Ravening Hordes - Dwarfs 8th Ed

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    1DWARFS

    WARHAMMER:DWARFS

    By: Mathias Eliasson

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    ARMY SPECIAL RULESANCESTRAL GRUDGE:Dwarfs always have the Hatred (Orcs & Goblins) andHatred (Skaven) special rules - this means any unit

    taken from Warhammer: Orcs & Goblins or Skaven.

    DWARF HANDGUN:Range: Strength: Special Rules:

    24" 4 Armour Piercing,Move or Fire,Dwarf-crafted

    Dwarf-crafted: Weapons with this special rule ignores penalties for shooting at long range.

    RELENTLESS:Units entirely composed of models with this specialrule can march three times their normal Movementvalue.

    SHIELDWALL:In a turn in which their unit is charged, all models withthis special rule receive a +1 bonus to any Parry savethey are eligible to take. Note that this bonus applieseven if the unit is charged whilst it is already engagedin close combat.

    NATURAL RESISTANCE:When a Dwarf army attempts to dispel, they have a +2

    bonus to all dispel attempts. Note that, if the Dwarfsare fighting alongside a Wizard (either in the samearmy, or as part of an allied force) for whatever reason,this bonus is lost – the Wizard's presence disrupts theDwarfs' resistance.

    GROMRIL ARMOUR:A model with gromril armour has a 4 + armour save.

    OATH STONES:A unit that contains one or more models with an OathStone can never choose to flee as a charge reaction,cannot be disrupted and, if any of its models are armedwith hand weapon and shield, they can make Parrysaves against attacks made to their flanks and rear.Furthermore, a character with an Oath Stone mustalways accept a challenge (if your unit contains morethan one character with an Oath Stone, you can choosewhich of them accepts the challenge).

    SHIELD BEARERS:To increase his fighting prowess, a Dwarf Lord may becarried into battle atop a shield hefted by two loyal(and strong) retainers.

    A Dwarf Lord with Shieldbearers adds +2 to hisWounds characteristic and +2 to his armour save (to amaximum of 1+).

    A Lord and his Shieldbearers are treated in all respectsas a single model (even in challenges) - the Lordcannot dismount and still benefits from the "Look OutSir!" rule. It does, however have two sets ofcharacteristics, one for the Lord and one for the

    bearers. The Dwarf Lord and Shieldbearers use theirown Weapon Skill, Strength, Initiative and Attackscharacteristics when they attack. Each can attack anyopponent in base contact.

    The Shieldbearers' Attacks do not benefit from anyweapon, runic or otherwise, carried by the Dwarf Lord.The Shieldbearers have no Wounds or Toughnessvalues and, therefore, can never be attacked separately.However, if the Dwarf Lord is removed as a casualty,we assume that the Shieldbearers were slain alongside

    their master and the whole model is removed from play. If the model is attacked in close combat, it is theDwarf Lord's Weapon Skill that is used for the

    purposes of the enemy rolling To Hit.

    MASTER ENGINEER:Artillery Master: If a Master Engineer is not fleeing, asingle war machine that is within 3" of him can use hisBallistic Skill and re-roll one artillery dice during theShooting phase. This cannot be the artillery dice thatdetermines the distance a cannonball bounces or aFlame Cannon's burst of flame moves. You mustnominate which weapon, if any, will be using this

    special rule at the start of each Shooting phase, beforeany such weapons within 3" of the Master Engineer arefired.

    A Master Engineer cannot use this special rule andshoot with his own missile weapon in the sameShooting phase.

    Entrenchment: Up to one unit with the troop type warmachine can be entrenched for each Master Engineer inthe army. An entrenched war machine is treated as

    being in hard cover when shot at and any chargingmodels suffer a -1 To Hit modifier in close combat. Anentrenched war machine can be pivoted to fire, but if itmoves in any other way, the entrenchment is lost. If thewar machine is destroyed, the entrenchment isconsidered destroyed as well. A war machine can only

    be entrenched once.

    "Stand Back Sir!": A model with this special rule thatis within 3" of a war machine is allowed to take a"Look Out Sir!" roll just as if he was within 3" of a unitof five or more models of the same troop type ashimself. If the roll is successful, the hit is resolvedinstead against the nearest friendly war machine.

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    RUNESMITH/RUNELORD:Forgefire: A model with this special rule and any unit

    joined by him has the Armour Piercing special rule foras long as he remains in the unit.

    Rune Lore: A model with this special rule can attemptto channel dispel dice just as a Wizard does. In

    addition, a Runepriest gains +2 to dispel and aRunelord gains +4 to dispel. This is cumulative with Natural Resistance.

    ANVIL OF DOOM:Ancestral Shield: A model mounted on an Anvil ofDoom receives a 5 + ward save.

    Locus of Power: If you have one or more Anvils ofDoom on the battlefield at the start of any Magic phase,add one dice to both your power and your dispel pool.

    Strike the Runes: A model mounted on an Anvil ofDoom can use each of the following bound spells once

    per friendly Magic Phase as long he has not moved thisturn.

    The Anvil can pivot on the spot before casting, and therange of the bound spells is measured from the Anvilitself.

    Rune of Hearth and Home: Innate bound spell(power level 3). The Rune of Hearth and Home is anaugment spell that targets every friendly Dwarf unitwithin 24". The target units gain the Immune toPsychology special rule until the start of the nextfriendly Magic phase.

    Rune of Oath and Steel: Innate bound spell (powerlevel 4). The Rune of Oath and Steel is an augment spell that targets a single friendly Dwarf unit anywhereon the battlefield. The target unit increases their armoursave by 1 (to a maximum of 1+) until the start of thenext friendly Magic phase.

    Rune of Wrath and Ruin: Innate bound spell (powerlevel 5). The Rune of Wrath and Ruin is a directdamage spell with a range of 24" that causes 2D6Strength 4 hits, distributed as per shooting.

    LONGBEARDS:Old Grumblers: Longbeards are Immune to Panic. Inaddition, any friendly Dwarf units within 6'' of a unit ofLongbeards can re-roll failed Panic tests.

