Dwarf Prospectors
Dwarf Prospector Equipment List
HEROES EQUIPMENT LISTS
Hand-to-hand Combat Weapons
| Dagger | 1st free / 2 gc |
| Hammer | 3 gc |
| Axe | 5 gc |
| Maraz Mattock | 8 gc |
| Great Pickaxe | 15 gc |
| Double-handed Weapon | 15 gc |
| Dwarf Axe | 15 gc |
| Sapper-shovel-spear | 20 gc |
| Warlantern** | 25 gc |
| Steam Drill | 80 gc |
| Gromril Weapon* | 3 times the cost |
HENCHMEN EQUIPMENT LISTS
Hand-to-hand Combat Weapons
| Dagger | 1st free / 2 gc |
| Hammer | 3 gc |
| Maraz Mattock | 8 gc |
HEROES EQUIPMENT LISTS
Missile Weapons
| Pistol | 15 gc (30 for a brace) |
| Drakefire Pistol | 35 gc (70 for a brace) |
| Grudge-raker | 50 gc |
| Silverthrower | 150 gc |
| Trollhammer Torpedo | 200 gc |
HENCHMEN EQUIPMENT LISTS
Missile Weapons
| Grudge-raker | 50 gc |
HEROES EQUIPMENT LISTS
Armour
| Shield | 5 gc |
| Helmet | 10 gc |
| Light Armour | 20 gc |
| Heavy Armour | 50 gc |
| Gromril Armour* | 75 gc |
HENCHMEN EQUIPMENT LISTS
Armour
| Helmet | 10 gc |
| Light Armour | 20 gc |
| Heavy Armour | 50 gc |
HEROES EQUIPMENT LISTS
Miscellaneous Equipment
| Stonebread | 10 gc |
| Dawongi-in-a-box*** | 15 gc |
| Dwarven Torchrig | 15 gc |
| Flash Powder | 15 gc |
| Powder Keg | 15 gc |
| Superior Blackpowder | 25 gc |
| Blasting Charge | 40 gc |
| Cinderblast Bomb | 50 gc |
| 0-1 Wrecking Wagon** | 150 gc |
* Any weapon and armour a Dwarf may normally purchase may be bought as Gromril instead. For rules on Gromril, see the Mordheim rulebook. Note that this price applies only to a starting warband, as it represents the Dwarf Prospectors finding such items within their own stronghold or digging them out in mines. Later purchases of Gromril Weapons and Gromril Armour must use the price chart in the Mordheim rules.
** Coming soon – the rules were lost in the tunnels.
*** Only Chief Prospector.
DWARF PROSPECTOR Special Equipment
This equipment is only available to Dwarf Prospectors and no other warbands may purchase it. See the Trading section for full rules on acquiring Rare Items.
- Maraz Mattock
8 gold crowns
Availability. Rare 6, Dwarf Prospectors only
Much like Ghal Maraz, the legendary “Skull-splitter” warhammer of Sigmar, this one-handed pick is no mere mining tool. The Maraz Mattock is a symbol of unbreakable working strength in every deephold, from Karak Zhul to Karak Zorn. Ohhh it’s Dwarven-crafted (High Quality) and made to split or “maraz” through whatever stands in its path…sometimes gold veins, sometimes ribcages.
Range. Close Combat
Strength. As User
Special Rules. Dig & Destroy, Piercing Point
SPECIAL RULES
Dig & Destroy. When a Dawi creation serves both work and war, it’s a miracle of the brothers Grungni and Grimnir. In scenarios such as Horrors of the Underground, when a Tunnel Collapse, a model armed with weapons with this special rule inflicts 1D3 Wounds to the barrage of boulders during the Shooting or Close Combat phase. Additionally, these weapons add +1 to all rolls to wound when attacking stone-skinned or subterranean enemies, such as Tunnel Dwellers or Shard Dragons, Wyrms or Dread Maws, Earth Elementals or Stone Golems and other lumps of walking rock. Just in case someone cooks up more homebrew monsters…
Piercing Point. Just as the special rule Cutting Edge for Dwarf Axes, but here all the force is focused into a single, penetrating strike. A Maraz Mattock has an extra save modifier of -1, so a model with Strength 4 using a Maraz Mattock has a -2 save modifier when he hits an opponent in hand-to-hand combat.
