Dwarfs TOW

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Dwarfen Mountain Holds Army List

This page details the Grand Army composition list for the Dwarfen Mountain Holds. This is the default
army composition list for this faction. Using this army composition list to write your muster list will give
you the widest variety of units to choose from and create a broad and balanced force.

This army list is intended for use alongside the « Forming Units » and « Warhammer Armies » sections of
the Warhammer : the Old World rulebook. Over the following pages you will find profiles and rules for
each of the models in your army. These pages give you all the information that you need to shape your
collection of models into the units which will in turn form a force ready for battle.

Grand Army Composition List


Characters Rare
Up to 50% of your army’s points value may be Up to 25% of your army’s points value may be
spent on : spent on:
• 0-1 King, Anvil of Doom or Runelord per 1000 • Rangers, Irondrakes and Gyrobombers
points • 0-2 war machines chosen from the following
• Thanes, Runesmiths, Daemon Slayers, Dragon list per 1000 points:
Slayers and Dwarf Engineers ━ Organ Gun
━ Flame Cannon
Core
Mercenaries
At least 25% of your army’s points value must be
spent on : Up to 20% of your army’s points value may be
• Dwarf Warriors, Quarrellers and Thunderers spent on mercenaries
• 0-1 unit of Rangers may be taken as a Core
choice Allies
• If your General is a King: 0-1 unit of Longbeards Up to 25% of your army’s points value may be
may be taken as a Core choice spent on a single allied contingent drawn from:
• Any Dwarfen Mountain Holds Army of Infamy
Special
composition list
Up to 50% of your army’s points value may be • One Of the following Grand Army composition
spent on : lists:
• Longbeards, Ironbreakers, Miners, Slayers and ━ Empire of Man
Gyrocopters ━ Kingdom of Bretonnia (Uneasy)
• 0-1 unit of Hammerers per King or Thane taken ━ High Elf Realms (Suspicious)
• 0-3 war machines chosen from the following
list per 1000 points: Battle Standard Bearer
━ Bolt Thrower
A single Thane in your army may be upgraded to
━ Grudge Thrower
be your Battle Standard Bearer for +25 points. In
━ Cannon
addition to their usual allowance of points to
spend on Weapon, Armour and Talismanic
runes, a Battle Standard Bearer can purchase
Standard runes with no points limit.

1
Dwarf Lords

M WS BS S T W I A Ld Points
King 3 7 4 4 5 3 4 4 10 125
Thane 3 6 4 4 5 2 3 3 9 60

Troop Type : Heavy infantry (character)


Base Size : 25 x 25 mm
Unit Size : 1
Equipment : Hand weapon and full plate armour

Options:
• May take one of the following:
━ Great weapon..................................................................................................................................+4 points
━ Crossbow.........................................................................................................................................+6 points
━ Handgun..........................................................................................................................................+6 points
• May take a pistol.................................................................................................................................+5 points
• May take a shield................................................................................................................................+2 points
• May take one of the following:
━ Oathstone......................................................................................................................................+15 points
━ Shieldbearers.................................................................................................................................+60 points
• May purchase Weapons, Armour and Talismanic runes:
━ A King may purchase runes up to a total of................................................................................125 points
━ A Thane may purchase runes up to a total of...............................................................................75 points

Specials Rules: Ancestral Grudge, Dwarf Crafted, Gromril Armour, Gromril Weapons,
Hatred (Orcs & Goblins), Magic Resistance (-1), Rallying Cry, Resolute, Stubborn

Ancestral Grudge
A model with this special rule has the Hatred (enemy characters) special rule, meaning it hates all
characters in the opposing army. If this character joins a unit of Longbeards or Hammerers that unit will
also gain this special rule. Should this character leave a unit of Longbeards or Hammerers they have
joined for any reason, that unit loses this special rule.

2
Oathstone
Challenge issued by a character with an Oathstone cannot be refused. In addition, a character with an
Oathstone and any unit they have joined automatically passes any Panic tests they are required to make,
but cannot choose to Flee as a charge reaction.

Shieldbearers
M WS BS S T W I A Ld Points
Shieldbearers 3 5 - 4 - (+3) 2 3 - +60
Notes: A character with Shieldbearers has +3 Wounds.

Troop Type : Heavy infantry


Base Size : 50 x 50 mm
Unit Size : 1
Equipment : Hand weapon
Special Rules : Borne Aloft, Gromril Weapons, Hatred (Orcs & Goblins), Resolute

Borne Aloft
A model with Shieldbearers consists of not one, but four models – the character and three loyal retainers
– occupying a single base and acting together as a single entity. To represent this, a model with
Shieldbearers has a split profile and follows the ‘Split Profile (Cavalry)’ rule. In all other respects, this
model is heavy infantry.

3
Anvil of Doom

M WS BS S T W I A Ld Points
Anvil of Doom 3 - - - 7 5 - - - 235
Forgefather & Anvil Guard 3 6 4 4 5 4 3 5 9 -

Troop Type : War machine (character)


Base Size : N/A
Unit Size : 1
Equipment : Hand weapons, heavy armour and shields

Options:
• May purchase Weapons, Armour and Talismanic runes up to a total of....................................+100 points
Special Rules: Ancestral Shield, Gromril Armour, Gromril Weapons, Hatred (Orcs & Goblins),
Immune to Psychology, Magic Resistance (-3), Resolute, Rune Lore, Skirmishers,
Strike the Runes, Unbreakable

Ancestral Shield
An Anvil of Doom ad the Forgefather & Anvil Guard have a 5+ Ward save against any wounds suffered.

Immovable Object
Once an Anvil of Doom has been placed on the battlefield during deployment it cannot be moved by its
crew during the Remaining Moves sub phase.

Note that an Anvil of Doom can still pivot freely at any time during its turn (the better to face the
enemy) and may make a follow up move as normal.

4
Strike the Runes
An Anvil of Doom can cast the following Bound spells, with a Power Level of 3.

Rune of Oath & Steel


Type: Enchantment
Casting Value: 7+/11+
Range: 24’’
Effect: If the Bound spell is cast with a casting result of 7 or more, the target friendly unit may re-roll
any failed Armour Save rolls. If this Bound spell is cast with a casting value of 11 or more, the target
friendly unit may re-roll any failed Armour Save rolls and improves its armour value by 1 (to a
maximum of 2+). This spell lasts until your next Start of Turn sub phase.

Rune of Hearth & Home


Type: Enchantment
Casting Value: 7+
Range: Self
Effect: Until your next Start of Turn sub-phase, all friendly Dwarf units within 21’’ of the Anvil of Doom
gain the Immune to Psychology special rule.

Rune of Hate & Urgency


Type: Conveyance
Casting Value: 10+
Range: 24’’
Effect: If the target friendly unit is not fleeing and has already moved during the Movement phase, it
may immediately move again.

Rune of Wrath & Ruin


Type: Magic Missile
Casting Value: 9+
Range: 27’’
Effect: The target enemy unit suffers 2D6 Strength 4 hits, each with an AP of -2.

5
Dwarf Runesmiths
M WS BS S T W I A Ld Points
Runelord 3 6 4 4 5 3 3 3 9 120
Runesmith 3 5 4 4 4 2 2 2 9 65

Troop Type : Heavy infantry (character)


Base Size : 25 x 25 mm
Unit Size : 1
Equipment : Hand weapon and heavy armour

Options:
• May take a great weapon....................................................................................................................+4 points
• May take a shield................................................................................................................................+2 points
• May replace heavy armour with full plate armour...........................................................................+3 points
• May take an Oathstone.....................................................................................................................+15 points
• May purchase Weapons, Armour and Talismanic runes:
━ A Runelord may purchase runes up to a total of........................................................................125 points
━ A Runesmith may purchase runes up to a total of........................................................................75 points
Special Rules: Armour Bane (1), Forgefire, Gromril Armour, Gromril Weapons, Hatred (Orc & Goblins)
Magic Resistance (-2), Resolute, Rune Lore, Stubborn

Forgefire
If this character joins a unit this unit will gain the Armour Bane (2) and Flaming Attacks special rules.
Should this character leave a unit it has joined for any reason, that unit loses these special rules.

