REGIMENTS:
0-1 Unit of Longbeards ........ 15 points per model
Long Beards are the oldest Dwarfs in the army, and their beards are very long and grizzled. The Long Beards have fought in more wars, beaten more enemies and endured greater hardships than young Dwarfs can possibly imagine. They enjoy grumbling about how today's Goblins are far smaller and weedier than they used to be, and how nothing is really as well made as it was in their day.
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Long Beard | 3 | 5 | 3 | 4 | 4 | 1 | 3 | 1 | 9 |
Equipment: Long Beards wear long coats of mail armour and carry shields. They are armed with hand weapons such as axes and swords.
Save: 4+ (Heavy armour and shield)
Options: Long Beards may carry a magic or runic standard.
SPECIAL RULES
Scorn: With all their experience, Long Beards scorn all enemies and find it very hard to except defeat, despite often overwhelming evidence to the contrary. Long Beards fighting a scorned enemy therefore may add +1 to all Combat resolution results.
Shieldwall: Long Beards may adopt the Shieldwall formation.
0-1 unit of Iron Breakers ........ 20 points per model
Many Dwarf strongholds have deep tunnels which the Dwarfs have long since abandoned. These tunnels have become home to all kinds of monsters such as Night Goblins, Skaven, Trolls and even more sinister horrors. The Iron breakers guard these old passages and protect the stronghold from attack. They spend much of their time below ground in the deepest, least-visited parts of their stronghold. Because of the extreme danger of their duties they wear heavy iron armour engraved with the Rune of Stone.
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Iron Breaker | 3 | 5 | 3 | 4 | 4 | 1 | 3 | 1 | 9 |
Equipment: Iron Breakers wear thick iron armour and carry shields. They are armed with hand weapons and favour axes and hammers.
Save: 3+ (Heavy armour & shield + Rune of Stone)
Options: Iron Breakers may carry a magic or runic standard.
SPECIAL RULES
Magic Armour: Iron breakers wear armour engraved with the Rune of Stone - this is an exception to the normal rules because normally only characters can wear magic armour. This increases their saving throw from 4+ to 3+, and cannot be reduced to less than 6 by Strength Modifiers.
Shieldwall: Iron Breakers may adopt the Shieldwall formation.
0-1 Unit of Hammerers ........ 15 points per model
The Hammerers are the King's Dwarfs, a body of tough fighting men who guard the Kings chambers and accompany him to war. Each Dwarf stronghold has its own king and its own Hammerers and they are amongst the best Dwarf Warriors.
To many Dwarfs the use of heavy, two handed weapons has been an every day necessity throughout their lives, often spanning several centuries. To the most skilled of these the use of a double handed hammer is of no hardship and can be wielded as easily as a normal weapon. It is these skilled warriors which form the elite ranks of the Hammerers.
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Hammerers | 3 | 5 | 3 | 4 | 4 | 1 | 3 | 1 | 9 |
Equipment: Hammerers wear long coats of mail armour and carry shields. They are armed with ornately carved hammers of great age.
Save 4+ (Heavy armour and shield)
Options: Hammerers may carry double handed hammers at an additional cost of +2 per model. Hammerers may carry a magic or runic standard.
SPECIAL RULES
King's Dwarfs: The Hammerers are the King's Dwarfs. If the General is slain while leading the Hammerers, the unit will be racked with guilt and anger at their failings as a body guard. The Hammerers will hate all enemies for the remainder of the battle.
Hammer Skill: Due to their skill with their mighty hammer, Hammerers ignore the usual penalty that troops with doubled-handed weapons always strike last.
Shieldwall: Hammerers may adopt the Shieldwall formation.
Dwarf Clansmen .......................... 11 points
Dwarf Clansman form the main bulk of the Dwarf army. They are grim and termined fighters. They are also extreamly stubbon.
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Dwarfs | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
Equipment: Warriors wear mail armour and carry shields. They are armed with hand weapons and favour axes.
Save 5+ (Light armour and shield).
