Warf Rmies: Dwarf Army Special Rules

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The passage provides details about the physical characteristics, culture, and history of Dwarfs.

Dwarfs are described as being short but broad, barrel-chested, thick-skulled, with large hands and thick beards.

According to Dwarf legends, the goddess of the underworld wept in a darkened cave, and over long ages those tears formed the first Dwarf in the likeness of a stalactite.

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Dwarf Armies
The ancient race of Dwarfs has long can be earned through physical toil and
dwelled in subterranean holds, and trace martial prowess, and they go about these
their history back farther than any race but pursuits with grim seriousness. Though the
the Elves. In the oldest tomes in darkened average Dwarf stands less than shoulder-
halls, the Dwarfs record the legends of the high to a man, they are immensely broad
first of their race, born of stone and tears. of back, barrel-chested and thick-skulled.
They believe the goddess of the underworld A Dwarf’s hands are large, with thick,
wept for her lack of children in a darkened strong fingers that belie their remarkable
cave, and over long ages those tears formed dexterity. Their heads are set forward from
a stalactite in the semblance of what we their shoulders, giving them a downwards
now know as a Dwarf. The character of countenance that contributes to their dour
Dwarf-kind reflects this poetic myth – they reputation, though other races comment
are a race as strong and enduring as the unkindly that Dwarfs must always look
rock they mine, and as passionate as the down so as not to trip over their trailing
goddess who made them. beards and massive feet. Long hair trails
from their heads, varying in shade from
Dwarfs are tenacious, hardy and determined, russet red to flaming orange, while their
possessed of physical strength and mental flinty eyes and hawkish noses speak
fortitude that makes them ideally suited for volumes about their suspicious and insular
warfare and backbreaking work – both of character. For the Dwarfs, above all races,
which they not only excel at, but enjoy. For keep themselves to themselves. Before
a Dwarf, the greatest rewards are those that the time of King Golloch, the conqueror,

Dwarf Army Special Rules


Alignment: Good roll to hit and to damage again, as the
surviving dogs savage the unfortunate
Grizzled Veterans opponents. Repeat this process again and
All units in this list have the Headstrong again until you fail to score any damage,
special rule, unless specified otherwise. at which point even the toughest of the
dogs have been put down or have run off
Dwarven Throwing Mastiffs to bury some of the enemies’ limbs.
The Dwarfs train a breed of war-dog that
is infamous for being even more vicious Against units with the Shambling special
and hard-headed than its creators. rule, you can re-roll any dice that fail to
damage… the mastiffs are that keen.
Mark a unit that has been equipped with
throwing mastiffs with one or more such
model. The unit has a ranged attack with
a range of 12” that can be used only once
per game (remove the mastiff markers
once the weapon is used up).

When you release the hounds, roll 5 dice to


hit, regardless of the firer’s Attacks. Dogs
always hit on 4+ regardless of modifiers.
Then, for each point of damage caused,

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it was rare for the Dwarfs to leave their the mountain holds, Warsmiths experiment
strongholds. They mistrust other races, endlessly with new engines of war, their
particularly Elves, with whom they have blackpowder weaponry and intricate
long shared the world, and instead look to clockwork devices prized by kings and petty
gold and gems dug from their cyclopean warlords alike. Warsmiths live an almost
mines for companionship and succour. monastic existence, their guilds more akin to
temples, dedicated to the fire god who blesses
As can be expected of a race so obsessed their instruments of war and flows deep
with stone and wealth, Dwarfs are stolid magic through their forges. In vast forges in
and unyielding in almost all facets of their deep volcanic chambers, Warsmiths create
lives. Treaties signed with Dwarf kings have armour and weaponry that are the envy of
oft been invoked centuries later, when all the world. Every helmet and breastplate is
the original signatories have long passed; perfectly tailored to its wearer, sturdier than
wars have been fought over the refusal any artefact forged by men or Orcs, and yet
to uphold such pacts, even though none adorned with delicate gold icons and valuable
but the Dwarfs even remember the cause. jewels; every axe-head is etched with intricate
Likewise, Dwarf merchants are infamous runes and chased with precious metals. For
for their contracts, which will always be a Dwarf, if something is worth making, it’s
adhered to the letter, if not the spirit. It worth making well. Every artisan, from the
is no coincidence that Dwarfs often carve smiths to the masons, passes down his secrets
binding agreements into granite tablets, and methods to his apprentices, ensuring
literally setting a bargain in stone so that that his unique creations will live on forever,
none dare break it. embellished and improved upon in time-
honoured tradition by those he trains.
Dwarf craftsmen are renowned across
Mantica for their great skill and ingenuity. Such commitment to craft developed in part
The men of Basilea covet the services of because the Dwarfs lack a natural affinity
Dwarf masons to bolster their fortresses and to magic, which men and Elves have come
lay foundations for their expanding cities. In to rely upon so much. However, there are a
handful of Dwarfs born in every generation
who stand apart from their kin, displaying
an innate mastery over the element of earth.
These Dwarfs are recognised by their tough
skin and dark eyes, cutting solitary figures
in the deepest halls, where they wander
apart from their kin to converse with earth
spirits. Their strange talents sometimes
manifest themselves violently, causing them
to become outcasts until others of their kind
find them and induct them into the Order of
Stone. Eventually becoming Stone Priests,
these Dwarfs command the elements upon
which Dwarf-kind has built its civilisation,
summoning shambling Earth Elementals to
fight alongside their hold’s armies. They are
a breed apart from their kin, rightly feared
and respected in Dwarf society.