6
Slayers of Legend
M WS BS S T W I A Ld Points
Daemon Slayer 3 7 3 4 5 3 5 4 10 130
Dragon Slayer 3 6 3 4 5 2 4 3 10 70

Troop Type : Heavy infantry (character)


Base Size : 25 x 25 mm
Unit Size : 1
Equipment : Hand weapon

Options:
• May take one of the following:
━ Additional hand weapon................................................................................................................+3 points
━ Great Weapon.................................................................................................................................+4 points
• A Daemon Slayer may purchase:
━ Weapon runes up to a total of......................................................................................................100 points
━ Talismanic runes up to a total of ...................................................................................................25 points
• A Dragon Slayer may purchase Weapon runes up to a total of.......................................................75 points

Special Rules:
• Daemon Slayer: Deathblow, Gromril Weapons, Hatred (Orcs & Goblins), Immune to Psychology,
Killing Blow, Loner, Magic Resistance (-2), Resolute, Slayer of Daemons,
Unbreakable, Vanguard
• Dragon Slayer: Deathblow, Gromril Weapons, Hatred (Orcs & Goblins), Immune to Psychology,
Killing Blow, Loner, Magic Resistance (-2), Resolute, Slayer of Dragons,
Unbreakable, Vanguard

Slayer of Daemons
When this character makes a roll to Wound, a roll of 4+ is always a success, regardless of the target’s
Toughness. In addition, each unsaved wound inflicted by this character against an enemy model with
the Warp-spawned special rule, or whose troop type is ‘behemoth’, has the Multiple Wounds (D3)
special rule.

Slayer of Dragons
When this character makes a roll to Wound, a roll of 4+ is always a success, regardless of the target’s
Toughness. In addition, each unsaved wound inflicted by this character against an enemy model whose
troop type is ‘behemoth’, has the Multiple Wounds (D3) special rule.

7
Dwarf Engineers

M WS BS S T W I A Ld Points

Engineer 3 4 5 4 4 2 2 2 9 50

Troop Type : Heavy infantry (character)


Base Size : 25 x 25 mm
Unit Size : 1
Equipment : Hand weapon and heavy armour

Options:
• May take one of the following:
━ Pistol................................................................................................................................................+6 points
━ Brace of pistols..............................................................................................................................+10 points
• May take any of the following:
━ Great weapon..................................................................................................................................+4 points
━ Handgun..........................................................................................................................................+8 points
• May purchase Weapon, Armour and Talismanic runes up to a total of..........................................50 points

Special Rules: Artillery Master, Dwarf Crafted, Entrenchment, Gromril Armour,


Hatred (Orcs & Goblins), Magic Resistance (-1), Resolute, “Stand Back Chief”, Stubborn

Artillery Master
Unless this character is fleeing or engaged in combat, once per turn, during the Shooting phase, a
friendly unit of Quarrellers, unit of Thunderers or Dwarf war machine this is within its Command range
can either re-roll any rolls To Hit of natural 1, or re-roll a single Artillery dice.

Entrenchment
During deployment, you may “Entrench” a single non-character model whose troop type is ‘war
machine’ for each character in your army with this special rule. An Entrenched war machine is
considered to be behind partial cover and to be defending a low linear obstacle. Should the war machine
move for any reason, it is no longer Entrenched.

“Stand Back Chief”


A character with this special rule cannot be targeted by enemy shooting or by enemy spells whilst it is
within 3’’ of a friendly unit whose troop type is ‘war machine’.

8
Dwarf Warriors
M WS BS S T W I A Ld Points

Warrior 3 4 3 3 4 1 2 1 9 8

Veteran 3 4 3 3 4 1 2 2 9 +5

Troop Type : Heavy infantry


Base Size : 25 x 25 mm
Unit Size : 5+
Equipment : Hand weapons and heavy armour

Options:
• The entire unit may take any of the following:
━ Great weapons................................................................................................................+1 point per model
━ Shield..............................................................................................................................+1 point per model
• Any unit may:
━ Upgrade one model to a Veteran (champion)................................................................+5 points per unit
━ Upgrade one model to a standard bearer........................................................................+5 points per unit
━ Upgrade one model to a musician...................................................................................+5 points per unit
• A Veteran may purchase Weapon runes up to a total of.................................................................25 points
• 0-1 unit per 1000 points may:
━ Have the Drilled special rule.........................................................................................+1 point per model
━ Have the Veteran special rule.......................................................................................+1 point per model
━ Purchase Standard runes up to a total of.......................................................................................50 points

Special Rules: Close Order, Hatred (Orcs & Goblins), Magic Resistance (-1), Resolute, Shieldwall

9
Longbeards
M WS BS S T W I A Ld Points

Warrior 3 5 3 4 4 1 2 1 9 12

Elder 3 5 3 4 4 1 2 2 9 +6

Troop Type : Heavy infantry


Base Size : 25 x 25 mm
Unit Size : 5+
Equipment : Hand weapons and heavy armour

Options:
• The entire unit may take any of the following:
━ Great weapons................................................................................................................+1 point per model
━ Shield..............................................................................................................................+1 point per model
• Any unit may:
━ Upgrade one model to an Elder (champion)...................................................................+6 points per unit
━ Upgrade one model to a standard bearer........................................................................+6 points per unit
━ Upgrade one model to a musician...................................................................................+6 points per unit
━ Purchase Standard runes up to a total of.......................................................................................50 points
• An Elder may purchase:
━ Weapon runes up to a total of........................................................................................................25 points
━ Talismanic runes up to a total of....................................................................................................25 points
• 0-1 unit per 1000 points may have the Drilled special rule.............................................+1 point per model

Special Rules: Close Order, Gromril Weapons, Hatred (Orcs & Goblins), Magic Resistance (-1),
Resolute, Shieldwall, Venerable, Veteran

Venerable
Unless this unit is fleeing, friendly units within 6’’ of it can re-roll any failed Panic test.

10
Quarrellers & Thunderers
Quarrellers M WS BS S T W I A Ld Points
Quarreller 3 4 3 3 4 1 2 1 9 9
Veteran 3 4 4 3 4 1 2 1 9 +5

Thunderers M WS BS S T W I A Ld Points
Thunderer 3 4 3 3 4 1 2 1 9 10
Veteran 3 4 3 3 4 1 2 1 9 +5

Troop Type : Heavy infantry


Base Size : 25 x 25 mm
Unit Size : 5+
Equipment :
• Quarrellers: Hand weapons, crossbows and heavy armour
• Thunderers: Hand weapons, handguns and heavy armour

Options:
• The entire unit may take any of the following:
━ Great weapons...............................................................................................................+2 points per model
━ Shield..............................................................................................................................+1 point per model
• Any unit may:
━ Upgrade one model to a Veteran (champion)................................................................+5 points per unit
━ Upgrade one model to a standard bearer........................................................................+5 points per unit
━ Upgrade one model to a musician...................................................................................+5 points per unit
• A Veteran may replace their crossbow or handgun with:
━ Pistol........................................................................................................................................................Free
━ Brace of pistols................................................................................................................................+5 points
Special Rules:
• Quarrellers: Close Order, Dwarf Crafted, Hatred (Orcs & Goblins), Magic Resistance (-1), Resolute
• Thunderers: Close Order, Dwarf Crafted, Hatred (Orcs & Goblins), Magic Resistance (-1), Resolute
R S AP Specials Rules
Crossbow 30’’ 4 - Armour Bane (2), Ponderous

R S AP Specials Rules
Handgun 24’’ 4 -1 Armour Bane (1), Ponderous

R S AP Specials Rules
Pistol 12’’ 4 -1 Armour Bane (1), Quick Shot

Brace of Pistols R S AP Specials Rules


Ranged 12’’ 4 -1 Armour Bane (1), Multiple Shots (2), Quick Shot
Combat Combat S - Extra Attacks (+1), Requires Two Hands

11
Rangers
M WS BS S T W I A Ld Points

Ranger 3 4 4 3 4 1 2 1 9 11

Ol’ Deadeye 3 4 4 3 4 1 2 2 9 +6

Troop Type : Heavy infantry


Base Size : 25 x 25 mm
Unit Size : 5+
Equipment : Hand weapons, crossbows and heavy armour

Options:
• The entire unit may take any of the following:
━ Great weapons...............................................................................................................+2 points per model
━ Shield..............................................................................................................................+1 point per model
• Any unit may either:
━ Take throwing axes........................................................................................................+1 point per model
━ Replace crossbows with throwing axes.................................................................................................Free
• Any unit may:
━ Upgrade one model to a Ol’ Deadeye (champion).........................................................+6 points per unit
━ Upgrade one model to a standard bearer........................................................................+6 points per unit
━ Upgrade one model to a musician...................................................................................+6 points per unit
━ Purchase Standard runes up to a total of.......................................................................................25 points
• A Ol’ Deadeye may replace their crossbow:
━ Pistol........................................................................................................................................................Free
━ Brace of pistols................................................................................................................................+5 points

