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Though I did create, for my own amusement, a hypothetical Dwarven Warband for this very PC iteration https://steamcommunity.com/app/276810/discussions/1/1737715419908805513/
How I solved the Movement issue was by giving them access to a Passive Skill that increases their Movement for the first three Rounds, and another that gives them extra SP (thus, for practical purposes, Movement) when they pick up Wyrdstone if they set it up first.
Which should lead to them getting into positions reliably, yet still retaining the normal Dwarven crappy Movement outside the first three Rounds or the extra effort.
Out of curiosity, why revamp a (basically) dead game? It would be far easier to start from scratch.
Frustratingly I spent two hours today on the Dwarf warband part of the book only to have my browser whitescreen on me and delete my progress... That hurt. I have recreated my work but it is still rough, it needs fluff for the unit entries and some better page layouts but it is at least looking close enough to completion: https://homebrewery.naturalcrit.com/share/HycBFYqjQ
Thankyou Paranoia for your suggestion too. Movement is the big problem, I don't want Dwarfs to be able to chase or flee at all - but being able to participate is a big deal. My way of dealing with that was also to combine the three seperate-but-similar warbands of Rangers, Slayers, and Treasure Hunters together into a single warband entry. Each subfaction then gains modifiers, with Slayers being better able to climb with their human-level Initiative and access to the Leap skill (which I added to their racial skills list), Rangers being able to deploy into forward locations, and Miners being able to say "Well screw it if I can't get up to the second floor I'll bring the second floor down to me".
Well, on Warhammer Fantasy, Dwarves could still Flee and Pursue, but did so with 2D6-1 instead of 2D6 as normal. I do not know how those translate into Necromunda, but a negative -1 modifier to their roll is an option.
My second warband was dwarf treasure hunters, and they were nearly undefeated over many battles. The backbone of the warband was thunderers with brace of pistols, run in two picket lines. The heroes of the gang were hand to hand, and floated on the flanks to dissuade close combat. People tend to not want to rush into the axes of troll slayers.
They are a bit slow, but conversely they are great on the defense. Some missions I needed to double move / run the first and maybe second round to get into position, but generally I could get on or within shooting distance of what I wanted to project force onto quickly enough. We played with terrain from four core boxed sets plus custom terrain on battefields ranging between 24'' x 24'' to 48'' x 48''. A few times we did massive multiplayer games on two trestle tables, probably about 60'' x 60'' with bare table around the edges for rolling dice and warband lists and whatnot; but there were objectives in all four quarters of the battlefield so I just took my corner and held it.
I didn't find them boring, nor did the other people in the league. On the contrary they were quite fun and "dwarfy". They suited a different style of play.
However, we did write up a few variant dwarf warband lists; Dwarf Miners, Dwarf Wreckers, and Dwarf Meteor Seekers. Why so many I couldn't tell you; it was a crazy time, and everyone seemed to have a different idea of what dwarves should be like. They're on the site under "new warbands", if you decide to check it out. It's old school html and basic css from way back in the day so its not super pretty to look at, but the content is as it was at the time mordheim was released and is usable.
I commonly see comments about the tabletop game proclaiming Skaven Slingers to be overpowered, and I suspect it is for much the same reason - without the penalties to cover or the need to move around the board there just aren't enough shooting penalties to stop the Slings from being oppressive. When the board is extremely dense in vertical terrain however these weapons suddenly become much less useful, as the likelihood of even having line of sight to an enemy 16" away is slim.
It is these circumstances the Dwarfs struggle in. When the table is open and they can bunker up in a single building then they are at their happiest - much in the same way as the Warhammer Fantasy Battles tabletop - but in a dense cityscape the combination of poor Initiative and poor Movement simply isn't ever going to be balanced out by making them tankier. A Dwarf that doesn't get to participate in the game because everyone's already killed the monsters, hoovered up the wyrdstone, or escorted the Lost Prince isn't going to feel better about the game because "welp at least all my Heroes survived so now I have loads of money" - indeed Dwarfs play at such low risk due to the Thick Skull rule that your optimal income strategy is to do nothing and wait for the game to end.
I adore the racial fantasy of Dwarfs, which is a large reason why I've been so motivated to design a warband that makes players keen to play them - but I feel that their racial attributes simply don't work well for the setting. They can still be slow, and inept at climbing, but deployment advantages or ways to alter the battlefield terrain seem to me to be the best way of encouraging Dwarfen participation while keeping that fantasy alive. They will still be tough as nails with T4 and cheap armour options, but having all the extra stuff like only being put OOA on an injury roll of 6 and being immune to clubs is excessive. If gunlines are something a player enjoys for some mad reason then that is, and should, still be an option - but I am adamant that no warband should be as constrained by a single strategy as the vanilla Treasure Hunters are to bunkering.
I am so glad you said that, that's exactly what I did :D https://homebrewery.naturalcrit.com/share/HycBFYqjQ