Source: Warhammer Armies Project: Unofficial 9th Edition (v2.2)

Army List: Dwarfs (Abridged)*
URL Copied!

*The abridged version only describes a rule the first time it is listed.

Ravening Hordes-style army list: print or save as a PDF to create a two-column, paged layout. For best printing results, it is recommended to use a non-mobile device. (Note: Safari and iOS devices do not support multi-column printing.)

View Expanded Version

Based on PDF Version 1.5, Last Modified: 2023 March 29 @ 09:02

Show Print Options

Dwarfs

Based on PDF Version 1.5, Last Modified: 2023 March 29 @ 09:02

Army Special Rules

Dwarfs have the Hatred (Orcs & Goblins, Skaven, Hobgoblins) special rule.

Units entirely composed of models with this special rule do not need to pass a Leadership test in order to march, regardless of the proximity of enemy units.

When taking Break tests, models with this special rule count as having lost the combat with 1 point fewer than they actually have.

Models with this special rule add +1 to their armour saves if they wear light, medium or heavy armour.

All handguns, pistols and crossbows in a Dwarf army can re-roll 1's when rolling To Hit.

A unit that contains one or more models with an Oath Stone can never choose to flee as a charge reaction, cannot be disrupted and, if any of its models are armed with hand weapon and shield, they can make Parry saves against attacks made to their flanks and rear. In addition, the presence of the stone with the unit confers Magic Resistance (1) as its runes act to absorb wild magic. Furthermore, a character with an Oath Stone must always accept a challenge. However, if a model on an Oathstone fails a Break Test, he is removed as a casualty as he fights to the very last.

When this army attempts to dispel, they have a +2 bonus to all dispel attempts. Note that, if this army is fighting alongside a Wizard for whatever reason, this bonus is lost.

Lords

Lord. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140 pts

MWSBSSTWIALd
Lord3744534410

Troop Type: Infantry (Character)

Hand weapon, medium armour.

  • May be armed with one of the following:

    • Additional hand weapon (3 pts)

    • Great weapon (8 pts)

  • May be armed with one of the following:

    • Pistol (6 pts)

    • Crossbow (6 pts)

    • Handgun (6 pts)

  • May replace medium armour with heavy armour (3 pts)

  • May take a shield (3 pts)

  • May take one of the following:

    • Oath Stone (25 pts)

    • Shieldbearers (5 pts)

  • May take magic items and/or Runic items up to a total of 100 pts

Ancestral Grudge, Gromril Armour, Relentless, Resolute

Runelord. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120 pts

MWSBSSTWIALd
Runelord364453329

Troop Type: Infantry (Character)

Hand weapon.

  • May be armed with one of the following:

    • Additional hand weapon (3 pts)

    • Great weapon (4 pts)

  • May wear one of the following

    • Light armour (6 pts)

    • Medium armour (9 pts)

    • Heavy armour (12 pts)

  • May take a shield (3 pts)

  • May take an Anvil of Doom (120 pts)

  • May take magic items and/or Runic items up to a total of 100 pts

Ancestral Grudge, Fireforge, Gromril Armour, Relentless, Resolute, Rune Lore

A Runesmith and Runelord, and all friendly infantry models in a unit joined by one or more of them, gain the Armour Piercing (1) special rule for as long as they remain with the unit.

A Runesmith/Runelord follows the rules for a Level 2/4 Wizard for the purposes of dispelling, and have Magic Resistance (1/2), respectively.

Daemon Slayer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140 pts

MWSBSSTWIALd
Daemon Slayer3744535410

For each Daemon Slayer in your army, you may take one unit of Troll Slayers (but not Giant Slayers) as a Core Unit.

Troop Type: Infantry (Character)

Hand weapon.

  • May be armed with one of the following:

    • Additional hand weapon (3 pts)

    • Great weapon (8 pts)

  • May take magic items, Runic items and/or Slayer Skills up to a total of 100 pts

Ancestral Grudge, Daemon Slayer, Deathblow, Relentless, Unbreakable

A Daemon Slayer has the Slayer and Dragon Slayer special rules. In addition, any Ward saves successfully made against Attacks made by the Daemon Slayer must be re-rolled.

If a Slayer is killed by normal Close Combat Attacks, it will immediately make a single Attack back against the unit or model that killed it before the Slayer is removed as a casualty.

Heroes

Thane. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70 pts

MWSBSSTWIALd
Thane3644523310

Troop Type: Infantry (Character)

Hand weapon, medium armour.

  • May be armed with one of the following:

    • Additional hand weapon (2 pts)

    • Great weapon (6 pts)

  • May be armed with one of the following:

    • Pistol (4 pts)

    • Crossbow (6 pts)

    • Handgun (6 pts)

  • May replace medium armour with heavy armour (2 pts)

  • May take a shield (2 pts)

  • May take an Oath Stone (25 pts)

  • May take magic items and/or runic items up to a total of 50 pts

  • One Thane in the army may carry the Battle Standard for +25 pts. The Battle Standard Bearer can have a magic or runic banner with no pts limit. However, a model carrying a magic/runic standard can only carry other magic or runic items up to a total of 25 pts.

Ancestral Grudge, Gromril Armour, Relentless, Resolute

Runesmith. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60 pts

MWSBSSTWIALd
Runesmith354442229

Troop Type: Infantry (Character)

Hand weapon.

  • May be armed with one of the following:

    • Additional hand weapon (2 pts)

    • Great weapon (4 pts)

  • May wear one of the following:

    • Light armour (4 pts)

    • Medium armour (6 pts)

    • Heavy armour (8 pts)

  • May take a shield (2 pts)

  • May take magic items and/or Runic items up to a total of 50 pts

Ancestral Grudge, Fireforge, Gromril Armour, Relentless, Resolute, Rune Lore

Master Engineer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65 pts

MWSBSSTWIALd
Master Engineer344442229

Troop Type: Infantry (Character)

Hand weapon, medium armour.

  • May be armed with any of the following:

    • Pistol (6 pts)

    • Brace of pistols (8 pts)

    • Great weapon (4 pts)

    • Handgun (5 pts)

  • May take magic items and/or Runic items up to a total of 50 pts

Ancestral Grudge, Artillery Master, Entrenchment, Relentless, Resolute, "Stand Back Sir!"

One war machine that is within 3" of a Master Engineer can use his Ballistic Skill or re-roll one artillery dice or scatter dice during each Shooting phase. This cannot be the artillery dice that determines the distance a cannonball bounces. You must nominate which weapon, if any, will be using this special rule at the start of each Shooting phase, before any such weapons within 3" of the Master Engineer are fired.

Up to one unit with the troop type war machine can be entrenched for each Master Engineer in the army. An entrenched war machine is treated as being in hard cover when shot at and any charging models suffer a -1 To Hit modifier in close combat. An entrenched war machine can be pivoted to fire, but if it moves in any other way, the entrenchment is lost. If the war machine is destroyed, the entrenchment is considered destroyed as well. A war machine can only be entrenched once.

A model with this special rule that is within 3" of a war machine is allowed to take a "Look Out Sir!" roll just as if he was within 3" of a unit of five or more models of the same troop type as himself. If the roll is successful, the hit is resolved instead against the nearest friendly war machine.

Brewmaster. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 pts

MWSBSSTWIALd
Brewmaster344452129

Troop Type: Infantry (Character)

Hand weapon.

  • May be armed with one of the following:

    • Additional hand weapon (2 pts)

    • Great weapon (4 pts)

  • May wear one of the following:

    • Light armour (2 pts)

    • Medium armour (4 pts)

  • May take a shield (2 pts)

  • May take magic items and/or Runic items up to a total of 50 pts

Ancestral Grudge, Beer Casks, Beer Gut, Relentless, Resolute

At the start of each Dwarf turn, the Brewmaster can bestow one of the following beers to himself and the unit he is with. Whenever the Brewmaster has given out a draught of brew, roll a D6. If you roll a '1', he and his unit suffer -1 to their Weapon Skill, Ballistics Skill and Initiative this turn due to their giddy and drunken disposition!

  • Bugman's XXXXXX: A very rare beverage that is almost considered sacred by Brewmasters. Never as potent as it was, Bugman's original XXXXXX puts this new batch to shame but it is still a fine brew.
    One draught of this brew adds +1 to the unit's Strength until the start of the Dwarf player's next turn.

  • Dwarf Special Reserve: A fairly common but no less enjoyable brew. It is said to warm cold bellies and put spirit into the heart of any Dwarf who drinks it.
    One draught of this brew gives the unit the Immunity (Psychology) special rule until the start of the Dwarf player's next turn.

  • Troll Brew: This brew is so named due to the fact that the main ingredient is Troll blood! It may sound bizarre but mixed with the proper ingredients the blood of a Troll can take on a very sweet taste and have interesting effects upon the drinker.
    One draught of this brew gives the unit the Regeneration (6+) special rule until the start of the Dwarf player's next turn.

Enemy attacks against the Brewmaster's front arc suffer -1 To Wound.