Special Rules: Dwarf Crafted, Hatred (Orcs & Goblins), Magic Resistance (-1), Move through Cover,
Open Order, Resolute, Scouts, Skirmishers

12
Hammerers
M WS BS S T W I A Ld Points

Hammerer 3 5 3 4 4 1 3 1 9 16

Royal Champion 3 5 3 4 4 1 3 2 9 +7

Troop Type : Heavy infantry


Base Size : 25 x 25 mm
Unit Size : 5+
Equipment : Hand weapons, great hammers (see below) and heavy armour

Options:
• The entire unit may take shields.......................................................................................+1 point per model
• Any unit may:
━ Upgrade one model to a Royal Champion (champion)..................................................+7 points per unit
━ Upgrade one model to a standard bearer........................................................................+7 points per unit
━ Upgrade one model to a musician...................................................................................+7 points per unit
━ Have the Drilled special rule.........................................................................................+1 point per model
━ Have the Veteran special rule.......................................................................................+1 point per model
━ Purchase Standard runes up to a total of.......................................................................................75 points
• A Royal Champion may purchase:
━ Weapon runes up to a total of........................................................................................................25 points
━ Talismanic runes up to a total of....................................................................................................25 points

Special Rules: Close Order, Gromril Weapons, Hatred (Orcs & Goblins), Magic Resistance (-1),
Resolute, Royal Guard, Shieldwall, Stoic Defenders, Stubborn

Royal Guard
Your army may include one unit of Hammerers for every King or Thane it includes. Any model in a unit
of Hammerers that has been joined by a King or Thane can issue and accept challenges in the same
manner as a character. Should the King or Thane leave the unit for any reason, the unit loses this ability.

Stoic Defenders
During a turn in which it was charged by the enemy, a model with this special rule gains a +1 modifier
to its Initiative and Attacks characteristics.
R S AP Specials Rules
Great hammers Combat S+2 -2 Armour Bane (2), Magical Attacks, Requires Two Hands

13
Ironbreakers
M WS BS S T W I A Ld Points

Ironbreaker 3 5 3 4 4 1 2 1 9 15

Ironbeard 3 5 3 4 4 1 2 2 9 +7

Troop Type : Heavy infantry


Base Size : 25 x 25 mm
Unit Size : 5+
Equipment : Hand weapons, full plate armour and shields

Options:
• Any unit may:
━ Upgrade one model to a Ironbeard (champion).............................................................+7 points per unit
━ Upgrade one model to a standard bearer........................................................................+7 points per unit
━ Upgrade one model to a musician...................................................................................+7 points per unit
• An Ironbeard may replace their shield with one of the following:
━ Brace of drakefire pistols (see below)..........................................................................................+10 points
━ Drakegun (see below)...................................................................................................................+10 points
• An Ironbeard may take cinderblast bombs (see p15).....................................................................+15 points
• An Ironbeard may purchase Weapon runes up to a total of............................................................25 points
• 0-1 unit per 1000 points may:
━ Have the Drilled special rule.........................................................................................+1 point per model
━ Purchase Standard runes up to a total of.......................................................................................50 points

Special Rules: Close Order, Gromril Armour, Gromril Weapons, Hatred (Orcs & Goblins),
Magic Resistance (-1), Regimental Unit, Resolute, Runes of Protection, Shieldwall,
Stubborn

Rune of Protection
This unit has a 6+ Ward save against any wounds suffered that were caused by a non-magical attack.

Brace of Drakefire Pistols


R S AP Specials Rules
Ranged 12’’ 5 -1 Armour Bane (2), Dwarf Crafted, Flaming Attacks, Multiple
Shots (2), Quick Shot
Combat Combat S - Extra Attacks (+1), Flaming Attacks, Requires Two Hands
Notes: A brace of drakefire pistols has two profiles, representing how the weapons are used in combat.

R S AP Specials Rules
Drakegun 18’’ 5 -1 Armour Bane (2), Dwarf Crafted, Flaming Attacks,
Quick Shot

14
Irondrakes
M WS BS S T W I A Ld Points

Irondrake 3 4 4 4 4 1 2 1 9 15

Ironwarden 3 4 5 4 4 1 2 1 9 +6

Troop Type : Heavy infantry


Base Size : 25 x 25 mm
Unit Size : 5+
Equipment : Hand weapons, drakeguns (see p14) and full plate armour

Options:
• Any unit may:
━ Upgrade one model to a Ironwarden (champion)..........................................................+6 points per unit
━ Upgrade one model to a standard bearer........................................................................+6 points per unit
━ Upgrade one model to a musician...................................................................................+6 points per unit
• An Ironwarden may replace their drakegun with one of the following:
━ Brace of drakefire pistols (see p14)................................................................................................+5 points
━ Trollhammer torpedo (see below)...............................................................................................+15 points
• An Ironwarden may take cinderblast bombs (see below)..............................................................+15 points
• 0-1 unit per 1000 points may:
━ Have the Drilled special rule.........................................................................................+1 point per model
━ Purchase Standard runes up to a total of.......................................................................................50 points

Special Rules: Close Order, Detachment, Gromril Armour, Hatred (Orcs & Goblins),
Magic Resistance (-1), Resolute, Runes of Warding, Stubborn

Rune of Warding
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an
attack that has the Flaming Attacks special rule..

R S AP Specials Rules
Cinderblast bomb 8’’ 5 -1 Flaming Attacks, Quick Shot
Notes: A unit hit by a cinderblast bomb suffers D6+1 hits (rather than the usual one)

R S AP Specials Rules
Trollhammer 24’’ 8 -3 Dwarf Crafted, Flaming Attacks, Multiple Wounds (D3)
torpedo

15
Miners
M WS BS S T W I A Ld Points

Miner 3 4 3 3 4 1 2 1 9 12

Prospector 3 4 3 3 4 1 2 2 9 +6

Troop Type : Heavy infantry


Base Size : 25 x 25 mm
Unit Size : 5+
Equipment : Hand weapons, great weapons and heavy armour

Options:
• The entire unit may take blasting charges (see below)..................................................+2 points per model
• Any unit may:
━ Upgrade one model to a Prospector (champion)............................................................+6 points per unit
━ Upgrade one model to a standard bearer........................................................................+6 points per unit
━ Upgrade one model to a musician...................................................................................+6 points per unit
• A Prospector may take a steam drill (see below)............................................................................+20 points
• 0-1 unit per 1000 points may:
━ Replace the Close Order special rule with Open Order.......................................................................Free
━ Have the Veteran special rule.......................................................................................+1 point per model
━ Purchase Standard runes up to a total of.......................................................................................25 points

Special Rules: Ambushers, Close Order, Hatred (Orcs & Goblins), Magic Resistance (-1), Resolute,
Vanguard

R S AP Specials Rules
Blasting charges 6’’ 3 -1 Armour Bane (1), Flaming Attacks, Quick Shot

R S AP Specials Rules
Steam drill Combat S+3 -3 Furious Charge, Requires Two Hands, Strike Last
Notes: A unit of Miners held in reserve that includes a Prospector equipped with a Steam Drill may re-
roll the D6 when rolling to determine if they arrive on the battlefield.

16
Slayers
M WS BS S T W I A Ld Points

Troll Slayer 3 4 3 3 4 1 2 1 10 12

Giant Slayer 3 5 3 4 4 1 3 2 10 +7

Troop Type : Regular infantry


Base Size : 25 x 25 mm
Unit Size : 5+
Equipment : Hand weapons

Options:
• Any number of models may take one of the following:
━ Additional hand weapon...............................................................................................+1 point per model
━ Great weapon.................................................................................................................+2 point per model
• Any number of models may be upgrade to Giant Slayers................................................................+7 points
• Any unit may:
━ Upgrade one model to a standard bearer........................................................................+6 points per unit
━ Upgrade one model to a musician...................................................................................+6 points per unit
━ Purchase Standard runes up to a total of.......................................................................................50 points

Special Rules:
• Troll Slayers: Deathblow, Hatred (Orcs & Goblins), Immune to Psychology, Loner,
Magic Resistance (-2), Motley Crew*, Open Order, Resolute, Slayer, Unbreakable
• Giant Slayers: Deathblow, “Fight Me!”, Hatred (Orcs & Goblins), Immune to Psychology, Loner,
Magic Resistance (-2), Motley Crew*, Open Order, Resolute, Slayer, Unbreakable

*Giant Slayers always occupy the front rank(s) of the unit pushing past any Troll Slayers to get there if
necessary (such as when the unit forms). If a unit that includes a standard bearer and musician includes
enough Giant Slayers, both its standard bearer and musician will be Giant Slayers. If a unit that includes
a standard bearer and musician includes only one Giant Slayer, that Giant Slayer will be its standard
bearer.

