Warhammer - Dwarfs 1.6 (Beta)

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WARHAMMER ARMIES:

DWARFS

By Mathias Eliasson
v.1.6 (beta)
UNOFFICAL ARMY LIST
1
CONTENTS
ARMY SPECIAL RULES ................................................ 3 Cannon .............................................................. 29
MAGIC ITEMS.................................................................... 4 Gyrocopter ......................................................... 30
RUNIC ITEMS..................................................................... 5 RARE UNITS ...................................................................... 31
Creating a Runic Item ..........................................5 Hammerers ........................................................ 31
Rules of the Runes ...............................................5 Irondrakes .......................................................... 32
Weapon Runes......................................................6 Giant Slayers ..................................................... 33
Armour Runes ......................................................7 Doomseekers ..................................................... 33
Talismanic Runes .................................................8 Rune Guardians ................................................. 34
Banner Runes .......................................................9 Organ Gun ......................................................... 35
Engineering Runes .............................................10 Flame Cannon.................................................... 35
Gyrobomber....................................................... 36
LORDS ................................................................................... 11 Thunderbarge..................................................... 37
Lord .................................................................... 11 Grudgebreaker ................................................... 38
Runelord ............................................................. 11 SPECIAL CHARACTERS (LORDS) ...................... 39
Daemon Slayer ...................................................12
Thorgrim Grudgebearer ..................................... 39
HEROES ............................................................................... 13 Alrik Ranulfsson................................................ 40
Thane..................................................................13 Kazador Thunderhorn ........................................ 41
Runesmith ..........................................................14 Belegar Ironhammer .......................................... 41
Dragon Slayer ....................................................15 Brok Stonefist .................................................... 42
Brewmaster ........................................................16 Drong the Hard .................................................. 42
Master Engineer .................................................17 Helgar Longplaits .............................................. 43
CHARACTER MOUNTS ............................................. 18 Ungrim Ironfist .................................................. 44
Gotrek & Felix................................................... 45
Shieldbearers ......................................................18
Thorek Ironbrow................................................ 46
Anvil of Doom ...................................................19
Kragg the Grim .................................................. 47
CORE UNITS..................................................................... 20 Kadrin Redmane ................................................ 47
Warriors ..............................................................20 Grombrindal ...................................................... 48
Quarrellers..........................................................21 SPECIAL CHARACTERS (HEROES) ................... 49
Thunderers .........................................................22
Krudd Mad-Mattock .......................................... 49
Miners ................................................................ 23
Skag the Stealthy ............................................... 49
SPECIAL UNITS .............................................................. 24 Grung Grudge-Bringer ...................................... 50
Longbeards .........................................................24 Garagrim Ironfist ............................................... 51
Ironbreakers .......................................................25 Long Drong ....................................................... 51
Troll Slayers .......................................................26 Crazed Khargrim ............................................... 52
Rangers ..............................................................26 Josef Bugman .................................................... 52
Deathroller .........................................................27 Burlok Damminson ........................................... 53
Firethrower .........................................................28 Grimm Burloksson ............................................ 53
Bolt Thrower ......................................................28 Malakai Makaisson ............................................ 54
Grudge Thrower .................................................29

2
ARMY SPECIAL RULES
ANCESTRAL GRUDGE WARDS OF GRIMNIR
Dwarfs have the Hatred (Orcs, Goblins, Trolls, Skaven) A model with Wards of Grimnir have a Ward save (6+)
special rule. against missile and the Magic Resistance (1) special
rule.
RELENTLESS
Units entirely composed of models with this special RUNE LORE
rule do not need to pass a Leadership test in order to Lords with this special rule follow the rules for a Level
march, regardless of the proximity of enemy units. 4 Wizard for the purposes of channelling dispel dice
and dispelling, and have the Magic Resistance (2)
RESOLUTE special rule.
When taking Break tests, models with this special rule
count as having lost the combat with 1 point fewer than Heroes with this special rule follow the rules for a
they actually have. Level 2 Wizard for the purposes of channelling dispel
dice and dispelling, and have the Magic Resistance (1)
GROMRIL ARMOUR special rule.
Models with this special rule add +1 to their armour
saves if they wear light, medium or heavy armour. In addition, a model with this special rule have the four
Runes listed below. They may attempt to use one at the
DWARF-CRAFTED start of each of your turns by taking a Leadership test
on their own unmodified Leadership. If passed, the
All handguns, pistols and crossbows (as well as any
Rune is struck and take immediate effect.
other weapons with this special rule) in a Dwarf army
can re-roll 1's when rolling To Hit.
• Rune of Hearth and Hold: The model and their unit
FORGEFIRE gain the Stubborn special rule until the start of your
next turn. If the unit is already Stubborn, it becomes
Models with this special rule and all friendly infantry
Unbreakable instead.
models in a unit joined by one or more of them, gain
• Rune of Stone and Steel: The model and their unit
the Armour Piercing (1) special rule for as long as they
gain a 6+ armour until the start of your next turn.
remain with the unit.
• Rune of Wrath and Ruin: All enemy units in base
OATH STONES contact with the model suffer 2D6 Strength 4 hits.
A model with an Oathstone gains the Magic Resistance • Rune of Oath and Honour: The model and their
(1) special rule. A unit that contains one or more unit gain +3 to their Movement this turn.
models with an Oath Stone can never choose to flee as
a charge reaction, cannot be disrupted and, if any of its SLAYER
models are armed with hand weapon and shield, they Models with this special rule always Wound on a To
can make Parry saves against attacks made to their Wound roll of 4+, unless they would need a lower
flanks and rear. In addition, a character with an Oath result. Use the model's Strength to determine the
Stone must always accept a challenge. However, if a armour save modifier for any successful Wounds. In
model on an Oathstone fails a Break Test, they are addition, there are two forms of Slayers with the
removed as a casualty. following additional rules:

NATURAL RESISTANCE • Giant Slayer: The model has the Multiple Wounds
When a Dwarf army attempts to dispel, they have a +2 (D3) special rule when attacking Monstrous Infantry,
bonus to all dispel attempts. This is cumulative with Monstrous Beasts or Monstrous Cavalry.
other dispel bonuses. Note that, if the Dwarfs are • Dragon Slayer: The model has the Giant Slayer
fighting alongside a Wizard for whatever reason, this special rule. The model has the Multiple Wounds
bonus is lost. (D3) special rule when attacking Monstrous
Creatures and Monsters.
DEATHBLOW • Daemon Slayer: The model has the Dragon Slayer
If a model with this special rule is killed by normal special rule. In addition, any Ward saves successfully
Close Combat Attacks, it will immediately make a made against Attacks made by the model must be re-
single Attack back against the unit or model that killed rolled.
it before the Slayer is removed as a casualty.

3
MAGIC ITEMS
This section contains the rules for some of the most iconic and powerful magical artefacts used by the Dwarfs.
Dwarfs may not use magic items found in the Warhammer rulebook.

MAGIC WEAPONS ENCHANTED ITEMS


THE HAMMER OF SMEDNIR 45 points FOCAL LENSE OF MORGRIM 40 points
All Hits with this weapon are multiplied into D3 Hits. The wearer and any unit they join gain +1 to Hit with
missile weapons.
RED AXE OF KARAK EIGHT PEAKS 40 points
Against all Orcs, Goblins and Skaven, this weapon GOLDEN SCEPTRE OF NORGRIM 40 points
allows its wielder to re-roll To Hit and To Wound rolls At the start of each of your turns, you may bestow
as well as cause Terror. either +1 Movement, Strength or Armour save onto the
bearer and any unit he is with. Each bonus last until the
THE HAMMER OF KARAK DRAZH 20 points start of your next turn.
Attacks with the Hammer of Karak Drazh are resolved
at +3 Initiative, and any enemy models that suffer one RUNIC TABLET OF THUNGNI 30 points
or more unsaved Wounds from it are subject to the The bearer and any unit they join gain the Armour
Always Strikes Last special rule until the end of the Piercing (1) special rule.
next Close Combat phase.
SILVER HORN OF VENGEANCE 30 points
KRAGGIS' ANCESTRAL PICKAXE 20 points One use only. The Silver Horn of Vengeance can be
Great weapon. The wielder of this weapon has the used at the start of any friendly turn. Its wielder, and
Armour Piercing (1) and Underground Advance (see any friendly units within 6", has the Devastating
Miners) special rules. Charge special rule until the start of their following
turn. Additionally, once used, the blower of the Silver
MAGIC ARMOUR Horn of Vengeance, and any unit he joins, cause Fear in
all Elves for the rest of the game.
MAGNIFICENT ARMOUR OF
BOREK BEETLEBROW 35 points FIERY RING OF THORI 35 points
The Fiery Ring of Thori gives its bearer a Strength 4
Heavy armour. The Magnificent Armour of Borek
Breath Weapon with the Flaming Attacks special rule.
Beetle brow grants a Ward save (3+) against all attacks
of Strength 6 or higher.
TEARDROP OF GRUNGNI 20 points
THE EVER-BURNING HELMET One use only. This item can be used in any of your
OF GRUNGNI 30 points Shooting phases and has a 6" range. The target suffers
D3 Strength 6 Hits. In addition, if the target is a lone
This armour gives the wearer a 6+ armour save. All
model, it must halve all its Movement until the start of
close combat attack directed against the wearer must
your next turn.
re-roll To Hit.
HEALING SALVE OF VALAYA 15 points
RUNIC BRACES OF SKAVOR 25 points
One use only. This item can be used at the start of the
This armour gives the wearer a 6+ armour save. The
controlling player's turn. The model immediately
wearer gains the Regeneration (5+) special rule.
recovers D3 Wounds up to their starting value.
HELMET OF THE ANVIL 10 points
RESOUNDING GROMRILHORN 10 points
This armour gives the wearer a 6+ armour save. In
One use only. This item may be used at the start of any
addition, their armour save cannot be reduced below a
of your turns. Once used, all friendly units within 12"
6+.
gain +1 to their Leadership for the duration of the turn.

TALISMANS MAGIC STANDARDS


THE GOLDEN BANDS OF GRIMNIR 45 points BANNER OF LOST HOLDS 60 points
This item gives the wearer +1 Wound and the Magic All models in a unit that carries the Banner of Lost
Resistance (3) special rule. Holds can re-roll failed To Wound rolls in close
combat.
HEAVY METAL INGOT 30 points
This item allows the wielder to re-roll failed armour
saves and ward save in any turn they have not moved.

