Female Dwarfs
Female Dwarfs
Female Dwarfs
What the Dwarf males are most paranoid about keeping absolutely
secret is that Dwarf women are more strong-willed than their male
counterparts and are a singular force to be reckoned with in
strength and intelligence. Some Dwarf women may sit on the king's Council of Elders, but this is not
common as the women of the Dwarf kingdoms traditionally work from the shadows. To the casual
observer, a Dwarf woman's standing is based upon the rank of her husband, or former husband in the
case of widows. However, it is entirely the other way round and It is the ambition of every proud father
for his sons to marry above his station and thus increase the fortunes of the clan, both literally and
metaphorically. This means that a daughter is seen as a blessing from Valaya due to the wealth
accrued.
Dwarf marriage rituals are amongst the most closely guarded secrets in their whole culture, but an
example found in one book of grudges is described as thus: The father of the groom pays a dowry to
the bride's clan, as womenfolk are rare and thus quite sought after by amorous and ambitious Dwarfs.
This dowry is traditionally calculated with a large device, the name of which roughly translates as
"nuptial scales". The dowry is derived from the bride-to-be's weight, using an ancient formula based
on the wealth of the clan she is from and that of the clan she is marrying into. The logic here is that a
plump, healthy bride is worth more than one who is thin and malnourished. For this reason, Dwarf
women are considered attractive if round of hip, wide of girth and heavy of bosom. Some Dwarf brides
are feasted every day for a month or more before the official weighing in order to increase the dowry
to be paid. Another reason for such behaviour is the "gartering of the girth". This ceremony is used by
the oldest clans to calculate the suitability of a would-be suitor marrying into the clan. In order to ask
for the Dwarf lady's hand in marriage, the suitor must be able to wrap his beard at least once around
her waist, thus proving a certain degree of venerability, wisdom and good behaviour.
Regarding Expatriates
One of the discarded traditions centres on the role of Expatriate women. Unlike those working within
the mountain realms, Expatriate women are free to travel anywhere outside their settlement without
armed escort. Additionally, Expatriate women can seek out any of the employment opportunities
available to their menfolk. In fact, almost all female Dwarf adventurers are Expatriates. But not all
Dwarf women roaming the Empire are expatriates. Worth noting.
Life Beneath The Eight
It is known that three thousand years ago, Greenskins invaded the Dwarf Hold of Karak Eight Peaks,
it's caverns and vaulted tunnels taken at great cost by a tsunami of Night Goblins and sharp-clawed
Skaven. Now, deep within its black depths, horrors without name crawl through the old mines and
nestle in those sadly forsaken places. In short order, the Night Goblins cleared all evidence of Dwarf
society and settled in the ruins filling clean homes with clutter, dirt and half eaten carcasses. The
skaven took to the lower reaches, breeding and squabbling in the dark.
Over time the unity of goblins and skaven collapsed, fractured and divided back into several loose
tribes that split and split again, returned to their camps and nests on the surrounding mountains and
dissolved into the tunnels that snaked through the rock of the Eight peaks. Skaven have long
memories, advancing their technology deep in the dark places. The rats move without fear, safe in the
knowledge that the goblins above will be a shield against attack while they breed the next wave of
warriors and black furred assassins.
The Dwarfs have tried for many centuries to reconquer the monolithic Karak Eight Peaks with limited
success until very recently. A Dwarf Lord called Belegar son of Kragnar set up a fortified bridgehead
in the old citadel. Albeit the Dwarfs must live permanently under siege, they have sallied forth and
gradually expanded reclaiming their domains, cleansing the upper levels of Night Goblins and other
nefarious green skinned creatures. Belegar hopes to recover his roots and the entirety of the lands
that once belonged to his ancestors and restore the Eight Peaks to their former glory. But Goblin
tribes welcome a common enemy. They band together quickly and seem to increase the ferocity of
their attacks without pause, without mercy, without end.