To outsiders, life in a Dwarf hold must


seem grim, far away from the sun, and
surrounded by dour miners and doughty
soldiers. Yet this is far from the truth. The
wealthiest holds are places of light and

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warmth, with polished mirrors and gigantic


lanterns illuminating vast underground
cities of carven stone and glittering gold.
Meat roasts on firepits in massive feasting
halls; Dwarf ale – some of the strongest
and finest beer to be found anywhere in
the world – is consumed in huge quantities;
songs of heroism and tragedy echo around
the caverns, reminding the Dwarfs of glories
past, and glories still to come. Though
possessed of a serious disposition and prone
to melancholy, Dwarfs are capable of great
mirth and overwhelming passion. They are
as wont to sing a saga or start a drunken
brawl as they are to weep sincerely over the
loss of an ancestor, for their long lives are
cursed with long memories, and they feel
pain and love and anger perhaps more keenly is to secure a lifelong companion, and a
than a man. For some Dwarfs, such intense defender to the death. A Dwarf’s sense of
emotion is a way of life – the Berserkers of loyalty to hearth and home, to kin and clan,
Cwl Gen struggle daily to overcome the ‘red knows no bounds, and for this he will fight
curse’, the rage that they harness in battle. and die without question or pause. It is this
quality that makes the Dwarfs so feared
To insult a drunken Dwarf is to take one’s in battle – they enter into no act of war
life into one’s own hands, and yet to secure lightly, but when they do they will never
a friendship with a Dwarf – a thing most back down, never surrender, and never,
rare for a race so mistrusting of others – ever forget.

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Ironclad Infantry Ironguard Infantry


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 4 4+ – 5+ 10 10/12 75 Troop (10) 4 3+ – 6+ 10 11/13 110
Regiment (20) 4 4+ – 5+ 12 14/16 110 Regiment (20) 4 3+ – 6+ 12 15/17 160
Horde (40) 4 4+ – 5+ 25 21/23 180
Options
Options • Exchange shields for two-handed weapons for free
• Dwarven Throwing Mastiff (+10 pts) (lower Defence to 5+, gain Crushing Strength (1))
• Dwarven Throwing Mastiff (+10 pts)
Solid and uncompromising as rock, units of
Ironclads form the backbone of most Dwarf The Ironguard comprises handpicked veterans
armies. Armed with axes or hammers and and sworn protectors of the Dwarf lords.
clad in heavy armour, these Dwarf warriors Chosen from the toughest and most experienced
are tough, stubborn fighters, who form a nigh- fighters, they form defensive shieldwalls upon
unbreakable line of steel on the battlefield. which even the strongest enemies expend their
strength harmlessly.

Shieldbreakers Infantry
Unit Size Sp Me Ra De Att Ne Pts
Bulwarkers Infantry
Troop (10) 4 4+ – 4+ 10 10/12 90 Unit Size Sp Me Ra De Att Ne Pts
Regiment (20) 4 4+ – 4+ 12 14/16 130 Troop (10) 4 4+ – 5+ 10 10/12 105
Horde (40) 4 4+ – 4+ 25 21/23 215 Regiment (20) 4 4+ – 5+ 15 14/16 150
Horde (40) 4 4+ – 5+ 30 21/23 250
Special
Crushing Strength (2) Special
Phalanx
Options
• Dwarven Throwing Mastiff (+10 pts) Options
• Dwarven Throwing Mastiff (+10 pts)
The strongest Ironclads go to war equipped
with heavy, two-handed hammers, whose Trained to withstand enemy cavalry charges,
weight alone is enough to break bones and and armed with long spears and thick armour,
splinter shields with equal ease, earning the Bulwarkers are masters of close formation
Shieldbreakers their name. fighting, even when on the move.