Dragon Slayer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70 pts

MWSBSSTWIALd
Dragon Slayer3644524310

Troop Type: Infantry (Character)

Hand weapon.

  • May be armed with one of the following:

    • Additional hand weapon (2 pts)

    • Great weapon (6 pts)

  • May take magic items, Runic items and/or Slayer Skills up to a total of 50 pt

Ancestral Grudge, Deathblow, Dragon Slayer, Relentless, Unbreakable, Vanguard

A Dragon Slayer has the Slayer special rule. In addition, when attacking Monsters, the Slayer's attacks have the Multiple Wounds (D3) special rule.

Mounts

Shieldbearers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Shieldbearers3534--229

Troop Type: Infantry

Ancestral Grudge, Large Target (2), Relentless, Shieldbearers

Shieldbearers should be placed on a 40x20mm base and add +2 to the Unit Strength of any model mounted on them.

Anvil of Doom. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Anvil of Doom----10----
Anvil Guard353441219

Unit Size: 1 Anvil of Doom & 2 Anvil Guards

Troop Type: War Machine

Hand weapon, heavy armour, shield.

  • The Anvil Guards may replace their shields with great weapons (2 pts)

Ancestral Grudge, Anvil of Doom, Locus of Power, Strike the Runes

A Runelord with an Anvil of Doom gains the Ward Save (4+) and Unbreakable special rules. In addition, his troop type changes to War Machine and he counts as being part of the crew. The Runelord can never choose to leave the Anvil during the game. If the Runelord is killed, the whole Anvil is also removed as a casualty.

For each friendly Anvil of Doom on the battlefield at the start of any Magic phase, add one dice to both your power and your dispel pool.

A model mounted on an Anvil of Doom can use each of the following bound spells once per friendly Magic Phase. In addition, it may use up to 4 Power Dice when attempting to cast each spell. The Anvil can pivot on the spot before casting, and the range of the bound spells is measured from the Anvil itself.

  • Rune of Hearth and Hold: The Rune of Hearth and Hold was originally the gift of Valaya to the Dwarfs. With each blow of the hammer a low bass note resonates across the battlefield, stirring a Dwarf's pride in his hold, clan and ancestors.
    Innate bound spell (power level 3). The Rune of Hearth and Hold is an augment spell that targets a single friendly Dwarf unit anywhere on the battlefield. The target unit gains the Stubborn special rule until the start of the next friendly Magic phase. If the unit is already Stubborn, it becomes Unbreakable instead.

  • Rune of Stone and Steel: When the runes are struck, Grungni's blessing is placed upon the works of the Dwarfs. Each suit of armour remembers the hammer blows that forged it.
    Innate bound spell (power level 4). The Rune of Stone and Steel is an augment spell that targets a single friendly Dwarf unit anywhere on the battlefield. The target unit increases their armour save by 1 (to a maximum of 1+) until the start of the next friendly Magic phase.

  • Rune of Wrath and Ruin: 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.
    Innate bound spell (power level 5). The Rune of Wrath and Ruin is a direct damage spell with a range of 24" that causes 2D6 Strength 4 hits, distributed as per shooting.

  • Rune of Oath and Honour: The Dwarfs, whose resolution and endurance is legend anyway, are driven to make an extra supernatural effort to ensure that they do their duty.
    Innate bound spell (power level 5). The Rune of Oath and Honour is an augment spell that targets a single friendly Dwarf Infantry unit anywhere on the battlefield. The target unit may immediately make an additional move as if were the Remaining Moves sub-phase. Note that no unit may be moved more than once per turn by this spell.

Core Units

Warriors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 pts per model

MWSBSSTWIALd
Warrior343341219
Veteran343341229

Unit Size: 10+

Troop Type: Infantry

Hand weapon, medium armour.

  • May upgrade one Warrior to a Veteran (10 pts)

  • May upgrade one Warrior to a musician (10 pts)

  • May upgrade one Warrior to a standard bearer (10 pts)

    • May have a runic standard worth up to 25 pts

  • The entire unit must choose at least one of the following:

    • Great weapons (2 pts per model)

    • Shields (1 pt per model)

  • The entire unit may upgrade to heavy armour (2 pts per model)

Ancestral Grudge, Relentless, Resolute

Longbeards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 pts per model

MWSBSSTWIALd
Longbeard353441219
Old Guard353441229

You may not have more units of Longbeards than you have units of Warriors.

Unit Size: 10+

Troop Type: Infantry

Hand weapon, heavy armour.

  • May upgrade one Longbeard to an Old Guard (10 pts)

  • May upgrade one Longbeard to a musician (10 pts)

  • May upgrade one Longbeard to a standard bearer (10 pts)

    • May have a runic standard worth up to 50 pts

  • The entire unit must choose at least one of the following:

    • Great weapons (2 pts per model)

    • Shields (1 pt per model)

Ancestral Grudge, Old Grumblers, Relentless, Resolute

Longbeards are Immune to Panic. In addition, any friendly Dwarf units within 6'' of a unit of Longbeards can re-roll failed Panic tests.

Quarrellers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 pts per model

MWSBSSTWIALd
Quarreller343341219
Veteran343341229

Unit Size: 10+

Troop Type: Infantry

Hand weapon, crossbow, light armour.

  • May upgrade one Quarreller to a Veteran (10 pts)

  • May upgrade one Quarreller to a musician (10 pts)

  • May upgrade one Quarreller to a standard bearer (10 pts)

    • May have a runic standard worth up to 25 pts

  • The entire unit may choose one of the following:

    • Bucklers (½ pt per model)

    • Shields (1 pt per model)

  • The entire unit may take great weapons (2 pts per model)

  • The entire unit may upgrade to medium armour (1 pt per model)

Ancestral Grudge, Relentless, Resolute

Thunderers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 pts per model

MWSBSSTWIALd
Thunderer343341219
Veteran343341229

Unit Size: 10+

Troop Type: Infantry

Hand weapon, handgun, light armour.

  • May upgrade one Thunderer to a Veteran (10 pts)

    • May replace handgun with a brace of pistols (free)

  • May upgrade one Thunderer to a musician (10 pts)

  • May upgrade one Thunderer to a standard bearer (10 pts)

    • May have a runic standard worth up to 25 pts

  • The entire unit may choose one of the following:

    • Bucklers (½ pt per model)

    • Shields (1 pt per model)

  • The entire unit may upgrade to medium armour (1 pt per model)

Ancestral Grudge, Relentless, Resolute

Special Units

Hammerers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16 pts per model

MWSBSSTWIALd
Hammerer353441229
Keeper of the Gate353441239

Unit Size: 10+

Troop Type: Infantry

Great weapon, heavy armour.

  • May upgrade one Hammerer to a Keeper of the Gate (10 pts)

  • May upgrade one Hammerer to a musician (10 pts)

  • May upgrade one Hammerer to a standard bearer (10 pts)

    • May have a runic standard worth up to 50 pts

  • The entire unit may take shields (1 pt per model)

Ancestral Grudge, King's Guard, Relentless, Stubborn

If the unit is joined by the army's General the unit gain the Immunity (Fear/Terror) special rule. This special rule lasts as long as the General is in the unit.

Ironbreakers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 pts per model

MWSBSSTWIALd
Ironbreaker353441219
Ironbeard353441229

Unit Size: 10+

Troop Type: Infantry

Hand weapon, heavy armour, shield.

  • May upgrade one Ironbreaker to an Ironbeard (10 pts)

    • May take cinderblast bombs (15 pts)

  • May upgrade one Ironbreaker to a musician (10 pts)

  • May upgrade one Ironbreaker to a standard bearer (10 pts)

    • May have a runic standard worth up to 50 pts

The cinderblast bomb is a missile weapon that fires like a stone thrower, but the model can march and fire with the following profile and special rules:

RangeStrengthSpecial Rules
5-8"3(6)-

When resolving the scatter distance, halve the number indicated by the Artillery dice. If the artillery dice result is a misfire, roll a D6. On a result of a 1, centre the template over the thrower and work out the damage. On a roll of 2+, the bomb is a dud and nothing occurs.

Ancestral Grudge, Gromril Armour, Relentless, Resolute, Shieldwall

Models with this special rule may re-roll failed Parry saves.

Miners. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9 pts per model

MWSBSSTWIALd
Miner343341219
Prospector343341229

Unit Size: 10+

Troop Type: Infantry

Great weapon, medium armour.

  • May upgrade one Miner to a Prospector (10 pts)

    • May replace great weapon with a steam drill (10 pts)

  • May upgrade one Miner to a musician (10 pts)

  • May upgrade one Miner to a standard bearer (10 pts)

    • May have a runic standard worth up to 25 pts

  • The entire unit may take blasting charges (2 pts per model)

One use only. Blasting charges are missile weapons with the following profile and special rules:

RangeStrengthSpecial Rules
4"4-

RangeStrengthSpecial Rules
Combat+3-

A Miner unit equipped with a steam drill can re-roll a failed arrival for its Ambushers special rule.