Unknown and unwatched, before Belegar arrived, at the far reaches of the Citadel deep within the
winding corridors and pitfalls a cadre of Dwarf ladies remained true to their lore. Not seen, the female
Dwarf ladies had not joined the battle as they had wisely seen which way the tide was flowing.
Discretion being the better part of a Dwarf ladies armour, they sat back patiently and kept their forges
lit, their hammers strong, their arms stronger and waited. Under the watchful gaze of Lady Margaret
Mintsilver and the acidic tongue of Master Jeweller Tiffany Osprey the training was harsh in beauty
and short in patience. The tightly sealed offshoot of Ankha Butta would not fall while they remained
true to Gromril, the guild and the sacred arts of the Wise Woman.
Being able to travel unseen through the Dwarf Strongholds is a useful thing when you want to remain
safe, especially due to the number of jewels and precious metals used in their art that need to be
moved between the holds. When forced to travel outside of the network, Dwarf ladies will travel in
tight knit groups known as Hehn Partiz this maintains safety and stops opportunistic male dwarfs
from taking without paying or arranging shotgun weddings on the fly.
Less well supported workshops, and provincial warbands, if lacking a master Jeweller may be
overseen by a Wise Woman; an ofttimes temperamental Dwarf Matriarch who guards the knowledge
of the Dwarf healers and wields science and herbal lore with the same talent as a Thunderer wields
his gun. Accidents are not uncommon amongst the apprentices, tempers fray and, no matter how
hard the head, a Dwarf lady can always wield a rolling pin with sufficient force to dent the skull of any
dim-witted ladette; a healer is therefore always welcome and given honour and deference by all she
passes in the corridors of any Dwarf Hold.
Scenario 1
Kharan Olgal: The Wise Woman’s Cottage
Behind a lucky few Dwarf warriors is a tougher Dwarf lady. Genetics has made the female of
the species a rarity and they number less than 20% of the Dwarf numbers. Dwarf society
keeps this secret as a result. Not because their lineage is at risk but because Dwarf ladies
are twice as dangerous as their male counterparts, Dwarf ladies are also known for their
innate lack of humour, zero patience and intolerance of stupidity. Once a century, a single
lucky ladette may receive a calling or be picked by the matriarch to study the lore of the Wise
Woman. This is not magic though, this is science!
Studying under a Wise Woman is an honour. But many Dwarfs do not have the right
mindset. If in any doubt at the time of ascension an apprentice will often become a Troll
skinner in shame. On reaching the level of skill required the most confident will build
themselves a cottage and exploit the crass stupidity of other races.
The wealth of Karak Azgal the most famous of under cities was built on the skills and
abilities of The Dwarf Jeweller’s Guild of Ankha Butta and don’t let any beard swinging Troll
Slayer tell you otherwise.
Terrain
to determine the additional equipment
Each player takes it in turn to place a their warband gets to start with. Each item
piece of terrain, either a ruined building or may only be found once. If the same
other similar item. We suggest that the number is rolled more than one, re-roll.
terrain is set up within an area roughly 4’ x These items represent the findings of the
6’. The first building should be placed in warband thus far and are meant to give
the centre of the table, and always be the the warband a chance against multiple
smallest building. The object of the opponents.
scenario is to enter this building first and
then make it to the table edge.
Advance table D6 Roll Item Found
Warbands 1 Jewellers Vice
Each player rolls a dice. Whoever scores 2 1D3 doses of healing herbs
higher decides which position they wish to
start with. The “defender” is deployed first 3 1D3 flasks of Bugman’s Gin
within 6" of the objective building. Then 4 Lucky charm
the attacking warband is set up as normal
8” from the Table edge. In addition, for 5 Dwarf Relic
each attacking warband beyond the first,
the defender rolls once on the advance 6 Cathayan Silk Smalls
table below
Ending the Game
The game ends when all the warbands but one have failed their Rout test. The routers
automatically lose. If one or more of the warbands have allied, they may choose to share the
victory and end the game.
Experience
+1 Survives. If a Hero or Henchman group survives the battle they gain +1 Experience.
