warhammer armies - dwarfs (player edition) v2.4.1

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Page 1: Warhammer Armies - Dwarfs (Player Edition) v2.4.1

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(Player Edition)v2.3

Page 2: Warhammer Armies - Dwarfs (Player Edition) v2.4.1

Changes from 7th Edition Book (official) to PE v2.4• Lots, probably best to read the army book =)

Changes (v2.4.1)• Dwarf Lord and Thane gain Stubborn, allowing them to bolster units.• Due to complexity of wording, Pick Staves have been edited to grant a +1 bonus to Parry saves (effectively 5+

ward). This gives Ironbreakers a massive 1+ armour save and 5+ Parry save in the first of close combat when charged or 2+ with 5+ Parry thereafter. Increased cost to 14 points per model. Combined with a Runesmith with Rune of Protection, Ironbreakers can become practically immovable in combat.

• Thanes and Lords may carry a Book of Grudges (one per army) in addition to other equipment; it kind of captures the Grudge Rune in that it allows the bearer to read from it, causing all friendly Dwarf units to gain Hatred against a single enemy unit for the remainder of the game.

• Giant Slayers priced at 14 points each, Forest Rangers now get Crossbows for 4 points.• Adjusted Tunnel Bore and Death Roller to use split-profiles, with special Impact Hits (in own turn only) for the

machine’s own attacks.• Corrected Longbeard Rangers and Pathfinder to Forest and Obstacle Strider only (Dwarfs + marsh = not so good).• Pathfinder can now have throwing axes.• Balanced price of Death Roller and Tunnel Bore (230 and 180 respectively); while nasty, neither is that damaging

compared to full-fledged monsters, but they’re very durable.• In keeping with Warrior Priests for Empire (and since Runesmiths and Runelords may have bound spells), the Rune

Lore rule now includes channeling of Power dice as well.• Runelords and Runesmiths may now have Living Ancestor Tombs as a relic.• Reduced Oath Stone cost to 20 points (hero) and 30 points (lord).• Rune of Protection now offers re-rolls for all armour saves (if cast), not just results of 1.• Honour Guard rule now a basic army rule for simplicity; reduces unit in rarity but character must deploy with it and

can’t be joined by other characters.• Giant Slayers now 2 wound (as per Hammerers and Runeguard) and 28 points with Wards of Grimnir and 2

Attacks. They may also be upgraded into a unit of Doomseekers for +12 points per model and/or Skirmishers for +3 points per model.

• Thunderers now a Special choice (slightly discourages gun-line play), though they may now be taken as an Honour Guard by Master Engineers to make them available as Core.

• Added Priesthoods of the Ancestor Gods as Special choices; these are special units built around their two-wound champion who grants special abilities:

• Brotherhood of Grungni are a defensive unit with light armour + ancestor helm and Fight in Extra Rank with Hand Weapon & Shield, as well as Strength 4 after the first round. Can be taken as Honour Guard for thanes/lords. Priest can urge the unit to push back enemies to their front, useful for inflicting extra damage or disrupting the enemy battle-line, if it works, as it uses ranks or Strength to provide the momentum.

• Brotherhood of Grimnir are an offensive unit with similar abilities to a Slayer, minus their special rules. Instead they have Wards of Grimnir and light armour as standard, with two hand weapons and great weapons selectable as Weapon Masters and boosted by Always Strikes First. Can be taken as an honour guard by slayer characters (overriding the Slayer rule). Priest may inspire the unit to become Frenzied, though this is more easily lost than standard Frenzy if the unit size is too low, and can only be used once.

• Sisterhood of Valaya are a special unit with light armour, Ward Save (5+) and Magic Resistance (3). Their strength lies in the ability of the Priestess to cast an innate healing spell similar to Regrowth, but with limited range. The unit can be taken as an honour guard by a Runesmith/Runelord, who can cast a boosted form of the spell, and also cast an additional blessing spell that grants Regeneration (5+) onto a target.

• Reckoners are not a priesthood exactly, but are led by a loremaster to settle recent and ancient grudges. They have hand weapons & shields and are Stubborn skirmishers, able to take Great Weapons and/or pistols as options for the reckoners only. Loremaster can inspire them to re-roll to Wound once per battle, and they can always re-roll to hit against a unit targeted by a Book of Grudges. Can be taken as an honour guard for a Pathfinder.

• Hearth Guard gain +1 Strength on the charge, to further reinforce their offensive capacity.• Organ Gun and Flame Cannon crew now have Heavy Armour and shields as standard, due to their close range

nature included in their cost, now that their extra abilities are dependent upon their Engineers.• Increased cost of Rune of Penetrating to 35 points as its most useful for Grudge Throwers, which can become very

powerful with one or two of these runes plus the Rune of Accuracy. With this increase a Grudge Thrower + Ro Accuracy and 2 RoPenetrating will be 180 points, without Engineer.

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Page 3: Warhammer Armies - Dwarfs (Player Edition) v2.4.1

• Special Characters:• Lords:

• Thorgrim Grudgebearer is similar to before, but counts as a Battle Standard with re-usable Book of Grudges (changes target). He is very tough to kill and his runic axe is suitably unmatched.

• Thorek Ironbrow is a Runelord with Anvil of Doom, Loremaster in Runic Magic, and counts as Level 4 wizard. Kraggi allows him to ignore Miscasts or broken concentration, at the cost of his own Wounds.

• Ungrim Ironfist is a strong Daemon Slayer that causes Slayer units in his Inspiring Presence to treat combats as no worse than a draw. He also comes with a War Mourner that is a strong Dragon Slayer Doomseeker with special Victory Point conditions.

• Alrik Ranulfsson is a good Dwarf Lord on Shieldbearers, forcing a traditional army but with a Book of Grudges that can aid shooting from traditional weapons. His axe also destroys magic weapons.

• Queen Helga is a good Dwarf Lord option that can choose a Hero to be a champion, bolstering them in challenges but with a Victory Point penalty if they die. She also bolsters her unit with Stomp attacks if they win in combat resolution. She has 3 Attacks basic, but makes extra attacks for each hit she suffers.

• Heroes:• Kragg the Grimm is a weak Runelord with strong runic capabilities. His staff incorporates all non-Master

Sigil Runes, with a +2 casting bonus, and he receives a +1 Dispel bonus. He isn’t very strong in combat, but has a 3+ Ward Save, making him hard to kill.

• Grombrindal is a strong Dwarf character that re-rolls failed to-Wound rolls and cannot be refused a challenge. He is held in reserves and can be delayed by a re-roll, upon arriving he appears in any suitable unit (replacing a model). He is hard to kill, meaning a D6 is rolled, a 1 means he is dead, a 2-4 puts him back in reserve, while a 5-6 leaves him with 1 Wound.

• Gotrek & Felix are a slayer and human combo, forming a two-model skirmish unit with strong combat potential as Gotrek’s axe retains Heroic Killing Blow with the Master Rune of Alaric the Mad (extra attacks per hit). Felix has hatred, which also lasts in all rounds versus dragons, but he must charge them. Both are protected by a 4+ Ward Save and Magic Resistance (2) so long as Gotrek lives. Victory Points are only lost if Felix dies, or both die.

• Burlock Damminson is a Master Engineer with a bonus, Multiple Wound (D3) attack from his B.I.O.N.I.C. arm. He also has extra bonuses for Bolt Throwers and Grudge Throwers in his care.

• Malakai Makaisson is a Slayer Master Engineer with a strong repeating handgun (multiple shots D6). He may bring to battle either his Goblin Hewer (Artillery Dice shots per enemy rank until Misfire), or the Spirit of Grungni (allows a unit of Troll or Giant Slayers to enter as per a Tunnel Bore).

• Special Champions:• Josef Bugman as a Longbeard rangers champion upgrade for a single unit with crossbows; upgrades the

unit to Strength 4 with hatred for greenskins and grants Regeneration (6+) and Stubborn.• Snorleif Akrisson as a Miner’s special champion for any unit without upgrades. He carries the standard of

Karak Eight Peaks (Battle Standard for miners + Maps of the Underway), Stubborn and +1 Strength on the charge for his unit.

• Brynolf Stronghelm as special champion for Hearth Guard, granting Devastating Charge. He must fight in challenges but can re-roll misses, with a 4+ Ward Save when he does so. He also ignores Killing Blow and gains attacks if hit but not wounded.

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Page 4: Warhammer Armies - Dwarfs (Player Edition) v2.4.1

Contents..............................................Introduction! 5

.....................................The Dwarf Throng! 6.................Special Rules & Equipment! 6

........................................Clan Warriors! 7.................Dwarf Lords and Thanes! 7

.................................Dwarf Warriors! 8......................................Longbeards! 8

...................................Hearth Guard! 8......................................Hammerers! 8.......................................Quarrellers! 9......................................Thunderers! 9

.................................Dwarf Rangers! 9......................................Miner’s Guild! 10

..................................Dwarf Miners! 10...................................Ironbreakers! 10...................................Tunnel Bore! 11.................................Engineer’s Guild! 12

.......................................Engineers! 12...........................................Cannon! 13

...................................Bolt Thrower! 13.............................Grudge Thrower! 13

.....................................Organ Gun! 13................................Flame Cannon! 14

...................................Death Roller! 14......................................Gyrocopter! 15

..............................Runesmith’s Guild! 16....................................Runesmiths! 16.....................................Runeguard! 16

..............................................Outcasts! 17...........................................Slayers! 17

...Priesthoods of the Ancestor Gods! 18.................Brotherhood of Grungni! 18

...................Brotherhood of Grimnir! 18......................Sisterhood of Valaya! 19

......................................Reckoners! 19....................................Ancient Relics! 20.....................................Oath Stone! 20

...........................Carried Platforms! 20.........................Shield Bearers! 21

.............................War Throne! 21..............Living Ancestor Tomb ! 21

.................................War Horn! 22

................................Anvil of Doom! 22...................................Special Characters! 24

.....................Thorgrim Grudgebearer! 25.................................Thorek Ironbrow! 26

...................................Ungrim Ironfist! 27.................................Alrik Ranulfsson! 28

..............................Helga Bronnsdotir! 29................................Kragg the Grimm! 30

.....Gotrek Gurnisson & Felix Jaeger! 31........................................Grombrindal! 32

..........................Burlock Damminson! 33.............................Malakai Makaisson! 34

.....................................Josef Bugman! 35................................Snorleif Akrisson! 36

............................Brynolf Stronghelm! 37.............................................Dwarf Runes! 38

........................Creating a Runic Item! 38.............................Rules of the Runes! 38..............................Weapon Runes! 39.............................Runic Talismans! 39

................................Armour Runes! 40............................Runic Standards! 40

........................Engineering Runes! 41.....................................Sigil Runes! 41

................................Forces of the Dwarfs! 42...................................................Lords! 44.................................................Heroes! 46

...........................................Core Units! 48......................................Special Units! 50

...........................................Rare Units! 54

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Page 5: Warhammer Armies - Dwarfs (Player Edition) v2.4.1

IntroductionThe following unofficial publication is a player made alternative army list defining rules for using a Dwarf army in games of Warhammer Fantasy Battles. As it is not an official list produced by Games Workshop, the use of it in games of Warhammer should be discussed beforehand with other players, as while it is intended to be a balanced and fun list, it may play very differently official lists.

Unlike an official publication, this army book will omit a large amount of background history and other information, both for brevity to focus on the rules, and for copyright reasons. It will instead include only new background information, with several small excerpts taken from the 7th edition Dwarfs Army List by Pate Haines where important. Blank space is used to indicate where images, or omitted background information would be provided.

I would like to thank the following members of Warseer.com, who have provided feedback and suggestions for the previous lists and ideas upon which this one draws a lot of inspiration:

• theunwantedbeing• Dorack• N0th1ng c4n b34t

3lv3s• shelfunit.• Malorian• Grom Wronghand• The Underdog

• Dwalin• yabbadabba• Condottiere• Jericho• Hrokka ‘Eadsplitter• R Man• darkstar

New rules created by, and old rules mercilessly tampered with by Haravikk.

What’s in This Book

The Dwarf ThrongThis section explains the background of the troops making up the Dwarf army, along with all the rules needed to use them in games of Warhammer. Unchanged rules definitions have been omitted and can be found in the 7th edition Dwarf army book.

Forces of the DwarfsA detailed army list specifies exactly what troops you can include in your army and provides the characteristic profiles for all the troop types.

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Page 6: Warhammer Armies - Dwarfs (Player Edition) v2.4.1

The Dwarf ThrongSpecial Rules & Equipment

Army Special Rules

ResoluteDwarfs fight with grim determination and are reluctant to abandon their position. Dwarfs (but not Gyrocopters) subtract 1” from flee and pursue moves.

RelentlessA Dwarf on the march is as implacable as the turning of the years, and just as impossible to halt. Dwarf units may always march when enemies are nearby, and so do not need to take a leadership test to do-so.

Resistance to MagicAll Dispel attempts by the Dwarf army receive a +2 bonus unless allied with an army containing a wizard. Runesmiths and Runelords always receive this bonus when making a Dispel attempt.

Natural ResistanceIf an enemy spell, or other form of magical effect, causes a Dwarf (or Dwarf unit) to take a characteristic test, then they may re-roll any failures.

Shield WallFew sights are more daunting than the unbreakable shield-walls of the Dwarfs. Overlapping shields crafted by the finest weapon smiths in the old world form an immovable barrier onto which the enemies of the Dwarfs are shattered.

Models with this rule receive an additional +1 armour save in the first round of a close combat when using shields against enemies that charged their front.

Weapon MastersModels with this rule may choose to fight with any combination of weapons that they are armed with. They must choose at the start of close combat, and fight with the chosen weapons until the close combat ends, with units choosing the same combination.

Models with runic weapons must use them as normal.

Honour GuardCharacters with this rule may select an honour guard unit from those listed on their page and will be deployed within it, and may not leave it (unless it is destroyed).

However, the units may be taken ignoring quantity restrictions. Also, Rare units taken as honour guards may be taken as Special choices, and Special honour guards may be taken as Core choices, if desired.

Dwarf HandgunThe handguns of the Dwarf Thunderers, called ‘dragon belchers’ by the more superstitious Goblin tribes, feature many improvements over the crude devices used by other races. These features include rifled barrels, finer powder grain and more reliable firing mechanisms.

Range Strength Special Rules16” 4 Armour Piercing

Quick to Fire24” 4 Armour Piercing

Move or FireA Dwarf Handgun may fire with either of the profiles above.A Dwarf Handgun may fire with either of the profiles above.A Dwarf Handgun may fire with either of the profiles above.

Dwarf BlunderbussA lighter version of the longer barrelled handgun, the Dwarf Blunderbuss has a squat, flared barrel and a reinforced stock. This fearsome weapon fires fine pellets that can be loaded rapidly, and spread not unlike grapeshot from a cannon for a deadly, if short ranged, hail of flying metal.

Range Strength Special Rules12” 3 Multiple Shots (D3)*

Quick to FireKilling Blow

*A blunderbuss must always fire with multiple shots, but suffers no to-hit penalty for doing so.*A blunderbuss must always fire with multiple shots, but suffers no to-hit penalty for doing so.*A blunderbuss must always fire with multiple shots, but suffers no to-hit penalty for doing so.

Gromril ArmourArmour made from the metal known as gromril is the toughest and sturdiest in the known world. Known variously as meteoric iron, silverstone and hammernought armour, gromril is limited to wealthy Dwarfs and the elite Ironbreakers.Rules: Gromril armour gives a 4+ Armour Save.

Superior protection: A model wearing gromril armour ignores the Armour Piercing rule of enemy attacks.

Ancestor HelmA sturdy, head enclosing helm fashioned in the stylised image of a famous Dwarf ancestor. These helms provide additional protection to the wearer.Rules: Light armour

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Page 7: Warhammer Armies - Dwarfs (Player Edition) v2.4.1

Clan WarriorsDwarf Lords and Thanes

M WS BS S T W I A LdDwarf Lord 3 7 3 4 5 3 4 4 10Thane 3 6 3 4 5 2 3 3 10

Equipment:Gromril Armour, Hand Weapon.

Special Rules:Stubborn.

Honour GuardEach Thane or Lord in the army may have their own unit of Hammerers, Longbeards, or Brotherhood of Grungni as an Honour Guard.

Book of GrudgesEach hold contains a book of grudges, tended to by lore masters but written by its king in his own royal blood, such is the seriousness of a broken oath or a dishonourable action to the Dwarf people. Many clans also maintain their own grudge records of trade-deals turned sour, paltry wedding dowries and other grievances, and is a major form of documentation on historical events as viewed by the Dwarf people.

One use only. At any time in the battle, the bearer may read aloud from the book a grudge against a single enemy unit on the battlefield. For the remainder of the game, all friendly Dwarf units will gain Hatred against that unit.

If a friendly Dwarf unit is already in combat with the target, then they may re-roll failed to-Hit rolls for their next round of combat against the target.

Should the bearer of the book be killed, then the book is lost, giving a Victory Point bonus to the enemy as if they had captured a Standard.

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Page 8: Warhammer Armies - Dwarfs (Player Edition) v2.4.1

Dwarf WarriorsM WS BS S T W I A Ld

Warrior 3 4 3 3 4 1 2 1 9Veteran 3 4 3 3 4 1 2 2 9

Equipment:Heavy Armour, Hand Weapon & Shield.

Special Rules:Shield Wall.

LongbeardsM WS BS S T W I A Ld

Longbeard 3 5 3 4 4 1 2 1 9Venerable 3 5 3 4 4 1 2 2 9

Equipment:Heavy Armour, Hand Weapon & Shield.

Special Rules:Weapon Masters. Shield Wall,

Old GrumblersLongbeards tend to look down their beards at younger Dwarfs. In their turn other Dwarfs pay dutiful attention to the words of their elders.

So long as it is not fleeing, a unit of Longbeards, and all friendly Dwarf units within 6” of it, will automatically pass any Panic tests they are required to take.

Hearth GuardWarriors normally tasked with defending their hold, the ranks of the Hearth Guard fight with a bitter determination, working to crush their enemies decisively and drive them from the lands that rightfully belong to the Dwarfs.

M WS BS S T W I A LdHearth Guard 3 5 3 3 4 1 2 1 9Gatekeeper 3 5 3 3 4 1 2 2 9

Equipment:Heavy Armour, Great Weapon.

Special Rules:Hatred.

HammerblowWhen their hold is threatened a Dwarf warrior becomes a fearsome opponent, none more-so than the Hearthguard who will see their enemies destroyed before a single one may find their way inside.

Hearthguard gain +1 Strength on the turn they charge.

HammerersM WS BS S T W I A Ld

Hammerer 3 6 3 4 5 2 2 2 9

Equipment:Gromril Armour, Great Weapon.

Special Rules:Stubborn, Hatred, Immune to Psychology.

BodyguardThe Hammerers are formed from the very best of the warriors in a hold, rivalling even a thane’s martial prowess after centuries of constant practise and bitter experience, honing themselves into the perfect body-guard for their liege-lords.

Hammerers are each able to issue and receive challenges as if they were unit Champions.

The Musician and Standard Bearer will still be removed last as they may not fight a challenge unless they are the only ones left to do-so.

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Page 9: Warhammer Armies - Dwarfs (Player Edition) v2.4.1

QuarrellersM WS BS S T W I A Ld

Quarreller 3 4 3 3 4 1 2 1 9Marksman 3 4 4 3 4 1 2 1 9

Equipment:Light armour, Crossbow.

ThunderersM WS BS S T W I A Ld

Thunderer 3 4 3 3 4 1 2 1 9Sharpshooter 3 4 4 3 4 1 2 1 9

Equipment:Light armour, Dwarf Handgun.

Dwarf RangersM WS BS S T W I A Ld

Pathfinder 3 5 4 4 4 2 2 3 9Forest Ranger 3 4 3 3 4 1 2 1 9Woodsman 3 4 3 3 4 1 2 2 9Mountain Ranger 3 4 3 3 4 1 2 1 9Cragsman 3 4 3 3 4 1 2 2 9Longbeard Ranger 3 5 3 4 4 1 2 1 9Venerable 3 5 3 4 4 1 2 2 9

Special Rules (Forest Rangers):Forest Strider; Scout.

Special Rules (Mountain Rangers):Obstacle Strider; Vanguard.

Special Rules (Longbeard Rangers):Forest Strider; Obstacle Strider; Weapon Masters; Old Grumblers; Scout.

Equipment (Forest Rangers):Light Armour, Great Weapon.

Equipment (Mountain Rangers):Heavy Armour, Dwarf Blunderbuss.

Equipment (Longbeard Rangers):Heavy Armour, Great Weapon, Hand Weapon & Shield.

PathfinderEach Pathfinder in the army must select a unit of Rangers, Miners or Reckoners to function as an Honour Guard.

When joining a unit of Miners, the Pathfinder will benefit from any special deployment rules.

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Page 10: Warhammer Armies - Dwarfs (Player Edition) v2.4.1

Miner’s GuildDwarf Miners

M WS BS S T W I A LdMiner 3 4 3 3 4 1 2 1 9Prospector 3 4 3 3 4 1 2 2 9

Equipment:Heavy Armour, Pick (Great Weapon).

Special Rules:Ambushers.

Blasting ChargesMiners are extremely skilled in the art of using black powder to blast their way to mineral deposits. Needless to say this destructive skill can be useful in a tight spot during battles and sieges.

Blasting charges have the following profile:

Range Strength Special Rules4”* 4 Flaming Attacks

Volley Fire*

*Blasting charges may only be used to stand and shoot, but may utilise the volley fire rule when doing so, and suffer no to-hit penalties.

Steam DrillA steam drill is a fearsome piece of machinery able to smash through solid rock. In combat it can smash through flesh and bone with ease.

A steam drill is a Great weapon with a +3 Strength bonus instead of the usual +2.

Maps of the UnderwaySome prospectors have managed to uncover, buy, or loot ancient maps of the underway, including long forgotten mines and tunnels from the glory days of the Dwarfs. Armed with this knowledge a prospector can improve the speed with which his miners arrive on the battlefield.

A unit of Miners with Maps of the Underway may re-roll their arrival rolls.

IronbreakersM WS BS S T W I A Ld

Ironbreaker 3 5 3 4 4 1 2 1 9Ironbeard 3 5 3 4 4 1 2 2 9

Equipment:Gromril Armour, Ancestor Helm, Pick Stave & Shield.

Special Rules:Immune to Psychology, Shield Wall.

Pick StaveA short pole-arm, specialised for the fierce underground fighting that Ironbreakers must face in their daily lives. These weapons resemble a long-handled hammer with a flared pick-blade on the reverse side, as useful for clearing a cave-in as it is for crushing an enemy’s skull, hooking into exposed flesh to impede movement or reaching from the next rank to lend support.

Count as hand weapons. Models armed with a Pick Stave and Shield receive a +1 bonus to all Parry saves.

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Page 11: Warhammer Armies - Dwarfs (Player Edition) v2.4.1

Tunnel BoreThough the miner’s guild favours the skilled digging of experienced miners, some situations require specialised machinery, particularly when tunnels need to be dug or cleared quickly. Though developed by the Engineer’s Guild, the Miner’s Guild maintains and operates a number of heavy mining machineries, one of which is the heavy tunnel bore, a fearsome metal device with a front covered in Gromril tipped drills, grinding cogs and heavy pistons, able to punch through the most unyielding of stone.

M WS BS S T W I A LdTunnel Bore - - - 5 7 5 - - -Crew - 4 3 4 - - 2 3 9

Equipment:Armour Save (3+), Hand Weapon.

Special Rules:Impact Hits (D6).

Mining MachineryA tunnel bore is a War Machine only for the purposes of classification. It must be deployed within a unit of Dwarf miners, and may not leave it for any reason. It must be placed in the front rank as centrally as possible, and will move with the unit, automatically passing any Dangerous Terrain tests. Should the unit be destroyed then the tunnel bore will be completely unable to move or flee, but can otherwise fight normally.

In close combat, the Tunnel bore inflicts Impact Hits in each of its own turns, not just on the charge.

Tunnelling MachineIf a unit with Tunnel Bore chooses to deploy as Ambushers then, upon rolling to enter the battlefield, the unit may choose to enter at any point on the table by placing a counter there and rolling to scatter using the Artillery Dice.

Once scattered, attempt to place the Tunnel Bore and unit as close to the counter as possible and no more than 6” away, moving the minimum distance to ensure they are at least 1” from other units or Impassible Terrain. Once the unit is placed, if any models lie upon Dangerous Terrain then test for them immediately.

If a Misfire is rolled, or if the counter scatters off the table, onto Impassible Terrain, or if the unit cannot be placed within 6” of the counter for any reason, then a mishap has occurred. Roll a D6 and consult the following table:

Tunnel Bore Mishap ChartTunnel Bore Mishap ChartD6 Result1 Collapse! Remove the entire unit as casualties.

2-3 Drill Destroyed! The Tunnel Bore is removed as a casualty. The unit may still attempt Ambushers rolls in future turns.

4-6 Minor Fault! Unit does not enter play this turn.

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Page 12: Warhammer Armies - Dwarfs (Player Edition) v2.4.1

Engineer’s GuildEngineers

M WS BS S T W I A LdMaster Engineer 3 5 5 4 4 2 2 2 9Engineer 3 4 4 3 4 +1 2 +1 9

EntrenchmentBefore the start of the battle (after deployment), each master engineer may choose a single friendly war machines within 6” of themselves to become entrenched. The war machine will count as being behind a Wall against enemy attacks. The entrenchment bonus is lost if the artillery is moved in any way except to face an enemy.

An Anvil of Doom may also be entrenched in this way.

Artillery MasterA Master Engineer is able to get the most out of the artillery crews in his army, and will supervise all artillery pieces within 3” of him, granting one of the following effects in each shooting phase:

• Bolt throwers may use his Ballistic Skill when firing.• Grudge Throwers may re-roll the artillery dice when

firing.• Cannons may re-roll the first artillery dice, used to

determine where the cannonball lands.The artillery master must choose at the start of each shooting phase if he wishes to confer his bonus, and to which type of war machines, or he may choose to fire personal weaponry. If a war machine under an artillery master’s care is charged then he may immediately form up to fight alongside it as if he were in a unit with the war machine. The artillery master may not give a bonus to war machines or fire personal weaponry if he is in close combat.

An artillery master gains the Look Out Sir! rule from all war machine crews in his care in the same way as a character near to a unit of the same type, inflicting an automatic Wound on the machine if the roll is successful.

Dwarf RifleThough still considered to be highly experimental, the Dwarf Rifle is a variation of the handgun with a greatly extended barrel, artfully crafted rifling and intricate mechanisms including an expertly focused scope, allowing it to fire extremely precise shots over considerable distances.

Range Strength Special Rules36” 4 Move-or-Fire

Armour PiercingSniper

+1 to Hit

Artillery SpecialistSome Dwarf War Machines may include a dedicated Engineer.

• If he is part of a Bolt Thrower’s crew then you may use his Ballistic Skill when firing the Bolt Thrower.

• If he is part of a Grudge Thrower or Cannon’s crew and the war machine suffers a Misfire, you may re-roll a result on the Misfire chart for that weapon.

• If he is part of a Flame Cannon or Organ Gun’s crew then he may re-roll the Artillery Dice to fire (unless it was a Misfire), however he must stand by the second result. If the second result is a Misfire then the weapon simply failed to fire this turn.

The engineer must must choose at the start of each shooting phase to either confer his bonus, or fire personal weaponry. He may fire personal weapons as a stand & shoot reaction when the war machine is charged.

Engineers are always removed last after other crew are killed.

Honour GuardA Master Engineer may take a unit of Thunderers as an Honour Guard.

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Page 13: Warhammer Armies - Dwarfs (Player Edition) v2.4.1

CannonM WS BS S T W I A Ld

Cannon - - - - 7 3 - - -Crew 3 4 3 3 4 - 2 1 9

Equipment:Light Armour, Hand Weapon.

Small CannonDwarf cannons follow the rules for Small Cannons as detailed in the Warhammer rulebook.

Bolt ThrowerM WS BS S T W I A Ld

Bolt Thrower - - - - 7 3 - - -Crew 3 4 3 3 4 - 2 1 9

Equipment:Light Armour, Hand Weapon.

Bolt ThrowerDwarf bolt throwers follow the rules for Bolt Throwers as detailed in the Warhammer rulebook.

Grudge ThrowerM WS BS S T W I A Ld

Grudge Thrower - - - - 7 3 - - -Crew 3 4 3 3 4 - 2 1 9

Equipment:Light Armour, Hand Weapon.

Grudge ThrowerDwarf Grudge Throwers follow the rules for Stone Throwers as detailed in the Warhammer rulebook.

Organ GunM WS BS S T W I A Ld

Organ Gun - - - - 7 3 - - -Crew 3 4 3 3 4 - 2 1 9

Equipment:Light Armour, Hand Weapon.

