Dwarf Lord (1#, 300 pts)
Dwarf Lord 300
Composition: Lord
Royal Blood; General; Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Gromril Armor (4+ Armor Save); Oath Stone (Nominate one unit to deploy with at the start of the game, and may not leave that unit (no other characters may join it). Magic Resistance (1) for unit.
May Set the Stone when charged (see Dwarf rulebook p28) - unit has no flanks or rear, may not move unless fleeing, character must always issue and meet challenges.
If the unit flees, the Oath Stone is lost and the character counts as being killed (he is dishonored for losing the oath stone).
While oath stone is down the
models in the unit may make supporting attacks in any
direction, and if they have shields, they get their Parry save
against attacks coming from any side.); Stonebeards: 'Dwarf Warriors'
Runic Weapon [60]
Master Rune of Flight: The hammer can be thrown at any model in sight and within 12" (including models that can't normally be singled out, such as characters inside units). The target takes one hit as if in close combat; Rune of Cleaving (x1): +1 Strength
Runic Armor [65]
Master Rune of Gromril: 1+ Armor Save, cannot be improved.; Rune of Iron (x1): 6+ Ward Save (5+ with 2 runes); Rune of Resistance: Re-roll failed armor saves
Runelord (1#, 225 pts)
Runelord 225
Composition: Lord
Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Gromril Armor (4+ Armor Save)
Runic Armor [35]
Rune of Iron (x2): 6+ Ward Save (5+ with 2 runes); Rune of Stone: +1 Armor Save
Runic Talisman [50]
Master Rune of Balance: During opponents magic phase, steal 1 power die to use as a dispel die
Thane (29#, 472 pts)
Thane (Battle Standard Bearer) 195
Composition: Hero
Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Gromril Armor (4+ Armor Save); Battle Standard Bearer
Runic Standard [105]
Master Rune of Fear: The unit causes Fear.; Rune of Courage: Unit is Immune to Fear and Terror.
27x Dwarf Warriors 277
Composition: Core
Stonebearers for character 'Dwarf Lord'; Musician Mus (+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.); Standard Bearer Std (+1 to Combat Resolution; Standard can be captured if unit Flees.); Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Heavy Armour (5+ Armour save.); Shield (+1 Armour save bonus.)
Veteran [19]
Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Heavy Armour (5+ Armour save.); Shield (+1 Armour save bonus.)
Master Engineer (1#, 125 pts)
Master Engineer 125
Composition: Hero
Artillery Master: A Master Engineer within 3" of a war machine is allowed to take a 'Look Out Sir!' roll as if he was within 3" of a unit of five or more models. Additionally, one war machine within 3" of a Master Engineer: Cannon: May re-roll first artillery dice used. Grudge Thrower: You may re-roll the artillery dice. Bolt Thrower: Use the Master Engineer's BS when rolling to hit.
Extra Crewman: May replace a slain crewman on any War Machine (but may not himself shoot while doing so).
Entrenchment: Pick a war machine (not a Gyrocopter). This war machine is treated as being in hard cover when shot at, and as being behind a defended obstacle in close combat. If it moves (other than turning) this bonus is lost.; Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Brace of Pistols (12" Range, Strength 4, Armour Piercing, Multiple Shots (x2). Quick to Fire. Grants extra attack(1) to models on foot in combat); Gromril Armor (4+ Armor Save)
Runic Armor [45]
Rune of Iron (x1): 6+ Ward Save (5+ with 2 runes); Rune of Resistance: Re-roll failed armor saves; Rune of Stone: +1 Armor Save
Thunderers (10#, 175 pts)
9x Thunderers 175
Composition: Core
Musician Mus (+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.); Standard Bearer Std (+1 to Combat Resolution; Standard can be captured if unit Flees.); Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Dwarf Handgun (24" Range, Strength 4, Armor Piercing, Move or Fire, Superior Design: +1 to hit.); Light Armour (6+ Armour save.); Shield (+1 Armour save bonus.)
Veteran [25]
Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Dwarf Handgun (24" Range, Strength 4, Armor Piercing, Move or Fire, Superior Design: +1 to hit.); Light Armour (6+ Armour save.); Shield (+1 Armour save bonus.)
Thunderers (10#, 175 pts)
9x Thunderers 175
Composition: Core
Musician Mus (+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.); Standard Bearer Std (+1 to Combat Resolution; Standard can be captured if unit Flees.); Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Dwarf Handgun (24" Range, Strength 4, Armor Piercing, Move or Fire, Superior Design: +1 to hit.); Light Armour (6+ Armour save.); Shield (+1 Armour save bonus.)
Veteran [25]
Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Dwarf Handgun (24" Range, Strength 4, Armor Piercing, Move or Fire, Superior Design: +1 to hit.); Light Armour (6+ Armour save.); Shield (+1 Armour save bonus.)
Quarellers (20#, 305 pts)
19x Quareller Rangers 305
Composition: Core
Always Strikes Last (Always strikes last in close combat); Upgrade to Rangers; Musician Mus (+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.); Standard Bearer Std (+1 to Combat Resolution; Standard can be captured if unit Flees.); Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Crossbow (30" Range, Strength 4, Move or Fire.); Great Weapon (+2 Strength; Always strikes last. Two-handed.); Light Armour (6+ Armour save.); Scouts
Veteran [24]
Always Strikes Last (Always strikes last in close combat); Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Crossbow (30" Range, Strength 4, Move or Fire.); Great Weapon (+2 Strength; Always strikes last. Two-handed.); Light Armour (6+ Armour save.)