+1 Winning Leader. The leader of the winning warband gains +1 Experience.
+1 Per Enemy out of action. Any Hero earns +1 experience for each enemy he puts out of
action.
Tome of Dealyer the Smith: To the casual observer this looks just like a very thick battered
old cookery notebook, filled with strange writing and terrible pictures of canaries. If you have
a Wise Woman in your warband she may study the ancient Tome and the extra knowledge
she gains will enable her to choose from Academic skills whenever she gains a new skill in
addition to those skills normally available to her. If you have a ladettes got talent situation
she may also use the Tome. Otherwise its base worth as supersoft toilet paper is 2gc
Widget: Master Jewellers use many strange tools for which ordinary beardfolk of both sexes
have no name and no use. This one obviously serves some obscure function for the Jeweller
but is useless to everyone else. Nevertheless you take it and it can be traded for 10 gc. If the
warband who finds it includes a Master Jeweller, she will keep the widget until she can return
it to her Butta and gain +1 exp.
Scenario 2
Clan Wars: The Search for Spok
Angrim Spok the Trollslayer was lost, he knew where the day had started out, in the pine
woods, outside the hold. Angrim had been out seeking to atone for having two full slices of
toast for breakfast by eradicating the menace of a greenskin tribe that he had heard were in
the woods. Lost in the berserk fury that so often claims members of his cult, he blacked out
and came to on the edge of a ruined city missing one trusty axe.
Current location issues aside, Angrim knew he would need shelter as the sounds that were
coming from the rubble were definitely not those of the Dwarf race. Wandering the streets,
most of the wiser creatures avoided his tattooed form and he was left in peace to find a
space where he could sleep. Perhaps in the morning he would feel more able to find his
bearings and make his way back through the woods to his axe. He probably left it in an orc.
Terrain
Each player takes it in turn to place a piece of terrain, either a ruined building or other similar
item. We suggest that the terrain is set up within an area roughly 4’ x 4’. The first building
should be placed in the centre of the table, and always be the largest building. The objective
of the scenario is to enter this building first and then make it to the table edge with the
confused Slayer.
Warbands
Each player rolls a dice. Whoever scores higher decides which position they wish to start
from. All players must set up within 6” of the table edge. A token must be left by a third party
in the ruins. This indicates the sleeping body of Spok the Slayer. Objectives are simple, kill
the enemy, find the slayer and roll a 4+ to convince him to join your warband. If he joins then
you are responsible for his upkeep.
Each item on the table below may only be found once. If the same number is rolled more
than once, re-roll. These items represent the findings of the warband thus far and are meant
to give the warband a chance against multiple opponents
Removing the Objective: The successful warband may move the objective off the table, as
soon as they convince him to join their band. This may only be done at the normal move (no
marching/running, or using speed skills).
And he’s off: If the Trollslayer sees any greenskin (player or npc) without being in Base to
Base contact with the lucky warband, he will charge, escape and is allowed to make a full
running move in his next movement phase (2*M). Even if he is within 8” of an enemy model.
Killing the Slayer: If more than 50% of the successful warband are Knocked Down,
Stunned or Out Of Action, the survivors may try to take the Slayer Out Of Action. The Slayer
may only defend as if unarmed.
Ending the Game
Objective Ownership: The winner is allowed to do with the Slayer whatever they want; hire
him, sell him to the pits, or even offer him as Sacrifice.
If a warband fails a rout test it has lost the scenario. If the successful finders of the Slayer
also rout, they automatically lose the Slayer, who wanders off in despair.
Experience
Survival: If a Hero or Henchman survives the battle they gain +1 Experience.
Winning Leader: The leader of the winning warband gains +1 extra experience.
Out of Action: Any Hero earns +1 Experience for each enemy he puts Out Of Action.
If a Hero or Henchman of either group arrives at the objective, they also gain +1 Experience
Special Rules
All Dwarfs, regardless of gender, are subject to the following special rules:
Hard to Kill. Dwarfs are tough, resilient individuals who can only be taken out of action on a roll of 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!