Organ GunDwarf organ guns fire using the profile below. It must always fire with multiple shots, but as it hits automatically no to-hit penalty is suffered. If a Misfire is rolled then roll on the Black Powder War Machine Misfire Chart in the Warhammer rulebook.

An Organ Gun may Stand & Shoot, but only against enemies coming from its forward arc (based on its current facing), and only if it did not fire in its previous Shooting phase.

Range Strength Special Rules24” 5 Multiple Shots (Artillery Die)

Can Stand & ShootAutomatically Hits

Armour Piercing

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Flame CannonM WS BS S T W I A Ld

Flame Cannon - - - - 7 3 - - -Crew - 4 3 3 4 - 2 1 9Pony 6 3 - 3 4 - 2 +1 6

Equipment:Light Armour, Hand Weapon.

Pony DrawnFlame Cannons are pulled around the battlefield by a hardy Dwarf pony. Though ordinarily very docile creatures the ponies of the engineering guild have heavy loads to pull, and the occasional singe-mark from a wayward spark or jet of steam, making them extremely foul tempered and vicious beasts.

The pony’s profile is included for convenience, as the pony itself is not a normal part of the crew and is never harmed directly, as it is simply removed with the war machine if it is destroyed.

The pony however is able to make an attack in addition to those granted by the crew, and the flame cannon will use the pony’s Movement characteristic when moving around the battlefield, with the crew running alongside.

Flame CannonDwarf flame cannons follow the rules for Fire Throwers as detailed in the Warhammer rulebook.

Enemy units made to take a Panic test by the Flame Cannon will suffer a -1 penalty to the test for each casualty suffered after the first. So a unit that suffers three casualties would suffer a -2 penalty, for example.

Dwarf Flame Cannons also inflict Multiple Wound (D3).

Death RollerWhile the Tunnel Bore’s were being developed for the Miner’s Guild, a number of the engineers working on the project saw its potential in other capacities. Though considered crude by some, the Death Roller was born, utilising a similar frame with the drilling equipment replaced with a grinding wheel, allowing the roller to gain almost unstoppable momentum for its armoured bulk to crash into the enemy ranks.

M WS BS S T W I A LdDeath Roller 6 - - 6 8 6 - - -Crew - 4 3 4 - - 2 4 9Equipment:Armour Save (2+), Hand Weapon.

Special Rules:Impact Hits (D6); Stubborn.

Death RollerA Death Roller is a War Machine only for the purposes of classification, as it otherwise follows all rules for Chariots, except that it automatically passes Dangerous terrain tests.

On the turn it charges, the Death Roller’s Impact Hits are increased to a number of hits as determined by an Artillery dice. These will be resolved at a Strength equal to half the distance charged in inches (from its starting location to the enemy unit), rounded up to a maximum of 10.

If a Misfire is rolled for the Impact Hits, then the Death Roller will instead inflict D3 automatic Wounds upon itself with no armour saves allowed.

In all other rounds of close combat, the Death Roller will inflicts its normal amount of Impact Hits in each of its own turns.

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GyrocopterM WS BS S T W I A Ld

Gyrocopter 1 4 4 4 5 3 2 2 9Squadron Leader 1 4 4 4 5 3 2 3 9

Equipment:Armour Save (4+), Spear (Cavalry).

Special Rules:Hover, Impact Hits (D6).

Feigned FlightGyrocopters have the Feigned Flight rule (see Fast Cavalry).

GyrocopterUnlike other flying creatures a Gyrocopter rarely lands except when it is forced to by magic or other means. Even in combat the Gyrocopter is typically a foot or two above the ground with enemies desperately weighing it down to prevent take off, while the pilot cuts them down to try and break free.

Gyrocopters have the Hover special rule.

A Gyrocopter is a War Machine only for the purposes of classification, as it otherwise follows the rules for Flying Cavalry.

Steam GunThe Gyrocopter is armed with a steam-powered gun that unleashes a hail of lead bullets. The steam gun has the following profile:

Range Strength Special Rules12” 4 Multiple Shots (D6)*

Armour Piercing*Steam guns must fire with multiple shots, but suffer no to-hit penalty to do so.*Steam guns must fire with multiple shots, but suffer no to-hit penalty to do so.*Steam guns must fire with multiple shots, but suffer no to-hit penalty to do so.

Smoke BombsIf a gyrocopter unit with smoke bombs flees for any reason, then the Dwarf player may choose to deploy smoke bombs. All units attempting to pursue the gyrocopter unit will subtract D6” from their pursuit or charge move.

Smoke bombs are one-use only.

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Runesmith’s GuildRunesmiths

M WS BS S T W I A LdRunelord 3 6 4 4 5 3 3 2 9Runesmith 3 5 3 4 4 2 2 2 9

Equipment:Gromril Armour, Hand Weapon

Honour GuardEach Runesmith and Runelord (except those with an Anvil of Doom) in the army may have their own unit of Runeguard, or Priestesses of Valaya as an Honour Guard.

Rune LoreRunesmiths and Runelords are able to channel Power and Dispel dice, as well as make Dispel attempts, however they do not otherwise count as Wizards.

In addition, Runelords gain a further +1 bonus to Dispel attempts.

RuneguardRarely seen outside the reclusive, rune-sealed forges of the Runesmiths guild, the Runeguard are comprise the warriors belonging to the Runesmiths themselves, employed to protect their delicate and painstaking work.

When Runesmiths are present in any large numbers, then handfuls of Runeguard may grudgingly be spared to protect them, the elite warriors cutting down enemies as their charges focus on controlling the fickle winds of magic.

M WS BS S T W I A LdRuneguard 3 5 3 4 4 2 2 1 9Runekeeper 3 5 3 4 4 2 2 2 9

Equipment:Heavy Armour, Hand Weapon & Shield.

Special Rules:Stubborn; Shieldwall.

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OutcastsSlayers

M WS BS S T W I A LdDaemon Slayer 3 8 3 4 5 3 5 4 10Dragon Slayer 3 7 3 4 5 2 4 3 10Oathbound 3 6 3 4 4 2 3 2 10Giant Slayer 3 6 3 4 4 2 3 1 10Oathbreaker 3 5 3 3 4 1 2 2 10Troll Slayer 3 5 3 3 4 1 2 1 10

Equipment:Two Hand Weapons, Great Weapon.

Special Rules:Immune to Psychology; Killing Blow; Unbreakable (Daemon Slayer); Stubborn (Dragon Slayer); Heroic Killing Blow (Daemon Slayer); Monstrous Killing Blow (Dragon Slayer); Devastating Charge (Giant Slayers).

SlayerThough a Slayer may seek his own death, as a Dwarf he will find it impossible to do anything but his best. Unfortunately for some particularly unsuccessful Slayers this means that they win battle after battle, and become ever more skilled at doing so. All Slayers that survive beyond their first few battles are therefore adept at finding an enemy’s weak point, no matter how fearsome they may be.

Characters with the Slayer rule may only join units with the Slayer rule, and likewise a Slayer unit may not be joined by any non-Slayer character. Slayer characters may not be the army general.

If a Slayer unit is joined by a Slayer character, then it will benefit from the character ’s Stubborn or Unbreakable status until the character leaves the unit.

A Slayer character may only be taken as the army general if no non-Slayer characters are taken in the army.

Glorious DeathThough still proud Dwarf warriors, Slayers are determined to enter the fray and find their glorious death and will often go to great lengths to reach their enemies, and bring their fight to the most dangerous of enemies!

Slayers benefit from the Swiftstride special rule when charging.

In addition all slayers in a unit are able to issue or accept challenges and must do-so if able in order of seniority, with the model with the highest individual points cost being the most senior. If a combat involves only Slayer units, then any penalty for Overkill in challenges is ignored, as this only encourages them to fight on!

Monstrous Killing BlowDragon Slayers have the Killing Blow special rule, but it is extended to include Monstrous Infantry, Monstrous Cavalry, and Monstrous Beasts.

Wards of GrimnirBefore battle the slayers will often visit a shrine of Grimnir, where they will seek blessings and wards to protect them from a dishonourable death, allowing them to push through weaker foes to find the worthy adversaries they require to fulfil their oaths! The wards of Grimnir are painted or tattooed onto a slayer’s body in intricate patterns incorporating runes and fearsome imagery.

A model with the wards of Grimnir has a Ward Save of 6+, and Magic Resistance (1) that applies only to the model itself, i.e - if a slayer character with Wards of Grimnir joins a unit, then only that character will ever benefit from the effects of the wards.

DoomseekersDoomseekers are the most deranged and dangerous of Slayers, those who become so desperate to fulfil their oath quickly that they become obsessed with it, finding ever more dangerous ways to hurl themselves into the thick of combat in order seek out their death. Doomseekers will often favour fighting with their axes attached to strong metal chains, allowing them to be swung furiously to slash, maim, and decapitate enemies with wild abandon.

A doomseeker follows the rules for Frenzy. Any Leadership test for restraining a charge is automatically failed if the unit to be charged contains any kind of Monstrous Infantry, Monstrous Beast or Monster.

So long as he is frenzied, in place of his normal attacks a Doomseeker will inflict D6 + 1 Strength 5 Impact Hits each turn upon a single enemy unit in base contact. In addition, while frenzied his spinning blades are so dangerous that enemies will suffer a -1 to hit penalty with both shooting and close combat attacks.

Doomseekers are deranged even by slayer standards, and while they remain frenzied they may not join, or be joined by any unit, unless formed from other Doomseekers.

Honour GuardEach Daemon Slayer and Dragon Slayer (except Doomseekers) in the army may have their own unit of Troll Slayers, Giant Slayers or Brotherhood of Grimnir as an Honour Guard.

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Priesthoods of the Ancestor GodsBrotherhood of Grungni

Though most Dwarfs respect the great warrior Grungni, the Brotherhood worship his staunch resilience and firm grasp of tactics and combat. Unlike the followers of Grimnir, who focus on personal prowess, the brothers of Grungni train to fight side-by-side as devoted protectors of their race.

M WS BS S T W I A LdBrother of Grungni 3 5 3 3 4 1 2 1 9Priest of Grungni 3 5 3 3 4 2 2 2 9

Equipment:Light Armour, Ancestor Helms, Hand Weapon & Shield.

Special Rules:Fight in Extra Rank, Shield Wall.

Grind Them DownFights with +1 Strength in each round of a close combat after the first.

Drive Them Back!During any round of combat, the priest of Grungni may order his unit to drive the enemy back. Doing so will sacrifice one rank of Supporting Attacks, however it may potentially push back all enemy units engaged to the front of the Brotherhood of Grungni, this order cannot be used if the unit has no enemies to its front.

Each player will roll a D6, and add the larger of their highest Strength or the number of ranks in their unit. For the enemy this will be the total number of ranks for all units engaged to the Brotherhood of Grungni’s front.

For each point that the priest of Grungni wins by, his unit will push forward 1”, driving back all enemies to their front by the same amount. If the enemy unit is pushed onto Impassible terrain or the edge of the battlefield, then the entire unit must take Dangerous terrain tests, and the units will move no further.

Brotherhood of GrimnirThe followers of Grimnir venerate his courage in the face of terrible adversity. Though commonly associated with the slayers, the Brotherhood of Grimnir are in fact an order that simply prizes courage and martial prowess. Through the worship of Grimnir they may grant runic wards painted, or even tattooed, onto their bodies, and those of the slayers seeking an honourable death worthy of the Brotherhood’s revered ancestor.

M WS BS S T W I A LdBrother of Grimnir 3 4 3 3 4 1 3 1 9Priest of Grimnir 3 5 3 3 4 2 4 2 9

Equipment:Wards of Grimnir, Light Armour, Two Hand Weapons, Great Weapons.

Special Rules:Always Strikes First; Weapon Masters.

Battle FrenzyThough the Brotherhood of Grimnir are not well known for the same kinds of suicidal madness of the slayers, they can at times become lost in battle, fighting with a drive and fervour worthy of their patron ancestor.

Once per battle the Priest of Grimnir may stir his unit into a fighting frenzy. The unit (excluding characters that join it) will become subject to Frenzy. For each subsequent turn that the unit remains frenzied, roll a D6 and add the number of ranks remaining. If the result is 6+ then the unit remains frenzied, otherwise the unit will no longer be subject to Frenzy.

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Sisterhood of ValayaThough the priesthood of Valaya is a diverse one, most notable amongst their numbers are the sisters of Valaya, who are trained in the healing arts both on and off the battlefield.

Skilfully administering healing poultices, dressing wounds or even providing an urgent medicinal ale, the sisters of Valaya are crucial to keeping a Dwarf army functioning.

M WS BS S T W I A LdSister of Valaya 3 2 3 3 4 1 2 1 9Priestess of Valaya 3 4 3 3 4 2 2 1 9

Equipment:Light Armour, Hand Weapon.

Special Rules:Ward Save (5+); Magic Resistance (3).

Healing ArtsWhen they are sent into the thick of the fighting, the sisters of Valaya are led by a priestess, trained in the use of healing runes, she may transform fatal wounds into minor ones, a feat that is only more potent under the direction of a skilled Runesmith.

A Sisterhood of Valaya unit led by a Priestess of Valaya may cast an innate augment spell (11+) onto any friendly unit within 8”. The target unit will regain D3 + 1 Wounds as described for the Lore of Life spell Regrowth (see the Warhammer rulebook).

If the unit is taken as an Honour Guard by a Runesmith or Runelord, then it may increase the restoration to D6 + 2 Wounds at an increased casting value of 18+.

In both cases the spell receives a casting bonus equal to the total number of ranks in the unit, to a maximum of +3.

Blessing of ValayaDrawing upon the healing runes worn by the sisterhood, a skilled Runesmith can direct the energies toward protecting their charges, potentially preventing the need for healing in the first place.

If the unit is taken as an Honour Guard by a Runesmith or Runelord then it may also cast an innate augment spell (11+) onto any friendly unit within 8”. The target unit will gain Regeneration (5+) until the caster’s next Magic phase.

The spell receives a casting bonus equal to the total number of ranks in the unit, to a maximum of +3.

ReckonersThough not widely regarded as a priesthood, and in many cases viewed instead with considerable disdain by other Dwarfs, the Reckoners are nonetheless Dwarfs that dedicate themselves to resolving grudges in the name of the ancestors that recorded them. Reckoners are dispatched to seek recompense for grudges that remain outstanding, often traveling in small groups to deliver terms or directly collect financial compensation.

On rare occasions however, the reckoners may travel in force when a price in blood is the only payment for a grievous offence, braving hostile conditions to drag the accused back to the hold for judgement. Such forces will be led by a seasoned lorekeeper, familiar with the grudge(s) and charged with speaking for the King of the hold, and delivering his justice as necessary.

M WS BS S T W I A LdReckoner 3 4 3 3 4 1 2 1 9Lorekeeper 3 4 3 3 4 2 2 2 9

Equipment:Light Armour, Hand Weapon & Shield.

Special Rules:Skirmishers; Stubborn.

Grim DutyThough much reviled by their peers, the reckoners take their responsibility within Dwarf society very seriously and are almost impossible to deter from their mission.

Once per battle the Loremaster may recite the outstanding grudges that are the responsibility of his reckoners, allowing the unit to re-roll failed to-Wound rolls in close combat for that turn.

In addition, they may always re-roll failed to-Hit rolls against an enemy that was marked by a Book of Grudges.

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Ancient RelicsOath Stone

A character with Oath Stone must take an Honour Guard.

If the Honour Guard is forced to flee, then the Oath Stone is lost, as are the Victory Points for the character to which it belonged, such is their shame.

When charged, the character with Oath Stone may choose to “set the stone” as part of any Hold reaction, causing his Stone Bearers to form a square with the character at the centre (it is not necessary to actually reform the models). At this point a number of effects will apply until the unit is destroyed or flees:

1) The unit may not move for any reason except to flee.

2) The unit is no longer treated as having flanks, meaning it can never give combat resolution bonuses for flank/rear charges, lose rank bonus, and all sides may fight as if they were the front rank of the unit.

3) The character with Oath Stone must issue and accept challenges if available. If no challenge takes place then they may Make Way! as normal as their unit reforms around them.

4) Enemy units that are able to charge the unit with Oath Stone must do so unless they are able to pass a Leadership test. Does not affect units that are Immune to Psychology.

Carried PlatformsIn times of war, when a Dwarf army marches upon their enemies, its leaders can often be seen held aloft upon a shield or sturdy platform, shouting orders, yelling encouragement, and surveying the field, before dropping to fight alongside their comrades.

Borne PlatformPlatforms are treated as mounts for their character, and will include a combined profile for the platform and its bearers. These are always of type Infantry, with a number of exceptions:

1) Borne Platforms are immune to Killing Blow, but remain susceptible to other abilities that affect Infantry such as Stomp, Thunderstomp etc.

2) Hits against the platform are randomised as per a character on ridden Monster, and the character and platform may be killed independently of one another.

3) If the character on a platform is killed, then the platform becomes Unbreakable and may no longer move for any reason. It may fight in close combat as normal.

4) If the platform is destroyed but the character lives, then the Victory Points for both are lost, such is the character’s shame.

5) The character on the platform gains a +1 bonus to their armour save, and will increase the range of their Inspiring Presence or Stand Your Ground abilities as for a ridden Monster.

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Shield BearersA Dwarf general may choose to be carried into battle atop a shield by two loyal (and strong) retainers. Such a display lets the enemies of the Dwarfs know that the Lord is unafraid of them, as he leads his forces into glorious battle!

M WS BS S T W I A LdShield & Bearers 3 5 3 4 4 2 3 2 9

Special RulesBorne Platform (40mm x 20mm)

War ThroneEven though a Dwarf Lord on foot already provides a commanding presence, he may sometimes choose to join his army held aloft upon a great war throne. Such thrones are intricately carved with the most powerful of runes, amplifying his voice so he might shout orders great distances, or protecting him from harm. From this vantage point an army general can see all around him, as he is delivered into the thick of the fighting to settle the grudges of his ancestors against the enemies of the Dwarfs!

M WS BS S T W I A LdThrone & Bearers 3 5 3 4 6 5 3 4 9

EquipmentThe bearers are armed with great weapons.

Special RulesLarge Target; Borne Platform (60mm x 60mm);Ward Save (4+)

Living Ancestor TombIn Dwarf culture tales are told, songs sung, and great monuments constructed in honour of those Dwarf heroes of old, elevating them to legendary status. It is by remembering these revered Dwarfs that the later generations remind themselves of what they aspire to, and what they fight for.

In some rare cases, a Dwarf may will that upon his death he be entombed within a great stone coffin, such that his remains may be carried into glorious battle even long after he has returned to stone. Such living ancestor relics are greatly respected, and when present on the battlefield can spur Dwarfs to incredible feats of courage, in memory of their gloried forefathers.

M WS BS S T W I A LdTomb & Bearers 3 5 3 4 5 4 2 3 9

Special RulesLarge Target; Borne Platform (60mm x 60mm);Armour save (4+)

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War HornWhen a Dwarf hold marches to war, the great war horn of that army will sound, a great reverberating note that travels through stone as easily as through air, warning the enemies of the Dwarfs that their indomitable march has begun. Even with the great booming horns of the hold, a Dwarf army may soon march beyond the range of this inspiring note that reminds of their great heritage, and why they must fight, it is for this reason that musicians accompany their comrades, to continue to bolster spirits, or to turn a rout into a glorious charge.

If the army must travel a great distance however, then their Thanes may choose to bring with them a War Horn; a great twisting metal instrument forged with the greatest care, polished to a shine and covered in shimmering runes, these horns are as tough and sturdy as the people and holds they embody. A skilled horn blower may blow a note upon their War Horn that will rally their comrades, bolstering spirits or inspiring them to fight ever more fiercely!

M WS BS S T W I A LdHorn & Bearers 3 5 3 4 5 5 2 3 9

Special RulesLarge Target; Borne Platform (60mm x 60mm);War Horn; Armour Save (4+)

War HornAt the start of the player’s turn, and after psychology tests are taken, the horn may be blown so long as the character upon it is still alive, and not currently fighting in a challenge. Blowing the horn will prevent the character from fighting in close combat, though the bearers may fight normally.

The horn will sound on a D6 roll that is equal to or less than the horn’s remaining wounds, if the roll is failed then the horn is drowned out by the noise of battle.

An effect only lasts until the player’s next turn, and will affect all friendly Dwarf units within 12” of the War Horn.

The Note of CourageUnits may re-roll their charge distance.

The Note of GrudgesUnits may re-roll all rolls of a 1 to hit with both shooting and close combat attacks.

The Note of ResolveUnits that did not charge this turn will gain the Fight in Extra Rank special rule.

The Note of ValourAll friendly Dwarf units on the battlefield will immediately rally.

Anvil of DoomA Dwarf army may include a single Anvil of Doom.

M WS BS S T W I A LdAnvil & Guards - 5 3 4 5 5 2 3 9

Special RulesUnbreakable; Borne Platform; Armour Save (4+).

Anvil of DoomOnce deployed, an Anvil of Doom may not move for any reason, and may not join, or be joined by, units. It confers a 4+ Ward Save for both itself and its Runelord against all ranged attacks.

The Runelord with the anvil becomes a Level 2 Wizard, able to learn and cast four spells from the art of Rune Magic on the following pages, randomising as normal. He casts exactly like any other wizard, and may cast with Irresistible Force, Miscast and so-on.

If the Runelord loses all of his wizard levels for whatever reason, then the anvil of doom is drained of power for the remainder of the battle. If this happens then the Runelord may leave the Anvil and follow the normal rules for an independent character if he wishes. Regardless, his Rune Lore rule will continue to take affect as normal.

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The art of

Rune MagicRune Lore, Arcane Craft

Runic Warding (Lore attribute)An Anvil of Doom is covered in a myriad array of protective runes allowing it to safely channel powerful magic.Runes struck on an Anvil of Doom ignore the effects of a Miscast, and instead simply remove D6 dice from the Power dice pool.

Rune of Stone & Sunder (Signature Rune)! Cast on 8+With only a few spoken words and a baleful glance, the Runelord turns his enemies to stone, and with a series of hammer-blows, shatters them to pieces.Stone & Sunder is a direct damage rune struck upon any enemy unit that the Runelord can draw line of sight to. The unit will suffer D3 automatic wounds with no armour saves allowed.

The Runelord may increase the number of wounds to D6 with an increased casting value of 13+, or 2D6 with a casting value of 21+.

1. Rune of Mind & Magic! Cast on 7+A tiny rune that evades direct scrutiny and fades from memory after only a few hours, requiring incredible perseverance to master. This mysterious, ancient rune creates a bond with an enemy wizard, one that places their fate in the hands of he that strikes it.Remains in play. Mind & Magic is a hex rune that can be struck upon an enemy wizard anywhere on the battlefield. Every time the enemy player makes a dice roll involving the affected wizard, the Dwarf player may choose to roll a D6. If this D6 rolls a 4+, the enemy must re-roll their dice, and stand by the second result. An individual dice cannot be re-rolled more than once, however the Dwarf player can attempt to force multiple different rolls (rolls to hit, cast, wound, etc.) to be re-rolled, potentially making things very difficult for the unlucky wizard!

2. Rune of Might & Mercy! Cast on 8+Two separate runes that must be inscribed as a pair, they possess the ability for great strength of body and will for those warriors that fight with honour and courage worthy of their ancestors.Remains in play. Might & Mercy is an augment rune struck upon any friendly Dwarf unit on the battlefield. Every time the unit loses or draws in combat resolution, it will gain +1 Strength, to a maximum of 10. When dispelling this effect in later turns, the current Strength bonus is added to the minimum value needed to dispel.

The Strength bonus is lost if the rune is dispelled.

3. Rune of Oath & Honour! Cast on 9+When the runes are struck, Grungni’s blessing is placed upon the works of the Dwarfs. The Dwarfs, whose resolution and endurance is legend anyway, are driven to make an extra supernatural effort to ensure that they do their duty.Oath & Honour is an augment rune struck upon any friendly Dwarf unit on the battlefield. The target gains +1 Initiative and the Always Strikes First special rule until the start of the Runelord’s next Magic phase.

4. Rune of Hearth & Hold! Cast on 11+This rune was originally the gift of Valaya to the Dwarfs. With each blow of the hammer a low bass note resonates across the battlefield, reminding the Dwarfs of hold, clan and ancestors.Hearth & Hold is an augment rune that can be struck upon any friendly Dwarf unit on the battlefield. Any model in the unit that is to be removed from play, by any means, may make an immediate Initiative test, if passed the model has somehow survived against all odds! This effect lasts until the Runelord’s next Magic phase.

This is taken in addition to other saves, and does not itself count as a save (cannot be ignored).

5. Rune of Arcane & Folly! Cast on 12+Powered by a complex series of lesser runes, the binding Rune of Arcane & Folly is largely a mystery even to the Runelords that invoke it. With a sickening discharge and blinding flash the very winds of magic turn to the Runelord’s whim.Remains in Play. Arcane & Folly is an augment rune struck upon the Runelord himself. At the start of any subsequent magic phases that this spell remains in play, the Dwarf player may force a re-roll of the Winds of Magic dice roll in both his own and any enemy Magic phase, however the second result will always stand.

6. Rune of Wrath & Ruin! Cast on 18+When the anvil is struck and the name of Grimnir is invoked, the power of the Rune of Wrath and Ruin causes the sky to darken and the earth to crack, venting fire and sulphur.Wrath & Ruin is a direct damage rune. Place the large template anywhere on the battlefield (avoiding friendly units), and scatter 2D6”. All models under the template suffer a S3 hit, re-rolling successful armour saves. If the majority of a hill, obstacle, or building is under the template then any unit upon or in it suffers an additional D6 hits without saves.

The Runelord may choose to have the effect Remain in Play, in which case the casting value will be increased to 21+. Resolve the spell as above but leave the template or a suitable marker (or terrain piece) in place. In each player’s Movement phase, any of their models that move under (or are already under) the template will suffer a single hit as above.

The Runelord may instead choose to further boost the spell such that it will Remain in Play as above, but will resolve all hits caused at Strength 4, increasing the casting value to 25+.

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Special Characters

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Thorgrim GrudgebearerHigh King of Karaz-a-Karak, Bearer of the Great Book of Grudges

M WS BS S T W I A LdThorgrim 3 8 5 4 6 4 3 4 10

Special Rules:Honour Guard (see Dwarf Lord).

Throne of PowerThe throne of power is a War Throne as detailed in the relics section, in addition, it grants Thorgrim Grudgebearer a Ward Save of 4+.

The Armour of SkaldorGromril armour inscribed with the Master Rune of Defiance and a Rune of Preservation.

The Dragon Crown of KarazHeavy Armour. The Dragon Crown is inscribed with the Master Rune of Kingship and a Rune of the Furnace.

Rune Axe of GrimnirThis axe incorporates the Master Rune of Skalf Blackhammer, the Master Rune of Alaric the Mad, and the Master Rune of Smiting.

The Great Book of GrudgesBook of Grudges. This can be read aloud more than once, overruling the previous choice of target.

In addition, Thorgrim Grudgebearer is treated as the army’s Battle Standard Bearer.

Honour GuardThorgrim Grudgebearer may join a unit of Hammerers, Longbeards, or Brotherhood of Grungni as his Honour Guard.

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Thorek IronbrowMaster Runelord of the Weapon Shops of Karak Azul

M WS BS S T W I A LdThorek Ironbrow 3 6 4 4 5 3 3 3 10Kraggi 3 4 3 3 4 2 2 1 9

Equipment (Thorek):Anvil of Doom.

Equipment (Kraggi):Heavy Armour, Tongs (Great Weapon).

Special Rules (Thorek):Rune Lore; Loremaster (Rune Magic).

Thorek’s Rune ArmourGromril armour with a 1+ Amour save, Rune of Resistance, a Rune of Preservation, and a Rune of the Furnace

Klad BrakakIn battle it is easy to find Thorek as his hammer shatters armour when it strikes, making a sound like thunder.

No Armour Saves are allowed against Klad Brakak and if the target fails its Ward Save (or does not have one) then any armour they were wearing and shield they were carrying are destroyed. This includes magical armour and shields.

Master of the ForgeThorek Ironbrow follows the normal rules for a Rune Lord with Anvil of Doom, however while his Anvil is intact he is treated as a level 4 wizard for casting and Dispel purposes, giving him a massive +6 bonus to Dispel attempts!

Assistant at the ForgeThorek Ironbrow is always accompanied by his dedicated assistant Kraggi. While Kraggi is alive he is also considered to be upon the Anvil of Doom, meaning that an enemy in base contact with the Anvil may choose to target the anvil, Thorek Ironbrow, or Kraggi. Likewise, any shooting attacks that are not resolved against the anvil should be randomised between Thorek Ironbrow and Kraggi.

