Hammer and Stoneby David StoneThis is the first in what we here at Total Power hope will be a series of articles updating the existing Warhammer Books. Hopefully the next one will be Skaven followed by Empire. Note that you will need a copy of the Dwarf Army Book to make use of this article - Ed There was a time when the dwarf army was one of the hardest armies available, and probably the hardest 'mortal' army around. Since the arrival of the Dark Elf Army book, and every subsequent army book, armies now have a high number of units with special rules, especially amongst the elite units. The Dwarf army looks very dated these days, with little to distinguish any of the units, apart from equipment available to them. Following the release of the High Elf book, whose infantry where once comparable to the dwarfs, but now even have heavy armour available to the most basic troop type, I felt it was time to update the Dwarf army. This article doesn't replace the existing list, but rather strengthens it by revamping existing troop types and equipment, and resurrecting older, forgotten dwarf units. Rather than writing out the whole dwarf army book, I have only included amended aspects of the Dwarf army Additions and Modifications to Dwarven RunesARMOUR RUNES RUNE OF STONE [MODIFICATION] Cost: 5 points +1 Armour Save - Minimum Save of 6+ RUNES OF PROTECTION RUNE OF SWIFTNESS [NEW] Cost: 25 points +D6" movement ENGINEERING RUNES RUNE OF DISGUISE [MODIFICATION] Cost: 25 points TALISMANIC RUNES MASTER RUNE OF SPITE [MODIFICATION] Cost: 50 points RUNE OF PASSAGE [MODIFICATION] Cost: 10 points Additions and Modifications to Dwarven WarmachinesGYROCOPTER [MODIFICATION] ALTERNATIVE ARMAMENT The cannon has a range of 12", and will hit the first target in a direct line from the front of the Gyrocopter. (Note: the Gatling Cannon does not have a 90 degree fire arc.) Each shot causes a variable number of S4 hits. To determine how many hits, roll an artillery dice. As with most gunpowder weapons, the save modifier is reduced by a further -1 ( -2 rather than -1 for S4 hit). A Misfire indicates a jam which the pilot must clear. The pilot must remove the canister, and reload - which takes another turn. The Gyrocopter is restricted to half movement while the pilot reloads. The player can always ignore the jammed Gatling Cannon, and make use of the other weapons as normal.
Additions and Modifications to the Dwarf Special RulesSHIELDWALL [NEW] This formation is only possible to dwarfs equipped with shields. The unit draws into a very tight huddle, overlapping its shields. The unit may not move while in a shieldwall, and may not use any missile weapons, except pistols. Whilst in a shieldwall a unit may add +1 to all armour saving throws against attacks from the front of the unit only. No bonus is applied to saves against attacks on the flank or rear of a shieldwall. The player may declare to form a shieldwall as a manoeuvre during the movement phase, or as a response to a charge. If a shieldwall is formed during the movement phase, no other move may be made. A shieldwall can only be made in response to a charge if the chargers are more than half their charge move away. Forming a shieldwall is a complex manoeuvre which only well trained troops will be able to carry out in the heat of battle. A unit must make a successful Ld test to complete the manoeuvre. A unit with a musician will pass this test automatically. Additions and Modifications to the Bestiary and Army ListCHARACTERS EQUIPMENT LIST [MODIFICATION] 0 - 1 Unit of Longbeards ........ 15 points per model [MODIFICATION] With all their experience, Long Beards scorn all enemies and find it very hard to except defeat, despite often overwhelming evidence to the contrary. Long Beards fighting a scorned enemy therefore may add +1 to all Combat resolution results. Equipment Long Beards wear long coats of mail armour and carry shields. They are armed with hand weapons such as axes and swords. Save 4+ (Heavy armour and shield) Options Long Beards may carry a magic standard. SPECIAL RULES Shieldwall Long Beards may adopt the Shieldwall formation. 0 - 1 Unit of Hammerers ........ 15 points per model [MODIFICATION] If the General is slain while leading the Hammerers, the unit will be racked with guilt and anger at their failings as a body guard. The Hammerers will hate all enemies for the remainder of the battle. To many Dwarfs the use of heavy, two handed weapons has been an every day necessity throughout their lives, often spanning several centuries. To the most skilled of these the use of a double handed hammer is of no hardship and can be wielded as easily as a normal weapon. It is these skilled warriors which form the elite ranks of the Hammerers. Due to their skill with their mighty hammer, Hammerers ignore the usual penalty that troops with doubled-handed weapons always strike last. Equipment Hammerers wear long coats of mail armour and carry shields. They are armed with ornately carved hammers of great age. Save 4+ (Heavy armour and shield) Options Hammerers may carry double handed hammers at an additional cost of +2 per model. Hammerers may carry a magic standard. SPECIAL RULES Hammer Skill Hammerers ignore the restriction that double handed weapons strike last. Shieldwall Hammerers may adopt the Shieldwall formation. 0 - 1 unit of Iron Breakers ........ 20 points per model [MODIFICATION] Equipment Iron Breakers wear thick iron armour and carry shields. They are armed with hand weapons and favour axes and hammers. Save 3+ (Heavy armour & shield + Rune of Stone) Options Iron Breakers may carry a magic standard. SPECIAL RULES Shieldwall Iron Breakers may adopt the Shieldwall formation. Dwarf Warriors ........ 