    IRONBREAKERS:Gromril Shieldwall: Models with this special rulereceive a +1 bonus to any Parry save they are eligibleto take.

    Cinderblast Bomb: The cinderblast bomb is a missileweapon that fires like a stone thrower, but the modelcan march and fire with the following profile andspecial rules:

    Range: Strength: Special Rules:2-8" 3(6) Armour Piercing,

    Multiple Wounds (D3),Quick to Fire

    If, when throwing a cinderblast bomb, the artillery diceresult is a misfire, roll a D6. On a result of a 1, centrethe small round template over the thrower and work outthe damage. On a roll of 2+, the bomb is a dud andnothing occurs. Note that a model equipped withcinderblast bombs is assumed to have a supply that willlast him the entire battle.

    IRONBDRAKES:Drakegun: The drakegun is a missile weapon with the

    following profile and special rules:

    Range: Strength: Special Rules:18" 5 Armour Piercing,

    Flaming Attacks,Quick to Fire

    Forge-proven Gromril Armour: A model with forge- proven gromril armour has a 4+ armour save. Theyalso have a 2+ ward save against all hits with theFlaming Attacks special rule.

    Brace of Drakefire pistols: A brace of drakefire pistols is used simultaneously, both in combat andwhen shooting, with the following profile and specialrules:

    Range: Strength: Special Rules:12" 5 Extra Attack,

    Requires Two Hands,Armour Piercing,Flaming Attacks,Multiple Shots (2),Quick to Fire

    Trollhammer Torpedo: This is a missile weapon withthe following profile:

    Range: Strength: Special Rules:24" 8 Flaming Attacks,

    Multiple Wounds (D3),Slow to Fire

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    SLAYERS:Slayer: Slayers always Wound on a To Wound roll of4+, unless they would need a lower result. Use theSlayer's Strength to determine the armour savemodifier for any successful Wounds.

    Dragon Slayer: A Dragon Slayer has the Slayer

    special rule. In addition, when attacking monsters, theSlayer's attacks have the Multiple Wounds (D3) specialrule.

    Daemon Slayer: A Dragon Slayer has the Slayer andDragon Slayer special rules. In addition, any wardsaves successfully made against Attacks made by theSlayer must be re-rolled.

    DOOMSEEKERS:Whirlwind of Death: Doomseekers do not attacknormally. Instead, at the start of each round of closecombat, a Doomseeker inflicts D6 automatic hits on allunits in base contact. In addition, any close combatattacks directed against a Doomseeker suffer -1 To Hit.

    MINERS:Blasting Charges: One use only. Blasting charges aremissile weapons with the following profile and specialrules:

    Range: Strength: Special Rules:4" 4 Armour Piercing,

    Flaming Attacks,Quick to Fire

    Steam Drill: A Miner unit equipped with a steam drillcan re-roll a failed arrival for its Ambushers specialrule. Additionally, the Prospector can use the steamdrill in close combat with the following profile:

    Range: Strength: Special Rules:Combat +3 Always Strikes Last,

    Requires Two Hands

    DEATHROLLER:Crusher Attack: At the start of each close combatround after the first, the Deathroller inflicts D3 ImpactHits.

    ORGAN GUN:Organ Fire: An Organ Gun has the following profileand special rules:

    Range: Strength: Special Rules:30" 5 Armour Piercing

    To fire the Organ Gun, select a target according to thenormal rules for shooting, then roll two artillery dice to

    find out how many shots are fired.

    • If one of the dice rolls a misf ire, the firing mechanismis not working properly or it suffers a minor jam. All

    shots fired from the Organ Gun this turn suffer a -1 ToHit.• If both dice roll a misfire, no shots are fired and acritical fault has occurred; roll a D6 and consult theBlack Powder War Machine Misfire chart in theWarhammer rulebook.

    The number of shots fired by the Organ Gun is equal tothe total of both artillery dice. When determining thenumber of shots, roll that number of dice To Hit thetarget using the crew's Ballistic Skill and applying allappropriate modifiers. However, the Organ Gun neversuffers a To Hit penalty for firing multiple shots.

    FLAME CANNONS:Sheet of Fire: Flame Cannons shoot using the firethrower rules and the following profile:

    Range: Strength: Special Rules:12" 5 Flaming Attacks,

    Multiple Wounds (D3)

    GYROCOPTER/GYROBOMBER:High Flyer: A Gyrocopter cannot charge, and can only

    be charged by flyers.

    Steam Gun: The steam gun shoots using the teardrop-shaped template. Place the template with its broad endover a target and its narrow end touching the muzzle ofthe steam gun. Any models touched are hit using the

    profile below:

    Range: Strength: Special Rules:n/a 3 Armour Piercing

    Brimstone Gun: The brimstone Gun is fired in theShooting phase with the profile below:

    Range: Strength: Special Rules:18" 5 Armour Piercing,

    Flaming Attacks,Multiple Shots (D3),Quick to Fire

    Clattergun: The clattergun is fired in the Shooting

    phase with the profile below:

    Range: Strength: Special Rules:24" 4 Armour Piercing,

    Multiple Shots (4),Quick to Fire

    Dive Bomb: Once per game, during the RemainingMoves sub-phase, models with this special rule maydrop bombs unless they are fleeing or have declared acharge that turn.

    To Dive Bomb, select one unengaged enemy unit thatthe Gyrocopter moved over in that turn. To determinethe 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

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    save allowed. The Gyrocopter's bombs have thefollowing profile:

    Range: Strength: Special Rules:n/a 3 Armour Piercing

    If a Gyrocopter Dive Bombs, it cannot make any other

    shooting attacks in that turn.

    Bombing Run: During the Remaining Moves sub- phase, models with this special rule may drop a bombunless they are fleeing or have declared a charge thatturn. To make a Bombing Run, select one unengagedenemy unit that the Gyrobomber moved over in thatturn and place the large 5" template anywhere over thetarget unit (but note that it cannot cover friendlymodels) and roll for scatter and damage as for a stonethrower from the Warhammer rulebook. If a misfire isrolled, use the Bomb Misfire chart below.Grudgebuster bombs have the following profile:

    Range: Strength: Special Rules:n/a 3(6) Armour Piercing,

    Multiple Shots (D3)

    After resolving the damage caused by a grudge buster bomb, roll a D6. On a 4+, the bomb scatters D6" fromwhere it first landed (a Hit! result remains in place).Place the small round (3") template on the new locationand resolve damage using the profile above. It cannot

    bounce a third time.

