Dwarvern Submarines prowl the sea beds of the Warhammer Worlds Oceans searching for new life they have discovered and forght against both the Fishmen and Deepones. But they are still not trusted by the Merfolk and Sea Elves who refuse to reveal themselves to the Dwarfs in large numbers.
The Dwarf Nautilus
0-50% Charecters
0%+ Soilders
0%+ Sailors
25%-75% Submarines
0-25% War Machines
Dive! Dive!
Submarines may go up or down by one level each movement phase at the cost of 2" of movement. They can turn left or right 90o at the cost of 2" of movement. The Subs start at slow speed on turn one and go upto fast speed on turn 2. The sub will always move maximum movement forwards unless you have an engine dwarf.
Saliors
The Sub has a min. and max. crew. You must have at least the min. crew to move the ship about and fire and weapons if it gos under this then you will loss control of a weapon or turning the ship ect. You may not go over the max. crew.
Roll a D6 when crew are Hit:
1. War Machine Crew (normal rules for warmachine crew).
2. Helmsman (can’t turn sub).
3-4. Sailor (-1 sailor)
5. Engin Dwarf (ship go’s at fast speed atll the time).
6. Captain (ship is usless somebody takes captains place).
Soldiers
Units of fighting men, be it crossbows or dwarf divers. They are chosen from soilder list. Every model counts towards the total crew.
Others
These may include runesmithes and special charecters. They also count towards the total crew.
Example
The Dwarf Nautilus has a maximum crew of 30. Before the battle it's commander
crews the ship with 9 sailors. 1 Captain, 1 helmsman, 6 crew (3 for each cannon) and 1 Engine Dwarf. He takes a unit of 6 Thunderers and a unit of 14 Divers, including a champion, making a total of 20 soldiers. He then adds a runesmith. The entire ships compliment now totals 30, 9 sailors, 20 soldiers and a runesmith.
Charge!
In order to board another sub or attack a unit the attacking sub must bewithin 1 inch of the sub or unit so the divers can get out and charge.
Damaging the Sub!
The sub can be damaged by in hand to hand by attacking the metal plates with
weapons. The metal plates are toughness 8-10 and have between 5 and 20 wounds. You do not need to roll to hit the sub as it is a big enough target but you must roll to wound. Once the sub has no wound the sub will sink and all the crew (not divers or captain) will drown.
All missile weapons may choose to aim at the sub. On the roll of a 6 to hit you hit a crew member and roll to see which you hit (or if it is easier the nearest to the damage, not captain). Then roll to wound and save as normal.
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0-1 Dwarf Admiral ..... 170 points The General of a Dwarf Nautilus Fleet can be an Admiral. Admirals are usually basedat Barakk Varn on the coast of the Badlands.
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Equipment: Axe and Diving Suit Options: May carry an extra handweapon (+1 point), a crossbow (+4 points) and/or light armour (+2 points). Rides: The Admiral must ride in the largest submarine in the army. Save: 5+ Magic Items: The Admiral may carry upto 3 Magic Items. SPECIAL RULES General: The Admiral must be the Army general. Any units within 12" of the Admiral can use it's leadership (usually 10) to make any leadership tests required. |
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1+ Dwarf Captains ..... 110 points Each Dwarven Submarine is captained by a Dwarvern Captain who commands the ships sailors and soilders. You must buy one captain per Submarine.
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Equipment: Axe Options: May carry an extra handweapon (+1 point), a crossbow (+4 points), light armour (+2 points) and/or a diving suit (+10 points). Rides: The Captain must ride in a submarine. Save: None Magic Items: The Captain may carry upto 2 Magic Items. SPECIAL RULES General: If you don’t have an Admiral the Capt. will take charge of the army and become the General. |
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Dwarf Heros ..... 104 points
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Equipment: Axe Options: May carry an extra handweapon (+1 point), a crossbow (+4 points), light armour (+2 points) and/or a diving suit (+10 points). Rides: The Hero must ride in a submarine unless armed with a diving suit. Save: None Magic Items: The Hero may carry upto 2 Magic Items. |
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Dwarf Champions ..... 48 points Any Regiment of Soilers may include a Dwarf Champion.
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Equipment: Axe Options: Must be armed the same as the regiment he is leading as follows; extra handweapon (+1 point), a crossbow (+4 points), light armour (+2 points) and/or a diving suit (+10 points). Rides: The Champion must ride in a submarine unless armed with a diving suit. Save: None Magic Items: Champions may carry a single Magic Item. |
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0-2 Runesmiths ..... 78 points Dwarvern Runesmiths oftern join a Submarine as part of the Crew. They provied the captain with the option of placeing runes on his sub improving its performance in battle.
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Equipment: Hammer Options: May be armed with a extra handweapon (+1 point), light armour (+2 points) and/or a diving suit (+10 points). Rides: The Runesmith must ride in a submarine unless armed with a diving suit. Save: None Magic Items: The Runesmith may carry upto 2 Magic Items. SPECIAL RULES Runes: If you have a Runesmith riding in a submarine you can put runes on that sub (see Sub Runes). |
SOILDERS
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DWARF CROSSBOWS ...... 13 points You may have one unit of Crossbows per Sub. They shoot out of special made crossbows that are monted on the sides of the subs.