Armour. Dwarfs never suffer movement penalties for wearing armour. Slayers/Skinners will never
wear armour of any type besides runic tattoos. If they gain armour through exploration, then they will
attempt to sell it at the next shop they visit, for whatever price they get for it.
Hate Orcs and Goblins. All Dwarfs hate all types of greenskin from snotlings to trolls. 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 of the Phoenix King. A
Dwarf warband may never include any kind of Elven Hired Sword or Dramatis Personae.
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. Expats now out on the streets of
Mordheim will apply similar skills in their 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 of either gender.
Resistant. Dwarfs are resistant to magic, as they simply don't believe in it. In spite of the fact that
their own Wise Woman wields power, this is viewed as science. When being affected by a spell, a
Dwarf automatically gains a 6+ resistance save. If they pass their roll, then the spell does not affect
them. Each model has to roll individually, so if the spell has a radius, then each Dwarf has to roll for
resistance individually, and if any of the models pass then those models are not affected by the spell,
but the ones that failed are still affected.
Dwarf ladies can choose from the Dwarf Equipment Lists (See: Mordheim/Broheim)
Dwarf Wise Women can choose from the Tome of Dealyer The Smith Science List (see below)
Now for Science
Dwarfs, as previously written, do not believe in magic, but many’s the time a Dwarf lord, replete from a
weekend of feasting and up to his eyes in Bugmans will turn to his partner and say “that magical bit of
halibut was good enough for Sigmar” and mean it. But that doesn’t make them religious, just safely
respectful of their partners skill with a heavy frying pan.
All Wise Women know that the way to a man’s heart may be through his stomach but it is faster with
an axe to the breastbone. This knowledge of life (and how to live it) has been passed down through
the centuries and is held in the many secretive Tomes of Dealyer the Smith. A prolific Wise Woman
from the time of the Phoenix King, herbalist, writer and creator of many scientific breakthroughs
considered too radical and dangerously progressive for most Dwarf males to cope with.
Unlike magic which is rooted in chaos and therefore illegal and punishable by death within the
Empire, the Wise Woman wields an arsenal of trickery, science and keen intelligence. This doesn’t
make her particularly popular inside of Dwarf society and a few brave souls may expatriate
themselves and follow in the ancient footsteps of Dealyer leaving the warmth, familiarity, safety and
shelter of the tunnels to seek out knowledge. While they may just simply yearn for peace and quiet, as
social creatures, they more often than not find themself in a small village or hamlet selling potions to
the ungrateful and ignorant; or on the streets of Mordheim searching for gold, jewels or Wyrdstone.
Beloved Valaya
The beloved portly matriarch-goddess of the Dwarf race; protector, healer and nurturer. Technically
mother to all other Ancestor Gods and also created most of the best bits of Dwarf culture. Inspirational
in art and technology, she helped forge the first Warhammers and inspired every tunnelling Dwarf to
better endeavour.
Valaya made alcohol and whispered in the hairy ear of Bugman on how to create his famous ale.
Valaya was responsible for the runes and written language of Khazalid and also established the first
Dwarf holds. But due to the overbearing Dwarf patriarchy Valaya is still viewed as subordinate to the
male gods. Kingly Dwarf authority originates with Valaya, strangely making her closer comparatively
to Zeus than Hera. Her priests and priestesses are advisors to kings and nobility as well as healers.
Wise Women are seen as her natural heirs and even more rare amongst female Dwarfs than the
priestesses who act in her name if not in her spirit. Their dangerous progressive intelligence is
frowned upon and rejected by the conservative male Dwarf population at large.
Most famous amongst the scant few priestesses of Valaya and contemporary of Brunna Ravenshield
was Dealyer Wirebeard known as “the Smith”. Once an expatriate wise woman she returned to her
hold with a knowledge of battle, lore, long held grudges and the ways of humans unlike any other.
