Hey dawi I originally wanted to play a call of war hammer rage of the dark gods dwarf vs high elf campaign. But with TW MPCs and its flaws, I decide to write my own rules for the tabletop version. I hope you like them.
Runic regiments: In he war of vengeance, the dwarfs were at the height of their power. And therefore, were able to equip entire regiments with Runes. To represent this, all dwarf core units can have up to 40pts of Rune weapon,armour,and talisman upgrades. These will affect the entire regiment, as they would affect a character. For example a unit with a Rune of speed would give everyone non lord or hero in that unit +1 initiative for example. Core units can also take Runic banners up to 50pts, but unlike rare and special units, Core units may not have Runes that stack such as 2Runes of might, though any Core unit champion may have up to 50 points of Runes that can stack, Though long beards are an exception to this, and the unit may have up to 75pts of Runes. Rare and special units, can have 125pts of Runes and Runic banners of 75pts. Though all lords and heroes, have their own Runes for the same price. Also, as the dawn are at the height of their power, the "Jealous Rune" rule is gone. With the exception that you cannot combine master Runes, but you can have the same master Rune on more than 1 regiment. Although the rule of 3 and pride are still there. So you could the same Rune on as meany regiments as you want, but the other runes on the unit would have to be different. These rules also apply to lords and heroes.
No gunpowder : This is what it means, so no organ guns,cannons,flame cannons,or gyrobombers. Only bolt throwers,grudge throwers,and gyrocopters are allowed, and also Irondrakes but to make you all happy,,and quarreller regiments may get enigering Runes. Yep you heard me,crossbows with Runes of accuracy. Though ,Irondrake and Quarreller regiments, have engineering Runs instead of weapon Runes, which is the only difference. Of cause though you can use cannon,Organ gun,Or flame cannons to represent non gunderpowder weapons. But no "this cannon and Ogran gun don't use gunderpowder" please.
Dragon riders: This rule, is also very simple dragon prince regiments, can either rider on a moon or star dragon. This is done by adding the respective dragons cost to each warrior in the regiment, though they all must be riding the same dragon, and the unit size is 2 min and 6 max. And are special choices, so basically its a dragon prince on a dragon but in regiments.
No sword master,shadow warriors,or sisters of Averlorn: Another simple rule high elves, can't take sword masters as they were not invented yet. Nor can they take shadow warriors as they would much rather right dark elves. Also Caledor II has no mention of a wife in any sources as well as not having an heir (The next king came from the phoenix guard and prince Imladrik was Caledors brother)
Characters (These are not GW rules,I made them myself)
M WS BS S T W I A LD
3 7 6 5 5 4 4 4 10
Troop type: Infantry (Special character)
Special Rules: Ancestral grudge,Relentless,Resolute,Hatred (Elves)
High king: The same as Thorgrim
To victory: As long as Gotrek is alive, all dwarf models in the campaign, have hatred for every round of combat and it can also allow Gotreks unit to re roll all wounds in combat against elves. And also grants Gotreks unit unbreakable.
Axe of Grimnir: All rolls to wound with this weapon, always wound on 2+ with no armour save allowed, and must re roll all successful ward saves against it. Furthermore, it also cause D3 wounds for every wound caused (As you can see, this is a more potent version of the axe of griming. This is to show its true power)
Amour of Skaldour: Same as Thorgrims, but with the added bonus that it gives Gotrek a 2+ ward save against flaming attacks, and a normal 4+ ward save as well. (I added the ward saves in, to make up for not having the throne of power. And the one against fire, as there will likely be a lot of dragons around)
The dragon crown of Karaz: Same as Thorgrims
M WS BS S T W I A LD
3 7 5 5 5 3 3 4 10
Special rules: Ancestral grudge,Relentless,Resolute
Eager for vengeance: Snorri must always declare a challenge,(if it is against Caledor II, he must take a leadership test at -1 penalty if he fails the penalty, he must re roll all successful rolls to hit, but can re roll all rolls to wound. If Caledor dies, Snorri calms down and loses this rule, but still gets to re roll rolls to hit and wound against all models in the elven force.
Snorri's axe: This axe, gives Snorri armour piercing and causes D3 wounds against monsters. And all its strikes are done at +1 strength and WS. (This is included in his profile)
Snorri's armour: This armour, gives Snorri a 3+ armour save and a 4+ ward save and a 3+ ward save against flaming attacks.
Heir to the high king: If Snorri is ever slain, the entire dwarf army gains the stubbed special and frenzy special rule. Also place a counter where he fell, and any dwarf unit fighting the unit that killed Snorri or are in 3 inches of the counter are unbreakable an will re roll roles to wound.
Brok Stonefist king of Karak Azgal
M WS BS S T W I A LD
3 7 6 4 5 4 4 4 10
Special rules: Ancestral Grudge,Resolute,Relentless
Lord of the tunnels: Brok causes feat in elves, gives all dwarf the stubborn rule
King of Karak Azgal: If Brok is killed, all dwarfs gain frenzy and re roll rolls to wound on the unit that killed Brok
Armour of Karak Azgal: This gives Brok a 3+ ward save a 3+ armour save and a 2+ ward save against flaming attacks
Hammer of Karak Azgal: No armour saves can be made against this weapon, and all ward saves against it are at a -1 penalty
Edited by Hero of Rome, 18 May 2014 - 06:43 PM.