Options: Any unit may carry either double handed weapons at an additional +2 points per model, or spears at an additional +1 point per model. Any unit may replace their light armour for heavy armour at an additional cost of +1 point per model. Any unit may carry a magical or runic standard.
SPECIAL RULES
Shieldwall: Warriors may adopt the Shieldwall formation.
Dwarf Crossbows .......................... 13 points
Dwarfs are not suited to the use of ordinary bows, they use the powerful crossbows instead.
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Dwarfs | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
Equipment: Dwarf crossbowmen wear mail armour. They are armed with crossbows and carry suitable hand weapons too.
Save: 6+ (Light armour).
Options: Any unit may carry double handed weapons at an additional +2 points per model. Any unit may replace their light armour for heavy armour at an additional cost of +1 point per model. Any unit may carry a shield at an additional cost of +1 point per model. Any unit may carry a magical or runic standard.
SPECIAL RULES
Shieldwall: Crossbowmen equipped with shields may adopt the Shieldwall formation
Dwarf Thunderers .......................... 13 points
Dwarfs Thunders carry mighty handguns.
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Dwarfs | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
Equipment: Wear light armour and are armed with handguns and hand weapons.
Save: 6+ (Light armour)
Options: May carry shields +1 point each. May carry a magic or runic standard.
0-1 unit of Dwarf Miners .......................... 13 points
Dwarfs are natural miners. Dwarf Miners have spent scores of years hewing solid rock with their mighty double-handed picks. After a lifetime of mining at a pit face, wielding such a weapon against a foe in combat is an easy matter. Miners therefore ignore the usual penalty that troops with doubled-handed weapons always strike last.
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Dwarfs | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
Equipment: Miners wear heavy mail armour and carry, and are armed with heavy two-handed picks.
Save: 5+ (Heavy armour)
Options: Miners may be equipped with shields at an additional +1 per model. Miners may carry a magic or runic standard.
SPECIAL RULES
Miner Skill: Miners ignore the restriction that double handed weapons strike last.
Shieldwall: Miners equipped with shields may adopt the shieldwall formation.
Dwarf Slayers ...... 11 points per model
Dwarf Slayers are strange and extremely dangerous Dwarfs. They have taken binding vows of the Slayer Cult which oblige them to seek death in battle at the hands of as deadly a foe as possible. Only great shame or anguish can drive a Dwarf to these desperate measures.
A Dwarf army can include regiments of Slayers, but note it may not contain more regiments of Slayers than it has other Dwarf regiments.
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Troll Slayer | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
Equipment: Slayers do not wear armour, spurning the very concept of self preservation. They carry an axe. Often a very big axe.
Options: It is not necessary for all Slayers in a unit to be identically armed: some may carry a double handed axe instead of an ordinary axe (+2 points per model so armed) while others can carry an axe in each hand (+1 point per model so armed).
Slayers units may also include not just one, but as many Champions as you wish.
SPECIAL RULES
Attacks: Slayers may make one of two special attacks. A player must declare which attack each model is using at the start of a combat round. Although a mix of both types of attacks may be used by models in the unit, any character with more than one attack must use the same skill for all attacks.
Mighty Strike: Each wound inflicted causes D3 wounds.
Slayer Skill: Slayers strength is equal to the Toughness of any opponent, up to the maximum strength level as shown;
Troll Slayer. Strength 7
Giant Slayer. Strength 8
Dragon Slayer. Strength 9
Daemon Slayer. Strength 10.
Psychology: All Slayers are unaffected by any psychology rules except hatred of Goblins and Orcs which affects all dwarfs. This means they never need take panic, fear, terror or any other psychology tests.
Break Tests: Slayers cannot be broken from hand-to-hand combat. They do not need to take a break test if defeated in close combat and will fight to the last breath in their bodies given a chance.
Dwarf Drunks ........ 16 points per model
When Dwarfs have sunken to the absolute bottom they often pick up the bottle as their friend.
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Dwarf Drunks | 3 | 4 | 3 | 4 | 5 | 1 | 2 | 1 | 9 |
Equipment: Hand weapon or crossbow and Light armour.