- Great Pickaxe
15 gold crowns
Availability. Rare 6, Dwarf Prospectors only
Imagine the Maraz Mattock, but raised on Bugman’s XXXXX. For this reason, the Great Pickaxe is a true miner’s companion: no elegance, no finesse, just brutally effective. In the hands of a seasoned Prospector, its twin-pronged head becomes a force of (subterranean) nature, burrowing through bedrock or smashing apart shields.
Range. Close Combat
Strength. As User +2
Special Rules. Piercing Point, Dig & Destroy, Two-handed, Strike Last
- Sapper-shovel-spear
20 gold crowns
Availability. Rare 8, Dwarf Prospectors only
This “polearm” is a true multi-purpose masterwork, a must-have not only for sappers, but also for gravediggers, tunnel and trench fighters or any dwarf who needs tools more than patience. Its head resembles a reinforced spade, forged by a blacksmith with too many grudges: a broad blade with rivets or blunt spikes, sometimes serrated to tear through more than just dirt and rubble. One edge is often reinforced with studs and sharpened like an axe for hacking through ropes or roots. In times of need, it becomes a multi-purpose weapon! A warband of prospectors can jab it like a spear, swing it like a halberd or, in desperate moments, plant it in the ground as an improvised barricade. Whether you’re breaching a wall, digging a foxhole or fending off a frenzied warpstone-sniffers, the Sapper-shovel-spear solves 95% of battlefield problems…the other 5% can usually be handled with explosives.
Range. Close Combat
Strength. As user +1
Special Rules. Ace of Spade, Dig & Destroy, Heavy, Two-handed
SPECIAL RULES
Ace of Spade. Three ends for one solution! In the first round of hand-to-hand combat, the warrior must choose which part of the Sapper-shovel-spear to strike with. Once chosen, the attack mode cannot be changed for the duration of that combat. The warrior may choose another attack mode only when they start a new hand-to-hand combat. If striking with the flat, treat the attack as a Club with the special rule Concussion. If striking with the edge, treat it as an Axe with the special rule Cutting Edge. If striking with the tip, treat it as a Spear with the special rule Strike First.
- Steam Drill
80 gold crowns
Availability. Rare 10, Dwarf Prospectors only
Ahhh what a divine creation! It’s bulky and it’s noisy, born to dig mines and drink alcohol, but no…it’s not a Maiden of Valaya. Behold, little Beardling, the Steam Drill! Originally invented to speed up mining, the Steam Drill has, despite grumbling from the more traditionalists, been officially approved by the Dwarf Engineers Guild. Sure, it’s heavier than a drunken mule and louder than an ogre’s belch, but there’s nothing quite like the thud it makes when it cracks stone. How do you weaponize such a glorious contraption? Simple! Don’t aim at the ground, little Beardling, aim at anything that moves in the City of the Damned.
Range. Close Combat
Strength. As User +3
Special Rules. Piercing Point, Dig & Destroy, Booze Engine, Both Hands, Hunkar Heavy, Strike Last
SPECIAL RULES
Booze Engine. The Stem Drill is a thirsty machine and how could it be otherwise, considering the bearded inventors? It constantly craves maintenance with water for cooling and steam pressure, but above all the alcohol-based combustible! Even in a ruined city like Mordheim, something flammable can always be found, so the Steam Drill must be refueled between battles. If not refueled, it remains unpowered for the next scenario and counts as a simple Club with the following special rules: Both Hands and Hunkar Heavy. Refueling the Steam Drill costs 2D6 gold crowns. In an emergency, however, the warband may use fermented drinks looted or equipped. You could pour in some of that cheap Kislevite Vodka or finally burn that brash (and treacherous) Elven Wine. It has to be a full-blown catastrophe to sacrifice a barrel of Bugman’s Ale…but in Mordheim, anything goes.
Both Hands. The Two-handed special rules, but with extra stubbornness. It’s no “nimble” Great Pickaxe, the Steam Drill takes both hands at all times! The warrior may not use an additional weapon in close combat and may not be equipped with a shield or buckler (so forget about that +1 bonus to armour save against shooting).