So long as Kraggi is alive, any time Thorek Ironbrow experiences a Miscast or loses concentration, his player may choose to ignore that effect, causing an automatic wound on Kraggi. This wound is removed immediately, and may not be prevented in any way.

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Ungrim IronfistSlayer King of Karak Kadrin

M WS BS S T W I A LdUngrim Ironfist 3 8 4 4 5 3 5 4 10War Mourner 3 8 3 4 5 2 5 3 10

Equipment (Ungrim):Heavy Armour.

Equipment (War Mourner):Wards of Grimnir, Two Hand Weapons; Great Weapon.

Special Rules (Ungrim):Unbreakable; Heroic Killing Blow; Glorious Death; Slayer.

Special Rules (War Mourner):Stubborn; Monstrous Killing Blow; Weapon Master; Slayer; Glorious Death; Doomseeker.

Dragon CloakWorn over his ceremonial armour, the Dragon Cloak is made from thick dragon-hide and grants its wearer great protection.

Heavy Armour inscribed with the Rune of the Furnace.

Slayer CrownThe symbol of the Slayer King, the ornate crown assures slayers that their noble deaths will be seen and recorded, their honour restored.

Light Armour. If he is your army general, then Slayer units affected by Ungrim Ironfist’s Inspiring Presence will never lose in combat resolution, treat such results as a draw.

Axe of DargoThe Axe of Dargo is a rune-inscribed weapon used by the greatest dragon slayers of Karak Kadrin, and passed down the family line of the Ironfists for generations. It is rumoured that the axe drinks in the energy of its enemies, giving it to the bearer.

The axe of Dargo is a runic Great Weapon inscribed with the Master Rune of Smiting. In addition, its bearer may choose to use the base Strength or Attacks characteristic of any one enemy model in base contact.

War MournerUngrim Ironfist may purchase a War Mourner to accompany him to battle. This is a Doomseeker charged with regaining Ungrim Ironfist’s honour, as he may not do-so himself in his position as King.

If the War Mourner is slain while fighting a Monster or an enemy character then he has achieved an honourable death.

The War Mourner is an upgrade for Ungrim Ironfist, and so his Victory Points are not scored normally, and instead are awarded as follows:

• If both Ungrim Ironfist and his War Mourner are killed, and the War Mourner did not achieve an honourable death, then the Victory Points for both are lost.

• If both Ungrim Ironfist and his War Mourner are killed, and the War Mourner did achieve an honourable death, then only the Victory Points for the War Mourner are lost.

• If the War Mourner is killed but Ungrim Ironfist lives, then no Victory Points are lost.

• If Ungrim Ironfist is killed but the War Mourner lives, then the Victory Points for both are lost.

The Victory Points for each are noted in their army list entry.

Honour GuardUngrim Ironfist must deploy within a unit of Giant Slayers or Brotherhood of Grimnir as an Honour Guard.

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Alrik RanulfssonKing of Karak Hirn

M WS BS S T W I A LdAlrik 3 9 4 4 5 3 4 4 10

Special Rules:Stubborn.

Shield of KurgazWhen he takes to the field in person, King Alrik Ranulfson is borne into battle by his loyal retainers upon the shield of his great-great-great-grandfather, Kurgaz. The richly detailed shield was once carried in battle by Kurgaz, who was a giant by Dwarf standards, the shield is protected by ancient runes of warding.

King Alrik Ranulfsson is carried by Shield Bearers as described in the Relics section. In addition, both he and his Shield Bearers are protected by a 4+ Ward Save and Magic Resistance (2).

Hrappi KladIn keeping with his fiercely traditionalist nature, Alrik takes to battle wearing Hrappi Klad, a traditional style of armour worn by the nobility of Karak Hirn for generations. Comprised of heavy golden plates, the armour is highly functional offering protection well beyond even the finely filigreed, flamboyant elven armours.

Heavy Armour inscribed with a Rune of Preservation and a Rune of Resistance.

Helm of EaglesThe cunningly wrought runes on this ancient battle-helm give the wearer the sharp eyesight of the hunting eagle as he soars above his prey. No lurking assassins can hide from him, nor secrets be held from him whilst he wears this helm.

Once in each of the Dwarf player’s turns King Alrik may reveal the contents of a single enemy unit in line of sight. The enemy player is forced to reveal any hidden models (such as assassins or goblin fanatics) along with any magic items carried by each model in the unit.

Axe of RetributionAs the Karak-Hirn Dwarfs fight their enemies, the bright flash of silver is easily seen as the Axe of Retribution rises and falls in deadly arcs. Alrik had this axe made especially for his crusade to avenge the wrongs done to his Hold, and he has sworn not let it rest until they have all been struck from the Book of Grudges.

Great Weapon. The Axe of Retribution is inscribed with the Master Rune of Breaking; if an enemy model with a Magic Weapon is successfully hit by the bearer of this rune, then, should they fail both their Armour and Ward saves (if they any) then any magic weapon(s) they are carrying are destroyed.

Karak Hirn’s Book of GrudgesThough most Dwarf holds will normally keep their books of grudges in the care of dedicated lore-masters unless settling a grudge, Alrik Ranulfsson however carries his at all times as his quest to settle all outstanding grudges for his hold is certain to be a long and difficult one.

Book of Grudges. In the turn it is used, friendly Bolt Throwers and models with Crossbows may re-roll failed to-Hit rolls when shooting at the marked target.

Traditional ArmyKing Alrik obstinately follows traditional Dwarf methods, in both tactics and armament, and his engineering guild is obsessively focused upon tried and tested designs, rather than the new-fangled black powder contrivances of recent centuries.

An army led by King Alrik Ranulfsson may not include any ranged units besides Quarrellers, Bolt Throwers and Grudge Throwers. The army may also not include Gyrocopters, Tunnel Bores, or Death Rollers. Also, no model may equip pistols, braces of pistols, handguns, blunderbusses, rifles or steam drills.

Honour GuardAlrik Ranulfsson may join a unit of Hammerers, Longbeards, or Brotherhood of Grungni as his Honour Guard.

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Helga BronnsdotirHigh Queen of Krag Bryn

When the Dwarf adventurer Bronn the Bold came upon a rich mountainside overlooking the coastline nearest to Ulthuan, he constructed the stronghold of Krag Bryn, a rich mining and trading centre. Over the centuries a bitter feud between the lineage of Bronn and the House of Thrund took its toll upon the inhabitants of the hold, even though the reasons for the initial feud had been long forgotten.

After settling Tol Eldrith further south along the coast, the elves of the city were astonished to find that Krag Bryn was ruled by Queen Helga, the last survivor of the Bronnlings, and a fearsome queen, the equal of any Dwarf king.

With the arrival of the elves, the long-standing feud between the Thrundlings and Bronnlings was reignited as Helga sought trading relations with the elves, who had opened bypassing the territory caught in the stranglehold of Thrund’s descendants. The bitter rivalry threatened to destroy all involved, including the duplicitous elves, until a marriage between Helga and Drong the Hard, descendent of Thrund, finally ended the centuries of bloodshed. Though he was immediately infatuated with the fierce queen as she quaffed ale almost without rival, it wasn’t until she had proven her fierceness on the battlefield that he eventually conceded to sharing rule with the fiery descendent of Bronn.

M WS BS S T W I A LdHelga 3 7 3 4 5 3 4 3 10

Equipment:Shield.

Special Rules:Stubborn.

Hrappi KladThe Hrappi Klad is a style of ceremonial Dwarf armour worn by famous traditionalists such as King Alrik Ranulfsson. At Queen Helga’s unexpected insistence that she march to war, a suit of ancient armour, once worn by the legendary Dwarf Queen Stromhild, self-proclaimed daughter of Grimnir, was made fit for Helga’s use.

Heavy Armour inscribed with a Rune of Preservation and a Rune of Resistance.

War Helm of Krag BrynA helmet worn by the rulers of Krag Bryn, and a potent symbol of the fierce determination of the hold and the spirit with which it was founded. The Dwarfs of Krag Bryn are steadfast in their determination to survive in spite of the treachery that has assailed them on all sides.

Light Armour. At the end of a successful round of combat, Helga and her unit may inflict a number of Stomp attacks on a single enemy unit, equal to the amount by which they won in Combat Resolution. These are all resolved at the majority strength of the unit.

Bronn’s AxeLike most royal lines, the symbol of office is a ceremonial axe forged at the very founding of the hold. Forged for and wielded by Bronn the Bold, this rune axe is infused with the blood of the Bronnling line, and a true reflection of the Dwarf wielding it.

Runic axe that confers a +1 Strength bonus with Armour Piercing. For each successful hit an enemy makes against Queen Helga, she may make a single immediate Attack in return against that enemy.

Queen’s ChampionAs it is normally expected of a Dwarf Queen to remain safely within her hold, she is afforded the luxury of assigning a champion to fight in her name. Though this champion is not always the same, Queen Helga has often favoured Loki Whitebeard, her loyal battle standard bearer.

Helga may select any one, non-Slayer, Hero choice in her army to be her champion. This model must always issue and accept challenges if able to do-so, and in challenges will re-roll failed to-Hit and to-Wound rolls.

However, if slain, they will be worth an additional 100 Victory Points to the enemy and if killed during a challenge, they will give away the maximum Overkill bonus to the enemy for that round.

Honour GuardQueen Helga may join a unit of Hammerers, Longbeards, Brotherhood of Grungni, or Sisterhood of Valaya as her Honour Guard.

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Kragg the GrimmRunemaster of Karaz-a-Karak

M WS BS S T W I A LdKragg the Grimm 3 6 3 4 5 2 2 2 9

Equipment:Heavy Armour, Great Weapon.

Special Rules:Rune Lore; Stubborn.

Helm of the GrimmAn ancient family heirloom from the oldest line of Runesmiths in Dwarf history, rumoured to protect the wearer from all harm.

Light Armour. Grants the wearer a 3+ Ward Save.

Staff of Kragg the GrimmA runic staff inscribed with such complex runes that no other Runesmith can even begin to fathom the intricacies of its construction.

This staff is inscribed with all non-Master Sigil Runes. All runes that can be cast receive a +2 bonus to the casting attempt.

Master of Rune LoreRunesmiths travel vast distances for any opportunity to speak with Kragg the Grimm, whose knowledge of ancient rune lore is unmatched by any other.

Kragg the Grim has the Rune Lore special rule, and is treated a Runelord for the purposes of making Dispel attempts.

Honour GuardKragg the Grimm may join a unit of Runeguard or Sisterhood of Valaya as his Honour Guard.

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Gotrek Gurnisson & Felix JaegerDoomed Slayer and the Disgraced Duelists

M WS BS S T W I A LdGotrek 3 7 2 4 5 2 5 3 10Felix 4 5 5 4 4 2 5 3 8

Equipment (Felix):Light Armour

Special Rules (Gotrek):Stubborn; Heroic Killing Blow; Slayer; Glorious Death.

Gotrek’s Rune AxeCarried with him upon his many (un)successful campaigns to find his own doom, this runic axe has allowed him to slay every opponent that he has thrown himself against.

Gorek’s Axe retains his Heroic Killing Blow ability, and grants him an additional +1 Strength.

Wyrmslayer BladeThis enchanted sword thirsts for the blood of Dragons, urging its wielder to confront these monstrous beasts and imbuing them with unnatural ferocity and speed.

Grants Hatred. If Felix Jaeger is able to charge a dragon then he and Gotrek must do so. When making attacks against a dragon, Felix may always re-roll to-Hit.

Fighting PairSince he was rescued by Gotrek, Felix has been fighting at his side, helping him to find the doom that he seeks, while documenting the almost unbelievable exploits that the pair have struggled through.

Gotrek and Felix fight as a unit of Skirmishers, and may not leave one another or join other units.

Victory Points for the pair are scored as follows:

• If both Gotrek and Felix are killed, then the Victory Points for both are lost.

• If Felix is killed but Gotrek survives, then the Victory Points for Felix are lost.

• If Gotrek is killed but Felix survives, then no Victory points are lost.

The Victory Points for each are noted in their army list entry.

Gotrek’s DoomThe Dwarf Ancestor Gods seem to have some plan for Gotrek, driving him towards an unknown doom. Since swearing his oath to accompany the Slayer, Felix has also been bound into this mysterious destiny. Although this means that they are forever wandering, unable to settle, they are also able to survive battles that see thousands of others die.

So long as Gotrek remains alive, both he and Felix have a 4+ Ward Save and Magic Resistance (2).

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GrombrindalThe White Dwarf

M WS BS S T W I A LdGrombrindal 3 7 4 4 5 2 4 3 9

Armour of Glimril ScalesAfter the Battle of Thraag, in which the White Dwarf slew 10,000 Warriors of Chaos to rescue the foolhardy Ungni No-Chance and his folk, a single scale of armour was found clenched in the teeth of the Lord of Chaos. It was forged from a metal totally unknown by the Dwarf folk. The Runesmithes were completely mystified and called it Glimril, believing that it had been forged by the Ancestor Gods themselves!

Gromril armour that can never be modified to worse than a 5+ save.

Rune Cloak of ValayaThe runes embroidered on the great cloak worn by the White Dwarf display, without a doubt, that it was woven by Valaya herself. At least one saga relates that Valaya, the Dwarf Ancestor Goddess and protector of the Dwarf 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.

Light Armour. The cloak grants its wearer (but not his unit) Magic Resistance (3).

Rune Helm of ZhufbarThose Dwarfs who have glimpsed the awesome helmet worn upon the White Dwarf’s troubled brow have described the sight they beheld. Runemisths have identified this magnificent helmet as the Lost Rune Helm of Zhufbar, which vanished many years ago when that particular stronghold was overrun by greenskins.

Light Armour. A challenge issued by Grombrindal may not be refused.

Rune Axe of GrimnirThe mighty axe wielded by the White Dwarf answers the description of the Rune Axe of Grimnir, mentioned in several sagas and legends. Perhaps Grimnir himself gave the legendary weapon to Grombrindal?

The Axe of Grimnir is a Great Weapon that may re-roll failed to-Wound rolls.

In Time of NeedThe White Dwarf is known to appear when he is needed most, and until that time will use the Rune Cloak of Valaya to disguise himself amongst his fellow Dwarfs.

Grombrindal always starts the game in reserve. His player begins rolling for him to enter the field from turn 2, and may re-roll successful results if desired.

In the turn that Grombrindal enters play, he may appear within any Infantry unit of the player’s choice, excluding Slayers. This may even include Honour Guard units. He will replace any single model in the unit and immediately move to a fighting rank, or the front rank, of the unit.

He may not voluntarily leave the unit, though he may stand and fight against all odds (see Hard to Kill).

Hard to KillGrombrindal is a legendary figure and is thought to have never been beaten in combat. It is said that even if he were to be killed, it would not prevent him from returning when he is needed most.

If Grombrindal is about to be removed from play then place him on his side. At the end of the phase roll a D6, on the following table:

D6 Result1 End of Days! Grombrindal has been slain!

2-4 Until Needed Again. Grombrindal is removed from play and placed back in reserve with all Wounds restored.

5-6 Fight On! Grombrindal regains a single Wound and fights on, staying where he is if his unit has been forced to flee, and preventing enemy pursuit.

If Grombrindal is removed from play, then his Victory Points are lost if he has not returned by the end of the battlefield.

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Burlock DamminsonGuildmaster of the Engineer’s Guild

Engineers are very traditional in their views and take great pride in their workmanship. Dwarf machines are covered with ornate brasswork, elegant decoration, and precise engineering. Such things bring tears of joy to the eyes of Dwarf craftsmen, and Burlok is no exception in his respect. He is also a great traditionalist who discourages innovation and firmly believes that the old tried and tested ways are best. In this respect too he typifies the attitude of the Engineers Guild whose objectives are to preserve knowledge and maintain standards of craftsmanship rather than to explore new ideas. Dwarfs are not very keen on new ideas, which, as any Dwarf will tell you, always lead to trouble. Of course, some of the younger Engineers oppose this view, and sometimes come up with startling and outlandish inventions, but these outrageous individuals invariably come to a bad end.

Burlok is no longer a young Dwarf. Some of the apprentices find it hard to believe that he ever was. In fact, though it is not widely known, Burlok was something of a rebel in his youth, and together with his equally hot-headed friend Sven Hasselfriesian engaged in all kinds of illicit innovation. Amongst their many inventions were the warpfire distillery, the surprising aerial wonder rocket, and the legendary steam radiophone. All of these inventions were discovered by Burlok's father when an experimental pressure vessel exploded blowing off Burlok's arm, prompting the destruction of Sven and Burlok's other devices by the guild. Subsequently Burlok was sobered by this experience and saw the error of his ways. Sven Hasselfriesian went on to invent the alcohol vapour engine and built a boat powered by it. Eventually the Engineers Guild, though tolerant, was compelled to expel the anarchic and adventurous Sven, who was forced to endure the embarrassing Trouser Legs Ritual before he was thrown out of the Guild.

Burlok has gone on to achieve great things and if he ever yearns to relive the wild and technically innovative days of his youth he certainly does not show it. During his long life he has accompanied the Guild to battle on many occasions. His left arm, lost during the massive explosion which ended his youthful exploits, has been replaced with a mechanical device. Over the years Burlok has perfected this contrivance so that it is now superior to an ordinary limb. It is this device which confers his great strength.

M WS BS S T W I A LdBurlock 3 6 5 4 4 3 2 2 9

Equipment:Heavy Armour, Great Weapon.

Special Rules:Artillery Specialist; Entrenchment; Stubborn.

B.I.O.N.I.C. ArmBurlock’s Ingenious Offensive New-matic Integrated Constrictor arm is a mechanical replacement of his own design, constructed after he lost his own arm during his earlier accident.

In addition to attacking with his axe, Burlock Damminson may make an extra attack at Strength 5 that ignores armour saves and inflicts Multiple Wounds (D3).

Engineers HelmA sturdy helm, originally created with the intention of preventing unforeseen accidents. Even after his reckless youth, it has served him well upon the battlefield.

Heavy Armour inscribed with the Rune of Resistance and a 5+ Ward Save.

Artillery MasterBurlock is a master of engineering, particularly in the maintenance, construction and firing of traditional war machines.

Bolt Throwers under his care may always use Burlock’s Ballistic Skill, while Grudge Throwers may always subtract the Ballistic Skill of its crew when determining their scatter distance.

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Malakai MakaissonDisgraced Engineer of Dwimmerdim Vale

M WS BS S T W I A LdMalakai Makaisson 3 5 5 4 5 2 3 2 10Goblin Hewer - - - - 7 3 - - -Slayer Crew 3 5 3 4 4 - 3 1 10

Equipment (Malakai):Light Armour, Great Weapon.

Special Rules:Stubborn; Killing Blow; Slayer; Glorious Death.

Repeating Dwarf HandgunMalakai Makaisson’s Repeating Handgun has the following profile:

Range Strength Special Rules16” 4 Multiple Shots (D6)

Armour PiercingQuick to Fire

Goblin HewerThe Goblin Hewer is a War Machine, however when fielded he will become part of the crew. Malakai Makaisson is always the last model removed, and only once the last wound on the profile is lost. Until removed he may fire his personal weaponry like an Engineer.

To fire the Goblin Hewer, nominate a single enemy unit in range as a target following the normal rules for shooting. For each rank (or file if firing from the flank), roll an Artillery Dice (one at a time) and add the value to the total number of shots to fire, on the roll of a Misfire, no further dice may be rolled.

Once the number of shots is determined, roll to hit as normal, and resolve hits with the following profile.

If no shots are fired (a Misfire is rolled first) then roll a D6 on the Stone Thrower Misfire chart in the Warhammer rulebook.

Range Strength Special Rules32” 3 Can Stand & Shoot

Armour Piercing

The Goblin Hewer may Stand & Shoot as normal against an enemy charging its front (as determined by its current facing).

Spirit of GrungniNot at all dissuaded by the somewhat more flammable than anticipated airship of his earlier attempts, Malakai Makaisson proceeded to create more robust and effective airship designs, culminating in his pride and joy, the Spirit of Grungni. The Spirit of Grungni is a large airship, well known, though still distrusted, by the Engineer’s Guild for having lifted the siege of Praag after flying into the Chaos Wastes and back.

By bringing the Spirit of Grungni to battle Malakai Makaisson must take a unit of Troll Slayers or Giant Slayers as an Honour Guard, causing this unit to be held in reserve to parachute in.

Upon rolling for the unit to enter the battlefield, place it following the rules for a Tunnel Bore. If an accident occurs, then the entire unit will be lost.

Slayer EngineerDespite being disgraced from the Engineer’s guild for the great airship fiasco, and subsequently taking the Slayer’s oath, Malakai Makaisson continues to invent. It takes a special kind of madness to seek an honourable death while devising ever more efficient ways of killing enemies from afar!

Malakai Makaisson is both a Master Engineer and a Slayer. However, his Artillery Specialist rule will only take effect if he is taken on his own, or with his Goblin Hewer. In the latter case, this rule may only applied to his own War Machine.

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Josef BugmanBrewmaster Pathfinder

M WS BS S T W I A LdJosef Bugman 3 5 5 4 5 2 3 3 9

Equipment:Gromril Armour, Great Weapon, Crossbow, Shield.

Special Rules:Forest Strider; Obstacle Strider; Pathfinder; Stubborn.

Bugman’s TankardJosef Bugman and his unit gain the Regeneration (6+) special rule.

Hates GreenskinsJosef Bugman and his unit gain the Hatred special rule against greenskins of all kinds. This includes; Orcs, Goblins, Snotlings, Gnoblars, Hobgolins, and anything else considered a greenskin.

Bugman’s RangersJosef Bugmans Longbeard Rangers have +1 Strength.

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Snorleif AkrissonMaster Prospector of Karak Eight-Peaks

First born son from a long line of master prospectors, Snorleif was always destined to become a great miner. Always trusting in the strength of his back and the sharpness of his pick, he quickly amassed his own fortune in rich new gemstone and mineral veins, and when he was inevitably declared the new master prospector, it came as no surprise.

Never one to sit back and simply direct others while claiming tithes, Snorleif gained considerable respect for his continuing to work the mines alongside those under his charge. When Karak Eight-Peaks came under attack from below, he led his miners in a determined assault to delay the Skaven as long as possible, eventually withdrawing as the upper levels also became overrun by goblin hordes. Escaping with a handful of survivors along secret and long forgotten tunnels, his reputation earned him a favoured place in the dwindling mines of Karaz-a-Karak.

Vowing to return to reclaim his home, Snorleif has not rested in his attempts to aid King Belegar’s outpost within the upper reaches of Karak Eight-Peaks, mustering troops and funds until the time is right to recapture the entire hold.

M WS BS S T W I A LdSnorleif 3 6 4 5 4 2 2 3 9

Equipment:Heavy Armour, Ancestor Helm, Pick (Great Weapon).

Special Rules:Forest Strider; Obstacle Strider; Pathfinder; Stubborn.

Standard of Karak Eight-PeaksOne of the few heirlooms recovered from the doomed hold, this richly detailed standard is not just a symbol of pride and ancestry for Snorleif and his miners, but is in fact a detailed runic map of the mines of Karak Eight-Peaks and the extensive Underway tunnels, many of which were forgotten centuries ago.

Maps of the Underway. In addition, this is treated as a Battle Standard, affecting only units of Miners. It does not prevent the army from taking a normal Battle Standard.

Miners of Karak Eight-PeaksThe surviving miners of Karak Eight-Peaks, and their descendants, strictly adhere to Snorleif’s belief in their strength and distrust the use of machines and explosives where a strong arm and a sharp pick can be just as affective.

A unit of Miners led by Snorleif may not take Blasting Charges or a Tunnel Bore.

However, Snorleif and his unit will gain Hatred for both greenskins and Skaven. The unit (but not Snorleif) will also gain +1 Strength on the turn that they charge.

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Brynolf StronghelmHearth Guard Captain of Karak Norn

Lying upon the mountains bordering both Bretonnia and the Empire, the Dwarf hold of Karak Norn possesses little material wealth of its own, but is however well located for trade between the human factions, as well as with the nearby hold of Karak Hirn. In spite of the hold’s small size, it is well defended by frequent ranger patrols of the surrounding area, and a force of Ironbreakers almost 1,000 strong, guarding the extensive Underway tunnels beneath.

For over a century the hold’s defence, and the training of its dedicated Hearth Guard contingent, has been overseen by Brynolf Stronghelm. Though a little known guard at the time, he distinguished himself during an attempted invasion by Skaven forces. Having dug multiple tunnels with cunning new machines, they breached the hold’s defences from every direction, bypassing the specialist Ironbreaker forces entirely. Leading the hearth guard in a concentrated action, Brynolf pushed his way into the heart of the Skaven advance, disrupting and then destroying their chieftains. In sudden disarray the overwhelming forces were quickly dispatched in an action that led to the complete reconstruction of the hold’s underground defences.

Since that narrowly averted disaster, the hearth guard have been rigorously drilled by Brynolf, who pledged that no enemy of Karak Norn should ever breach its walls again, and he has led campaigns to help ensure that none shall even try.

M WS BS S T W I A LdBrynolf 3 6 3 4 4 2 4 3 9

Equipment:Heavy Armour, Great Weapon.

Special Rules:Hatred; Hammerblow; Devastating Charge.

StronghelmSo named by his fellow guards during the fateful action that made Bynolf’s name. What used to be a simple horned helmet protected him from what should have been a fatal killing blow, giving him the opportunity he needed to kill the Skaven Warlord and so end the invasion of Karak Norn. Though he was offered the finest armours in reward for his actions, he still wears his sorely battered family heirloom.

Heavy Armour. Brynolf is immune to Killing Blow and Heroic Killing Blow, treating these as ordinary attacks instead. In addition, if an enemy Attack hits him but fails to Wound him, then he may an immediate additional Attack of his own against that enemy.

Brynolf’s GuardThough Brynolf’s heroism inspired them, his entire unit of Hearth Guard distinguished themselves, fighting against far superior forces with almost no hope of survival or success. It was no surprise when Brynolf retained them as his personal guard, leading them into battles against any threat to his hold.

Brynolf’s Hearth Guard gain the Devastating Charge special rule.

In addition, if the unit loses in combat resolution, then it will regain its Hatred, allowing it to make re-rolls in the next round, should it continue to fight.

Daring AssaultBrynolf must issue and accept challenges if able. While fighting in a challenge he may to re-roll failed to-Hit rolls, and also benefits from a 4+ Ward Save.

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Dwarf RunesCreating a Runic Item

Runes can be inscribed onto any of the following things; weapons, armour, standards, war machines and talismans. Each of these has its own type of runes.

The easiest way to create a runic item is to choose a character from your army - a Dwarf Thane armed with an axe, for example. By inscribing runes onto his axe you will be, in effect, arming him with a magic weapon - a runic axe. You can choose which rune you want from the weapons runes detailed in this section. Each rune has a specific points value; the more powerful the rune, the higher the points cost. You can put up to three runes onto a weapon, paying the appropriate cost each time.

Once you have chosen the runes you want, write down the Thane’s name and note that he has a rune axe with the runes you have selected. Note down the total points cost of the runes you have used and add this to the character’s points value. You should make a list of all your characters that are using runic items so that you can refer to it during the battle. It is a good idea to make a brief note of what each rune does, as this will save you looking up details during play.

Rules of the Runes1) Rule of Three - a single runic item (weapon, armour,

talisman, etc.) may only have inscribed a maximum of three runes upon it, including multiples of the same rune.

2) Rule of Pride - a runic item may not bear the same combination of runes upon it as another item in the army.

3) Rule of Jealousy - such is the power of Master runes that a single item may not bear more than one Master rune, and nor can any Master rune be taken more than once within an army.

4) Rule of Strength - non-Master runes may be inscribed multiple times onto an item, in which case their effect will be cumulative (unless stated otherwise). For example, a runic weapon inscribed with two Runes of Fury will grant the wielder +2 Attacks.

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Weapon RunesWeapon runes are inscribed onto hammers, axes, or swords to turn them into a runic hand weapon.

Master Rune of Skalf Blackhammer 100 pointsThe legendary Runesmith Skalf forged many great hammers, and some say even Sigmar’s hammer was his work. Many of his hammers were later held by Dwarf Lords as heirlooms of their kingship.Successful hits will automatically wound with no armour saves allowed.

Master Rune of Alaric the Mad 75 pointsNo one knows exactly what happened to Alaric the Mad after he forged the famous Runefangs of the Elector Counts of the Empire, though some say he wrought rune weapons for the Khan Queens of Kislev.For every successful hit in close combat the bearer of this rune may immediately make another Attack upon the same model. These additional attacks may also generate further attacks for each successfully hit, and so-on.

Master Rune of Smiting 70 pointsThis rune was previously only known on the Axe of Dargo wielded by the Kings of Karak Kadrin. Prior to marching out to face Vardek Crom, King Ungrim Ironfist gifted the Rundrokikron, an ancient tome of rune lore, etched on wafer sheets of gromril, to Thorgrim Grudgebearer, the King of Karaz-a-Karak. Within it was the secret of striking the Master Rune of Smiting.A weapon bearing this rune will cause Multiple Wounds (D6).

