First, i'm sorry for my "Translator"-english.
Here is my first post, with some painted minis.
After a campaign, testing, balancing and rewriting some stuff, it's finally out there:
Most changes were made to the heroes. Some rules were grabbed from other warbands and changed
a little bit. Dwarf special rules were all retained to the original.
There is a new specific item, only usable by a special hero, the gin trap.
I tried to keep the list fluffy, as far as possible.
The leader is a more or less noble Thane, always at his side a guard who has sworn an oath to his life, the Oath Guard.
Be warned, let your leader never die, or the oath is broken.
- Oath Guard:
In order to keep the entire ancient knowledge of the Dwarves together, the band is supported by a Runesmith.
Henceforth, it is possible with him to intervene with spells in the fighting. He works no magic, but uses runes
to produce magical effects. All Runes have a short range. He cannot just stand in the back row. He must fight in close combat
to unleash all his power.
Without scouts and guides, no one can find the right path in Mordheim. For this reason, the last member
is an experienced border runners.He is a talented trapper and is familiar with all kinds of monsters and animals.
It's too much for posting all stuff here. Just view it in the PDF file.
Even if you just grab some rules, or you like to play the whole warband. Feel free to comment or contact me.