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OPTIONAL RULE - DWARF
DRUNKS
0-2 Dwarf
Drunks
You can include up
to two Drunk warriors in your warband and they
replace one of your normal Hero choices. They
will be the same type as Hero as the one
replaced. They may not exceed the number of sober
Heroes. The drunks behave as normal warriors of
that Hero type except for the Drunk rules
presented below. Slayers cannot be Drunk - their
heads are strong and years of practice and
excessive drinking whenever possible made them
almost fully resistant to the negative effects of
alcohol.
Drunk Heroes cost
the same amount of gold crowns as it's sober
counterpart, because their drunkenness is more a
disadvantage than advantage to a Dwarf Leader.
This also symbolizes that Dwarf Drunks
voluntarily join the warbands of Dwarf Lords
hopping for good pay, instead of being hired.
All Drunk warriors
are immune to panic, but other psychology and
rout tests apply as normal. In addition you have
to make a Drunken Behavior test for each of your
Drunk warriors at the beginning of each of your
turns. Roll D6 for each drunk and consult the
table below:
1
The drunk does not move this turn. Instead
drunken Dwarfs puke, fall over or march in wrong
direction. This however does not stop them from
shooting or fighting but they have -1 to hit
until their next drunk test.
2-3 The drunk behaves normally
this turn.
4-6 Eager to get to grips with
enemy, the Dwarf drunk staggers forward D6"
toward the nearest enemy visible to them shouting
insults and chanting. This move is addition to
the normal movement, and is made before their
normal move.
The extra move
Drunks get from their Drunken Behavior roll isn't
optional- you have to make it every time you roll
it, even if the drunk is defending an obstacle or
preparing to shoot. If the drunk will move into
base contact with enemy during their drunken run
it counts as a charge. Remember to make Drunken
Behavior tests during combat. Even though the
drunk will not move, it still can get -1 to hit
modifier (see also Expanding the Rules)
As you can see
Drunks aquire astonishing for a Dwarf speed and
mobility, although it's quite unpredictable. When
used wisely, and reinforced by some luck it can
be great advantage, but depending on situation it
also can cause many problems. Rules presented
here are basically the same as in the Grudge of
Drong campaign with slight changes.
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