Miners (20#, 300 pts)
19x Miners 300
Composition: Special
Underground Advance: See Dwarf rulebook p36; Always Strikes Last (Always strikes last in close combat); Musician Mus (+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.); Standard Bearer Std (+1 to Combat Resolution; Standard can be captured if unit Flees.); Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Blasting Charges (One use only. One enemy unit charging the Miners takes D6 Flaming S6 hits as if from shooting (this attack has a nominal range of 4").); Pick (+2 Strength; Always strikes last. Two-handed.); Heavy Armour (5+ Armour save.)
Prospector [46]
Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Steam Drill (Two handed. +3 strength in close combat. Re-roll the Arrival dice when making an Underground Advance.); Heavy Armour (5+ Armour save.)
Artillery Battery (5#, 140 pts)
Grudge Thrower 140
Composition: Special
Stone Thrower: See pages 120-121 of the Warhammer rulebook.
Stubborn.; Rune of Accuracy: Re-roll the Scatter dice (you must accept the result of the second roll); Rune of Burning: The war machine makes flaming attacks.; Rune of Reloading: The machine can shoot even if misfired previous turn (unless destroyed by misfire).; Stone Thrower
3x Crew [0]
Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Light Armour (6+ Armour save.)
Engineer [20]
Extra Crewman: May replace a slain crewman on any War Machine (but may not himself shoot while doing so).
Artillery Specialist (may not shoot while using): Cannon or Grudge Thrower: Re-roll Misfire result. Bolt Thrower: Use Engineer's BS when rolling to hit.
; Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Brace of Pistols (12" Range, Strength 4, Armour Piercing, Multiple Shots (x2). Quick to Fire. Grants extra attack(1) to models on foot in combat); Light Armour (6+ Armour save.)
Artillery Battery (4#, 120 pts)
Organ Gun 120
Composition: Rare
Organ Gun: See page 40 of the Dwarf rulebook.
Gunners' Pride: The crew is Stubborn as long as the War Machine is not destroyed. They can never Flee from a charge or pursue a Fleeing enemy.
3x Crew [0]
Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Light Armour (6+ Armour save.)
Artillery Battery (5#, 160 pts)
Cannon 160
Composition: Special
Cannon: See Warhammer rulebook.
Stubborn.; Master Rune of Defense: The war machine and crew are always assumed to be in hard cover to enemy shooting.; Rune of Reloading: The machine can shoot even if misfired previous turn (unless destroyed by misfire).; Cannon
3x Crew [0]
Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Light Armour (6+ Armour save.)
Engineer [20]
Extra Crewman: May replace a slain crewman on any War Machine (but may not himself shoot while doing so).
Artillery Specialist (may not shoot while using): Cannon or Grudge Thrower: Re-roll Misfire result. Bolt Thrower: Use Engineer's BS when rolling to hit.
; Hand Weapon (6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.); Brace of Pistols (12" Range, Strength 4, Armour Piercing, Multiple Shots (x2). Quick to Fire. Grants extra attack(1) to models on foot in combat); Light Armour (6+ Armour save.)
Option Footnotes
Options
Blasting Charges - One use only. One enemy unit charging the Miners takes D6 Flaming S6 hits as if from shooting (this attack has a nominal range of 4").
Brace of Pistols - 12" Range, Strength 4, Armour Piercing, Multiple Shots (x2). Quick to Fire. Grants extra attack(1) to models on foot in combat
Crossbow - 30" Range, Strength 4, Move or Fire.
Dwarf Handgun - 24" Range, Strength 4, Armor Piercing, Move or Fire, Superior Design: +1 to hit.
Great Weapon - +2 Strength; Always strikes last. Two-handed.
Gromril Armor - 4+ Armor Save
Hand Weapon - 6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.
Heavy Armour - 5+ Armour save.
Light Armour - 6+ Armour save.
Musician Mus - +1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform.
Oath Stone - Nominate one unit to deploy with at the start of the game, and may not leave that unit (no other characters may join it). Magic Resistance (1) for unit.
May Set the Stone when charged (see Dwarf rulebook p28) - unit has no flanks or rear, may not move unless fleeing, character must always issue and meet challenges.
If the unit flees, the Oath Stone is lost and the character counts as being killed (he is dishonored for losing the oath stone).
While oath stone is down the
models in the unit may make supporting attacks in any
direction, and if they have shields, they get their Parry save
against attacks coming from any side.
Pick - +2 Strength; Always strikes last. Two-handed.
Shield - +1 Armour save bonus.
Standard Bearer Std - +1 to Combat Resolution; Standard can be captured if unit Flees.
Steam Drill - Two handed. +3 strength in close combat. Re-roll the Arrival dice when making an Underground Advance.
Special
Always Strikes Last - Always strikes last in close combat
Roster Design Information
Hate all greenskins.
Flee and pursue 2D6-1".
All units may march even when an enemy is within 8".
Validation Report
Army Subtype: Dwarf Army; Edition: 8th Edition; Game Type: Normal Game
Roster satisfies all enforced validation rules
Roster Statistics
General's Ld: 10
# Models: 106
Total Characters: 845
Total Core: 932
Total Magic Items: 360
Total Rare: 120
Total Special: 600
% Characters: 33.8
% Core: 37.3
% Magic Items: 14.4
% Rare: 4.8
% Special: 24
Composition Report
Points of Lords - 525 (0 to 0)
Points of Heroes - 320 (0 to 0)
Points of Core - 932 (0 to Unlimited)
Points of Special - 600 (0 to 0)
Points of Rare - 120 (0 to 0)