    BOMB MISFIRE CHARTD6 Result1 Premature Detonation. The Gyrobomber

    suffers a Strength 6 hit with the MultipleWounds (D3) special rule.

    2-3 Jammed Release. Centre the 3" templateover the Gyrobomber before scattering it andresolving damage as normal. This bomb doesnot bounce.

    4-6 Dud. Only the model under the template'scentral hole is hit, suffering a single Strength4 hit.

    THUNDERBARGE:High Flyer: The Thunderbarge cannot charge, and canonly be charged by flyers.

    Bedecked With Cannons: The Thunderbarge is armedwith two cannons which uses the following profile:

    Range: Strength: Special Rules:48" 10 Multiple Wounds (D6)

    If the first artillery dice when firing each cannon rolls amisfire, the cannon does not fire and the Thunderbargeimmediately loses D3 Wounds with no armour savesallowed. The Thunderbarge cannot fire grapeshot.

    Bombs Away: One thunder bomb can be launchedeach turn, following the rules for firing a StoneThrower, and using the following profile. The range ofthe attack can be measured from any point on the

    Thunderbarge's base.

    Range: Strength: Special Rules:3-12" 3(6) Armour Piercing,

    Multiple Wounds (D3)

    Disaster!: If the Thunderbarge is destroyed it scatters3D6" in a random direction and then crashes to theground. Place the large template with the hole under itsfinal position. Any model touched by the templatesuffers a Strength 8 hit.

    GRUDGEBRINGER:Armour Plates: The Grudgebringer has a 2+ armoursave.

    Overpressure: If you a double 1 when determining theGrudgebringer’s Random Movement, it cannot movefor the remainder of the turn and suffers 1 Wound withno saves allowed.

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    MAGIC ITEMSTHE HAMMER OF KARAK DRAZH 20 pointsMagic WeaponAttacks with the Hammer of Karak Drazh are resolved

    at +3 Initiative, and any enemy models that suffer oneor more unsaved Wounds from it suffer -1 To Hit untilthe end of the Close Combat phase.

    RED AXE OF KARAK EIGHT PEAKS 40 pointsMagic WeaponThe Red Axe of Karak Eight Peaks allows its wielderto re-roll To Hit and To Wound rolls against all modelsfrom Warhammer: Orcs & Goblins and/or Skaven.Additionally, the wielder also has the Terror specialrule against all models taken from Warhammer: Ores& Goblins and/or Skaven.

    MAGNIFICENT ARMOUR OFBOREK BEETLEBROW 45 pointsMagic ArmourThe Magnificent Armour of Borek Beetlebrow grantsthe wearer a 2 + armour save. In addition, the Armourof Borek Beetlebrow grants the bearer a 3+ ward saveagainst all attacks of Strength 6 or higher.

    FIERY RING OF THORI 35 pointsEnchanted ItemThe Fiery Ring of Thori gives its bearer a Strength 4Breath Weapon with the Flaming Attacks special rule.

    SILVER HORN OF VENGEANCE 30 pointsEnchanted ItemOne use only. The Silver Horn of Vengeance can be

    used at the start of any friendly turn. Its wielder, andany friendly units within 6", has the DevastatingCharge special rule until the start of their followingturn. Additionally, once used, the blower of the SilverHorn of Vengeance, and any unit he joins, cause Fearin all models from Warhammer: High Elves, DarkElves and/or Wood Elves for the rest of the game.

    GOLDEN SCEPTRE OF NORGRIM 40 pointsEnchanted ItemAt the start of each Dwarf turn, the character wieldingthe sceptre may choose to give him and any unit he iswith one of the following bonuses:

    • +1 Movement• +1 Strength• +1 Armour save

    Each bonus lasts until the start of the next Dwarf turn.

    BANNER OF LOST HOLDS 60 pointsMagic StandardAll models in a unit that carries the Banner of LostHolds can re-roll failed To Wound rolls in closecombat.

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    WEAPON RUNESWeapon runes are inscribed onto hammers or axes toturn them into runic weapons. If a model is permittedto take a runic weapon, he may choose weapon runesfrom the following list and apply them to his handweapon.

    Master Rune of Smiting 50 pointsA weapon engraved with the Master Rune of Smitinghas the Multiple Wounds (D6) special rule.

    Master Rune of Alaric the Mad 50 pointsArmour saves cannot he taken against Wounds caused

    by a weapon engraved with the Master Rune of Alaricthe Mad.

    Master Rune of Breaking 25 pointsIf a Dwarf with a weapon engraved with the MasterRune of Breaking scores one or more successful hitsagainst a model with a magic weapon, the foe's magic

    weapon is destroyed on a D6 roll of 2+ (roll once,regardless of the number of successful hits). A foe witha destroyed magic weapon counts as being armed witha hand weapon. if the foe has more than one magicweapon (note that Paired weapons count as one), roll aD6 to randomly determine which one is destroyed.

    Master Rune of Dragon Slaying 40 pointsAgainst any Dragon, a weapon engraved with theMaster Rune of Dragon Slaying will always wound ona To Wound roll of 2+ and has the Multiple Wounds(2) special rule.

    Master Rune of Skalf Blackhammer 30 pointsA weapon engraved with the Master Rune of SkalfBlackhammer will wound any model not in magicarmour on a To Wound roll of 2+, regardless of thetarget's Toughness. Against models in magic armour, aroll of 3+ is required.

    Master Rune of Flight 20 pointsA weapon engraved with the Master Rune of Flight can

    be thrown like a throwing weapon with a range of up to12" which always hits on a roll of 2+. Roll To Woundas if the target had suffered a hit from the weapon inclose combat. Any additional runes on the weapon willalso take effect. After this, the weapon flies back to thewielder. A weapon with the Master Rune of Flight canalso be used in close combat as normal.