Save: +4 (light armour)
Special rules:
Drunken behavior: Every turn the dwarf player rolls a D6 for every drunk unit and consults the table below:
Drunken Behavior Table (Roll D6)
1-2
The Dwarfs does not move this turn, instead they stop to puke! They can not attack unless they are attacked first but suffer a -1 to hit or to shoot. If in HtH combat they may puke on their enemy. See rules below
3-4
The dwarfs can move as normal.
5
The dwarfs sumble forward in a drunken rage and may add a 1" to their moving characteristics for this turn.
6
The dwarfs get so furious that they go into frenzy. The normal rules for frenzy apply untill the next drunken behavior roll.
Tankard attack: The dwarfs may thow their tankards at their foes. They work the same way as javelins except they only have a range of 6" and may not be used as a stand and shoot weapon.
Puke attack: If the dwarfs roll a 1 on their drunken behavior roll when in HtH they automaticly puke at the enemy. The enemy is so disgusted that they also stop to puke. Every time this happends the enemy must roll under their leadership or they also stop to puke, and may not do anyting this turn. If attacked they suffer a -1 to hit.
Dwarf Sappers ...... 16 points per model
Dwarf Sappers are skilled engineers in peace time, who turn their civilian skills to marital use on the battlefield. A group of Sappers will be able to quickly throw up a stockade around vulnerable crossbowmen, or artillery batteries; or build a sturdy pontoon bridge allowing easy passage for the remainder of the army. A team of Sappers may construct either a stockade or 2" wide bridge at a rate of 1" per team member instead of moving during the movement phase. Several teams may work together building a structure at a rate of several inches per turn.
Dwarf Sappers are equally happy using their structural expertise to break down opposing fortifications. During the combat phase, dwarf Sappers may attempt to demolish any structure they are in base-to-base contact with. A sapper will be able to assess the strengths and weaknesses of a structure, and is able to maximise his attacks on it. A sapper can attack walls, buildings, or other fortifications with three attacks instead of one.
A Dwarf army can include one team of Sappers for every unit taken.
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Dwarfs | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
Equipment: Sappers wear heavy mail armour, and are armed with heavy two-handed picks or hammers.
Save 5+ (Heavy armour)
SPECIAL RULES
Construct: Sappers may construct either a stockade or bridge at a rate of 1" per team member.
Demolish: Sappers may attack walls, buildings or other constructions with three attacks instead of one.
0-1 unit of Dwarf Adventures ................ Varies
Adventueres must all be placed in one unit. You may have as many diffrent types as you like in a single unit.
Special Rules:
Hate: Adventures don't Hate Orcs & Goblins like normal Dwarfs
Standard/Musician: No standard or musician may be used.
Charecters: No characters may join the unit. Dwarf Adventurers may not benefit from the general's leadership or the battle standard's Ld reroll.
Adventurers ..... 9 points
Dwarfs Adventures wander around the world seeking fame and fortune. They have forgotten all old allegiances to clans, but on occasions they might help out a hard-pressed army of dwarfs in a battle.
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Dwarf | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
Equipment: Hand weapon and light armour.
Options: May have shields (+1 points) and/or upgrade to heavy armour (+1 points).
Ninjas ............ 24 points
Dwarven Ninjas are a rare sight, since Dwarfs do not have the right physique to become masters of silent moving. However, some dwarfs have made the master tests and become worthy Ninjas.
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Ninja | 3 | 6 | 5 | 4 | 4 | 1 | 5 | 2 | 10 |
Equipment: Light armour, throwing stars, poisoned sword (D3 wounds).
Sword and Mug ......... 9.5 points
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Dwarfs | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
Equipment: Light armour, Mug (counts as additional hand weapon which breaks on a "to hit" roll of 1).
Samurai ........ 11 points
Samurai are a ruling class in Nippon, they rarely or never accept foreigners as Samurai.
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Samurai | 3 | 5 | 3 | 4 | 4 | 1 | 3 | 1 | 10 |
Equipment: Heavy armour and Katana (-1 save mod.).
