RED ELF
DWARFS

The Dwarfs live under the mountains in their ancient Holds. They are legendary for their ability to hold both a grudge and their drink, but are best known for their thirst for gold.

CHAMPIONS, MUSICIANS & STANDARD BEARERS

Any unit of foot troops in the army may upgrade a model to a Champion, musician or standard bearer for +10 points each. A Champion will have +1A. A standard bearer from the following units may carry a magic or rune banner worth up to 50 points: Longbeards, Hammerers or Iron Breakers.

SPECIAL RULES

The following special rules apply to all characters and troops in a Dwarf army.

  • The Dwarf army gets a basic 4 dice in its dispel pool, not 2. Each Runesmith or Runelord adds 1 dice to the pool.
  • Dwarfs only flee or pursue 2D6-1" instead of the normal 2D6".
  • Dwarfs do not cast spells.
  • Dwarfs hate Ores and Goblins of all types.
LORDS DWARF LORD,
0-1 RUNELORD
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Ld
Points
Dwarf Lord
3
7
4
4
5
3
4
4
10
120
Runelord
3
6
4
4
5
3
4
3
10
120

Equipment: Hand weapon. May have an additional hand weapon (+6 pts) or Great weapon (+6 pts). May have a crossbow (+15 pts) or a pistol (+10 pts). May have light armour (+3 pts), heavy armour (+6 pts) and/or a shield (+3pts).

HEROES THANE,
RUNESMITH
Profile
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Ld
Points
Thane
3
6
4
4
4
2
3
3
10
60
Runesmith
3
5
4
4
4
2
3
2
9
75

Equipment: Hand weapon. May have an additional hand weapon (+4 pts) or Great weapon (+4 pts). May have a crossbow (+10 pts) or pistol (+7 pts). May have light armour (+2 pts), heavy armour (+4 pts) and/or a shield (+2 pts).

One Thane may be upgraded to a Battle Standard Bearer for + 25 points. He may carry any magic or rune banner (no points limit), but if he does so he may take no other magic or rune items. He may not be given any extra equipment except light or heavy armour. A Battle Standard Bearer may not be your army General.

CORE UNITS DWARF WARRIORS
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Points
Warrior
3
4
3
3
4
1
2
1
9
7

Unit Size: 10+

Equipment: Hand weapon and light armour. May have crossbow (+5 pts), shield (+1 pt) and/or Great weapon (+2 pts). May upgrade light armour to heavy armour (+1 pt).

0-1 UNIT OF DWARF MINERS
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Points
Miner
3
4
3
3
4
1
2
1
9
10

Unit Size: 10+

Equipment: Hand weapon, heavy armour and Great weapon (2-handed pick).

THUNDERERS
Profile
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Ld
Points
Thunderer
3
4
3
3
4
1
2
1
9
12

Unit Size: 10+

Equipment: Hand weapon, light armour and hand gun.

SPECIAL UNITS TROLL SLAYERS
Profile
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Points
Troll Slayer
3
4
3
3
4
1
2
1
9
9
Giant Slayer
3
5
3
4
4
1
2
2
9
50
Dragon Slayer
3
6
3
4
4
2
3
3
10
90
Daemon Slayer
3
7
3
4
5
3
4
4
10
140

Unit Size: 10-30

Equipment: Hand weapon. Usually an axe. May have Great axe (+2 pts) or additional hand weapon (+2 pts). Unlike normal units, Slayers do not all have to have the same equipment.

Special rules: Unbreakable. Slayers always wound on a 4+ or better. If the Toughness of their foe would normally make this harder, treat it as a 4 +. A unit of Troll Slayers may include up to 2 Slayer Champions (Giant Slayers, Dragon Slayers or Daemon Slayers) per unit at the cost shown above. This cost is part of the unit cost and does not 'use up' any of your allowance for characters. Slayer Champions may not leave their unit and may not have magic or rune weapons. However, they may have additional hand weapons (+6 pts), or a Great axe (+6 pts).

0-1 UNITS OF LONGBEARDS,
0-1 UNITS OF HAMMERERS,
0-1 UNITS OF IRON BREAKERS
Profile
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Points
Longbeard
3
5
3
4
4
1
2
1
9
11
Hammerer
3
5
3
4
4
1
2
1
9
11
Iron Breaker
3
5
3
4
4
1
2
1
9
13

Unit Size: 10+

Equipment: Hand weapon, heavy armour and shield. Hammerers may have Great Hammer (+2 pts). Iron Breakers have the Rune of Stone on their armour giving them an armour save of 3+.

