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 Looking for a list for seafaring dwarfs

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Saranor
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PostSubject: Looking for a list for seafaring dwarfs   Thu 10 Dec 2015 - 2:24

Hi Folks,

i am looking for a list for seafaring dwarf. A player in our community has build a real fleet for his warhammer dwarfs. His biggest ship is a battleship over 1meter.
And now he will do a warband of dwarfen sailors. He likes cannons and blackpowder in his warband. Very Happy

Do you know a fitting warband?

Thx
Saranor
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Von Kurst
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PostSubject: Re: Looking for a list for seafaring dwarfs   Thu 10 Dec 2015 - 5:18

There is the Slayer Pirate list from StyrofoamKing--

https://sites.google.com/site/styroheim/sartosa

Otherwise the Treasure Hunters work well.
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Finn
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PostSubject: Re: Looking for a list for seafaring dwarfs   Thu 10 Dec 2015 - 13:48

Hi Saranor,

As Von Kurst says or simply use the normal Treasure Hunters and create a story line. Also the Engineer in the Treasure Hunter warband will help with his shooting.

Also I found these guys last week:

https://www.blackscorpionminiatures.com/product_info.php?cPath=25&products_id=127&osCsid=dg2ok2gmdmaooouk27mtotiid1

I have never bought from this company, so can't vouch for them, but the models look the part.

F.
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Von Kurst
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PostSubject: Re: Looking for a list for seafaring dwarfs   Thu 10 Dec 2015 - 21:43

There are also some totally fan-made warbands on this thread--
http://boringmordheimforum.forumieren.com/t3701p25-the-grudge-of-sheer

You'll have to scroll to find them, but they are interesting.  You are looking for the DWARVEN GRUDGE CRUISE WARBAND


The author could provide full lists if you ask.
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Dreadaxe
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PostSubject: Re: Looking for a list for seafaring dwarfs   Sun 13 Dec 2015 - 13:24

Maybe Treasure Hunters Warband with the possibility to use items, equipment and skills of Pirate Warband of Town Cryer #9.
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Kaptain BlackSquig
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PostSubject: Re: Looking for a list for seafaring dwarfs   Wed 16 Dec 2015 - 7:18

Von Kurst wrote:
There are also some totally fan-made warbands on this thread--
http://boringmordheimforum.forumieren.com/t3701p25-the-grudge-of-sheer

The author could provide full lists if you ask.

Hey lads,
Tip of the cap to Von Kurst!cheers Here is the cut and paste version of the list we used during our campaign:

Dwarven Mariner Contingent Warband
Quarter Master: Your Warband must include 1 Quarter Master, no more, no less!
Master Engineer: Your warband may include up to 1 Master Engineer.
Master Gunner: Your warband may include up to 1 Master Gunner.
Surgeon: Your warband may include up to 1 Surgeon
Cook: Your Warband may include up to 1 Cook

Sailors: Your warband may include any number of Dwarven Sailors.
Dwarven Marines: Your warband may include up to 5 Dwarven Marines.
Long Gunner: Your warband may include up to 1 Long Gunner

Special Rules
Hard to Kill: Dwarfs are tough, resilient individuals who can only be taken Out Of Action on a roll of 6 instead of 5-6 when rolling on the Injury chart. Treat a roll of 1-2 as Knocked Down, 3-5 as Stunned, and 6 as Out Of Action.

Hard Head: Dwarfs ignore the special rules for maces, clubs, etc. They are not easy to knock out!

Armor: Dwarfs never suffer movement penalties for wearing armor.

Hate Orcs & Goblins: All Dwarfs hate Orcs and Goblins. See the psychology section of the Mordheim rules for details on the effects of hatred.

Grudgebearers: Dwarfs hold an ancient grudge against Elves from the days when the two races fought for supremacy in the Old World. A Dwarf warband may never include any kind of Elven Hired Sword or Dramatis Personae.

Incomparable Sailors: Dwarven sailors spend all of their lives at sea searching for lost treasures, new trade routes and defending Dwarven merchant fleets, and are thought by many to be the best sailors in the world, save the seadogs of Tilea. As a result they are very proficient at fighting at sea and are rarely outmatched or out gunned during naval engagements. To represent this, they provide a Ward Save of 6+ to their ships vital areas during a naval engagement and also can re-roll failed Course Correction checks when at sea.

Starting Experience:
A Quarter Master starts with 20 XP.
A Master Engineer starts with 10 XP.
A Master Gunner starts with 8 XP.
Dwarven Sailors start with 0 XP.
Dwarven Marines start with 0 XP.
A Cook starts with 0 XP.
A Long Gunner starts with 0 XP.

