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Made in gb
Fresh-Faced New User




Slayers presently do not function as they are intended too. While they can be useful in a Dwarf army, the way the rules are written completely fails to represent their background. This is an attempt to redress this.

Slayers in Dwarf background:
- Heroic, fearless monster hunters seeking a glorious death in combat with a worthy opponent.
- Capable of seeking out and killing trolls, giants and dragons in single combat.

Slayers in current rules:
- Used largely as a tarpit unit on to hold a flank, or as warmachine guards
- If attempted to be used in their true role, never if ever come into combat with monstrous opponents, and are easily cut down by shooting without seeing combat, due to lack of armour, or are avoided entirely due to low movement.
- Carry tubas?!?

In view of these ideas, this is what I've come up with. All Slayers are individual characters, representing their heroic loner status, and preventing them from being cheap tarpit units or warmachine guards and carrying ridiculous tubas.

Trollslayer

Cost: 70pts
M3 WS6 BS3 S4 T4 W2 I4 A3 Ld10

Slayer Axes: A Slayer may choose at the beginning of each combat whether to use his axes as a Greatweapon or an additional hand weapon.

Ward of Grimnir: A slayer seeks death in battle with a worthy opponent. He easily shrugs off wounds from lesser attacks. A Slayer has a 4+ ward save against all shooting attacks.

Doomseeker: A slayer's desire for a glorious death is such that they may triple their move when charging models which cause fear, or quadruple it when charging models which cause terror. Additionally, a slayer MUST charge such a model if it is possible to do so, and will always charge a model which causes terror ahead a model which causes fear.

Loner: A slayer may never join a unit.

Unbreakable: Slayers are unbreakable as described in the Warhammer rulebook.

In addition, each slayer model must be upgraded to one of the following types. Each type of slayer gains a different special skill. (I'm not sure which ones to use, so multiple ideas are listed).


Daemonslayer
- Ignore Daemonic ward saves.
- Killing blow vs. models which cause terror/daemons

Dragonslayer -
- Killing blow vs. Large Monsters

Giantslayer -
- d6 wounds vs. enemies T5 or higher. 45pts

Trollslayer
- Attacks count as flaming (ie: no regeneration) 5pts
- Killing blow vs. Troll/Ogre sized creatures.
   
Made in us
Fighter Pilot





Simi Valley, CA

I had proposed that slayers remain similar to as they now are, except no banner or musician and they gain skirmish. Slayers do work as groups from time to time, so I think that works, but they are so few in number, that they should not be rank and file.

"Anything but a 1... ... dang." 
   
Made in gb
Monstrous Master Moulder






I dunno...

Odin Morgrimmsson wrote:- Carry tubas?!?

Actually it's more like a Sousaphone
see:
http://en.wikipedia.org/wiki/Sousaphone

I'm waiting for a WHFB musician who plays a String instrument

Also I think a 12" charge range for a Dwarf is insane, even if said Dwarf wants to die, he is still a dwarf and Physically incapable of those speeds.

Also, maybe you should provide points costs for Dragon and Daemonslayers

This message was edited 3 times. Last update was at 2009/01/17 19:36:48


Bewhiskered Gasmasks: For the Post-Apocalyptic Gentleman

And to this day, on darkest nyte
It can be seen, they tell
A Prynce of Rattes, in finery
Upon a horned bell.
 
   
Made in us
Prospector with Steamdrill




i really like that idea because when facing a gunline they are useless.

2500 pts
Dwarfs 4000pts
 
   
Made in us
Manhunter




Eastern PA

i vote for skirmisher

There ain't nearly enough Salvage in this thread!

DS:80+S++G+M++++B++I++pwmhd05+D++A++/fWD88R+++T(S)DM+

Catyrpelius wrote:War Machine is broken to the point of being balanced.

sourclams wrote:I play Warmahordes. It's simply a better game.


 
   
Made in us
Prospector with Steamdrill




me to

2500 pts
Dwarfs 4000pts
 
   
 
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