Endurance of the Ages
The Dwarfs have endured the onslaught of several wars, and many an army has tried in vain to shift them from their holds. Due to their long life, most Dwarfs on the battlefield today have seen these wars come and go, and seen their enemies break upon their holds like waves. As such, the Dwarfs have mastered the art of standing their ground. Endurance of the Ages can be substituted at any time as a charge reaction in place of a standard Hold charge reaction. Seeing their attackers close in, Dwarf units fighting in at least two ranks (i.e. minimum of 10 models) that are also equipped with shields arrange themselves defensively in a well-practiced maneuver. This reaction applies to any charges that occur between when it is first declared and the close combat involving that unit (i.e. if charges are declared in an enemy magic or shooting phase, or if chargers have overrun/pursued into the unit before its combat has been resolved). Any character without a shield may also benefit from the defensive stance of the unit, but it will also suffer the penalties as below under Limitations.
Advantages
The nearly impenetrable formation causes the chargers to suffer a -1 penalty to hit, as well as increasing the armor save of all models in the unit by +1 (in addition to any normal bonuses) to a maximum armor save of 1+. Chariots and other units that deal impact hits also suffer a speed-bump effect if they are unlucky. First distribute impact hits as normal. Then the Dwarfs roll a d6 for each chariot that hit them. For every 4+ that is rolled, the chariots take d3 str 4 impact hits to represent the speed bump effect. Most times chariots just MOW troops down, but this is more akin to smashing into an armored boulder!
Limitations
While in this formation, the dwarfs may not counterattack...thus after the chargers attack, the dwarfs get no chance to retaliate in that round of combat.. including any characters in the unit. This reaction cannot be used following a stand and shoot reaction, as the hurried nature of switching weaponry wouldn't allow enough time for the formation to be properly adopted. Additionally, if an attacker breaks from combat after charging a dwarf unit that has adopted such a defensive stance, the dwarf unit automatically restrains and may not pursue the broken unit. If after the charge neither side has broken, then subsequent close combats proceed as normal, with the dwarfs using hand weapon and shield, striking in initiative order, etc. Dwarf units already engaged in hand to hand combat who are charged, may not use this ability, as they are too caught up in the hack and slash of combat to perform such an organized maneuver.
New Dwarf Special Rule
Started by
Caneghem
, Apr 29 2008 05:52 AM
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