Is the Miner still digging?
OK, Adam, I get the hint!
Some time ago, after seeing Dwarf warbands have a really tough time of it in Krappefortt, getting outmanouvered pretty seriously game after game, we decided to see if we even things out a little for them.
They have no problems in combat, as you would expect, but in scenarios which required them to get around the table, they were suffering really badly.
To try and offset this we developed the Dwarf Miner rules below.
This also allowed the Dwarves an extra Hero, so they no longer received the +1 Shard at the end of the game.
We have playtested these rules for ten games now, and they seem to be working just fine.
In fact, they add an extra element to the game, causing a little trepidation in the opponent as to where the Miner (and up to two other members of the warband) will eventually appear, and also a little bit of fear for the Dwarf player if they want to try a risky deployment near a table edge!
I hope they make sense, as I had to rewrite them today as I could not find the original file, and they have not been proofread by anyone else.
(Fingers crossed!)
Here they are:
Dwarf Miner0-1 Dwarf Miner; 50 gold crowns to hire
Dwarf Miners are respected members of Dwarf society. Their amazing ability to tunnel underground and exploit existing caves, sewers and cellars makes them a valued addition to any Dwarf Noble’s expedition.
M WS BS S T W I A Ld
3 4 3 3 4 1 2 1 9
Weapons/Armor: A Dwarf Miner may be equipped with weapons and armor chosen from the Dwarf Warrior equipment list.
A Miner starts with 10 experience
Special Rules:
Miner; A Miner and up to two additional models may enter the table using the tunnels, sewers, cellars and natural caves under Krappefortt/Mordheim.
.
The ‘Target’ point:
Before the start of the game, after terrain has been placed, the Dwarf player must nominate one piece of terrain as the ‘Target’ point for the Miner (and up to two companions) to appear. This is written down and kept secret from any opponents until a successful deployment roll has been made.
Deployment:
At the start of each Dwarf Player turn, beginning with Turn 2, roll a D6 to see if the Miner has managed to find an exit point.
On a 4+ he has found a suitable spot to surface.
This D6 roll is increased by +1 for each subsequent turn, so on Turn 3 it will be successful on a 3+, and Turn 4 onwards success is assured on a 2+.
There is no automatic chance of success; a roll of 1 always fails.
Once a successful roll has been made, place the Miner model in the indicated location and roll 2D6 and a scatter dice for direction (or use a D12 and a clock face), and move the Miner to this point.
Dwarves may have an unerring sense of direction underground, but they still have to find a suitable exit point to tunnel out of!
Dangers:
If this location is off of the board, then the Miner, and any companions chosen to accompany him, are ‘lost’ and cannot be used in this scenario. They will return unharmed in time for the next game (although the Miner may look a little embarrassed!).
If the exit point ends up being in a place where it would be considered impassable or dangerous: in a canal or river for example, then they do not appear during this game.
They also have to roll on the Injury Table as if they have been taken Out of Action, at the end of the game.
It is not such a good idea to exit from a tunnel excavated underneath a river. Drowning is a distinct possibility!
As you can see it pays to make sure that your ‘target’ point is at least 12 Inches from the table edge and any potential disastrous entry points.
(Unless you feel luck, that is!)
Let me know what you think, and maybe try them out.
All feedback would be appreciated.