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Ironwatch Crossbows Infantry Rangers Infantry


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 4 5+ 5+ 4+ 8 10/12 100 Troop (10) 5 4+ 4+ 4+ 10 10/12
135
Regiment (20) 4 5+ 5+ 4+ 10 14/16 135 Regiment (20) 5 4+ 4+ 4+ 12 14/16
180
Horde (40) 4 5+ 5+ 4+ 20 21/23 225
Special
Special Light crossbows (treat as bows), Crushing Strength (1),
Crossbows, Piercing (1), Reload! Pathfinder, Vanguard

The oldest (and, perhaps, fattest) Dwarf Options


warriors are often assembled into the ranks of • Dwarven Throwing Mastiff (+10 pts)
the Ironwatch. Most Dwarfs lose none of their
Dwarf Rangers are often young, vigorous
wits or keenness of sight with venerable age,
Dwarfs, curious about the world outside the
and thus take to battle armed with crossbow
holds. Though greeted with suspicion by older,
or blackpowder rifle, so they may fight from a
more traditional Dwarfs, Rangers are expert
more sedentary position.
scouts, explorers and pathfinders, specialising in
ambush warfare and flank marches.

Ironwatch Rifles Infantry


Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 4 5+ 5+ 4+ 8 10/12 115
Regiment (20) 4 5+ 5+ 4+ 10 14/16 155
Horde (40) 4 5+ 5+ 4+ 20 21/23 255

Special
Rifles, Piercing (2), Reload!

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Sharpshooters Infantry Berserker Brock Riders Cavalry


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Troop (5) 4 5+ 4+ 5+ 5 9/11 100 Troop (5) 8 4+ – 4+ 13 -/16 135
Regiment (10) 8 4+ – 4+ 26 -/22 210
Special
Base Size: 25x50mm, Long rifles, Piercing (2), Special
Reload! Thunderous Charge (1), Vicious
Unlike the Ironwatch, Dwarf Sharpshooters Only a Berserker would be mad enough to
are recruited from among the hardiest trap and tame the vicious Brocks that inhabit
apprentices in the Warsmiths’ guild-temples. vast warrens within the Dwarfs’ realm. Securing
Bringing the latest long-ranged blackpowder such a steed is deemed a sign of courage and
weapons to war, their units are one part honour within the Berserker clans, and the
deadly sniper regiment and one part blood-crazed cavalry charge to battle roaring
experimental field-testers! their infamous warcry: “Go for Brock!”

Berserkers Infantry Earth Elementals Large Infantry


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 4+ – 3+ 20 -/16 125 Regiment (3) 5 4+ – 6+ 9 -/14 130
Regiment (20) 5 4+ – 3+ 25 -/22 180 Horde (6) 5 4+ – 6+ 18 -/17 200
For some Dwarfs, the tragic history of their Special
people overwhelms the senses, bringing on Crushing Strength (1), Pathfinder, Shambling
the red curse that, in battle, transforms
them into frenzied lunatics! Fighting with Summoned to war by the mysterious Stone
wild abandon and seemingly feeling no Priests, these supernatural creatures are formed
pain, Berserkers do not stop fighting until of the very earth and rock of the Dwarf holds
they fall down dead. – the living embodiment of the mountains come
to protect their people!

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Greater Earth Elemental Monster Flame Belcher War Engine


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
1 5 4+ – 6+ 8 –/18 160 1 4 – – 5+ 18 10/12 85

Special Special
Crushing Strength (3), Pathfinder, Shambling Breath Attack (Att).
While within 6" of a Friendly Warsmith, the unit also
These black-stone giants are massive constructs has the Elite special rule.
of impenetrable rock. When the power of such
creatures is harnessed by the Stone Priests, what This weapon belches gouts of flammable liquid
over the Dwarfs’ foes, consigning them to a horrible
foe would dare stand in the path of the Dwarfs?
death. Despite its short range, it is the ultimate
area-denial weapon due to its fell reputation.