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Equipment: Hand Weapon and Crossbows. Options: Any units may wear Light Armour (+2 points). Save: None Leader: May be led by a Dwarf Champion who must be armed the same as the unit. He may carry a single magic item. Standard Bearer & Musician: May inclued a standard bearer or/and musician each costing double the points value of an ordinary trooper. SPECIAL RULES Drown: Dwarf Crossbows cannot leave the submarine or they will drown. |
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DWARF DIVERS ...... 20 points Dwarfs have made special diving suits that mean they can fight under water.
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Equipment: Hand Weapon Options: Any units may carry Crossbows (+4 points). Save: 5+ Leader: May be led by a Dwarf Champion who must be armed the same as the unit. He may carry a single magic item. Standard Bearer & Musician: May inclued a standard bearer or/and musician each costing double the points value of an ordinary trooper. |
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0-1 TROLLSLAYERS ...... 11 points A units of Troll Slayers oftern join a Dwarf Nautilus in order to find death in the horrors of the Deep. But they tend to have a habit of getting extreamly seasick. They are noramlly used to defend the Sub against boarders.
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Equipment: Axes Options: None Save: 5+ Leader: May be led by a Dwarf Champion who must be armed the same as the unit. He may carry a single magic item. Standard Bearer & Musician: May inclued a standard bearer or/and musician each costing double the points value of an ordinary trooper. SPECIAL RULES Swim: They can swim a little on the Ocean Surface but at -2 WS. They are not aloud on the ocean bed or in mid-ocean. Slayers: Slayers are immune to psycology, cannot be broken, and have a strenght equal to their enermy upto str7. For clearer rules see Warhammer Armies Dwarfs. |
SAILORS
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SAILORS ...... 8 points A unit of Dwarf Sailors above the the subs min. crew must always be taken. These Dwarfs control the submarine and keep it afloat.
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Equipment: Axes Options: May be armed with diving suits (+10 points) Save: None Leader: May be led by a Dwarf Champion who must be armed the same as the unit. He may carry a single magic item. Standard Bearer & Musician: May not inclued a standard bearer or musician. |
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HELMSMAN ...... 12 points You must have at least one helmsman per submarine.
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Equipment: Axes Options: May be armed with diving suits (+10 points) Save: None Leader: May not led by a Dwarf Champion. Standard Bearer & Musician: May not inclued a standard bearer or musician. SPECIAL RULES Helm: If the sub is with out a helmsman it will not be able to turn in the movement phase. |
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ENGINE DWARF ...... 12 points You must have at least one Engin Dwarf per submarine.
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Equipment: Axes Options: May be armed with diving suits (+10 points) Save: None Leader: May not led by a Dwarf Champion. Standard Bearer & Musician: May not inclued a standard bearer or musician. SPECIAL RULES Engine: If the sub is left without a engine dwarf it will go at top speed all of the time. |
WARMACHINES
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CANNON ...... 110 points If your army contains a Nautilus, Persidean or Aquarius Sub then you may mount one or two extra cannons on them. These are the same as normal dwarf cannons and the cost includeds three saliors to crew them. The only change is that the cannon balls don’t bounce.
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Equipment: Axes Options: May be armed with diving suits (+10 points) Save: None Leader: May not be led by a Dwarf Champion. Standard Bearer & Musician: May not inclued a standard bearer or musician. |
SUBMARINES
There are 4 types of Subs, Nautilus, Aquarius, Persidean and Aronisis.
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1# ARONISIS The Aronisis is the smallest class of submarine used by the Dwarfs. It is fast but has no cannons and can’t carry many Dwarfs. |
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2# PERSIDEAN The Persidean is one of the most common submarines used by the Dwarfs. It is larger than Aronisis and moves slightly slower. It can carry one cannon at the cost of 110 points. |
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3# AQUARIUES The Aquarius is the first of the big subs. It has a fixed cannon on it’s bridge and but it go’s much slower than the two fast submarines. It may have an extra cannon added on the top for 110 points. |
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4# NAUTERLIUS The Nauterlius is the largest sub. It is slow even though it has two large engines. It has a fixed cannon on it’s roof and may have two more mounted on the bridge at the cost of 110 points each. It can also carry 30 crew and has 20 wounds making it very tough indeed. |
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RUNES
If you have a Runesmith in your army you can add runes to the submarines.
Rune of Disguise; 25 points
This Rune magically desorts the space around the sub. Until it attacks or shoots it cannot be seen and therefore no attacks may be directed apon it. Once the machine has attacked or shot it can be seen.
Rune of Forging; 25 points
This rune can be inscribed on a cannon. It ables you to re-roll the artillary dice if you roll a misfire.
Rune of Fortune; 25 points
This rune means you can re-roll on a misfire chart for a cannon or crew of the sub. You must always except the re-rolled result.
Rune of Penetration; 25 points
For every wound of penetration add +1 to the strength of the sub. This strength may not be above 10.
Rune of Passage; 10 points
Rocks, seaweed extra gets out of the subs way so it can travel with no penalty.
Rune of Fortitue; 50 points
This rune gives the sub an extra wound. +1 Wound.
Rune of Iron; 50 points
This gives the sub +1 Tougness i.e. 10 = 11
Master Rune of Gromril; 150 points
This rune gives the sub a Tougness of 10.
Rune of Spell Eating; 50 points
When a spell is cast at the sub it will be dispeled. Roll a D6 every time this happens on a 1 the rune may not be used again this battle.
Rune of Fear; 50 points
This rune causes Fear as described in the Rulebook.