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Dwarf Scout Team
Max number of models: 12
Special Rules:
Hate Greenskins: All Dwarves have Hatered towards all Orcs and goblins. In addition, the Dwarves may never Ally with a warband containing any Orcs or Goblins.
Old Grudge: The Dwarves may never hire any Elven Hired Swirds or Elven Dramatics Personae. In addition, a Dwarf Warband may never ally with a Elven Warband
Hard to Kill: Dwarfs can only be taken out of action on a roll of 6 instead of 5-6 when rolling on the Injury chart. Treat a roll of 1-2 as knocked down, 3-5 as stunned, and 6 as out of action.
Hard Head: Dwarfs ignore the special rules for maces, clubs, etc.
Sturdy: Dwarfs never suffer movement penalties for wearing armour.
Dwarf Stronghold: In the Trading phase, the Dwarf Scout Team may choose to have one or more of their heroes, who would normally fight the next two battles, sent to the Dwarves Stringhold, from where they were sent, to trade. If so, the Heroes may each buy all the common equipment he pleases, they may each roll to find Rare items up to 6 times and in addition, they get +1 bonus to all his Dice Rolls when rolling to find Rare items. This bonus is increased to +2 when looking for Bugmans Ale, Gromril armour or gromril weapons. It is not possible to find Mad Cap Mushrooms, Elf Bows, Elf Cloaks, Ithilmar Weapons and Ithilmar Armour in this way.
Note that a Hero sent on his way to trade, leaves the warband for the next 2 battles to reappear just before the third battle. While gone, each Hero takes with him the amount of food he needs for the jurney (the same amount of food he would use during the next two battles), the heroes may NOT carry any treasure, food or items found after the departure, he does NOT count towards the Rating of the warband and he does NOT gain experience for fought battles, underdog or any other means.
Equipped by the Stronghold City Hall: The warband starts put with an additional 20% gold, so a normal Starting warband will have 600 gc instead of the normal 500 gc.
Distaste for Magic: No member of the warband may ever learn any spells or prayers by any means, and the warband may never hire any Hired Sword who can use spells. The use of a Runesmith is allowed however.
Sized for Tactics: The warband may never have more than 12 members. Note that you may add Hired Swords to have a total number of warriors above 12, but the Halfling scouts Cook ability and the Halfling Cookbook may not be used to enlarge this warband
Starting Experience Points:
Dwarf Scout Team Leader: 20 Experience Points
Dwarf Master Scout: 8 Experience Points
Dwarf Engineer: 8 Experience Points
Dwarf Noble Sons: 0 Experience Points
Skills:
Dwarf Scout Team Leader: Combat, Shooting, Academics, Strength, Special
Dwarf Master Scout: Combat, Shooting, Speed, Special
Dwarf Engineer: Combat, Shooting, Academics, Special
Dwarf Noble Sons: Combat, Shooting, Academics, Special
Note that Speed skills are Dwarf Master Scout ONLY. No other dwarves may learn speed skills. Not even promoted dwarves may choose the speed skill list.
Special Skills:
Scout: The Hero count as having the Infiltration skill (see the Clan Eshin Skaven warband). Note that it is not possible to use this skill, if the Hero wears Heavy Armour or Gromril Armour.
Extra Tough: When rolling on the Heroes Serious Injury chart for this Hero after a game in which he has been taken out of action, the dice may be re-rolled once. The result of this second dice roll must be accepted, even if it is a worse result.
Resource Hunter: When rolling on the Exploration chart at the end of a game, the Hero may modify one dice roll by +1/-1.
Master of Blades: Only a single Hero may have this skill at any time. When using a weapon that has a Parry special rule, this hero parries successfully if he beats or matches his opponents highest ‘to hit’ roll, not just if he beats the roll. In addition, if this warrior is using two weapons that have the Parry special rule, he is allowed to parry two attacks (if his two dice match or beat the two highest Attack dice against him) instead of the normal maximum of one. Note that if this Dwarf has two Dwarf axes (as detailed above) he can reroll any failed parries.
Heroes:
1 Dwarf Scout Team Leader - 85 gc
M:3 WS:5 BS:4 S:3 T:4 W:1 I:3 A:1 Ld:9
Equipment List: Dwarf Warrior Equipment List
Leader
0-1 Dwarf Master Scout - 55 gc
M:3 WS:3 BS:4 S:3 T:4 W:1 I:3 A:1 Ld:9
Equipment List: Dwarf Scout Equipment List
Master Scout: The Master Scout count as having the Infiltration skill (see the Clan Eshin Skaven warband). Note that it is not possible to use this ability, if the Hero wears Heavy Armour or Gromril Armour.
0-1 Dwarf Engineer - 50 gc
M:3 WS:3 BS:4 S:3 T:4 W:1 I:2 A:1 Ld:9
Equipment List: Dwarf Scout Equipment List
Expert Weaponsmith: All Dwarf missile weapons in the warband have their range increased by 3" for Pistols and 6" for Crossbows and Handguns. Any range increases are only maintained as long as the Dwarf Engineer remains with the warband.
0-2 Dwarf Noble Sons - 25 gc
M:3 WS:3 BS:3 S:3 T:4 W:1 I:2 A:1 Ld:8
Equipment List: Dwarf Scout Equipment List
Henchmen:
Dwarf Thunderers - 40 gc
M:3 WS:3 BS:4 S:3 T:4 W:1 I:2 A:1 Ld:9
Equipment List: Dwarf Scout Equipment List
0-3 Dwarf Scouts - 50 gc
M:3 WS:3 BS:4 S:3 T:4 W:1 I:2 A:1 Ld:9
Equipment List: Dwarf Scout Equipment List
Scouts: All Scouts count as having the Infiltration skill (see the Clan Eshin Skaven warband). Note that it is not possible to use this ability, if the warrior wears Heavy Armour or Gromril Armour.
Beardlings - 25 gc
M:3 WS:3 BS:2 S:3 T:4 W:1 I:2 A:1 Ld:8
Equipment List: Dwarf Warrior Equipment List
Dwarf Clansmen - 40 gc
M:3 WS:4 BS:3 S:3 T:4 W:1 I:2 A:1 Ld:9
Equipment List: Dwarf Warrior Equipment List
Dwarf Warrior Equipment List:
Dagger 1st free/2 gc
Hammer 3 gc
Axe 5 gc
Sword 10 gc
Spear 10 gc
Halberd 10 gc
Double-handed weapon 15 gc
Dwarf axe 15 gc
Gromril weapon* 3x normal cost
Pistol 15 gc
Crossbow 25 gc
Shield 5 gc
Helmet 10 gc
Sword 10 gc
Light armour 20 gc
Heavy armour 50 gc
Gromril armour* 75 gc
Dwarf Scout Equipment List:
Dagger 1st free/2 gc
Hammer 3 gc
Axe 5 gc
Sword 10 gc
Gromril weapon* 3x normal cost
Pistol 15 gc (30 for a brace)
Crossbow 25 gc
Handgun 35gc
Shield 5 gc
Helmet 10 gc
Light armour 20 gc
Heavy armour 50 gc
*Heroes only. Note that this equipment may only be bought so cheap from starts as it represents ancient Dwarf Heirlooms, passed down from generation to generation.