SPECIAL CHARECTERS:
High King Thorgrim Grudgebearer, King of Karaz-a-Karak
King Kazador of Karak Azul
The Slayer King Ulgrim Ironfist of Karak Kadrin
King of Zhufbar
King Bjorn Uzkulson of Barak Varr and High Admiral of the Great Dwarf Navy
Rune Lord Kragg the Grim
Engineer Guildmaster, Burlok Damminson
Gotrek Gurnisson and Felix Jaegar
Grombrindal - The White Dwarf
High King Thorgrim Grudgebearer, King of Karaz-a-Karak .......... 160 points
+ 50 points Great Book of Grudges
+ 140 points Throne of Power
+ 75 points Armour of Skaldour
+ 75 points Dragon Crown of Karaz
+ 125 points Axe of Grimnir
Thorgrim is High King of the Dwarfs and the King of Karak-a-Karak. He carries with him the Great Book of Grudges and wishes to avenge the grudges held in this tomb.
Profile M WS BS S T W I A LD
Thorgrim 3 7 6 4 5 3 5 4 10
Weapons/Armour: Thorgrim is armed with the Axe of Grimnir and wears the Armour of Skaldour.
Magic Items: Thorgrim carries The Great Book of Grudges, he wears The Armour of Skaldour and The Dragon Crown of Karaz and is armed with Axe of Grimnir.
Special: Thorgrim may ride on the Throne of Power accompanied by four throne bearers. See Dwarf Warmachines for Details.
Special Psychology: Thorgrim hates all his enemies, no matter who they are. This rule also applies to his Throne Bearers.
King Kazador of Karak Azul ........................ 174 points
+ 170 points Weapon Runes
+ 100 points Armour Runes
+ 50 points Talismanic Runes
King Kazador is King of Karak Azul. He holds a long grudge aginst the Orc Warlord Gorfang Rotgut of Black Crag. Karak azul was raided and many Dwarfs where taken captive inclueding Kazadors own king. His sons beard was shaven and he was nailed to the Kings Throne.
Kazador has offered half of his horde to anyone who brings his kin folk back alive; a quater to anyone who brings them back dead. He has also offered the pick of his treasures to anyone who kills Gorfang.
Profile M WS BS S T W I A LD
Kazador 3 7 6 5 5 3 5 4 10
Rune Bonus +1
Weapons/Armour: Kazador is armed with the Great Hammer of Karak Azule and wears the Armour of the Kings of Karak Azul. He also carries the Thunderhorn.
Great Hammer of Karak Azul:
The great Hammer of Karak Azul has been borne by royal line of Azul since the time of Grungni, and can only be lifted by a member of Kazador's clan. This mighty two-handed warhammer is forged from gromril, and it bears an unusually potent combination of runes: the Master Rune of Death (all wounds kill), the Rune of Striking (+1 Weapon Skill) and the Rune of Might (x2 strength against creatures stronger than Kazador).
The Armour of the King of Karak Azul:
The armour was forged in ancient days and is worn by the King of Karak Azul whenever he marches to war. It is forged of finest gromril and bears the master Rune of Adamant (+2 save) and the Rune of Resistance (re-roll save on 4+).
The Thunderhorn:
The Thunderhorn is carved from ancient tusk said to have been brought by the Dwarfs from the distant south in ages past. It bears the Master Rune of Dismay (enermy must test against Ld to move).
The Slayer King Ulgrim Ironfist of Karak Kadrin ................. 210 points
+ 90 points Weapon Runes
+ 55 points Armour Runes
+ 70 points Talismanic Runes
Many years ago an anscestor of Ungrim, King Bangor, suffered a teriible loss which led him to take the slayers oath. Torn between the oath of Kings and his Slayers oath he could no fulfil either and so his oaths have decended through the line of kinship. The oaths are now kept by Ungrim Ironfist the current King.
King Bangor, tranformed Karak Kadrin in to the Slayers Keep, home of the Cult of Slayers and helped other Slayers fulfil their vows.
Profile M WS BS S T W I A LD
Ungrim 3 7 6 4 5 3 5 4 10
Rune Bonus +1
Weapons/Armour: Ungrim wears heavy armourover which he hangs his heavy Dragon Cloak. He carries the mighty Axe of Dargo, and upon his head he wears the Slayers Crown.
Axe of Dargo:
The double-handed Axe of Dargo is a mighty weapon inscribed with a Rune of smiting (causes D6 wounds) and Rune of Parrying (-1 enemy Attack).