Master Rune of Snorri Spangelhem 50 pointsRunesmith to the High King of Karaz-a-Karak during the time of Kallon, Snorri wrought the exquisite panoply of the High Kings for several generations. He fought in many battles and was renowned for his magnificent gromril armour as well as this unique weapon rune.

All attacks made with the weapon will hit automatically.

Rune of Cleaving 35 pointsThis rune was originally forged upon the pickaxes of miners, enabling them to break through the hardest rock.

Multiples have no further effect. Wielder gains +2 Strength.

Rune of Might 25 pointsThough short in stature, a Dwarf using a weapon inscribed with this rune is a powerful opponent.Multiples have no further effect. Wielder’s Strength (including any bonuses) is doubled against enemies with Toughness 5 or more.

Master Rune of Swiftness 25 pointsFirst struck by Thurgrom the Hermit, the last Runesmith to work in the Elf cities of the Old World.

Multiples have no further effect. Wielder gains the Always Strikes First special rule.

Rune of Fury 20 pointsThe Dwarf wielding the weapon must concentrate upon an unavenged grudge, causing him to become enraged at the wrongs his race has endured.

Wielder gains +1 Attack

Rune of Striking 10 pointsThe properties of this rune enable the weapon’s wielder to find an enemy’s weak points with ease.Wielder gains +1 Weapon Skill and +1 Initiative.

Rune of Fire 5 pointsA skilled Runesmith is able to inscribe this rune on the metal while it is still white hot from the forge.The bearer’s close combat attacks gain the Flaming Attacks special rule.

Runic TalismansRune are often inscribed onto pendants, rings or other items. All Dwarfs are assumed to carry a suitable item to use as a talisman.

Master Rune of Kingship 50 pointsGotrek Starbreaker was the first great Dwarf Lord to have his crown adorned with this rune. Such a crown is a priceless artefact and the loss of one is dearly mourned as it absorbs the wisdom of its former master and passes this on to the next crown bearer.Dwarf Lord only. Bearer, and any unit he joins, are Unbreakable.

Master Rune of Spite 45 pointsCreated to protect the gates of Karaz-a-Karak, this rune requires great care when being applied to smaller objects.This rune confers a 4+ Ward Save. The effects of this rune does not combine with Runes of Iron.

Master Rune of Challenge 25 pointsA foe that hears this rune is unable to ignore the challengeOne use only. In the enemy turn, before charges are declared, the Dwarf player may force a single enemy unit to charge the bearer of this rune if it is able to do so. Enemies Immune to Psychology are unaffected. The unit may choose not to charge, in which case it will Flee instead.

Rune of Luck 15 pointsFirst inscribed onto a ring worn by Magnund Hammerson, who then went on to acquire a fortune through gambling.One use only. Bearer may re-roll a single D6 rolled for characteristic tests, also including to-hit, to-wound, and armour and ward save rolls.

Rune of the Furnace 5 pointsDesigned to aid Dwarfs working in the hot forges, this rune was soon adapted for use in battle.The bearer gains a 2+ Ward Save against Flaming Attacks.

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Armour RunesRunes inscribed upon a Dwarf’s armour to provide some of the most power protection available.

Rune of Fortitude 50 pointsIt is rumoured amongst those Dwarfs who have worn armour with this rune that it becomes sentient. Whilst no Runesmith has ever confirmed this rumour, they make no attempts to deny it either.Bearer gains +1 Wound.

Master Rune of Adamant 45 pointsFirst forged on armour as a gift for the flamboyant Dwarf Prince Gudii Twoboots, the armour was subsequently stolen by a lone bandit who stalked the Undgrim preying on small parties of travellers.Bearer gains +1 Toughness.

Master Rune of Defiance 50 pointsA complex set of runes bound by the ruling rune of defiance, this protective rune has been used by the Dwarf Kings for centuries to shrug off all but the most hideous of wounds.Bearer may never suffer more than one wound from a single source, with any effects that normally kill outright inflicting only a single automatic wound instead.

Master Rune of Steel 45 pointsOnce this rune has been forged, it binds metals together making them more resilient. Armour with this rune never rusts through weathering or age.Bearer may never be wounded on better than a 4+.

Rune of Resistance 25 pointsFirst used on the armour of the Thane of Karak Azgal by Gorgi Strongbeard, this rune is thought to have been lost amongst the ruined stronghold. Fortunately, the Runesmith survived to replicate it.Bearer may re-roll failed Armour Saves.

Rune of Iron 15 pointsWhen iron is saturated with magic, it is known as lodestone. This rune focuses the magnetic properties of lodestone to create magical armour.This rune confers a 6+ Ward Save. Two of these runes confer a 5+ Ward Save, but three cannot be taken.

Rune of Preservation 15 pointsAlarmed When Prince Valkan Firehand was decapitated by a Wight Blade at the Battle of Hunger Wood, Runesmiths and armorers developed this rune to provide additional protection.Multiples have no further effect. Bearer ignores the (Heroic) Killing Blow and Poisoned special rules of enemy attacks.

Rune of Stone 5 pointsDwarf tradition tells that the ancients were created from the rock of the first mountains, so the Rune of Stone is the first rune an apprentice learns.Bearer gains +1 to Armour Save. Items with only this rune are unaffected by the Rule of Pride.

Runic StandardsInscribed upon any carried standard, these runes inspire and protect entire regiments using potent runic enchantments.

Master Rune of Valaya 100 pointsThis ancient rune is said to have been invented at the dawn of time by Valaya, the Ancestor Goddess.All enemy spells targeted at, or cast from, a location within 12” of this standard have their casting result reduced by D6, and may not be cast with Irresistible Force (but may Miscast).

Strollaz’s Rune 60 pointsThis rune harnesses the tireless nature of the Dwarfs, enabling them to march day and night.Battle Standard only. Friendly Dwarf units within 12” gain the Vanguard special rule.

Master Rune of Grungni 50 pointsThis rune draws in the power of the winds of magic and binds them into the armour of the Dwarfs in its vicinity, granting protection against the direst weapons.Friendly Dwarf units within 6” of the banner gain a 5+ Ward Save against ranged attacks.

Rune of Slowness 50 pointsThis rune creates an almost physical barrier from the intractable nature of the Dwarfs around it.Enemies charging a unit with this banner subtract D6” from their charge distance.

Master Rune of Fear 40 pointsThe clan that takes this banner to battle gives the illusion that they tower over the enemy. Dwarfs are a strong enough opponent in their own right a unit of giant Dwarfs is enough to scare even the strongest enemy!The unit causes Fear.

Rune of Sanctuary 40 pointsThis rune creates an area of anti-magic, using the defiance of the Dwarfs to deflect mystical attacks.Multiple have no further effect. Confers Magic Resistance (3) to the unit.

Rune of Stoicism 25 pointsThis rune reminds every Dwarf that though their numbers diminish, each carries the legacy of their ancestors with them and they are never alone.Multiples have no further effect. When determining if this unit is Steadfast, it may count each of its ranks twice.

Rune of Battle 20 pointsEach of the Dwarf strongholds once had a banner with the Rune of Battle upon it. Many of these banners are now lost, but those that remain in Dwarf hands are held aloft with pride.Multiples have no further effect. The unit adds a further +1 to its Combat Resolution score.

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Engineering RunesInscribed directly onto the mechanisms of a war machine, it can take a master engineer and runesmith many years to complete a single rune, but grants reliability or strength beyond even that granted by the precision engineering of the finest smiths.

Rune of Accuracy 30 pointsRunes inscribed onto every part of a machine, including its ammunition, ensure it fires with unerring accuracy.Multiples have no further effect. May re-roll a single to-hit dice per turn, including scatter and artillery dice.

Master Rune of Immolation 25 pointsDevised to stop machines falling to the enemy, it is invoked only in desperate circumstances.One use only. At any time, including upon destruction, the Dwarf player may detonate the war machine, inflicting 2D6 Strength 4 flaming magical hits upon each unit within 6”.

Rune of Penetrating 35 pointsThis rune is inscribed onto a machine’s ammunition, making it more hard-hitting.Increases the Strength of the machine’s shots by +1.

Rune of Reloading 10 pointsWhen a war machine has proved its worth, it may be empowered with this rune.The war machine may always shoot in each of its turns.

Rune of Burning 5 pointsAny ammunition shot by the machine bursts into flames as it hits its target.The war machine’s shots gain the Flaming Attacks special rule.

Sigil RunesInscribed onto a Runesmith’s staff, these runes capture, focus, or disperse the winds of magic in intricate and complex ways that only a skilled Runesmith can invoke safely. Many are in fact vast webs of minor ruins inscribed around a powerful controlling rune.

Master Rune of Spelleating 60 pointsThis rune not only binds the magical power of a spell, but also the caster’s very knowledge of it, destroying it utterly.One use only. Functions as a Rune of Spellbreaking. In addition roll a D6, if the result is less than or equal to the caster’s wizard level, then they may no longer cast that spell for the remainder of the game.

This rune may be used against spells cast with Irresistible Force, but will not Dispel them.

Master Rune of Balance 40 pointsForged in the embers of a captured spell book, this rune hungers after magical power, stealing it from the enemy.One use only. When used, this rune increases the Dispel dice pool to equal the number of dice in the Power dice pool.

Master Rune of Spellbreaking 25 pointsDestroying itself in the process, this rune is able to capture and eliminate enemy magic when invoked.One use only. Immediately dispels an enemy casting attempt, in the same way as a Dispel Scroll.

Rune of Scathing 25 pointsThis rune captures stray magic, amplifying it into a terrible magical blast that the Runesmith may direct at his enemies.Innate Magic Missile Spell (5+) with a range of 12”. Target unit suffers D6 Strength 4 hits with the Killing Blow special rule.

Rune of Dismay 25 pointsWhen a warhorn with this rune is sounded, its uncanny voicecauses foes to tremble.

Innate Hex Spell (5+) with a range of 12”. Until the bearer’s next magic phase the target unit rolls one extra D6 when taking Leadership tests, removing the lowest. Does not affect units that are Immune to Psychology.

Rune of Protection 25 pointsInteracting with the runes inscribed upon all Dwarf-made armour, this rune can deflect blows that might otherwise have killed their intended target.Innate Augment Spell (5+). Until the bearer’s next Magic Phase, models in the unit may re-roll failed armour saves.

Rune of Warding 25 pointsApprentice Runesmiths are taught the techniques necessary to create this rune early in their studies, creating items able to drink in magical energy, dissipating it harmlessly. Innate Augment Spell (5+). Until the bearer’s next Magic Phase, when a spell is cast that will affect the bearer or their unit, roll a D6. On a 4+, the bearer and his unit ignore the effects (though they may still apply to other units as normal).

Rune of Hardship 20 pointsThis rune brings the very earth to life, and wills it to attack the enemies of the Dwarfs.Innate Augment Spell (5+). Until the bearer’s next Magic Phase, all enemies charging the front of the bearer’s unit must take Dangerous terrain tests.

Rune of Spellbinding 15 pointsThis rune allows a Runesmith to channel away the winds of magic with greater ease, thwarting the magical attacks of their foes.The bearer gains a +1 bonus to all channeling attempts.

Rune of Unmaking 15 pointsInteracting with the runes inscribed upon all Dwarf-made weapons, imbuing them with magical energy.Innate Augment Spell (5+). Until the bearer’s next Magic Phase, the bearer and their unit inflict Magical shooting and close combat attacks.

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Forces of the DwarfsUsing the Army List Army List Organisation

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Choosing an Army

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LordsThorgrim GrudgebearerThorgrim GrudgebearerThorgrim GrudgebearerThorgrim GrudgebearerThorgrim GrudgebearerThorgrim GrudgebearerThorgrim GrudgebearerThorgrim GrudgebearerThorgrim GrudgebearerThorgrim GrudgebearerThorgrim GrudgebearerThorgrim Grudgebearer 580 points

If taken, Thorgrim Grudgebearer must always be both the army’s general and battle standard bearer.If taken, Thorgrim Grudgebearer must always be both the army’s general and battle standard bearer.If taken, Thorgrim Grudgebearer must always be both the army’s general and battle standard bearer.If taken, Thorgrim Grudgebearer must always be both the army’s general and battle standard bearer.If taken, Thorgrim Grudgebearer must always be both the army’s general and battle standard bearer.If taken, Thorgrim Grudgebearer must always be both the army’s general and battle standard bearer.If taken, Thorgrim Grudgebearer must always be both the army’s general and battle standard bearer.If taken, Thorgrim Grudgebearer must always be both the army’s general and battle standard bearer.If taken, Thorgrim Grudgebearer must always be both the army’s general and battle standard bearer.If taken, Thorgrim Grudgebearer must always be both the army’s general and battle standard bearer.If taken, Thorgrim Grudgebearer must always be both the army’s general and battle standard bearer.If taken, Thorgrim Grudgebearer must always be both the army’s general and battle standard bearer.If taken, Thorgrim Grudgebearer must always be both the army’s general and battle standard bearer.M WS BS S T W I A Ld Equipment

• Throne of Power• Armour of Skaldor• Dragon Crown of Karaz• Great Book of Grudges• Rune Axe of Grimnir

Special Rules• Honour GuardThorgrim 3 8 5 4 6 4 3 4 10

Equipment• Throne of Power• Armour of Skaldor• Dragon Crown of Karaz• Great Book of Grudges• Rune Axe of Grimnir

Special Rules• Honour Guard

CompositionThorgrim GrudgebearerCompositionThorgrim GrudgebearerCompositionThorgrim Grudgebearer

TypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantry

Equipment• Throne of Power• Armour of Skaldor• Dragon Crown of Karaz• Great Book of Grudges• Rune Axe of Grimnir

Special Rules• Honour Guard

• Your army may include a single Thorgrim Grudgebearer.• Your army may include a single Thorgrim Grudgebearer.• Your army may include a single Thorgrim Grudgebearer.• Your army may include a single Thorgrim Grudgebearer.• Your army may include a single Thorgrim Grudgebearer.• Your army may include a single Thorgrim Grudgebearer.• Your army may include a single Thorgrim Grudgebearer.• Your army may include a single Thorgrim Grudgebearer.• Your army may include a single Thorgrim Grudgebearer.• Your army may include a single Thorgrim Grudgebearer.

Equipment• Throne of Power• Armour of Skaldor• Dragon Crown of Karaz• Great Book of Grudges• Rune Axe of Grimnir

Special Rules• Honour Guard

Thorek IronbrowThorek IronbrowThorek IronbrowThorek IronbrowThorek IronbrowThorek IronbrowThorek IronbrowThorek IronbrowThorek IronbrowThorek IronbrowThorek Ironbrow 525 points525 points

M WS BS S T W I A Ld Equipment (Thorek)• Anvil of Doom• Thorek’s Rune Armour• Klad BarakEquipment (Kraggi)• Heavy Armour• Tongs (Great Weapon)

Special Rules (Thorek)• Rune Lore• Master of the Forge• Loremaster (Rune Magic)Special Rules (Kraggi)• Assistant at the Forge

Thorek 3 6 4 4 5 3 3 3 10 Equipment (Thorek)• Anvil of Doom• Thorek’s Rune Armour• Klad BarakEquipment (Kraggi)• Heavy Armour• Tongs (Great Weapon)

Special Rules (Thorek)• Rune Lore• Master of the Forge• Loremaster (Rune Magic)Special Rules (Kraggi)• Assistant at the Forge

Kraggi 3 4 3 3 4 2 2 1 9

Equipment (Thorek)• Anvil of Doom• Thorek’s Rune Armour• Klad BarakEquipment (Kraggi)• Heavy Armour• Tongs (Great Weapon)

Special Rules (Thorek)• Rune Lore• Master of the Forge• Loremaster (Rune Magic)Special Rules (Kraggi)• Assistant at the Forge

CompositionThorek Ironbrow & KraggiCompositionThorek Ironbrow & KraggiCompositionThorek Ironbrow & Kraggi

TypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantry

Equipment (Thorek)• Anvil of Doom• Thorek’s Rune Armour• Klad BarakEquipment (Kraggi)• Heavy Armour• Tongs (Great Weapon)

Special Rules (Thorek)• Rune Lore• Master of the Forge• Loremaster (Rune Magic)Special Rules (Kraggi)• Assistant at the Forge• Your army may include a single Thorek Ironbrow.• Your army may include a single Thorek Ironbrow.• Your army may include a single Thorek Ironbrow.• Your army may include a single Thorek Ironbrow.• Your army may include a single Thorek Ironbrow.• Your army may include a single Thorek Ironbrow.• Your army may include a single Thorek Ironbrow.• Your army may include a single Thorek Ironbrow.• Your army may include a single Thorek Ironbrow.• Your army may include a single Thorek Ironbrow.

Equipment (Thorek)• Anvil of Doom• Thorek’s Rune Armour• Klad BarakEquipment (Kraggi)• Heavy Armour• Tongs (Great Weapon)

Special Rules (Thorek)• Rune Lore• Master of the Forge• Loremaster (Rune Magic)Special Rules (Kraggi)• Assistant at the Forge

Ungrim IronfistUngrim IronfistUngrim IronfistUngrim IronfistUngrim IronfistUngrim IronfistUngrim IronfistUngrim IronfistUngrim IronfistUngrim IronfistUngrim Ironfist 400 points400 points

If taken, Ungrim Ironfist must always be the army’s general.If taken, Ungrim Ironfist must always be the army’s general.If taken, Ungrim Ironfist must always be the army’s general.If taken, Ungrim Ironfist must always be the army’s general.If taken, Ungrim Ironfist must always be the army’s general.If taken, Ungrim Ironfist must always be the army’s general.If taken, Ungrim Ironfist must always be the army’s general.If taken, Ungrim Ironfist must always be the army’s general.If taken, Ungrim Ironfist must always be the army’s general.If taken, Ungrim Ironfist must always be the army’s general.If taken, Ungrim Ironfist must always be the army’s general.If taken, Ungrim Ironfist must always be the army’s general.If taken, Ungrim Ironfist must always be the army’s general.M WS BS S T W I A Ld Equipment (Ungrim)

• Heavy Armour• Dragon Cloak• Slayer Crown• Axe of DargoEquipment (War Mourner)• Wards of Grimnir• *Two Hand Weapons• *Great Weapon

Special Rules• Slayer• Glorious Death• UnbreakableSpecial Rules (Ungrim)• Heroic Killing Blow• Honour GuardSpecial Rules (Mourner):• Monstrous Killing Blow• Doomseeker

Ungrim Ironfist 3 8 4 4 5 3 5 4 10 Equipment (Ungrim)• Heavy Armour• Dragon Cloak• Slayer Crown• Axe of DargoEquipment (War Mourner)• Wards of Grimnir• *Two Hand Weapons• *Great Weapon

Special Rules• Slayer• Glorious Death• UnbreakableSpecial Rules (Ungrim)• Heroic Killing Blow• Honour GuardSpecial Rules (Mourner):• Monstrous Killing Blow• Doomseeker

War Mourner 3 8 3 4 5 2 5 3 10

Equipment (Ungrim)• Heavy Armour• Dragon Cloak• Slayer Crown• Axe of DargoEquipment (War Mourner)• Wards of Grimnir• *Two Hand Weapons• *Great Weapon

Special Rules• Slayer• Glorious Death• UnbreakableSpecial Rules (Ungrim)• Heroic Killing Blow• Honour GuardSpecial Rules (Mourner):• Monstrous Killing Blow• Doomseeker

CompositionUngrim Ironfist & War Mourner

CompositionUngrim Ironfist & War Mourner

CompositionUngrim Ironfist & War Mourner

TypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantry

Equipment (Ungrim)• Heavy Armour• Dragon Cloak• Slayer Crown• Axe of DargoEquipment (War Mourner)• Wards of Grimnir• *Two Hand Weapons• *Great Weapon

Special Rules• Slayer• Glorious Death• UnbreakableSpecial Rules (Ungrim)• Heroic Killing Blow• Honour GuardSpecial Rules (Mourner):• Monstrous Killing Blow• Doomseeker

• Ungrim Ironfist is worth 280 Victory Points, while his War Mourner is worth 100.

• Your army may include a single Ungrim Ironfist.

• Ungrim Ironfist is worth 280 Victory Points, while his War Mourner is worth 100.

• Your army may include a single Ungrim Ironfist.

• Ungrim Ironfist is worth 280 Victory Points, while his War Mourner is worth 100.

• Your army may include a single Ungrim Ironfist.

• Ungrim Ironfist is worth 280 Victory Points, while his War Mourner is worth 100.

• Your army may include a single Ungrim Ironfist.

• Ungrim Ironfist is worth 280 Victory Points, while his War Mourner is worth 100.

• Your army may include a single Ungrim Ironfist.

• Ungrim Ironfist is worth 280 Victory Points, while his War Mourner is worth 100.

• Your army may include a single Ungrim Ironfist.

• Ungrim Ironfist is worth 280 Victory Points, while his War Mourner is worth 100.

• Your army may include a single Ungrim Ironfist.

• Ungrim Ironfist is worth 280 Victory Points, while his War Mourner is worth 100.

• Your army may include a single Ungrim Ironfist.

• Ungrim Ironfist is worth 280 Victory Points, while his War Mourner is worth 100.

• Your army may include a single Ungrim Ironfist.

• Ungrim Ironfist is worth 280 Victory Points, while his War Mourner is worth 100.

• Your army may include a single Ungrim Ironfist.

Equipment (Ungrim)• Heavy Armour• Dragon Cloak• Slayer Crown• Axe of DargoEquipment (War Mourner)• Wards of Grimnir• *Two Hand Weapons• *Great Weapon

Special Rules• Slayer• Glorious Death• UnbreakableSpecial Rules (Ungrim)• Heroic Killing Blow• Honour GuardSpecial Rules (Mourner):• Monstrous Killing Blow• Doomseeker

Alrik RanulfssonAlrik RanulfssonAlrik RanulfssonAlrik RanulfssonAlrik RanulfssonAlrik RanulfssonAlrik RanulfssonAlrik RanulfssonAlrik RanulfssonAlrik RanulfssonAlrik Ranulfsson 340 points340 points

If taken, Alrik Ranulfsson must always be the army’s general.If taken, Alrik Ranulfsson must always be the army’s general.If taken, Alrik Ranulfsson must always be the army’s general.If taken, Alrik Ranulfsson must always be the army’s general.If taken, Alrik Ranulfsson must always be the army’s general.If taken, Alrik Ranulfsson must always be the army’s general.If taken, Alrik Ranulfsson must always be the army’s general.If taken, Alrik Ranulfsson must always be the army’s general.If taken, Alrik Ranulfsson must always be the army’s general.If taken, Alrik Ranulfsson must always be the army’s general.If taken, Alrik Ranulfsson must always be the army’s general.If taken, Alrik Ranulfsson must always be the army’s general.If taken, Alrik Ranulfsson must always be the army’s general.M WS BS S T W I A Ld Equipment

• Shield of Kurgaz• Hrappi Klad• Helm of Eagles• Axe of Retribution• Karak Hirn’s Book of

Grudges

Special Rules• Stubborn• Honour Guard• Traditional Army

Alrik 3 9 4 4 5 3 4 4 10 Equipment• Shield of Kurgaz• Hrappi Klad• Helm of Eagles• Axe of Retribution• Karak Hirn’s Book of

Grudges

Special Rules• Stubborn• Honour Guard• Traditional Army

CompositionAlrik RanulfssonCompositionAlrik RanulfssonCompositionAlrik Ranulfsson

TypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantry

Equipment• Shield of Kurgaz• Hrappi Klad• Helm of Eagles• Axe of Retribution• Karak Hirn’s Book of

Grudges

Special Rules• Stubborn• Honour Guard• Traditional Army

• Your army may include a single Alrik Ranulfsson.• Your army may include a single Alrik Ranulfsson.• Your army may include a single Alrik Ranulfsson.• Your army may include a single Alrik Ranulfsson.• Your army may include a single Alrik Ranulfsson.• Your army may include a single Alrik Ranulfsson.• Your army may include a single Alrik Ranulfsson.• Your army may include a single Alrik Ranulfsson.• Your army may include a single Alrik Ranulfsson.• Your army may include a single Alrik Ranulfsson.

Equipment• Shield of Kurgaz• Hrappi Klad• Helm of Eagles• Axe of Retribution• Karak Hirn’s Book of

Grudges

Special Rules• Stubborn• Honour Guard• Traditional Army

Helga BronnsdotirHelga BronnsdotirHelga BronnsdotirHelga BronnsdotirHelga BronnsdotirHelga BronnsdotirHelga BronnsdotirHelga BronnsdotirHelga BronnsdotirHelga BronnsdotirHelga Bronnsdotir 275 points275 points

If taken, Helga Bronnsdotir must always be the army’s general.If taken, Helga Bronnsdotir must always be the army’s general.If taken, Helga Bronnsdotir must always be the army’s general.If taken, Helga Bronnsdotir must always be the army’s general.If taken, Helga Bronnsdotir must always be the army’s general.If taken, Helga Bronnsdotir must always be the army’s general.If taken, Helga Bronnsdotir must always be the army’s general.If taken, Helga Bronnsdotir must always be the army’s general.If taken, Helga Bronnsdotir must always be the army’s general.If taken, Helga Bronnsdotir must always be the army’s general.If taken, Helga Bronnsdotir must always be the army’s general.If taken, Helga Bronnsdotir must always be the army’s general.If taken, Helga Bronnsdotir must always be the army’s general.M WS BS S T W I A Ld Equipment

• Hrappi Klad• War Helm of Krag Bryn• Bronn’s Axe & Shield

Special Rules• Stubborn• Honour Guard• Queen’s Champion

Helga 3 7 3 4 5 3 4 3 10 Equipment• Hrappi Klad• War Helm of Krag Bryn• Bronn’s Axe & Shield

Special Rules• Stubborn• Honour Guard• Queen’s Champion

CompositionHelgaCompositionHelgaCompositionHelga

TypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantry

Equipment• Hrappi Klad• War Helm of Krag Bryn• Bronn’s Axe & Shield

Special Rules• Stubborn• Honour Guard• Queen’s Champion

• Your army may include a single Helga Bronnsdotir.• Your army may include a single Helga Bronnsdotir.• Your army may include a single Helga Bronnsdotir.• Your army may include a single Helga Bronnsdotir.• Your army may include a single Helga Bronnsdotir.• Your army may include a single Helga Bronnsdotir.• Your army may include a single Helga Bronnsdotir.• Your army may include a single Helga Bronnsdotir.• Your army may include a single Helga Bronnsdotir.• Your army may include a single Helga Bronnsdotir.

Equipment• Hrappi Klad• War Helm of Krag Bryn• Bronn’s Axe & Shield

Special Rules• Stubborn• Honour Guard• Queen’s Champion

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LordsDwarf ParagonDwarf Paragon 80 points per model80 points per model

Equipment• Gromril Armour• Hand weapon

TypeInfantry

Options• Equipment:

• Mêlée Weapon (one choice):• .................Additional Hand Weapon! +3 points• .................................Great Weapon! +6 points

• Armour (one choice):• Ancestor Mask or ................. Shield! +3 points• Ancestor Mask and ............Shield! +15 points

• May take runic items from the Weapons, Armour and Talisman lists to a value of 125 points.

• Must purchase one of the following upgrades. Listed equipment overrides equipment above, unless otherwise noted options are in addition to those on the right.

• Must purchase one of the following upgrades. Listed equipment overrides equipment above, unless otherwise noted options are in addition to those on the right.

Options• Equipment:

• Mêlée Weapon (one choice):• .................Additional Hand Weapon! +3 points• .................................Great Weapon! +6 points

• Armour (one choice):• Ancestor Mask or ................. Shield! +3 points• Ancestor Mask and ............Shield! +15 points

• May take runic items from the Weapons, Armour and Talisman lists to a value of 125 points.