Ambushers, Ancestral Grudge, Relentless, Resolute, Underground Advance

Miners have the Ambushers special rule. In addition, instead of deploying like normal Ambushers, a Miner unit can choose to arrive anywhere on the battlefield from below. During deployment, before Scouts are placed, place a tunnel marker anywhere on the battlefield. The unit will then deploy using the Ambushers special rule. When the unit emerges, roll a scatter dice and an artillery dice. If you roll a hit on the scatter dice, the marker stays in place; if you roll an arrow, move the marker the number of inches indicated by the artillery dice in the direction shown by the arrow. If the marker is moved off the tabletop, the Miners are considered lost; treat them as casualties. In case a Misfire is rolled, roll a D6 and consult the Underground Mishap chart.

Once the final position is established, place the Miner unit so it can touch the marker. If the marker is under a friendly unit or impassable terrain, place it next to the closest edge of the unit/terrain. They may face in any direction.

If the marker is under an enemy unit when the Miners emerge, the Miners are considered to have charged. Place the attacking Dwarfs to the front of the enemy unit that is atop the marker.

D6

Result

1-2

Cave-in! The Miners are instantly killed.

3-5

Partial Collapse: All models in the unit must pass a Strength test or be removed as casualties. Any models that survive may not move or charge on the turn they emerge after a Partial Collapse. If the models emerge into close combat they have the Always Strikes Last special rule for the remainder of the turn.

6

Should Have Taken That Left Turn: Your opponent places the marker anywhere within 18" of the original position on the table and this is where the Miners emerge. They cannot move or charge on the turn they emerge.

Slayers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 pts per model

MWSBSSTWIALd
Troll Slayer3433413110
Giant Slayer3534413210

Unit Size: 10+

Troop Type: Infantry

Two hand weapons, great weapon.

  • May upgrade one Troll Slayer to a musician (10 pts)

  • May upgrade one Troll Slayer to a standard bearer (10 pts)

    • May have a runic standard worth up to 50 pts

  • The entire unit may be upgraded to Giant Slayers (5 pts per model)

  • The entire unit may be upgraded to Skirmishers (1 pt per model)

Ancestral Grudge, Deathblow, Relentless, Slayer, Unbreakable, Vanguard

Slayers always Wound on a To Wound roll of 4+ in close combat, unless they would need a lower result. Use the Slayer's Strength to determine the armour save modifier for any successful Wounds.

Rangers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 pts per model

MWSBSSTWIALd
Ranger343341219
Ol' Deadeye343341229

Unit Size: 5+

Troop Type: Infantry

Hand weapon, light armour.

  • May upgrade one Ranger to a Ol' Deadeye (10 pts)

  • May upgrade one Ranger to a musician (10 pts)

  • May upgrade one Ranger to a standard bearer (10 pts)

    • May have a runic standard worth up to 25 pts

  • The entire unit may take any of the following:

    • Great weapons (2 pts per model)

    • Throwing axes (2 pts per model)

    • Crossbows (5 pts per model)

    • Shields (1 pt per model)

  • The entire unit may be upgraded to Skirmishers (1 pt per model)

  • The entire unit may upgrade to medium armour (1 pt per model)

Ancestral Grudge, Hill Strider, Relentless, Resolute, Scouts

Deathroller. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80 pts per model

MWSBSSTWIALd
Deathroller*--543---
Dwarf Driver-433--219

Unit Size: 1 Deathroller & 1 Dwarf Driver

Troop Type: Chariot

Hand weapon.

Ancestral Grudge, The Best Defence, Grinding Attack, Over-Pressured Boiler, Random Movement (2D6), Resolute

The mass of whirling threads and spikes provides an excellent protective shield, giving the Deathroller an armour save of 3+ against all models attacking from the front. The Deathroller has only a 5+ armour save against attacks from the flank or rear.

A Deathroller is moved during combat to crush the enemies trying to dodge the heavy machine. In addition to its normal Impact Hits when charging, the Deathroller inflicts D6 Impact Hits at the start of each close combat round. If you roll a 6 when determining the number of Impact Hits, the driver has pushed the boiler beyond his limits. Roll a D6 and consult the Boiler Incident Table.

If two or more l's are rolled when rolling for its movement, you need to roll another D6 and consult the Boiler Incident Table. The driver can take the risk and increase the pressure of the steam boiler before choosing to move the Deathroller. This gives the Deathroller the Random Movement (3D6) special rule.

D6

Result

1

The ancient boiler cannot take the pressure and explodes, killing the pilot.

Remove the Deathroller as a casualty. All units in base contact with the Deathroller suffer D6 Strength 4 Hits with the Armour Piercing special rule.

2-4

The boiler case breaks, causing a release of steam and forcing the pilot to seal the hole.

The Deathroller may not move this turn or use its Grinding Attack. If it breaks from combat this round, it is automatically destroyed.

5-6

A valve breaks avoiding the worst.

The Deathroller may only roll one D6 for each of its Movements this turn (including fleeing and pursuit).

Cannon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 pts per model

MWSBSSTWIALd
Cannon----7----
Dwarf Crew343341219

Unit Size: 1 Cannon & 3 Dwarf Crew

Troop Type: War Machine (Cannon)

Hand weapon.

  • May take engineering runes worth up to 50 pts

  • The entire crew may wear light armour (1 pt per model)

Ancestral Grudge, Resolute

Grudge Thrower. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80 pts per model

MWSBSSTWIALd
Grudge Thrower----7----
Dwarf Crew343341219

Unit Size: 1 Grudge Thrower & 3 Dwarf Crew

Troop Type: War Machine (Stone Thrower)

Hand weapon.

  • May take engineering runes worth up to 50 pts

  • The entire crew may wear light armour (1 pt per model)

Ancestral Grudge, Resolute

Bolt Thrower. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45 pts per model

MWSBSSTWIALd
Bolt Thrower----7----
Dwarf Crew343341219

Unit Size: 1 Bolt Thrower & 3 Dwarf Crew

Troop Type: War Machine (Bolt Thrower)

Hand weapon.

  • May take engineering runes worth up to 50 pts

  • The entire crew may wear light armour (1 pt per model)

Ancestral Grudge, Resolute

Firethrower. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60 pts per model

MWSBSSTWIALd
Firethrower343342229

You may take 1-2 Firethrowers as a single Special choice.

Unit Size: 1

Troop Type: Infantry

Hand weapon, light armour.

Ancestral Grudge, Firethrower, Relentless, Resolute, Weapon Team

Firethrowers shoot using the fire thrower rules and the following profile:

RangeStrengthSpecial Rules
-4-

Each Firethrower operates as a separate unit. If a Firethrower is targeted by missile attacks and is within 3" of a friendly Infantry unit, it may use "Look Out, Sir!" as if it was a character.

Rare Units

Irondrakes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 pts per model

MWSBSSTWIALd
Irondrake353441219
Ironwarden354441219

Unit Size: 10+

Troop Type: Infantry

Hand weapon, Drakegun, heavy armour.

The drakegun is a missile weapon with the following profile and special rules. This is a non-physical attack.

RangeStrengthSpecial Rules
15"5-

  • May upgrade one Irondrake to an Ironwarden (10 pts)

    • May take cinderblast bombs (15 pts)

    • May replace drakegun with one of the following:

      • Brace of drakefire pistols (free)

      • Trollhammer torpedo (20 pts)

  • May upgrade one Irondrake to a musician (10 pts)

  • May upgrade one Irondrake to a standard bearer (10 pts)

    • May have a runic standard worth up to 50 pts

Brace of pistols. All shots from Drakefire pistols have a range of 10", Strength 5 and the Flaming Attacks special rule. These are non-physical attacks.

This is a missile weapon with the following profile:

RangeStrengthSpecial Rules
24"8-

Ancestral Grudge, Gromril Armour, Immunity (Flaming Attacks), Relentless, Resolute

Doomseekers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35 pts per model

MWSBSSTWIALd
Doomseeker3534423*10

Unit Size: 2-5

Troop Type: Infantry

Doomseeker axes.

Magic Items / Abilities: Wards of Grimnir

Ancestral Grudge, Relentless, Skirmishers, Slayer, Unbreakable, Whirlwind of Death

Doomseekers do not attack normally. Instead, at the start of each round of close combat, a Doomseeker inflicts D6 automatic hits on all enemy units in base contact. In addition, any close combat attacks directed against a Doomseeker suffer -1 To Hit.

Organ Gun. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120 pts per model

MWSBSSTWIALd
Organ Gun----7----
Dwarf Crew343341219

Unit Size: 1 Organ Gun & 3 Dwarf Crew

Troop Type: War Machine

Hand weapon.

  • May take engineering runes worth up to 50 pts

  • The entire crew may wear light armour (1 pt per model)

Ancestral Grudge, Organ Fire, Resolute

An Organ Gun has the following profile and special rules:

RangeStrengthSpecial Rules
30"5-

To fire the Organ Gun, select a target according to the normal rules for shooting, then roll the Artillery dice and 2D6 to find out how many shots are fired.

If the Artillery dice rolls a misfire, no shots are fired and a critical fault has occurred; roll a D6 and consult the Black Powder Misfire Chart in the Warhammer rulebook.

