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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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