    Master Rune of Snorri Spangelhelm 25 pointsA weapon engraved with the Master Rune of SnorriSpangelhelm always hits on a To Hit roll of 2+.

    Master Rune of Swiftness 25 pointsA weapon engraved with the Master Rune of Swiftnesshas the Always Strikes First special rule.

    Rune of Daemon Slaying 25/50/100 pointsAgainst any model from Warhammer: Daemons ofChaos, a weapon engraved with a Rune of DaemonSlaying receives a +1 bonus To Hit and To Wound.

    A gainst any model from Warhammer: Daemons ofChaos, a weapon engraved with two Runes of DaemonSlaying receives a + 1 bonus To Hit and To Wound andgains the Multiple Wounds (D3) special rule.

    Against any model from Warhammer: Daemons ofChaos, a weapon engraved with three Runes ofDaemon Slaying hits and wounds on a roll of 2+, hasthe Multiple Wounds (D3) special rule and no wardsaves can be taken against it.

    Rune of Fire 10/45/75 pointsA weapon engraved with a Rune of Fire has theFlaming Attacks special rule.

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

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

    Rune of Fury 20/35/60 pointsA weapon engraved with a Rune of Fury grants itswielder +1 Attack.

    A weapon engraved with two Runes of Fury grants itswielder +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, aftereach successful roll To Hit and To Wound, it grants itsuser another Attack; roll To Hit and To Wound asnormal. Attacks generated in this way do not generatefurther Attacks.

    Rune of Dismay 10/30/50 pointsA weapon engraved with a Rune of Dismay grants itswielder the Fear special rule.

    A weapon engraved with two Runes of Dismay grantsits wielder the Terror special rule.

    A weapon engraved with three Runes of Dismay grantsits wielder the Terror special rule. In addition, anyenemy units that are in base contact with the wieldersuffer a -1 penalty to their Leadership.

    Rune of Cleaving 10/30/55 pointsA weapon engraved with a Rune of Cleaving has theArmour Piercing special rule.

    A weapon engraved with two Runes of Cleaving hasthe Armour Piercing special rule, and additionallygrants its wielder +1 Strength.

    A weapon engraved with three Runes of Cleaving hasthe Armour Piercing special rule, and additionallygrants its wielder +1 Strength and the Killing Blowspecial rule.

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    Rune of Might 25/55 pointsA weapon engraved with a Rune of Might doubles itswielder’s Strength against f oes of Toughness 5 orhigher in close combat.

    A weapon engraved with two Runes of Mightmaintains the previous effect, and grants the MultipleWounds (D3) special rule against foes of Toughness 5or higher in close combat. A third Rune of Might hasno further effect.

    Rune of Striking 10/35/45 pointsA weapon engraved with a Rune of Striking grants itswielder +1 Weapon Skill.

    A weapon engraved with two Runes of Striking grantsits wielder +1 Weapon Skill and allows its wielder tore-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-rollfailed To Hit rolls in close combat.

    Grudge Rune 20 pointsFor each Grudge Rune in your army, nominate oneenemy character or monster at the beginning of thegame. The wielder of a weapon engraved with aGrudge Rune gains +1 To Hit and can re-roll failed ToWound rolls in close combat when attacking thenominated model. Multiples of this rune have nofurther effect.

    Rune of Parrying 25 points

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

    Rune of Speed 5 pointsA weapon engraved with a Rune of Speed grants itswielder +1 Initiative. Each Rune of Speed adds +1Initiative.

    ARMOUR RUNESThe runic armour of the Dwarfs is rightfully famedthroughout the w orld. If a model is perm itted to takerunic armour, he may choose armour runes from thefollowing list and apply them to his armour.

    Master Rune of Adamant 60 pointsA model wearing armour engraved with the MasterRune of Adamant has Toughness 10. This rune cannot

    be combined with any other armour runes.

    Master Rune of Gromril 30 pointsArmour engraved with the Master Rune of Gromrilgrants its wearer a 1+ armour save that cannot beimproved upon in any way.

    Rune of Fortitude 30/60/75 pointsArmour engraved with a Rune of Fortitude grants itswearer +1 Toughness.

    Armour engraved with two Runes of Fortitude grantsits wearer +1 Toughness and a 5+ ward save.

    Armour engraved with three Runes of Fortitude grantsits wearer +1 Toughness and a 5+ ward save and, if thewearer suffers an unsaved Wound from an attack thathas Multiple Wounds special rule, roll a D6. On a rollof 2+, he only suffers 1 Wound, regardless of howmany Wounds would normally becaused; on a roll of 1,he suffers the full number of Wounds.

    Rune of Iron 25/55/75 pointsArmour 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 itswearer +1 Wound, +1 Toughness and the Regeneration(5+) special rule.

    Rune of Shielding 20 pointsArmour engraved with a Rune of Shielding grants itswearer a 2+ ward save against Wounds caused byshooting attacks and all magic missiles. Multiples ofthis rune have no further effect.

    Rune of Preservation 15 points

    Armour engraved with a Rune of Preservation grantsthe wearer a 2+ ward save against the effects of theKilling Blow and Heroic Killing Blow special rules.Multiples of this rune have no further effect.

    Rune of Stone 10 pointsArmour engraved with a Rune of Stone adds +1 to itswearer's armour save. Multiples of this rune have nofurther effect. The Rune of Stone is an exception to theRule of Pride, meaning several characters can weargromril armour engraved with a single Rune of Stone.

    Rune of Impact 5 points

    Armour engraved with a Rune of Impact grants itswearer the Impact Hits (1) special rule. Multiples ofthis rune have no further effect.

    TALISMANIC RUNESTalismanic runes can be inscribed upon amulets, belts,crowns, helms and other ornamental pieces, althoughthey are most often found on rings. Every character isassumed to have the relevant item in his possession.

    Master Rune of Balance 50 pointsRunesmiths/Runelords only. During the enemy's Magic

    phase, this rune allows the owning player to roll a D6;on a roll of 4+, he can remove one power dice from hisopponent's pool and add it to his own dispel pool.