4
RUNIC ITEMS
Runic items are effectively magic items tailored to your RULES OF THE RUNES
own requirements by combining abilities. A Dwarf
You may inscribe up to three runes onto an item, which
character can carry runic items, and the total points
will henceforth be considered magical. Runic magic
values of those runic items is limited as mentioned in
items are subject to the following restrictions:
the army list.
1) No single item can have more than three runes.
It is important to remember that a runic item is no
different from a magic item, and all the usual rules for
2) Weapon runes can only be inscribed on hand
magic items still apply. All the rules that apply to the
weapons unless specified, armour runes can only
possession and use of magic items also apply to runic
be inscribed on armour, banner runes can only be
items.
inscribed on standards, engineering runes can only
be inscribed on war machines, and talismanic runes
CREATING A RUNIC ITEM can only be inscribed on talismans (of which more
Unless otherwise noted, runes can be inscribed onto the later).
following things: weapons, armour, talismans,
standards, and war machines. Each of these has its own 3) No more than one item may carry the exact same
types of runes. combination of runes. This restriction also applies
to the use of single runes.
If a model is permitted to take a runic weapon, they
may choose weapon runes from the following list and 4) No master rune may be used more than once per
apply them to their hand weapon. army, and no more than one master rune can be
inscribed on an item.
If a model is permitted to take armour, they may
choose armour runes from the following list and apply 5) Apart from the master runes other runes can be
them to their armour. combined as you wish, to produce varied or
cumulative effects. With the exception of master
Every character is assumed to have a talisman which runes, runes can be used in multiples when
can have talismanic runes. specified, although whether their effects are simply
added together or combine into a new power will
If a model is permitted to take a runic standard, they be stated within the rune's rules. The point costs for
may choose banner runes from. cumulative runes can be stated as 5/10/20 for
example, where the higher numbers are the cost for
Dwarf war machines can be inscribed with engineering the second and/or third cumulative rune.
runes. Shot from a war machine with an engineering
rune has the Magical Attacks special rule.

5
WEAPON RUNES MASTER RUNE OF FLIGHT 20 points
A weapon engraved with the Master Rune of Flight can
MASTER RUNE OF SMITING 35 points be thrown like a throwing weapon with a range of up to
12" which always hits on a roll of 2+. Roll To Wound
A weapon engraved with the Master Rune of Smiting
as if the target had suffered a hit from the weapon in
has the Multiple Wounds (D6) special rule.
close combat.
MASTER RUNE OF DEATH 30 points
Any additional runes on the weapon will also take
A weapon engraved with the Master Rune of Death
effect. After this, the weapon flies back to the wielder.
grants its wielder the Heroic Killing Blow special rule.
A weapon with the Master Rune of Flight can also be
used in close combat as normal.
MASTER RUNE OF DRAGON
SLAYING 30 points MASTER RUNE OF KRAGG
Against Dragons and Drakes, a weapon engraved with THE GRIM 5 points
the Master Rune of Dragon Slaying will always wound
This rune can only be placed on great weapons. It
on a To Wound roll of 2+ and has the Multiple Wounds
allows the great weapon to be inscribed with runes.
(2) special rule.
RUNE OF DAEMON SLAYING 25/50/100 points
MASTER RUNE OF ALARIC
Against any model with the Daemonic special rule, a
THE MAD 25 points
weapon engraved with a Rune of Daemon Slaying
A weapon engraved with the Master Rune of Alaric the receives a +1 bonus To Hit and To Wound.
Mad has the Ignores Armour Saves special rule.
Against any model with the Daemonic special rule, a
MASTER RUNE OF SKALF weapon engraved with two Runes of Daemon Slaying
BLACKHAMMER 20 points receives a +1 bonus To Hit and To Wound and gains the
A weapon engraved with the Master Rune of Skalf Multiple Wounds (D3) special rule.
Blackhammer will Wound any model not in magic
armour on a To Wound roll of 2+, regardless of the Against any model with the Daemonic special rule, a
target's Toughness. Against models in magic armour, a weapon engraved with three Runes of Daemon Slaying
roll of 3+ is required. hits and Wounds on a roll of 2+, has the Multiple
Wounds (D3) special rule and no Ward saves can be
MASTER RUNE OF BREAKING 25 points taken against it.
If a model with a weapon engraved with the Master
Rune of Breaking scores one or more successful hits RUNE OF FIRE 5/35/55 points
against a model, the foe's weapon or armour is A weapon engraved with a Rune of Fire has the
destroyed on a D6 roll of 2+ (roll once, regardless of Flaming Attacks special rule.
the number of successful hits). If the foe has more than
one piece of equipment (note that two hand weapons A weapon engraved with two Runes of Fire has the
count as one), roll a D6 to randomly determine which Flaming Attacks special rule, and grants its wielder a
one is destroyed. Strength 4 Breath Weapon with the Flaming Attacks
special rule.
MASTER RUNE OF SNORRI
SPANGELHELM 25 points A weapon engraved with three Runes of Fire has the
A weapon engraved with the Master Rune of Snorri Flaming Attacks special rule, and grants its wielder a
Spangelhelm always hits on a To Hit roll of 2+. Strength 4 Breath Weapon that has the Flaming Attacks
and Multiple Wounds (D3) special rules.
MASTER RUNE OF SWIFTNESS 25 points
A weapon engraved with the Master Rune of Swiftness RUNE OF FURY 15/25/50 points
has the Always Strikes First special rule. A weapon engraved with a Rune of Fury grants its
wielder +1 Attack.
MASTER RUNE OF BANISHMENT 20 points
A weapon engraved with the Master Rune of A weapon engraved with two Runes of Fury grants its
Banishment may re-roll failed To Wound rolls against wielder +1 Attack and the Frenzy special rule.
models with the Ethereal, Undead or Vampiric special
rule. A weapon engraved with three Runes of Fury grants its
wielder +1 Attack and the Frenzy special rule and, after
each successful roll To Hit and to Wound, it grants its
user another Attack; roll To Hit and To Wound as
normal. Attacks generated in this way do not generate
further Attacks.

6
RUNE OF STRIKING 10/30/40 points ARMOUR RUNES
A weapon engraved with a Rune of Striking grants its
wielder +1 Weapon Skill. MASTER RUNE OF ADAMANT 50 points
A model wearing armour engraved with the Master
A weapon engraved with two Runes of Striking grants
Rune of Adamant has Toughness 10. This rune cannot
its wielder +1 Weapon Skill and allows its wielder to
be combined with any other armour runes.
re-roll failed To Hit rolls in close combat.
MASTER RUNE OF STEEL 30 points
A weapon engraved with three Runes of Striking grants
Enemies must re-roll successful To Wound roll against
its wielder Weapon Skill 10 and allows him to re-roll
a model wearing armour engraved with the Master
failed To Hit rolls in close combat.
Rune of Steel.
RUNE OF CLEAVING 5/20/35 points
MASTER RUNE OF GROMRIL 20 points
A weapon engraved with a Rune of Cleaving has the
Armour engraved with the Master Rune of Gromril
Armour Piercing (1) special rule.
grants its wearer a 1+ armour save that cannot be
improved upon in any way.
A weapon engraved with two Runes of Cleaving has
the Armour Piercing (1) special rule, and additionally
RUNE OF FORTITUDE 20/50/60 points
grants its wielder +1 Strength.
Armour engraved with a Rune of Fortitude grants its
A weapon engraved with three Runes of Cleaving has wearer +1 Toughness.
the Armour Piercing (1) special rule, and additionally
grants its wielder +1 Strength and the Killing Blow Armour engraved with two Runes of Fortitude grants
special rule. its wearer +1 Toughness and a Ward save (5+).

RUNE OF MIGHT 25/35 points Armour engraved with three Runes of Fortitude grants
its wearer +1 Toughness, a Ward save (5+) and the
A weapon engraved with a Rune of Might doubles its
Immunity (Multiple Wounds) special rule.
wielder's Strength against foes of Toughness 5 or
higher in close combat.
RUNE OF IRON 15/35/45 points
A weapon engraved with two Runes of Might Armour engraved with a Rune of Iron grants its wearer
maintains the previous effect, and grants the Multiple +1 Wound.
Wounds (D3) special rule against foes of Toughness 5
or higher in close combat. Armour engraved with two Runes of Iron grants its
wearer +1 Wound and +1 Toughness.
RUNE OF DISMAY 15/25 points
Armour engraved with three Runes of Iron grants its
A weapon engraved with a Rune of Dismay grants its
wearer +1 Wound, +1 Toughness and the Regeneration
wielder the Fear special rule.
(5+) special rule.
A weapon engraved with two Runes of Dismay grants
RUNE OF RESISTANCE 25 points
its wielder the Terror special rule.
This rune allows the character to re-roll any failed
RUNE OF PARRYING 20 points armour saving throws.
A weapon engraved with a Rune of Parrying causes all
RUNE OF SHIELDING 15 points
enemy models attempting to attack its wielder in close
combat to suffer a -1 penalty to their To Hit rolls. Armour engraved with a Rune of Shielding grants its
wearer a Ward save (2+) against Wounds caused by
GRUDGE RUNE 20 points missile attacks.
For each Grudge Rune in your army, nominate one
RUNE OF PRESERVATION 10 points
enemy character or monster at the beginning of the
game. The wielder of a weapon engraved with a Armour engraved with a Rune of Preservation grants
Grudge Rune gains +1 To Hit and can re-roll failed To the wearer the Immunity (Killing Blow/Heroic Killing
Wound rolls in close combat when attacking the Blow) special rule.
nominated model.
RUNE OF IMPACT 5 points
RUNE OF SPEED 5 points Armour engraved with a Rune of Impact grants its
A weapon engraved with a Rune of Speed grants its wearer the Impact Hits (1) and Strength Bonus (1)
wielder +1 Initiative. Each Rune of Speed adds +1 special rules.
Initiative.
RUNE OF STONE 5 points
Armour engraved with a Rune of Stone adds +1 to its
wearer's armour save.

7
TALISMANIC RUNES RUNE OF WARDING 15/30/45 points
A model with a Rune of Warding has a Ward save (6+).
MASTER RUNE OF BALANCE 50 points
A model with two Runes of Warding has a Ward save
Runesmiths/Runelords only. During the enemy's Magic
(5+).
phase, this rune allows the owning player remove one
power dice from his opponent's pool and add it to his
A model with three Runes of Warding has a Ward save
own dispel pool.
(4+).
MASTER RUNE OF KINGSHIP 40 points
RUNE OF SPELLBREAKING 25/35 points
Dwarf Lord only. The Master Rune of Kingship gives
Runesmiths/Runelords only. One use only. When a
the Lord and the unit he is with the Stubborn and
spell has been cast, a Runesmith or Runelord can use
Immunity (Fear/Terror) special rules for as long as he
this rune to dispel it automatically, without the need to
remains with the unit. If he joins a unit of Hammerers,
roll dispel dice. This rune cannot be used to dispel
the unit becomes Unbreakable instead. If the model is
Remains in Play spells other than at the moment they
not in a unit, it has no effect.
are cast.
MASTER RUNE OF SPELLBINDING 30 points
A second Rune of Spell breaking maintains the
A model with the Master Rune of Spellbinding gets a
previous effect and, after the spell is dispelled, roll a
+2 bonus to all attempts to channel dispel dice.
D6; on a 4+, the enemy spell is lost to the Wizard
casting it and cannot be cast by him for the rest of the
MASTER RUNE OF SPITE 30 points
game.
Every time a model with the Master Rune of Spite is
Hit in close combat, the model that struck the blow RUNE OF FATE 15 points
suffers a Strength 4 hit.
One use only. The model has a Ward save (2+) against
the first unsaved Wound suffered.
MASTER RUNE OF CHALLENGE 15 points
One use only. The rune is used during the enemy turn RUNE OF BROTHERHOOD 5 points
before they declare charges. Nominate one enemy unit
May not be used by a character with an Oath stone or
within 12" of the rune user. The unit must be able to
Shieldbearers. A character with this rune may either be
charge and reach the rune user or the unit he is with
deployed with a unit of Rangers utilising the Scouts
according to the normal rules. The enemy unit must
special rule or join a unit of Miners utilising the
either declare a charge against the rune user (and any
Ambushers special rule.
unit he is with) or must flee in the Compulsory
Movement phase as if it had failed a Panic test. The RUNE OF THE FURNACE 5 points
rune user (and any unit he is with) can only elect to
A model with the Rune of the Furnace has the
Hold or Stand and Shoot. Any Terror tests are taken as
Immunity (Flaming Attacks) special rule.
normal. This rune has no effect on units that have
Immunity (Psychology).
RUNE OF LUCK 5 points
MASTER RUNE OF PASSAGE 10 points One use only. A model with a Rune of Luck can re-roll
a single To Hit roll, To Wound roll, armour save, ward
A model with the Master Rune of Passage, and any unit
save or characteristic test during the game.
he joins, automatically pass any Dangerous Terrain
tests.

