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Back to Secret League Dwarf Hold Teams
0-16 | Storm Warden | 70,000 | 4 | 3 | 4+ | 5+ | 10+ | Thick Skull, Block, Fend | GS | A |
0-2 | Long Drongs Slayers | 95,000 | 5 | 3 | 3+ | 5+ | 9+ | Thick Skull, Block, Dauntless, Strip Ball | GS | AP |
0-2 | Rangers | 90,000 | 5 | 3 | 3+ | 3+ | 9+ | Thick Skull, Sure Hands, Side Step | GP | AS |
0-4 | Storm Guard | 100,000 | 5 | 3 | 3+ | 4+ | 10+ | Thick Skull, Block, Brawler, Side Step | GS | AP |
Re-rolls | 50,000 | |||||||||
Apothecary | Yes | |||||||||
Special Rules | Old World Classic, Worlds Edge Superleague | |||||||||
Tier | 1 |
Player Pics
Player Icons
Storm Warden
Long Drongs Slayers
Rangers
Storm Guard
Background
Barak Varr is the only Dwarf sea port; home to the sea engineers guild and a major trading centre for many sea faring nations. It is the most cosmopolitan of all Dwarf holds, welcoming friendly traders from all over The World. The Dwarves of the region are unlike most other Dwarves, they are renowned for their hospitality and all too willing to throw a banquet for traders of any realm, from Araby to Lustria.
Storm Wardens are a unique throng of Dwarves found in Barak Varr, historically tasked with defending Barak Varr and the region. They were made up Storm Warden Dwarf Warriors, Rangers, and Storm Guard who were a unique version of Dwarf Hammerers, and they would often make use of the mercenary Long Drong Slayers who frequently took anchor in Barak Varr to sell their services.
From the Border Princes to the north and the Badlands to the south there is no indication that Barak Varr exists. The great hold is carved deep into the mountain from the sea and to the untrained eye any ships approaching look as though they're about to smash into the foot of the mountain. The Dwarves carved great caverns out of the mountain harbouring the entire Dwarven fleet and trading posts, as well as a great Blood Bowl Stadium carved deep in the caverns - home to Storm Warden teams. Like their martial forebearers the Storm Warden are known for their tactical prowess, cunning and surprise tactics. Unlike other Dwarves they focus on out manoeuvring their opponents and to great success, often snatching victory from the jaws of defeat.
Rationale
The design principles for this team align with Myrmidia teams - in that they are a Human Cult team, but their lore defines them as being the most tactically adept of all Humans/Empire Cults. So their team was designed with skills that would help the team out in a myriad of situations, and give their opposition a tactical and positional headache. Storm Wardens are very much the Dwarf equivalent to this.
Each positional is similar to it's standard Dwarf counter part, with subtle differences for tactical benefit to match their Lore. Their linemen for example gain the Fend skill to give them positional advantage of their opponents.
Their Runners are Rangers, fitting the Storm Wardens Lore, essentially the same as standard Dwarf Runners, but also start with Side Step in place of 1 point of Ma and 1 higher Pa.
They have access to Long Drong Slayers as this region is the only Dwarf port and where Long Drongs Slayers sell their services.
Finally I added the Storm Guard, who are unique version of Hammerers, so take the Everpeak Dwarf Hammer Stat line, but lose that regions Defensive skill (due to that being Everpeak's USP) and instead gain Side Step again to drive home the positional strength of the Storm Wardens play style.
Team design Background and Rationale by Garion
Icons Habeli and Diablange