Dwarfs
The Dwarfs live in fortified subterranean strongholds in the
mountainous regions of the Old World. Beneath these near
impregnable fortresses they have dug thousands of miles of
tunnels, shafts, mines and galleries. The Worlds Edge Mountains
are riddled with Dwarf delvings and constitute a hidden
underground realm as large in extent as any human kingdom.
The adjoining Grey Mountains and Dragonback ranges are also
home to Dwarfs and there are scattered settlements in most of
the mountainous regions of the Old World.
Dwarfs are attracted to these bleak places by hidden mineral wealth and especially gold. Dwarfs are utterly besotted with gold. They are also quite enthusiastic about gemstones and other rare and precious metals - but most of all they love gold! Dwarfs sing songs about gold, dig through solid rock to find gold, and spend endless happy hours counting the gold they possess. There are hundreds of different Dwarfish words for gold and new ones are being coined all the time. A Dwarf who finds himself in the presence of large amounts of the yellow shiny stuff can easily go ‘gold crazy‘. Such an individual may become insanely violent, even going so far as to attack his friends and family who he believes to be “after me gold”. Given this strong materialistic streak it is not surprising that Dwarfs are such keen traders and merchants. They are always willing to do business with other races - though only on cash terms - gold always acceptable.
Dwarfs are shorter and far stouter than men or elves. They are also much stronger and more resilient. They consider humans and elves to be gangling weaklings liable to be blown over in a decent breeze. Dwarfs are expert craftsmen, especially when it comes to metal work, smithying, gemcutting and jewellery making. Despite their cumbersome appearance they are astonishingly skilful at making fine, intricate mechanisms such as locks, concealed drawers, and hidden doorways. They are adept stonemasons and take great pride in their ability to build to last. Indeed, the phrase ‘Dwarf-built‘ is a byword for indestructible, whilst the Dwarfish word for ‘shoddy‘ translates quite literally as ‘manmade‘. Even the Elves consider Dwarf metalcraft the finest in the world. Elves are less appreciative of Dwarf taste, which they consider to be extra-ordinarily gaudy and vulgar.
Before the coming of men the Elves established colonies in the Old World so that they could trade with the Dwarfs. For many years the two races benefited from this arrangement and both peoples flourished. However, differences in temperament doomed the relationship to inevitable failure. The Dwarfs saw the Elves as arrogant and effeminate. The Elves thought the Dwarfs brutish and vulgar. If Elves had been more tactful and Dwarfs less prickly things might have turned out differently. But it was not to be. Once war began both sides were too proud to concede defeat.
After hundreds of years of continuous warfare both races were exhausted. The Elves returned to Ulthuan and abandoned the Old World. The Dwarfs considered themselves the victors but their numbers were so depleted that their empire could barely defend itself. It was at this point that hordes of greenskins and ratmen attacked the Dwarf realm from above and below. Many strongholds were destroyed and others damaged. The once sprawling underground empire was reduced to embattled enclaves in the mountains.
Today the Dwarf realm is much reduced in size and population. Men have established themselves on the lands once fought over by Dwarfs and Elves. The Dwarfs have learned to trade with men and the two races have forged a mostly peaceful relationship. It was a combined force of Dwarfs and men that finally drove the greenskins form from the lands now known as the Empire. It was Dwarf craftsmanship that raised the first human cities. Relations with the Elves remain embittered. Dwarfs never forget injustices against their own kind and can bear a grudge practically forever. They reserve their most heartfelt hatred for the greenskins and ratmen who have taken over the ruins of many strongholds that are rightful property of the Dwarfs.