8
BANNER RUNES RUNE OF SLOWNESS 20/30/50 points
Any foes charging a unit including a standard bearing a
MASTER RUNE OF GROTH ONE-EYE 75 points Rune of Slowness subtract D3" from their charge
distance (roll after their charge distance has been
A standard bearing the Master Rune of Groth One-Eye
determined). If the enemy fails to make contact, all the
confers the Stubborn special rule to the bearer's unit
rules for failed charges apply.
and all friendly Dwarf units within 12" of the bearer.
A second Rune of Slowness means a foe rolls 2D3 and
MASTER RUNE OF STROMNI
must choose the highest dice when subtracting from his
REDBEARD 60 points
charge distance.
A standard bearing the Master Rune of Stromni
Redbeard confers a further +1 bonus to the bearer's A third Rune of Slowness maintains the previous
unit's combat result score, and the combat result score effects and, should a foe contact the bearing unit, they
of all other friendly Dwarf units within 12" of the have the Always Strikes Last special rule in the first
bearer. round of combat.
MASTER RUNE OF GRUNGNI 60 points RUNE OF STOICISM 50 points
A standard bearing the Master Rune of Grungni confers A standard bearing the Rune of Stoicism confers the
a Ward save (5+) against Wounds caused by missile Stubborn special rule to the bearer's unit.
attacks to any friendly units within 12" of the bearer.
RUNE OF SANCTUARY 10/20/30 points
MASTER RUNE OF GRIMNIR 50 points
A standard bearing a Rune of Sanctuary confers the
Slayers only. Any friendly Slayer unit within 12" of the Magic Resistance (1) special rule to the bearer's unit.
standard gains a Ward save (5+) against all missile
attacks. A standard bearing two Runes of Sanctuary confers the
Magic Resistance (2) special rule to the bearer's unit.
MASTER RUNE OF VALAYA 25 points
A standard bearing the Master Rune of Valaya confers A standard bearing three Runes of Sanctuary confers
a +1 bonus upon all attempts to dispel magic by the the Magic Resistance (3) special rule to the bearer's
owning player. Additionally, all Remains in Play spells unit.
are immediately dispelled on a D6 roll of 3+ at the start
of each friendly Magic phase (roll separately for each RUNE OF GUARDING 30 points
Remains in Play spell). Battle Standard Bearer only. The bearer of a standard
with the Rune of Guarding has a Ward Save (5+).
MASTER RUNE OF FEAR 25 points Multiples of this rune have no further elect.
A standard bearing the Master Rune of Fear confers the
Fear special rule to the bearer's unit. RUNE OF COURAGE 20 points
A standard bearing the Rune of Courage confers the
RUNE OF BATTLE 20/40/60 points Immunity (Psychology) special rule to the bearer's unit.
A standard bearing a Rune of Battle confers a further Multiples of this rune have no further elect.
+1 bonus to the bearer's unit's combat result score.
RUNE OF DETERMINATION 15 points
A standard bearing two Runes of Battle confers a One use only. The unit may take a Break test on a
further +2 bonus to the bearer's unit's combat result single D6 rather than 2D6. Multiples of this rune have
score. no further elect.
A standard bearing three Runes of Battle confers a RUNE OF KADRIN 20 points
further +2 bonus to the bearer's unit's combat result
A standard bearing the Rune of Kadrin allow all
score, and additionally confers the Fight in Extra Ranks
models in the unit to re-roll all To Hit rolls of 1 with
(1) special rule to the bearer's unit.
close combat and missile attacks. Multiples of this rune
have no further elect.

STROLLAZ' RUNE 10 points


A standard bearing Strollaz' Rune confers the Vanguard
special rule to the bearer's unit.

ANCESTOR RUNE 10 points


One use only. If the unit carrying a banner with this
rune has to take a Break test, the rune is expended. The
unit tests as if it were Stubborn. Multiples of this rune
have no further effect.

9
ENGINEERING RUNES RUNE OF FORGING 25 points
Cannon only. A war machine engraved with a Rune of
MASTER RUNE OF IMMOLATION 20 points Forging can re-roll the artillery dice whenever a misfire
result is rolled; however, you must accept the result of
One use only. A Dwarf player can cause a war machine
the second roll.
engraved with the Master Rune of Immolation to
explode at the end of any round of combat before RUNE OF ACCURACY 20 points
determining the combat results. Both the war machine
A war machine with engraved with a Rune of Accuracy
and all its remaining crew are instantly removed from
has a +1 bonus To Hit. If it does not use Ballistic Skill
play, and each enemy unit in combat with the war
To Hit, it can instead re-roll the scatter dice. May not
machine suffers 2D6 magical Strength 4 hits with the
be taken by an Organ Gun.
Flaming Attacks special rule, allocated as for shooting.
Any surviving enemy units who charged that turn may
RUNE OF RELOADING 20 points
make an overrun move as normal. This rune will also
be triggered automatically when the war machine loses A war machine engraved with a Rune of Reloading can
its last Wound in close combat. shoot every turn, even if it has moved or rolled a
misfire the previous turn.
MASTER RUNE OF DEFENCE 20 points
FLAKKSON'S RUNE OF SEEKING 15 points
The war machine gains a Ward save (3+) against all
Bolt Throwers only. A war machine engraved with
missile attacks.
Flakkson's Rune of Seeking gains +1 To Hit against
MASTER RUNE OF SKEWERING 20 points any units with the Fly special rule.
Bolt Thrower only. The Bolt Thrower always hits on a
RUNE OF FORTUNE 10 points
3+ with no modifiers.
If a machine has the Rune of Fortune the player may
MASTER RUNE OF DISGUISE 15 points re-roll the result on the machine's Misfire chart.
A war machine engraved with the Master Rune of
STALWART RUNE 5/10 points
Disguise always counts as being in hard cover.
A war machine engraved with a Stalwart Rune confers
RUNE OF PENETRATING 30/40 points a +1 bonus to its crew's combat result score.
A war machine engraved with a Rune of Penetration
A war machine engraved with two Stalwart Runes
increases the Strength of its shots by 1, to a maximum
confers a +1 bonus to its crew's combat result score,
of 10.
and its crew also gain the Stubborn special rule.
A war machine engraved with two Runes of
VALIANT RUNE 5 points
Penetration increases the Strength of its shots by 1, to a
The war machine crew gains the Stubborn special rule.
maximum of 10, and allows the user to re-roll a single
failed To Wound roll during the course of the battle.
RUNE OF BURNING 5 points
Note that in the case of a Grudge Thrower, this bonus
increases the Strength of both Strength values in its All shooting attacks from a war machine engraved with
profile. a Rune of Burning have the Flaming Attacks special
rule.

10
LORDS
LORD
Profile M WS BS S T W I A Ld Points
Lord 3 7 4 4 5 3 4 4 10 140

TROOP TYPE: Infantry (Character, Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon, medium armour

OPTIONS:
• May choose one of the following:
- Additional hand weapon +3 points
- Pistol +6 points
- Great weapon +8 points
• May choose one of the following:
- Crossbow +5 points
- Handgun +5 points
• May take heavy armour +9 points
• May take a shield +3 points
• May be mounted on one of the following
- Shieldbearers +5 points
- Oathstone +25 points
• May take Magic Items up to a total of 100 points

SPECIAL RULES: Ancestral Grudge, Gromril Armour, Relentless, Resolute

RUNELORD
Profile M WS BS S T W I A Ld Points
Runelord 3 6 4 4 5 3 3 2 9 160

TROOP TYPE: Infantry (Character, Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon

OPTIONS:
• May take a great weapon +4 points
• May choose one of the following:
- Light armour +3 points
- Medium armour +9 points
• May take a shield +3 points
• May be mounted on an Anvil of Doom +120 points
• May take Magic Items up to a total of 100 points

SPECIAL RULES: Ancestral Grudge, Gromril Armour, Relentless, Resolute, Rune Lore

11
LORDS
DAEMON SLAYER
Profile M WS BS S T W I A Ld Points
Daemon Slayer 3 7 4 4 5 3 5 4 10 140

TROOP TYPE: Infantry (Character, Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon

OPTIONS:
• May choose one of the following:
- Additional hand weapon +3 points
- Great weapon +8 points
• May choose one of the following:
- Killing Blow +15 points
- Vampire Slayer +15 points
- Beast Slayer +25 points
- Skaven Slayer +25 points
• May have Wards of Grimnir +20 points
• May take Magic Items up to a total of 100 points

SPECIAL RULES: Ancestral Grudge, Daemon Slayer, Deathblow, Relentless, Unbreakable

UPGRADES:
• Beast Slayer: Each wound inflicted by the model counts double towards that round's Combat Resolution
(excluding Wounds from Overkill in a challenge).
• Killing Blow: The model gains the Killing Blow special rule.
• Skaven Slayer: The model gains a number of Attacks equal to the number of enemy models in base contact
with him.
• Vampire Slayer: The model may re-roll failed rolls To Wound against enemies with Toughness 5 or higher.

NOTES:
• For each Daemon Slayer in your army, you may take one unit of Troll Slayers as a Core Unit.

12
LORDS
HEROES
THANE
Profile M WS BS S T W I A Ld Points
Thane 3 6 4 4 5 2 3 3 10 70

TROOP TYPE: Infantry (Character, Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon, medium armour

OPTIONS:
• One Thane may carry the Battle Standard +25 points
• May choose one of the following:
- Additional hand weapon +2 points
- Great weapon +6 points
- Pistol +6 points
• May choose one of the following:
- Crossbow +5 points
- Handgun +5 points
• May take heavy armour +6 points
• May take a shield +2 points
• May be mounted on an Oathstone +25 points
• May take Magic Items up to a total of 50 points

SPECIAL RULES: Ancestral Grudge, Gromril Armour, Relentless, Resolute

UPGRADES:
• Battle Standard: The Battle Standard Bearer can have a magic banner with no points limit. However, a model
carrying a magic standard can only carry other magic items up to a total of 25 points.

13
HEROES
RUNESMITH
Profile M WS BS S T W I A Ld Points
Runesmith 3 5 4 4 4 2 2 2 9 100

TROOP TYPE: Infantry (Character, Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon

OPTIONS:
• May take a great weapon +4 points
• May choose one of the following:
- Light armour +2 points
- Medium armour +6 points
• May take a shield +3 points
• May take Magic Items up to a total of 50 points

SPECIAL RULES: Ancestral Grudge, Forgefire, Gromril Armour, Relentless, Resolute, Rune Lore

14
HEROES
DRAGON SLAYER
Profile M WS BS S T W I A Ld Points
Dragon Slayer 3 6 4 4 5 2 4 3 10 70

TROOP TYPE: Infantry (Character, Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon

OPTIONS:
• May choose one of the following:
- Additional hand weapon +2 points
- Great weapon +6 points
• May choose one of the following:
- Killing Blow +15 points
- Vampire Slayer +15 points
- Beast Slayer +25 points
- Skaven Slayer +25 points
• May have Wards of Grimnir +20 points
• May take Magic Items up to a total of 50 points

SPECIAL RULES: Ancestral Grudge, Deathblow, Dragon Slayer, Relentless, Unbreakable

UPGRADES:
• Beast Slayer: Each wound inflicted by the model counts double towards that round's Combat Resolution
(excluding Wounds from Overkill in a challenge).
• Killing Blow: The model gains the Killing Blow special rule.
• Skaven Slayer: The model gains a number of Attacks equal to the number of enemy models in base contact
with him.
• Vampire Slayer: The model may re-roll failed rolls To Wound against enemies with Toughness 5 or higher.