11 points per model [MODIFICATION] Equipment Warriors wear mail armour and carry shields. They are armed with hand weapons and favour axes. Save 5+ (Light armour and shield). Options Any unit may carry either double handed weapons at an additional +2 points per model, or spears at an additional +1 point per model. Any unit may replace their light armour for heavy armour at an additional cost of +1 point per model. Any unit may carry a magical standard. SPECIAL RULES Dwarf Crossbowmen ........13 points per model [MODIFICATION] Equipment Dwarf crossbowmen wear mail armour. They are armed with crossbows and carry suitable hand weapons too. Save 6+ (Light armour). Options Any unit may carry double handed weapons at an additional +2 points per model. Any unit may replace their light armour for heavy armour at an additional cost of +1 point per model. Any unit may carry a shield at an additional cost of +1 point per model. Any unit may carry a magical standard. SPECIAL RULES 0 - 1 Unit of Dwarf Miners ........ 13 points per model [MODIFICATION] Equipment Miners wear heavy mail armour and carry, and are armed with heavy two-handed picks. Save 5+ (Heavy armour) Options Miners may be equipped with shields at an additional +1 per model. Miners may carry a magic standard. SPECIAL RULES Shieldwall Miners equipped with shields may adopt the shieldwall formation. Dwarf Sappers ...... 16 points per model [NEW] Dwarf Sappers are equally happy using their structural expertise to break down opposing fortifications. During the combat phase, dwarf Sappers may attempt to demolish any structure they are in base-to-base contact with. A sapper will be able to assess the strengths and weaknesses of a structure, and is able to maximise his attacks on it. A sapper can attack walls, buildings, or other fortifications with three attacks instead of one. A Dwarf army can include one team of Sappers for every unit taken. Profile As a Dwarf Warrior Equipment Sappers wear heavy mail armour, and are armed with heavy two-handed picks or hammers. Save 5+ (Heavy armour) SPECIAL RULES Demolish Sappers may attack walls, buildings or other constructions with three attacks instead of one. Dwarf Slayers ...... 11 points per model [MODIFICATION] Slayer Skill Troll Slayer
. Strength 7 Mighty Strike A player must declare which skill each model is using at the start of a combat round. Although a mix of both skills may be used by models in the unit, any character with more than one attack must use the same skill for all attacks. A Dwarf army can include regiments of Slayers, but note it may not contain more regiments of Slayers than it has other Dwarf regiments. Equipment Slayers do not wear armour, spurning the very concept of self preservation. They carry an axe. Often a very big axe. Options It is not necessary for all Slayers in a unit to be identically armed: some may carry a double handed axe instead of an ordinary axe (+2 points per model so armed) while others can carry an axe in each hand (+1 point per model so armed). Slayers units may also include not just one, but as many Champions as you wish. SPECIAL RULES Mighty Strike Each wound inflicted causes D3 wounds. or Slayer Skill Slayers strength is equal to the Toughness of any opponent, up to the maximum strength level shown above. Psychology All Slayers are unaffected by any psychology rules except hatred of Goblins and Orcs which affects all dwarfs. This means they never need take panic, fear, terror or any other psychology tests. Break Tests Slayers cannot be broken from hand-to-hand combat. They do not need to take a break test if defeated in close combat and will fight to the last breath in their bodies given a chance. 0 - 1 Norse Dwarf Berserkers .......... 15 points per model [NEW] Of all the similarities between Norse and Norse Dwarf, the most noted is the Cult of the Berserker. Rather than following the doom filled, dangerous, and rather depressing, life of the Slayer, Norse Dwarfs prefer the violent, frenzied, and equally dangerous, life of the Berserker. Living off a diet of fermented berries, wild mushrooms and potent herbs, the Berserker Dwarfs drug themselves into a psychotic state before a battle, believing themselves to be invulnerable, and making themselves subject to frenzy. Profile As a Dwarf Warrior Equipment Norse Dwarf Berserkers are armed with a hand weapon, and favour axes. Options A unit of Berserkers can be equipped with shields at an additional cost of +1 point per model, an additional hand weapon at an additional cost of +1 point per model, or a double handed weapon at an additional cost of +2 points per model. SPECIAL RULES Characters Norse Dwarf Berserkers may only be led by a Berserker Champion (68 points) or a Berserker Hero ( 109 points). Berserker characters are also subject to frenzy. 0 - 1 unit of Tunnel Runners .......... 9 points per model [NEW] Young dwarfs are not as stout and solid as their more mature comrades. The fastest of these Dwarfs, often only in their thirties and forties, are sent on these most arduous of journeys, equipped with little more than a pair of running shoes, and occasionally a sling. Any more would slow them down, and a runner relies on speed rather than strength of arms to survive. In battle groups of these brave adolescent dwarfs band together to form a light skirmish unit, to counter enemy infiltrators and provide a protective screen to the powerful, but vulnerable artillery.
Equipment Tunnel Runners wear no armour. They are armed with a hand weapon and favour short swords, or long knives. Options Tunnel Runners may be equipped with slings at an additional cost of +1 point per model. SPECIAL RULES |