The Slayers Crown:
This majestic helmet is part of the king's armour and has two armour runes inscribed on it. These are a Rune of Iron (+1 Toughness) and Rune of Stone (+1 armour save - i.e. Save if 4+)
Dragons Cloak:
The Dragons Cloak bears the Master Rune of spite (rebound wounds on a 4+), Rune of Furnace (immune to fire), and Rune of Luck (one re-roll during game).
Special Rules: As the Slayer King Ungrim Ironfist is affected by some (not all) of the special Slayer Rules as follows.
1. He is unaffected by psychology rules (fear, terror, panic etc.) except for hatred of Orcs and Goblins. He must flee is with a fleeing unit.
2. Ungrim cannot be broken in hand-to-hand combat. Units may test on his Leadership of 10. He must flee is with a fleeing unit.
3. Slayer Skill. When fighting oppenents with a Toughness greater than his own strength. Ungrim's strength is counted to his enemy's toughness.
King of Zhufbar ..................................... 160 points
+ 150 points Weapon Runes
+ 100 points Armour Runes
The King of Zhufbar is an honrable King with conections with the Empire and the other Dwarf holds. He has plans to reopen the Dwarfs Underway of ancient times and often accompanies his Ironbreakers in defending these passages.
Profile M WS BS S T W I A Ld
Zufbar 3 7 6 4 5 3 5 4 10
Runic Bonuses 8
Weapons/Armour: The King of Zhufbar carries a Runic double-handed axe and wears heavy gromril armour engraved with runes and a shild.
Armour of Zhufbar:
The Armour of Zhufbar is engraved with the Master Rune of Adament (+2 Armour save i.e. 2+ save) and Rune of Resistance (re-roll save on 4+).
Axe of Zhufbar:
The Axe of Zufbar is a powerful weapon enscribed with a Master Rune of Death (all wounds kill) and a Rune of Might (double strength i.e. 8).
King Bjorn Uzkulson of Barak Varr
and High Admiral of the Great Dwarf Navy .............. 160 points
+125 points for Grudgebringer
+150 points for Armour of the Sea Lords
+20 points for Polly the Parrot
Bjorn Uzkulson is very heavily scarred and weather beaten from his days at sea. His long and glorious beard also contains large salt crystals that have been deposited there over the years, and he wears them as a sign of pride. Additionally, Bjorn's right leg was replaced by a peg that he hobbles around on.
Profile M WS BS S T W I A Ld
Bjorn Uzkulson 3 7 6 4 5 3 5 4 10
Runic Bonuses 7
Weapons/ Armour: In battle Bjorn carries the runic weapon Grudgebringer and wears a suit of heavily engraved runic armour, the Armour of the Sea Lords. He also has a pet parrot called Polly.
Grudgebringer:
A Great Dwarf axe bearing 3 runes Snorri Sapngelhelm's Master Rune (Always hits first) and 2 Cursed Runes (-1 S/T per hit).
Armour of the Sea Lords:
A suit of Heavy Dwarven Armour bearing 3 runes the Master Rune of Adamant (save is 3+) and 2 Runes of Iron (+2 Toughness).
Polly the Parrot:
Bjorn also has a pet Parrot, Polly, that can be used to attack. This parrot acts as a missile weapon using Bjorn's BS and inflicts a STR 3 hit. Armour saves are made as normal. After the attack is made, the parrot returns to Bjorn. It cannot be slain, but will not attack if Bjorn is killed or incapacitated.
Special Rules:
Hates Elves:
Bjorn Uzkulson harbours a deep and unrelenting Hatred of Elves. If he is the general he may not ally with the Elves and Hates all elves when fighting them.
Rune Lord Kragg the Grim .......................... 309 points
+ 165 points Weapon Runes
+ 150 points Armour Runes
+ 45 points Talismanic Runes
Kragg the Grim is the Master Rune Lord of Karaz-a-Karak. He is the oldest and greatest Runesmith.
Profile M WS BS S T W I A Ld
Karagg 3 8 6 5 6 4 5 4 10
Runic Bonuses 10 +1
Weapons/Armour: Kragg wears heavy heavy gromril rune armour. He carries a runestaff and a rune hammer.