15
HEROES
BREWMASTER
Profile M WS BS S T W I A Ld Points
Brewmaster 3 4 4 4 5 2 1 2 9 85

TROOP TYPE: Infantry (Character, Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon

OPTIONS:
• May take a great weapon +4 points
• May choose one of the following:
- Light armour +2 points
- Medium armour +6 points
• May take Magic Items up to a total of 50 points

SPECIAL RULES: Ancestral Grudge, Relentless, Resolute


• Beer Gut: Enemy attacks against the Brewmaster's front arc suffer -1 To Wound.
• Beer Casks: At the start of each of your turns, the Brewmaster can bestow one of the following beers to
himself and the unit they are with. Roll a D6; on a 1, the Brewmaster and their unit suffer -1 to their Weapon
Skill, Ballistic Skill and Initiative in addition to the effect of the chosen beer. Each beer effect lasts until the
start of your next turn. A unit can only be under the effect of one beer type at a time.
- Bugman's XXXXXX: The unit gains the Mighty Blow (1) special rule.
- Dwarf Special Reserve: The unit gains the Immunity (Psychology) special rule.
- Troll Brew: The unit gains the Regeneration (6+) special rule.

16
HEROES
MASTER ENGINEER
Profile M WS BS S T W I A Ld Points
Master Engineer 3 4 4 4 4 2 2 2 9 60

TROOP TYPE: Infantry (Character, Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon

OPTIONS:
• May choose any of the following:
- Great weapon +4 points
- Handgun +5 points
- Pistol +6 points
- Brace of pistols +8 points
• May choose one of the following:
- Light armour +2 points
- Medium armour +6 points
• May take Magic Items up to a total of 50 points

SPECIAL RULES: Ancestral Grudge, Relentless, Resolute


• Artillery Master: One war machine that is within 3" of a Master Engineer can use his Ballistic Skill or re-roll
one artillery dice or scatter dice during each Shooting phase. This cannot be the artillery dice that determines
the distance a cannonball bounces. You must nominate which weapon, if any, will be using this special rule at
the start of each Shooting phase, before any such weapons within 3" of the Master Engineer are fired.
• Entrenchment: Up to one unit with the troop type war machine can be entrenched for each Master Engineer in
the army. An entrenched war machine is treated as being in hard cover when shot at and any charging models
suffer a -1 To Hit modifier in close combat. An entrenched war machine can be pivoted to fire, but if it moves
in any other way, the entrenchment is lost. If the war machine is destroyed, the entrenchment is considered
destroyed as well. A war machine can only be entrenched once.
• "Stand Back Sir!": A model with this special rule that is within 3" of a war machine is allowed to take a
"Look Out Sir!" roll just as if he was within 3" of a unit of five or more models of the same troop type as
himself. If the roll is successful, the hit is resolved instead against the nearest friendly war machine.

17
CHARACTER MOUNTS
SHIELDBEARERS
Profile M WS BS S T W I A Ld Points
Shieldbearers 3 5 3 4 - - 2 2 9 -

TROOP TYPE: War Beast (Animal)

BASE SIZE: 20x40, 25x50, 40x40 or 50x50

OPTIONS:
• May take an additional shieldbearer +2 points

SPECIAL RULES: Ancestral Grudge, Relentless, Resolute

NOTES:
• Shieldbearers have a Unit Strength and Line of Sight value of 2.
• An additional shieldbearer adds +1 Attack and +1 Unit Strength.

18
CHARACTER MOUNTS
ANVIL OF DOOM
Profile M WS BS S T W I A Ld Points
Anvil of Doom - - - - 10 - - - - -
Anvil Guard 3 5 3 4 4 1 2 1 9

TROOP TYPE: War Machine

CREW: 2 Anvil Guards (Dwarf)

BASE SIZE: 20x20 or 25x25

SPECIAL RULES: Ancestral Grudge, Relentless, Resolute


• Anvil of Doom: A Runelord with an Anvil of Doom gains the Ward Save (4+) and Unbreakable special rules.
In addition, his troop type changes to War Machine and he counts as being part of the crew. The Runelord can
never choose to leave the Anvil during the game. If the Runelord is killed, the whole Anvil is also removed as a
casualty.
• Locus of Power: For each friendly Anvil of Doom on the battlefield at the start of any Magic phase, add one
dice to your dispel pool.
• Strike the Runes: A model mounted on an Anvil of Doom can use the following Ancestor Runes once each at
the start of each of your turns:
- Ancestor Rune of Grungni: Choose one friendly Dwarf unit within 24". Until the start of your next turn,
the target gains the Fight in Extra Ranks (1) special rule and may re-roll failed rolls To Hit in close combat
and with missile weapons.
- Ancestor Rune of Valaya: Choose one friendly Dwarf unit within 24". The target regains 2D3 Wounds'
worth of models slain earlier in the battle, just like a summoning spell.
- Ancestor Rune of Grimnir: Choose one unengaged enemy unit within 24"; that unit suffer 2D6 Strength
4 hits.

Choose which rune you wish the model to strike. Then the model needs to take a Leadership test on their own
unmodified Leadership. If passed, the Rune is struck and take immediate effect. If the Leadership test is failed,
roll a D6 and consult the Failed Rune table below:

FAILED RUNE TABLE


D6 Result
1 Remove the Anvil of Doom, the Runelord and the Anvil Guards as casualties immediately.
2-3 The rune does not take effect and the Anvil of Doom may not attempt to strike any further runes this
turn.
4-6 The rune does not take effect.

19
CORE UNITS
WARRIORS
Profile M WS BS S T W I A Ld Points
Warrior 3 4 3 3 4 1 2 1 9 7

UNIT SIZE: 10+

TROOP TYPE: Infantry (Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon, medium armour

OPTIONS:
• Must choose at least one of the following:
- Shields +1 point/model
- Great weapons +2 points/model
• May take heavy armour +1.5 points/model
• May upgrade one Warrior to a Leader +5 points
• May upgrade one Warrior to a Musician +5 points
• May upgrade one Warrior to a Standard Bearer +10 points
- May take a Magic Standard worth up 25 points

SPECIAL RULES: Ancestral Grudge, Relentless, Resolute

20
CORE UNITS
QUARRELLERS
Profile M WS BS S T W I A Ld Points
Quarreller 3 4 3 3 4 1 2 1 9 13

UNIT SIZE: 10+

TROOP TYPE: Infantry (Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon, crossbow, light armour

OPTIONS:
• May take great weapons +2 points/model
• May choose one of the following:
- Bucklers +0.5 point/model
- Shields +1 point/model
• May take medium armour +1 point/model
• May upgrade one Quarreller to a Leader +5 points
• May upgrade one Quarreller to a Musician +5 points
• May upgrade one Quarreller to a Standard Bearer +10 points
- May take a Magic Standard worth up 25 points

SPECIAL RULES: Ancestral Grudge, Relentless, Resolute

21
CORE UNITS
THUNDERERS
Profile M WS BS S T W I A Ld Points
Thunderer 3 4 3 3 4 1 2 1 9 13

UNIT SIZE: 10+

TROOP TYPE: Infantry (Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon, crossbow, light armour

OPTIONS:
• May choose one of the following:
- Bucklers +0.5 point/model
- Shields +1 point/model
• May take medium armour +1 point/model
• May upgrade one Thunderer to a Leader +5 points
- May replace handgun with brace of pistols free
• May upgrade one Thunderer to a Musician +5 points
• May upgrade one Thunderer to a Standard Bearer +10 points
- May take a Magic Standard worth up 25 points

SPECIAL RULES: Ancestral Grudge, Relentless, Resolute

22
CORE UNITS
MINERS
Profile M WS BS S T W I A Ld Points
Miner 3 4 3 3 4 1 2 1 9 9

UNIT SIZE: 10+

TROOP TYPE: Infantry (Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Great weapon, medium armour


• Blasting Charges: One use only. Blasting charges have the following profile:
Range: Strength: Special Rules:
4" 4 Armour Piercing (1), Flaming Attacks, Quick to Fire
• Steam Drill: Great weapon. Steam drills add +1 Strength. A Miner unit equipped with a steam drill can re-roll
a failed arrival for its Ambushers special rule.

OPTIONS:
• May take blasting charges +2 points/model
• May upgrade one Warrior to a Leader +5 points
- May replace great weapon with steam drill +10 points
• May upgrade one Warrior to a Musician +5 points
• May upgrade one Warrior to a Standard Bearer +10 points
- May take a Magic Standard worth up 25 points

SPECIAL RULES: Ancestral Grudge, Relentless, Resolute


• Underground Advance: Miners have the Ambushers special rule. In addition, instead of deploying like
normal Ambushers, a Miner unit can choose to arrive anywhere on the battlefield from below.

During deployment, before Scouts are placed, place a tunnel marker anywhere on the battlefield. The unit will
then deploy using the Ambushers special rule. When the unit emerges, roll a scatter dice and an artillery dice.
If you roll a hit on the scatter dice, the marker stays in place; if you roll an arrow, move the marker the number
of inches indicated by the artillery dice in the direction shown by the arrow. If the marker is moved off the
tabletop, the Miners are considered lost; treat them as casualties. In case a Misfire is rolled, roll a D6 and
consult the Underground Mishap chart.

Once the final position is established, place the Miner unit so it can touch the marker. If the marker is under a
friendly unit or impassable terrain, place it next to the closest edge of the unit/terrain. They may face in any
direction.

If the marker is under an enemy unit when the Miners emerge, the Miners are considered to have charged.
Place the attacking Dwarfs to the front of the enemy unit that is atop the marker.

UNDERGROUND MISHAP CHART


D6 Result
1-2 Cave-in! The Miners are instantly killed.
3-5 Partial Collapse. All models in the unit must pass a Strength test or be removed as casualties. Any
models that survive may not move or charge on the turn they emerge after a Partial Collapse. If the
models emerge into close combat they have the Always Strikes Last special rule for the remainder of
the turn.
6 Should Have Taken That Left Turn. Your opponent places the marker anywhere within 18" of the
original position on the table and this is where the Miners emerge. They cannot move or charge on
the turn they emerge.
23
SPECIAL UNITS
LONGBEARDS
Profile M WS BS S T W I A Ld Points
Longbeard 3 5 3 4 4 1 2 1 9 13

UNIT SIZE: 10+

TROOP TYPE: Infantry (Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon, heavy armour

OPTIONS:
• Must choose at least one of the following:
- Shields +1 point/model
- Great weapons +2 points/model
• May upgrade one Longbeard to a Leader +5 points
• May upgrade one Longbeard to a Musician +5 points
• May upgrade one Longbeard to a Standard Bearer +10 points
- May take a Magic Standard worth up 50 points

SPECIAL RULES: Ancestral Grudge, Relentless, Resolute


• Old Grumblers: Longbeards have the Immunity (Panic) special rule. In addition, any friendly Dwarf units
within 6'' of a unit of Longbeards can re-roll failed Panic tests.