The number of shots fired by the Organ Gun is equal to the total of both the Artillery dice and the 2D6 rolled. When determining the number of shots, roll that number of dice To Hit the target using the crew's Ballistic Skill and applying all appropriate modifiers.

Flame Cannon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140 pts per model

MWSBSSTWIALd
Flame Cannon----7----
Dwarf Crew343341219

Unit Size: 1 Flame Cannon & 3 Dwarf Crew

Troop Type: War Machine (Fire Thrower)

Hand weapon.

  • May take engineering runes worth up to 50 pts

  • The entire crew may wear light armour (1 pt per model)

Ancestral Grudge, Resolute, Sheet of Fire

Flame Cannons shoot using the fire thrower rules and the following profile:

RangeStrengthSpecial Rules
12"5-

Gyrocopter. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 pts per model

MWSBSSTWIALd
Gyrocopter---453---
Dwarf Pilot-433--219

You may take 0-2 Gyrocopters as a single Rare choice.

Unit Size: 1 Gyrocopter & 1 Dwarf Pilot

Troop Type: Chariot (Armour Save 4+)

Steam Gun

The steam gun shoots using the teardrop-shaped template. Place the template with its broad end over a target and its narrow end touching the muzzle of the steam gun. Any models touched are hit using the profile below:

RangeStrengthSpecial Rules
n/a2-

  • May exchange steam gun for a brimstone gun (free)

The Brimstone Gun is fired in the Shooting phase with the profile below. This is a non-physical attack.

RangeStrengthSpecial Rules
18"5-

Ancestral Grudge, Dive Bomb, Fly (9), Impact Hits (D3), Relentless, Resolute

Once per game, during the Remaining Moves sub-phase, models with this special rule may drop bombs unless they are fleeing.

To Dive Bomb, select one unengaged enemy unit that the Gyrocopter moved over in that turn. To determine the damage caused by the bombs, roll an artillery dice; this is the number of hits inflicted. If a misfire is rolled, the Gyrocopter takes a single Wound with no armour save allowed. The Gyrocopter's bombs have the following profile:

RangeStrengthSpecial Rules
n/a3-

If a Gyrocopter Dive Bombs, it cannot make any other shooting attacks in that turn.

Gyrobomber. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140 pts per model

MWSBSSTWIALd
Gyrobomber---454---
Dwarf Pilot-433--219

Unit Size: 1 Gyrobomber & 1 Dwarf Pilot

Troop Type: Chariot (Armour Save 4+)

Clattergun

The Clattergun is fired in the Shooting phase with the profile below:

RangeStrengthSpecial Rules
24"4-

Ancestral Grudge, Bombing Run, Fly (9), Impact Hits (D3), Relentless, Resolute

During the Remaining Moves sub-phase, models with this special rule may drop a bomb unless they are fleeing or have declared a charge that turn. To make a Bombing Run, select one unengaged enemy unit that the Gyrobomber moved over in that turn and place the large 5" template anywhere over the target unit (but note that it cannot cover friendly models) and roll for scatter and damage as for a stone thrower from the Warhammer rulebook. If a misfire is rolled, use the Bomb Misfire chart below. Grudgebuster bombs have the following profile:

RangeStrengthSpecial Rules
n/a3(6)-

After resolving the damage caused by a Grudgebuster bomb, roll a D6. On a 4+, the bomb scatters D6" from where it first landed (a Hit! result remains in place). Place the small round (3") template on the new location and resolve damage using the profile above. It cannot bounce a third time.

D6

Results

1

Premature Detonation. The Gyrobomber suffers a Strength 6 hit with the Multiple Wounds (D3) special rule.

2-3

Jammed Release. Centre the 3" template over the Gyrobomber before scattering it and resolving damage as normal. This bomb does not bounce.

4-6

Dud. Only the model under the template's central hole is hit, suffering a single Strength 4 hit.

Rune Guardians. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 pts per model

MWSBSSTWIALd
Rune Guardian6305531310

Unit Size: 3+

Troop Type: Monstrous Infantry

Heavy armour.

  • The entire unit may take up to two of the following*:

    • Rune of Cleaving (3 pts per model)

    • Rune of Fury (5 pts per model)

    • Rune of Striking (5 pts per model)

    • Rune of Stone (6 pts per model)

    • Rune of Warding (6 pts per model)
      *Note that each Rune may only be taken once per unit.

The Rune Guardian gains the Armour Piercing (1) and Magical Attacks special rule.

The Rune Guardian gains +1 Attack and the Magical Attacks special rule.

The Rune Guardian gains +1 to its armour save.

The Rune Guardian gains +1 Weapon Skill and the Magical Attacks special rule.

The Rune Guardian gains a Ward Save (6+).

Animated Construct, Lumbering

Due to their bulk and the mechanical system driving them, models with this special rule automatically fail any Initiative test they are forced to make.

Grudgebreaker. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .200 pts per model

MWSBSSTWIALd
Grudgebreaker*306681*10

Unit Size: 1

Troop Type: Chariot (Armour Save 1+)

Animated Construct, Large Target (5), Lumbering, Steam-pressured Engine, Terror

The Grudgebreaker follows the rules for Random Movement and Random Attacks. In order to determine the Movement and Attacks value of the Grudgebreaker, roll an Artillery dice rather than a set of D6's (roll separately for Movement and Attacks). Whenever you attempt to move or attack with the Grudgebreaker you may re-roll the Artillery dice if it didn't score a Misfire. If a Misfire is rolled, roll a D6 and consult the Grudgebreaker Incident Table. If a Misfire results on the re-roll it automatically causes a Clunk result.

D6

Result

1

Catastrophe! The Grudgebreaker suffers a terrible breakdown in its internal systems.

The Grudgebreaker does not Move or Attack this turn, and suffers D6 Wounds with no saves allowed.

2-3

Malfunction. The Grudgebreaker fails to move, grinding to a halt. The crew fuss around, banging it with hammers and muttering to themselves before working out what is wrong.

The Grudgebreaker does not Move or Attack this turn.

4-5

Clunk. A minor fault prevents the Grudgebreaker from working as intended.

The Grudgebreaker counts as having rolled a 1 for its Movement or Attacks value this turn.

6

Overdrive. One of the crew accidentally pushes the Grudgebreaker to its limits, causing it to rush forward or flail haplessly around with its weapons, while its engine begins to break down.

The Grudgebreaker counts as having rolled a 10 for its Movement or Attack value this turn. However, the Grudgebreaker also suffers D3 Wounds with no saves allowed after it has performed its Movement or Attacks.

Thunderbarge. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .275 pts per model

MWSBSSTWIALd
Thunderbarge---668---
Dwarf Crew-433--219

Unit Size: 1 Thunderbarge & 6 Dwarf Crew

Troop Type: Chariot (Armour Save 4+)

Hand weapon, handgun.

Ancestral Grudge, Bombing Run, Disaster!, Fly (6), Large Target (5), Thunderbarge Cannon, Unbreakable

If the Thunderbarge is destroyed it scatters 3D6" in a random direction and then crashes to the ground. Place the large template with the hole under its final position. Any model touched by the template suffers a Strength 6 hit.

The Thunderbarge is armed with a cannon, which cannot fire grapeshot. The cannon can be fired even if the Thunderbarge marches. If the cannon misfires and roll a "Destroyed!" result, then the Thunderarge suffers D3 Wounds with no saves allowed, and the weapon may no longer be used for the remainder of the game. Other misfires are resolved as normal.

Special Characters - Lords

Thorgrim Grudgebearer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .500 pts

MWSBSSTWIALd
Thorgrim Grudgebearer3744574410
Thronebearers3534--34-

Troop Type: Infantry (Special Character)

Magic Items / Abilities: The Axe of Grimnir, The Armour of Skaldour, The Dragon Crown of Karaz, The Great Book of Grudges

The Axe of Grimnir is inscribed with the Master Rune of Skalf Blackhammer and the Master Rune of Alaric the Mad. In addition, Wounds caused by the Axe of Grimnir have the Multiple Wounds (D6) special rule against Monsters.

Heavy armour. The Armour of Skaldour is inscribed with the Master Rune of Skaldour which gives him a Ward save (4+), a Rune of Preservation and a Rune of Stone.

The Dragon Crown of Karaz is inscribed with the Master Rune of Kingship.

Thorgrim, and any unit he joins, are subject to Hatred. Against models included in the Ancestral Grudge special rule, they may re-roll failed To Hit rolls every close combat round, not just the first.

Ancestral Grudge, Gromril Armour, High King, Large Target (2), Relentless, Resolute, The Throne of Power

Thorgrim must be the army General. Furthermore, if he is slain, all friendly models from Warhammer: Dwarfs immediately gain the Frenzy special rule

The Throne of Power is treated in all regards as Shieldbearers, with these additions to represent its status and additional bearers: the Throne adds +4 to Thorgrim's Wounds (included in his profile) and gives him Unit Strength 5. In addition, the Throne increases the range of his Inspiring Presence rule to 18". If Thorgrim joins a unit, he does not benefit from the "Look Out Sir!" rule.