Ironbelcher Cannon War Engine


Unit Size Sp Me Ra De Att Ne Pts Jarrun Bombard War Engine
1 4 – 5+ 5+ 1 10/12 110 Unit Size Sp Me Ra De Att Ne Pts
1 4 – 5+ 5+ 1 10/12 110
Special
Blast (D6+2), Piercing (4), Reload! Special
While within 6" of a Friendly Warsmith, the unit has Blast (D6+3), Lob it!, Piercing (2), Reload!
Blast (D6+3) instead.
Lob It!
The Ironbelcher has seen continuous service for The Bombard can be fired directly, as normal. Alternatively,
many centuries. The simplicity, durability and you can choose to fire it indirectly, following the Indirect
Fire special rule. When firing indirectly, the Bombard has a
destructive power of the Ironbelcher makes it an
range of 60", but cannot be fired against targets within 12".
enduring weapon of war.
Created by Jarrun Iremonger of Cwl Gen, this
revolutionary weapon has become highly prized
by Dwarf commanders. The Jarrun Bombard can
be fired directly into enemy ranks like a heavy
Ironbelcher Organ Gun War Engine cannon, or indirectly like a mortar, bypassing
fortifications to hit vulnerable troops beyond.
Unit Size Sp Me Ra De Att Ne Pts
1 4 – 5+ 5+ 15 10/12 85

Special
Range 24", Piercing (2), Reload! Battle Driller Monster
While within 6" of a Friendly Warsmith, the unit also Unit Size Sp Me Ra De Att Ne Pts
has the Elite special rule.
1 4 4+ – 5+ D6+6* 10/12 70
This five-barrelled cannon discharges its deadly
Special
payload in a tight spread, chewing through
Base Size: 25x50mm, Height 1, Brutal,
closely packed enemy formations.
Crushing Strength (1), Individual
* Roll for the number of Attacks every time you resolve
a melee.
The Dwarf Miners Guild has long used
technological innovations to aid in its excavations.
Some members of the guild take their drilling
devices to battle, charging them into the enemy
ranks with spectacularly unpredictable results.

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Steel Behemoth Monster King Hero (Inf)


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
1 4 5+ – 6+ D6+20* 18/20 250 1 4 3+ – 6+ 5 13/15 120

Special Special
Base Size: 50x100mm, Breath Attack (10), Crushing Strength (1), Individual, Inspiring
Crushing Strength (3)
The noble rulers of Dwarf-kind come from
*Roll for the number of Attacks every time you resolve
ancient lineages, and inspire utter devotion in
a melee
their people. With a lifetime of warmongering
These innovative fighting vehicles are powered behind them, and bearing magical rune-
by ingenious internal combustion engines fuelled encrusted weapons and armour, they are mighty
by the black blood of the earth. Protected by warriors in their own right.
thick metal plates and equipped with flame-
spitting weaponry, they are a nightmare made
manifest for the Dwarfs’ enemies.

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King on Large Beast Hero (Lrg Cav) Army Standard Bearer Hero (Inf)
Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
1 7 3+ – 6+ 7 13/15 170 1 4 5+ – 5+ 1 10/12 50

Special Special
Crushing Strength (1), Thunderous Charge (2), Individual, Inspiring
Inspiring
It is the greatest, most solemn honour to carry
Giant rodents and other unnaturally large one of the Dwarfs’ revered banners to battle,
burrowing creatures make excellent mounts for and only the most loyal retainers of the noble
high-ranking Dwarves. houses are entrusted with this duty. These
ancient banners are older than any living
dwarf, often inscribed with the feats of one of
the noble houses.

Warsmith Hero (Inf)


Unit Size Sp Me Ra De Att Ne Pts
1 4 4+ 4+ 5+ 2 11/13 85 Ranger Captain Hero (Inf)
Special Unit Size Sp Me Ra De Att Ne Pts
Pistol, Crushing Strength (1), Individual, Inspiring 1 5 3+ 4+ 5+ 3 11/13 90
(War Engines only), Piercing (1)
Special
Keepers of the ancient Secrets of Steel, Warsmiths
Light crossbow (treat as bow), Crushing Strength (1),
are master craftsmen whose guild-temples
Individual, Inspiring (Rangers only), Pathfinder, Vanguard
furnish the Dwarf armies with destructive war
engines, and the finest weapons and armour. Not all Dwarf Rangers are young striplings –
Their knowledge of mechanical devices and some of their calling never outgrow the call of the
blackpowder weapons is without peer. wild, or the thirst for exploration. These seasoned
adventurers take to the field in the prime of life,
using all their experience as pathfinders and
huntsmen to savage the enemy from the shadows.