24
SPECIAL UNITS
IRONBREAKERS
Profile M WS BS S T W I A Ld Points
Ironbreaker 3 5 3 4 4 1 2 1 9 14

UNIT SIZE: 10+

TROOP TYPE: Infantry (Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon, heavy armour, shield


• Cinderblast bombs: Cinderblast bombs are stone throwers with the following profile:
Range: Strength: Special Rules:
5-8" 3(6) Armour Piercing (1), Multiple Wounds (D3), Quick to Fire

When resolving the scatter distance, halve the number indicated by the Artillery dice. If the artillery dice result
is a misfire, roll a D6. On a result of a 1, centre the template over the thrower and work out the damage.

OPTIONS:
• May upgrade one Ironbreaker to a Leader +5 points
- May take cinderblast bombs +15 points
• May upgrade one Ironbreaker to a Musician +5 points
• May upgrade one Ironbreaker to a Standard Bearer +10 points
- May take a Magic Standard worth up 50 points

SPECIAL RULES: Ancestral Grudge, Gromril Armour, Relentless, Resolute


• Shieldwall: Models with this special rule may re-roll failed Parry saves.

25
SPECIAL UNITS
TROLL SLAYERS
Profile M WS BS S T W I A Ld Points
Troll Slayer 3 4 3 3 4 1 3 1 10 10

UNIT SIZE: 10+

TROOP TYPE: Infantry (Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Two hand weapons, great weapons

OPTIONS:
• May be upgraded to Skirmishers +1 point/model
• May upgrade one Troll Slayer to a Leader +5 points
• May upgrade one Troll Slayer to a Musician +5 points
• May upgrade one Troll Slayer to a Standard Bearer +10 points
- May take a Magic Standard worth up 25 points

SPECIAL RULES: Ancestral Grudge, Deathblow, Slayer, Relentless, Unbreakable, Vanguard

RANGERS
Profile M WS BS S T W I A Ld Points
Ranger 3 4 3 3 4 1 2 1 9 7

UNIT SIZE: 5+

TROOP TYPE: Infantry (Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon, light armour

OPTIONS:
• May choose any of the following:
- Great weapons +2 points/model
- Throwing axes +2 points/model
- Crossbows +5 points/model
• May take shields +1 point/model
• May take medium armour +1 point/model
• May be upgraded to Skirmishers +1 point/model
• May upgrade one Ranger to a Leader +5 points
• May upgrade one Ranger to a Musician +5 points
• May upgrade one Ranger to a Standard Bearer +10 points
- May take a Magic Standard worth up 25 points

SPECIAL RULES: Ancestral Grudge, Hill Strider, Relentless, Resolute, Scouts

26
SPECIAL UNITS
DEATHROLLER
Profile M WS BS S T W I A Ld Points
Deathroller * - - 5 4 3 - - - 80
Driver - 4 3 3 - - 2 1 9

TROOP TYPE: Chariot (Armour Save 5+)

CREW: 1 Driver (Dwarf)

BASE SIZE: 40x40 or 50x50

EQUIPMENT: Hand weapon

SPECIAL RULES: Ancestral Grudge, Random Movement (2D6), Resolute


• The Best Defence: The Deathroller has an armour save of 3+ against all models attacking from the front.
• Grinding Attack: A Deathroller is moved during combat to crush the enemies trying to dodge the heavy
machine. In addition to its normal Impact Hits when charging, the Deathroller inflicts D6 Impact Hits at the
start of each close combat round. If you roll a 6 when determining the number of Impact Hits, the driver has
pushed the boiler beyond his limits. Roll a D6 and consult the Boiler Incident Table.
• Over-Pressured Boiler: If two or more l's are rolled when rolling for its movement, you need to roll another
D6 and consult the Boiler Incident Table. The driver can take the risk and increase the pressure of the steam
boiler before choosing to move the Deathroller. This gives the Deathroller the Random Movement (3D6)
special rule.

BOILER INCIDENT TABLE


D6 Result:
1 Remove the Deathroller as a casualty. All units in base contact with the Deathroller suffer D6
Strength 4 Hits with the Armour Piercing special rule.
2-4 The Deathroller may not move this turn or use its Grinding Attack. If it breaks from combat this
round, it is automatically destroyed.
5-6 The Deathroller may only roll one D6 for each of its Movements this turn (including fleeing and
pursuit).

27
SPECIAL UNITS
FIRETHROWER
Profile M WS BS S T W I A Ld Points
Firethrower 3 4 3 3 4 2 2 2 9 60

TROOP TYPE: Infantry (Dwarf)

BASE SIZE: 20x40 or 25x50

EQUIPMENT: Hand weapon, firethrower, light armour


• Firethrower: This is a fire thrower with the following profile:
Range: Strength: Special Rules:
n/a 4 Flaming Attacks, Slow to Fire

OPTIONS:
• May take medium armour +2 points

SPECIAL RULES: Ancestral Grudge, Relentless, Resolute

NOTES:
• Firethrowers have a Unit Strength of 2.

BOLT THROWER
Profile M WS BS S T W I A Ld Points
Bolt Thrower - - - - 7 - - - - 45
Crew 3 4 3 3 4 1 2 1 9

TROOP TYPE: War Machine (Bolt Thrower)

CREW: 3 Crew (Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon

OPTIONS:
• May take light armour +1 point/model
• May take engineering runes up to 50 points

SPECIAL RULES: Ancestral Grudge, Resolute

28
SPECIAL UNITS
GRUDGE THROWER
Profile M WS BS S T W I A Ld Points
Grudge Thrower - - - - 7 - - - - 90
Crew 3 4 3 3 4 1 2 1 9

TROOP TYPE: War Machine (Stone Thrower)

CREW: 3 Crew (Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon

OPTIONS:
• May take light armour +1 point/model
• May take engineering runes up to 50 points

SPECIAL RULES: Ancestral Grudge, Resolute

CANNON
Profile M WS BS S T W I A Ld Points
Cannon - - - - 7 - - - - 90
Crew 3 4 3 3 4 1 2 1 9

TROOP TYPE: War Machine (Cannon)

CREW: 3 Crew (Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon

OPTIONS:
• May take light armour +1 point/model
• May take engineering runes up to 50 points

SPECIAL RULES: Ancestral Grudge, Resolute

29
SPECIAL UNITS
GYROCOPTER
Profile M WS BS S T W I A Ld Points
Gyrocopter - - - 4 5 3 - - - 85
Pilot - 4 3 3 - - 2 1 9

TROOP TYPE: Chariot (Armour Save 4+)

CREW: 1 Pilot (Dwarf)

BASE SIZE: 40x40 or 50x50

EQUIPMENT: Hand weapon, steam gun


• Steam Gun: Stream guns are Breath Weapon attacks with Strength 2, Armour Piercing (1) special rule. It
cannot not be used in close combat, but it can always be used in the shooting phase.
• Brimstone Gun: Brimstone Gun have the following profile. These are non-physical attacks.

Range: Strength: Special Rules:


18" 5 Armour Piercing (1), Flaming Attacks, Multiple Shots (3), Quick to Fire
• Clattergun: Clatterguns have the following profile:

Range: Strength: Special Rules:


24" 4 Armour Piercing (1), Multiple Shots (5), Quick to Fire

OPTIONS:
• Must replace steam gun with one of the following:
- Brimstone gun free
- Clattergun free

SPECIAL RULES: Ancestral Grudge, Fly (9), Impact Hits (D3), Relentless, Resolute.
• Dive Bomb: Once per game, during the Remaining Moves sub-phase, models with this special rule may drop
bombs unless they are fleeing.

To Dive Bomb, select one unengaged enemy unit that the Gyrocopter moved over in that turn. To determine
the damage caused by the bombs, roll an artillery dice; this is the number of hits inflicted. If a misfire is rolled,
the Gyrocopter takes a single Wound with no armour save allowed. The Gyrocopter's bombs have the
following profile:

Range: Strength: Special Rules:


n/a 3 Armour Piercing (1)

If a Gyrocopter Dive Bombs, it cannot make any other shooting attacks in that turn.

30
RARE UNITS
RARE UNITS
HAMMERERS
Profile M WS BS S T W I A Ld Points
Hammerer 3 5 3 4 4 1 2 2 9 16

UNIT SIZE: 10+

TROOP TYPE: Infantry (Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Great weapon, heavy armour

OPTIONS:
• May take shields +1.5 points/model
• May upgrade one Hammerer to a Leader +5 points
• May upgrade one Hammerer to a Musician +5 points
• May upgrade one Hammerer to a Standard Bearer +10 points
- May take a Magic Standard worth up 75 points

SPECIAL RULES: Ancestral Grudge, Armour Piercing (1), Relentless, Stubborn


• King's Guard: If the unit is joined by the Army General the unit gain the Immunity (Fear/Terror) special rule
while they remain in the unit.

31
RARE UNITS
IRONDRAKES
Profile M WS BS S T W I A Ld Points
Irondrake 3 5 3 4 4 1 2 1 9 15

UNIT SIZE: 10+

TROOP TYPE: Infantry (Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon, drakegun, heavy armour


• Drakegun: Drakeguns have the following profile. These are non-physical attacks.
Range: Strength: Special Rules:
15" 5 Armour Piercing (1), Flaming Attacks, Quick to Fire
• Brace of drakefire pistols: Drakefire pistols have the following profile. These are non-physical attacks.

Range: Strength: Special Rules:


10" 5 Armour Piercing (1), Flaming Attacks, Quick to Fire
• Trollhammer Torpedo: Trollhammer Torpedoes have the following profile:

Range: Strength: Special Rules:


24" 8 Flaming Attacks, Multiple Wounds (D3), Slow to Fire

OPTIONS:
• May upgrade one Irondrake to a Leader +5 points
- May take cinderblast bombs (see Ironbreakers) +15 points
- May replace drakegun with one of the following:
• Brace of drakefire pistols free
• Trollhammer torpedo +15 points
• May upgrade one Irondrake to a Musician +5 points
• May upgrade one Irondrake to a Standard Bearer +10 points
- May take a Magic Standard worth up 50 points

SPECIAL RULES: Ancestral Grudge, Immunity (Flaming Attacks), Gromril Armour, Relentless, Resolute

32
RARE UNITS
GIANT SLAYERS
Profile M WS BS S T W I A Ld Points
Giant Slayer 3 5 3 4 4 1 3 2 10 15

UNIT SIZE: 10+

TROOP TYPE: Infantry (Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Two hand weapons, great weapons

OPTIONS:
• May be upgraded to Skirmishers +1 point/model
• May upgrade one Giant Slayer to a Leader +5 points
• May upgrade one Giant Slayer to a Musician +5 points
• May upgrade one Giant Slayer to a Standard Bearer +10 points
- May take a Magic Standard worth up 50 points

SPECIAL RULES: Ancestral Grudge, Deathblow, Giant Slayer, Relentless, Unbreakable, Vanguard

DOOMSEEKERS
Profile M WS BS S T W I A Ld Points
Doomseeker 3 5 3 4 4 2 3 * 10 35

UNIT SIZE: 2-5

TROOP TYPE: Infantry (Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Doomseeker axes


• Doomseeker axes: Doomseeker axes have the following profile:
Range: Strength: Special Rules:
Combat As user Impact Hits (D6)

Doomseeker axes inflicts Impact Hits (D6) at the start of each round of close combat, not just when charging.
In addition, any close combat attacks directed against a Doomseeker suffer -1 To Hit.