Thorek Ironbrow. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .330 pts

MWSBSSTWIALd
Thorek Ironbrow3644553210
Anvil of Doom----10----
Anvil Guard353441219
Kraggi343341219

Troop Type: War Machine (Special Character)

Magic Items / Abilities: Klad Brakak, Thorek's Rune Armour

Attacks made with this weapon have the Ignores Armour Saves special rule. Additionally, if the victim suffers one or more unsaved Wounds, any Magic Armour they were equipped with are destroyed and cannot be used for the remainder of the game.

Heavy armour. Thorek’s Rune Armour is inscribed with the Master Rune of Gromril.

Ancestral Grudge, Fireforge, Gromril Armour, Kraggi, Assistant at the Forge, Master of Ancient Lore, Relentless, Resolute, Rune Lore

Kraggi is represented on the tabletop by a separate miniature that always remains as close as possible to Thorek’s Anvil of Doom. The model itself plays no part in the game; if it gets in the way, simply move it to one side. If Thorek is slain, Kraggi is also removed.

Thorek can re-roll a single dice on a failed attempt to cast one of the innate bound spells of the Anvil of Doom per turn. If this re-rolled dice rolls a 1, Kraggi has done something wrong and Thorek takes a Strength 10 hit. Kraggi is then removed from play and the Kraggi, Assistant at the Forge special rule cannot be used again for the rest of the game.

Thorek receives a +1 bonus on all his attempts to cast the Anvil of Doom’s bound spells. In addition, Thorek knows the following Rune:

  • Rune of Doom: When Kurgaz forged the Anvils of Doom many centuries ago the most potent rune they had beaten onto them was the Rune of Doom, after which they were named. However, this rune is so difficult and dangerous to use that its secret has almost been lost. Some have not ever dared to use it or have never seen a threat they deemed sufficient to warrant its power. Others have tried and failed to contain and focus its might and their anvils have been torn apart by the uncontrolled energies. Today, the only remaining Runelord who has the skill and courage to attempt it is Thorek Ironbrow.

    When this rune is struck, the air grows chill and the skies turn dark. Ghostly forms of ancient warriors appear amidst the Dwarfs on the battlefield, bolstering their ranks and their courage. These are not ghosts as such, but a manifestation of the Dwarfs' own grim and doom-laden nature. Their anger at the loss of their mighty civilisation and the desecration of their Holds fills them with a righteous fury that is terrible to behold, and their normally grim faces are set with an expression of black vengeance.

    Innate bound spell (power level 3). The Rune of Doom is an augment spell that targets every friendly Dwarf unit within 24". The target units gain the Fear special rule until the start of the next friendly Magic phase.

Belegar Ironhammer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .290 pts

MWSBSSTWIALd
Belegar Ironhammer3844534410

Troop Type: Infantry (Special Character)

Heavy armour, Oath Stone.

Magic Items / Abilities: The Hammer of Angrund, Shield of Defiance

The Hammer of Angrund is inscribed with the Master Rune of Swiftness, and Attacks made with it receive a +1 bonus To Wound.

Shield. The Shield of Defiance is inscribed with three Runes of Warding and a Rune of Preservation.

Ancestral Grudge, Gromril Armour, Oath Stones, Relentless, Resolute, Revenge Incarnate, Stubborn

Once per game, at the start of any Close Combat phase, Belegar can harness the power of his ancestors. For the remainder of the turn, he doubles his Attacks characteristic.

Kazador Thunderhorn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .280 pts

MWSBSSTWIALd
Kazador Thunderhorn3744534410

Troop Type: Infantry (Special Character)

Magic Items / Abilities: The Hammer of Karak Azul, The Armour of the King of Karak Azul, The Thunderhorn

The Hammer of Karak Azul is inscribed with the Master Rune of Death and two Runes of Cleaving.

Medium armour. The Armour of the King of Karak Azul is inscribed with one Rune of Fortitude and a Rune of Resistance.

One use only. The Horn may be blown at the start of any enemy turn. All enemy units within 24" of Kazador must pass a Leadership test to able to declare charges this turn.

Ancestral Grudge, Gromril Armour, Relentless, Resolute

Ungrim Ironfist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .325 pts

MWSBSSTWIALd
Ungrim Ironfist3844535410

Troop Type: Infantry (Special Character)

Medium armour.

Magic Items / Abilities: Axe of Dargo, The Slayer Crown, Dragon Cloak of Fyrskar

Great weapon. The Axe of Dargo is inscribed with the Master Rune of Smiting.

The Slayer Crown is inscribed with a Rune of Fortitude and a Rune of Stone.

The Dragon Cloak of Fyrskar is inscribed with three Runes of Warding and a Rune of the Furnace.

Ancestral Grudge, Brotherhood of Grimnir, Daemon Slayer, Deathblow, Gromril Armour, Relentless, Slayer King, Unbreakable, Vanguard

If Ungrim is included in your army, one unit of Troll or Giant Slayers may be upgraded to the Brotherhood of Grimnir for 1 point per model. These Slayers have the Wards of Grimnir upgrade.

If Ungrim is chosen as the General, Troll Slayers (but not Giant Slayers) are taken as Core units rather than Special units.

Alrik Ranulfsson. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .325 pts

MWSBSSTWIALd
Alrik Ranulfsson3744534410
Shieldbearers3534--229

Troop Type: Infantry (Special Character)

Magic Items / Abilities: Axe of Retribution , Hrappi-klad, Kurgaz's Shield, Helm of Eagles, Karak-Hirn's Book of Grudges

Great weapon. The Axe of Retribution is inscribed with a Master Rune of Breaking and a Grudge Rune.

Heavy armour. Hrappi-klad is inscribed with a Rune of Shielding.

Kurgaz's Shield is inscribed with two Runes of Warding.

At the start of each of your turns, Alrik may gaze at one enemy unit within his Line of Sight. Your opponent must reveal any hidden troops within the unit (such as Assassins or Night Goblin Fanatics) as well as all magic items carried by models within the unit.

This book gives Alrik the "Hold Your Ground" special rule.

Ancestral Grudge, Gromril Armour, Large Target (2), Lord of the Hold, Relentless, Resolute, Traditional Army

If Alrik is included in your army he must be your army General (unless Thorgrim Grudgebearer is also included).

If Alrik is in the army then Firedrakes, Firethrowers, Gyrocopters, Flame Cannons, Organ Guns, Thunderbarges and Grudgebreakers counts as 2 units for the purpose of duplicate choices that are allowed. In addition, your army cannot have more models of Thunderers than Quarrellers.

Byrrnoth Grundadrakk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .215 pts

MWSBSSTWIALd
Byrrnoth Grundadrakk3744534410

Troop Type: Infantry (Special Character)

Shield.

Magic Items / Abilities: Rhymakangaz, Byrrmoth's Armour

Rhymakangaz is inscribed with two Runes of Cleaving and a Grudge Rune.

Medium armour. Byrrmoth’s Armour is inscribed with two Runes of Warding.

Ancestral Grudge, Gromril Armour, Relentless, Resolute

Kragg the Grim. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .355 pts

MWSBSSTWIALd
Kragg the Grim3644533210

Troop Type: Infantry (Special Character)

Magic Items / Abilities: Kragg's Hammer, Kragg's Armour, Kragg's Runestaff

Kragg's Hammer is inscribed with a Rune of Fury, a Rune of Fire, and gives the wielder Strength 10.

Kragg's Armour is inscribed with a Master Rune of Gromril, a Rune of Resistance and a Rune of Warding.

Kragg's Runestaff bears a Master Rune of Balance, two Runes of Spellbreaking, and a Rune of the Furnace.

Ancestral Grudge, Fireforge, Relentless, Resolute, Rune Lore

Kadrin Redmane. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .175 pts

MWSBSSTWIALd
Kadrin Redmane3644533210

Troop Type: Infantry (Special Character)

Medium armour.

Magic Items / Abilities: The Hammer of Ages, The Shield of Stone

Models that are hit with this hammer must take a Leadership test for each hit suffered. If failed, the Hammer automatically wounds with the Ignores Armour Save special rule. If the test is passed, roll To Wound and take armour saves as usual.

Shield. The Shield of Stone is inscribed with a Rune of Shielding.

Ancestral Grudge, Fireforge, Gromril Armour, Relentless, Resolute, Rune Lore, Stubbon

Grombrindal. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .450 pts

MWSBSSTWIALd
Grombrindal3744534410

Troop Type: Infantry (Special Character)

Magic Items / Abilities: Rune Axe of Grimnir, Armour of Glimril Scales, Rune Cloak of Valaya, Rune Helm of Zhufbar

This axe gives Grombrindal +2 Strength and allows him to re-roll any failed rolls To Hit and any failed rolls To Wound. In addition, models wounded by the Rune Axe of Grimnir must re-roll any successful armour saves.

The Armour of Glimril Scales gives the White Dwarf a 1+ armour save and a Ward save (4+).

The Rune Cloak gives the White Dwarf the Magic Resistance (3) special rule.