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    Master Rune of Spite 15 pointsEvery time a model with the Master Rune of Spitesuffers an unsaved Wound in close combat, the modelthat inflicted it suffers a Strength 5 hit.

    Master Rune of Passage 5 pointsA model with the Master Rune of Passage, and any unithe joins, automatically pass any Dangerous Terraintests.

    Rune of Warding 15/30/45 pointsA model with a Rune of Warding has a 6+ ward save.

    A model with two Runes of Warding has a 5+ wardsave.

    A model with three Runes of Warding has a 4+ wardsave.

    Rune of Spellbreaking 25/45 points

    Runesmiths/Runclords only. One use only. When aspell has been cast, a Runesmith or Runelord can usethis rune to dispel it automatically, without the need toroll dispel dice. This rune cannot stop a spell cast withirresistible force, and cannot he used to dispel Remainsin Play spells other than at the moment they are cast.

    A second Rune of Spellbreaking maintains the previouseffect and, after the spell is dispelled, roll a D6; on a4+, the enemy spell is lost to the Wizard casting it andcannot be cast by him for the rest of the game. A thirdRune of Spellbreaking has no further effect.

    Rune of Luck 10 pointsOne use only. A model with a Rune of Luck can re-rolla single To Hit roll, To Wound roll, armour save, wardsave or characteristic test during the game. Multiples ofthis rune have no further effect.

    Rune of the Furnace 5 pointsA model with the Rune of the Furnace has a 2+ wardsave against all Wounds with the Flaming Attacksspecial rule.

    BANNER RUNESThese runes can be inscribed on standards and canoffer the entire unit protection or special abilities. If amodel is permitted to take a runic standard, he maychoose banne r runes from the following list.

    Master Rune of Groth One-Eye 75 pointsA standard bearing the Master Rune of Groth One-Eyeconfers the Stubborn special rule to the bearer's unitand all friendly Dwarf units within 12" of the bearer.

    Master Rune of Stromni Redbeard 65 pointsA standard bearing the Master Rune of StromniRedbeard confers a further +1 bonus to the bearer'sunit's combat result score, and the combat result scoreof all other friendly Dwarf units within 12" of the

    bearer.

    Master Rune of Valaya 65 pointsA standard bearing the Master Rune of Valaya confersa +2 bonus upon all attempts to dispel magic by theowning player. Additionally, all Remains in Play spellsare immediately dispelled on a D6 roll of 3+ at the startof each friendly Magic phase (roll separately for eachRemains in Play spell).

    Master Rune of Grungni 40 pointsA standard bearing the Master Rune of Grungniconfers a 5+ ward save against Wounds caused byshooting attacks and all magic missiles to any friendlyunits within 6" of the bearer.

    Rune of Battle 20/40/55 pointsA standard bearing a Rune of Battle confers a further+1 bonus to the bearer's unit's combat result score.

    A standard bearing two Runes of Battle confers afurther +2 bonus to the bearer's unit's combat result

    score.A standard bearing three Runes of Battle confers afurther +2 bonus to the bearer's unit's combat resultscore, and additionally confers the Fight in Extra Ranksspecial rule to the hearer's unit.

    Rune of Slowness 35/50/80 pointsAny foes charging a unit including a standard bearing aRune of Slowness subtract D6" from their chargedistance (roll after their charge distance has beendetermined). If the enemy fails to make contact, all therules for failed charges apply.

    A second Rune of Slowness means a foe rolls 2D6 andmust choose the highest dice when subtracting from hischarge distance.

    A third Rune of Slowness maintains the previouseffects and, should a foe contact the bearing unit, theyhave the Always Strikes Last special rule in the firstround of combat.

    Rune of Sanctuary 10/20/30 pointsA standard bearing a Rune of Sanctuary confers theMagic Resistance (1) special rule to the bearer's unit.

    A standard bearing two Runes of Sanctuary confers theMagic Resistance (2) special rule to the bearer's unit.

    A standard bearing three Runes of Sanctuary confersthe Magic Resistance (3) special rule to the bearer'sunit.

    Rune of Stoicism 35 pointsA standard bearing the Rune of Stoicism confers theStubborn special rule to the bearer's unit.

    Strollaz' Rune 30 points

    A standard bearing Strollaz' Rune confers theVanguard deployment special rule to the bearer's unit.

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    Rune of Courage 15 pointsA standard hearing the Rune of Courage confers theImmune to Psychology special rule to the bearer's unit.

    Ancestor Rune 15 pointsOne use only. Multiples of this rune have no furthereffect. A standard bearing this rune allows the bearer'sunit to take a Break test on a single D6. Once used, therune is expended.

    ENGINEERING RUNESDwarf war machines can be inscribed with engineeringrunes. Note that a shot from a war machine with anengineering rune is a magical attack.

    Master Rune of Disguise 25 pointsA war machine engraved with the Master Rune ofDisguise always counts as being in hard cover.

    Master Rune of Immolation 20 points

    One use only. A Dwarf player can cause a war machineengraved with the Master Rune of Immolation toexplode at the end of any round of combat beforedetermining the combat results. Both the war machineand all its remaining crew are instantly removed from

    play, and each enemy unit in combat with the warmachine suffers 2D6 magical Strength 4 hits with theFlaming Attacks special rule, allocated as for shooting.Any surviving enemy units who charged that turn maymake an overrun move as normal. This rune will also

    be triggered automatically when the war machine losesits last Wound in close combat.

    Rune of Penetrating 40/50 pointsA war machine engraved with a Rune of Penetrationincreases the Strength of its shots by 1, to a maximumof 10.

    A war machine engraved with two Runes ofPenetration increases the Strength of its shots by 1, to amaximum of 10, and allows the user to re-roll a singlefailed To Wound roll during the course of the battle. Athird Rune of Penetration has no further effect.

    Note that in the case of a Grudge Thrower, this bonusincreases the Strength of both Strength values in its

    profile.

    Stalwart Rune 10/20 pointsA war machine engraved with a Stalwart Rune confersa +1 bonus to its crew's combat result score.