SPECIAL RULES: Ancestral Grudge, Deathblow, Slayer, Relentless, Skirmishers, Unbreakable, Wards of
Grimnir

33
RARE UNITS
RUNE GUARDIANS
Profile M WS BS S T W I A Ld Points
Rune Guardian 6 3 0 5 5 3 1 3 10 50

UNIT SIZE: 3+

TROOP TYPE: Monstrous Infantry (Animated Construct)

BASE SIZE: 40x40

EQUIPMENT: Hand weapon, heavy armour

OPTIONS:
• Must choose one of the following:
- Additional hand weapons +3 points/model
- Great weapons +6 points/model
• May choose up to two of the following:
- Rune of Cleaving +3 points/model
- Rune of Warding +3 points/model
- Rune of Fury +5 points/model
- Rune of Striking +5 points/model
- Rune of Stone +6 points/model
• May upgrade one Ogre to a Leader +5 points
• May upgrade one Ogre to a Musician +5 points
• May upgrade one Ogre to a Standard Bearer +10 points
- May take a Magic Standard worth up 25 points

SPECIAL RULES: Animated Construct, Immunity (Poisoned Attacks)

UPGRADES:
• Rune of Cleaving: The Rune Guardian gains the Armour Piercing (1) and Magical Attacks special rule.
• Rune of Fury: The Rune Guardian gains +1 Attack and the Magical Attacks special rule.
• Rune of Striking: The Rune Guardian gains +1 Weapon Skill and the Magical Attacks special rule.
• Rune of Stone: The Rune Guardian gains +1 to its armour save.
• Rune of Warding: The Rune Guardian gains a Ward save (6+).

34
RARE UNITS
ORGAN GUN
Profile M WS BS S T W I A Ld Points
Organ Gun - - - - 7 - - - - 120
Crew 3 4 3 3 4 1 2 1 9

TROOP TYPE: War Machine (Organ Gun)

CREW: 3 Crew (Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon

OPTIONS:
• May take light armour +1 point/model
• May take engineering runes up to 50 points

SPECIAL RULES: Ancestral Grudge, Resolute


• Organ Fire: Dwarf Organ Guns fire an additional D6 shots.

FLAME CANNON
Profile M WS BS S T W I A Ld Points
Flame Cannon - - - - 7 - - - - 140
Crew 3 4 3 3 4 1 2 1 9

TROOP TYPE: War Machine (Fire Thrower)

CREW: 3 Crew (Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon


• Flame Cannon: Flame Cannons are fire throwers with the following profile. These are non-physical attacks.
Range: Strength: Special Rules:
12" 5 Flaming Attacks, Multiple Wounds (D3), Slow to Fire

OPTIONS:
• May take light armour +1 point/model
• May take engineering runes up to 50 points

SPECIAL RULES: Ancestral Grudge, Resolute


• Organ Fire: Dwarf Organ Guns fire an addition D6 shots.

35
RARE UNITS
GYROBOMBER
Profile M WS BS S T W I A Ld Points
Gyrocopter - - - 4 5 3 - - - 140
Pilot - 4 3 3 - - 2 1 9

TROOP TYPE: Chariot (Armour Save 4+)

CREW: 1 Pilot (Dwarf)

BASE SIZE: 40x40 or 50x50

EQUIPMENT: Hand weapon, steam gun (see Gyrocopters)

OPTIONS:
• Must replace steam gun with one of the following:
- Brimstone gun (see Gyrocopters) free
- Clattergun (see Gyrocopters) free

SPECIAL RULES: Ancestral Grudge, Fly (9), Impact Hits (D3), Relentless, Resolute.
• Bombing Run: During the Remaining Moves sub-phase, models with this special rule may drop a bomb
unless they are fleeing or have declared a charge that turn. To make a Bombing Run, select one unengaged
enemy unit that the Gyrobomber moved over in that turn and place the large 5" template anywhere over the
target unit (but note that it cannot cover friendly models) and roll for scatter and damage as for a stone thrower
from the Warhammer rulebook. If a misfire is rolled, use the Bomb Misfire chart below. Grudgebuster bombs
have the following profile:

Range: Strength: Special Rules:


n/a 3(6) Armour Piercing (1), Multiple Wounds (D3)

After resolving the damage caused by a Grudgebuster bomb, roll a D6. On a 4+, the bomb scatters D6" from
where it first landed (a Hit! result remains in place). Place the small round (3") template on the new location
and resolve damage using the profile above. It cannot bounce a third time.

BOMB MISFIRE TABLE


D6 Result
1 Premature Detonation. The Gyrobomber suffers a Strength 6 hit with the Multiple Wounds (D3)
special rule.
2-3 Jammed Release. Centre the 3" template over the Gyrobomber before scattering it and resolving
damage as normal. This bomb does not bounce.
4-6 Dud. Only the model under the template's central hole is hit, suffering a single Strength 4 hit.

36
RARE UNITS
THUNDERBARGE
Profile M WS BS S T W I A Ld Points
Thunderbarge - - - 6 6 8 - - - 275
Crew - 4 3 3 - - 2 1 9

TROOP TYPE: Chariot (Armour Save 4+)

CREW: 6 Crew (Dwarf)

BASE SIZE: 40x40 or 50x50

EQUIPMENT: Hand weapon, handgun

OPTIONS:
• Must replace steam gun with one of the following:
- Brimstone gun free
- Clattergun free

SPECIAL RULES: Ancestral Grudge, Bombing Run (see Gyrobombers), Fly (6), Unbreakable
• Disaster! If the Thunderbarge is destroyed it scatters 3D6" in a random direction and then crashes to the
ground. Place the large template with the hole under its final position. Any model touched by the template
suffers a Strength 6 hit.
• Thunderbarge Cannon: The Thunderbarge is armed with a cannon, which cannot fire grapeshot. The cannon
can be fired even if the Thunderbarge marches. If the cannon misfires and roll a "Destroyed!" result, then the
Thunderbarge suffers D3 Wounds with no saves allowed, and the weapon may no longer be used for the
remainder of the game. Other misfires are resolved as normal.

NOTES:
• A Thunderbarge has a Line of Sight value of 5.

37
RARE UNITS
GRUDGEBREAKER
Profile M WS BS S T W I A Ld Points
Grudgebreaker * 3 0 6 6 8 1 * 10 140

TROOP TYPE: Chariot (Armour Save 1+)

BASE SIZE: 50x50, 50x75 or 50x100

SPECIAL RULES: Animated Construct, Immunity (Poisoned Attacks), Terror.


• Steam-pressured Engine: The Grudgebreaker follows the rules for Random Movement and Random Attacks.
In order to determine the Movement and Attacks value of the Grudgebreaker, roll an Artillery dice rather than a
set of D6's (roll separately for Movement and Attacks). Whenever you attempt to move or attack with the
Grudgebreaker you may re-roll the Artillery dice if it didn't score a Misfire. If a Misfire is rolled, roll a D6 and
consult the Grudgebreaker Incident Table. If a Misfire results on the re-roll it automatically causes a Clunk
result.

GRUDGEBREAKER INCIDENT TABLE


D6 Result
1 Catastrophe! The Grudgebreaker does not Move or Attack this turn, and suffers D6 Wounds with no
saves allowed.
2-3 Malfunction: The Grudgebreaker does not Move or Attack this turn.
4-5 Clunk: The Grudgebreaker counts as having rolled a 1 for its Movement or Attacks value this turn.
6 Overdrive: The Grudgebreaker counts as having rolled a 10 for its Movement or Attack value this
turn. However, the Grudgebreaker also suffers D3 Wounds with no saves allowed after it has
performed its Movement or Attacks.

NOTES:
• A Grudgebreaker has a Line of Sight value of 5.

38
SPECIAL CHARACTERS
(LORDS)
THORGRIM GRUDGEBEARER
High King of Karaz-a-Karak
Profile M WS BS S T W I A Ld Points
Thorgrim 3 7 4 4 5 7 4 4 10 500
Thronebearers 3 5 3 4 - - 3 4 -

TROOP TYPE: Infantry (Special Character, Dwarf)

MOUNT: Thronebearers

BASE SIZE: 40x60 or 50x75

MAGIC ITEMS:
• The Axe of Grimnir: Magic Weapon. The Axe of Grimnir is inscribed with the Master Rune of Skalf
Blackhammer and the Master Rune of Alaric the Mad. In addition, Wounds caused by the Axe of Grimnir have
the Multiple Wounds (D6) special rule against Monsters.
• The Armour of Skaldour: Magic Armour. Heavy armour. The Armour of Skaldour is inscribed with the
Master Rune of Skaldour which gives Thorgrim a Ward save (4+), a Rune of Preservation and a Rune of Stone.
• The Dragon Crown of Karaz: Talisman. The Dragon Crown of Karaz is inscribed with the Master Rune of
Kingship.
• The Great Book of Grudges: Enchanted Item. Thorgrim, and any unit he joins, are subject to Hatred. Against
models included in the Ancestral Grudge special rule, they may re-roll failed To Hit rolls every close combat
round, not just the first.

SPECIAL RULES: Ancestral Grudge, Gromril Armour, Relentless, Resolute.


• High King: Thorgrim must be the Army General. If he is slain, all friendly Dwarf models immediately gain
the Frenzy special rule. In addition, one unit of Hammerers may be taken as a Special Unit instead of a Rare
Unit.
• The Throne of Power: The Throne of Power adds +4 to Thorgrim's Wounds (included in his profile), gives
him Unit Strength 5 and Line of Sight 2. In addition, the Throne gives him the Inspiring Presence (6) special
rule. However, if Thorgrim joins a unit, he does not benefit from the "Look Out Sir!" rule.

39
SPECIAL CHARACTERS
(LORDS)
ALRIK RANULFSSON
King of Karak Hirn
Profile M WS BS S T W I A Ld Points
Alrik Ranulfsson 3 7 4 4 5 3 4 4 10 325
Shieldbearers 3 5 3 4 - - 2 2 9

TROOP TYPE: Infantry (Special Character, Dwarf)

MOUNT: Shieldbearers

BASE SIZE: 20x40 or 25x50

MAGIC ITEMS:
• Axe of Retribution: Magic Weapon. Great weapon. The Axe of Retribution is inscribed with a Master Rune of
Breaking and a Grudge Rune.
• Hrappi-klad: Magic Armour. Heavy armour. Hrappi-klad is inscribed with a Rune of Shielding.
• Kurgaz's Shield: Talisman. Kurgaz's Shield is inscribed with two Runes of Warding.
• Helm of Eagles: Enchanted Item. At the start of each of your turns, Alrik may gaze at one enemy unit within
his Line of Sight. Your opponent must reveal any hidden troops within the unit (such as Assassins or Night
Goblin Fanatics) as well as all magic items carried by models within the unit.
• Karak-Hirn's Book of Grudges: Enchanted Item. This book gives Alrik the Hold Your Ground (12) special
rule.