Any fleeing unit of Dwarfs will pass Rally tests automatically if they are attempting to rally within 12" of the Rune Helm of Zhufbar.

Ancestral Grudge, Disguised, Grombrindal has no Fear!, Relentless

The White Dwarf has the Hidden special rule. However, if the unit he is Hidden in is wiped out or flees then the White Dwarf will be revealed, and will stand his ground even though the rest of the unit may be fleeing or slain. Place the model in the middle of the front rank of the unit, then move/remove the rest of the unit as normal. The White Dwarf will then operative as a lone character as normal. The White Dwarf may never be the army's General, but units he joins may still use his Leadership once he is no longer Hidden.

The White Dwarf is so ancient and battle-hardened that he is Unbreakable. So fearless is he that if his chosen unit breaks and flees, for any reason, he will always stand his ground. If the unit was engaged in combat, he will stand firm and continue to fight while his unit flees, denying the foe the chance to pursue. Grombrindal can even join a unit that does not have the Unbreakable special rule – this is an exception to the normal Unbreakable rules.

Brok Stonefist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .290 pts

MWSBSSTWIALd
Brok Stonefist3744534410

Troop Type: Infantry (Special Character)

Magic Items / Abilities: Garaz Makaz, The Rune Armour of Karak-Azgal, The Talisman of Stone

Great weapon. This weapon is inscribed with the Master Rune of Breaking and the Master Rune of Alaric the Mad.

Medium armour. The Rune Armour of Karak Azgal is inscribed with the Master Rune of Gromril and the Master Rune of Steel.

The Talisman of Stone gives Brok the Regeneration (4+) special rule.

Ambushers, Ancestral Grudge, Gromril Armour, Lord of the Tunnels, Relentless, Resolute

Up to 2 units of Miners may be taken as Core choices in an army led by Brok. In addition, when using the Ambushers special rule, these units may re-roll the dice each turn to see if they arrive on the battlefield.

Special Characters - Heroes

Garagrim Ironfist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .185 pts

MWSBSSTWIALd
Garagrim Ironfist3644524310

Troop Type: Infantry (Special Character)

Magic Items / Abilities: Axes of Kadrin

Two hand weapons. The Axes of Kadrin are inscribed with the Master Rune of Skalf Blackhammer and a Grudge Rune. In addition, when Garagrim charges, he causes an Impact Hit on every model in base contact with him. These Impact Hits follow all the rules for his normal attacks.

Ancestral Grudge, Deathblow, Dragon Slayer, Relentless, Unbreakable, Vanguard, The War-mourner

Each Wound inflicted by Garagrim counts double towards that round's Combat Resolution. Against enemies with Toughness 5 or higher, Garagrim has the Multiple Wounds (D6) special rule. However, Garagrim may never be the Army General.

Burlok Damminson. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125 pts

MWSBSSTWIALd
Burlok Damminson354442229

Troop Type: Infantry (Special Character)

Magic Items / Abilities: Burlok's Hammer, Burlok's Armour

Burlok's Hammer is inscribed with the Master Rune of Swiftness.

Medium armour. Burlok’s armour is inscribed with a Rune of Warding.

Ancestral Grudge, Artillery Master, Burlok's Ingenious Offensive New-matic Integrated Constrictor Arm, Entrenchment, Relentless, Resolute, "Stand Back Sir!"

Burlok's artificial arm gives him +1 Attack with Strength 6 in close combat.

Grimm Burloksson. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95 pts

MWSBSSTWIALd
Grimm Burloksson345442229

Troop Type: Infantry (Special Character)

Magic Items / Abilities: Cog Axe, Grudge-raker

RangeStrengthSpecial Rules
ComatAs user-

If Grimm scores one or more hits in close combat against a model using a magic weapon, roll a D6; on a 5+, that weapon is immediately destroyed and cannot be used further in this game.

RangeStrengthSpecial Rules
30"5-

Ancestral Grudge, Entrenchment, Master of Accuracy, Relentless, Resolute, "Stand Back Sir!"

At the start of each friendly Shooting phase, Grimm can bestow one of the following rules on a single friendly unit within 3" for the duration of that Shooting phase, though he does not gain any bonuses for it himself.

  • Artillery Adjustment: A war machine can use Grimm’s Ballistic Skill or re-roll one artillery dice. This can be the dice that determines the distance a cannonball bounces or a Flame Cannon’s burst of flame moves.

  • Increased Range: The unit’s Dwarf crossbows and Dwarf handguns increase their maximum range by 6".

  • Superior Volley: Models in the unit get +1 to Hit.

Josef Bugman. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .185 pts

MWSBSSTWIALd
Josef Bugman365452439

Troop Type: Infantry (Special Character)

Medium armour.

Magic Items / Abilities: Ol' Trustworthy, Bugman's Tankard

Ol' Trustworthy is inscribed with two Runes of Cleaving and a Rune of Fury.

Bugman, or a single model in the same unit, can drink from Bugman’s Tankard at the start of any friendly turn. The imbiber immediately recovers 1 Wound lost previously during the battle.

Ancestral Grudge, Beer Gut, Bugman's Rangers, Gromril Armour, Liquid Fortification, Relentless, Resolute, Scouts, Stout Courage

Any army that includes Bugman can upgrade a single unit of Rangers to be Bugman's Rangers. If this is done, Bugman must join the unit and cannot leave it. Bugman’s Rangers have Strength 4 and cost an additional +2 points per model.

As long as Bugman is alive, roll a D6 at the start of each friendly turn and consult the following chart to see what effects his draughts have upon himself and any unit he has currently joined:

D6

Results

1

Bad Brew. Some ale doesn’t travel well, and guzzling it produces detrimental effects of an unpleasant nature.

The unit gains the Flammable special rule until the start of the next friendly turn.

2-4

Belligerent. The unit works themselves into a fit of remarkable cantankerousness.

The unit gains the Stubborn special rule until the start of the next friendly turn.

5-6

Leathered. Downing ale prodigiously, the unit becomes almost inured to pain (if not sensation altogether).

Each member of the unit gains +1 Toughness until the start of the next friendly turn.

Bugman and any unit he joins have the Immunity (Fear/Terror) special rule as long as he remains with the unit.

Crazed Khargrim. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 pts

MWSBSSTWIALd
Crazed Khargrim3644524310

Troop Type: Infantry (Special Character)

Magic Items / Abilities: Chains of Binding

Great weapon. The Chains of Binding give Khargrim the Magic Resistance (2) special rule.

Ancestral Grudge, Counter-charge, Deathblow, Dragon Slayer, Frenzy, Hatred (High Elves), Relentless, Unbreakable, Unhinged

Khargrim always counts as charging in the first round of close combat.

Khargrim may not join any units and can never be the army's General.

Ancestral Heirlooms

The following are magic items available to Dwarf armies. These items may be taken in addition to runic items as a character's points allow, but no further runes can be added to any of the Ancestral Heirlooms. Note that Dwarf characters may not select magic items from the Warhammer rulebook.

Magic Weapons

Against all models from Warhammer: Orcs & Goblins and Skaven, this weapon allows its wielder to re-roll To Hit and To Wound rolls as well as cause Terror.

Attacks with the Hammer of Karak Drazh are resolved at +3 Initiative, and any enemy models that suffer one or more unsaved Wounds from it are subject to the Always Strikes Last special rule until the end of the next Close Combat phase.

Magic Armour

Heavy armour. The Magnificent Armour of Borek Beetle brow grants a Ward save (3+) against all attacks of Strength 6 or higher.

Enchanted Items

At the start of each of your turns, you may bestow either +1 Movement, Strength or Armour save onto the bearer and any unit he is with. Each bonus last until the start of your next turn.

The Fiery Ring of Thori gives its bearer a Strength 4 Breath Weapon with the Flaming Attacks special rule.

One use only. The Silver Horn of Vengeance can be used at the start of any friendly turn. Its wielder, and any friendly units within 6", has the Devastating Charge special rule until the start of their following turn. Additionally, once used, the blower of the Silver Horn of Vengeance, and any unit he joins, cause Fear in all models from Warhammer: High Elves, Dark Elves and Wood Elves for the rest of the game.

Magic Standards

All models in a unit that carries the Banner of Lost Holds can re-roll failed To Wound rolls in close combat.

Runic Items

Dwarf Runesmiths have mastered the art of capturing the Winds of Magic and binding them into stone or metal. Although no longer as skilled as their forefathers of old, the Dwarfs are still the greatest of all races when it comes to making magic weapons, armour and other enchanted items.

The race of Dwarfs is not magical and has never developed spellcasters the way other races have. This, the Dwarfs affirm, is not by accident or lack of ability, but rather the benefit of good common sense. They believe the first Dwarfs, the Ancestor Gods, saw magic for what it was: a fickle power at best, and at worst, wholly corrupting. It was Grungni who first learned to capture magic with his hammercraft, binding its wayward energies into good solid rock and metal, taming its powers for his own use. Since that time, those known as Runesmiths have learned the art of striking magic runes. All Dwarf language is written in runes, inscriptions specifically designed to be carved in stone or metal, but magic runes, as struck by a Runesmith, are far more potent. They hold the Winds of Magic to an item the way a nail affixes two pieces of timber together, creating items of incredible power.