Dwarf LordDwarf LordDwarf Lord +70 points+70 points+70 points+70 points+70 points+70 points+70 pointsM WS BS S T W I A Ld

Dwarf Lord 3 7 4 4 5 3 4 4 10Special RulesStubborn; Honour Guard.Special RulesStubborn; Honour Guard.Special RulesStubborn; Honour Guard.Special RulesStubborn; Honour Guard.Special RulesStubborn; Honour Guard.Special RulesStubborn; Honour Guard.Special RulesStubborn; Honour Guard.Special RulesStubborn; Honour Guard.Special RulesStubborn; Honour Guard.Special RulesStubborn; Honour Guard.Options• Ranged Weapon (one choice):

- .............................Pistol or Crossbow! +10 points- ..................................Dwarf Handgun! +15 points

• Relic (one choice):- ........................................Oath Stone! +30 points- ...................................Shield Bearers! +30 points- ........................Living Ancestor Tomb ! +75 points- ......War Throne (army general only)! +125 points

• ..............Book of Grudges (one per army)! +30 points

Options• Ranged Weapon (one choice):

- .............................Pistol or Crossbow! +10 points- ..................................Dwarf Handgun! +15 points

• Relic (one choice):- ........................................Oath Stone! +30 points- ...................................Shield Bearers! +30 points- ........................Living Ancestor Tomb ! +75 points- ......War Throne (army general only)! +125 points

• ..............Book of Grudges (one per army)! +30 points

Options• Ranged Weapon (one choice):

- .............................Pistol or Crossbow! +10 points- ..................................Dwarf Handgun! +15 points

• Relic (one choice):- ........................................Oath Stone! +30 points- ...................................Shield Bearers! +30 points- ........................Living Ancestor Tomb ! +75 points- ......War Throne (army general only)! +125 points

• ..............Book of Grudges (one per army)! +30 points

Options• Ranged Weapon (one choice):

- .............................Pistol or Crossbow! +10 points- ..................................Dwarf Handgun! +15 points

• Relic (one choice):- ........................................Oath Stone! +30 points- ...................................Shield Bearers! +30 points- ........................Living Ancestor Tomb ! +75 points- ......War Throne (army general only)! +125 points

• ..............Book of Grudges (one per army)! +30 points

Options• Ranged Weapon (one choice):

- .............................Pistol or Crossbow! +10 points- ..................................Dwarf Handgun! +15 points

• Relic (one choice):- ........................................Oath Stone! +30 points- ...................................Shield Bearers! +30 points- ........................Living Ancestor Tomb ! +75 points- ......War Throne (army general only)! +125 points

• ..............Book of Grudges (one per army)! +30 points

Options• Ranged Weapon (one choice):

- .............................Pistol or Crossbow! +10 points- ..................................Dwarf Handgun! +15 points

• Relic (one choice):- ........................................Oath Stone! +30 points- ...................................Shield Bearers! +30 points- ........................Living Ancestor Tomb ! +75 points- ......War Throne (army general only)! +125 points

• ..............Book of Grudges (one per army)! +30 points

Options• Ranged Weapon (one choice):

- .............................Pistol or Crossbow! +10 points- ..................................Dwarf Handgun! +15 points

• Relic (one choice):- ........................................Oath Stone! +30 points- ...................................Shield Bearers! +30 points- ........................Living Ancestor Tomb ! +75 points- ......War Throne (army general only)! +125 points

• ..............Book of Grudges (one per army)! +30 points

Options• Ranged Weapon (one choice):

- .............................Pistol or Crossbow! +10 points- ..................................Dwarf Handgun! +15 points

• Relic (one choice):- ........................................Oath Stone! +30 points- ...................................Shield Bearers! +30 points- ........................Living Ancestor Tomb ! +75 points- ......War Throne (army general only)! +125 points

• ..............Book of Grudges (one per army)! +30 points

Options• Ranged Weapon (one choice):

- .............................Pistol or Crossbow! +10 points- ..................................Dwarf Handgun! +15 points

• Relic (one choice):- ........................................Oath Stone! +30 points- ...................................Shield Bearers! +30 points- ........................Living Ancestor Tomb ! +75 points- ......War Throne (army general only)! +125 points

• ..............Book of Grudges (one per army)! +30 points

Options• Ranged Weapon (one choice):

- .............................Pistol or Crossbow! +10 points- ..................................Dwarf Handgun! +15 points

• Relic (one choice):- ........................................Oath Stone! +30 points- ...................................Shield Bearers! +30 points- ........................Living Ancestor Tomb ! +75 points- ......War Throne (army general only)! +125 points

• ..............Book of Grudges (one per army)! +30 points

RunelordRunelordRunelord +60 points+60 points+60 points+60 points+60 points+60 points+60 pointsM WS BS S T W I A Ld

Runelord 3 6 4 4 5 3 3 2 9Special RulesRune Lore; Honour Guard.Special RulesRune Lore; Honour Guard.Special RulesRune Lore; Honour Guard.Special RulesRune Lore; Honour Guard.Special RulesRune Lore; Honour Guard.Special RulesRune Lore; Honour Guard.Special RulesRune Lore; Honour Guard.Special RulesRune Lore; Honour Guard.Special RulesRune Lore; Honour Guard.Special RulesRune Lore; Honour Guard.Options• Relic (one choice):

- ........................................Oath Stone! +30 points- ........................Living Ancestor Tomb ! +75 points- ..........Anvil of Doom (one per army)! +150 points

• Runic equipment allowance increased to 175 points and may also choose from the Sigils list.

Options• Relic (one choice):

- ........................................Oath Stone! +30 points- ........................Living Ancestor Tomb ! +75 points- ..........Anvil of Doom (one per army)! +150 points

• Runic equipment allowance increased to 175 points and may also choose from the Sigils list.

Options• Relic (one choice):

- ........................................Oath Stone! +30 points- ........................Living Ancestor Tomb ! +75 points- ..........Anvil of Doom (one per army)! +150 points

• Runic equipment allowance increased to 175 points and may also choose from the Sigils list.

Options• Relic (one choice):

- ........................................Oath Stone! +30 points- ........................Living Ancestor Tomb ! +75 points- ..........Anvil of Doom (one per army)! +150 points

• Runic equipment allowance increased to 175 points and may also choose from the Sigils list.

Options• Relic (one choice):

- ........................................Oath Stone! +30 points- ........................Living Ancestor Tomb ! +75 points- ..........Anvil of Doom (one per army)! +150 points

• Runic equipment allowance increased to 175 points and may also choose from the Sigils list.

Options• Relic (one choice):

- ........................................Oath Stone! +30 points- ........................Living Ancestor Tomb ! +75 points- ..........Anvil of Doom (one per army)! +150 points

• Runic equipment allowance increased to 175 points and may also choose from the Sigils list.

Options• Relic (one choice):

- ........................................Oath Stone! +30 points- ........................Living Ancestor Tomb ! +75 points- ..........Anvil of Doom (one per army)! +150 points

• Runic equipment allowance increased to 175 points and may also choose from the Sigils list.

Options• Relic (one choice):

- ........................................Oath Stone! +30 points- ........................Living Ancestor Tomb ! +75 points- ..........Anvil of Doom (one per army)! +150 points

• Runic equipment allowance increased to 175 points and may also choose from the Sigils list.

Options• Relic (one choice):

- ........................................Oath Stone! +30 points- ........................Living Ancestor Tomb ! +75 points- ..........Anvil of Doom (one per army)! +150 points

• Runic equipment allowance increased to 175 points and may also choose from the Sigils list.

Options• Relic (one choice):

- ........................................Oath Stone! +30 points- ........................Living Ancestor Tomb ! +75 points- ..........Anvil of Doom (one per army)! +150 points

• Runic equipment allowance increased to 175 points and may also choose from the Sigils list.

Daemon SlayerDaemon SlayerDaemon Slayer +50 points+50 points+50 points+50 points+50 points+50 points+50 pointsM WS BS S T W I A Ld

Daemon Slayer 3 8 3 4 5 3 5 4 10EquipmentWards of Grimnir; *Two Hand Weapons; *Great Weapon.

Special RulesUnbreakable; Heroic Killing Blow; Weapon Master*; Slayer; Glorious Death; Honour Guard.

EquipmentWards of Grimnir; *Two Hand Weapons; *Great Weapon.

Special RulesUnbreakable; Heroic Killing Blow; Weapon Master*; Slayer; Glorious Death; Honour Guard.

EquipmentWards of Grimnir; *Two Hand Weapons; *Great Weapon.

Special RulesUnbreakable; Heroic Killing Blow; Weapon Master*; Slayer; Glorious Death; Honour Guard.

EquipmentWards of Grimnir; *Two Hand Weapons; *Great Weapon.

Special RulesUnbreakable; Heroic Killing Blow; Weapon Master*; Slayer; Glorious Death; Honour Guard.

EquipmentWards of Grimnir; *Two Hand Weapons; *Great Weapon.

Special RulesUnbreakable; Heroic Killing Blow; Weapon Master*; Slayer; Glorious Death; Honour Guard.

EquipmentWards of Grimnir; *Two Hand Weapons; *Great Weapon.

Special RulesUnbreakable; Heroic Killing Blow; Weapon Master*; Slayer; Glorious Death; Honour Guard.

EquipmentWards of Grimnir; *Two Hand Weapons; *Great Weapon.

Special RulesUnbreakable; Heroic Killing Blow; Weapon Master*; Slayer; Glorious Death; Honour Guard.

EquipmentWards of Grimnir; *Two Hand Weapons; *Great Weapon.

Special RulesUnbreakable; Heroic Killing Blow; Weapon Master*; Slayer; Glorious Death; Honour Guard.

EquipmentWards of Grimnir; *Two Hand Weapons; *Great Weapon.

Special RulesUnbreakable; Heroic Killing Blow; Weapon Master*; Slayer; Glorious Death; Honour Guard.

EquipmentWards of Grimnir; *Two Hand Weapons; *Great Weapon.

Special RulesUnbreakable; Heroic Killing Blow; Weapon Master*; Slayer; Glorious Death; Honour Guard.Options• May not have armour or talismans of any type.Options• May not have armour or talismans of any type.Options• May not have armour or talismans of any type.Options• May not have armour or talismans of any type.Options• May not have armour or talismans of any type.Options• May not have armour or talismans of any type.Options• May not have armour or talismans of any type.Options• May not have armour or talismans of any type.Options• May not have armour or talismans of any type.Options• May not have armour or talismans of any type.

RelicsRelicsRelicsRelicsRelicsRelicsRelicsRelicsRelicsRelicsRelicsRelicsM WS BS S T W I A Ld Special RulesSpecial Rules

Shield & Bearers 3 5 3 4 4 2 3 2 9 Borne Platform; Armour Save (4+).Borne Platform; Armour Save (4+).Tomb & Bearers 3 5 3 4 4 4 2 3 9 Large Target; Borne Platform; Armour Save (4+).Large Target; Borne Platform; Armour Save (4+).Horn & Bearers 3 5 3 4 5 5 2 3 9 Large Target; Borne Platform; Armour Save (4+); War Horn.Large Target; Borne Platform; Armour Save (4+); War Horn.Throne & Bearers 3 5 3 4 6 5 3 4 9 Large Target; Borne Platform; Ward Save (4+).Large Target; Borne Platform; Ward Save (4+).

Anvil & Guards - 5 3 4 5 5 2 3 9 Large Target; Borne Platform; Armour Save (4+); Unbreakable; Anvil of Doom.Large Target; Borne Platform; Armour Save (4+); Unbreakable; Anvil of Doom.

TypeInfantryTypeInfantryTypeInfantry

Equipment (War Throne)Great Weapons.

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HeroesKragg the GrimmKragg the GrimmKragg the GrimmKragg the GrimmKragg the GrimmKragg the GrimmKragg the GrimmKragg the GrimmKragg the GrimmKragg the GrimmKragg the Grimm 360 points360 points

M WS BS S T W I A Ld Equipment• Heavy Armour• Helm of the Grimm• Great Weapon• Staff of Kragg the Grimm

Special Rules• Stubborn• Honour Guard• Master of Rune Lore

Kragg the Grimm 3 6 3 4 5 2 2 2 9 Equipment• Heavy Armour• Helm of the Grimm• Great Weapon• Staff of Kragg the Grimm

Special Rules• Stubborn• Honour Guard• Master of Rune Lore

CompositionKragg the GrimmCompositionKragg the GrimmCompositionKragg the Grimm

TypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantry

Equipment• Heavy Armour• Helm of the Grimm• Great Weapon• Staff of Kragg the Grimm

Special Rules• Stubborn• Honour Guard• Master of Rune Lore

• Your army may include a single Kragg the Grimm.• Your army may include a single Kragg the Grimm.• Your army may include a single Kragg the Grimm.• Your army may include a single Kragg the Grimm.• Your army may include a single Kragg the Grimm.• Your army may include a single Kragg the Grimm.• Your army may include a single Kragg the Grimm.• Your army may include a single Kragg the Grimm.• Your army may include a single Kragg the Grimm.• Your army may include a single Kragg the Grimm.

Equipment• Heavy Armour• Helm of the Grimm• Great Weapon• Staff of Kragg the Grimm

Special Rules• Stubborn• Honour Guard• Master of Rune Lore

Gotrek Gurnisson and Felix JaegerGotrek Gurnisson and Felix JaegerGotrek Gurnisson and Felix JaegerGotrek Gurnisson and Felix JaegerGotrek Gurnisson and Felix JaegerGotrek Gurnisson and Felix JaegerGotrek Gurnisson and Felix JaegerGotrek Gurnisson and Felix JaegerGotrek Gurnisson and Felix JaegerGotrek Gurnisson and Felix JaegerGotrek Gurnisson and Felix JaegerGotrek Gurnisson and Felix Jaeger 305 points

M WS BS S T W I A Ld Equipment (Gotrek)• Gotrek’s AxeEquipment (Felix)• Light Armour• Wyrmslayer Blade

Special Rules• Fighting Pair• Gotrek’s DoomSpecial Rules (Gotrek)• Stubborn• Heroic Killing Blow• Slayer• Glorious Death

Gotrek 3 7 2 4 5 2 5 3 10 Equipment (Gotrek)• Gotrek’s AxeEquipment (Felix)• Light Armour• Wyrmslayer Blade

Special Rules• Fighting Pair• Gotrek’s DoomSpecial Rules (Gotrek)• Stubborn• Heroic Killing Blow• Slayer• Glorious Death

Felix 4 5 5 4 4 2 5 3 8

Equipment (Gotrek)• Gotrek’s AxeEquipment (Felix)• Light Armour• Wyrmslayer Blade

Special Rules• Fighting Pair• Gotrek’s DoomSpecial Rules (Gotrek)• Stubborn• Heroic Killing Blow• Slayer• Glorious Death

CompositionGotrek & FelixCompositionGotrek & FelixCompositionGotrek & Felix

TypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantry

Equipment (Gotrek)• Gotrek’s AxeEquipment (Felix)• Light Armour• Wyrmslayer Blade

Special Rules• Fighting Pair• Gotrek’s DoomSpecial Rules (Gotrek)• Stubborn• Heroic Killing Blow• Slayer• Glorious Death

• Gotrek Gurnisson is worth 175 Victory Points, while Felix Jaeger is worth 130 points.

• Your army may include a single Gotrek & Felix.

• Gotrek Gurnisson is worth 175 Victory Points, while Felix Jaeger is worth 130 points.

• Your army may include a single Gotrek & Felix.

• Gotrek Gurnisson is worth 175 Victory Points, while Felix Jaeger is worth 130 points.

• Your army may include a single Gotrek & Felix.

• Gotrek Gurnisson is worth 175 Victory Points, while Felix Jaeger is worth 130 points.

• Your army may include a single Gotrek & Felix.

• Gotrek Gurnisson is worth 175 Victory Points, while Felix Jaeger is worth 130 points.

• Your army may include a single Gotrek & Felix.

• Gotrek Gurnisson is worth 175 Victory Points, while Felix Jaeger is worth 130 points.

• Your army may include a single Gotrek & Felix.

• Gotrek Gurnisson is worth 175 Victory Points, while Felix Jaeger is worth 130 points.

• Your army may include a single Gotrek & Felix.

• Gotrek Gurnisson is worth 175 Victory Points, while Felix Jaeger is worth 130 points.

• Your army may include a single Gotrek & Felix.

• Gotrek Gurnisson is worth 175 Victory Points, while Felix Jaeger is worth 130 points.

• Your army may include a single Gotrek & Felix.

• Gotrek Gurnisson is worth 175 Victory Points, while Felix Jaeger is worth 130 points.

• Your army may include a single Gotrek & Felix.

Equipment (Gotrek)• Gotrek’s AxeEquipment (Felix)• Light Armour• Wyrmslayer Blade

Special Rules• Fighting Pair• Gotrek’s DoomSpecial Rules (Gotrek)• Stubborn• Heroic Killing Blow• Slayer• Glorious Death

GrombrindalGrombrindalGrombrindalGrombrindalGrombrindalGrombrindalGrombrindalGrombrindalGrombrindalGrombrindalGrombrindal 250 points250 points

If taken, Grombrindal may not be the army general.If taken, Grombrindal may not be the army general.If taken, Grombrindal may not be the army general.If taken, Grombrindal may not be the army general.If taken, Grombrindal may not be the army general.If taken, Grombrindal may not be the army general.If taken, Grombrindal may not be the army general.If taken, Grombrindal may not be the army general.If taken, Grombrindal may not be the army general.If taken, Grombrindal may not be the army general.If taken, Grombrindal may not be the army general.If taken, Grombrindal may not be the army general.If taken, Grombrindal may not be the army general.M WS BS S T W I A Ld Equipment

• Armour of Glimril Scales• Rune Helm of Zhufbar• Rune Cloak of Valaya• Axe of Grimnir

Special Rules• In Time of Need• Hard to Kill

Grombrindal 3 7 4 4 5 2 4 3 9 Equipment• Armour of Glimril Scales• Rune Helm of Zhufbar• Rune Cloak of Valaya• Axe of Grimnir

Special Rules• In Time of Need• Hard to KillComposition

GrombrindalCompositionGrombrindalCompositionGrombrindal

TypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantry

Equipment• Armour of Glimril Scales• Rune Helm of Zhufbar• Rune Cloak of Valaya• Axe of Grimnir

Special Rules• In Time of Need• Hard to Kill

• Your army may include a single Grombrindal.• Your army may include a single Grombrindal.• Your army may include a single Grombrindal.• Your army may include a single Grombrindal.• Your army may include a single Grombrindal.• Your army may include a single Grombrindal.• Your army may include a single Grombrindal.• Your army may include a single Grombrindal.• Your army may include a single Grombrindal.• Your army may include a single Grombrindal.

Equipment• Armour of Glimril Scales• Rune Helm of Zhufbar• Rune Cloak of Valaya• Axe of Grimnir

Special Rules• In Time of Need• Hard to Kill

Burlock DamminsonBurlock DamminsonBurlock DamminsonBurlock DamminsonBurlock DamminsonBurlock DamminsonBurlock DamminsonBurlock DamminsonBurlock DamminsonBurlock DamminsonBurlock DamminsonBurlock Damminson 190 points

M WS BS S T W I A Ld Equipment• Heavy Armour• Engineering Helm• Great Weapon• B.I.O.N.I.C. Arm

Special Rules• Artillery Specialist• Entrenchment• Artillery Expert

Burlock 3 6 5 4 4 3 2 2 9 Equipment• Heavy Armour• Engineering Helm• Great Weapon• B.I.O.N.I.C. Arm

Special Rules• Artillery Specialist• Entrenchment• Artillery Expert

CompositionBurlock DamminsonCompositionBurlock DamminsonCompositionBurlock Damminson

TypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantry

Equipment• Heavy Armour• Engineering Helm• Great Weapon• B.I.O.N.I.C. Arm

Special Rules• Artillery Specialist• Entrenchment• Artillery Expert

• Your army may include a single Burlock Damminson.• Your army may include a single Burlock Damminson.• Your army may include a single Burlock Damminson.• Your army may include a single Burlock Damminson.• Your army may include a single Burlock Damminson.• Your army may include a single Burlock Damminson.• Your army may include a single Burlock Damminson.• Your army may include a single Burlock Damminson.• Your army may include a single Burlock Damminson.• Your army may include a single Burlock Damminson.

Equipment• Heavy Armour• Engineering Helm• Great Weapon• B.I.O.N.I.C. Arm

Special Rules• Artillery Specialist• Entrenchment• Artillery Expert

Malakai MakaissonMalakai MakaissonMalakai MakaissonMalakai MakaissonMalakai MakaissonMalakai MakaissonMalakai MakaissonMalakai MakaissonMalakai MakaissonMalakai MakaissonMalakai Makaisson 130 points130 points

If taken, Malakai Makaisson may not be the army general.If taken, Malakai Makaisson may not be the army general.If taken, Malakai Makaisson may not be the army general.If taken, Malakai Makaisson may not be the army general.If taken, Malakai Makaisson may not be the army general.If taken, Malakai Makaisson may not be the army general.If taken, Malakai Makaisson may not be the army general.If taken, Malakai Makaisson may not be the army general.If taken, Malakai Makaisson may not be the army general.If taken, Malakai Makaisson may not be the army general.If taken, Malakai Makaisson may not be the army general.If taken, Malakai Makaisson may not be the army general.If taken, Malakai Makaisson may not be the army general.M WS BS S T W I A Ld Options

• War Machine (one choice):• ...................................Spirit of Grungni! +40 points• .....................................Goblin Hewer! +120 points

Options• War Machine (one choice):

• ...................................Spirit of Grungni! +40 points• .....................................Goblin Hewer! +120 points

Malakai Makaisson 3 5 5 4 5 2 3 2 10Options• War Machine (one choice):

• ...................................Spirit of Grungni! +40 points• .....................................Goblin Hewer! +120 points

Options• War Machine (one choice):

• ...................................Spirit of Grungni! +40 points• .....................................Goblin Hewer! +120 points

Goblin Hewer - - - - 7 3 - - -

Options• War Machine (one choice):

• ...................................Spirit of Grungni! +40 points• .....................................Goblin Hewer! +120 points

Options• War Machine (one choice):

• ...................................Spirit of Grungni! +40 points• .....................................Goblin Hewer! +120 pointsSlayer Crew 3 5 3 4 4 - 3 1 10

Options• War Machine (one choice):

• ...................................Spirit of Grungni! +40 points• .....................................Goblin Hewer! +120 points

Options• War Machine (one choice):

• ...................................Spirit of Grungni! +40 points• .....................................Goblin Hewer! +120 points

CompositionMalakai Makaisson

Composition (Hewer)Goblin Hewer + 3 Crew

CompositionMalakai Makaisson

Composition (Hewer)Goblin Hewer + 3 Crew

CompositionMalakai Makaisson

Composition (Hewer)Goblin Hewer + 3 Crew

TypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantry

Equipment (Malakai)• Light Armour• Great Weapon• Repeating HandgunEquipment (Crew)• Two Hand Weapons

Special Rules• Stubborn• Killing Blow• Slayer• Glorious DeathSpecial Rules (Malakai)• Slayer Engineer

• Your army may include a single Malakai Makaisson.• Your army may include a single Malakai Makaisson.• Your army may include a single Malakai Makaisson.• Your army may include a single Malakai Makaisson.• Your army may include a single Malakai Makaisson.• Your army may include a single Malakai Makaisson.• Your army may include a single Malakai Makaisson.• Your army may include a single Malakai Makaisson.• Your army may include a single Malakai Makaisson.• Your army may include a single Malakai Makaisson.

Equipment (Malakai)• Light Armour• Great Weapon• Repeating HandgunEquipment (Crew)• Two Hand Weapons

Special Rules• Stubborn• Killing Blow• Slayer• Glorious DeathSpecial Rules (Malakai)• Slayer Engineer

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HeroesDwarf HeroDwarf Hero 40 points per model40 points per model

Equipment• Gromril Armour• Hand weapon

TypeInfantry

Options• Equipment:

• Mêlée Weapon (one choice):• .................Additional Hand Weapon! +2 points• .................................Great Weapon! +4 points

• Armour (one choice):• Ancestor Mask or ................. Shield! +2 points• Ancestor Mask and ............ Shield! +10 points

• May take runic items from the Weapons, Armour and Talisman lists to a value of 75 points.

• Must purchase one of the following upgrades. Listed equipment overrides equipment above, unless otherwise noted options are in addition to those on the right.

• Must purchase one of the following upgrades. Listed equipment overrides equipment above, unless otherwise noted options are in addition to those on the right.

Options• Equipment:

• Mêlée Weapon (one choice):• .................Additional Hand Weapon! +2 points• .................................Great Weapon! +4 points

• Armour (one choice):• Ancestor Mask or ................. Shield! +2 points• Ancestor Mask and ............ Shield! +10 points

• May take runic items from the Weapons, Armour and Talisman lists to a value of 75 points.

Dwarf ThaneDwarf ThaneDwarf Thane +35 points+35 points+35 points+35 points+35 points+35 points+35 pointsM WS BS S T W I A Ld

Dwarf Thane 3 6 4 4 5 2 3 3 9Special RulesStubborn; Honour Guard.Special RulesStubborn; Honour Guard.Special RulesStubborn; Honour Guard.Special RulesStubborn; Honour Guard.Special RulesStubborn; Honour Guard.Special RulesStubborn; Honour Guard.Special RulesStubborn; Honour Guard.Special RulesStubborn; Honour Guard.Special RulesStubborn; Honour Guard.Special RulesStubborn; Honour Guard.Options• Ranged Weapon (one choice):

- ...................................................Pistol! +5 points- ............................................Crossbow! +5 points- ..................................Dwarf Handgun! +10 points

• Relic (one choice):- ........................................Oath Stone! +20 points- ........................Living Ancestor Tomb ! +75 points- .........................................War Horn! +150 points

• ..............Book of Grudges (one per army)! +20 points• ................Battle Standard (one per army)! +25 points

• The battle standard bearer may not be army general, and cannot purchase a war horn.

• May take a runic standard (no points limit) instead of other runic items.

Options• Ranged Weapon (one choice):

- ...................................................Pistol! +5 points- ............................................Crossbow! +5 points- ..................................Dwarf Handgun! +10 points

• Relic (one choice):- ........................................Oath Stone! +20 points- ........................Living Ancestor Tomb ! +75 points- .........................................War Horn! +150 points

• ..............Book of Grudges (one per army)! +20 points• ................Battle Standard (one per army)! +25 points

• The battle standard bearer may not be army general, and cannot purchase a war horn.

• May take a runic standard (no points limit) instead of other runic items.

Options• Ranged Weapon (one choice):

- ...................................................Pistol! +5 points- ............................................Crossbow! +5 points- ..................................Dwarf Handgun! +10 points

• Relic (one choice):- ........................................Oath Stone! +20 points- ........................Living Ancestor Tomb ! +75 points- .........................................War Horn! +150 points

• ..............Book of Grudges (one per army)! +20 points• ................Battle Standard (one per army)! +25 points

• The battle standard bearer may not be army general, and cannot purchase a war horn.

• May take a runic standard (no points limit) instead of other runic items.

Options• Ranged Weapon (one choice):

- ...................................................Pistol! +5 points- ............................................Crossbow! +5 points- ..................................Dwarf Handgun! +10 points

• Relic (one choice):- ........................................Oath Stone! +20 points- ........................Living Ancestor Tomb ! +75 points- .........................................War Horn! +150 points

• ..............Book of Grudges (one per army)! +20 points• ................Battle Standard (one per army)! +25 points

• The battle standard bearer may not be army general, and cannot purchase a war horn.

• May take a runic standard (no points limit) instead of other runic items.

Options• Ranged Weapon (one choice):

- ...................................................Pistol! +5 points- ............................................Crossbow! +5 points- ..................................Dwarf Handgun! +10 points

• Relic (one choice):- ........................................Oath Stone! +20 points- ........................Living Ancestor Tomb ! +75 points- .........................................War Horn! +150 points

• ..............Book of Grudges (one per army)! +20 points• ................Battle Standard (one per army)! +25 points

• The battle standard bearer may not be army general, and cannot purchase a war horn.

• May take a runic standard (no points limit) instead of other runic items.

Options• Ranged Weapon (one choice):

- ...................................................Pistol! +5 points- ............................................Crossbow! +5 points- ..................................Dwarf Handgun! +10 points

• Relic (one choice):- ........................................Oath Stone! +20 points- ........................Living Ancestor Tomb ! +75 points- .........................................War Horn! +150 points

• ..............Book of Grudges (one per army)! +20 points• ................Battle Standard (one per army)! +25 points

• The battle standard bearer may not be army general, and cannot purchase a war horn.

• May take a runic standard (no points limit) instead of other runic items.

Options• Ranged Weapon (one choice):

- ...................................................Pistol! +5 points- ............................................Crossbow! +5 points- ..................................Dwarf Handgun! +10 points

• Relic (one choice):- ........................................Oath Stone! +20 points- ........................Living Ancestor Tomb ! +75 points- .........................................War Horn! +150 points

• ..............Book of Grudges (one per army)! +20 points• ................Battle Standard (one per army)! +25 points

• The battle standard bearer may not be army general, and cannot purchase a war horn.

• May take a runic standard (no points limit) instead of other runic items.

Options• Ranged Weapon (one choice):

- ...................................................Pistol! +5 points- ............................................Crossbow! +5 points- ..................................Dwarf Handgun! +10 points

• Relic (one choice):- ........................................Oath Stone! +20 points- ........................Living Ancestor Tomb ! +75 points- .........................................War Horn! +150 points

• ..............Book of Grudges (one per army)! +20 points• ................Battle Standard (one per army)! +25 points

• The battle standard bearer may not be army general, and cannot purchase a war horn.