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

    Rune of Accuracy 25 pointsA war machine with engraved with a Rune of Accuracyhas a +1 bonus To Hit. If it does not use Ballistic Skillto Hit, it can instead re-roll the scatter dice. If thescatter dice is re-rolled, you must accept the result ofthe second roll. Multiples of this rune have no furthereffect.

    Rune of Forging 25 pointsA war machine engraved with a Rune of Forging canre-roll the artillery dice whenever a misfire result is

    rolled; however, you must accept the result of thesecond roll. Multiples of this rune have no furthereffect.

    Flakkson's Rune of Seeking 15 pointsBolt Throwers only. A war machine engraved withFlakkson's Rune of Seeking gains +1 To Hit againstany units with the Fly special rule. Multiples of thisrune have no further effect.

    Rune of Burning 5 pointsAll shooting attacks from a war machine engraved witha Rune of Burning have the Flaming Attacks special

    rule. Multiples of this rune have no further effect.

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    LORDSLORD 135 points Profile M WS BS S T W I A Ld Troop TypeLord 3 7 4 4 5 3 4 4 10 Infantry (Character)

    Equipment: Options: Hand weapon Light armour

    May be armed with one of the following:- Additional hand weapon……………………………………………………….. 3 points - Great weapon…………………………………………………………………... 6 points - Pistol…………………………………………………………………………… 3 points

    May be armed with one of the following:- Crossbow……………………………………………………………………….. 5 points - Dwarf handg un…………………………………………………………………. 6 points

    May replace light armour with one of the following:- Heavy ar mour ………………………………………………………………….. 3 points - Gromril armour………………………………………………………………… 9 points

    May take a shield…………………….…………………………………………… 3 points May be mounted upon one of the following:- Oathstone……………………………………………………………………... 25 points - Shieldbearers………………………………………………………………….. 40 points

    May take magic items and/or Runic items up to a total of…………………….. 100 points

    Special Rules: Ancestral Grudge Relentless Shieldwall

    RUNELORD 160 points Profile M WS BS S T W I A Ld Troop TypeRunelord 3 6 4 4 5 3 3 2 9 Infantry (Character)Anvil Guards 3 5 3 4 - - 2 2 - -

    Equipment: Options: Hand weapon Light armour

    May be armed with one of the following:- Additional hand weapon……………………………………………………….. 3 points - Great weapon…………………………………………………………………... 6 points

    May replace light armour with one of the following:- Heavy armour ………………………………………………………………….. 3 points - Gromril armour………………………………………………………………… 9 points

    May take a shield…………………….…………………………………………… 3 points May be mounted on an Anvil of Doom………………………………………... 120 points May take magic items and/or Runic items up to a total of…………………….. 100 points

    Special Rules: Ancestral Grudge Relentless Shieldwall Magic Resistance (2) Rune Lore Forgefire

    DAEMON SLAYER 140 points Profile M WS BS S T W I A Ld Troop TypeDaemon Slayer 3 7 4 4 5 3 5 4 10 Infantry (Character)

    Note: a Daemon Slayer may never be the army's General.

    Equipment: Options: Hand weapon May be armed with one of the following:

    - Additional hand weapon……………………………………………………….. 3 points - Great weapon…………………………………………………………………... 6 points

    May take magic items and/or Runic items up to a total of…………………….. 100 points Special Rules: Ancestral Grudge Relentless Unbreakable

    Daemon Slayer

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    HEROESTHANE 65 points Profile M WS BS S T W I A Ld Troop TypeThane 3 6 4 4 5 2 3 3 10 Infantry (Character)

    Equipment: Special Rules: Options: Hand weapon Light armour

    AncestralGrudge

    Relentless Shieldwall

    May be armed with one of the following:- Additional hand weapon………………………………………… 2 points - Great weapon……………………………………………………. 4 points - Pistol……………………………………………………………... 4 points

    May be armed with one of the following:- Crossbow ………………………………………………………... 5 points - Dwarf handgun…………………………………………………... 6 points

    May replace light armour with one of the following:- Heavy armour …………………………………………………… 2 points - Gromril armour………………………………………………… ..6 points

    May take a shield…………………….…………………………….. 2 points May be mounted on an Oathstone………………………………… 25 points May take magic items and/or runic items up to a total of………… 50 points

    RUNESMITH 80 points Profile M WS BS S T W I A Ld Troop TypeRunesmith 3 5 4 4 4 2 2 2 9 Infantry (Character)

    Equipment: Options: Hand weapon Light armour

    May be armed with one of the following:- Additional hand weapon………………………………………………………… .2 points - Great we apon…………………………………………………………………….. 4 points May replace light armour with one of the following:- Heavy armour …………………………………………………………………… 2 points - Gromril armour………………………………………………………………… ...6 points

    May take a shield…………………….……………………………………………... 2 points May take magic items and/or Runic items up to a total of………………………... 50 points

    Special Rules: Ancestral Grudge Relentless Shieldwall Magic Resistance (2) Rune Lore Forgefire

    ARMY BATTLE STANDARDOne Thane in the army may carrythe Battle Standard for +25 points.The Battle Standard Bearer can havea magic banner (no points limit). A

    model carrying a magic standardcannot carry any other magic itemsor Runic items.

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    HEROESMASTER ENGINEER 65 points Profile M WS BS S T W I A Ld Troop TypeMaster Engineer 3 4 4 4 4 2 2 2 9 Infantry (Character)

    Equipment: Options: Hand weapon Light armour

    May be armed with any of the following:- Pistol……………………………………………………………………………... 6 points - Brace of pistols …………………………………………………………………... 8 points - Great weapon…………………………………………………………………….. 4 points - Dwarf handgun ………………………………………………………………… ...5 points

    May take magic items and/or Runic items up to a total of………………………... 50 points

    Special Rules: Ancestral Grudge Relentless Artillery Master Entrenchment "Stand Back, Sir!"

    DRAGON SLAYER 70 points Profile M WS BS S T W I A Ld Troop TypeDragon Slayer 3 6 4 4 5 2 4 3 10 Infantry (Character)

    Note: a Dragon Slayer may never be the army's General.