Runic Magic

In other Warhammer armies, characters may carry magic items from the Warhammer rulebook. This is not the case with Dwarfs, who instead may select Ancestral Heirlooms or runic items. These are effectively magic items tailored to your own requirements by combining abilities. A Dwarf character can carry runic items, and the total points values of those runic items is limited as mentioned in the army list.

It is important to remember that an Ancestral Heirloom or runic item is no different from a magic item, and all the usual rules for magic items still apply. For example, a creature with the Ethereal special rule cannot be hurt by attacks that are not classified as magical, in which case a runic weapon will also be able to affect it. All the rules that apply to the possession and use of magic items also apply to runic items.

Creating a Runic Item

Unless otherwise noted, runes can be inscribed onto the following things: weapons, armour, talismans, standards, and war machines. Each of these has its own types of runes.

The easiest way to create a runic item is to choose a character from your army – for example a Thane armed with an axe. You will be, in effect, upgrading him to have a magic axe. You can choose which runes you want from the weapon runes detailed in the following section. Each rune has a specific points value; the more powerful the rune, the higher the points cost. When adding runes, you must follow the Rules of the Runes (see right). Once you have chosen the runes you want, write down the Thane's name and each of the runes you have chosen along with his total points cost on your army roster. This way you can refer to it during the game.

Choosing Runes

There are many types of rune, all of which bestow a special power or bonus. By combining runes together in different ways, you can create devices of great power. It is up to you to decide how to combine and use the runes.

Rules of the Runes

You may inscribe up to three runes onto an item, which will henceforth be considered magical. Runic magic items are subject to the following restrictions:

  1. No single item can have more than three runes. It is virtually impossible to forge items able to bear the strain of carrying so much power. Runesmiths call this the Rule of Three.

  2. Weapon runes can only be inscribed on weapons (always hand weapons), armour runes can only be inscribed on armour, banner runes can only be inscribed on standards, engineering runes can only be inscribed on war machines, and talismanic runes can only be inscribed on talismans (of which more later). This is called the Rule of Form by Runesmiths.

  3. No more than one item may carry the same combination of runes. You could not have two runic weapons both engraved with a Rune of Speed and a Rune of Fire, for example, or more than one standard bearing two Runes of Battle. This restriction also applies to the use of single runes, so you could not have two characters in your army wearing armour engraved with only a single Rune of Iron, for example. Creating runic items takes a great deal of effort, and Runesmiths don't like repeating themselves. Nor do they copy other Runesmiths' work, except during their apprenticeship. This is known among Runesmiths as the Rule of Pride.

  4. No master rune may be used more than once per army, and no more than one master rune can be inscribed on an item. Master runes are so powerful that they cannot be combined together on the same item or used together on the same battlefield. For this reason, Runesmiths describe these runes as Jealous Runes.

  5. Apart from the master runes (which can only be used once) other runes can be combined as you wish, to produce varied or cumulative effects. For example, you might inscribe a weapon with a Master Rune of Swiftness (Always Strikes First special rule), the Rune of Striking (+1 Weapon skill) and the Rune of Fury (+1 Attack). With the exception of master runes, most runes can be used in multiples, although whether their effects are simply added together or combine into a new power will be stated within the rune's rules. To reflect this, the points costs for multiples of the same rune do not necessarily increase in a uniform manner.

Weapon Runes

Weapon runes are inscribed onto hammers or axes to turn them into runic weapons. If a model is permitted to take a runic weapon, he may choose weapon runes from the following list and apply them to his hand weapon.

A weapon engraved with the Master Rune of Smiting has the Multiple Wounds (D6) special rule.

A weapon engraved with the Master Rune of Death grants its wielder the Heroic Killing Blow special rule.

Against Dragons and Drakes, a weapon engraved with the Master Rune of Dragon Slaying will always wound on a To Wound roll of 2+ and has the Multiple Wounds (2) special rule.

A weapon engraved with the Master Rune of Alaric the Mad has the Ignores Armour Saves special rule.

If a model with a weapon engraved with the Master Rune of Breaking scores one or more successful hits against a model, the foe's weapon or armour is destroyed on a D6 roll of 2+ (roll once, regardless of the number of successful hits). If the foe has more than one piece of equipment (note that two hand weapons count as one), roll a D6 to randomly determine which one is destroyed.

A weapon engraved with the Master Rune of Snorri Spangelhelm always hits on a To Hit roll of 2+.

A weapon engraved with the Master Rune of Swiftness has the Always Strikes First special rule.

Against any model with the Daemonic special rule, a weapon engraved with a Rune of Daemon Slaying receives a +1 bonus To Hit and To Wound.

Against any model with the Daemonic special rule, a weapon engraved with two Runes of Daemon Slaying receives a +1 bonus To Hit and To Wound and gains the Multiple Wounds (D3) special rule.

Against any model with the Daemonic special rule, a weapon engraved with three Runes of Daemon Slaying hits and Wounds on a roll of 2+, has the Multiple Wounds (D3) special rule and no ward saves can be taken against it.

A weapon engraved with a Rune of Might doubles its wielder's Strength against foes of Toughness 5 or higher in close combat.

A weapon engraved with two Runes of Might maintains the previous effect, and grants the Multiple Wounds (D3) special rule against foes of Toughness 5 or higher in close combat. A third Rune of Might has no further effect.

For each Grudge Rune in your army, nominate one enemy character or monster at the beginning of the game. The wielder of a weapon engraved with a Grudge Rune gains +1 To Hit and can re-roll failed To Wound rolls in close combat when attacking the nominated model. Multiples of this rune have no further effect.

A weapon engraved with the Master Rune of Banishment may re-roll failed To Wound rolls against models with the Ethereal, Undead or Vampiric special rule.

A weapon engraved with the Master Rune of Flight can be thrown like a throwing weapon with a range of up to 12" which always hits on a roll of 2+. Roll To Wound as if the target had suffered a hit from the weapon in close combat.

Any additional runes on the weapon will also take effect. After this, the weapon flies back to the wielder. A weapon with the Master Rune of Flight can also be used in close combat as normal.

A weapon engraved with the Master Rune of Skalf Blackhammer will Wound any model not in magic armour on a To Wound roll of 2+, regardless of the target's Toughness. Against models in magic armour, a roll of 3+ is required.

A weapon engraved with a Rune of Parrying causes all enemy models attempting to attack its wielder in close combat to suffer a -1 penalty on their To Hit rolls. Multiples of this rune have no further effect.

A weapon engraved with a Rune of Dismay grants its wielder the Fear special rule.

A weapon engraved with two Runes of Dismay grants its wielder the Terror special rule. A third Rune of Dismay has no further effect.

A weapon engraved with a Rune of Fury grants its wielder +1 Attack.

A weapon engraved with two Runes of Fury grants its wielder +1 Attack and the Frenzy special rule.

A weapon engraved with three Runes of Fury grants its wielder +1 Attack and the Frenzy special rule and, after each successful roll To Hit and to Wound, it grants its user another Attack; roll To Hit and To Wound as normal. Attacks generated in this way do not generate further Attacks.

A weapon engraved with a Rune of Striking grants its wielder +1 Weapon Skill.

A weapon engraved with two Runes of Striking grants its wielder +1 Weapon Skill and allows its wielder to re-roll failed To Hit rolls in close combat.

A weapon engraved with three Runes of Striking grants its wielder Weapon Skill 10 and allows him to re-roll failed To Hit rolls in close combat.

This rune can only be placed on great weapons. It allows the great weapon to be inscribed with runes.

A weapon engraved with a Rune of Cleaving has the Armour Piercing (1) special rule.

A weapon engraved with two Runes of Cleaving has the Armour Piercing (1) special rule, and additionally grants its wielder +1 Strength.

A weapon engraved with three Runes of Cleaving has the Armour Piercing (1) special rule, and additionally grants its wielder +1 Strength and the Killing Blow special rule.

A weapon engraved with a Rune of Fire has the Flaming Attacks special rule.

A weapon engraved with two Runes of Fire has the Flaming Attacks special rule, and grants its wielder a Strength 4 Breath Weapon with the Flaming Attacks special rule.

A weapon engraved with three Runes of Fire has the Flaming Attacks special rule, and grants its wielder a Strength 4 Breath Weapon that has the Flaming Attacks and Multiple Wounds (D3) special rules.

A weapon engraved with a Rune of Speed grants its wielder +1 Initiative. Each Rune of Speed adds +1 Initiative.

Armour Runes

The runic armour of the Dwarfs is rightfully famed throughout the world. If a model is permitted to take runic armour, he may choose armour runes from the following list and apply them to his armour.

A model wearing armour engraved with the Master Rune of Adamant has Toughness 10. This rune cannot be combined with any other armour runes.

Enemies must re-roll successful To Wound roll against a model wearing armour engraved with the Master Rune of Steel.

This rune allows the character to re-roll any failed armour saving throws. Multiples of this rune have no further effect.