“Fight Me!”
Any model with this special rule can issue and accept challenges in the same manner as a character.

Slayer
When this model makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s
Toughness.

17
Gyrocopters
M WS BS S T W I A Ld Points

Gyrocopter 1 4 3 4 5 3 2 2 9 60

Troop Type : Monstrous cavalry


Base Size : 50 x 50 mm
Unit Size : 1-6
Equipment : Hand weapons, steam gun (see below) and armoured fuselage
(counts as full plate armour)

Options:
• Any Gyrocopter may replace its steam gun with one of the following:
━ Brimstone gun (see below)...........................................................................................+5 points per model
━ Clattergun (see below)................................................................................................+10 points per model

Special Rules: Dive Bombs, Fire & Flee, Fly (9), Hatred (Orcs & Goblins), Impact Hits (D3),
Magic Resistance (-1), Skirmishers, Swiftstride, Vanguard

Dive Bombs
Once per game, a unit with this special rule may perform a ‘Dive Bomb’ attack against a single enemy
unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to
attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit
suffers D6 Strength 3 hits, each with an AP of -1, for each model in the unit that moved over it.
However, for each roll of a natural 1 made when determining the number of hits, a bomb has misfired
and this unit loses a single Wound instead.

R S AP Specials Rules
Steam gun N/A 3 -1 Breath Weapon

R S AP Specials Rules
Brimstone gun 18’’ 5 -2 Dwarf Crafted, Flaming Attacks, Multiple Shots (D3+1),
Quick Shot

R S AP Specials Rules
Clattergun 24’’ 4 -1 Armour Bane (1), Dwarf Crafted, Move & Shoot,
Multiple Shots (D6), Quick Shot

18
Gyrobombers
M WS BS S T W I A Ld Points

Gyrobomber 1 4 3 4 5 4 2 2 9 95

Troop Type : Monstrous creature


Base Size : 50 x 50 mm
Unit Size : 1
Equipment : Hand weapons, steam gun (see p18) and armoured fuselage
(counts as full plate armour)

Options:
• Any Gyrobomber may replace its steam gun with one of the following:
━ Brimstone gun (see p18)...............................................................................................+5 points per model
━ Clattergun (see p18)....................................................................................................+10 points per model

Special Rules: Bombing Run, Close Order, Fly (8), Hatred (Orcs & Goblins), Impact Hits (D3 +1),
Magic Resistance (-1), Swiftstride

Bombing Run
This model may perform a ‘Bombing Run’ attack against a single enemy unit that is not engaged in
combat. To do so, this model must move (by flying) over the unit it wishes to attack during the
Remaining Moves sub-phase. Once this model’s movement is complete roll on the Bombing Run table
below.

Bombing Run Table

D6 Result
1 Premature Detonation: The release mechanism jams and a bomb explodes prematurely. The
model loses a single Wound.
2 Dud: A solitary bomb is released but fails to detonate before landing squarely upon the head
of an unfortunate enemy. The enemy unit loses a single Wound.
3-4 Direct Hit: A cluster of bombs lands directly on-target. Place a large (5’’) blast template so
that its central hole is directly over the centre of the enemy unit. Once placed, the template
will scatter D6’’. Any model whose base lies underneath the template’s final position risks
being hit and suffering a single Strength 4 hit with an AP of -1.
5-6 Bomb Away: A cluster of bombs is released, falling over a wide area. Place two small (3’’)
blast templates so that their centre hole is over the enemy unit. Once placed, each template
will scatter D6’’. Any model whose base lies underneath a template’s final position risks
being hit and suffering a single Strength 4 hit with an AP of -1.

19
Bolt Throwers
M WS BS S T W I A Ld Points

Bolt Thrower - - - - 6 3 - - - 55

Dwarf Crew 3 3 3 3 4 3 2 3 9

Troop Type : War machine


Base Size : 50 x 50 mm (war machine), 25 x 25 mm (crew)
Unit Size : 1
Equipment : Bolt thrower, hand weapons and light armour

Options:
• May purchase Engineering runes up to a total of ..........................................................................100 points

Special Rules: Hatred (Orcs & Goblins), Magic Resistance (-1), Skirmishers, Stubborn
R S AP Specials Rules
Bolt thrower 48’’ 6 -3 Cumbersome, Move or Shoot, Multiple Wounds (2),
Through and Through

Through and Through


A bolt thrower shot can cut through several ranks of troops. If the target of a bolt thrower is a formed
unit of any type (be it Close Order, Open Order, and so on), and if the roll To Hit is successful, the shot
causes:
• One hit per rank (including the rear rank, even if it is incomplete), if the bolt thrower lies in the
unit’s front or rear arc.
• One hit per file, if the bolt thrower lies in the unit’s flank arc.
However, a bolt can quickly lose power as it passes through armour and flesh. To represent this, the bolt
thrower suffers a -1 modifier of its Strength characteristic for each hit after the first.
Note that, should the Strength of the hit be reduced to 0, it has no effect and no further hits are caused.

20
Grudge Throwers
M WS BS S T W I A Ld Points
Grudge Thrower - - - - 7 3 - - - 95
Dwarf Crew 3 3 3 3 4 3 2 3 9

Troop Type : War machine


Base Size : 50 x 75 mm (war machine), 25 x 25 mm (crew)
Unit Size : 1
Equipment : Stone thrower, hand weapons and light armour

Options:
• May purchase Engineering runes up to a total of ..........................................................................100 points

Special Rules: Hatred (Orcs & Goblins), Magic Resistance (-1), Skirmishers, Stubborn
R S AP Specials Rules
Stone thrower 12-60’’ 4(8) -1(-3) Bombardment, Cumbersome, Move or Shoot, Multiple
Wounds (D3+1)
Notes: this weapon does not use its crew’s Ballistic Skill. Instead, it shoots using the ’Bombardment’
special rule. This weapon uses a 3’’ blast template and the Stone Thrower Misfire table. The Multiple
Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole
of the blast template.

Bombardment
When shooting with this weapon, work your way through the following steps:
1. Chose Target: Choose an enemy unit that is within the war machine’s line of sight and between the
minimum and maximum range to be the target and place the blast template so that its central hole is
directly over the centre of that unit.
2. Scatter: Once the template has been placed, it will scatter. Roll an Artillery dice and a Scatter dice
• If a ’Misfire’ is rolled on the Artillery dice, something has gone horribly wrong. Roll immediately
on the appropriate Misfire table to determine exactly what.
• If a ’Hit!’ is rolled on the Scatter dice, the shot has landed on target and the number shown on the
Artillery dice is ignored.
• If an arrow is rolled on the Scatter dice, move the template a number of inches equal to the roll of
the Artillery dice in the direction the arrow points.
3. Damage: Any model whose base lies underneath the template risks being hit.
• A single model whose base lies underneath the central hole of the blast template is struck by the
projectile and suffers a hit with higher Strength and Armour Piercing characteristic as shown in
brackets on the war machine’s profile.
• All other hits are resolved using the war machine’s normal Strength and Armour Piercing
characteristics.

21
Indirect Fire
A weapon that shoots using the Bombardment special rule can do so even if it cannot drew a line of sight
to its target by hurling a shot high into the sky, passing over intervening regiments and even terrain.
However, such indirect fire is inaccurate at best, as the war machine’s crew have to guess where their
foe lies, based upon information provided by scouts.
An Indirect shot is not as accurate as one where the crew can see their target:
• If an arrow is rolled on the Scatter dice, resolve the scatter as normal.
• If a ’Hit!’ is rolled on the Scatter dice, the shot does not land on target (as would normally be the case)
but merely scatters less – how much less depends greatly on the skill of the crew. Use the small arrow
show above the Hit! Symbol to determine the direction of the scatter and move the template a
number of inches equal to the roll of the Artillery dice minus the crew’s Ballistic Skill characteristic
(to a minimum of zero).