Unlike her sisters she had a phenomenal memory and prodigious girth. On her return she instantly
joined the priesthood of Valaya and her knowledge, decanted verbatim into a series of massive
tomes, sent shockwaves through Dwarf society and holds the key to training others in not just the
Wisdom of Valaya but in the mastery of many skills treasured by female Dwarfs.
The Ancient Tome of Dealyer the Smith
A calling to become a wise woman is not considered magical or religious in any way: any special
protection against spells does not affect a Wise Woman’s casts. Only the Wise Woman or an
apprentice (ladettes got talent) may use the following rules.
D6 Result
1 Pretty Kitty Difficulty 5
A massive whiff of Tuna emanates from the Wise Woman and any hungry mangy disease
ridden cat within sniffing distance swarms towards her making any enemy stumble and distracting
them from the job at hand.
Range: 24”. Target enemy is -1 to hit. Target must roll a 4+ in the recovery phase to end the smell.
Any allied warrior within 8” of the WW become immune to fear, terror and all alone tests. In addition;
the whole warband gains +1 to any Rout tests they have to make.
The spell calls on all the skills of the herbalist and follows the rules for normal shooting. The dust has
a range of 18” and a width of 4”. Use the Wise Woman’s Ballistic Skill to determine whether she hits
or not, but ignore movement, range and cover penalties. The dust causes one S3 hit for every point
from 1D6+2
Any single model within 2” of the wise Woman including themselves may be healed. The warrior is
restored to his full quota of wounds. In addition, if any friendly models within 2” are stunned or
knocked down, they immediately come to their senses, stand up, and continue fighting as normal.
Heroes
1 Lady: Each Dwarf warband must have one Noble Lady Exp20 50gc
0-1 Master Jeweller: Your warband may include up to 1 Jeweller. Exp10 50gc
0-1 Wise Woman: Your warband may include up to 1 wise woman. Exp10 50gc
0-2 Troll Skinners: Your warband may include up to 2 Troll Skinners. Exp 8 50gc
0-5 Dwarf Screamers: Your warband may include up to 5 Dwarf Screamers. 40gc
Ladette apprentices: Your warband may include any number of ladettes. 25gc
Profile M WS BS S T W I A Ld
4 5 4 3 4 1 2 1 9
Weapons/Armour: A Dwarf Noble may be equipped with weapons and armour chosen from the
Dwarf Warrior equipment list.
SPECIAL RULES Leader: Any models in the warband within 6" of the Dwarf Noble may use her
Leadership instead of their own.
Profile M WS BS S T W I A Ld
3 4 3 3 4 1 2 1 9
Weapons/Armour: A Dwarf Jeweller may be equipped with weapons and armour chosen from Dwarf
Screamer equipment list.
SPECIAL RULES Expert Smith: A Dwarf jeweller is a master of miniature devices. By using stronger
construction materials and time-tested secrets of Dwarf engineering, a Dwarf jeweller 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 Jeweller remains with the warband.
Profile M WS BS S T W I A Ld
3 3 4 3 4 1 2 1 9
Weapons/Armour: A Wise Woman may be equipped with weapons and armour chosen from the
Dwarf Warrior equipment list.
SPECIAL RULES
Leader: Any models in the warband within 6" of the Wise Woman may use her Leadership instead of
their own.
Scientist: Adds a +1 modifier to any spellcaster within 12” as her keen mind sees through the trick
0-2 Dwarf Troll Skinners
50 gold crowns to hire
Female Dwarfs do not cope well with emotional or personal loss. Perhaps due to the fact there are so
few of them. Those poor souls who have been betrayed, abandoned or cuckholded, will often
dedicate their lives to the lesser known Skinner Cult. Skinners will actively seek out the largest
greenskins they can find, behead them and peel the hide from their back to sew into clothing. This cult
is largely ignored by the patriarchal Dwarf society but is recognised by their war cry “it puts the lotion
on its skin or else it gets the blade again”. Looking for and destroying large monsters like Trolls and
Ogres without nicking the precious skin is life-threatening work, especially when you want to have a
large canvas to work with. As a natural selection mechanism it ensures that surviving Skinners are not
only exceptionally tough, violent, and insanely dangerous but also talented with a needle. Even in the
fiercely supportive Dwarf ladies circle they are seen as sociopaths and largely avoided when deep in
the Bugman’s Gin. There are however fewer better fighters in the Dwarf World, so they are much
sought after by Dwarf Hehn Partiz.