Armour engraved with the Master Rune of Gromril grants its wearer a 1+ armour save that cannot be improved upon in any way.

Armour engraved with a Rune of Fortitude grants its wearer +1 Toughness.

Armour engraved with two Runes of Fortitude grants its wearer +1 Toughness and a Ward save (5+).

Armour engraved with three Runes of Fortitude grants its wearer +1 Toughness, a Ward save (5+) and the Immunity (Multiple Wounds) special rule.

Armour engraved with a Rune of Iron grants its wearer +1 Wound.

Armour engraved with two Runes of Iron grants its wearer +1 Wound and +1 Toughness.

Armour engraved with three Runes of Iron grants its wearer +1 Wound, +1 Toughness and the Regeneration (5+) special rule.

Armour engraved with a Rune of Shielding grants its wearer a Ward save (2+) against Wounds missile attacks. Multiples of this rune have no further effect.

Armour engraved with a Rune of Impact grants its wearer the Impact Hits (1) and Strength Bonus (1) special rules. Multiples of this rune have no further effect.

Armour engraved with a Rune of Preservation grants the wearer the Immunity (Killing Blow/Heroic Killing Blow) special rule. Multiples of this rune have no further effect.

Armour engraved with a Rune of Stone adds +1 to its wearer's armour save. Multiples of this rune have no further effect.

Talismanic Runes

Talismanic runes can he inscribed upon amulets, belts, crowns, helms and other ornamental pieces, although they are most often found on rings. Every character is assumed to have the relevant item in his possession.

Runesmiths/Runelords only. During the enemy's Magic phase, this rune allows the owning player remove one power dice from his opponent's pool and add it to his own dispel pool.

Dwarf Lord only. The Master Rune of Kingship gives the Lord and the unit he is with the Stubborn and Immunity (Fear/Terror) special rules for as long as he remains with the unit. If he joins a unit of Hammerers, the unit becomes Unbreakable instead. If the model is not in a unit, it has no effect.

A model with the Master Rune of Spellbinding gets a +2 bonus to all attempts to channel dispel dice.

Every time a model with the Master Rune of Spite is Hit in close combat, the model that struck the blow suffers a Strength 4 hit.

Runesmiths/Runelords only. One use only. When a spell has been cast, a Runesmith or Runelord can use this rune to dispel it automatically, without the need to roll dispel dice. This rune cannot be used to dispel Remains in Play spells other than at the moment they are cast.

A second Rune of Spell breaking maintains the previous effect and, after the spell is dispelled, roll a D6; on a 4+, the enemy spell is lost to the Wizard casting it and cannot be cast by him for the rest of the game. A third Rune of Spellbreaking has no further effect.

One use only. The rune is used during the enemy turn before they declare charges. Nominate one enemy unit within 12" of the rune user. The unit must be able to charge and reach the rune user or the unit he is with according to the normal rules. The enemy unit must either declare a charge against the rune user (and any unit he is with) or must flee in the Compulsory Movement phase as if it had failed a Panic test. The rune user (and any unit he is with) can only elect to Hold or Stand and Shoot. Any Terror tests are taken as normal. This rune has no effect on units that have Immunity (Psychology).

One use only. The model has a Ward save (2+) against the first unsaved Wound suffered. Multiples of this rune have no further effect.

A model with a Rune of Warding has a Ward save (6+).

A model with two Runes of Warding has a Ward save (5+).

A model with three Runes of Warding has a Ward save (4+).

A model with the Master Rune of Passage, and any unit he joins, automatically pass any Dangerous Terrain tests.

May not be used by a character with an Oath Stone or Shieldbearers. A character with this rune may either be deployed with a unit of Rangers utilising the Scouts special rule or join a unit of Miners utilising the Ambushers special rule. Multiples of this rune have no further effect.

One use only. A model with a Rune of Luck can re-roll a single To Hit roll, To Wound roll, armour save, ward save or characteristic test during the game. Multiples of this rune have no further effect.

A model with the Rune of the Furnace has the Immunity (Flaming Attacks) special rule. Multiples of this rune have no further effect.

Engineering Runes

Dwarf war machines can be inscribed with engineering runes. Note that a shot from a war machine with an engineering rune is a magical attack.

A war machine engraved with a Rune of Penetration increases the Strength of its shots by 1, to a maximum of 10.

A war machine engraved with two Runes of Penetration increases the Strength of its shots by 1, to a maximum of 10, and allows the user to re-roll a single failed To Wound roll during the course of the battle. A third Rune of Penetration has no further effect. Note that in the case of a Grudge Thrower, this bonus increases the Strength of both Strength values in its profile.

Cannon only. A war machine engraved with a Rune of Forging can re-roll the artillery dice whenever a misfire result is rolled; however, you must accept the result of the second roll. Multiples of this rune have no further effect.

The war machine gains a Ward save (3+) against all missile attacks.

One use only. A Dwarf player can cause a war machine engraved with the Master Rune of Immolation to explode at the end of any round of combat before determining the combat results. Both the war machine and all its remaining crew are instantly removed from play, and each enemy unit in combat with the war machine suffers 2D6 magical Strength 4 hits with the Flaming Attacks special rule, allocated as for shooting. Any surviving enemy units who charged that turn may make an overrun move as normal. This rune will also be triggered automatically when the war machine loses its last Wound in close combat.

Bolt Throwers only. The Bolt Thrower always hits on a 3+ with no modifiers.

A war machine with engraved with a Rune of Accuracy has a +1 bonus To Hit. If it does not use Ballistic Skill To Hit, it can instead re-roll the scatter dice. Multiples of this rune have no further effect. May not be taken by an Organ Gun.

Bolt Throwers only. A war machine engraved with Flakkson's Rune of Seeking gains +1 To Hit against any units with the Fly special rule. Multiples of this rune have no further effect.

A war machine engraved with the Master Rune of Disguise always counts as being in hard cover.

If a machine has the Rune of Fortune the player may re-roll the result on the machine's Misfire chart. Multiples of this rune have no further effect.

All shooting attacks from a war machine engraved with a Rune of Burning have the Flaming Attacks special rule. Multiples of this rune have no further effect.

A war machine engraved with a Stalwart Rune confers a +1 bonus to its crew's combat result score.

A war machine engraved with two Stalwart Runes confers a +1 bonus to its crew's combat result score, and its crew also gain the Stubborn special rule. A third Stalwart Rune has no further effect.

The war machine crew gains the Stubborn special rule. Multiples of this rune have no further effect.

Slayer Skills

A Dragon Slayer or Daemon may be given one or more of the Slayer Skills below, as detailed in the army list:

Each wound inflicted by the Slayer counts double towards that round's Combat Resolution (excluding Wounds from Overkill in a challenge).

The Slayer gains a number of Attacks equal to the number of enemy models in base contact with him.

The Slayer has the Killing Blow ability.

A model with Wards of Grimnir have the Magic Resistance (1) and Ward save (6+) special rule against missile attacks.

Against enemies with Toughness 5 or higher, the Slayer may re-roll failed rolls To Wound.

Reference Chart

Unit Name

Troop Type

Base Size (mm)

Thorgrim Grudgebearer

Infantry

40x60

Alrik Ranulfsson

Infantry

20x40

Belegar Ironhammer

Infantry

20x20

Bolt Thrower

War Machine

60

Brewmaster

Infantry

20x20

Brok Stonefist

Infantry

20x20

Burlok Damminson

Infantry

20x20

Byrrnoth Grundadrakk

Infantry

20x20

Cannon

War Machine

60

Crazed Khargrim

Infantry

20x20

Daemon Slayer

Infantry

20x20

Deathroller

Chariot

40x40

Doomseekers

Infantry

20x20

Dragon Slayer

Infantry

20x20

Firethrower

Infantry

25x50

Flame Cannon

War Machine

75

Garagrim Ironfist

Infantry

20x20

Grimm Burloksson

Infantry

20x20

Grombrindal

Infantry

20x20

Grudge Thrower

War Machine

75

Grudgebreaker

Chariot

50x100

Gyrobomber

Chariot

40x40

Gyrocopter

Chariot

40x40

Hammerers

Infantry

20x20

Ironbreakers

Infantry

20x20

Irondrakes

Infantry

20x20

Josef Bugman

Infantry

20x20

Kadrin Redmane

Infantry

20x20

Kazador Thunderhorn

Infantry

20x20

Kragg the Grim

Infantry

20x20

Longbeards

Infantry

20x20

Lord

Infantry

20x20

Master Engineer

Infantry

20x20

Miners

Infantry

20x20

Organ Gun

War Machine

60

Quarrellers

Infantry

20x20

Rangers

Infantry

20x20

Rune Guardians

Monstrous Infantry

40x40

Runelord

Infantry

20x20

Runesmith

Infantry

20x20

Shieldbearers

Infantry

40x20

Slayers

Infantry

20x20

Thane

Infantry

20x20

Thorek Ironbrow

War Machine

60

Thunderbarge

Chariot

50x100

Thunderers

Infantry

20x20

Ungrim Ironfist

Infantry

20x20

Warriors

Infantry

20x20