Dwarf army selector
Troop | Type | Attacks | Hits | Armour | Command | Unit size | Points per unit | Min/max | Special |
---|---|---|---|---|---|---|---|---|---|
Warriors |
Infantry |
3 |
4 |
4+ |
- |
3 |
110 |
2/- |
- |
Handgunners |
Infantry |
3/1 |
4 |
6+ |
- |
3 |
90 |
-/- |
*1 |
Rangers |
Infantry |
3/1 |
4 |
5+ |
- |
3 |
110 |
-/2 |
*2 |
Troll Slayers |
Infantry |
5 |
4 |
- |
- |
3 |
80 |
-/2 |
*3 |
Cannon |
Artillery |
1/2+bounce |
2 |
6+ |
- |
2 |
90 |
-/1 |
*4 |
Flame Cannon |
Artillery |
1/2D6 |
2 |
6+ |
- |
1 |
50 |
-/1 |
*5 |
Gyrocopter |
Machine |
1/3 |
3 |
5+ |
- |
1 |
75 |
-/1 |
*6 |
|
|||||||||
General |
General |
+2 |
- |
- |
10 |
1 |
155 |
1 |
- |
Hero |
Hero |
+1 |
- |
- |
8 |
1 |
80 |
-/1 |
- |
Runesmith |
Hero |
+1 |
- |
- |
8 |
1 |
90 |
-/1 |
*7 |
Anvil |
Special |
+1 |
- |
- |
- |
- |
+50 |
0–1 |
*8 |
Special rules
- 1. Handgunners
-
A handgun shot can pierce armour far more easily than an arrow or a crossbow bolt. Therefore, count enemy Armour values as one worse than normal when shot by a handgun. One unit of Handgunners per full 1000 points can replace a unit of Warriors while still counting for the Warrior min/max value. Note that this unit still counts for max value of Handgunners.
- 2. Rangers
-
One unit of Rangers per full 1000 points does not have to be deployed before the game if the player does not wish to do so. Instead the unit can be infiltrated onto the battlefield once the game has begun. To infiltrate a unit, the Dwarf player nominates the point where he wants the Rangers to appear and issues an ‘infiltration‘ order from any character. The character does not have to be within his normal command range to issue an infiltration order - the character‘s command range is considered to extend over the entire tabletop when issuing an infiltration order. Treat the order as issued to the nominated point, and apply any modifiers for distance and proximity of enemy, but ignore penalties for dense terrain. The nominated point must lie either on the table within dense terrain or on any base edge other than the enemy player‘s own table edge. If successful, place one stand on the nominated spot and arrange the rest of the unit into formation around it. The infiltrated unit cannot be placed so that it touches an enemy unit. Once deployed, orders can be given to the unit by the same character that gave the infiltration order if he is within his normal command range, the infiltrating unit is considered to have used its first order to deploy. If the infiltration order is failed the unit is not deployed and cannot infiltrate that turn, it can attempt to infiltrate in a subsequent turn at the same or a different place.
Although they are infantry, Rangers can pursue any type of retreating enemy.
- 3. Troll Slayers
-
A Troll Slayer unit will always use its initiative to charge an enemy if possible and cannot be given orders instead. They will never use their initiative to evade. Troll Slayers cannot be driven back by shooting and never roll for drive backs. Troll Slayers must pursue or advance if victorious in combat where they are permitted to do so. Troll Slayers are unaffected by enemy that cause terror in combat - they don‘t suffer the -1 Attack modifier. Troll Slayers positively enjoy fighting monsters - the bigger the better in fact! Slayers add +1 Attack when fighting against a Monster stand.
Troll Slayer units earn victory points differently to other units as follows:
-
If a Troll Slayer unit has any stands remaining at the end of the battle then the full points value of the unit is awarded to the opposing side as victory points. It doesn‘t matter if the unit has 3, 2 or 1 stand remaining - if there are any stands left at all the enemy gets the full victory points.
-
If a Troll Slayer unit is destroyed no victory points are scored by either side.
Slayer units that have been destroyed still count towards the Dwarf army‘s losses for purposes of calculating withdrawal.
-
- 4. Cannons
-
Full rules for Cannons are in the main Rulebook.