Profile M WS BS S T W I A Ld
3 4 3 3 4 1 2 1 9
Weapons/Armour: Troll Skinners may be equipped with weapons chosen from the Dwarf Warrior
equipment list. Skinners may never carry or use missile weapons or wear any form of armour as they
dress in tanned orc and troll hides and do not fear death.
SPECIAL RULES
Deathwish: Troll Skinners seek an honourable death in combat. They are completely immune to all
psychology and never need to Rout test if fighting alone.
Skinner Skills: Troll Skinners may choose a skill from the Troll Skinner Skill list instead of the normal
Skill tables when they gain a new skill.
Over Charge: The Skinner may double her attacks on the turn in which she charges. She will suffer a
-1 ‘to hit’ penalty on that turn.
Monster Slayer: The Skinner always wounds any opponent on a roll of 4+, regardless of Toughness,
unless his own Strength (after all modifiers due to weapon bonuses, etc) would mean that a lower roll
than this is needed.
Foul Temper: The Skinner may add +1 to her close combat ‘to hit’ rolls during the turn in which she
charges and add +2 if it is in the 4th turn.
Henchmen (Bought in Groups of 1-5)
Dwarf Tunnelers
40 gold crowns to hire
These are female Dwarf warriors in their prime: tough, stubborn and brave warriors who can be relied
on to hold their own against any foe.
Profile M WS BS S T W I A Ld
3 4 3 3 4 1 2 1 9
Weapons/Armour: Dwarf Warriors may be equipped with weapons and armour chosen from the
Dwarf Warrior equipment list.
Profile M WS BS S T W I A Ld
3 4 3 3 4 1 2 1 9
Weapons/Armour: Screamers may be armed with weapons and armour chosen from the Dwarf
Screamer equipment list and will always attempt to find the special ammunition to gain +1BS.
Ladettes
25 gold crowns to hire
These are young Dwarfs who have joined in with the Hehn Partiz hoping to make their fortune and
buy plenty of food to fatten up to ensure an even more massive dowry.
Profile M WS BS S T W I A Ld
3 3 2 3 4 1 2 1 8
Weapons/Armour: Ladettes may be armed with weapons and armour chosen from the Dwarf Warrior
equipment list
Special Weapons
Dwarf Axe 15 gold crowns
Availability: Rare 8 (Dwarfs only) Dwarf axes are smaller-hafted weapons made of lighter (but
stronger) materials than normal axes. Dwarf Warriors are specially trained in their use and are able to
use them as deftly as a Human warrior might wield a sword.
Availability: Rare 8 (Dwarf females only) Dwarf Thunderers do not hold the monopoly on black
powder weaponry. The screamer bullet designed by Tiffany Osprey Master Jeweller emits a piercing
wail when fired and causes similar damage to hollow points, it has the added benefit of causing anal
leakage to anyone within the firing arc and adds +1BS once owned.
Special Rules
Cutting Edge: Dwarf axes have an extra save modifier of -1, so a model with Strength 4 using a
Dwarf axe has a -2 save modifier when he hits an opponent with the axe in close combat.
Parry: Dwarf axes offer an excellent balance of defence and offense. A model armed with a Dwarf
axe may parry blows. When his opponent rolls to hit, the model armed with a Dwarf axe may roll a D6.
If the score is greater than the highest to hit score of his opponent, the model has parried the blow
and that attack is discarded. A model may not parry attacks made with double or more its own
Strength – they are simply too powerful to be stopped. A model may not parry more than one attack in
a single Close Combat phase; a model armed with two Dwarf axes (or a Dwarf axe and a sword, etc)
does not get to parry two attacks but may instead re-roll a failed parry.