• May take a runic standard (no points limit) instead of other runic items.

Options• Ranged Weapon (one choice):

- ...................................................Pistol! +5 points- ............................................Crossbow! +5 points- ..................................Dwarf Handgun! +10 points

• Relic (one choice):- ........................................Oath Stone! +20 points- ........................Living Ancestor Tomb ! +75 points- .........................................War Horn! +150 points

• ..............Book of Grudges (one per army)! +20 points• ................Battle Standard (one per army)! +25 points

• The battle standard bearer may not be army general, and cannot purchase a war horn.

• May take a runic standard (no points limit) instead of other runic items.

Options• Ranged Weapon (one choice):

- ...................................................Pistol! +5 points- ............................................Crossbow! +5 points- ..................................Dwarf Handgun! +10 points

• Relic (one choice):- ........................................Oath Stone! +20 points- ........................Living Ancestor Tomb ! +75 points- .........................................War Horn! +150 points

• ..............Book of Grudges (one per army)! +20 points• ................Battle Standard (one per army)! +25 points

• The battle standard bearer may not be army general, and cannot purchase a war horn.

• May take a runic standard (no points limit) instead of other runic items.

PathfinderPathfinderPathfinder +25 points+25 points+25 points+25 points+25 points+25 points+25 pointsM WS BS S T W I A Ld

Pathfinder 3 5 4 4 4 2 3 3 9EquipmentHeavy Armour, Great Weapon.

Special RulesForest Strider; Obstacle Strider; Pathfinder.

EquipmentHeavy Armour, Great Weapon.

Special RulesForest Strider; Obstacle Strider; Pathfinder.

EquipmentHeavy Armour, Great Weapon.

Special RulesForest Strider; Obstacle Strider; Pathfinder.

EquipmentHeavy Armour, Great Weapon.

Special RulesForest Strider; Obstacle Strider; Pathfinder.

EquipmentHeavy Armour, Great Weapon.

Special RulesForest Strider; Obstacle Strider; Pathfinder.

EquipmentHeavy Armour, Great Weapon.

Special RulesForest Strider; Obstacle Strider; Pathfinder.

EquipmentHeavy Armour, Great Weapon.

Special RulesForest Strider; Obstacle Strider; Pathfinder.

EquipmentHeavy Armour, Great Weapon.

Special RulesForest Strider; Obstacle Strider; Pathfinder.

EquipmentHeavy Armour, Great Weapon.

Special RulesForest Strider; Obstacle Strider; Pathfinder.

EquipmentHeavy Armour, Great Weapon.

Special RulesForest Strider; Obstacle Strider; Pathfinder.Options• ...........................................Throwing Axes! +3 points• Pistols (one choice):

- ...................................................Pistol! +5 points- ..................................Brace of Pistols! +10 points

• Ranged Weapon (one choice):- ............................................Crossbow! +5 points- .........Dwarf Handgun or Blunderbuss! +10 points

Options• ...........................................Throwing Axes! +3 points• Pistols (one choice):

- ...................................................Pistol! +5 points- ..................................Brace of Pistols! +10 points

• Ranged Weapon (one choice):- ............................................Crossbow! +5 points- .........Dwarf Handgun or Blunderbuss! +10 points

Options• ...........................................Throwing Axes! +3 points• Pistols (one choice):

- ...................................................Pistol! +5 points- ..................................Brace of Pistols! +10 points

• Ranged Weapon (one choice):- ............................................Crossbow! +5 points- .........Dwarf Handgun or Blunderbuss! +10 points

Options• ...........................................Throwing Axes! +3 points• Pistols (one choice):

- ...................................................Pistol! +5 points- ..................................Brace of Pistols! +10 points

• Ranged Weapon (one choice):- ............................................Crossbow! +5 points- .........Dwarf Handgun or Blunderbuss! +10 points

Options• ...........................................Throwing Axes! +3 points• Pistols (one choice):

- ...................................................Pistol! +5 points- ..................................Brace of Pistols! +10 points

• Ranged Weapon (one choice):- ............................................Crossbow! +5 points- .........Dwarf Handgun or Blunderbuss! +10 points

Options• ...........................................Throwing Axes! +3 points• Pistols (one choice):

- ...................................................Pistol! +5 points- ..................................Brace of Pistols! +10 points

• Ranged Weapon (one choice):- ............................................Crossbow! +5 points- .........Dwarf Handgun or Blunderbuss! +10 points

Options• ...........................................Throwing Axes! +3 points• Pistols (one choice):

- ...................................................Pistol! +5 points- ..................................Brace of Pistols! +10 points

• Ranged Weapon (one choice):- ............................................Crossbow! +5 points- .........Dwarf Handgun or Blunderbuss! +10 points

Options• ...........................................Throwing Axes! +3 points• Pistols (one choice):

- ...................................................Pistol! +5 points- ..................................Brace of Pistols! +10 points

• Ranged Weapon (one choice):- ............................................Crossbow! +5 points- .........Dwarf Handgun or Blunderbuss! +10 points

Options• ...........................................Throwing Axes! +3 points• Pistols (one choice):

- ...................................................Pistol! +5 points- ..................................Brace of Pistols! +10 points

• Ranged Weapon (one choice):- ............................................Crossbow! +5 points- .........Dwarf Handgun or Blunderbuss! +10 points

Options• ...........................................Throwing Axes! +3 points• Pistols (one choice):

- ...................................................Pistol! +5 points- ..................................Brace of Pistols! +10 points

• Ranged Weapon (one choice):- ............................................Crossbow! +5 points- .........Dwarf Handgun or Blunderbuss! +10 points

Master EngineerMaster EngineerMaster Engineer +20 points+20 points+20 points+20 points+20 points+20 points+20 pointsM WS BS S T W I A Ld

Master Engineer 3 4 5 4 4 2 2 2 9Special RulesArtillery Master; Entrenchment; Honour Guard.Special RulesArtillery Master; Entrenchment; Honour Guard.Special RulesArtillery Master; Entrenchment; Honour Guard.Special RulesArtillery Master; Entrenchment; Honour Guard.Special RulesArtillery Master; Entrenchment; Honour Guard.Special RulesArtillery Master; Entrenchment; Honour Guard.Special RulesArtillery Master; Entrenchment; Honour Guard.Special RulesArtillery Master; Entrenchment; Honour Guard.Special RulesArtillery Master; Entrenchment; Honour Guard.Special RulesArtillery Master; Entrenchment; Honour Guard.Options• Pistols (one choice):

- ...................................................Pistol! +5 points- ..................................Brace of Pistols! +10 points

• Ranged Weapon (one choice)- ............................................Crossbow! +5 points- .........Dwarf Handgun or Blunderbuss! +10 points- .........................................Dwarf Rifle! +20 points

Options• Pistols (one choice):

- ...................................................Pistol! +5 points- ..................................Brace of Pistols! +10 points

• Ranged Weapon (one choice)- ............................................Crossbow! +5 points- .........Dwarf Handgun or Blunderbuss! +10 points- .........................................Dwarf Rifle! +20 points

Options• Pistols (one choice):

- ...................................................Pistol! +5 points- ..................................Brace of Pistols! +10 points

• Ranged Weapon (one choice)- ............................................Crossbow! +5 points- .........Dwarf Handgun or Blunderbuss! +10 points- .........................................Dwarf Rifle! +20 points

Options• Pistols (one choice):

- ...................................................Pistol! +5 points- ..................................Brace of Pistols! +10 points

• Ranged Weapon (one choice)- ............................................Crossbow! +5 points- .........Dwarf Handgun or Blunderbuss! +10 points- .........................................Dwarf Rifle! +20 points

Options• Pistols (one choice):

- ...................................................Pistol! +5 points- ..................................Brace of Pistols! +10 points

• Ranged Weapon (one choice)- ............................................Crossbow! +5 points- .........Dwarf Handgun or Blunderbuss! +10 points- .........................................Dwarf Rifle! +20 points

Options• Pistols (one choice):

- ...................................................Pistol! +5 points- ..................................Brace of Pistols! +10 points

• Ranged Weapon (one choice)- ............................................Crossbow! +5 points- .........Dwarf Handgun or Blunderbuss! +10 points- .........................................Dwarf Rifle! +20 points

Options• Pistols (one choice):

- ...................................................Pistol! +5 points- ..................................Brace of Pistols! +10 points

• Ranged Weapon (one choice)- ............................................Crossbow! +5 points- .........Dwarf Handgun or Blunderbuss! +10 points- .........................................Dwarf Rifle! +20 points

Options• Pistols (one choice):

- ...................................................Pistol! +5 points- ..................................Brace of Pistols! +10 points

• Ranged Weapon (one choice)- ............................................Crossbow! +5 points- .........Dwarf Handgun or Blunderbuss! +10 points- .........................................Dwarf Rifle! +20 points

Options• Pistols (one choice):

- ...................................................Pistol! +5 points- ..................................Brace of Pistols! +10 points

• Ranged Weapon (one choice)- ............................................Crossbow! +5 points- .........Dwarf Handgun or Blunderbuss! +10 points- .........................................Dwarf Rifle! +20 points

Options• Pistols (one choice):

- ...................................................Pistol! +5 points- ..................................Brace of Pistols! +10 points

• Ranged Weapon (one choice)- ............................................Crossbow! +5 points- .........Dwarf Handgun or Blunderbuss! +10 points- .........................................Dwarf Rifle! +20 points

Dragon SlayerDragon SlayerDragon Slayer +30 points+30 points+30 points+30 points+30 points+30 points+30 pointsM WS BS S T W I A Ld

Dragon Slayer 3 7 3 4 5 2 4 3 10EquipmentWards of Grimnir, *Two Hand Weapons, *Great Weapon.

Special RulesStubborn; Monstrous Killing Blow; Weapon Master*; Slayer; Glorious Death; Honour Guard.Options:• ..........................Upgrade to Doomseeker! +30 points• May not have armour or talismans of any type.

EquipmentWards of Grimnir, *Two Hand Weapons, *Great Weapon.

Special RulesStubborn; Monstrous Killing Blow; Weapon Master*; Slayer; Glorious Death; Honour Guard.Options:• ..........................Upgrade to Doomseeker! +30 points• May not have armour or talismans of any type.

EquipmentWards of Grimnir, *Two Hand Weapons, *Great Weapon.

Special RulesStubborn; Monstrous Killing Blow; Weapon Master*; Slayer; Glorious Death; Honour Guard.Options:• ..........................Upgrade to Doomseeker! +30 points• May not have armour or talismans of any type.

EquipmentWards of Grimnir, *Two Hand Weapons, *Great Weapon.

Special RulesStubborn; Monstrous Killing Blow; Weapon Master*; Slayer; Glorious Death; Honour Guard.Options:• ..........................Upgrade to Doomseeker! +30 points• May not have armour or talismans of any type.

EquipmentWards of Grimnir, *Two Hand Weapons, *Great Weapon.

Special RulesStubborn; Monstrous Killing Blow; Weapon Master*; Slayer; Glorious Death; Honour Guard.Options:• ..........................Upgrade to Doomseeker! +30 points• May not have armour or talismans of any type.

EquipmentWards of Grimnir, *Two Hand Weapons, *Great Weapon.

Special RulesStubborn; Monstrous Killing Blow; Weapon Master*; Slayer; Glorious Death; Honour Guard.Options:• ..........................Upgrade to Doomseeker! +30 points• May not have armour or talismans of any type.

EquipmentWards of Grimnir, *Two Hand Weapons, *Great Weapon.

Special RulesStubborn; Monstrous Killing Blow; Weapon Master*; Slayer; Glorious Death; Honour Guard.Options:• ..........................Upgrade to Doomseeker! +30 points• May not have armour or talismans of any type.

EquipmentWards of Grimnir, *Two Hand Weapons, *Great Weapon.

Special RulesStubborn; Monstrous Killing Blow; Weapon Master*; Slayer; Glorious Death; Honour Guard.Options:• ..........................Upgrade to Doomseeker! +30 points• May not have armour or talismans of any type.

EquipmentWards of Grimnir, *Two Hand Weapons, *Great Weapon.

Special RulesStubborn; Monstrous Killing Blow; Weapon Master*; Slayer; Glorious Death; Honour Guard.Options:• ..........................Upgrade to Doomseeker! +30 points• May not have armour or talismans of any type.

EquipmentWards of Grimnir, *Two Hand Weapons, *Great Weapon.

Special RulesStubborn; Monstrous Killing Blow; Weapon Master*; Slayer; Glorious Death; Honour Guard.Options:• ..........................Upgrade to Doomseeker! +30 points• May not have armour or talismans of any type.

RunesmithRunesmithRunesmith +30 points+30 points+30 points+30 points+30 points+30 points+30 pointsM WS BS S T W I A Ld

Runesmith 3 5 4 4 4 2 2 2 9Special RulesRune Lore; Honour Guard.Special RulesRune Lore; Honour Guard.Special RulesRune Lore; Honour Guard.Special RulesRune Lore; Honour Guard.Special RulesRune Lore; Honour Guard.Special RulesRune Lore; Honour Guard.Special RulesRune Lore; Honour Guard.Special RulesRune Lore; Honour Guard.Special RulesRune Lore; Honour Guard.Special RulesRune Lore; Honour Guard.Options• Relic (one choice):

- ........................................Oath Stone! +20 points- ........................Living Ancestor Tomb ! +75 points

• Runic equipment allowance increased to 100 points and may also choose from the Sigils list.

Options• Relic (one choice):

- ........................................Oath Stone! +20 points- ........................Living Ancestor Tomb ! +75 points

• Runic equipment allowance increased to 100 points and may also choose from the Sigils list.

Options• Relic (one choice):

- ........................................Oath Stone! +20 points- ........................Living Ancestor Tomb ! +75 points

• Runic equipment allowance increased to 100 points and may also choose from the Sigils list.

Options• Relic (one choice):

- ........................................Oath Stone! +20 points- ........................Living Ancestor Tomb ! +75 points

• Runic equipment allowance increased to 100 points and may also choose from the Sigils list.

Options• Relic (one choice):

- ........................................Oath Stone! +20 points- ........................Living Ancestor Tomb ! +75 points

• Runic equipment allowance increased to 100 points and may also choose from the Sigils list.

Options• Relic (one choice):

- ........................................Oath Stone! +20 points- ........................Living Ancestor Tomb ! +75 points

• Runic equipment allowance increased to 100 points and may also choose from the Sigils list.

Options• Relic (one choice):

- ........................................Oath Stone! +20 points- ........................Living Ancestor Tomb ! +75 points

• Runic equipment allowance increased to 100 points and may also choose from the Sigils list.

Options• Relic (one choice):

- ........................................Oath Stone! +20 points- ........................Living Ancestor Tomb ! +75 points

• Runic equipment allowance increased to 100 points and may also choose from the Sigils list.

Options• Relic (one choice):

- ........................................Oath Stone! +20 points- ........................Living Ancestor Tomb ! +75 points

• Runic equipment allowance increased to 100 points and may also choose from the Sigils list.

Options• Relic (one choice):

- ........................................Oath Stone! +20 points- ........................Living Ancestor Tomb ! +75 points

• Runic equipment allowance increased to 100 points and may also choose from the Sigils list.

47

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Core UnitsDwarf WarriorsDwarf WarriorsDwarf WarriorsDwarf WarriorsDwarf WarriorsDwarf WarriorsDwarf WarriorsDwarf WarriorsDwarf WarriorsDwarf WarriorsDwarf Warriors 10 points per model

M WS BS S T W I A Ld Options:• Equipment (one choice):

- ......Swap Shields for Great Weapons! +1 pt/model- ...............................Great Weapons! +2 pts/model

• ............................One warrior as a musician! +5 points• ...............One warrior as a standard bearer! +10 points• ............................One warrior as a veteran! +10 points

Dwarf Warrior 3 4 3 3 4 1 2 1 9Options:• Equipment (one choice):

- ......Swap Shields for Great Weapons! +1 pt/model- ...............................Great Weapons! +2 pts/model

• ............................One warrior as a musician! +5 points• ...............One warrior as a standard bearer! +10 points• ............................One warrior as a veteran! +10 points

Veteran 3 4 3 3 4 1 2 2 9

Options:• Equipment (one choice):

- ......Swap Shields for Great Weapons! +1 pt/model- ...............................Great Weapons! +2 pts/model

• ............................One warrior as a musician! +5 points• ...............One warrior as a standard bearer! +10 points• ............................One warrior as a veteran! +10 points

Unit Size10+

Equipment• Heavy Armour• Hand Weapon & Shield

Unit Size10+

Equipment• Heavy Armour• Hand Weapon & Shield

Unit Size10+

Equipment• Heavy Armour• Hand Weapon & Shield

TypeInfantry

Special Rules• Shield Wall

TypeInfantry

Special Rules• Shield Wall

TypeInfantry

Special Rules• Shield Wall

TypeInfantry

Special Rules• Shield Wall

TypeInfantry

Special Rules• Shield Wall

TypeInfantry

Special Rules• Shield Wall

TypeInfantry

Special Rules• Shield Wall

Options:• Equipment (one choice):

- ......Swap Shields for Great Weapons! +1 pt/model- ...............................Great Weapons! +2 pts/model

• ............................One warrior as a musician! +5 points• ...............One warrior as a standard bearer! +10 points• ............................One warrior as a veteran! +10 points

LongbeardsLongbeardsLongbeardsLongbeardsLongbeardsLongbeardsLongbeardsLongbeardsLongbeardsLongbeardsLongbeards 13 points per model

One unit of Longbeards may be chosen for each unit of Dwarf Warriors taken.One unit of Longbeards may be chosen for each unit of Dwarf Warriors taken.One unit of Longbeards may be chosen for each unit of Dwarf Warriors taken.One unit of Longbeards may be chosen for each unit of Dwarf Warriors taken.One unit of Longbeards may be chosen for each unit of Dwarf Warriors taken.One unit of Longbeards may be chosen for each unit of Dwarf Warriors taken.One unit of Longbeards may be chosen for each unit of Dwarf Warriors taken.One unit of Longbeards may be chosen for each unit of Dwarf Warriors taken.One unit of Longbeards may be chosen for each unit of Dwarf Warriors taken.One unit of Longbeards may be chosen for each unit of Dwarf Warriors taken.One unit of Longbeards may be chosen for each unit of Dwarf Warriors taken.One unit of Longbeards may be chosen for each unit of Dwarf Warriors taken.M WS BS S T W I A Ld Options:

• ......Ancestor Helms (Honour Guard only)! +1 pt/model• .......................One longbeard as a musician! +6 points• ..........One longbeard as a standard bearer! +12 points

• May take a runic standard worth up to 25 points.• ...................One longbeard as a venerable! +12 points

• May take runic items from the Weapons, Armour and Talisman lists to a value of 25 points.

Longbeard 3 5 3 3 4 1 2 1 9Options:• ......Ancestor Helms (Honour Guard only)! +1 pt/model• .......................One longbeard as a musician! +6 points• ..........One longbeard as a standard bearer! +12 points

• May take a runic standard worth up to 25 points.• ...................One longbeard as a venerable! +12 points

• May take runic items from the Weapons, Armour and Talisman lists to a value of 25 points.

Venerable 3 5 3 3 4 1 2 2 9

Options:• ......Ancestor Helms (Honour Guard only)! +1 pt/model• .......................One longbeard as a musician! +6 points• ..........One longbeard as a standard bearer! +12 points

• May take a runic standard worth up to 25 points.• ...................One longbeard as a venerable! +12 points

• May take runic items from the Weapons, Armour and Talisman lists to a value of 25 points.

Unit Size10+

Equipment• Heavy Armour• *Hand Weapon & Shield• *Great Weapons

Unit Size10+

Equipment• Heavy Armour• *Hand Weapon & Shield• *Great Weapons

Unit Size10+

Equipment• Heavy Armour• *Hand Weapon & Shield• *Great Weapons

TypeInfantry

Special Rules• Old Grumblers• Weapon Masters*• Shield Wall

TypeInfantry

Special Rules• Old Grumblers• Weapon Masters*• Shield Wall

TypeInfantry

Special Rules• Old Grumblers• Weapon Masters*• Shield Wall

TypeInfantry

Special Rules• Old Grumblers• Weapon Masters*• Shield Wall

TypeInfantry

Special Rules• Old Grumblers• Weapon Masters*• Shield Wall

TypeInfantry

Special Rules• Old Grumblers• Weapon Masters*• Shield Wall

TypeInfantry

Special Rules• Old Grumblers• Weapon Masters*• Shield Wall

Options:• ......Ancestor Helms (Honour Guard only)! +1 pt/model• .......................One longbeard as a musician! +6 points• ..........One longbeard as a standard bearer! +12 points

• May take a runic standard worth up to 25 points.• ...................One longbeard as a venerable! +12 points

• May take runic items from the Weapons, Armour and Talisman lists to a value of 25 points.

QuarrellersQuarrellersQuarrellersQuarrellersQuarrellersQuarrellersQuarrellersQuarrellersQuarrellersQuarrellersQuarrellers 11 points per model

M WS BS S T W I A Ld Options:• Equipment (one choice):

- .............................................Shields! +1 pts/model- ...............................Great Weapons! +2 pts/model

• ........................One quarreller as a musician! +5 points• ...........One quarreller as a standard bearer! +10 points• ...................One quarreller as a marksman! +10 points

Quarreller 3 4 3 3 4 1 2 1 9Options:• Equipment (one choice):

- .............................................Shields! +1 pts/model- ...............................Great Weapons! +2 pts/model

• ........................One quarreller as a musician! +5 points• ...........One quarreller as a standard bearer! +10 points• ...................One quarreller as a marksman! +10 points

Marksman 3 4 4 3 4 1 2 1 9

Options:• Equipment (one choice):

- .............................................Shields! +1 pts/model- ...............................Great Weapons! +2 pts/model

• ........................One quarreller as a musician! +5 points• ...........One quarreller as a standard bearer! +10 points• ...................One quarreller as a marksman! +10 points

Unit Size10+

Equipment• Light Armour• Hand Weapon• Crossbow

Unit Size10+

Equipment• Light Armour• Hand Weapon• Crossbow

Unit Size10+

Equipment• Light Armour• Hand Weapon• Crossbow

TypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantry

Options:• Equipment (one choice):

- .............................................Shields! +1 pts/model- ...............................Great Weapons! +2 pts/model

• ........................One quarreller as a musician! +5 points• ...........One quarreller as a standard bearer! +10 points• ...................One quarreller as a marksman! +10 points

48

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Core Units0-1 Rangers Select each unit from one of the following types.

Forest RangersForest RangersForest RangersForest RangersForest RangersForest RangersForest RangersForest RangersForest RangersForest RangersForest Rangers 11 points per model

M WS BS S T W I A Ld Options:• Equipment:

- Weapons (one choice):- ............................Throwing Axes! +1 pt/model- ................................Crossbows! +4 pts/model

- Armour:- ...........................Heavy Armour! +1 pts/model- ......................................Shields! +1 pts/model

• ............................One ranger as a musician! +5 points• ...............One ranger as a standard bearer! +10 points• .......................One ranger as a woodsman! +10 points

Forest Ranger 3 4 3 3 4 1 2 1 9Options:• Equipment:

- Weapons (one choice):- ............................Throwing Axes! +1 pt/model- ................................Crossbows! +4 pts/model

- Armour:- ...........................Heavy Armour! +1 pts/model- ......................................Shields! +1 pts/model

• ............................One ranger as a musician! +5 points• ...............One ranger as a standard bearer! +10 points• .......................One ranger as a woodsman! +10 points

Woodsman 3 4 3 3 4 1 2 2 9

Options:• Equipment:

- Weapons (one choice):- ............................Throwing Axes! +1 pt/model- ................................Crossbows! +4 pts/model

- Armour:- ...........................Heavy Armour! +1 pts/model- ......................................Shields! +1 pts/model

• ............................One ranger as a musician! +5 points• ...............One ranger as a standard bearer! +10 points• .......................One ranger as a woodsman! +10 points

Unit Size10+

Equipment• Light Armour• Great Weapon

Unit Size10+

Equipment• Light Armour• Great Weapon

Unit Size10+

Equipment• Light Armour• Great Weapon

TypeInfantry

Special Rules• Forest Striders• Scouts

TypeInfantry

Special Rules• Forest Striders• Scouts

TypeInfantry

Special Rules• Forest Striders• Scouts

TypeInfantry

Special Rules• Forest Striders• Scouts

TypeInfantry

Special Rules• Forest Striders• Scouts

TypeInfantry

Special Rules• Forest Striders• Scouts

TypeInfantry

Special Rules• Forest Striders• Scouts

Options:• Equipment:

- Weapons (one choice):- ............................Throwing Axes! +1 pt/model- ................................Crossbows! +4 pts/model

- Armour:- ...........................Heavy Armour! +1 pts/model- ......................................Shields! +1 pts/model

• ............................One ranger as a musician! +5 points• ...............One ranger as a standard bearer! +10 points• .......................One ranger as a woodsman! +10 points

Mountain RangersMountain RangersMountain RangersMountain RangersMountain RangersMountain RangersMountain RangersMountain RangersMountain RangersMountain RangersMountain Rangers 15 points per model

M WS BS S T W I A Ld Options:• Equipment:

- .............................................Shields! +1 pts/model• ............................One ranger as a musician! +5 points• ...............One ranger as a standard bearer! +10 points• .........................One ranger as a cragsman! +10 points

Mountain Ranger 3 4 3 3 4 1 2 1 9Options:• Equipment:

- .............................................Shields! +1 pts/model• ............................One ranger as a musician! +5 points• ...............One ranger as a standard bearer! +10 points• .........................One ranger as a cragsman! +10 points

Cragsman 3 4 3 3 4 1 2 2 9

Options:• Equipment:

- .............................................Shields! +1 pts/model• ............................One ranger as a musician! +5 points• ...............One ranger as a standard bearer! +10 points• .........................One ranger as a cragsman! +10 points

Unit Size10+

Equipment• Heavy Armour• Dwarf Blunderbuss

Unit Size10+

Equipment• Heavy Armour• Dwarf Blunderbuss

Unit Size10+

Equipment• Heavy Armour• Dwarf Blunderbuss

TypeInfantry

Special Rules• Obstacle Striders• Vanguard

TypeInfantry

Special Rules• Obstacle Striders• Vanguard

TypeInfantry

Special Rules• Obstacle Striders• Vanguard

TypeInfantry

Special Rules• Obstacle Striders• Vanguard

TypeInfantry

Special Rules• Obstacle Striders• Vanguard

TypeInfantry

Special Rules• Obstacle Striders• Vanguard

TypeInfantry

Special Rules• Obstacle Striders• Vanguard

Options:• Equipment:

- .............................................Shields! +1 pts/model• ............................One ranger as a musician! +5 points• ...............One ranger as a standard bearer! +10 points• .........................One ranger as a cragsman! +10 points

Longbeard RangersLongbeard RangersLongbeard RangersLongbeard RangersLongbeard RangersLongbeard RangersLongbeard RangersLongbeard RangersLongbeard RangersLongbeard RangersLongbeard Rangers 14 points per model

M WS BS S T W I A Ld Options:• Ranged Weapons (one choice):

- .......................Dwarf Blunderbusses! +5 pts/model- .......................................Crossbows! +3 pts/model- .................................Throwing Axes! +1 pts/model

• ............................One ranger as a musician! +6 points• ...............One ranger as a standard bearer! +12 points

• May take a runic standard worth up to 25 points.• ........................One ranger as a venerable! +12 points

- Unit with crossbows may upgrade its venerable to ....................................Josef Bugman! +130 points

Longbeard Ranger 3 5 3 3 4 1 2 1 9Options:• Ranged Weapons (one choice):

- .......................Dwarf Blunderbusses! +5 pts/model- .......................................Crossbows! +3 pts/model- .................................Throwing Axes! +1 pts/model

• ............................One ranger as a musician! +6 points• ...............One ranger as a standard bearer! +12 points

• May take a runic standard worth up to 25 points.• ........................One ranger as a venerable! +12 points

- Unit with crossbows may upgrade its venerable to ....................................Josef Bugman! +130 points

Venerable 3 5 3 3 4 1 2 2 9

Options:• Ranged Weapons (one choice):

- .......................Dwarf Blunderbusses! +5 pts/model- .......................................Crossbows! +3 pts/model- .................................Throwing Axes! +1 pts/model

• ............................One ranger as a musician! +6 points• ...............One ranger as a standard bearer! +12 points

• May take a runic standard worth up to 25 points.• ........................One ranger as a venerable! +12 points

- Unit with crossbows may upgrade its venerable to ....................................Josef Bugman! +130 points

Unit Size10+

Equipment• Heavy Armour• *Hand Weapon & Shield• *Great Weapon

Unit Size10+

Equipment• Heavy Armour• *Hand Weapon & Shield• *Great Weapon

Unit Size10+

Equipment• Heavy Armour• *Hand Weapon & Shield• *Great Weapon

TypeInfantry

Special Rules• Forest Striders• Obstacle Striders• Old Grumblers• Scouts• Weapon Masters*

TypeInfantry

Special Rules• Forest Striders• Obstacle Striders• Old Grumblers• Scouts• Weapon Masters*

TypeInfantry

Special Rules• Forest Striders• Obstacle Striders• Old Grumblers• Scouts• Weapon Masters*

TypeInfantry

Special Rules• Forest Striders• Obstacle Striders• Old Grumblers• Scouts• Weapon Masters*

TypeInfantry

Special Rules• Forest Striders• Obstacle Striders• Old Grumblers• Scouts• Weapon Masters*

TypeInfantry

Special Rules• Forest Striders• Obstacle Striders• Old Grumblers• Scouts• Weapon Masters*

TypeInfantry

Special Rules• Forest Striders• Obstacle Striders• Old Grumblers• Scouts• Weapon Masters*

Options:• Ranged Weapons (one choice):

- .......................Dwarf Blunderbusses! +5 pts/model- .......................................Crossbows! +3 pts/model- .................................Throwing Axes! +1 pts/model

• ............................One ranger as a musician! +6 points• ...............One ranger as a standard bearer! +12 points

• May take a runic standard worth up to 25 points.• ........................One ranger as a venerable! +12 points

- Unit with crossbows may upgrade its venerable to ....................................Josef Bugman! +130 points

Josef BugmanJosef BugmanJosef BugmanJosef BugmanJosef BugmanJosef BugmanJosef BugmanJosef BugmanJosef BugmanJosef BugmanJosef BugmanJosef BugmanM WSWS BS S T W I A Ld Equipment

• Gromril Armour• Great Weapon• Crossbow• Shield• Bugman’s Tankard

Special Rules• Forest Strider• Obstacle Strider• Pathfinder• Stubborn• Hates Greenskins• Bugman’s Rangers

Josef 3 55 5 4 5 2 3 3 9Equipment• Gromril Armour• Great Weapon• Crossbow• Shield• Bugman’s Tankard

Special Rules• Forest Strider• Obstacle Strider• Pathfinder• Stubborn• Hates Greenskins• Bugman’s Rangers

CompositionJosef BugmanCompositionJosef BugmanCompositionJosef Bugman

TypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantry

Equipment• Gromril Armour• Great Weapon• Crossbow• Shield• Bugman’s Tankard

Special Rules• Forest Strider• Obstacle Strider• Pathfinder• Stubborn• Hates Greenskins• Bugman’s Rangers

• Your army may include a single Josef Bugman. He is treated as a Champion in all respects.