Kragg's Hammer:
Kragg's Hammer bears Kragg's Master Rune. This will be the old Runesmith's greatest legacy to the Dwarf realms when he releases it, if he ever does. Kragg devised his rune to aid him when forging. It heats up the hammer till it glows red hot and then transfers the heat to whatever it hits. The hammer is so hot that enemy affected by fire are affected by the hammer as if it were burning. Kragg has also inscribed the Rune of Smiting (D6 wounds) and Rune of Fury (+1 attack) apon the Hammer.
Kragg's Armour:
Kragg's Armour is forged of gromril. The Runelord has enscribed the Master Rune of Adamant (+2 save), the Rune of Spell-Eating (automatic dispel) and the Rune of Resistance (re-roll failed save on 4+).
Runestaff:
This is an ancient staff of oak. The staff bears the Rune of the Furnace (immune to fire), the Rune of Spellbreaking (automatic dispel, one use only) and the Rune of Passage (move through difficult terrain).
Engineer Guildmaster Burlok Damminson..... 130 points
+25 points Weapon Runes
+55 points Armour Runes
Profile M WS BS S T W I A LD
Burlok 3 6 1 7 5 3 4 3 10
Rune Bonus +1
Weapons/Armour: In battle Burlok wields an ornate hammer, an elaborate and deadly version of a craftsman's hammer. He wear heavy gromril armour.
Burlok's Hammer: Burlok's Hammer is engraved with the Master Rune of Swiftness.
Burlok's Armour: Burlok's heavy armour is engraved with the Rune of Stone and the Rune of Iron.
Gotrek Gurnisson and Felix Jaegar
Gotrek..... 225 points
Gotrek's Axe..... +125 points
Felix..... 77 points
Felix's Sword..... +50 points
Profile M WS BS S T W I A LD
Gotrek 3 8 6 4 5 3 5 4 10
Felix 4 6 5 4 4 2 5 3 8
Gotrek's Weapons: Gotrek is armed with his double-handed rune axe.
Magic Items: The only magic item Gotrek carries is Gotrek's Rune Axe. Any hit inflicted by this axe will wound on the D6 roll of a 2 or more regardless of the user's Strength or target's Toughness. The target receives no save for armour, unless it is magical armour, and even magical armour suffers a -3 saving throw modifier. EAch wound inflicted causes not 1 wound but D3. In the case of dragons and daemons each wound inflicted causes D6 wounds.
Special Rules: Gotrek is subject to all the normal rules for Slayers, except that he always fights alongside Felix Jaegar. He may never join or lead a unit. In addition, he is affected by the special rule of Gotrek's Doom.
Gotrek's Doom: Time and again Gotrek has cheated death. Time and time again he has survived situations that no mortal should have survived no matter how strong, though, lucky or skillful. It would seem that fate, Dwarf gods, or some other power is preserving his life for a might doom indeed. To simulate this, whenever Gotrek or Felix take a wound under any circumstance whatsoever roll a D6. If the result is 4 or more then ignore the wound: the blow was turned at the last second, the character just managed to throw himself clear of the explosion, etc. The doom also protects the pair from magic. On a roll of 4+ any hostile spell which would otherwise harm them fails to do so. Note that the save against magic only saves Felix or Gotrek, it does not dispel the spell. The spell might still affect other models nearby if appropriate.
Oddly enough, Gotrek's Doom seems to mean that the heros can never settle happily, keep any possessions or even earn much money. They are destined to wander till whatever their alloted fate is overtakes them. Because of this the two have difficulty holding on to any possessions at all. The only magic item Gotrek is allowed to possess is his axe, and the only magic item Felix can have is his sword. The doom also ensures the two are never separated, so they always fight together.
Felix's Weapons/Armour: Felix is armed with a magic sword and light armour.
Magic Items: Felix Jaegar carries a Blade of Leaping Bronze which gives him +2 extra Attacks.
Special Rules: Felix must always fight alongside Gotrek and neither may join or lead a unit while Gotrek lives. While Gotrek is alive Felix shares his immunity to psyhcoloty and break tests. Should Gotrek be slain Felix may join or lead units as normal. While Gotrek is alive Felix is affected by the rules of Gotrek's Doom as described above. Should Gotrek be slain these rules cease to apply.
Grombrindal - The White Dwarf ....................... 180 points
+25 points (Rune Crown of Zhufbar)
+35 points (Armor of Glimril Scale)
+75 points (Rune Axe of Grimnir)
+75 points (Rune Cloak of Valaya)
Your Dwarf army may include The White Dwarf as an independent character, if your opponent agrees This legendary Dwarf is known in Khazalid, The Dwarven tongue, as Grombrindal which roughly translates as "The White-Bearded Ancestor" This is just one of the many names which he has been given over the centuries, but it is the most widely known.