Causes Fear: On bursting forth from the barrel of the Dwarf weapon the screamer ammunition starts
spinning. Minute flanges on the face of the projectile catch the air and cause a deathly wail like nails
down a blackboard. This discordant whine causes fear in all creatures prone to it. Even if the
ammunition misses the intended target the fear caused remains in any enemy within arc of fire.
Dwarf Special Skills
Dwarf Heroes may use the following Skill table instead of any of the standard Skill tables available to
them
Mistress of Blades
This Dwarf’s martial skills surpass those of a normal warrior; she has fought unscathed against
hordes of Orcs and Goblins. When using a weapon that has a Parry special rule, this hero parries
successfully if she beats or matches her opponents highest ‘to hit’ roll, not just if she beats the roll. In
addition, if this warrior is using two weapons that have the Parry special rule, she is allowed to parry
two attacks (if her two dice match or beat the two highest Attack dice against her) instead of the
normal maximum of one. Note that if this Dwarf has two Dwarf axes (as detailed above) she can reroll
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 she 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 Lady Dwarf. She has a 3+ save on a D6 to avoid being stunned.
If the save is made, treat a stunned result as knocked down instead. Dwarf ladies rarely wear a
helmet, helmet hair? No thanks! Her save is 2+ instead of 3+ to take the place of the normal Helmet
special rule.
Dwarf Equipment Lists
Dwarf Warrior Dwarf Screamer Equipment List
Hand to Hand Combat Weapons Hand to Hand Combat Weapons
Dagger 1st free/2gc Dagger 1st free/2gc
Helmet 10gc
*Any weapon a Dwarf may normally purchase may be bought as a Gromril weapon instead. This
multiplies the cost of the weapon by 3.
The price listed is used when creating the warband. Later purchase of Gromril are done using the
price chart in the rules.
**The price of a suit of Gromril armour is cheaper for a starting warband to represent the relative ease
with which Dwarfs can find such items in their own stronghold. Later purchases of Gromril armour
must be done using the normal price chart in the Mordheim rules
Yara The Bard
So little is known of the key personages of female Dwarf society that it has taken the levelling of
Mordheim to bring one or two to light. Deep within the caverns and walled cities, hard at work in the
Buttas of their clans tales are told of a semi mythical highly musical Dwarf princess of Karak Kadrin.
Her story begins deep underground, behind the stone walls and seamless buttresses of the Dwarf line
of kings known as Drakebeard
Yara was possibly the first born daughter to the first Slayer king under the mountain, the lineage and
stories are twisted, the records unverifiable and no Dwarf will openly speak of it. But the tale goes that
once the wise woman had confirmed that the Dwarf Queen was carrying a daughter she was moved
into the heart of the Butta and born in utter secrecy in accordance with tradition. But her talent for
finding trouble brought her into what passes for limelight in the deep hewn tunnels soon enough. Her
mother and father did all they could to keep her occupied but it was practically impossible, her temper
was only surpassed by her curiosity, not a desirable Dwarf trait. The embarrassment felt by her father
ran deep (but pleased her mother) and in an effort to placate the wild mood swings of the apple of his
eye he let her rummage through the scented wooden trunk at the end of his heavily swagged bed. Its
richly waxed chestnut planks held fast with the most intricate of locks was used to hoard the items he
discovered when he expatriated with his Dwarf brothers eighty something years ago. Hidden deep
within, beneath the coloured silks, brilliant cut gems, polished elven mithril weapons and orc tusks
was a fine boxwood lyre. The curious little stubby fingers brushed the strings and, in an instant, she
was transfixed, transformed and would never listen to her father again.
What followed can only be described as a truly singular Dwarf passion for sound. Her father did his
best to interest her in food, anvils, jewellery and traditional Dwarf gold but Yara, to her father’s
disgust, mastered the lute, the lyre and the whistle instead. Over the decades of time after the
sudden passing of her mother, hidden in the tunnels of the butta, Yara worked diligently as a jeweller,
as a weaponsmith and as a loremaster. Being the daughter of serious power she was granted more
latitude than most and, over time, followed her love of the pipes without distraction. Her impressive
Dwarf chest produced a depth and purity of sound that warmed the soul and filled the caverns with
music that even a tone deaf Dwarf could appreciate. Yet it had something beyond the range of
hearing that kept even her ancestors standing proudly to attention and in battle became as valuable to
the Dwarfs as their beards.
