WARHAMMER ARMIES -
DWARFS

REGIMENTS OF RENOWN

Prince Ulthers Imperial Dwarfs- The Dragon Company

King Ulfar Stonehammer of Karak-Ungor lay dying. Relatives and retainers were gathered round his bed with its four dragon-topped posts, chewing their beards in grief.

"Where is my son?" croaked the king, "Let him come to me."

A servant slipped out of the royal bedchamber and hurried to the Prince’s apartments. After a few minutes, Prince Ulther son of Ulfar entered the chamber, whistling cheerfully.

"Hello, father," he said, "Still here, then?"

"Well, that’s nice," gasped the king, "What about a bit of grief?"

The Prince scratched his beard. "Of course I’ll miss you and all that," he said, "But then, I am going to be king when you’ve hung up your hammer. Will mixed feelings do?"

The king raised his dimming eyes to the ceiling ."Come closer," he wheezed, "There are some things I must tell you before I die."

The Prince approached the four-poster hopefully, as did the court scribe, quill in hand. "My son," croaked the king, "I leave you the rulership of Karak-Ungor" - there was an uncomfortable shuffling among the king’s retainers at this point - "And I leave you my war-axe, with the dragon-etched blade..."

"Not the hammer?" interrupted the Prince, a little peevishly.

"Watch it or you won’t get the axe."

"Sorry."

"That’s better. And along with the axe, I leave you a duty. Years ago, I swore that I would never rest until the blight of Chaos was cut out from our race, and the Chaos Dwarfs were no more. I pass that oath on to you. I also pass on to you my oath to exterminate the Goblins and their foul kin. You shall form a warband from the very cream of our race, and take it out to destroy these two enemies. You shall not rest until you have completed your task, nor shall you return to Karak-Ungor, which will be ruled in your absence by my Chancellor, Gorm the Wise..."

The king was interrupted at this point by a collective sigh from hes retainers, some of whom openly started shaking hands. They were quelled by a stern glance fom the king, who carried on with his death-speech as the scribe wrote furiously. "Take for your standard a dragon-carved post from your father’s deathbed..."

CRRRAACK!!!

"Not now!" spluttered the king, from beneath the fallen canopy of his bed, "Oh, what’s the use?" And with that, he died.

Captain: King Ulther Son of Ulfar of Karak Ungor

Battle-cry: "A dragon! A Dragon!"

Uniforms: Troopers have a dragon design on their belt-buckles, picked out in gold. Surcoats are red. The shield design is a stylised dragon in green and gold, on a red background.

Deeds: King Ulther son of Ulfar of Karak-Ungor settled quickly into the responsibilities of command, despite the doubts expressed openly by some of his father’s retainers. The Dragon Company’s most notable exploit was the raising of the siege of Karak-Gromni, when half the attacking Goblins turned to flight on hearing the Company’s battle-cry. Historians are divided over whether this was due to the Dragon Company’s fearsome reputation, or whether they thought a real dragon was coming.

Points:

King Ulther, Borri Forkbeard, Standard, Musician and 1 Dwarf ............ 291 points

Extra Dwarfs ................... 16 points each

Profile M WS BS S T W I A Ld
Ulther 3 6 5 4 5 2 4 3 10
Borri 3 5 4 4 4 1 3 2 9
Dwarf 3 5 3 4 4 1 3 1 9

Equipment: The regiment is equipped with Light Armour, Shields, Axes and Pistols.

Save: 5+

Special Rules:

Chaos Dwarf Frenzy: The Dragon Company, including Ulther and Borri are subject to frenzy when fighting Chaos Dwarfs.

Runic Axe: King Ulthers Axe bears the runes of Cleaving (+1 Str) and Breaking (Destroys Magic Weapons).

Bugmans Dwaf Rangers

It was a clear, crisp morning in early spring when a mule-cart creaked up to the entrance of Karak-Varn. Two guards looked suspiciously at the driver, a small hunched figure thickly wrapped in a variety of foul-smelling and flea-ridden blankets. It might be a Dwarf, but thery couldn't be sure. 'Who are you, and what's your business?' challenged one of the guards. The drive of the cart crackled softly. 'Come and see your king, I have,' it said, gathering the blankets around is as it shuffled down from the driving seat. 'Brought something for him.' The guards looked at one another, a little nervously. 'What is it, then?' asked one. The other moved towards the back of the cart, and started to lift the tarpaulin that covered its cargo. 'DON'T YOU DARE TOUCH THAT!' Surprised by the sudden power in the drivers voice, the guard dropped the tarpaulin as if it had burnt him. 'It's had enough of a messing with, just getting here,' the driver grumbled. 'And if you go a-poking and a-prodding it about, it won't be fit for Goblins. And now, if you don't mind, I've had enough of the oily rags and I'll talk to the mechanic.' Such a speech could only have come from the lips of a Dwarf, so the cart was admitted to the Dwarfhold. By the time the King arrived on the scene, a small crowd had gathered. A hush fell over the crowd as the stranger deftly whipped the tarpaulin off the cart, revealing a large barrel. 'Now I'm not guaranteeing how well it's travelled,' he announced, to no-one in particular. He produced a grubby metal tankard from among his mass of blankets, drew off a little of the barrel's contents, and peered at it critically. 'Hmmmm', he sniffed, 'Gone cloudy.' He swigged noisily, then screwed up his face and spat. 'Worse than I though,' he continued, 'It could really do with settling for a month or two. Still, it should give you the general idea.' He held out the tankard to the King. After a moment's hesitation, the King accepted the tankard, and, wiping the rim fastidiously with his cuff, took a swig. The effect was remarkable. His eyebrows shot up to the very rim of his crown, his eyes bulged and began to water as he was doubled over by a fit of coughing. After a few seconds the coughing subsided, and was followed by a deep, resonant belch. It was almost a minute before he was able to speak. 'I don't believe it!' he exclaimed, 'It can't be! It's ...... BUGMAN'S!' There was uproar in the chamber. It was many years since the Battle of Bugman's Brewery. Joseph Bugman was just a memory, a name half forgotten and wreathed in legend, like the name of Bugman's Best Bitter. 'That's right,' said the stranger. 'The Goblins left me for dead. It's taken me all these years to work my way here - but hush now, I'm forgetting my manners.'He threw off his wrapping of blankets and stood revealed as an old, grizzled and heavily scarred Dwarf. Joseph Bugman miraculously survived the Battle of Bugman's Brewery, and turned up years later at the Dwarfhold of Karak-Varn. He was not recognised at first, but when the King of the Dwarfhold tasted the beer that he brought with him, his identity was proved beyond doubt. Bugman's Dwarf Rangers were re-formed at Karak-Varn, and his reputation and his brewing skills brought Dwarves from miles around flocking to his banner. The expedition to reconquer and re-establish Bugman's Brewery assumed the proportions of a holy war.