Stone Thrower Misfire Table

D6 Result
1 Destroyed: The weapon cannot take the strain! Bits of wood and metal debris are thrown
into the air and the stone tumbles to the ground. The model is destroyed and immediately
removed from play.
2-4 Malfunction!: One of the crew has become caught in the firing mechanism. This problem
can be fixed, but only by partially dismantling the weapon, the crew member, or both. The
crew immediately loses one Wound, the model fails to shoot this turn and cannot shoot
before the end of the next round.
5-6 Twang!: Something has snapped. This is rather minor mishap, but one that will require
plenty of elbow grease and strong language to repair. The model fails to shoot this turn.

22
Cannon
M WS BS S T W I A Ld Points
Cannon - - - - 7 3 - - - 100
Dwarf Crew 3 3 3 3 4 3 2 3 9

Troop Type : War machine


Base Size : 50 x 50 mm (war machine), 25 x 25 mm (crew)
Unit Size : 1
Equipment : Cannon, hand weapons and light armour

Options:
• May purchase Engineering runes up to a total of ..........................................................................100 points

Special Rules: Hatred (Orcs & Goblins), Magic Resistance (-1), Skirmishers, Stubborn
R S AP
Specials Rules
Cannon 48’’ 8 -2
Armour Bane (2), Cannon Fire, Cumbersome, Move or
Shoot, Multiple Wounds (D3)
Notes: Cannon do not use their crew’s Ballistic Skill. Instead they shoot using the ’Cannon Fire’ special
rule. This weapon uses the Black Powder Misfire table.

Cannon Fire:
When shooting with a cannon, work your way through the following steps:
1. Chose Target Point: Choose a point within both the war machine’s line of sight and maximum range.
This does not have to be an enemy model; it can be a point on the ground. Once you have chosen
your target point, mark it with a small marker.
2. Fire: Once the target point has been marked, roll an Artillery dice:
• If a ’Misfire’ is rolled, something has gone horribly wrong. Roll immediately on the appropriate
Misfire table to determine exactly what.
• If a number is rolled, move the target point marker that many inches, directly away from the
cannon. This is the ’strike point’ – the point at which the cannonball touch the ground.
3. Bounce: Unless the cannon misfired, the cannonball will bounce from the strike point tearing through
anything in its path. To determine how far the cannonball bounces, roll another Artillery die:
• If a ’Misfire’ is rolled, the cannonball buries itself in the ground and comes to a stop.
• If a number is rolled, the cannonball bounces. Measure the distance of the bounce from the strike
point, directly away from the cannon.
4. Determine Hits: Once the strike point and the distance of the bounce have been established, it is time
to determine which models (if any) have been hit.
• Any model whose base lies underneath the strike point is hit automatically.
• Any model whose base lies underneath the path of the bouncing cannonball is hit automatically.
However, should a cannonball bounce through a formed unit, it can hit a maximum of:
• One model per rank, if the cannon lies in the unit’s front or rear arc.
• One model per file, if the cannon lies in the unit’s flank arc.
Models that lie fully beyond the distance of the bounce are not hit.

23
5. Crunch: Sometimes, a bouncing cannonball will encounter something that stops it dead:
• If the cannonball hits a model whose troop type is ’monstrous creature’ or ’behemoth’, it stops
immediately. No further models are hit.
• If the cannonball hits impassable terrain or a high linear obstacle, it stops immediately. No further
models are hit.

Grapeshot
Instead of firing normally, cannon crew can opt to fire grapeshot. They do this by loading the gun with
canisters filled with rusty nails, handgun bullets and other small projectiles – effectively creating a huge
blunderbuss.
R S AP Specials Rules
Grapeshot 12’’ 4 -1 Cumbersome, Move or Shoot, Needs More Nails
Notes: Cannon do not use their crew’s Ballistic Skill when firing grapeshot. Instead, they shoot using the
Needs More Nails special rule. This weapon uses the Black Powder Misfire table.

Need More Nails


Loading a cannon with shrapnel is not a precise art. When firing grapeshot, check range and declare a
target as normal, then roll an Artillery dice:
• If a ’Misfire’ is rolled, something has gone horribly wrong. Roll immediately on the appropriate
Misfire table to determine exactly what.
• If a number is rolled, the target unit suffers that many automatic hits.

24
Organ Guns
M WS BS S T W I A Ld Points

Organ Gun - - - - 7 3 - - - 120

Dwarf Crew 3 3 3 3 4 3 2 3 9

Troop Type : War machine


Base Size : 50 x 50 mm (war machine), 25 x 25 mm (crew)
Unit Size : 1
Equipment : Organ gun, hand weapons and light armour
Special Rules: Hatred (Orcs & Goblins), Magic Resistance (-1), Skirmishers, Stubborn

R S APSpecials Rules
Organ gun 30’’ 5 -1Armour Bane (2), Cannon Fire, Cumbersome, Move or
Shoot, Multi-Barrelled
Notes: This weapon uses the Black Powder Misfire table.

Multi-Barrelled
When shooting with an organ gun, roll two Artillery dice before making any rolls To Hit. The number
of shots fired is equal to the total of both Artillery dice.
• If a Misfire is rolled on one of the Artillery dice, the complex firing mechanism one of its all too
common faults. All shots fired from the organ gun this turn suffers an additional -1 to Hit modifier.
• If a Misfire is rolled on both of the Artillery dice, no shots are fired and a critical fault has occurred.
Roll immediately on the appropriate Misfire table to determine exactly what.
After determining the number of shots, roll To Hit for each as normal, using the crew’s Ballistic Skill and
applying all appropriate modifiers.

25
Flame Cannon
M WS BS S T W I A Ld Points

Flame Cannon - - - - 6 3 - - - 125

Dwarf Crew 3 3 3 3 4 3 2 3 9

Troop Type : War machine


Base Size : 50 x 75 mm (war machine), 25 x 25 mm (crew)
Unit Size : 1
Equipment : Flame Cannon, hand weapons and light armour
Special Rules: Hatred (Orcs & Goblins), Magic Resistance (-1), Skirmishers, Stubborn

R S AP Specials Rules
Flame cannon 12’’ 5 -1 Column of Fire, Cumbersome, Flaming Attacks, Move or Shoot
Notes: Flame cannon do not use their crew’s Ballistic Skill. Instead they shoot using the ’Column of Fire’
special rule. This weapon uses the Black Powder Misfire table.

Column of Fire
When shooting with a flame cannon, use the flame template, placing the narrow end so that it touches
the model’s base edge anywhere along its front arc and the broad end so that is points towards the
intended target. The template may then be moved a number of inches directly away from the fire
thrower, up to its maximum range, measured from the narrow end of the template.

Note that this does allow the broad end of the flame template to extend beyond the flame cannon’s
maximum Range.

Once the flame template has been placed, roll an Artillery dice:
• If a ’Misfire’ is rolled, something has gone horribly wrong. Roll immediately on the appropriate
Misfire table to determine exactly what.
• If a number is rolled, move the flame template that many inches, directly away from the flame
cannon. This is where the column of fire shot from the weapon lands.

Black Powder Misfire Table

D6 Result
1 Destroyed: The weapon explodes with a thunderous noise, leaving a hole in the ground and
a cloud of black smoke hanging in the air. The model is destroyed and immediately
removed from play.
2-4 Malfunction: The charge misfires, terminally inconveniencing one of the crew and
knocking the war machine over. It can be righted, but it will take time. The crew
immediately loses one Wound, the model fails to shoot this turn and cannot shoot before
the end of the next round.
5-6 Pffft: The fuse has gone out. As far as mishaps go, it is not very serious, but one of the crew
will be feeling rather foolish! The model fails to shoot this turn.