Hunkar Heavy. This weaponized tool is an anvil-class weight and takes all the strength and experience of a master miner just to carry it around…let alone to use it properly in close-combat fighting. The Steam Drill is so cumbersome that the warrior suffers a -1 Movement characteristic penalty from now on. Additionally, even with the Strongman skill, the Strikes Last special rule still applies.
- Drakefire Pistol
35 gold crowns
Availability. Rare 9, Dwarf Prospectors only
Drakefire Pistols are basically the firearm version of a hot-headed Dwarf with the Black Gobbo (middle finger up) in sight: the squattest tunnel-fighting engine of war, loaded with alcoholic “magic” and one bad moment away from belching all that fury over the fool ahead. These volatile alchemical weapons, much like their big brother Drakegun, not only light up the darkness into daylight, but are absolute delights for close-quarters carnage, whether wielded in one hand or in pairs. Of course, the Longbeards will always choose the old ways, muttering that nothing beats a well-tempered axe…and who could blame them? Dwarven steel never lies. Still, with a little care – cooling and venting the pressure – a Drakefire Pistol is safe enough, unless standing in front of the barrel!
Range. 4”
Strength. 4
Special Rules. Stream of Drakefire, Torchbite, Prepare Shot
SPECIAL RULES
Stream of Drakefire. Ready for a shower of white-hot alchemic fire? When an Ironbreaker (usually) fires with the Drakefire Pistol, draw a line 4″ long and 1″ wide (the line must be absolutely straight). All models in its path are hit on a 4+ with no modifiers with a Strength 4 torrent of Fire damage, like the Brazier Iron in the Mordheim 2002 Annual. When firing with a brace of Drakefire Pistols, draw instead a line 4″ long and 2″ wide and may re-roll any misses, as twin barrels unleash even more fire.
Torchbite. When used in close combat, between searing steel and pressure-cooked flames, a Drakefire Pistol is treated as a normal Mace, but with a –1 to hit modifier. The melee attacks are Fire damage too, but only on a roll of 6 the barbecue/enemy is set ablaze.
- Silverthrower
150 gold crowns
Availability. Rare 11, Dwarf Prospectors only
Originally designed to soften veins of precious metals, especially the Bryn-grade gold, the Silverthrower unleashes a molten stream of quicksilver, dissolving the crusted seams of noble ores. The dense amalgam is collected and then refined by the Guild of Alchemists. This technique of extraction (jealously kept) is the envy of the nearby allies, known as “Quecksilberwolke” by the Imperial steiger or fondly nicknamed “La Coboldiana” by the engineers of Miragliano. Like any other mining tool, from Great Pickaxes to Steam Drills, it’s no secret they pull double duty: digging and killing. And the same goes for the Silverthrower, with its spray of mercury sludge it becomes a fearsome weapon. Beautiful to watch that shimmering sheet of liquid metal (almost poetic) and completely toxic! The Dwarf Prospectors don’t need a Flame Cannon to clear the Underway…even without scorching like fire, the Azrilfire poisons flesh and weakens plates all the same.
Range. 6”
Strength. 2
Special Rules. Heavy Stream of Azrilfire, Beardling Crew, Both Hands, Dig & Destroy, Move or Fire
SPECIAL RULES
Heavy Stream of Azrilfire. When the Silverthrower Team sets the contraption off, draw a line 6″ long and 2″ wide (the line must be absolutely straight). All models in its path are hit on a 3+ with no modifiers with a Strength 2 spray of Poison (Black Lotus) damage, so any roll of 6 to hit automatically wounds. Any target struck, Gromril vein or Mordheim scum, must take their armour save with a –2 modifier. If engaged in hand-to-hand combat, the Lead Handler of the Silverthrower (at times even the Chief Prospector himself) counts as armed with a Club, but always coated in Black Lotus.