Captain: Josef Bugman

Motto: Bugmans XXXXXX the Best Beer in the Old World.

Battle-cry: The old Ranger battlecry, 'Mhinz Abeir', with the response 'Zyor Rond' was maintained by the new Rangers, but a new battlecry was also used, consisting of the cry, 'Ayt Peinz' and the response 'Khaari'. Both cries seem to be in an arcane Dwarven tongue, and their meaning is unknown.

Uniforms : Heavy brewers' coats over chainmail, heavy cloaks, buckskin breeches and heavy boots. The uniform is in various shades of buff, brown, green and blue.The shield design carries the Bugman family arms - a tankard on a blue field.

Deeds: The story of Bugman's survival and his long journey to Karak-Varn is the subject of a number of epic poems and drinking songs. The development of Bugman's Castle XXXXXXXXX, a special brew to celebrate the reforming of the Rangers, is considered a great achivement, ranking alongside the Battle of Hangover Hill, when the Rangers destroyed a large Goblin ambush force despite the fact that an impromptu drinking match had finished scant hours before the attack.

Points:

Josef Bugman, Gorri, Standard, Musician and 1 Ranger ...................... 342 points

Extra Dwarf Rangers ........................... 16 points each

Profile M WS BS S T W I A LD
Josef Bugman 3 6 5 4 5 2 4 3 10
Gorri 3 5 4 4 4 1 3 2 9
Rangers 3 4 3 3 4 1 2 1 9

Weapons/Armour: The Rangers are armed with double-handed axes, crossbows, light armour and shields. Bugman also carries a Rune Tankard. Both Bugman and Gorrie have runic axes.

Magic Items:

Gorries Rune Axe:
Gorri is armed with an rune axe bearing a Rune of Breaking (Destroy Magic Weapon).

Bugmans Rune Axe:
Bugman is armed with an rune axe bearing a Rune of Cleaving (+1 Strength) and a Rune of Fury (+1 Attack).

Bugmans Rune Tankard:
Bugmans Tankard may be used upto three times during a battle except in the h-to-h combat phase. The drinker recovers one wound each time. It may only be used once per turn.

Long Drong Slayer's Pirates

As his name suggests, Long Drong is particularly tall (for a Dwarf). His career as a seafarer in Barak Varr, the Dwarf coastal fortress, started as cabin boy and rose to captain of the trading ship The Barrel of Ale.

Following a disaster that no Dwarf could bear - losing his ship's cargo of dwarf ale on the rocks in a storm, Long Drong's life as Captain of a trading ship was over and he resolved to become a Slayer, roaming the seven seas. His crew, feeling the loss of ale as much as their captain, following his lead into the life of Slayers.

Now known as Long Drong Slayer, he quicklyt gained a reputation as the most notorious pirate ever to lurk on Sartosa. Sailing his new ship The Fair Fregar, Long Drong has voyaged to many distant lands; Lustria, Albion, Araby and many uncharted lands on paid missions to recover lost pay chests some of which may not be as genuine as he claims. As a consequence, Long Drong has made many enemies who have put a handsome price on his head - what more could a seafaring Slayer wish for?

Captain: Long Drong Slayer

Motto: Lost pay chest recovery our speciality.

Battle-cry: Fifteen Dwarfs and a dead Dwarf's chest, yo ho ho and a flagon of ale ....

Points:

Long Drong Slayer, Standard, Drummer and 2 Pirates .......................... 263 points

0-15 Extra Pirates ................................ 13 points each

Profile M WS BS S T W I A LD
Long Drong 3 6 5 4 5 2 4 3(+1) 10
Slayer Pirates 3 4 3 3 4 1 2 1(+1) 9

Weapons/Armour: The Slayer Pirates are armed with cuttleses and loads of pistols.

Save: None

Special Rules:

Dwarf Rum: All enermy suffer -1 to hit during hand-to-hand combat due to beer fumes. Does not effect Undead and Daemons/Followers of Nurgle. No other troop may deploy within 3".

Pistols: The Slayer Pirates gain an extra attack from there pistols. All attacks are considered Str. 4 pistol attacks. They carry so many pistols they never need to reload.

Immune to Psycology: Like all Slayers, the pirates are immune to psycology and break tests.

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