• Your army may include a single Josef Bugman. He is treated as a Champion in all respects.

• Your army may include a single Josef Bugman. He is treated as a Champion in all respects.

• Your army may include a single Josef Bugman. He is treated as a Champion in all respects.

• Your army may include a single Josef Bugman. He is treated as a Champion in all respects.

• Your army may include a single Josef Bugman. He is treated as a Champion in all respects.

• Your army may include a single Josef Bugman. He is treated as a Champion in all respects.

• Your army may include a single Josef Bugman. He is treated as a Champion in all respects.

• Your army may include a single Josef Bugman. He is treated as a Champion in all respects.

• Your army may include a single Josef Bugman. He is treated as a Champion in all respects.

• Your army may include a single Josef Bugman. He is treated as a Champion in all respects.

Equipment• Gromril Armour• Great Weapon• Crossbow• Shield• Bugman’s Tankard

Special Rules• Forest Strider• Obstacle Strider• Pathfinder• Stubborn• Hates Greenskins• Bugman’s Rangers

49

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Special UnitsThunderersThunderersThunderersThunderersThunderersThunderersThunderersThunderersThunderersThunderersThunderers 14 points per model

M WS BS S T W I A Ld Options:• Equipment (one choice):

- .............................................Shields! +1 pts/model• ........................One thunderer as a musician! +5 points• ..........One thunderer as a standard bearer! +10 points• ...............One thunderer as a sharpshooter! +10 points

- .......Swap dwarf handgun for brace of pistols! free

Thunderer 3 4 3 3 4 1 2 1 9Options:• Equipment (one choice):

- .............................................Shields! +1 pts/model• ........................One thunderer as a musician! +5 points• ..........One thunderer as a standard bearer! +10 points• ...............One thunderer as a sharpshooter! +10 points

- .......Swap dwarf handgun for brace of pistols! free

Sharpshooter 3 4 4 3 4 1 2 1 9

Options:• Equipment (one choice):

- .............................................Shields! +1 pts/model• ........................One thunderer as a musician! +5 points• ..........One thunderer as a standard bearer! +10 points• ...............One thunderer as a sharpshooter! +10 points

- .......Swap dwarf handgun for brace of pistols! free

Unit Size10+

Equipment• Light Armour• Hand Weapon• Dwarf Handgun

Unit Size10+

Equipment• Light Armour• Hand Weapon• Dwarf Handgun

Unit Size10+

Equipment• Light Armour• Hand Weapon• Dwarf Handgun

TypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantry

Options:• Equipment (one choice):

- .............................................Shields! +1 pts/model• ........................One thunderer as a musician! +5 points• ..........One thunderer as a standard bearer! +10 points• ...............One thunderer as a sharpshooter! +10 points

- .......Swap dwarf handgun for brace of pistols! free

Troll SlayersTroll SlayersTroll SlayersTroll SlayersTroll SlayersTroll SlayersTroll SlayersTroll SlayersTroll SlayersTroll SlayersTroll Slayers 11 points per model

M WS BS S T W I A Ld Options:• Equipment:

- ................................Wards of Grimnir! +1 pt/model• ......................One troll slayer as a musician! +6 points• ..........One troll slayer as a standard bearer! +12 points• ..............One troll slayer as an oathbreaker! +12 points

• May take runic items from the Weapons list to a value of 25 points.

Troll Slayer 3 5 3 3 4 1 2 1 10Options:• Equipment:

- ................................Wards of Grimnir! +1 pt/model• ......................One troll slayer as a musician! +6 points• ..........One troll slayer as a standard bearer! +12 points• ..............One troll slayer as an oathbreaker! +12 points

• May take runic items from the Weapons list to a value of 25 points.

Oathbreaker 3 5 3 3 4 1 2 2 10

Options:• Equipment:

- ................................Wards of Grimnir! +1 pt/model• ......................One troll slayer as a musician! +6 points• ..........One troll slayer as a standard bearer! +12 points• ..............One troll slayer as an oathbreaker! +12 points

• May take runic items from the Weapons list to a value of 25 points.

Unit Size5+

Equipment• *Two Hand Weapons• *Great Weapon

Unit Size5+

Equipment• *Two Hand Weapons• *Great Weapon

Unit Size5+

Equipment• *Two Hand Weapons• *Great Weapon

TypeInfantry

Special Rules• Immune to Psychology• Slayer• Glorious Death• Weapon Masters*• Killing Blow

TypeInfantry

Special Rules• Immune to Psychology• Slayer• Glorious Death• Weapon Masters*• Killing Blow

TypeInfantry

Special Rules• Immune to Psychology• Slayer• Glorious Death• Weapon Masters*• Killing Blow

TypeInfantry

Special Rules• Immune to Psychology• Slayer• Glorious Death• Weapon Masters*• Killing Blow

TypeInfantry

Special Rules• Immune to Psychology• Slayer• Glorious Death• Weapon Masters*• Killing Blow

TypeInfantry

Special Rules• Immune to Psychology• Slayer• Glorious Death• Weapon Masters*• Killing Blow

TypeInfantry

Special Rules• Immune to Psychology• Slayer• Glorious Death• Weapon Masters*• Killing Blow

Options:• Equipment:

- ................................Wards of Grimnir! +1 pt/model• ......................One troll slayer as a musician! +6 points• ..........One troll slayer as a standard bearer! +12 points• ..............One troll slayer as an oathbreaker! +12 points

• May take runic items from the Weapons list to a value of 25 points.

Hearth GuardHearth GuardHearth GuardHearth GuardHearth GuardHearth GuardHearth GuardHearth GuardHearth GuardHearth GuardHearth Guard 13 points per model

M WS BS S T W I A Ld Options:• ...................One hearth guard as a musician! +6 points• .....One hearth guard as a standard bearer! +12 points

• May take a runic standard worth up to 25 points.• ............One hearth guard as a gate keeper! +12 points

• May take runic items from the Weapons, Armour and Talisman lists to a value of 50 points.

• Unit may upgrade its gatekeeper to Brynolf ........................................Stronghelm! +140 points

Hearth Guard 3 5 3 3 4 1 2 1 9Options:• ...................One hearth guard as a musician! +6 points• .....One hearth guard as a standard bearer! +12 points

• May take a runic standard worth up to 25 points.• ............One hearth guard as a gate keeper! +12 points

• May take runic items from the Weapons, Armour and Talisman lists to a value of 50 points.

• Unit may upgrade its gatekeeper to Brynolf ........................................Stronghelm! +140 points

Gatekeeper 3 5 3 3 4 1 2 2 9

Options:• ...................One hearth guard as a musician! +6 points• .....One hearth guard as a standard bearer! +12 points

• May take a runic standard worth up to 25 points.• ............One hearth guard as a gate keeper! +12 points

• May take runic items from the Weapons, Armour and Talisman lists to a value of 50 points.

• Unit may upgrade its gatekeeper to Brynolf ........................................Stronghelm! +140 points

Unit Size5+

Equipment• Heavy Armour• Shield• Great Weapon

Unit Size5+

Equipment• Heavy Armour• Shield• Great Weapon

Unit Size5+

Equipment• Heavy Armour• Shield• Great Weapon

TypeInfantry

Special Rules• Hatred• Hammerblow

TypeInfantry

Special Rules• Hatred• Hammerblow

TypeInfantry

Special Rules• Hatred• Hammerblow

TypeInfantry

Special Rules• Hatred• Hammerblow

TypeInfantry

Special Rules• Hatred• Hammerblow

TypeInfantry

Special Rules• Hatred• Hammerblow

TypeInfantry

Special Rules• Hatred• Hammerblow

Options:• ...................One hearth guard as a musician! +6 points• .....One hearth guard as a standard bearer! +12 points

• May take a runic standard worth up to 25 points.• ............One hearth guard as a gate keeper! +12 points

• May take runic items from the Weapons, Armour and Talisman lists to a value of 50 points.

• Unit may upgrade its gatekeeper to Brynolf ........................................Stronghelm! +140 points

Brynolf StronghelmBrynolf StronghelmBrynolf StronghelmBrynolf StronghelmBrynolf StronghelmBrynolf StronghelmBrynolf StronghelmBrynolf StronghelmBrynolf StronghelmBrynolf StronghelmBrynolf StronghelmBrynolf StronghelmM WSWS BS S T W I A Ld Equipment

• Heavy Armour• Stronghelm• Great Weapon

Special Rules• Hatred• Hammberblow• Devastating Charge• Brynolf’s Guard• Daring Assault

Brynolf 3 66 3 4 4 2 4 3 9Equipment• Heavy Armour• Stronghelm• Great Weapon

Special Rules• Hatred• Hammberblow• Devastating Charge• Brynolf’s Guard• Daring Assault

CompositionBrynolf StronghelmCompositionBrynolf StronghelmCompositionBrynolf Stronghelm

TypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantry

Equipment• Heavy Armour• Stronghelm• Great Weapon

Special Rules• Hatred• Hammberblow• Devastating Charge• Brynolf’s Guard• Daring Assault

Your army may include a single Brynolf Stronghelm. He is treated as a Champion in all respects. He is fielded as presented, and may not purchase upgrades.

Your army may include a single Brynolf Stronghelm. He is treated as a Champion in all respects. He is fielded as presented, and may not purchase upgrades.

Your army may include a single Brynolf Stronghelm. He is treated as a Champion in all respects. He is fielded as presented, and may not purchase upgrades.

Your army may include a single Brynolf Stronghelm. He is treated as a Champion in all respects. He is fielded as presented, and may not purchase upgrades.

Your army may include a single Brynolf Stronghelm. He is treated as a Champion in all respects. He is fielded as presented, and may not purchase upgrades.

Your army may include a single Brynolf Stronghelm. He is treated as a Champion in all respects. He is fielded as presented, and may not purchase upgrades.

Your army may include a single Brynolf Stronghelm. He is treated as a Champion in all respects. He is fielded as presented, and may not purchase upgrades.

Your army may include a single Brynolf Stronghelm. He is treated as a Champion in all respects. He is fielded as presented, and may not purchase upgrades.

Your army may include a single Brynolf Stronghelm. He is treated as a Champion in all respects. He is fielded as presented, and may not purchase upgrades.

Your army may include a single Brynolf Stronghelm. He is treated as a Champion in all respects. He is fielded as presented, and may not purchase upgrades.

Your army may include a single Brynolf Stronghelm. He is treated as a Champion in all respects. He is fielded as presented, and may not purchase upgrades.

Equipment• Heavy Armour• Stronghelm• Great Weapon

Special Rules• Hatred• Hammberblow• Devastating Charge• Brynolf’s Guard• Daring Assault

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Special UnitsIronbreakersIronbreakersIronbreakersIronbreakersIronbreakersIronbreakersIronbreakersIronbreakersIronbreakersIronbreakersIronbreakers 15 points per model

M WS BS S T W I A Ld Options:• Equipment:

- ........................Runes of the Furnace! +1 pt/model• .....................One ironbreaker as a musician! +6 points• ........One ironbreaker as a standard bearer! +12 points

• May take a runic standard worth up to 25 points.• ...............One ironbreaker as an ironbeard! +12 points

• May take runic items from the Weapons, Armour and Talisman lists to a value of 50 points.

Ironbreaker 3 5 3 4 4 1 2 1 9Options:• Equipment:

- ........................Runes of the Furnace! +1 pt/model• .....................One ironbreaker as a musician! +6 points• ........One ironbreaker as a standard bearer! +12 points

• May take a runic standard worth up to 25 points.• ...............One ironbreaker as an ironbeard! +12 points

• May take runic items from the Weapons, Armour and Talisman lists to a value of 50 points.

Ironbeard 3 5 3 4 4 1 2 2 9

Options:• Equipment:

- ........................Runes of the Furnace! +1 pt/model• .....................One ironbreaker as a musician! +6 points• ........One ironbreaker as a standard bearer! +12 points

• May take a runic standard worth up to 25 points.• ...............One ironbreaker as an ironbeard! +12 points

• May take runic items from the Weapons, Armour and Talisman lists to a value of 50 points.

Unit Size5+

Equipment• Gromril Armour• Ancestor Helm• Pick Stave & Shield

Unit Size5+

Equipment• Gromril Armour• Ancestor Helm• Pick Stave & Shield

Unit Size5+

Equipment• Gromril Armour• Ancestor Helm• Pick Stave & Shield

TypeInfantry

Special Rules• Immune to Psychology• Shield Wall

TypeInfantry

Special Rules• Immune to Psychology• Shield Wall

TypeInfantry

Special Rules• Immune to Psychology• Shield Wall

TypeInfantry

Special Rules• Immune to Psychology• Shield Wall

TypeInfantry

Special Rules• Immune to Psychology• Shield Wall

TypeInfantry

Special Rules• Immune to Psychology• Shield Wall

TypeInfantry

Special Rules• Immune to Psychology• Shield Wall

Options:• Equipment:

- ........................Runes of the Furnace! +1 pt/model• .....................One ironbreaker as a musician! +6 points• ........One ironbreaker as a standard bearer! +12 points

• May take a runic standard worth up to 25 points.• ...............One ironbreaker as an ironbeard! +12 points

• May take runic items from the Weapons, Armour and Talisman lists to a value of 50 points.

MinersMinersMinersMinersMinersMinersMinersMinersMinersMinersMiners 12 points per model

M WS BS S T W I A Ld Options:• Equipment:

- ...............................Blasting Charges! +1 pt/model- ...............Tunnel Bore (one per army)! +180 points

• ..............................One miner as a musician! +5 points• .................One miner as a standard bearer! +10 points• ............................One miner as prospector! +10 points

- .............................................Steam Drill! +5 points- .........................Maps of the Underway! +30 points- Unit without additional equipment may upgrade its

...........prospector to Snorleif Akrisson! +120 points

Miner 3 4 3 3 4 1 2 1 9Options:• Equipment:

- ...............................Blasting Charges! +1 pt/model- ...............Tunnel Bore (one per army)! +180 points

• ..............................One miner as a musician! +5 points• .................One miner as a standard bearer! +10 points• ............................One miner as prospector! +10 points

- .............................................Steam Drill! +5 points- .........................Maps of the Underway! +30 points- Unit without additional equipment may upgrade its

...........prospector to Snorleif Akrisson! +120 points

Prospector 3 4 3 3 4 1 2 2 9

Options:• Equipment:

- ...............................Blasting Charges! +1 pt/model- ...............Tunnel Bore (one per army)! +180 points

• ..............................One miner as a musician! +5 points• .................One miner as a standard bearer! +10 points• ............................One miner as prospector! +10 points

- .............................................Steam Drill! +5 points- .........................Maps of the Underway! +30 points- Unit without additional equipment may upgrade its

...........prospector to Snorleif Akrisson! +120 points

Unit Size5+

Equipment• Heavy Armour• Pick (Great Weapon)

Unit Size5+

Equipment• Heavy Armour• Pick (Great Weapon)

Unit Size5+

Equipment• Heavy Armour• Pick (Great Weapon)

TypeInfantry

Special Rules• Ambushers

TypeInfantry

Special Rules• Ambushers

TypeInfantry

Special Rules• Ambushers

TypeInfantry

Special Rules• Ambushers

TypeInfantry

Special Rules• Ambushers

TypeInfantry

Special Rules• Ambushers

TypeInfantry

Special Rules• Ambushers

Options:• Equipment:

- ...............................Blasting Charges! +1 pt/model- ...............Tunnel Bore (one per army)! +180 points

• ..............................One miner as a musician! +5 points• .................One miner as a standard bearer! +10 points• ............................One miner as prospector! +10 points

- .............................................Steam Drill! +5 points- .........................Maps of the Underway! +30 points- Unit without additional equipment may upgrade its

...........prospector to Snorleif Akrisson! +120 points

Snorleif AkrissonSnorleif AkrissonSnorleif AkrissonSnorleif AkrissonSnorleif AkrissonSnorleif AkrissonSnorleif AkrissonSnorleif AkrissonSnorleif AkrissonSnorleif AkrissonSnorleif AkrissonSnorleif AkrissonM WSWS BS S T W I A Ld Equipment

• Heavy Armour• Ancestor Helm• Pick (Great Weapon)• Standard of Karak Eight-

Peaks

Special Rules• Forest Strider• Obstacle Strider• Pathfinder• Miner’s of Karak Eight-

Peaks

Snorleif 3 66 4 5 4 2 3 3 9Equipment• Heavy Armour• Ancestor Helm• Pick (Great Weapon)• Standard of Karak Eight-

Peaks

Special Rules• Forest Strider• Obstacle Strider• Pathfinder• Miner’s of Karak Eight-

Peaks

CompositionSnorleif AkrissonCompositionSnorleif AkrissonCompositionSnorleif Akrisson

TypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantryTypeInfantry

Equipment• Heavy Armour• Ancestor Helm• Pick (Great Weapon)• Standard of Karak Eight-

Peaks

Special Rules• Forest Strider• Obstacle Strider• Pathfinder• Miner’s of Karak Eight-

PeaksYour army may include a single Snorleif Akrisson. He is treated as a Champion in all respects. He is fielded as presented, and may not purchase upgrades.

Your army may include a single Snorleif Akrisson. He is treated as a Champion in all respects. He is fielded as presented, and may not purchase upgrades.

Your army may include a single Snorleif Akrisson. He is treated as a Champion in all respects. He is fielded as presented, and may not purchase upgrades.

Your army may include a single Snorleif Akrisson. He is treated as a Champion in all respects. He is fielded as presented, and may not purchase upgrades.

Your army may include a single Snorleif Akrisson. He is treated as a Champion in all respects. He is fielded as presented, and may not purchase upgrades.

Your army may include a single Snorleif Akrisson. He is treated as a Champion in all respects. He is fielded as presented, and may not purchase upgrades.

Your army may include a single Snorleif Akrisson. He is treated as a Champion in all respects. He is fielded as presented, and may not purchase upgrades.

Your army may include a single Snorleif Akrisson. He is treated as a Champion in all respects. He is fielded as presented, and may not purchase upgrades.

Your army may include a single Snorleif Akrisson. He is treated as a Champion in all respects. He is fielded as presented, and may not purchase upgrades.

Your army may include a single Snorleif Akrisson. He is treated as a Champion in all respects. He is fielded as presented, and may not purchase upgrades.

Your army may include a single Snorleif Akrisson. He is treated as a Champion in all respects. He is fielded as presented, and may not purchase upgrades.

Equipment• Heavy Armour• Ancestor Helm• Pick (Great Weapon)• Standard of Karak Eight-

Peaks

Special Rules• Forest Strider• Obstacle Strider• Pathfinder• Miner’s of Karak Eight-

Peaks

Tunnel BoreTunnel BoreTunnel BoreTunnel BoreTunnel BoreTunnel BoreTunnel BoreTunnel BoreTunnel BoreTunnel BoreTunnel BoreM WS BS S T W I A Ld • Equipment

• Armour Save (3+)• Hand Weapons

Special Rules• Impact Hits (D6)*• *Tunnel Bore• Tunnelling Machine

Tunnel Bore - - - 5 7 5 - - -• Equipment• Armour Save (3+)• Hand Weapons

Special Rules• Impact Hits (D6)*• *Tunnel Bore• Tunnelling Machine

Crew - 4 3 4 - - 2 3 9

• Equipment• Armour Save (3+)• Hand Weapons

Special Rules• Impact Hits (D6)*• *Tunnel Bore• Tunnelling MachineComposition

1 Tunnel Bore & CrewComposition1 Tunnel Bore & CrewComposition1 Tunnel Bore & Crew

TypeWar MachineTypeWar MachineTypeWar MachineTypeWar MachineTypeWar MachineTypeWar MachineTypeWar Machine

• Equipment• Armour Save (3+)• Hand Weapons

Special Rules• Impact Hits (D6)*• *Tunnel Bore• Tunnelling Machine

51

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Special Units0-1 Reckoners0-1 Reckoners0-1 Reckoners0-1 Reckoners0-1 Reckoners0-1 Reckoners0-1 Reckoners0-1 Reckoners0-1 Reckoners0-1 Reckoners0-1 Reckoners 140 points

M WS BS S T W I A Ld Options:• ...........................Additional Reckoners! +12 pts/model• Equipment (Reckoners only):

• Short Range Weapons (one choice):- .............Great Weapon or Pistol! +2 pts/model

• Long Range Weapon (one choice):- ....Crossbow or Brace of Pistols! +4 pts/model

• .........................One reckoner as a musician! +6 points• ............One reckoner as a standard bearer! +12 points• Lorekeeper may take runic items from the Weapons,

Armour and Talisman lists to a value of 50 points.

Reckoner 3 4 3 3 4 1 2 1 9Options:• ...........................Additional Reckoners! +12 pts/model• Equipment (Reckoners only):

• Short Range Weapons (one choice):- .............Great Weapon or Pistol! +2 pts/model

• Long Range Weapon (one choice):- ....Crossbow or Brace of Pistols! +4 pts/model

• .........................One reckoner as a musician! +6 points• ............One reckoner as a standard bearer! +12 points• Lorekeeper may take runic items from the Weapons,

Armour and Talisman lists to a value of 50 points.

Lorekeeper 3 4 3 3 4 2 2 2 9

Options:• ...........................Additional Reckoners! +12 pts/model• Equipment (Reckoners only):

• Short Range Weapons (one choice):- .............Great Weapon or Pistol! +2 pts/model

• Long Range Weapon (one choice):- ....Crossbow or Brace of Pistols! +4 pts/model

• .........................One reckoner as a musician! +6 points• ............One reckoner as a standard bearer! +12 points• Lorekeeper may take runic items from the Weapons,

Armour and Talisman lists to a value of 50 points.

Unit SizeLorekeeper + 9 Reckoners

Equipment• Light Armour• Hand Weapon & Shield

Unit SizeLorekeeper + 9 Reckoners

Equipment• Light Armour• Hand Weapon & Shield

Unit SizeLorekeeper + 9 Reckoners

Equipment• Light Armour• Hand Weapon & Shield

TypeInfantry

Special Rules• Skirmishers• Stubborn• Grim Duty

TypeInfantry

Special Rules• Skirmishers• Stubborn• Grim Duty

TypeInfantry

Special Rules• Skirmishers• Stubborn• Grim Duty

TypeInfantry

Special Rules• Skirmishers• Stubborn• Grim Duty

TypeInfantry

Special Rules• Skirmishers• Stubborn• Grim Duty

TypeInfantry

Special Rules• Skirmishers• Stubborn• Grim Duty

TypeInfantry

Special Rules• Skirmishers• Stubborn• Grim Duty

Options:• ...........................Additional Reckoners! +12 pts/model• Equipment (Reckoners only):

• Short Range Weapons (one choice):- .............Great Weapon or Pistol! +2 pts/model

• Long Range Weapon (one choice):- ....Crossbow or Brace of Pistols! +4 pts/model

• .........................One reckoner as a musician! +6 points• ............One reckoner as a standard bearer! +12 points• Lorekeeper may take runic items from the Weapons,

Armour and Talisman lists to a value of 50 points.0-1 Brotherhood of Grungni0-1 Brotherhood of Grungni0-1 Brotherhood of Grungni0-1 Brotherhood of Grungni0-1 Brotherhood of Grungni0-1 Brotherhood of Grungni0-1 Brotherhood of Grungni0-1 Brotherhood of Grungni0-1 Brotherhood of Grungni0-1 Brotherhood of Grungni0-1 Brotherhood of Grungni 150 points

M WS BS S T W I A Ld Options:• ..............Additional Brothers of Grungni! +13 pts/model• ............................One brother as a musician! +6 points• ..............One brother as a standard bearer! +12 points

• May purchase a runic standard worth up to 25 points.

• Priest may take runic items from the Weapons, Armour and Talisman lists to a value of 50 points.

Brother of Grungni 3 5 3 3 4 1 2 1 9Options:• ..............Additional Brothers of Grungni! +13 pts/model• ............................One brother as a musician! +6 points• ..............One brother as a standard bearer! +12 points

• May purchase a runic standard worth up to 25 points.

• Priest may take runic items from the Weapons, Armour and Talisman lists to a value of 50 points.

Priest of Grungni 3 5 3 3 4 2 2 2 10

Options:• ..............Additional Brothers of Grungni! +13 pts/model• ............................One brother as a musician! +6 points• ..............One brother as a standard bearer! +12 points

• May purchase a runic standard worth up to 25 points.

• Priest may take runic items from the Weapons, Armour and Talisman lists to a value of 50 points.

Unit SizePriest of Grungni + 9 Brothers of Grungni

Equipment• Light Armour• Ancestor Helm• Hand Weapon & Shield

Unit SizePriest of Grungni + 9 Brothers of Grungni

Equipment• Light Armour• Ancestor Helm• Hand Weapon & Shield

Unit SizePriest of Grungni + 9 Brothers of Grungni

Equipment• Light Armour• Ancestor Helm• Hand Weapon & Shield

TypeInfantry

Special Rules• Fight in Extra Rank• Shield Wall• Grind Them Down• Drive Them Back!

TypeInfantry

Special Rules• Fight in Extra Rank• Shield Wall• Grind Them Down• Drive Them Back!

TypeInfantry

Special Rules• Fight in Extra Rank• Shield Wall• Grind Them Down• Drive Them Back!

TypeInfantry

Special Rules• Fight in Extra Rank• Shield Wall• Grind Them Down• Drive Them Back!

TypeInfantry

Special Rules• Fight in Extra Rank• Shield Wall• Grind Them Down• Drive Them Back!

TypeInfantry

Special Rules• Fight in Extra Rank• Shield Wall• Grind Them Down• Drive Them Back!

TypeInfantry

Special Rules• Fight in Extra Rank• Shield Wall• Grind Them Down• Drive Them Back!

Options:• ..............Additional Brothers of Grungni! +13 pts/model• ............................One brother as a musician! +6 points• ..............One brother as a standard bearer! +12 points

• May purchase a runic standard worth up to 25 points.

• Priest may take runic items from the Weapons, Armour and Talisman lists to a value of 50 points.

0-1 Brotherhood of Grimnir0-1 Brotherhood of Grimnir0-1 Brotherhood of Grimnir0-1 Brotherhood of Grimnir0-1 Brotherhood of Grimnir0-1 Brotherhood of Grimnir0-1 Brotherhood of Grimnir0-1 Brotherhood of Grimnir0-1 Brotherhood of Grimnir0-1 Brotherhood of Grimnir0-1 Brotherhood of Grimnir 150 points

M WS BS S T W I A Ld Options:• ...............Additional Brothers of Grimnir! +13 pts/model• ............................One brother as a musician! +6 points• ..............One brother as a standard bearer! +12 points

• May purchase a runic standard worth up to 25 points.