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Berserker Lord Hero (Inf) Sveri Egilax [1] Hero (Lrg Cav)
Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De At Ne Pts
1 5 3+ – 4+ 8 -/17 120 1 8 3+ - 4+ 10 -/19 240
Special Special
Crushing Strength (1), Individual, Crushing Strength (1), Elite, Inspiring,
Inspiring (Berserkers only)
Thunderous Charge (1), Vicious
Options
Renowned as the most dangerous Dwarf
• Mount on a Brock (+30 pts), increasing Speed to 8,
alive, Sveri Egilax is the Berserker King of
gaining Vicious and changing to Hero (Cav).
Cwl Gen. Often mounted upon the fearsome
Few Berserkers live long enough to amass wealth and bad-tempered Helbrokk, Sveri’s rage is
and status, or even a hold of their own, but boundless, such that he has been known
those who do master the red curse are mighty to cleave through entire enemy regiments
warriors indeed. Usually carrying a pair of single-handed!
magical axes as a symbol of their power, they
are nigh-unstoppable killing machines in battle.

Stone Priest Hero (Inf)


Unit Size Sp Me Ra De Att Ne Pts
1 4 4+ – 5+ 2 11/13 105

Special
Individual, Inspiring (Earth Elementals only), Surge (8)

Options
• Bane Chant (2) for +15 pts
Within the Dwarf holds, Stone Priests are
outsiders, for their innate mastery of earth
magic is treated with suspicion by all right-
thinking Dwarfs. In battle however, they
are capable of summoning and controlling
powerful Earth Elementals to smash apart the
Dwarfs’ foes.

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Herneas the Hunter [1] Hero (Inf) Garrek Heavyhand [1] Hero (Inf)
Unit Size Sp Me Ra De At Ne Pts Unit Size Sp Me Ra De At Ne Pts
1 5 3+ 3+ 5+ 3 12/14 140 1 4 3+ - 6+ 5 14/16 150

Special Special
Skewerer, Crushing Strength (2), Individual, Inspiring Warp Hammer, Shield of Miph, Individual, Inspiring
(Rangers only), Pathfinder, Stealthy, Vanguard
Warp Hammer
Skewerer The bearer has Crushing Strength (3).
The Skewerer is a magic crossbow that in rules terms
is treated as a bow with Piercing (3). Shield of Miph
The bearer has Regeneration (6+).
Leader of the Hunt
If your army includes Herneas, you may upgrade one Garrek, mightiest scion of the Heavyhand clan,
unit of Rangers to represent his handpicked Ranger is a Dwarf cursed by the sins of his forebears.
patrol (+20 pts). This unit has the Elite and Stealthy His deeds are celebrated across the length and
special rules. breadth of Mantica. In battle, his legendary
hammer earns him more renown with each kill,
Herneas is a living legend amongst the Dwarfs, though he can never atone for the shame of
a solitary hunter who embodies the tenets of the his ancestors.
Rangers’ way of war – a master of stealth and
ambush, and an unmatched warrior.

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“I’ll be glad when this is over,” Njorri Forkbeard “Too heavy!” Jorin snorted. “And the sights are off,
grumbled. “My back’s killing me.” too. Not like in my day.”

“Aye, mine too,” agreed Jorin. “It’s these “In your day it’d be as like to explode in your hands
firebelchers. Too heavy. Not a patch on the old as hit anything,” Guttri scolded. “And think of the
design.” range. Marvellous what they can do with rifling
these days.”
“Maybe you’re just getting too old,” Guttri Half-
nose chimed in. Njorri sniggered. Guttri was the A distant cheer went up across the battlefield.
oldest Dwarf in the regiment, his white beard tied
about the waist to stop it tripping him over. “What was that?” Njorri asked. “Can’t see anything
from up on this hill.”

“I think it was the Brocks charging in,” Jorin said, thunder, they fired. When the smoke had cleared,
squinting against the sun. “Won’t be long now. three massive eagles lay dead at the foot of the hill,
There won’t be much left for us.” and another was flapping away from danger as fast
as it could go. The Ironwatch cheered.
“Spoke too soon,” Guttri said, his joints clicking
as he raised his firebelcher. Sure enough a dark “Well, that’s us done for the day,” Njorri said. “And
shadow swept over head; more followed. Eagles, I told you the sights were off on these belchers.”
four of them, circling above, their grotesque riders
eyeing up the Dwarf Ironwatch for a diving charge. “Come off it!” Guttri chided.

“Right, looks like we’re up,” said Njorri. “Well, one of ’em got away, didn’t he? Wouldn’t
“Ironwatch! Give ’em what for!” have happened in my day.”

The venerable Dwarfs clambered to their feet,


and forty guns aimed skywards. With a sound like

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