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New Dwarf Units - petrus

I've heard voices. They were infrequent and quiet at first. Now, there is nothing except the sound of screams ringing around in my head.

What are these voices saying?

"Oi! Petrus! Get off your fat ass and write an article with some new dwarf units etc. for Dysartes!"

So I have. However, I will do several seperate articles as I am waaay too lazy to put it into one article. I mean erm... I think it would be a more appropriate format to place all of this wise information so that it is easy to digest and keeps you the reader interested.

The following units are made up from what I think would be cool in a dwarf army. If you don't like then it's your problem.

Firstly we have some war machines. Units will come later. Most of these are inspired by various pictures of stuff I've seen *cough forgeworld cough*, my sick and twisted ideas and pointless hours spent swearing whilst trying to glue together a gyrocopter. Oh, and some slayer books.

War machines

Dwarf Zepplin- 225 points

MWSBSSTWIALd
Zeppelin----76---
Crew--3-----9


Number of Crew: 4, 3 gunners 1 pilot.

Crews weapons: Handguns

Special rules:

Weapon: Due to the sheer size of the zepplin, It is able to mount heavy ranged weapons that other dwarven flying craft can not mount. To represent this, it must have at least one of these options and may choose both:

a cannon for 75 points and/or
1-4 bombs at 25 points each

Cannon: See the dwarf cannon entry in the rulebook.

Bombs: Often containing a mix of black powder and molten metal, Bombs are extremely nasty weapons that cause enemies to panic as metal burns through flesh and harden over it's victims, seeping into every crack between armour plates.

Bombs can be dropped on units during the shooting phase. The Zepplin has to be directly over it's target to drop one. Once it is declared a bomb is dropped, roll a misfire dice and a scatter dice to see what happens. If a misfire is rolled roll a D6 on this table:

1-2= The bomb exploded in the cabin! The Zeplin is now destroyed. Follow the crash procedure.

3-4= The bomb explodes before it hit's the ground! Roll D3 strength 5 wounds against the Zepplin and target unit with no armour save allowed. Invulnerable saves may still be taken as normal.

5-6= The bomb is a dud and fails to go off. Nothing happens.

Bombs may only be used once each and as many as you wish may be dropped per shooting phase.

Once you have rolled the dice, half the result on the misfire dice (unless you roll a misfire then do as above.) If a hit is rolled, scatter the bomb the halved distance of the misfire dice away from any edge of the dangly basket thing that hangs underneath the balloon, providing it doesn't travel underneath the dangly thing 2. If a hit is rolled on the scatter dice, place the large templatedirectly underneath the dangly thing on the unit you were attacking. Every model under the template takes a strength 5 hit with no armour saves allowed. Roll a D6 for models partially covered. On a 4+, those models count as being hit.

Flyer: The Zepplin counts as a flyer with these exceptions: To represent the fact that a Zepplion is slow and cumbersome it may only move 10" a turn and can only turn at a 45 degree angle. It can either fly high or normally. If a Zepplin is flying high it can not be engaged in combat and can drop bombs on other units and fire as per usual.

However, to represent the problems of flying at high altitude, the dwarf player must roll a misfire dice per turn, along with a scatter dice. The Zepplin has to move the number of inches that is on the misfire dice in the direction shown on the scatter dice (use the arrow on the hit symbol if a hit is rolled.

If a misfire is rolled, roll a D6 on this table:

1-2 The pilots part of the cabin has opened due to low pressure. The pilot is dead and the Zepplin crashes immediately.

3-6 The crews area of the cabin is ripped open. The pilot immediately lowers altitude. No weapons can be used again all game as it sinks to the ground.

In addition, once the Zepplin suffers 3 or more wounds, it can not fly high and will drift down to normal altitude. If this happens it counts as a normal flyer, but still only has a 10" movement.The Zepplin can not engauge in combat, therefor cannot fight back if in combat and is locked in combat until it is destroyed or the game ends. Bombs may only be dropped while flying high.

Once a player declares the Zepplin will raise altitude, they have to wait until their next turn before it counts as being at high altitude. A Zepplin will lower it's altitude the turn it declares it is.

Crashing: The Zepplin, when destroyed will spiral out of control, usually killing whatever it lands on.

Flying high: If destroyed whilst flying high, it will scatter 4D6 inches. To represent a last gasp effort to take down as many of the enemy as possible with them, a large template is placed where the Zepplin scatters (measured from the nose of the balloon). A large template can then be placed adjacent to the one already down, on any side of the dwarf players choice. You can not do a Kamikaze! Any model under the teamplate, all partials count as being hit, recieve a strength 5 hit, -2 to armour save as well as additional save modifiers.

Normal: as above, except it only scatters 2D6 inches and the damage done is strength 4, -1 to armour save as well as additional save modifiers.

Large Target: A Zepplin is a large target.


Idol of the Ancients- 110 points

These were created by the engineers guild as the experiments of young beardlings and memories of elder masters came together to create a powerful combat machine:A hollowed out stone idol representing an ancient dwarf King. Hissing pistons and horrendously powerful engines are controled by a venerated member of the engineers guild. The presence of an Idol is a moral boost for the whole army as it reminds dwarfs of their former glory, as they strugle to reclaim what was once theirs. The deadly machines lay waste to all in sight with a huge axe as they lumber forward, smashing into all who dare oppose them.

MWSBSSTWIALdSv
Idol3406632491+


Weapons: Great Weapon.

Special Rules:

Inspiring presence: The idol inspires nearby dwarfs, making them think of their past glories and inspiring them to reclaim their former empire. To represent the inspiring sight of an Idol, any unit within 12 inches of an idol gains +1 leadership, up to a maximum of 10.


Units & Characters

In this section are some units I have come up with to fill what I think of gaps in the current dwarf line. And more sick and twisted creations of my own, and not my own.

Bombadiers

Using Malaki Makkaisson's ingenious bombs, these lightly armoured dwarfs form small stealthy units similar to rangers, or are held by dwarf warriors in battle.

MWSBSSTWIALd
Bombadier343341219
Grenadier344341219


Bombadiers are 16 points each

Unit size: Between 5-10 bombadiers.

Equipment: All bombadiers carry bombs and wear light armour.

Options: One bombadier may be upgaded to a Greanadier for 10 points.

Special rules:

Bombs: Bombs are small weapons that can be thrown short distances. When the firing mechanism is pulled, it will explode 4 heart beats later. They have a small blast radius that kills all within it. They are a missile weapon and can be throen from the first and second ranks of a unit.

WeaponRangeStrASM
Bomb8"5-2

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