SPECIAL RULES: Ancestral Grudge, Gromril Armour, Resolute, Relentless


• Lord of the Hold: If Alrik is included in your army he must be your army General (unless Thorgrim
Grudgebearer is also included).
• Traditional army: If Alrik is in the army then Firedrakes, Firethrowers, Gyrocopters, Flame Cannons, Organ
Guns, Thunderbarges and Grudgebreakers counts as 2 units for the purpose of duplicate choices that are
allowed. In addition, your army cannot have more models of Thunderers than Quarrellers.

40
SPECIAL CHARACTERS
(LORDS)
KAZADOR THUNDERHORN
King of Karak Azul
Profile M WS BS S T W I A Ld Points
Kazador 3 7 4 4 5 3 4 4 10 280

TROOP TYPE: Infantry (Special Character, Dwarf)

BASE SIZE: 20x20 or 25x25

MAGIC ITEMS:
• The Hammer of Karak Azul: Magic Weapon. The Hammer of Karak Azul is inscribed with the Master Rune
of Death and two Runes of Cleaving.
• The Armour of the King of Karak Azul: Magic Armour. Medium armour. The Armour of the King of Karak
Azul is inscribed with one Rune of Fortitude and a Rune of Resistance.
• The Thunderhorn: Enchanted Item. One use only. The Horn may be blown at the start of any enemy turn. All
enemy units within 24" of Kazador must pass a Leadership test to able to declare charges this turn.

SPECIAL RULES: Ancestral Grudge, Gromril Armour, Resolute, Relentless

BELEGAR IRONHAMMER
True King of the Eight Peaks
Profile M WS BS S T W I A Ld Points
Belegar Ironhammer 3 8 4 4 5 3 4 4 10 290

TROOP TYPE: Infantry (Special Character, Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Heavy armour

MAGIC ITEMS:
• The Hammer of Angrund: Magic Weapon. The Hammer of Angrund is inscribed with the Master Rune of
Swiftness, and Attacks made with it receive a +1 bonus To Wound.
• Shield of Defiance: Magic Armour. Shield. The Shield of Defiance is inscribed with three Runes of Warding
and a Rune of Preservation.

SPECIAL RULES: Ancestral Grudge, Gromril Armour, Relentless, Stubborn


• Revenge Incarnate: Once per game, at the start of any Close Combat phase, Belegar can double his Attacks
characteristic for the remainder of the turn.

41
SPECIAL CHARACTERS
(LORDS)
BROK STONEFIST
Lord of the Tunnels
Profile M WS BS S T W I A Ld Points
Brok Stonefist 3 7 4 4 5 3 4 4 10 290

TROOP TYPE: Infantry (Special Character, Dwarf)

BASE SIZE: 20x20 or 25x25

MAGIC ITEMS:
• Garaz Makaz: Magic Weapon. Great weapon. This weapon is inscribed with the Master Rune of Breaking
and the Master Rune of Alaric the Mad.
• The Rune Armour of Karak-Azgal: Magic Armour. Medium armour. The Rune Armour of Karak Azgal is
ninscribed with the Master Rune of Gromril and the Master Rune of Steel.
• The Talisman of Stone: Talisman. The Talisman of Stone gives Brok the Regeneration (4+) special rule.

SPECIAL RULES: Ancestral Grudge, Gromril Armour, Resolute, Relentless


• Lord of the Tunnels: Units of Miners in an army including Brok Stonefist gain +1 to the roll to see if they
arrive when using the Underground Advance special rule.

DRONG THE HARD


Lord of Kazad Thrund
Profile M WS BS S T W I A Ld Points
Drong the Hard 3 7 4 4 5 3 4 4 10 185

TROOP TYPE: Infantry (Special Character, Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Medium armour, shield

MAGIC ITEMS:
• Thrund's Hammer: Magic Weapon. Great weapon. This weapon is inscribed with the Rune of Smiting.
OPTIONS:
• May take Magic Items up to a total of 50 points

SPECIAL RULES: Ancestral Grudge, Gromril Armour, Hatred (Elves), Resolute, Relentless

42
SPECIAL CHARACTERS
(LORDS)
HELGAR LONGPLAITS
Queen of Krag Bryn
Profile M WS BS S T W I A Ld Points
Helgar Longplaits 3 7 4 4 5 3 4 4 10 210

TROOP TYPE: Infantry (Special Character, Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Medium armour, shield

MAGIC ITEMS:
• Bronn's Axe: Magic Weapon. This weapon gives the wielder the Multiple Wounds (2) special rule against
Characters.
• Bronnling Battle Banner: Magic Standard. This standard is inscribed with three Runes of Battle. Your army
must include one Thane that is upgraded to a Battle Standard Bearer. That model must be given this standard.

OPTIONS:
• May take Magic Items up to a total of 100 points

SPECIAL RULES: Ancestral Grudge, Gromril Armour, Resolute, Relentless

43
SPECIAL CHARACTERS
(LORDS)
UNGRIM IRONFIST
Last Slayer King of Karak Kadrin
Profile M WS BS S T W I A Ld Points
Ungrim Ironfist 3 8 4 4 5 3 5 4 10 325

TROOP TYPE: Infantry (Special Character, Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Medium armour

MAGIC ITEMS:
• Axe of Dargo: Magic Weapon. Great weapon. The Axe of Dargo is inscribed with the Master Rune of Smiting.
• The Slayer Crown: Magic Armour. The Slayer Crown is inscribed with a Rune of Fortitude and a Rune of
Stone.
• Dragon Cloak of Fyrskar: Talisman. The Dragon Cloak of Fyrskar is inscribed with three Runes of Warding
and a Rune of the Furnace.

SPECIAL RULES: Ancestral Grudge, Deathblow, Daemon Slayer, Gromril Armour, Relentless, Unbreakable.
• Slayer King: If Ungrim is the Army General, Troll Slayers are taken as Core units rather than Special units,
and Giant Slayers are taken as Special units rather than Rare units.
• Brotherhood of Grimnir: If Ungrim is included in your army, one unit of Troll Slayers or Giant Slayers may
be upgraded to the Brotherhood of Grimnir for +1 point per model. These Slayers have the Wards of Grimnir
special rule.

44
SPECIAL CHARACTERS
(LORDS)
GOTREK & FELIX
Legendary Adventurers
Profile M WS BS S T W I A Ld Points
Gotrek Gurnisson 3 7 3 4 5 3 5 4 10 270
Felix Jaeger 4 5 5 4 4 2 5 3 8 90

TROOP TYPE: Infantry (Special Character, Dwarf – Gotrek, Human - Felix)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Light armour (Felix only)

MAGIC ITEMS:
• Gotrek's Axe: Magic Weapon. Gotrek only. For each of Gotrek's initial Attacks that Hit, he gains one extra
Attack. In addition, Gotrek's axe also has the Ignore Armour saves special rule, and against enemies with
Toughness 5 or more he may re-roll failed rolls To Wound.
• Wyrmslayer Blade: Magic Weapon. Felix only. The Wyrmslayer Blade gives +2 Attacks. In addition, Felix
must always declare a charge against a Dragon or Drake if it is possible to do so. Against Dragons and Drakes,
the Wyrmslayer blade allows Felix to re-roll failed rolls To Hit and To Wound.

SPECIAL RULES: Ancestral Grudge (Gotrek only), Deathblow (Gotrek only), Daemon Slayer (Gotrek only),
Loner, Relentless.
• Gotrek's Doom: As long as Gotrek is alive, he and Felix have a Ward Save (4+), Magic Resistance (2) and the
Unbreakable special rules.

45
SPECIAL CHARACTERS
(LORDS)
THOREK IRONBROW
Master Runelord of Karak Azul
Profile M WS BS S T W I A Ld Points
Thorek Ironbrow 3 6 4 4 5 3 3 2 10 330
Anvil of Doom - - - - 10 - - - -
Anvil Guard 3 5 3 4 4 1 2 1 9
Kraggi 3 4 3 3 4 1 2 1 9

TROOP TYPE: War Machine (Special Character)

CREW: Thorek Ironbrow, 2 Anvil Guards, Kraggi (Dwarf)

BASE SIZE: 20x20 or 25x25

MAGIC ITEMS:
• Klad Brakak: Magic Weapon. Attacks made with this weapon have the Ignores Armour saves special rule.
Additionally, if the victim suffers one or more unsaved Wounds, any Magic Armour they were equipped with
are destroyed and cannot be used for the remainder of the game.
• Thorek's Rune Armour: Magic Armour. Heavy armour. Thorek’s Rune Armour is inscribed with the Master
Rune of Gromril.

SPECIAL RULES: Ancestral Grudge, Anvil of Doom, Forgefire, Locus of Power (see Anvil of Doom), Rune
Lore, Strike the Runes (see Anvil of Doom)
• Kraggi, Assistant at the Forge: Kraggi's forge is represented on the tabletop by a separate miniature that
always remains as close as possible to Thorek’s Anvil of Doom. The forge itself plays no part in the game; if it
gets in the way, simply move it to one side.

Thorek can re-roll a single dice on a failed attempt to Strike the Runes. If this re-rolled dice rolls a 1, Kraggi
has done something wrong and Thorek takes a Strength 10 hit. Kraggi is then removed from play and the
Kraggi, Assistant at the Forge special rule cannot be used again for the rest of the game.
• Master of Ancient Lore: Thorek may roll an additional dice for his Leadership tests when attempting to Strike
to Runes and discard the highest result. In addition, he knows the following Rune:
- Rune of Doom: Until the start of the next friendly Magic phase, all friendly Dwarf units within 18" gains
the Fear special rule.

46
SPECIAL CHARACTERS
(LORDS)
KRAGG THE GRIM
Master Runelord of Karaz-a-Karak
Profile M WS BS S T W I A Ld Points
Kragg the Grim 3 6 4 4 5 3 3 2 10 395

TROOP TYPE: Infantry (Special Character, Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Medium armour

MAGIC ITEMS:
• Kragg's Hammer: Magic Weapon. Kragg's Hammer is inscribed with a Rune of Fury, a Rune of Fire, and
gives the wielder Strength 10.
• Kragg's Armour: Magic Armour. Kragg's Armour is inscribed with a Master Rune of Gromril, a Rune of
Resistance and a Rune of Warding.
• Kragg's Runestaff: Talisman. Kragg's Runestaff bears a Master Rune of Balance, two Runes of
Spellbreaking, and a Rune of the Furnace.

SPECIAL RULES: Ancestral Grudge, Forgefire, Relentless, Resolute, Rune Lore

KADRIN REDMANE
Runelord of Karak Varn
Profile M WS BS S T W I A Ld Points
Kadrin Redmane 3 6 4 4 5 3 3 2 10 215

TROOP TYPE: Infantry (Special Character, Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Light armour

MAGIC ITEMS:
• The Hammer of Ages: Magic Weapon. Models that are hit with this hammer must take a Leadership test for
each hit suffered. If failed, the Hammer automatically wounds with the Ignores Armour save special rule. If the
test is passed, roll To Wound and take armour saves as usual.
• The Shield of Stone: Magic Armour. Shield. The Shield of Stone is inscribed with a Rune of Shielding.

