Damsel. And they should be lvl1, able to get to lvl2, not 2 to 3. 1-2 is a Hero-level wizard. 3-4 is a Lord. And no Battle Standard-bearing. And additional hand weapons cost 4pts for heroes and shields cost 2. On top of that, the option to give her an extra weapon should not even be there. You said yourself: they're not about combat.

 baxter123 wrote:
Grimnir's Axe: Can only be equipped onto a Daemon Slayer or a Dragon Slayer during a Storm of Magic battle.
Points Cost: 120 points
Magic Item
Grants the wielder +2 attack and +1 strength and is counted as a flaming weapon. Futhermore, all hits against any Forces of Darkness (Chaos, Skaven, Vampires, Dark Elves, Beastmen, Orcs and Goblins, Tomb Kings) are negated saves of any kind. No other Runes can be put onto this axe.
- This axe already exists, and is wielded by King Thorgrim. I'd call it "The Lost Axe of Grimnir" or something. Furthermore, the one the King uses does the following: wounds on a 2+ (75pts), no Armour saves (50pts), and Multiple Wounds D3/6, if opponent is a troll or giant (cost unknown, probably around 40pts). So that's 165pts, and I'd say that the other Axe should be at least as good. Maybe it forces successful Ward saves to be re-rolled, grants extra attacks, and has Multiple Wounds D3/6, if the opponent is a Daemon, Forest Spirit, or Undead. Just to balance out the other.

 baxter123 wrote:
Dwarfish Bayonet:
Points Cost: 3 points Per model
When in combat, all ranged weapons count as Spears in combat with the Armour Piercing rule and when charged it also has the ASF rule.
- Drop the ASF. If spears don't count as granting ASF, then neither do these. I personally think spears should offer some extra benefit when being charged, but until that changes, spear-like weapons shouldn't get the benefit either. I'd drop the AP as well, and make them cost 1pt/model, but for the record, I don't think an extra rank of S3 attacks, ASF and AP or no, is going to save your Thunderers. My suggestion? Try Quarrelers with great weapons.

 
   
 
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