Dwarven Mariner Contingent Skill Tables
Quarter Masters may choose from the Combat, Savvy, Shooting, Strength or Dwarven.

Master Engineers may choose from the Combat, Shooting or Dwarven.

Master Gunners may choose from the Combat, Shooting or Dwarven.

Surgeons may choose from the Academic, Combat, Savvy or Dwarven

Cooks may choose from the Combat, Savvy or Dwarven

HEROES
1 Dwarven Quarter Master 85 gold crowns to hire
Dwarven Quarter Masters are masters of the waves. Most Quarter Masters hail from the sea faring hold of Barak Varr. Often he is a member of one of the noble families of the lost Dwarf strongholds, dreaming of collecting enough treasure to restore the former glory of the Dwarf Kingdoms, or defending the Dwarven ports from pirate attacks. Quarter Masters undertaking these missions embark are what are commonly known as Grudge Cruises, though they are by no means pleasurable!

Special Rules:
Leader: Any models in the warband within 6" of the Grudge Captain may use his Leadership instead of their own.

0-1 Grudge Master Engineer 50 gold crowns to hire
Dwarf Engineers are respected members of Dwarf society. It is they who design and build the complex war machines and devices which have made the Dwarfs famous. Engineers embarking on Grudge Cruises are responsible for the repair and servicing of the ships under their care.

Special Rules:
Expert Weaponsmith: A Master Engineer is a wizard of mechanical devices. By using stronger construction materials and time-tested secrets of Dwarf engineering, a Dwarf Master Engineer can increase the distance the warbands missile weapons can shoot. All Dwarf missile weapons in the warband have their range increased by 3" for Pistols and 6" for Crossbows and Handguns. Any range increases are only maintained as long as the Dwarf Engineer remains with the warband.

Olde World Craftsmen: Master Engineers are able to make repairs to the vessels with whatever materials they may find on hand. Many a Dwarven vessel has been kept afloat by Master Engineers with little more than spit and bailing wire! As such a Master Engineer may repair damaged sections of their ship on a 5+.

0-1 Master Gunner 50 GC to hire
Master Gunners are Dwarves that have been disabled in battle, their legs no longer able to propel them into battle. As such they tend to rely more and more on their senses and many take up life onboard Ironclads, lending their keen eyes and ears to the weapons of the vessel.

Special Rules:
Excellent Aim: The Master Gunner may re-roll a result rolled in the Artillery phase after a miss has been rolled, the second result must be accepted. A misfire can also be re-rolled but a second Misfire must be accepted if rolled.

Dead Eye Shot: The master Gunner is deadly accurate with his fire arms and adds +1 to the roll to wound result, making sure the shot hits between the eyes!

0-1 Surgeon 50 GC to hire
Dwarven Surgeons are much sought after, their art coming in very handy on long voyages where the ships might be away from a safe port for months, even years, on end. Having one around to patch up wounded Dwarves is just what the doctor ordered!

Special Rules:
Surgery: If the Surgeon was not taken Out of Action during the game, any Heroes who are required to roll on the Serious Injury table following the battle may re-roll the result. The second result must be accepted, even if it is worst.

0-1 Cook 25 GC to hire
Having a Cook on board ship could mean the difference between life and death as far as Dwarven sailors are concerned! A good Cook can make something out of nothing and also holds the keys to the liqueur locker as well! No sane Quarter Master would dare set to sea without a Cook!

Special Rules:
Cook: During a battle, any models that can draw a line of sight to the Cook do not have to take All Alone tests.

Keys to the Cabinet: The Quarter Master will ensure the Cook is protected at all costs since he holds the keys to the ships liquor stores and therefore garner some form of protection for the Dwarf prior to going to sea. The Cook therefore benefits form a 6+ Ward Save.


Henchmen
0+ Dwarf Sailors 25 GC to hire
These are Dwarf warriors in their prime: tough, stubborn and brave warriors who can be relied on to hold their own against any foe. They have taken the Grudge Cruise to help their Captain or to fulfill a wanderlust they have fostered for decades while living under ground. As stalwart as their deep dwelling kinsmen, Dwarven Sailors are an anchor in a sea of chaos. Their skills and abilities as seaman are unlike any other, and they are highly valued by Grudge Captains and seamen the world over.

0-5 Dwarf Marines 35 GC to hire
Dwarf Marines are experts at using missile weapons. Many an Orc or Goblin has died by the sting of a crossbow bolt or a roaring handgun bullet shot by a Dwarven Marine. They are excellent boarding troops as well and excel at close combat on the high seas.