SPECIAL RULES: Ancestral Grudge, Forgefire, Gromril Armour, Relentless, Rune Lore, Stubborn

47
SPECIAL CHARACTERS
(LORDS)
GROMBRINDAL
The White Dwarf
Profile M WS BS S T W I A Ld Points
Grombrindal 3 7 4 4 5 3 4 4 10 450

TROOP TYPE: Infantry (Special Character, Dwarf)

BASE SIZE: 20x20 or 25x25

MAGIC ITEMS:
• Rune Axe of Grimnir: Magic Weapon. This weapon gives Grombrindal +2 Strength and allows him to re-roll
any failed rolls To Hit and any failed rolls To Wound. In addition, models wounded by the Rune Axe of
Grimnir must re-roll any successful armour saves.
• Armour of Glimril Scales: Magic Armour. The Armour of Glimril Scales gives the White Dwarf a 1+ armour
save and a Ward save (4+).
• Rune Cloak of Valaya: Talisman. The Rune Cloak gives the White Dwarf the Magic Resistance (3) special
rule.
• Rune Helm of Zhufbar: Enchanted Item. Any friendly fleeing unit of Dwarfs will pass Rally tests
automatically if they are attempting to rally within 12" of the Rune Helm of Zhufbar.

SPECIAL RULES: Ancestral Grudge, Relentless.


• Disguised: The White Dwarf has the Hidden special rule. However, if the unit he is Hidden in is wiped out or
flees then the White Dwarf will be revealed, and will stand his ground even though the rest of the unit may be
fleeing or slain. Place the model in the middle of the front rank of the unit, then move/remove the rest of the
unit as normal. The White Dwarf will then operative as a lone character as normal. The White Dwarf may
never be the army's General, but units he joins may still use his Leadership once he is no longer Hidden.
• Grombrindal has no Fear!: Grombrindal is Unbreakable. If his unit flees for any reason he will always stand
his ground. If the unit was engaged in combat, he will continue to fight while his unit flees, denying the foe the
chance to pursue. Grombrindal can even join a unit that does not have the Unbreakable special rule – this is an
exception to the normal Unbreakable rules.

48
SPECIAL CHARACTERS
(HEROES)
KRUDD MAD-MATTOCK
Profile M WS BS S T W I A Ld Points
Krudd Mad-Mattock 3 6 4 4 5 2 3 3 10 95

TROOP TYPE: Infantry (Special Character, Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Medium armour

MAGIC ITEMS:
• Krudd's Mattock: Magic Weapon. Great weapon. This weapon is inscribed with the Master Rune of
Swiftness.

OPTIONS:
• May take Magic Items up to a total of 25 points

SPECIAL RULES: Ancestral Grudge, Gromril Armour, Resolute, Relentless


• Krudd's Pride: Krudd must always accept Challenges.

SKAG THE STEALTHY


Profile M WS BS S T W I A Ld Points
Skag the Stealthy 3 6 4 4 5 2 3 3 10 115

TROOP TYPE: Infantry (Special Character, Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Great weapon, medium armour

MAGIC ITEMS:
• Lucky Runehelm: Magic Armour. This armour gives the wearer a 6+ armour. In addition, it is inscribed with
three Runes of Luck, allowing them a total of three re-rolls during the game.

OPTIONS:
• May take Magic Items up to a total of 25 points

SPECIAL RULES: Ancestral Grudge, Gromril Armour, Resolute, Relentless


• Stealth: If Skag is included in your army, then one unit of Dwarf Warriors may deploy using the Ambushers
special rule.

49
SPECIAL CHARACTERS
(HEROES)
GRUNG GRUDGE-BRINGER
Profile M WS BS S T W I A Ld Points
Grung Grudge-Bringer 3 5 4 4 4 2 2 2 9 100

TROOP TYPE: Infantry (Special Character, Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon

OPTIONS:
• May take Magic Items up to a total of 50 points

SPECIAL RULES: Ancestral Grudge, Forgefire, Hatred (Elves), Relentless, Resolute, Rune Lore

NOTES:
• Grung Grudge-Bringer must always pick The Fiery Ring of Thori as one of their Magic Items.

50
SPECIAL CHARACTERS
(HEROES)
GARAGRIM IRONFIST
War-mourner of Karak Kadrin
Profile M WS BS S T W I A Ld Points
Garagrim Ironfist 3 6 4 4 5 2 4 3 10 185

TROOP TYPE: Infantry (Special Character, Dwarf)

BASE SIZE: 20x20 or 25x25

MAGIC ITEMS:
• Axes of Kadrin: Magic Weapon. Two hand weapons. The Axes of Kadrin are inscribed with the Master Rune
of Skalf Blackhammer and a Grudge Rune. In addition, when Garagrim charges, he causes an Impact Hit on
every model in base contact with him. These Impact Hits follow all the rules for his normal attacks.

SPECIAL RULES: Ancestral Grudge, Deathblow, Dragon Slayer, Relentless, Unbreakable


• The War-mourner: Each Wound inflicted by Garagrim counts double towards that round's Combat
Resolution. Against enemies with Toughness 5 or higher, Garagrim has the Multiple Wounds (D6) special rule.
However, Garagrim may never be the Army General.

LONG DRONG
Captain of the Fair Fregar
Profile M WS BS S T W I A Ld Points
Long Drong 3 6 4 4 5 2 4 3 10 70

TROOP TYPE: Infantry (Special Character, Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Brace of pistols

OPTIONS:
• May take Magic Items up to a total of 50 points

SPECIAL RULES: Ancestral Grudge, Deathblow, Dragon Slayer, Relentless, Unbreakable


• Dwarf Rum: Enemy models in base contact with models with this special rule suffer -1 to their Weapon Skill
in Close Combat. This does not affect Undead, Daemons or followers of Nurgle. The Slayer Pirates may not be
deployed closer than 6" to any other unit in the army at the start of the battle.
• Slayer Pirates: Josef Bugman must be accompanied by a unit of Troll Slayers chosen from the army list at a
cost of 12 points per model. This unit is equipped with a brace of pistols instead of two hand weapons and
great weapons and the Dwarf Rum special rule. Long Drong is the unit's Leader may never choose to leave this
unit.

51
SPECIAL CHARACTERS
(HEROES)
CRAZED KHARGRIM
Profile M WS BS S T W I A Ld Points
Crazed Khargrim 3 6 4 4 5 2 4 3 10 185

TROOP TYPE: Infantry (Special Character, Dwarf)

BASE SIZE: 20x20 or 25x25

MAGIC ITEMS:
• Chains of Binding: Magic Weapon. Great weapon. The Chains of Binding give Khargrim the Magic
Resistance (2) special rule.

SPECIAL RULES: Ancestral Grudge, Deathblow, Dragon Slayer, Hatred (Elves), Loner, Relentless,
Unbreakable
• Crazed: Khargrim always counts as charging in the first round of close combat.

JOSEF BUGMAN
Mysterious Master Brewer
Profile M WS BS S T W I A Ld Points
Josef Bugman 3 6 5 4 5 2 4 3 9 185

TROOP TYPE: Infantry (Special Character, Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Medium armour

MAGIC ITEMS:
• Ol' Trustworthy: Magic Weapon. Ol' Trustworthy is inscribed with two Runes of Cleaving and a Rune of
Fury.
• Bugman's Tankard: Enchanted Item. Josef Bugman, or a single model in the same unit, can drink from
Bugman’s Tankard at the start of any friendly turn. The imbiber immediately recovers 1 Wound lost previously
during the battle.

SPECIAL RULES: Ancestral Grudge, Beer Gut, Gromril Armour, Relentless, Resolute, Scouts
• Bugman's Rangers: Josef Bugman must be accompanied by a unit of Rangers chosen from the army list at a
cost of 17 points per model. This unit has Strength 4 and are equipped with great weapons, crossbows, medium
armour and shields. Josef Bugman may never choose to leave this unit.
• Liquid Fortification: As long as Bugman is alive, roll a D6 at the start of each of your turns and consult the
following chart to see what effects his draughts have upon himself and any unit he has currently joined:

D6 Result
1 Bad Brew: The unit gains the Flammable special rule until the start of the next friendly turn.
2-4 Belligerent: The unit gains the Stubborn special rule until the start of the next friendly turn.
5-6 Leathered: Each member of the unit gains +1 Toughness until the start of the next friendly turn.
• Stout Courage: Bugman and any unit he joins have the Immunity (Fear/Terror) special rule as long as he
remains with the unit.
52
SPECIAL CHARACTERS
(HEROES)
BURLOK DAMMINSON
Engineer Guildmaster
Profile M WS BS S T W I A Ld Points
Burlok Damminson 3 5 4 4 4 2 2 2 9 125

TROOP TYPE: Infantry (Special Character, Dwarf)

BASE SIZE: 20x20 or 25x25

MAGIC ITEMS:
• Burlok's Hammer: Magic weapon. Burlok's Hammer is inscribed with the Master Rune of Swiftness.
• Burlok's Armour: Magic Armour. Medium armour. Burlok’s armour is inscribed with a Rune of Warding.
SPECIAL RULES: Ancestral Grudge, Artillery Master (see Master Engineers), Entrenchment (see Master
Engineers), Relentless, Resolute, "Stand Back Sir!" (see Master Engineers)
• Burlok's Ingenious Offensive New-matic Integrated Constrictor Arm: Burlok's artificial arm gives him +1
Attack with Strength 6 in close combat.

GRIMM BURLOKSSON
Upstart Master Engineer
Profile M WS BS S T W I A Ld Points
Grimm Burloksson 3 4 5 4 4 2 2 2 9 95

TROOP TYPE: Infantry (Special Character, Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT:
• Grudge-raker: The Grudge-raker has the following profile:
Range: Strength: Special Rules:
30" 5 Armour Piercing (1), Dwarf-crafted, Multiple Shots (2D3)
• Cog Axe: Hand weapon. This weapon has the Armour Piercing (1) special rule. If Grimm scores one or more
hits in close combat against a model using a magic weapon, roll a D6; on a 5+, that weapon is immediately
destroyed and cannot be used further in this game.

SPECIAL RULES: Ancestral Grudge, Entrenchment (see Master Engineers), Relentless, Resolute, "Stand Back
Sir!" (see Master Engineers)
• Master of Accuracy: At the start of each friendly Shooting phase, Grimm can bestow one of the following
rules on a single friendly unit within 3" for the duration of that Shooting phase, though he does not gain any
bonuses for it himself.
- Artillery Adjustment: A war machine can use Grimm’s Ballistic Skill or re-roll one artillery dice. This
can be the dice that determines the distance a cannonball bounces or a Flame Cannon’s burst of flame
moves.
- Increased Range: The unit’s crossbows and handguns increase their maximum range by 6".
- Superior Volley: Models in the unit get +1 to Hit.
53
SPECIAL CHARACTERS
(HEROES)
MALAKAI MAKAISSON
Creator of the Goblin-hewer
Profile M WS BS S T W I A Ld Points
Malakai Makaisson 3 5 5 4 5 2 4 3 10 175
Goblin-hewer - - - - 7 - - - -
Slayer 3 4 3 3 4 1 3 1 10

TROOP TYPE: War Machine (Special Character)

CREW: Malakai Makaisson, 2 Slayers (Dwarf)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon, repeating Dwarf handgun (Malakai only)


• Repeating Dwarf handgun: A repeating Dwarf handgun has the following profile:
Range: Strength: Special Rules:
24" 4 Armour Piercing (1), Dwarf-crafted, Multiple Shots (3), Ponderous
• Goblin-hewer: The Goblin-hewer has the following profile:

Range: Strength: Special Rules:


48" 4 Armour Piercing (1), Multiple Shots (3D6)

SPECIAL RULES: Ancestral Grudge, Artillery Master (see Master Engineers), Slayer, Unbreakable.

54

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