26
Runic Items
Rune Magic Rules of the Runes
Unlike other armies, models in a Dwarfen All runes items in your army must abide by the
Mountain Holds army cannot purchase any of the following rules:
magic items listed in the Warhammer the Old
World Rulebook. Instead, Dwarfs may be 6. The Rule of Three: No single item can have
equipped with rune items. These are effectively more than three runes. No model can have
magic items tailored to your own requirements by more than three runes from each category.
purchasing and combining the runes given on the 7. The Rule of Form: No item can have a rune not
following pages. intended for that item. For example, a hand
weapon cannot have an Engineering rune.
8. The Rule of Pride: No two runic items in your
Creating a Runic Item army can be identical. This applies to items with
There are five categories of rune: Weapon, only a single rune and to items with two or
Armour, Talismanic, Standard and Engineering. three runes.
Runes from each of these categories can be 9. The Rule of Jealousy: Each Master rune may
inscribed upon an item carried by certain models only be chosen once per army. No item can
or units thus creating a runic item. To do this have more than one Master rune.
simply chose the runes and the item they have 10. The Rule of Duplication: Only runes
been inscribed upon when writing your muster marked with an asterisk (*) can be duplicated on
list remembering to add the cost of each rune to the same item, combining together and
that of the model, just as you would for a magic increasing their effect.
item.
It is also important to remember that a rune items
For example, you may wish to inscribe a Weapon is no different in principle to any other magic
rune upon the hand weapon carried by a Dwarf item, and that all of the usual rules for magic items
Thane, effectively arming that model with a magic apply to rune items as well.
weapon. After choosing from the list of Weapon
runes, simply record on your muster list that this
Single Use Runes
Thane wields a hand weapon inscribed with your
chosen rune. Some runes are noted as being ’single use’. Such
runes can only be used once per game. Once used,
the rune’s magic is spent and it cannot be used
again.

27
Weapon Runes Master Rune of Dragon Slaying.................35 points
When making a roll To Wound against an enemy
Weapon runes can be inscribed upon a hand
whose troop type is ’behemoth’ with a weapon
weapon or great weapon (whatever form it takes).
inscribed with the Master Rune of Dragon Slaying,
A model cannot have more than three Weapon
a roll of 2+ is always a success, regardless of the
runes, no matter how many weapons it carries. A
target Toughness.
weapon with one or more runes inscribed upon it
is a magic weapon (as described in the
Warhammer the Old World rulebook) and Master Rune of Flight.................................25 points
automatically gains the Magical Attacks special
Hand weapon only. Once per turn, during the
rule.
Shooting phase a weapon inscribed with the
Master Rune of Flight can be thrown with the
Master Rune of Smiting..............................75 points following profile (which may be modified by
additional runes).
A weapon inscribed with the Master Rune of
Smiting gains the Multiple Wounds (D6) special R S AP Special Rules
rule.
12’’ S - Magical Attacks, Move & Shoot,
Quick Shot
Master Rune of Skalf Blackhammer..........65 points
When making a roll To Wound with a weapon
inscribed with the Master Rune of Skalf Master Rune of Swiftness...........................25 points
Blackhammer, a roll of 2+ is always a success,
regardless of the target’s Toughness. The wielder of weapon inscribed with the Master
Rune of Swiftness gains the Strike First special
rule.
Master Rune of Alaric the Mad.................45 points
No armour save is permitted against wounds Master Rune of Breaking............................25 points
caused by a weapon inscribed with the Master
Rune of Alaric the Mad (Ward and Regeneration Any magic weapon carried by an enemy model
saves can be attempted as normal). that suffers one or more unsaved wounds from a
weapon inscribed with the Master Rune of
Breaking is destroyed and cannot be used for the
remainder of the game.

Note that even if their magic weapon is destroyed,


the model is still considered to be armed with a
hand weapon.

28
Rune of Parrying.........................................35 points Rune of Might*............................................20 points
Any enemy model that direct its attacks against a For each Rune of Might inscribed upon a weapon,
model wielding a weapon inscribed with a Rune of its wielder has a +1 modifier to their Strength
Parrying during the Combat phase suffers a -1 characteristic.
modifiers to its rolls to Hit.
Rune of Cleaving*.......................................15 points
Rune of Banishment...................................25 points
Hand weapon only. For each Rune of Cleaving
Enemy models with the Warp-spawned special inscribed upon a weapon, its Armour Piercing
rule cannot make any Ward saves against hit characteristic is improved by 1.
caused by a weapon inscribed with a Rune of
Banishment.
Rune of Striking*.........................................15 points
For each Rune of Striking inscribed upon a
Rune of Fury*..............................................25 points
weapon, its wielder has a +1 modifier to their
For each Rune of Fury inscribed upon a weapon, Weapon Skill characteristic.
its wielder has a +1 modifier to their Attacks
characteristic.
Rune of Fire................................................10 points
The wielder of a weapon inscribed with a Rune of
Grudge Rune*..............................................20 points
Fire gains the Flaming Attacks special rule.
For each Grudge Rune inscribed upon a weapon,
its wielder may re-roll a single roll To Hit of a
Rune of Speed*..............................................5 points
natural 1 made during the Combat phase.
Hand weapon only. For each Rune of Speed
inscribed upon a weapon, its wielder has a +1
modifier to their Initiative Skill characteristic.

29
Armour Runes Rune of Preservation..................................25 points
A model wearing armour inscribed with a Rune of
Armour runes can only be inscribed upon armour.
Preservation is immune to both the Killing Blow
If you give a model an Armour rune, it is inscribed
and Multiple Wound (X) special rules. If the
upon the armour that model is equipped with. A
wearer suffers an unsaved wound from an attack
model cannot have more than three Armour rune,
with either of these special rules, they lose a single
even if it carries additional equipment such as a
Wound.
shield.

Rune of Shielding*......................................15 points


Master Rune of Adamant.........................100 points
A model wearing armour inscribed with a single
A model wearing armour inscribed with the
Rune of Shielding has a 6+ Ward save against any
Master Rune of Adamant has a Toughness
wounds suffered. For each additional Rune of
characteristic of 10. This rune cannot be combined
Shielding, this Ward save is improved by 1.
with any other Armour runes.

Rune of Stone*..............................................5 points


Master Rune of Gromril.............................45 points
Single use. For each Rune of Stone inscribed upon
A model wearing armour inscribed with the
their armour, a model may re-roll a single failed
Master Rune of Gromril has an armour value of
Armour Save roll.
2+, which cannot be improved in any way.

Rune of Iron................................................35 points


A model wearing armour inscribed with a Rune of
Iron hat +1 Wound on its profile.

Rune of Fortitude*......................................30 points


For each Rune of Fortitude inscribed upon their
amour, a model has +1 modifier to its Toughness
characteristic (to a maximum of 10).

30
Talismanic Runes Master Rune of Spite..................................35 points
Each time the bearer of the Master Rune of Spite
Talismanic runes are inscribed upon all manner of
loses a Wound to an enemy attack, during the
small, personal items, such as rings, amulets and
Combat phase, the unit that made the attack
bracelets. All models are considered to wear or
suffers a Strength 5 hit with an AP of -2
carry such items onto which Talismanic runes can
be inscribed. A model cannot have more than
three Talismanic runes. Rune of Spellbreaking*...............................25 points
Anvil of Doom and Dwarf Runesmiths only.
Master Rune of Calm..................................50 points Single use. The bearer of a Rune of Spellbreaking
may use it instead of making a dispel attempt. If
The bearer of the Master Rune of Calm can cast
they do so, the spell is automatically dispelled
the following Bound spell, with a Power Level of
with no Dispel roll required.
2.
Type: Hex
Rune of Warding*.......................................20 points
Casting Value: 8+/11+
Range: 24’’ Single use. Each Rune of Warding gives its bearer
Effect: If the Bound spell is cast with a casting a 2+ Ward save against a single wound.
result of 8 or more, enemy Wizard that are within
18’’ of this model when attempting to cast a spell
Rune of Luck*..............................................15 points
must increase that spell’s casting value by 2. If this
Bound spell is cast with a casting value of 11 or Single use. The bearer of a Rune of Luck may use
more, enemy Wizard that are within 36’’ of this it to re-roll a single failed roll To Hit or To
model when attempting to cast a spell must Wound, or re-roll a single failed Armour Save roll.
increase that spell’s casting value by 2. This spell
lasts until your next Start of Turn sub-phase. Rune of the Furnace.....................................5 points
The bearer of a Rune of the Furnace has a 3+
Master Rune of Balance..............................35 points Ward save against any wounds suffered that were
Anvil of Doom and Dwarf Runesmiths only. Once caused by an attack that has the Flaming Attacks
per turn, the bearer of the Master Rune of Balance special rule.
may use it when attempting a Wizardly dispel. If
they do so, roll an extra D6 when making the Rune of Passage.............................................5 points
Dispel roll and discard the lowest results.
The bearer of a Rune of Passage gains the Move
through Cover special rule. Any unit joined by the
bearer also gains the Move through Cover special
rule. Should the bearer leave the unit for any
reason, the unit loses this special rule.