DWARF CANNON, BOLT THROWER, STONE THROWER
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Points
Dwarf Cannon
-
-
-
-
7
3
-
-
-
100
Bolt Thrower
-
-
-
-
7
3
-
-
-
45
Stone Thrower
-
-
-
-
7
3
-
-
-
85
Crew
3
3
3
3
4
1
2
1
9
n/a


Unit Size: 1 war machine with 3 Dwarf crew. You may take up to 2 Bolt Throwers as a single Special choice.

Equipment: Hand weapon.

Special rules: See the Warhammer rulebook for details of these weapons. The Dwarf cannon is the smaller of the two types listed.

RARE UNITS GYROCOPTER
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Points
Gyrocopter
-
-
-
-
6
1
-
-
-
100
Pilot
-
4
-
3
-
-
2
1
9


Unit Size: 1

Special rules: A Gyrocopter can fly and has a 3+ armour save. It is armed with a steam cannon (treat as a S3 breath weapon).

FLAME CANNON
Profile
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Points
Flame Cannon
-
-
-
-
7
3
-
-
-
140
Crew
3
4
3
3
4
1
2
1
9


Unit Size: 1 war machine with 3 Dwarf crew.
Equipment: Hand weapon.

Special rules: Treat as a cannon from the rulebook with the following exceptions. Maximum guess is 12". Instead of rolling a second time for 'bounce', place the flame template where the shot lands with the wide end facing directly away from the cannon. Work out which models are hit as with breath weapons. Each model hit takes a single S5 hit with -2 armour save for 1W Any unit that loses one or more models from a flame cannon hit must take an immediate panic test. If a flame cannon misfires it will explode, destroying itself and killing its crew.

ORGAN GUN
Profile
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Ld
Points
Organ Gun
-
-
-
-
7
3
-
-
-
180
Crew
3
4
3
3
4
1
2
1
9

Unit Size: 1 war machine with 3 Dwarf crew.

Equipment: Hand weapon.

Special rules: Treat as a small cannon in the rulebook with the following exceptions. Fires 5 barrels at once then misses a turn reloading. All shots in a turn must target a single point, but are rolled for separately. Maximum guess is 24". If , it rolls a misfire other then for "bounce", the rest of that turns shots are wasted in addition to the normal effects.

MAGIC & RUNIC ITEMS

You may choose magic items for your characters and units from the following list and/or the common magic items in the rulebook. Engineering runes are unique items that may only be placed on war machines, and each war machine may only have one.

Runic Axe of Cleaving (magic weapon):
Bearer gains +1S, +1A, +1WS.
50 pts.

Runic Hammer of Smiting (magic weapon):
+2S. Unsaved Wounds become D3 Wounds.
75 pts.

Armour of Granite (magic armour):
Counts as wearing armour (4+ armour save). Also gives the bearer 5+ ward save.
45 pts.

Gromril Armour (magic armour):
Gives wearer a 1+ armour save that cannot be improved.
30pts.

Amulet of the Ancestors (talisman):
4+ ward save.
45 pts.

SpelIbreaking Tore (enchanted item):
Runesmiths and Runelords only Dispels one enemy spell automatically. One use only.
25 pts.
NOTE: Spellbreaking Tores are like scrolls in that you may have as many in your army as you have points to buy and characters to carry.

Runic Crown of Kingship (enchanted item):
The bearer, and the unit he is with, are stubborn.
75 pts.

Runic Banner of Battle (magic banner):
+2 combat resolution.
70 pts.

Runic Banner of Courage (magic banner):
Unit is immune to psychology.
50 pts.

Runic Banner of Warding (magic banner):
Unit gains 2 extra Dispel dice against each enemy spell that affects it.
40 pts.

Rune of Forging (engineering rune):
Cannons only. May re-roll the first Artillery dice of each shot (not the 'bounce').
25 pts.

Rune of Fortune (engineering rune):
May re-roll the dice on the misfire table.
25 pts.

Rune of Accuracy (engineering rune):
Stone Throwers only. May re-roll the Scatter dice.
25 pts.