How her music affected the outcome of the many battles she attended is unsure and no records
remain of Ungrim’s woe. But Yara is known to the Butta. Yara her stories and music recorded in the
hidden tomes of Dealyer the Smith. When a soulful note is played, a soft tone is heard or when a
baby’s angry wail hits that particular heart twisting pitch her memory is invoked. All Dwarf bards on
their ascendance from those times and for ever more are renamed Yara in her honour.
On Feminine Wiles
Dwarf females are, unsurprisingly, of a similar size to the males, and sometimes can be taller. But
have a deeper reserve of strength. It is largely genetic, but working bellows, forges and using the
uniquely Dwarf made tools in the hidden buttas definitely helps. All the weight gain produces the lack
of a discernible waistline which is a particularly desirable trait for both marriage and taste reasons;
food is therefore never far from a Dwarf female, nor is Bugmans Gin.
Hair is often died from its traditional ginger and mousy brown shades so that available Dwarf ladies
stand out even more and inspire greater feats of valour in their many suitors. Also bear in mind that
they can live for up to 150 years longer than their husbands and can remain fertile up until the final
decade of their long lives. It is therefore not uncommon for a dwarf lady to produce multiple offspring
in multiple clans in her lifetime as the power to chose husbands lies solely with the female. Some
clans are so intimately connected that inbreeding has by necessity become illegal and the Book of
Grudges holds many inter clan grudges to this effect.
Females are therefore stronger, often quicker, better educated, more deft of hand, deadlier with any
weapon, and when of a mind to be, downright nasty. It is no surprise that the males wish to keep this
information secret. Their sole weakness is undoubtedly their numbers, but don’t let this fool you, pity
the Skaven or Goblin that accidentally ventures into even a small Butta. Nothing ever enters a Butta
without the express permission of the Lady in charge unless it is extremely tired of life: even the
scream of a Troll can be put to use by the ladies of the Butta.
It has been common knowledge and something of a long running joke amongst the other races that it
is almost impossible to tell the Dwarf sexes apart. But that is because so few ladies are seen and
those that are, are usually expatriate and have grown the beard to prove it. But as with all things
female, that is a personal choice. They are not so bound with tradition. But times change, even within
the slow turning wheels of Dwarf society and a tsunami is about to strike.
Credits
The information held in this document has been gleaned from multiple sources, embellished and
reborn. Between Wikipedia, Norse mythology, Tales of Yorkshire, West Country stories, Tolkien,
Mordheim, AD&D and Citadel Warhammer many stories have been written, many games created.
Too many to name but certain people other than myself deserve particular mention: Owen Hughes,
Dario Biancheri, Tuomas Pirinen. Special credit and thanks to my wife for providing the inspiration.
Alexander Carraro
Useful Dwarf figures for female warband links
SciborMiniatures.com – make a female dwarf Warhammer unit
Atlantisminiatures.com – for a complete dwarf unit and seated character.
Reapermini.com for metal single figures, best quality and range
Kromlech.eu has an out of production desperate dwarf housewives that look great as skinners but
being plastic/resin are quite thin
Stonehavenmini.com – most expensive but best characters available.
Chaos spawn miniatures has two good skinners, even if they are almost naked
Badsquiddogames.com pricey yet well sculpted in a more believable style.
3D stl masterworks
0nmioji D&D – really nice 3d printed minis scale similar to Northumbrian tin soldier . Available on ebay
and from gumroad.com
Thingiverse.com
Yeggi.com
Rejected
Pathfinder battles Deep Cuts: a line of plastic wizkids minis, similar to Nolzur in every way
Spellcrow – cartoonish