Options: May have Shild (+1 point).
Stitls ............. 8 points
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Stitls | 4 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
Special Rules:
Stilts: May attack from second rank.
Map Reader ............ 18 points
Many ancient maps are written in Dwarvish, it is common for adventuring parties to include a Dwarf to guide them through the dark and danky dungeons of doom.
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Map Reader | 3 | 3 | 3 | 3 | 4 | 1 | 2 | 1 | 9 |
Equipment: Light armour, hand weapon and map (counts as a Rune of Passage).
Robbers ........ 8 points
Robbers are Dwarfs that are completely dishonoured, they have sunken to the bottom of society, they have nothing left to lose.
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Robbers | 3 | 4 | 3 | 3 | 4 | 1 | 3 | 1 | 10 |
Equipment: Robbers have Hand weapon and light armour.
Special Rules:
Pick Pocket: Must test on Ld when wanting to pursue, if failed they stay and loot the pockets of the dead.
Blood Bowl Players ......... 10 points
When Blood Bowl players retire they often find it hard to get back to a normal life. Sometimes their only choice is to go adventuring to find the excitement in life again.
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Blood Bowl Player | 4 | 4 | 3 | 3 | 4 | 1 | 3 | 1 | 9 |
Rat Catchers......... 10 points
Many Dwarfs are hired by whealty cities as rat catchers since their sight is better than a human in the darkness of sewers.
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Rat Catchers | 3 | 4 | 3 | 4 | 4 | 1 | 3 | 1 | 9 |
Special Rules:
Rat Catchers: Hate and cause fear to Skaven and other rat-creatures.
Merchants ......... 9 points
Dwarfs have a good hand with money and valuables so merchant is a natural proffesion for them.
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Merchants | 3 | 4 | 3 | 3 | 4 | 1 | 3 | 1 | 8 |
Equipment: Hand weapon, light armour, lotsa flashy stuff
Special Rules:
Flashy Stuff: Roll a D6 for each enemy in h-t-h the first turn they engage him: on a roll of a 6 they miss all their attacks for this turn while they drool the things he has for sale.
Hunter ........ 8 points
Dwarfs aren't very stealthy so a hunting dwarf often scares away prey or trip on their beard, this makes a Dwarf hunter an uncommon sight.
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Hunter | 3 | 4 | 3 | 3 | 4 | 1 | 4 | 1 | 9 |
Wizards ......... 10 points
Dwarven Wizards summon the arcane powers of magical enchantments to aid them in battle. That's only what they say at their shows. Actually, Dwarf Wizards are more like entertainers and circus performancers.
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Wizard | 3 | 3 | 3 | 3 | 4 | 1 | 3 | 1 | 8 |
Special Rules:
Counjuary: Each turn, roll a D6 to see what kind of trick the wizard does. Reroll the dice if the roll is the same as the turn before. The Wizard must be in the front rank.
1: The Wizard tries to make a "double-handed saltomortal-wheel with twist" at the same time as he juggles with his toe-tips. He fails miserably and falls over. He may not attack this turn and anyone attacking him get a +1 to hit bonus.
2: The Wizard performs as normal.
3: The Wizard plucks a coin out of a randomly determined enemy model adjacent to him. The wizard may not attack but neither may the opponent since he is so utterly surprised.
4: The Wizard performs an amazing series of Juggles. Neither side may attack in the combat since the enemy look at the dazzling balls flying around and the friends give the Wizard a standing ovation.
5: The Wizard picks out a pidgeon from his hat and yells "Look, a pidgeon!!". A randomly determined enemy model touching him looks at it. The wizard immedeately makes his one attack against that enemy. It hits automatically and it has an extra -1 save modifier.
6: The Wizard pulls out a huge saw from his cloak and yells "I'm going to perform the "jigsaw lady" trick! Any volunteers?". As no-one steps forward he begins to swing it at the enemy instead. For this turn only he has a +1S bonus. In addition, any females (Witch Elves, Daemonettes, Female characters, units with obviously 50%+ of females) have to take a panic test.