31
Standard Runes Rune of Fear................................................30 points
A unit carrying a standard inscribed with the
Standard runes can only be inscribed upon a
Rune of Fear gains the Fear special rule.
standard carried by a Battle Standard Bearer or by
a standard bearer within a unit that has the option
to purchase Standard runes. A standard cannot Rune of Battle.............................................25 points
have more than three Standard runes. A unit
When calculating its combat result, a unit carrying
joined by a Battle Standard Bearer is considered to
a standard inscribed with the Rune of Battle may
also be carrying their standard.
claim an additional bonus of +1 combat result
Master Rune of Grungni.............................80 points point.
Battle Standard Bearer only. A unit carrying a
standard inscribed with the master Rune of Strollaz’ Rune..............................................25 points
Grungni has a 5+ Ward save against any wounds
A unit carrying a standard inscribed with the
suffered. In addition, whilst within 6’’ of the
Rune of Strollaz’ gains the Vanguard special rule.
model carrying this standard, friendly units have a
6+ Ward save against any wounds suffered during
the Shooting phase. Rune of Courage.........................................15 points
A unit carrying a standard inscribed with the
Master Rune of Stromni Redbeard............75 points Rune of Courage automatically passes any Fear or
Terror tests it is required to make.
When calculating its combat result, any friendly
unit within the Command range of the model
carrying the standard inscribed with the master
Rune of Stromni Redbeard may claim an
additional bonus of +1 combat result point.

Master Rune of Hesitation.........................45 points


An enemy unit that charges the front arc of a unit
carrying a standard inscribed with the Rune of
Hesitation does not count as having charged for
the purposes of choosing which weapon to use or
using any special rules it may have.

Note that the unit carrying this rune still counts as


having been charged by the enemy unit.

Rune of Confusion......................................35 points


Any enemy unit that charges the front arc of a
unit carrying a standard inscribed with the Rune
of Confusion makes a disordered charge.

32
Engineering Runes Rune of Skewering.....................................20 points
Bolt throwers only. A bolt thrower inscribed with
Engineering runes can only be inscribed upon a
this rune has a +1 modifier to its Strength
model whose troop type is ’war machine’. These
characteristic. In addition no armour save is
runes are inscribed upon the war machine itself,
permitted against wounds caused by a bolt
rather than upon the equipment carried by its
thrower inscribed with a Rune of Skewering
crew, meaning that the war machine (but not its
(Ward and Regeneration saves can be attempted as
crew) gains both the effect of the rune and the
normal).
Magical Attacks special rule. A war machine
cannot have more than three Engineering runes.
Rune of Forging*.........................................15 points
Master Rune of Immolation.......................30 points Single use. A war machine inscribed with a Rune
of Forging may use it to re-roll a single misfire on
Cannon only. Single use. If a cannon inscribed
the Artillery dice.
with the Master Rune of Immolation loses its last
Wound to an enemy attack during the Combat
phase, it may be exploded by its crew. Every Rune of Burning.........................................10 points
enemy unit in base contact with this model suffers
A war machine inscribed with a Rune of Burning
D6 Strength 5 hits with an AP of -2. The cannon is
gains the Flaming Attacks special rule.
then removed from play as a casualty.

Rune of Reloading........................................5 points


Master Rune of Disguise.............................25 points
A war machine inscribed with a Rune of
A war machine inscribed with the Master Rune of
Reloading can shoot every turn, even if it misfired
Disguise is always considered to be behind full
and malfunctioned during its previous turn.
cover.

Stalwart Rune................................................5 points


When calculating its combat result, a war machine
inscribed with a Stalwart Rune may claim a bonus
of +1 combat result point.

33
Dwarfen Mountain Holds Special Rules
On this page you will find a full description for each of the army special rules used by models drawn
from the Dwarfen Mountain Holds army list.

Deathblow
Gromril Weapons
When a model with this special rule is reduced to
A hand weapon carried by a model with this
zero Wounds by an enemy attack during the
special rule has an Armour Piercing characteristic
Combat phase, the unit that made the attack
of -1.
suffers a Strength 3 hit, with an AP of -1.
Note that this special rule only applies to a single
Note that if this model is reduced to zero Wounds
ordinary hand weapon. If the model is using two
whilst engaged in a challenge, it is the model that
hand weapons or any other sort of weapon, or if
made the attack that suffers this hit rather than its
their hand weapon is inscribed with any Weapon
unit.
runes, this special rule ceases to apply.
Dwarf Crafted
Model with this special rule do not suffer the usual Resolute
-1 To Hit modifier when making a Stand & Shoot
Models with this special rule suffer a -1 modifier
charge reaction.
to the result of any Flee roll or Pursuit roll they
make (to a minimum of 1)
Gromril Armour
A model with this special rule may re-roll any roll Rune Lore
of a natural 1 made when making an Armour Save
A model with this special rule may be nominated
roll.
to attempt a Wizardly Dispel, as if it were a
Wizard. For the purposes of Wizardly Dispel
attempts:
• An Anvil of Doom counts as level 3 Wizard.
• A Runelord counts as Level 2 Wizard.
• A Runesmith counts as Level 1 Wizard.

34
Universal Special Rules
Ambushers Close Order
A unit with this special rule may be held in A unit consisting of models with this special rule
reserve rather than be deployed at the start of the may adopt a Close Order formation.
game. From the beginning of round two onwards,
roll a D6 during each of your Start of Turn sub- Cumbersome
phases for each unit of Ambushers in your army Weapons with this special rule cannot be used
that is held in reserve. On a roll of 1-3, the unit is when making a Stand & Shoot charge reaction.
delayed until your next turn at least. On a roll of
4+, the unit arrives, entering the battle as Detachment
reinforcements during the Compulsory Moves A unit with this special rule can be fielded as a
sub-phase. The unit may be placed on any edge of ’detachment’.
the battlefield, chosen by its controlling player,
but cannot be placed within 8’’ of an enemy
model. If any Ambushers are still hold in reserve Drilled
by the start of round five, they arrive
Unless it is fleeing, a Drilled unit may perform a
automatically.
free redress the ranks manoeuvre immediately
before moving. Once this manoeuvre is complete,
Armour Bane (X) the unit moves as normal. In addition a Drilled
unit can march whilst within 8’’ of an enemy unit
If a model with this special rule rolls a natural 6 without first having to make a Leadership test.
when making a roll To Wound, the Armour
Piercing characteristic of its weapon is improved
by the amount shown in brackets after the name Fear
of this special rule (shown here as ’X’).
Models with this special rule case Fear:
• If a unit wishes to declare a charge against an
For example, if a natural 6 is rolled when rolling
enemy unit that both causes Fear and has a
To Wound with a weapon that has an AP of ’-’ and
higher Unit Strength, it must first make a
the Armour Bane (1) special rule, is AP counts as
Leadership test. If this test if railed, the unit
being -1 when making an Armour Save roll
cannot charge. It does not move and is
against that wound.
considered to have made a failed charge. If this
Breath Weapon test is passed, the unit can charge as normal.
• If a unit is engaged with an enemy unit that
A model with a Breath Weapon can use it ounce
both causes Fear and has a higher Unit Strength
per round, during the Shooting phase of its turn. when its combat is chosen during any Choose &
Place the flame template touching the model’s Fight Combat sub-phase, it must make a
base edge anywhere along its front arc. The Leadership test. If this test if failed, any models
template must lie entirely within the model’s in the unit that direct their attacks against the
vision arc. Any model whose base lies underneath Fear-causing enemy suffer a -1 modifier to their
the template risks being hit. The Strength and any rolls to Hit.
special rule of the breath weapon will be detailed
in the creature’s rule. A unit only needs to make one Fear test per turn.
Breath weapon cannot be used when making a Models that cause Fear are immune to Fear. A unit
Stand & Shoot charge reaction, or when the model that does not cause Fear does not become immune
is engaged in combat. to Fear when joined by a character that does.