0-1 Long Gunners 100 GC to hire
The mighty Dwarven Long Gun is little more than a small cannon with an exceptionally long barrel, usually mounted along a ship’s rail, giving them a stable platform from which to fire. They are used primarily used to repel boarders or target enemy leaders prior to a boarding action. Unlike the swivel gun which is relatively ineffective at long range, the long gun comes into its own for long range sniping. In the hands of a trained shooter, the long gun is a sniping weapon of devastating power and accuracy.

Special Rules:
Sniper: A Long Gunner can ignore the closest target when it comes to target selection, and may shoot at any enemy in line of sight at any time.

Long Gun: The Long Gun has a range of 60”, S5 and does a D3 wounds when rolling to wound. It takes one turn to reload after being fired and cannot move and fire in the same turn. If a Long Gunner remains stationary for a turn, he adds +1 to his to hit rolls in the next shooting phase. Note that if the gun is being reloaded, this rule doe not apply. The bonus assumes the gun is loaded and the Long Gunner is taking careful aim.

Dwarf Special Skills
Dwarf Heroes may use the following Skill table instead of any of the standard Skill tables available to them.

Master of Blades: This Dwarf’s martial skills surpass those of a normal warrior; he has fought unscathed against hordes of Orcs and Goblins. When using a weapon that has a Parry special rule, this hero parries successfully if he beats or matches his opponents highest ‘to hit’ roll, not just if he beats the roll. In addition, if this warrior is using two weapons that have the Parry special rule, he is allowed to parry two attacks (if his two dice match or beat the two highest Attack dice against him) instead of the normal maximum of one. Note that if this Dwarf has two Dwarf axes (as detailed above) he can re-roll any failed parries.

Extra Tough: This Dwarf is notorious for walking away from wounds that would kill a lesser being. When rolling on the Heroes Serious Injury chart for this Hero after a game in which he has been taken Out Of Action, the dice may be re-rolled once. The result of this second dice roll must be accepted, even if it is a worse result.

Resource Hunter: This Dwarf is especially good at locating valuable resources. When rolling on the Exploration chart at the end of a game, the Hero may modify one dice roll by +1/-1.

True Grit: Dwarfs are hardy individuals and this Hero is hardy even for a Dwarf! When rolling on the Injury table for this Hero, a roll of 1-3 is treated as Knocked Down, 4-5 as Stunned, and 6 as Out Of Action.

Thick Skull: The Hero has a thick skull, even for a Dwarf. He has a 3+ save on a D6 to avoid being Stunned. If the save is made, treat a Stunned result as Knocked Down instead. If the Dwarf also wears a helmet, this save is 2+ instead of 3+ (this takes the place of the normal Helmet special rule).

Savvy Skills
Hardened Resolve (Quarter master Only): The Dwarf has hidden reserves of courage and tenacity and may re-roll the first failed Break Test of any game.

Seasoned Seadog: The Dwarf is an old pro when it comes to movement and life aboard ship. He may therefore re-roll any failed I tests when on board ship only.

Merchant Marine: The Dwarf is good at haggling and has several store contacts. He adds +2 to all dice rolls to find rare equipment.

Taunt: The Dwarf knows a dizzying of taunts, lewd gestures and all manner or racial and personal insults through years of calls to ports of seedy reputation. Any model wishing to attack the Dwarf must make a LD test or be distracted and unable to attack this round. Note that the Dwarf with this skill may not attack either as his focus is on dazzling the opponent with his war of words!

Gambler: The Dwarf is fantastic at gambling, knowing games from all across the Olde World. Having handled and dealt with all manner of exotic good and valuables. As a result the Dwarf is able to cast his discerning eye across a horde of valuables and discard those pieces that are cheap or worthless. To represent this in the game, the Dwarf may re-roll a single die when rolling for Income, as long as he does not search for rare equipment or was taken Out of Action during the battle. The Dwarf may also re-roll a failed Gambling check but must abide by the second result, even if it is worst!

Fearsome Reputation: The Dwarf is infamous, either through visage or battle prowess and other combatants are fearful to attack him! The Dwarf causes Fear.

Cheers!
Da Kaptain geek
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Saranor
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PostSubject: Re: Looking for a list for seafaring dwarfs   Mon 21 Dec 2015 - 7:04

Thank you all Smile

I gave it to our dwarven player and he will look into these lists. He planned to make 2-5 dwarven warbands next year. Each one with a different theme.

@Slayerpirates: i forget that slayers are dwarfs. I dont like them ( they have no armor!), but the other players like them Smile
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PostSubject: Re: Looking for a list for seafaring dwarfs   Today at 4:01

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