    Equipment: Options: Hand weapon May be armed with one of the following:

    - Additional hand weapon……………………………………………………….. 2 points - Great weapon…………………………………………………………………... 4 points

    May take magic items and/or Runic items up to a total of……………………… 50 points Special Rules:

    Ancestral Grudge Relentless Unbreakable Dragon Slayer

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    CORE UNITSWARRIORS 7 points per model Profile M WS BS S T W I A Ld Troop TypeWarrior 3 4 3 3 4 1 2 1 9 InfantryVeteran 3 4 3 3 4 1 2 2 9 Infantry

    Unit Size: 10+ Special Rules: Options:

    Equipment: Hand weapon Light armour

    Ancestral Grudge Relentless Shieldwall

    One Warrior may be upgraded to a Veteran…..…………………. 10 points One Warrior may be upgraded to a musician……………………. 10 points One Warrior may be upgr aded to a standard bearer……………... 10 points The entire unit may replace light armour with heavyarmour…………………………………………………... 1 point per model

    The entire u nit may take shields………………………… 1 point per model The entire unit may take great weapons……………….. 2 points per model

    LONGBEARDS 12 points per model Profile M WS BS S T W I A Ld Troop TypeLongbeard 3 5 3 4 4 1 2 1 9 InfantryOld Guard 3 5 3 4 4 1 2 2 9 Infantry

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

    Unit Size: 10+ Special Rules: Options:

    Equipment: Hand weapon Heavy armour

    Ancestral Grudge Relentless Shieldwall Old Grumblers

    One Longbeard may be upgraded to an Old Guard…..………... 10 points One Longbeard may be upgraded to a musician……………….. 10 points One Longbeard may be upgr aded to a standard bearer………… 10 points - May have a magic standard worth up to……………………... 25 points

    The entire unit m ay take shields……………………… .1 point per model The entire unit may take great weapons……………… 2 points per model

    QUARRELLERS 12 points per model Profile M WS BS S T W I A Ld Troop TypeQuarreller 3 4 3 3 4 1 2 1 9 InfantryVeteran 3 4 4 3 4 1 2 1 9 Infantry

    Unit Size: 10+ Special Rules: Options:

    Equipment: Hand weapon Crossbow Light armour

    Ancestral Grudge Relentless Shieldwall

    One Quarreller may be upgraded to a Veteran…..………………. 10 points One Quarreller may be upgraded to a musician………………… .10 points One Quarreller may be upgr aded to a standard bearer…………... 10 points

    The entire u nit may take shields………………………… 1 point per model The entire unit may take great weapons……………….. 2 points per model

    THUNDERERS 13 points per model Profile M WS BS S T W I A Ld Troop TypeThunderer 3 4 3 3 4 1 2 1 9 InfantryVeteran 3 4 4 3 4 1 2 1 9 Infantry

    Unit Size: 10+ Special Rules: Options:

    Equipment: Hand weapon Dwarf handgun Light armour

    AncestralGrudge

    Relentless Shieldwall

    One Thunderer may be upgraded to a Veteran…..………………. 10 points - May replace Dwarf handgun with a brace of pistols…………... 10 points

    One Thunderer may be upgraded to a musician………………… .10 points One Thunderer may be upgr aded to a standard bearer…………... 10 points The entire u nit may take shields………………………… 1 point per model

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    SPECIAL UNITSHAMMERERS 15 points per model Profile M WS BS S T W I A Ld Troop TypeHammerer 3 5 3 4 4 1 2 2 9 InfantryKeeper of the Gate 3 5 3 4 4 1 2 3 9 Infantry

    Unit Size: 10+ Special Rules: Options:

    Equipment: Great weapon Heavy armour

    Ancestral Grudge Relentless Shieldwall Stubborn

    One Hammerer may be upgraded to a Keeper of the Gate…..… 10 points One Hammerer may be upgraded to a musician……………….. 10 points One Hammerer may be upgr aded to a standard bearer………… 10 points - May have a magic standard worth up to……………………... 75 points

    The entire u nit may take shields………………………. 1 point per model

    IRONBREAKERS 14 points per model Profile M WS BS S T W I A Ld Troop TypeIronbreaker 3 5 3 4 4 1 2 1 9 InfantryIronbeard 3 5 3 4 4 1 2 2 9 Infantry

    Unit Size: 10+ Special Rules: Options:

    Equipment: Hand weapon Gromril armour Shield

    Ancestral Grudge Relentless GromrilShieldwall

    One Ironbreaker may be upgraded to an Ironbeard……………. 10 points One Ironbreaker may b e upgraded to a musician………………. 10 points One Ironbreaker may be upgr aded to a standard bearer……….. 10 points - May have a magic standard worth up to……………………... 50 points

    MINERS

    9 points per model

    Profile M WS BS S T W I A Ld Troop TypeMiner 3 4 3 3 4 1 2 1 9 InfantryProspector 3 4 3 3 4 1 2 2 9 Infantry

    Unit Size: 10+ Special Rules: Options:

    Equipment: Great weapon Light armour

    Ancestral Grudge Relentless Ambushers

    One Miner may be upgraded to a Prospector …..………………. 10 points - May replace great weapon with a steam drill……………….. .10 points

    One Miner may be upgraded to a musician……………………. 10 points One Miner may be upgr aded to a standard bearer……………... 10 points The entire unit may replace light armour with heavyarmour…………………………………………………. 1 point per model

    The entire unit may take bl asting charges……………. 2 points per model

    SLAYERS 11 points per model Profile M WS BS S T W I A Ld Troop TypeTroll Slayer 3 4 3 3 4 1 3 1 10 InfantryGiant Slayer 3 4 3 3 4 1 3 2 10 Infantry

    Unit Size: 10+ Special Rules: Options:

    Equipment: Two hand

    weapons Great weapon

    Ancestral Grudge Relentless Unbreakable Slayer

    One Troll Slayer may be upgraded to a Giant Slayer…..……… 10 points One Troll Slayer may be upgraded to a musician……………… 10 points One Troll Slayer may be upgr aded to a standard bearer……….. 10 points - May have a magic standard worth up to……………………... 25 points

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    SPECIAL UNITSRANGERS 10 points per model Profile M WS BS S T W I A Ld Troop TypeRanger 3 4 3 3 4 1 2 1 9 InfantryOl' Deadeye 3 4 4 3 4 1 2 1 9 Infantry