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Fire & Flee
Fly (X)
A unit with this special rule that is also armed
A model with this special rule can Fly. Models
with missile weapons may declare that it will ’Fire
that can Fly can choose either to move normally
& Flee’ as a charge reaction.
on the ground (using their Movement
characteristic), or to move by flying. How many
Fire & Flee: The unit launches a volley of weapons
inches a model can Fly varies from model to
fire before turning to flee from the enemy. If a
model, and will be shown in brackets after the
unit with this special rule is armed with missile
name of this special rule (shown here as ’X’).
weapons and can draw a line of sight to the
Models that choose to move by flying:
charging unit, it may declare that it will Fire &
Flee. The unit will Stand & Shoot, before turning
* May move as normal (i.e., they may charge,
tail and fleeing from the charge. However, due to
march and manoeuvre as if moving on the
the time spent shooting at the changing foe, when
ground), except that they are able to pass freely
making its Flee roll the unit rolls two D6 and
above other models, units and terrain features
discards the lowest result. If both dice roll the
without any penalty, and they can march whilst
same result, discard either.
within 8’’ of an enemy unit without first having to
make a Leadership test.
Note that, if the distance between this unit and * May end their movement in terrain, but will
the charging unit is less than the Movement suffer its effects if they do. They cannot end their
characteristic of the charging unit, this unit must movement ’on top’ of impassable terrain or
either Hold or Flee. another unit, or within 1’’ of an enemy unit.

Model that can Fly must begin and end all of their
Flaming Attacks
movement on the ground. A character with this
Any attack made or hits caused by a model with special rule cannot join a unit without this special
this special rule, or made using a weapon or spell rule, and vice versa.
with this special rule, is a ’Flaming’ attack. In
addition, a model with this special rule causes Fear
in models whose troop type is ’war beasts’ or
’swarms’. Hatred (X)
A model with this special rule may re-roll any
failed rolls To Hit made against a hatred enemy
during the first round of combat.

Which enemies are hated varies from model to


model and will be shown in brackets after the
name of this special rule (shown here as ’X’). Some
models hate ’all enemies’ meaning they hate all
enemy models equally.

36
Immune to Psychology
Magic Resistance (X)
If the majority of the models of the unit are
The Casting roll of any enemy spell (including
Immune to Psychology, the unit automatically
Bound spells) that targets a unit that includes one
passes any Fear, Panic or Terror tests it is required
or more models with this special rule suffers a
to make. However, if the majority of the models in
modifier as shown in brackets after the name of
in a unit have this special rule, the unit cannot
this special rule (shown here as ’X’).
choose to Flee as a charge reaction.
Note that this special rule is not cumulative. If two
Note that this special rule does not make a unit or more models in a unit have this special rule, use
immune to any test made against Leadership not the highest modifier.
stated here.

Motley Crew
Impact Hits (X)
Units with this special rule may include models of
The number of Impact Hits caused varies from
the same type that are equipped differently to one
model to model and will be shown in brackets
another, and/or models of different types that fight
after the name of this special rule (shown here as
together in a single unit. If necessary, the army list
’X’). Often, this is determined by the roll of a dice.
entry for such units will be accompanied by a brief
explanation of the unit’s composition.
Resolving Impact Hits: Impact Hits can only be
made by a charging model that moved 3’’ ore more
Different Weapons: The fighting rank of a Motley
and that is in base contact with the enemy. Impact
Crew may contain models that are armed with
hits are attacks made in combat that always trike
different weapons. In such cases, the controlling
at Initiative 10 (regardless of modifiers), and that
player must roll different batches of dice for the
hit automatically using the unmodified Strength
different models, making it clear to their opponent
characteristic of the model.
which model’s attacks they represent and where
they are being directed. These attacks are made in
the Initiative order of the individual models, as
Loner
usual.
A character with this special rule cannot be your
General and cannot join a unit without this special Different Armour: Models within a Motley Crew
rule. A unit with this special rule cannot be joined may have different armour values. In combat, use
by a character without this special rule. the armour value of the majority of the models in
the fighting rank. Against enemy shooting, use the
armour value of the majority of the models in the
Magical Attacks
unit.
Any attack made or hit caused by a model with
this special rule, or made using a weapon with this Casualty Removal: Against enemy shooting,
special rule, is a ’Magical’ attack. casualty removal should be divided equally as
possible between the different models within the
Note that all spells are considered to have this unit. In combat, casualties should be removed
special rule, as are any hit caused by magic items. from among the majority of the models that make
up the fighting rank. In either case, available
models are brought forward from rear ranks to fill
any gaps, as chosen by the controlling player.

37
Move & Shoot
Open Order
A weapon with this special rule can be use in the
A unit consisting of models with this special rule
Shooting phase even if the model equipped with it
may adopt an Open Order formation.
marched this turn.

Ponderous
Move through Cover
A weapon with this special rule suffers a To Hit
Model with this special rule do not suffer any
modifier of -2 for Moving and Shooting, rather
modifiers to their Movement characteristic for
than the usual -1.
moving through difficult or dangerous terrain. In
addition, a model with this special rule may re-roll
any rolls of 1 when making Dangerous Terrain Quick Shot
tests.
A weapon with this special rule does not suffer the
usual -1 To Hit modifier for Moving and Shooting.
Multiple Shot (X) In addition, a unit equipped with weapons with
this special rule can use them to make a Stand &
A weapon with this special rule can either fire a
Shoot charge reaction regardless of how close the
single shot as normal, or it can be fired a number
charging unit is.
of times, as shown in brackets after the name of
this special rule (shown here as ’X’). If multiple
shots are fired, each roll To Hit suffers an Rallying Cry
additional -1 To Hit modifier. All models in a unit
During the Command sub-phase of their turn, if
equipped with weapons with this special rule must
they are not engaged in combat, this character
fire either a single or Multiple Shots. Where the
may nominate a single fleeing friendly unit that is
number of Multiple Shots is generated by a dice
within their Command range. The nominated unit
roll, roll separately for each model.
immediately makes a Rally test. If this test is
failed, the unit may attempt to rally again as
Multiple Wounds (X) normal during the Rally sub-phase.

Each unsaved wound inflicted by an attack with


this special rule is multiplied by the number Regimental Unit
shown in brackets after the name of this special
A unit with this special rule can be accompanied
rule (shown here as ’X’). For example, Multiple
by ’detachments’.
Wound (2), would mean that each unsaved
wounds would cause the target to lose two
Wounds. Requires Two Hands
Where the number of Multiple Wounds is
generated by a dice roll, roll separately for each A model cannot use a shield alongside a weapon
unsaved wound. with this special rule during the Combat phase (a
shield can still be used against wounds caused by
Note that excess wounds caused to a model will shooting or magic during other phases of the
have no additional effect unless that model is a game).
character in which case this special rule counts for
Overkills. Excess wounds do not ’spill over’ onto
other models in the unit.

38
Scouts
Stubborn
Units with this special rule may be deployed after
The first time this unit is required to make a Break
all other units from both armies. They can be
test it may choose not to and will automatically
deployed anywhere on the battlefield that is more
Fall Back in Good Order instead, even if the Unit
than 12’’ away from an enemy model. If deployed
Strength of the winning side is more than twice
in this way, Scouts cannot declare a charge during
that of the losing side. A unit that is not Stubborn
their first run.
does not become Stubborn when joined by a
character that is. A Stubborn character cannot use
this special rule whilst part of a unit that is not
Stubborn.
Shieldwall
Once per game, during a turn in which it was
charged, a unit with this special rule that is Swiftstride
arrayed in a Close Order formation, and that is
A unit with this special rule increases its
equipped with and chooses to use shields, may
maximum possible charge range by 3’’ and, when
Give Ground rather than Fall Back in Good Order.
it makes a Charge, Flee or Pursuit roll, may apply
a +D6 modifier to the result.

Skirmishers
Unbreakable
A unit consisting of models with this special rule
If a unit with this special rule loses a round of
may adopt a Skirmish formation.
combat, it is not required to make a Break test.
Instead, it will automatically Give Ground as it is
pushed back by the enemy. Characters that are not
Strike First
Unbreakable cannot join units that are, and vice
During the Combat phase, a model with this versa.
special rule that is engaged in combat improves its
Initiative characteristic to 10 (before any other
modifiers are applied). If a model has both this Vanguard
rule and Strike Last, the two rule cancel another
After deployment units with this special rule may
out.
make a Vanguard move. A unit making a
Vanguard move moves as described in the Basic
Movement rules. It may manoeuvre normally but
Strike Last
cannot march.
During the Combat phase, a model with this
special rule that is engaged in combat reduces its If both armies contains Vanguard units, a roll-off
Initiative characteristic to 1 (before any other determines who moves first. The players then
modifiers are applied). If a model has both this alternate moving their Vanguard units one at a
rule and Strike First, the two rule cancel another time, starting with the players who won the roll-
out. off.

39
Veteran
If the majority of the models in a unit have this
special rule, the unit may re-roll any failed
Leadership test.

Note that a Break test is not a Leadership test.

40

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