- 5. Flame Cannon
-
The Flame Cannon is an infernal device that shoots a gout of flame. It has range of 30cm and its attacks are slightly unusual. Rather than having a fixed number of attacks it has 2D6 Attacks instead - roll 2 dice and add the scores together. But if the Flame Cannon rolls a double then it does not shoot as expected! Depending on the double rolled something has gone horribly wrong.
Table 1. Flame Cannon Misfire Chart Double Rolled What‘s that gurgling noise?! 1.
The Flame Cannon explodes and is destroyed. No attacks are caused.
2.
The Flame Cannon emits an enormous belch of fire inflicting a total of 2D6+4 attacks on the target before it explodes and destroys itself.
3.
The Flame Cannon makes a worrying wheezing noise before spewing out an unusually smoky flame. Six attacks are inflicted this turn but the number of attacks caused by all further shooting is reduced from 2D6 to 1D6.
4.
The Flame Cannon splutters and its boiler goes out. The crew scramble around to re-light it. The Flame Cannon does not shoot this turn but it is otherwise unaffected.
5.
The Flame Cannon chuffs out a great gout of soot, covering the target in black smoke and hot coals. Ten attacks are inflicted this turn but otherwise the Flame cannon is unaffected.
6.
The Flame Cannon lurches in its mountings and heaves forth an especially huge flame inflicting D6+12 attacks on the target. The Flame Cannon is otherwise unaffected
A Flame Cannon can shoot at charging enemy in the usual way.
- 6. Gyrocopter
-
The Gyrocopter is a flying machine, so all the usual flying rules apply. The model always forms a single unit on its own, must be given orders individually, cannot be brigaded with other units and cannot be joined by a character in combat.
The Gyrocopter’s fast-firing gun is light in weight and fires a small calibre shot. It counts Armour values as one worse than normal. The Gyrocopter has 360° vision - the unit can draw line of sight from all edges of its stand for the purpose of evading and shooting, including shooting at charging enemies. Note that this unit still needs Line of Sight from it‘s front edge to charge an enemy.
- 7. Hero
-
One Hero in the army may be upgraded to carry an Oathstone for +15 pts. Once per game, the Hero may use the Oathstone to inspire one unit that he has joined (except Trollslayers). Both the Hero, and the unit he has joined, gain +1 attack per stand, and are immune to Terror, until the end of the combat phase.
- 8. Runesmith
-
Although they are not wizards and cannot therefore cast spells, Dwarf Runesmiths can combat the magic of their enemies. If an enemy Wizard who is within 50cm of the Runesmith casts a spell the Runesmith can attempt to ‘anti- magic‘ it. Note that it does not matter what the spell is or where it is cast, the Runesmith can ‘anti-magic‘ it so long as the caster is with 50cm. To determine if this works roll a D6 - on the score of 4, 5 or 6 the Runesmith has succeeded and the spell doesn‘t work, it is dispelled by the Runesmith‘s defiant efforts. If he fails then the Runesmith‘s efforts come to nothing and the spell works as normal. A Runesmith can attempt to anti-magic any number of spells in a turn, but only one attempt can be made to anti-magic any individual spell - even if the army includes more than one Runesmith and several are in range of the enemy Wizard.
- 9. Anvil
-
The army can only include a single anvil and it is incorporated onto the stand of a Runesmith. If a Runesmith stand includes the Anvil, once per battle he can add +1 to his dice roll when he attempts to dispel enemy magic spells using the Dwarf anti-magic ability (see Runesmith). In addition the Runesmith can strike the Anvil during the Shooting phase of his own turn. The anvil‘s plangent rune-song fills the Dwarfs with even greater resolve! Roll a D6. On the score of a 4, 5 or 6 all Dwarf units within 20cm of the Runesmith are unaffected by Terror until the start of the Dwarf player‘s next turn. On a roll of less than 4 there is no effect.
