WARHAMMER ARMIES -
DWARFS

CHARACTERS:

1 Dwarf Lord .................................... 160 points
The General represents a mighty dwarf possibly a dwarf king. He may be armed with any weapons and armour allowed to the Dwarfs (see Equipment List). He may carry upto 3 Magic Items or runic magic items. He may fly a gyrocopter chosen from the War Machines section (+90 points).

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Lord3764535410

0-1 Dwarf Battle Standard ......................... 98 points
The Standard carries an ancient clan banner or standard of a Dwarf hold. He may be armed with any weapons and armour allowed to the Dwarfs (see Equipment List). He may carry a single Magic Items or runic magic items this may be a Magic standard or Runic standard. He may fly a gyrocopter chosen from the War Machines section (+90 points).

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Standard354441329

Dwarf Heroes ............................. 104 points
Heroes are important clan leaders. They may be armed with any weapons and armour allowed to the Dwarfs (see Equipment List). They may carry two Magic Items or runic magic items. He may fly a gyrocopter chosen from the War Machines section (+90 points).

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Hero3654524310

Dwarf Champions ............................. 48 points
Champions must be armed the same as the unit they are commanding. Slayers have their own champions (below). Thunderer Champions may be armed with one or two pistols instead of a hand gun. They may carry a single Magic Item or runic magic item.

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Champion354441329

Slayer Champion
Giant Slayer ............................. 63 points
Dragon Slayer ............................ 136 points
Daemon Slayer ............................ 210 points

A unit of Dwarf Slayers may inclued any number of Slayer Champions. They may be armed with a single axe, two axes or a double handed axe. They may carry a single Magic Item or runic magic item. These must be weapons and not talismans, armour ect.

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Giant Slayer354441329
Dragon Slayer3654524310
Deamons Slayer3764535410

0-1 Runesmith
Runesmith ............................. 78 points
Master Runesmith ...................... 187 points
Rune Lord ............................. 306 points
Anvil + 2 Gaurds ...................... + 200 points

Runesmiths are powerful and acient individuals. They may be armed with with any weapon and equipment from the Dwarf equipment list. They may carry upto three Magic Items or runic magic items. They may be mounted on the Anvil of Doom with two gaurds.

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Runesmith364452329
Master Runesmith3754634310
Rune Lords3865645410

Dwarf Brewmasters............65 pts

Dwarf Society has always been made up of different guilds, such as the Guild of Engineers and the Guild of Runesmiths. However there are more obscure Guilds, such as, the Guild of Bard Singers and the Guild of Merchants. One of the more respected of these is the Guild of Brewmasters, who brew the ale that the Dwarves are famous for. When a Dwarf army marches to war, they need their ale to quench their thirsts and keep up their morale and so they take a Brewmaster to war with them.
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Brewmaster354441229

Weapons/Armour: The Brewmaster is armed with a hand weapon and wears light armour. He may have any additional equipment at the standard points cost.

Magic Items: The Brewmaster may have one magic item.

Special Rules:

Hate Greenskins: As with all Dwarves, Brewmasters hate all Orcs and Goblins

Elven Grudge: As with all Dwarves, Brewmasters bears the Elf grudge.

Ales: The Brewmaster has a variety of ales that he takes onto the battlefield to add to the ferocity of the warriors when they fight. If the Brewmaster is leading a unit, he may give each of them a swig of ale at the beginning of the turn, the effects of which are given below. These effects will last till the start of your next turn. After two swigs of ale, the unit will become drunk and will suffer a -1 to hit in hand-to-hand combat and missile fire, but also will receive +1 attack and +1 leadership. The Brewmaster has four different types of ales as well as a pick-me-up, the effects of which are given below. 2 swigs of Trollbrew Negates D3 wounds suffered by unit 1 swig of Karlsberg Unit automatically passes panic and fear tests 1 swig of Grizdal Gives unit +1 attacks as well as drunkedness 2 swigs of Grog Unit causes fear 1 pick-me-up Brings unit out of drunkedness.

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