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Thunderers (Mordheim) (496pts) : Warband (Dwarf Treasure Hunters) (496pts)

This document summarizes a Dwarf Treasure Hunter warband for the Mordheim game. The 496 point warband includes heroes such as an Engineer and Noble, and several types of henchmen including Beardlings and Thunderers. The warband has access to special rules like Armour Use and Grudgebearers. Weapons include clubs, hammers, pistols and handguns.
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0% found this document useful (0 votes)
372 views4 pages

Thunderers (Mordheim) (496pts) : Warband (Dwarf Treasure Hunters) (496pts)

This document summarizes a Dwarf Treasure Hunter warband for the Mordheim game. The 496 point warband includes heroes such as an Engineer and Noble, and several types of henchmen including Beardlings and Thunderers. The warband has access to special rules like Armour Use and Grudgebearers. Weapons include clubs, hammers, pistols and handguns.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Thunderers (Mordheim) [496pts]

Warband (Dwarf Treasure Hunters) [496pts]


Rules: Armour Use, EXP Advancement, Grudgebearers, Hard Head, Hard to Kill, Hate Orcs and Goblins, Hatred, Incomparable Miners

Heroes [211pts]

Engineer [88pts]
Selections: Characteristic Increases, Serious Injuries, Skills
Categories: H
Rules: Expert Weaponsmith
Model: Engineer

Equipment [38pts]
Selections: Club,Mace, Hammer [3pts], Dueling Pistol [30pts], Shield [5pts]
Rules: accuracy, ConCussion, Gun Save modifier, Hand to Hand, Prepare shot
Armor: Shield, HtH Weapon: Club,Mace, Hammer, Ranged Weapon: Dueling Pistol

Armor Armor Save Special Ref

Shield +1

HtH Weapon Str Special Ref

Club,Mace, Hammer Concussion

Model M WS BS S T W I A LD Ref

Engineer 3 4 3 3 4 1 2 1 9

Ranged Weapon Range Str Special Ref

Dueling Pistol 10 4 Accuracy, Prepare shot, Save modifier, Hand-to-hand

Noble [123pts]
Selections: Characteristic Increases, Serious Injuries, Skills
Categories: H
Rules: Leader
Model: Noble

Equipment [38pts]
Selections: Club,Mace, Hammer [3pts], Dueling Pistol [30pts], Shield [5pts]
Rules: accuracy, ConCussion, Gun Save modifier, Hand to Hand, Prepare shot
Armor: Shield, HtH Weapon: Club,Mace, Hammer, Ranged Weapon: Dueling Pistol

Armor Armor Save Special Ref

Shield +1

HtH Weapon Str Special Ref

Club,Mace, Hammer Concussion

Model M WS BS S T W I A LD Ref

Noble 3 5 4 3 4 1 2 1 9

Ranged Weapon Range Str Special Ref

Dueling Pistol 10 4 Accuracy, Prepare shot, Save modifier, Hand-to-hand

Henchmen [285pts]
Beardlings [68pts]
Selections: Characteristic Increases
Categories: H
Model: Beadlings

Equipment [43pts]
Selections: Club,Mace, Hammer [3pts], Hand Gun [35pts], Shield [5pts]
Rules: ConCussion, Gun Save modifier, Move Of Fire, Prepare shot
Armor: Shield, HtH Weapon: Club,Mace, Hammer, Ranged Weapon: Hand Gun

Armor Armor Save Special Ref

Shield +1

HtH Weapon Str Special Ref

Club,Mace, Hammer Concussion

Model M WS BS S T W I A LD Ref

Beadlings 3 3 2 3 4 1 2 1 8

Ranged Weapon Range Str Special Ref

Hand Gun 24 4

Beardlings [61pts]
Selections: Characteristic Increases
Categories: H
Model: Beadlings

Equipment [36pts]
Selections: Club,Mace, Hammer [3pts], Club,Mace, Hammer [3pts], Dueling Pistol [30pts]
Rules: accuracy, ConCussion, Gun Save modifier, Hand to Hand, Prepare shot
HtH Weapon: Club,Mace, Hammer, Ranged Weapon: Dueling Pistol