Beardling Crew. The Silverthrower is a massive piece and needs at least two Dwarfs to operate at full capacity: dissolving things. The perfect crew is one “Gunner” or Lead Handler – typically the warband veterans – and one Boki-Beardling Assistant. Too young to pull the trigger, sure…yet stout enough for hauling pump lines, backpack tanks and pressure bellows. Without a Boki-Beardling Assistant, the Silverthrower suffers the following extra special rules: Prepare Shot (takes a complete turn to reload), Hunkar Heavy (see Steam Drill) and Strike Last, obviously. The Boki-Beardling Assistant cannot be equipped with any weapon or shield, but can still wear armor. Oh don’t worry, he fights almost normally…a steel-toed kick or the headbutt of a young Dawi is far from pleasant (counts as armed with Fist).
- Grudge-raker
50 gold crowns
Availability. Rare 8, Dwarfs only
The masterwork of Grimm Burloksson, though with a family name like that, the Mountain Realm could only expect great things. Terrible, arm-ripping things at times…yes, but great. The Grudge-raker, or Grudge Raker, is a twin-barreled marvel of Dwarf engineering, quite literally a short-range-iron-storm, and the weapon of choice for trench fighting, tunnel fighting and now city fighting (of the Damned) too. Traditionalists still call it Burloksson’s prototype, but with low jamming issues, this anti-infantry shotgun is spreading among the ranks of Thunderers and Underway Expeditionaries with incredible speed. Oh incredible for Dawi standards, that is.
Range. 12”
Strength. 3
Special Rules. Assault Blunderbuss, Double-barrelled, Prepare Shot
SPECIAL RULES
Assault Blunderbuss. As said already, this short-range-iron-storm or Grudge-raker for the lads, has the following to-hit modifiers: ignores cover and movement penalties, but suffers a –2 to hit when shooting at targets over 6” away. Note, this short-range cannot be increased by any upgrades, for example the Expert Weaponsmith special rule of the Dwarf Engineer.
- Trollhammer Torpedo
200 gold crowns
Availability. Rare 12, Dwarf Prospectors only
If “Kulgur” refers to the fine (?) art of cooking Troll, then the Trollhammer Torpedo is all you need for fresh meat. Straight out of the Irondrake’s Handbook – Chapter: Emergency Rations. This powerful weapon hurls a spiked slug (a heavy one) capable of massive damage, just the thing for punching holes in large beasts. No one bothers too much about what to bring down: Rat Ogres, Bull Centaurs, Chaos Spawns and any other big brute that wanders too close, but the name says it all…Trolls are THE quarry. Maybe all those breeds – river and stone, ice and snow – only mean more trophies to take home, or maybe Trolls are simply dumb enough to charge head-first into the shot. Hard to say…
Range. 24”
Strength. 5
Special Rules. Big Game Cracker, Trollbane, Incredible Force, Move or Fire, Prepare Shot
SPECIAL RULES
Big Game Cracker. Ol’ Deadeye Rordak once said: “What doesn’t kill monsters still makes them hit the ground harder.” Therefore, enemies with Large Target special rule which are not wounded are Knocked Down on a roll of 4+, even if they normally can never be Knocked Down.
Trollbane. The shell is specifically forged to deal with Trolls and their annoying self-healing. Any wound inflicted by a Trollhammer Torpedo cannot be regenerated, just like those caused by fire.
- Stonebread
10 gold crowns
Availability. Rare 6, Dwarfs only
A round loaf that lasts for months (or years), Stonebread has almost no nutritional value…unless you’re a Dawi. To them it is oddly fortifying and naturally packed with minerals, far too many for Manling stomachs. Stonebread – Durazbrog in Khazalid – is baked from a mixture of cultivated grain, mountain barley, wild seeds and rock dust! No wonder it’s rock-hard, but it’s literally bread made with rock. Old Miners and Ironbreakers claim to love Stonebread, though it might simply be a show of toughness before the short-beards, ahhh a lesson of the harsh traditions. They know the secret: soak it in beer until it stops cracking teeth..
SPECIAL RULES
Belly of Stone. All that rock does wonders for Dwarven resilience or disasters for stomachs and latrines. The first time a model suffers a wound in close combat he may make an additional saving throw of 6+. This save is never modified and is taken after all other armour saves. On a roll of 1 the baker has overdone the special mix (gravel for taste) and the model is affected by Grumbling Gut for the rest of the scenario: treat as Stupidity, but test on Toughness instead of Leadership and on 1D6 instead of 2D6.