Grombrindal- MWSBSSTWIALd
The White Dwarf3765545410
Weapons/Armor: The White Dwarf is armed with the Rune Axe of Grimnir and wears the Armor of Glimril Scale.
Magic Items: The White Dwarf carries four magic items. He weilds the Axe of Grimnir, and is protected by the Armor of Glimril Scale. On his beetling brow rests the Rune Crown of Zhufbar, and he wears the Rune Cloak of Valaya over his mighty shoulders.
Save: 5+ on 2d6 (See card)
Special Rules
Disguise: The White Dwarf wears a disguise until he is ready to reveal his true self. His usual disguise is a huge cloak which he wraps around himself to conceal his enormous white beard, clearly the sign of an ancestor! While in disguise he remains hidden in on of the Dwarf regiments. Secretly note which unit he is in before the battle starts. You can reveal the White Dwarf as his true self at the start of any of your turns.
If the unit he is with breaks or flees, the White Dwarf immediately reveals himself and the unit stands firm. It is so inspired and encouraged by the sight of the White Dwarf that it does not break or flee. If the unit is wiped out before the White Dwarf reveals himself, there will, of course, be one Dwarf left standing. This will be the White Dwarf himself, revealed! He now operates as an independent character and may join another unit if you wish.
Immune to Psychology: The White Dwarf is an ancestor who is not quite mortal. He is totally immune to psychology (except for the Hatred of Orcs and Goblins, which affects all Dwarves) and cannot be broken in hand-to-hand combat. If the unit he is with breaks he will stand his ground, which will stop any enemy pursuing if he is in base-to-base contact with them. However, he can be slain like any other character. None of the Dwarf sagas report anything of this kind, but the annals of their enemies make claims to have slain him. No Dwarf would believe such nonsense.
Magic Items
Rune Axe of Grimnir
The mighty axe wielded by the White Dwarf answers the description of the Rune Axe of Grimnir, mentioned in several sagas and legends. Maybe Grimnir has given it to the White Dwarf.
The Rune Axe of Grimnir is a double-handed weapon inscribed with a unique Rune said to be made by Grimnir himself at the dawn of time. This Rune allows the White Dwarf to roll two dice when rolling to hit and two dice when rolling to wound, and pick the best score. Opponents roll two dice when rolling to save against the Axe and the worst score will count. Note that unlike other magic weapons, the Rune Axe of Grimnir still adds +2 to the White Dwarf's Strength, although he does not have to strike last.
Armor of Glimril Scales
After the Battle of Thragg, in which the White Dwarf slew ten thousand Chaos Warriors to rescue the foolhardy Ungi No-Chance and his folk, a single scale of armor was found clutched in the teeth of the corpse of the Chaos Lord. It was a totally unknown metal. The Runesmiths were completely mystified and called it Glimril, perhaps forged by the Ancestor-Gods themselves!
The White Dwarf wears heavy armor made of Glimril scales. This allows him to roll two dice when rolling to save, and add the scores together (he saves on a 2d6 roll of 5+)
Rune Cloak of Valaya
The Runes embroidered on the great cloak worn by the White Dwarf clearly says that it was woven by the Valaya herself. At least on saga says that Valaya, the Dwarf Ancestor Goddess and protector of the Dwarven folk, fell in love with the White Dwarf on account of his magnificent white beard and gave him the cloak as a token of her esteem.
The Rune Cloak of Valaya protects against magic spells. Any spell which effect the White Dwarf is instantly dispelled unless it was cast with the Total Power card.
Rune Crown of Zhufbar
Those Dwarves who have glimpsed the awsome crown worn upon the White Dwarf's troubled brow have described what they saw. Runesmiths have identified this as the Lost Rune Crown of Zhufbar, which vanished many years ago when that stronghold was overwhelmed.
The Runes enscribed upon the Rune Crown of Zhufbar have the power to inspire and encourage any Dwarves who catch sight of its gleaming magnificence. Any fleeing Dwarf unit within 12" will automatically pass their rally test. Of course, this has no effect if the White Dwarf is still hidden.
NOTE: All the magic items carried by the White Dwarf are unique to him and can only be used by him.