HtH Weapon Str Special Ref

Club,Mace, Hammer Concussion

Model M WS BS S T W I A LD Ref

Beadlings 3 3 2 3 4 1 2 1 8

Ranged Weapon Range Str Special Ref

Dueling Pistol 10 4 Accuracy, Prepare shot, Save modifier, Hand-to-hand


Thunderers [78pts]
Selections: Characteristic Increases
Categories: H
Model: Thunderers

Equipment [38pts]
Selections: Club,Mace, Hammer [3pts], Hand Gun [35pts]
Rules: ConCussion, Gun Save modifier, Move Of Fire, Prepare shot
HtH Weapon: Club,Mace, Hammer, Ranged Weapon: Hand Gun

HtH Weapon Str Special Ref

Club,Mace, Hammer Concussion

Model M WS BS S T W I A LD Ref

Thunderers 3 4 3 3 4 1 2 1 7

Ranged Weapon Range Str Special Ref

Hand Gun 24 4

Thunderers [78pts]
Selections: Characteristic Increases
Categories: H
Model: Thunderers

Equipment [38pts]
Selections: Club,Mace, Hammer [3pts], Hand Gun [35pts]
Rules: ConCussion, Gun Save modifier, Move Of Fire, Prepare shot
HtH Weapon: Club,Mace, Hammer, Ranged Weapon: Hand Gun

HtH Weapon Str Special Ref

Club,Mace, Hammer Concussion

Model M WS BS S T W I A LD Ref

Thunderers 3 4 3 3 4 1 2 1 7

Ranged Weapon Range Str Special Ref

Hand Gun 24 4

Force Rules
Armour Use: Dwarfs never suffer movement penalties for wearing armour. ()
EXP Advancement: Heroes get new advances at 2, 4, 6, 8, 11, 14, 17, 20, 24, 28, 32, 36, 41, 46, 51, 57, 63, 69, 76, 83 and 90 experience.
Henchmen and Hired Swords get new advances at 2, 5, 9 and 14 experience. ()
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. ()
Hard Head: Dwarfs ignore the special rules for maces, clubs,etc. used against them. ()
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. ()
Hate Orcs and Goblins: All Dwarfs hate Orcs and Goblins ()
Hatred: Warriors who fight enemies they hate in hand-to-hand combat may re-roll any misses when they attack in the first turn of each hand-to-hand
combat. This bonus applies only in the first turn of each combat ()
Incomparable Miners: Dwarfs spend much of their lives underground searching for precious minerals, and they are the best in the world at this kind
of work. In the city of Mordheim they apply similar skills to the search for wyrdstone. When checking for wyrdstone at the end of a game, add +1 to
the number of pieces found for a Dwarf warband. ()

Selection Rules
accuracy: A duelling pistol is built for accuracy as a skilled duellist is able to hit a coin from twenty paces. All shots and close combat attacks from
a duelling pistol have a +1 bonus to hit. ()
ConCussion: Hammers and other bludgeoning weapons are excellent to use for striking your enemy senseless. When using a hammer, club or mace,
a roll of 2-4 is treated as stunned when rolling to see the extent of a model’s injuries. ()
Expert Weaponsmith: a Dwarf Engineer can increase the distance the warband’s 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. ()
Gun Save modifier: even better at penetrating armour than their Strength suggests. A warrior wounded by afirearm lmust make his armour save with
a -2 modifier. ()
Hand to Hand: Pistols can be used in hand-to-hand combat as well as for shooting. A model armed with a pistol and another close combat weapon
gains +1 Attack, which is resolved at Strength 4 with a -2 save modifier. This bonus attack can be used only once per combat. If you are firing a brace
of pistols, your model can fight with 2 Attacks in the first turn of close combat. These attacks are resolved with a model’s Weapon Skill like any
normal close combat attack and likewise may be parried. Successful hits are resolved at Strength 4 and with
a -2 save modifier, regardless of the firer’s Strength. ()
Leader: Any model within 6" of a leader can use thier leadership. ()
Move Of Fire: You may not move and fire a in the same turn,other than to pivot on the spot to face your target or stand up. ()
Prepare shot: Takes a whole turn to reload, so you may only fire every other turn. If you have a brace of pistols (ie, two) you may fire every turn. ()

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