- Dawongi-in-a-box
15 gold crowns
Availability. Rare 7, Dwarf Prospectors only
This small cage is designed to house little friends – like canaries, moles, lizards or whatever vermin the warband can catch – “trained or encouraged” to screech or even collapse in the presence of hidden dangers. These creatures (sadly) are very sensitive to hazards, detecting them long before the Dwarfs.
SPECIAL RULES
Critter Insurance Policy. Dawongi-in-a-box allows the Chief Prospector to reroll one die during the battle. After the reroll, roll another die. On a 1-2 the poor little friend falls in service. Each time a creatures is lost, the cost of the Dawongi-in-a-box increases by +5 gold crowns. Perhaps just supply and demand…or animal welfare concerns!
- Dwarven Torchrig
15 gold crowns
Availability. Common, Dwarf Prospectors only
These helmet mounts are almost a must-have for any true miner! A Dwarven Torchrig is often the first “welcome gift” the Boki-Beardlings receive from the Guild, usually after finding a nugget as big as their noses or completing an entire expedition without cracking their heads on the ceiling. Whether it carries a candle stub or a lump of tallow, glowing mushrooms or crystal salts, the rule is simple: keep the light close and keep both hands free for the work (or for the fight).
SPECIAL RULES
For Master Miners. The Dwarven Torchrig can be strapped directly onto a Miner’s brow or jammed onto a Helmet between horns and wings, so the Clan heraldry doesn’t end up caked in wax and smoke…not entirely, anyway. It counts as a Lantern (+4″ to the distance to spot hidden enemies) and allows the model to keep both hands free for weapons.
- Blasting Charge
40 gold crowns
Availability. Rare 8, Dwarf Prospectors only
According to the Mordheim Rulebook: “Fire Bombs are rare and deadly weapons, designed by the Dwarf Engineers of the World’s Edge Mountains. A small batch of gunpowder is sealed inside an iron casing, with a short fuse fed into it. Once lit, the thrower has only a few seconds before the powder ignites and the whole thing explodes.” Well, Blasting Charges are the pro version! The ones made by and made for Sappers. Those with a trained eye for earth’s cracks or the precise center of a Skaven swarm.
Range. Special
Strength. Special
Special Rules. Dig & Destroy, Fire Bomb Mk II
SPECIAL RULES
Fire Bomb Mk II. Essentially the Fire Bomb, but tailored for Sappers with the Dig & Destroy special rule. Thus, the Blasting Charge may be thrown in the Shooting phase in the same way as Blessed Water (see Mordheim Rulebook). If the Blasting Charge lands on target the warrior hit takes D3 Strength 4 hits with no saves for armour and all warriors, friend or foe, within 1 inch of him take 1 Strength 3 hit with saves as normal. If the throwing warrior rolls a 1 when rolling to hit the Blasting Charge misfires and explodes just as if the throwing warrior had been hit by his own Blasting Charge!
- Cinderblast Bomb
50 gold crowns
Availability. Rare 10, Dwarf Prospectors only
While Blasting Charges are for the common workforce, the Cinderblast Bomb is the detonation marvel reserved for Ironbreakers or better yet, for the Old Powdermaster himself. It flies like a short-fused rocket, lands like a stone-thrower and explodes leaving nothing behind but glowing cinders…a delicate task only for longer beards.
Range. 2-8”
Strength. Special
Special Rules. Cinder-toss, Move or Fire
SPECIAL RULES
Cinder-toss. When a resolute Dwarf Prospectors Hero finally launches a Cinderblast Bomb, all the warband hope he’s done the calculations right. If the Cinderblast Bomb lands directly on target, the model suffers D3 Strength 6 hits with no saves allowed and all models, friend or foe, within 1½ inches of the target suffer 1 Strength 3 hit each, with saves allowed as normal. EK WATTOCK, if the attack misses, roll 2D6” and scatter the Cinderblast Bomb in a random direction, using the Warhammer directional die. All models, friend or foe, within 1½ inches of final landing spot suffer 1 Strength 3 hit each, with saves allowed as normal. Well, it’s not that filthy Skaven junk, but even Dwarven craft can hurt in the wrong hands.
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