    Unit Size: 5+ Special Rules: Options:

    Equipment: Great weapon Light armour

    Ancestral Grudge Relentless Scouts

    One Ranger may be upgraded to a Ol' Deadeye……………….. 10 points One Ranger may be upgraded to a musician…………………… 10 points One Ranger may be upgr aded to a standard bearer…………….. 10 points The entire unit may take throwing axes……………….. 1 point per model The entire u nit may take crossbows………………….. 4 points per model The entire u nit may Skirmish…………………………. 1 point per model

    CANNON 120 points Profile M WS BS S T W I A Ld Troop TypeCannon - - - - 7 3 - - - War Machine (Cannon)Dwarf Crew 3 4 3 3 4 1 2 1 9 -

    Unit Size: 1 Equipment: Special Rules: Options:

    Crew: 3Dwarf Crew

    Hand weapon Light armour

    Ancestral Grudge Stubborn

    May take engineering runes worth up to………... 50 points

    GRUDGE THROWER 80 points Profile M WS BS S T W I A Ld Troop TypeGrudge Thrower - - - - 7 3 - - - War Machine (Stone Thrower)

    Dwarf Crew 3 4 3 3 4 1 2 1 9 -

    Unit Size: 1 Equipment: Special Rules: Options:

    Crew: 3Dwarf Crew

    Hand weapon Light armour

    Ancestral Grudge Stubborn

    May take engineering runes worth up to………... 50 points

    BOLT THROWER 45 points Profile M WS BS S T W I A Ld Troop TypeBolt Thrower - - - - 7 3 - - - War Machine (Bolt Thrower)Dwarf Crew 3 4 3 3 4 1 2 1 9 -

    Unit Size: 1 Equipment: Special Rules: Options:

    Crew: 3Dwarf Crew

    Hand weapon Light armour

    Ancestral Grudge Stubborn

    May take engineering runes worth up to………... 50 points

    DEATHROLLER 60 points Profile M WS BS S T W I A Ld Troop TypeDeathroller 6 - - 5 5 2 - - - Chariot (Armour save 3+)Dwarf Crew - 4 3 3 - - - 1 9 -

    Unit Size: Crew: 1 Dwarf Crew Equipment: Special Rules:1-3

    Hand weapon Ancestral Grudge Stubborn

    Crusher Attack

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    RARE UNITSIRONDRAKES 15 points per model Profile M WS BS S T W I A Ld Troop TypeIrondrake 3 5 3 4 4 1 2 1 9 InfantryIronwarden 3 5 4 4 4 1 2 1 9 Infantry

    Unit Size: 10+ Special Rules: Options:

    Equipment: Hand weapon Drakegun Forge-provengromril armour

    Ancestral Grudge Relentless

    One Irondrake may be upgraded to an Ironwarden. ……………. 10 points - May take cinderblast bombs…………………………………. 15 points - May replace drakegun with one of the following:

    Brace of drakefire pistols………………………………………... free Trollhammer torpedo………………………………………. 20 points

    One Irondrake may be upgraded to a musician………………… 10 points One Irondrake may be upgr aded to a standard bearer………….. 10 points - May have a magic standard worth up to……………………... 50 points

    DOOMSEEKER 35 points per model Profile M WS BS S T W I A Ld Troop TypeTroll Slayer 3 5 3 4 4 2 2 * 10 Infantry

    Unit Size: 2-5 Special Rules:

    Equipment: Doomseekeraxes

    Ancestral Grudge Relentless Skirmishers Unbreakable Slayer Whirlwind of Death

    ORGAN GUN 120 points Profile M WS BS S T W I A Ld Troop TypeOrgan Gun - - - - 7 3 - - - War MachineDwarf Crew 3 4 3 3 4 1 2 1 9 -

    Unit Size: 1 Equipment: Special Rules: Options:

    Crew: 3Dwarf Crew

    Hand weapon Light armour

    Ancestral Grudge Stubborn Organ Fire

    May take engineering runes worth up to………... 50 points

    FLAME CANNON 140 points Profile M WS BS S T W I A Ld Troop TypeOrgan Gun - - - - 7 3 - - - War Machine (Fire Thrower)Dwarf Crew 3 4 3 3 4 1 2 1 9 -

    Unit Size: 1 Equipment: Special Rules: Options: Hand weapon

    Light armour

    Ancestral Grudge

    Stubborn Sheet of Fire

    May take engineering runes w orth up to………... 50 points

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    RARE UNITSGYROCOPTER 90 points Profile M WS BS S T W I A Ld Troop TypeGyrocopter - - - - 5 3 - - - Chariot (Armour save 4+)Dwarf Pilot - 4 3 3 - - 2 1 9 -

    Unit Size: 1 Equipment: Special Rules: Options:

    Crew: 1Dwarf Pilot

    Hand weapon Steam Gun

    Ancestral Grudge Fly Dive Bomb(Gyropcopteronly)

    Bombing Run(Gyrobomberonly)

    May exchange steam gun for one of the following:- Brimstone gun………………………………………. free - Clatter gun……………………………………… 5 points

    May be upgraded to a Gyrobomber……………... 35 points

    THUNDERBARGE 300 points Profile M WS BS S T W I A Ld Troop TypeThunderbarge - - - - 7 6 - - - Chariot (Armour save 4+)Dwarf Crew - 4 3 3 - - 2 1 9 -

    Unit Size: 1 Equipment: Special Rules:

    Crew: 6Dwarf Crew

    Hand weapon Dwarf handgun 2 Cannons

    Ancestral Grudge Hover Magic Resistance (3) Large Target Unbreakable High Flyer Bedecked with Cannons Bombs Away Disaster!

    GRUDGEBRINGER 275 points Profile M WS BS S T W I A Ld Troop TypeGrudgebringer 2D6 3 0 6 6 6 1 6 10 Monster

    Unit Size: 1 Special Rules: Large Target Terror

    Random Movement (2D6) Magic Resistance (3) Impact Hits (D6) Unbreakable Armour Plates Overpressure