• Priest may take runic items from the Weapons list to a value of 50 points.

Brother of Grimnir 3 4 3 3 4 1 3 1 9Options:• ...............Additional Brothers of Grimnir! +13 pts/model• ............................One brother as a musician! +6 points• ..............One brother as a standard bearer! +12 points

• May purchase a runic standard worth up to 25 points.

• Priest may take runic items from the Weapons list to a value of 50 points.

Priest of Grimnir 3 5 3 3 4 2 4 2 9

Options:• ...............Additional Brothers of Grimnir! +13 pts/model• ............................One brother as a musician! +6 points• ..............One brother as a standard bearer! +12 points

• May purchase a runic standard worth up to 25 points.

• Priest may take runic items from the Weapons list to a value of 50 points.

Unit SizePriest of Grimnir + 9 Brothers of Grimnir

Special Rules• Always Strikes First• Weapon Masters*• Battle Frenzy

Unit SizePriest of Grimnir + 9 Brothers of Grimnir

Special Rules• Always Strikes First• Weapon Masters*• Battle Frenzy

Unit SizePriest of Grimnir + 9 Brothers of Grimnir

Special Rules• Always Strikes First• Weapon Masters*• Battle Frenzy

TypeInfantry

Equipment• Light Armour• Wards of Grimnir• *Two Hand Weapons• *Great Weapon

TypeInfantry

Equipment• Light Armour• Wards of Grimnir• *Two Hand Weapons• *Great Weapon

TypeInfantry

Equipment• Light Armour• Wards of Grimnir• *Two Hand Weapons• *Great Weapon

TypeInfantry

Equipment• Light Armour• Wards of Grimnir• *Two Hand Weapons• *Great Weapon

TypeInfantry

Equipment• Light Armour• Wards of Grimnir• *Two Hand Weapons• *Great Weapon

TypeInfantry

Equipment• Light Armour• Wards of Grimnir• *Two Hand Weapons• *Great Weapon

TypeInfantry

Equipment• Light Armour• Wards of Grimnir• *Two Hand Weapons• *Great Weapon

Options:• ...............Additional Brothers of Grimnir! +13 pts/model• ............................One brother as a musician! +6 points• ..............One brother as a standard bearer! +12 points

• May purchase a runic standard worth up to 25 points.

• Priest may take runic items from the Weapons list to a value of 50 points.

0-1 Sisterhood of Valaya0-1 Sisterhood of Valaya0-1 Sisterhood of Valaya0-1 Sisterhood of Valaya0-1 Sisterhood of Valaya0-1 Sisterhood of Valaya0-1 Sisterhood of Valaya0-1 Sisterhood of Valaya0-1 Sisterhood of Valaya0-1 Sisterhood of Valaya0-1 Sisterhood of Valaya 180 points

M WS BS S T W I A Ld Options:• ..................Additional Sisters of Valaya! +11 pts/model• Equipment:

- ..............................................Shields! +1 pt/model• ..............................One sister as a musician! +6 points• .................One sister as a standard bearer! +12 points

• May purchase a runic standard worth up to 25 points.

• Priestess may take runic items from the Weapons, Armour and Talisman lists to a value of 50 points.

Sister of Valaya 3 2 3 3 4 1 2 1 9Options:• ..................Additional Sisters of Valaya! +11 pts/model• Equipment:

- ..............................................Shields! +1 pt/model• ..............................One sister as a musician! +6 points• .................One sister as a standard bearer! +12 points

• May purchase a runic standard worth up to 25 points.

• Priestess may take runic items from the Weapons, Armour and Talisman lists to a value of 50 points.

Priestess of Valaya 3 4 3 3 4 2 2 1 9

Options:• ..................Additional Sisters of Valaya! +11 pts/model• Equipment:

- ..............................................Shields! +1 pt/model• ..............................One sister as a musician! +6 points• .................One sister as a standard bearer! +12 points

• May purchase a runic standard worth up to 25 points.

• Priestess may take runic items from the Weapons, Armour and Talisman lists to a value of 50 points.

Unit SizePriestess of Valaya + 9 Sisters of Valaya

Equipment• Light Armour• Hand Weapon

Unit SizePriestess of Valaya + 9 Sisters of Valaya

Equipment• Light Armour• Hand Weapon

Unit SizePriestess of Valaya + 9 Sisters of Valaya

Equipment• Light Armour• Hand Weapon

TypeInfantry

Special Rules• Ward Save (5+)• Magic Resistance (3)• Healing Arts• Blessing of Valaya

TypeInfantry

Special Rules• Ward Save (5+)• Magic Resistance (3)• Healing Arts• Blessing of Valaya

TypeInfantry

Special Rules• Ward Save (5+)• Magic Resistance (3)• Healing Arts• Blessing of Valaya

TypeInfantry

Special Rules• Ward Save (5+)• Magic Resistance (3)• Healing Arts• Blessing of Valaya

TypeInfantry

Special Rules• Ward Save (5+)• Magic Resistance (3)• Healing Arts• Blessing of Valaya

TypeInfantry

Special Rules• Ward Save (5+)• Magic Resistance (3)• Healing Arts• Blessing of Valaya

TypeInfantry

Special Rules• Ward Save (5+)• Magic Resistance (3)• Healing Arts• Blessing of Valaya

Options:• ..................Additional Sisters of Valaya! +11 pts/model• Equipment:

- ..............................................Shields! +1 pt/model• ..............................One sister as a musician! +6 points• .................One sister as a standard bearer! +12 points

• May purchase a runic standard worth up to 25 points.

• Priestess may take runic items from the Weapons, Armour and Talisman lists to a value of 50 points.

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Special UnitsBolt ThrowerBolt ThrowerBolt ThrowerBolt ThrowerBolt ThrowerBolt ThrowerBolt ThrowerBolt ThrowerBolt ThrowerBolt ThrowerBolt Thrower 45 points per model

M WS BS S T W I A Ld Options:• Equipment:

- ........................................Heavy Armour! +5 points- ...................................................Shields! +5 points

• ........................Engineer (one option only):! +15 points- ......................................Brace of Pistols! +5 points- ......................................Dwarf Handgun! +5 points

• May take runes from the Engineering list with no points limit.

Bolt Thrower - - - - 7 3 - - -Options:• Equipment:

- ........................................Heavy Armour! +5 points- ...................................................Shields! +5 points

• ........................Engineer (one option only):! +15 points- ......................................Brace of Pistols! +5 points- ......................................Dwarf Handgun! +5 points

• May take runes from the Engineering list with no points limit.

Crew 3 4 3 3 4 - 2 1 9

Options:• Equipment:

- ........................................Heavy Armour! +5 points- ...................................................Shields! +5 points

• ........................Engineer (one option only):! +15 points- ......................................Brace of Pistols! +5 points- ......................................Dwarf Handgun! +5 points

• May take runes from the Engineering list with no points limit.

Engineer 3 4 4 3 4 +1 2 1 9

Options:• Equipment:

- ........................................Heavy Armour! +5 points- ...................................................Shields! +5 points

• ........................Engineer (one option only):! +15 points- ......................................Brace of Pistols! +5 points- ......................................Dwarf Handgun! +5 points

• May take runes from the Engineering list with no points limit.

CompositionBolt Thrower & 3 Crew

Unit Size1-3 Bolt Throwers

Equipment• Light Armour• Hand Weapon

CompositionBolt Thrower & 3 Crew

Unit Size1-3 Bolt Throwers

Equipment• Light Armour• Hand Weapon

CompositionBolt Thrower & 3 Crew

Unit Size1-3 Bolt Throwers

Equipment• Light Armour• Hand Weapon

TypeWar Machine

Special Rules• Stubborn

TypeWar Machine

Special Rules• Stubborn

TypeWar Machine

Special Rules• Stubborn

TypeWar Machine

Special Rules• Stubborn

TypeWar Machine

Special Rules• Stubborn

TypeWar Machine

Special Rules• Stubborn

TypeWar Machine

Special Rules• Stubborn

Options:• Equipment:

- ........................................Heavy Armour! +5 points- ...................................................Shields! +5 points

• ........................Engineer (one option only):! +15 points- ......................................Brace of Pistols! +5 points- ......................................Dwarf Handgun! +5 points

• May take runes from the Engineering list with no points limit.

Grudge ThrowerGrudge ThrowerGrudge ThrowerGrudge ThrowerGrudge ThrowerGrudge ThrowerGrudge ThrowerGrudge ThrowerGrudge ThrowerGrudge ThrowerGrudge Thrower 80 points

M WS BS S T W I A Ld Options:• Equipment:

- ........................................Heavy Armour! +5 points- ...................................................Shields! +5 points

• ........................Engineer (one option only):! +15 points- ......................................Brace of Pistols! +5 points- ......................................Dwarf Handgun! +5 points

• May take runes from the Engineering list with no points limit.

Grudge Thrower - - - - 7 3 - - -Options:• Equipment:

- ........................................Heavy Armour! +5 points- ...................................................Shields! +5 points

• ........................Engineer (one option only):! +15 points- ......................................Brace of Pistols! +5 points- ......................................Dwarf Handgun! +5 points

• May take runes from the Engineering list with no points limit.

Crew 3 4 3 3 4 - 2 1 9

Options:• Equipment:

- ........................................Heavy Armour! +5 points- ...................................................Shields! +5 points

• ........................Engineer (one option only):! +15 points- ......................................Brace of Pistols! +5 points- ......................................Dwarf Handgun! +5 points

• May take runes from the Engineering list with no points limit.

Engineer 3 4 4 3 4 +1 2 1 9

Options:• Equipment:

- ........................................Heavy Armour! +5 points- ...................................................Shields! +5 points

• ........................Engineer (one option only):! +15 points- ......................................Brace of Pistols! +5 points- ......................................Dwarf Handgun! +5 points

• May take runes from the Engineering list with no points limit.

CompositionGrudge Thrower & 3 Crew

Equipment• Light Armour• Hand Weapon

CompositionGrudge Thrower & 3 Crew

Equipment• Light Armour• Hand Weapon

CompositionGrudge Thrower & 3 Crew

Equipment• Light Armour• Hand Weapon

TypeWar Machine

Special Rules• Stubborn

TypeWar Machine

Special Rules• Stubborn

TypeWar Machine

Special Rules• Stubborn

TypeWar Machine

Special Rules• Stubborn

TypeWar Machine

Special Rules• Stubborn

TypeWar Machine

Special Rules• Stubborn

TypeWar Machine

Special Rules• Stubborn

Options:• Equipment:

- ........................................Heavy Armour! +5 points- ...................................................Shields! +5 points

• ........................Engineer (one option only):! +15 points- ......................................Brace of Pistols! +5 points- ......................................Dwarf Handgun! +5 points

• May take runes from the Engineering list with no points limit.

Dwarf CannonDwarf CannonDwarf CannonDwarf CannonDwarf CannonDwarf CannonDwarf CannonDwarf CannonDwarf CannonDwarf CannonDwarf Cannon 90 points

M WS BS S T W I A Ld Options:• Equipment:

- ........................................Heavy Armour! +5 points- ...................................................Shields! +5 points

• ........................Engineer (one option only):! +15 points- ......................................Brace of Pistols! +5 points- ......................................Dwarf Handgun! +5 points

• May take runes from the Engineering list with no points limit.

Cannon - - - - 7 3 - - -Options:• Equipment:

- ........................................Heavy Armour! +5 points- ...................................................Shields! +5 points

• ........................Engineer (one option only):! +15 points- ......................................Brace of Pistols! +5 points- ......................................Dwarf Handgun! +5 points

• May take runes from the Engineering list with no points limit.

Crew 3 4 3 3 4 - 2 1 9

Options:• Equipment:

- ........................................Heavy Armour! +5 points- ...................................................Shields! +5 points

• ........................Engineer (one option only):! +15 points- ......................................Brace of Pistols! +5 points- ......................................Dwarf Handgun! +5 points

• May take runes from the Engineering list with no points limit.

Engineer 3 4 4 3 4 +1 2 1 9

Options:• Equipment:

- ........................................Heavy Armour! +5 points- ...................................................Shields! +5 points

• ........................Engineer (one option only):! +15 points- ......................................Brace of Pistols! +5 points- ......................................Dwarf Handgun! +5 points

• May take runes from the Engineering list with no points limit.

CompositionCannon & 3 Crew

Equipment• Light Armour• Hand Weapon

CompositionCannon & 3 Crew

Equipment• Light Armour• Hand Weapon

CompositionCannon & 3 Crew

Equipment• Light Armour• Hand Weapon

TypeWar Machine

Special Rules• Stubborn

TypeWar Machine

Special Rules• Stubborn

TypeWar Machine

Special Rules• Stubborn

TypeWar Machine

Special Rules• Stubborn

TypeWar Machine

Special Rules• Stubborn

TypeWar Machine

Special Rules• Stubborn

TypeWar Machine

Special Rules• Stubborn

Options:• Equipment:

- ........................................Heavy Armour! +5 points- ...................................................Shields! +5 points

• ........................Engineer (one option only):! +15 points- ......................................Brace of Pistols! +5 points- ......................................Dwarf Handgun! +5 points

• May take runes from the Engineering list with no points limit.

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Rare UnitsHammerersHammerersHammerersHammerersHammerersHammerersHammerersHammerersHammerersHammerersHammerers 35 points per model

M WS BS S T W I A Ld Options:• Equipment:

- ...............................Ancestor Helms! +3 pts/model• .......................One hammerer as musician! +10 points• ............One hammerer as standard bearer! +15 points

• May take a runic standard worth up to 50 points.

Hammerer 3 6 3 4 5 2 2 2 9Options:• Equipment:

- ...............................Ancestor Helms! +3 pts/model• .......................One hammerer as musician! +10 points• ............One hammerer as standard bearer! +15 points

• May take a runic standard worth up to 50 points.

Unit Size5+

Equipment• Gromril Armour• Shield• Great Weapon

Unit Size5+

Equipment• Gromril Armour• Shield• Great Weapon

Unit Size5+

Equipment• Gromril Armour• Shield• Great Weapon

TypeInfantry

Special Rules• Immune to Psychology• Stubborn• Hatred• Bodyguard

TypeInfantry

Special Rules• Immune to Psychology• Stubborn• Hatred• Bodyguard

TypeInfantry

Special Rules• Immune to Psychology• Stubborn• Hatred• Bodyguard

TypeInfantry

Special Rules• Immune to Psychology• Stubborn• Hatred• Bodyguard

TypeInfantry

Special Rules• Immune to Psychology• Stubborn• Hatred• Bodyguard

TypeInfantry

Special Rules• Immune to Psychology• Stubborn• Hatred• Bodyguard

TypeInfantry

Special Rules• Immune to Psychology• Stubborn• Hatred• Bodyguard

Options:• Equipment:

- ...............................Ancestor Helms! +3 pts/model• .......................One hammerer as musician! +10 points• ............One hammerer as standard bearer! +15 points

• May take a runic standard worth up to 50 points.

0-1 Runeguard0-1 Runeguard0-1 Runeguard0-1 Runeguard0-1 Runeguard0-1 Runeguard0-1 Runeguard0-1 Runeguard0-1 Runeguard0-1 Runeguard0-1 Runeguard 26 points per model

M WS BS S T W I A Ld Options:• Equipment:

- ......................Runes of the Furnace! +2 pts/model- ................................Runes of Stone! +2 pts/model- ...................................Runes of Iron! +3 pts/model

• .......................One runeguard as musician! +10 points• ............One runeguard as standard bearer! +15 points

• May take a runic standard worth up to 50 points.• ...................One runeguard as runekeeper! +15 points

• May take runic items from the Weapons, Armour and Talisman lists to a value of 50 points.

Runeguard 3 5 3 4 4 2 2 1 9Options:• Equipment:

- ......................Runes of the Furnace! +2 pts/model- ................................Runes of Stone! +2 pts/model- ...................................Runes of Iron! +3 pts/model

• .......................One runeguard as musician! +10 points• ............One runeguard as standard bearer! +15 points

• May take a runic standard worth up to 50 points.• ...................One runeguard as runekeeper! +15 points

• May take runic items from the Weapons, Armour and Talisman lists to a value of 50 points.

Runekeeper 3 5 3 4 4 2 2 2 9

Options:• Equipment:

- ......................Runes of the Furnace! +2 pts/model- ................................Runes of Stone! +2 pts/model- ...................................Runes of Iron! +3 pts/model

• .......................One runeguard as musician! +10 points• ............One runeguard as standard bearer! +15 points

• May take a runic standard worth up to 50 points.• ...................One runeguard as runekeeper! +15 points

• May take runic items from the Weapons, Armour and Talisman lists to a value of 50 points.

Unit Size5+

Equipment• Heavy Armour• Ancestor Helms• Hand Weapon & Shield

Unit Size5+

Equipment• Heavy Armour• Ancestor Helms• Hand Weapon & Shield

Unit Size5+

Equipment• Heavy Armour• Ancestor Helms• Hand Weapon & Shield

TypeInfantry

Special Rules• Stubborn• Shield Wall

TypeInfantry

Special Rules• Stubborn• Shield Wall

TypeInfantry

Special Rules• Stubborn• Shield Wall

TypeInfantry

Special Rules• Stubborn• Shield Wall

TypeInfantry

Special Rules• Stubborn• Shield Wall

TypeInfantry

Special Rules• Stubborn• Shield Wall

TypeInfantry

Special Rules• Stubborn• Shield Wall

Options:• Equipment:

- ......................Runes of the Furnace! +2 pts/model- ................................Runes of Stone! +2 pts/model- ...................................Runes of Iron! +3 pts/model

• .......................One runeguard as musician! +10 points• ............One runeguard as standard bearer! +15 points

• May take a runic standard worth up to 50 points.• ...................One runeguard as runekeeper! +15 points

• May take runic items from the Weapons, Armour and Talisman lists to a value of 50 points.

0-1 Giant Slayers0-1 Giant Slayers0-1 Giant Slayers0-1 Giant Slayers0-1 Giant Slayers0-1 Giant Slayers0-1 Giant Slayers0-1 Giant Slayers0-1 Giant Slayers0-1 Giant Slayers0-1 Giant Slayers 28 points per model

M WS BS S T W I A Ld Options:• Upgrades:

- ......................................Skirmishers! +3 pts/model- ..................................Doomeekers! +12 pts/model

• .....................One giant slayer as a musician! +6 points• ........One giant slayer as a standard bearer! +12 points• ..............One giant slayer as an oathbound! +12 points

• May take runic items from the Weapons list to a value of 50 points.

Giant Slayer 3 6 3 4 4 2 3 2 10Options:• Upgrades:

- ......................................Skirmishers! +3 pts/model- ..................................Doomeekers! +12 pts/model

• .....................One giant slayer as a musician! +6 points• ........One giant slayer as a standard bearer! +12 points• ..............One giant slayer as an oathbound! +12 points

• May take runic items from the Weapons list to a value of 50 points.

Oathbound 3 6 3 4 4 2 3 3 10

Options:• Upgrades:

- ......................................Skirmishers! +3 pts/model- ..................................Doomeekers! +12 pts/model

• .....................One giant slayer as a musician! +6 points• ........One giant slayer as a standard bearer! +12 points• ..............One giant slayer as an oathbound! +12 points

• May take runic items from the Weapons list to a value of 50 points.

Unit Size5+

TypeInfantry

Equipment• Wards of Grimnir• *Two Hand Weapons• *Great Weapon

Unit Size5+

TypeInfantry

Equipment• Wards of Grimnir• *Two Hand Weapons• *Great Weapon

Unit Size5+

TypeInfantry

Equipment• Wards of Grimnir• *Two Hand Weapons• *Great Weapon

Special Rules• Immune to Psychology• Slayer• Glorious Death• Weapon Masters*• Killing Blow• Devastating Charge

Special Rules• Immune to Psychology• Slayer• Glorious Death• Weapon Masters*• Killing Blow• Devastating Charge

Special Rules• Immune to Psychology• Slayer• Glorious Death• Weapon Masters*• Killing Blow• Devastating Charge

Special Rules• Immune to Psychology• Slayer• Glorious Death• Weapon Masters*• Killing Blow• Devastating Charge

Special Rules• Immune to Psychology• Slayer• Glorious Death• Weapon Masters*• Killing Blow• Devastating Charge

Special Rules• Immune to Psychology• Slayer• Glorious Death• Weapon Masters*• Killing Blow• Devastating Charge

Special Rules• Immune to Psychology• Slayer• Glorious Death• Weapon Masters*• Killing Blow• Devastating Charge

Options:• Upgrades:

- ......................................Skirmishers! +3 pts/model- ..................................Doomeekers! +12 pts/model

• .....................One giant slayer as a musician! +6 points• ........One giant slayer as a standard bearer! +12 points• ..............One giant slayer as an oathbound! +12 points

• May take runic items from the Weapons list to a value of 50 points.

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Rare UnitsOrgan GunOrgan GunOrgan GunOrgan GunOrgan GunOrgan GunOrgan GunOrgan GunOrgan GunOrgan GunOrgan Gun 120 points

M WS BS S T W I A Ld Options:• ........................Engineer (one option only):! +15 points

- ......................................Brace of Pistols! +5 points- ......................................Dwarf Handgun! +5 points

Organ Gun - - - - 7 3 - - -Options:• ........................Engineer (one option only):! +15 points

- ......................................Brace of Pistols! +5 points- ......................................Dwarf Handgun! +5 points

Crew 3 4 3 3 4 - 2 1 9

Options:• ........................Engineer (one option only):! +15 points

- ......................................Brace of Pistols! +5 points- ......................................Dwarf Handgun! +5 pointsEngineer 3 4 4 3 4 +1 2 +1 9

Options:• ........................Engineer (one option only):! +15 points

- ......................................Brace of Pistols! +5 points- ......................................Dwarf Handgun! +5 points

CompositionOrgan Gun & 3 Crew

Equipment• Heavy Armour• Hand Weapon & Shield

CompositionOrgan Gun & 3 Crew

Equipment• Heavy Armour• Hand Weapon & Shield

CompositionOrgan Gun & 3 Crew

Equipment• Heavy Armour• Hand Weapon & Shield

TypeWar Machine

Special Rules• Stubborn

TypeWar Machine

Special Rules• Stubborn

TypeWar Machine

Special Rules• Stubborn

TypeWar Machine

Special Rules• Stubborn

TypeWar Machine

Special Rules• Stubborn

TypeWar Machine

Special Rules• Stubborn

TypeWar Machine

Special Rules• Stubborn

Options:• ........................Engineer (one option only):! +15 points

- ......................................Brace of Pistols! +5 points- ......................................Dwarf Handgun! +5 points

Flame CannonFlame CannonFlame CannonFlame CannonFlame CannonFlame CannonFlame CannonFlame CannonFlame CannonFlame CannonFlame Cannon 140 points

M WS BS S T W I A Ld Options:• ........................Engineer (one option only):! +15 points

- ......................................Brace of Pistols! +5 points- ......................................Dwarf Handgun! +5 points

Flame Cannon - - - - 7 3 - - -Options:• ........................Engineer (one option only):! +15 points

- ......................................Brace of Pistols! +5 points- ......................................Dwarf Handgun! +5 points

Crew 3 4 3 3 4 - 2 1 9

Options:• ........................Engineer (one option only):! +15 points

- ......................................Brace of Pistols! +5 points- ......................................Dwarf Handgun! +5 pointsPony 6 3 - 3 4 - 2 +1 6

Options:• ........................Engineer (one option only):! +15 points

- ......................................Brace of Pistols! +5 points- ......................................Dwarf Handgun! +5 points

Engineer 3 4 4 3 4 +1 2 +1 9

Options:• ........................Engineer (one option only):! +15 points

- ......................................Brace of Pistols! +5 points- ......................................Dwarf Handgun! +5 points

CompositionFlame Cannon, 3 Crew & Pony

Equipment• Heavy Armour• Hand Weapon & Shield

CompositionFlame Cannon, 3 Crew & Pony

Equipment• Heavy Armour• Hand Weapon & Shield

CompositionFlame Cannon, 3 Crew & Pony

Equipment• Heavy Armour• Hand Weapon & Shield

TypeWar Machine

Special Rules• Stubborn• Pony Drawn

TypeWar Machine

Special Rules• Stubborn• Pony Drawn

TypeWar Machine

Special Rules• Stubborn• Pony Drawn

TypeWar Machine

Special Rules• Stubborn• Pony Drawn

TypeWar Machine

Special Rules• Stubborn• Pony Drawn

TypeWar Machine

Special Rules• Stubborn• Pony Drawn

TypeWar Machine

Special Rules• Stubborn• Pony Drawn

Options:• ........................Engineer (one option only):! +15 points

- ......................................Brace of Pistols! +5 points- ......................................Dwarf Handgun! +5 points

GyrocoptersGyrocoptersGyrocoptersGyrocoptersGyrocoptersGyrocoptersGyrocoptersGyrocoptersGyrocoptersGyrocoptersGyrocopters 70 points per model

M WS BS S T W I A Ld Options:• Equipment:

- .................................Smoke Bombs! +5 pts/model• ..........One Gyrocopter as Standard Bearer! +15 points

- ............Battle Standard (one per army)! +40 points• .........One Gyrocopter as Squadron Leader! +20 points

Gyrocopter 1 4 3 4 5 3 2 2 9Options:• Equipment:

- .................................Smoke Bombs! +5 pts/model• ..........One Gyrocopter as Standard Bearer! +15 points

- ............Battle Standard (one per army)! +40 points• .........One Gyrocopter as Squadron Leader! +20 points

Squadron Leader 1 4 4 4 5 3 2 3 9

Options:• Equipment:

- .................................Smoke Bombs! +5 pts/model• ..........One Gyrocopter as Standard Bearer! +15 points

- ............Battle Standard (one per army)! +40 points• .........One Gyrocopter as Squadron Leader! +20 points

Unit Size1-3 Gyrocopters

Equipment• Armour Save (4+)• Steam Gun• Spear (Cavalry)

Unit Size1-3 Gyrocopters

Equipment• Armour Save (4+)• Steam Gun• Spear (Cavalry)

Unit Size1-3 Gyrocopters

Equipment• Armour Save (4+)• Steam Gun• Spear (Cavalry)

TypeWar Machine (Flying Cavalry)

Special Rules• Feigned Flight• Hover• Gyrocopter• Impact Hits (D6)

TypeWar Machine (Flying Cavalry)

Special Rules• Feigned Flight• Hover• Gyrocopter• Impact Hits (D6)

TypeWar Machine (Flying Cavalry)

Special Rules• Feigned Flight• Hover• Gyrocopter• Impact Hits (D6)

TypeWar Machine (Flying Cavalry)

Special Rules• Feigned Flight• Hover• Gyrocopter• Impact Hits (D6)

TypeWar Machine (Flying Cavalry)

Special Rules• Feigned Flight• Hover• Gyrocopter• Impact Hits (D6)

TypeWar Machine (Flying Cavalry)

Special Rules• Feigned Flight• Hover• Gyrocopter• Impact Hits (D6)

TypeWar Machine (Flying Cavalry)

Special Rules• Feigned Flight• Hover• Gyrocopter• Impact Hits (D6)

Options:• Equipment:

- .................................Smoke Bombs! +5 pts/model• ..........One Gyrocopter as Standard Bearer! +15 points

- ............Battle Standard (one per army)! +40 points• .........One Gyrocopter as Squadron Leader! +20 points

Death RollerDeath RollerDeath RollerDeath RollerDeath RollerDeath RollerDeath RollerDeath RollerDeath RollerDeath RollerDeath Roller 230 points230 points

M WS BS S T W I A Ld Equipment• Armour Save (2+)• Hand Weapons

Special Rules• *Death Roller• Impact Hits (D6)*• Stubborn

Death Roller 6 - - 6 8 6 - - -Equipment• Armour Save (2+)• Hand Weapons

Special Rules• *Death Roller• Impact Hits (D6)*• Stubborn

Crew - 4 3 4 - - 2 4 9

Equipment• Armour Save (2+)• Hand Weapons

Special Rules• *Death Roller• Impact Hits (D6)*• StubbornComposition

1 Death Roller & CrewComposition1 Death Roller & CrewComposition1 Death Roller & Crew

TypeWar Machine (Chariot)TypeWar Machine (Chariot)TypeWar Machine (Chariot)TypeWar Machine (Chariot)TypeWar Machine (Chariot)TypeWar Machine (Chariot)TypeWar Machine (Chariot)

Equipment• Armour Save (2+)• Hand Weapons

Special Rules• *Death Roller• Impact Hits (D6)*• Stubborn

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