Hammer and Stone

by David Stone

This 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 Runes

ARMOUR RUNES

RUNE OF STONE [MODIFICATION]
This rune adds +1 to the characters armour save. The armour is an exception to the normal Rule of Pride which forbids the same combination of runes to be used on several items so a single rune of Stone may be inscribed on any character's armour. Strength modifiers will never reduce the save of armour bearing the Rune of Stone to less than 6. The Rune of Stone can by hits from cannon, bolt throwers or other weapons which ignore armour saves.

Cost: 5 points +1 Armour Save - Minimum Save of 6+

RUNES OF PROTECTION
These runes may be inscribed on standards and effect the whole unit.

RUNE OF SWIFTNESS [NEW]
The unit may add D6" to its movement up to three times in a battle. Note: the Rune must be used on separate occasions, and cannot be used cumulatively.

Cost: 25 points +D6" movement

ENGINEERING RUNES
These runes may only be inscribed on war machines described in the Dwarf Army book.

RUNE OF DISGUISE [MODIFICATION]
This rune magically distorts space around the machine. Until it shoots, or moves, the machine cannot be seen, and cannot therefore be shot at or charged. Once the machine has shot/fired or moved, its position is revealed and it can be seen and shot at or charged as normal.

Cost: 25 points

TALISMANIC RUNES
Talismanic runes can be inscribed upon amulets, belts, crowns, helms and other ornamental places, though they are most commonly found on rings.

MASTER RUNE OF SPITE [MODIFICATION]
Every time the model suffers a wound in hand to hand combat roll a D6. On a result of 4+ the wound is taken by the enemy who inflicted it instead. For each wound saved in this way, roll a D6. On the roll of a 1, the rune is exhausted for the remainder of the battle.

Cost: 50 points

RUNE OF PASSAGE [MODIFICATION]
This rune causes rocks, vegetation, snow and mud to move aside as the Dwarf advances, creating a clear passage. The character and any unit with him may through woods or difficult terrain with no movement penalty. Note - the Rune of Passage CAN be used in conjunction with a march move.

Cost: 10 points

Additions and Modifications to Dwarven Warmachines

GYROCOPTER  [MODIFICATION]

ALTERNATIVE ARMAMENT
Gatling Cannon A player may replace the Gyrocopter Steam Cannon with a Gatling cannon at no extra cost. The Cannon is breach loaded and fires a canister of pellets in a similar way to the Imperial Volley Gun. As the Pilot has to both load the cannon, and fly the Gyrocopter, the Gyrocopter is restricted to half movement in any turn the player wishes to fly.

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.

Range Strength Save Wounds per Hit
12" 4 -2 Artillery Dice

Additions and Modifications to the Dwarf Special Rules

SHIELDWALL [NEW]
Dwarf are renowned for their stubbornness and tenacity in battle, and the ability to take a great deal of damage with little ill effect. In addition to their natural toughness, this resilience has been enhanced not only by their armour, but also the added protection of their shieldwall tactics. The solid barrier of the shieldwall is ideal for an army with little mobility, and close ranks of heavily armoured troops.

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 List

CHARACTERS EQUIPMENT LIST [MODIFICATION]
May Ride: Any non- Slayer character, except a champion, may fly a gyrocopter chosen from the War Machines section (+90 points). The points cost is added to his own, and does not come from the War Machine allowance

0 - 1 Unit of Longbeards ........ 15 points per model [MODIFICATION]
Long Beards are the oldest Dwarfs in the army, and their beards are very long and grizzled. The Long Beards have fought in more wars, beaten more enemies and endured greater hardships than young Dwarfs can possibly imagine. They enjoy grumbling about how today's Goblins are far smaller and weedier than they used to be, and how nothing is really as well made as it was in their day.

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
Scorn
Long Beards Scorn their opponents.

Shieldwall Long Beards may adopt the Shieldwall formation.

0 - 1 Unit of Hammerers ........ 15 points per model [MODIFICATION]
The Hammerers are the King's Dwarfs, a body of tough fighting men who guard the Kings chambers and accompany him to war. Each Dwarf stronghold has its own king and its own Hammerers and they are amongst the best Dwarf Warriors.

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
King's Dwarfs The Hammerers are the King's Dwarfs, and if the army General is slain while leading them, the Hammerers will hate all enemy models for the remainder of the battle.

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]
Many Dwarf strongholds have deep tunnels which the Dwarfs have long since abandoned. These tunnels have become home to all kinds of monsters such as Night Goblins, Skaven, Trolls and even more sinister horrors. The Iron breakers guard these old passages and protect the stronghold from attack. They spend much of their time below ground in the deepest, least-visited parts of their stronghold. Because of the extreme danger of their duties they wear heavy iron armour engraved with the Rune of Stone.

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
Magic Armour
Iron breakers wear armour engraved with the Rune of Stone - this is an exception to the normal rules because normally only characters can wear magic armour. This increases their saving throw from 4+ to 3+, and cannot be reduced to less than 6 by Strength Modifiers.

Shieldwall Iron Breakers may adopt the Shieldwall formation.

Dwarf Warriors ........ 11 points per model [MODIFICATION]
Dwarf warriors are grim and determined fighters. Being extremely stubborn they refuse to run away in all but the most desperate circumstances.

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
Shieldwall
Warriors may adopt the Shieldwall formation.

Dwarf Crossbowmen ........13 points per model [MODIFICATION]
Dwarfs are not suited to ordinary bows, so they use the powerful crossbow instead.

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
Shieldwall
Crossbowmen equipped with shields may adopt the Shieldwall formation

0 - 1 Unit of Dwarf Miners ........ 13 points per model [MODIFICATION]
Dwarf Miners have spent scores of years hewing solid rock with their mighty double-handed picks. After a lifetime of mining at a pit face, wielding such a weapon against a foe in combat is an easy matter. Miners therefore ignore the usual penalty that troops with doubled-handed weapons always strike last.

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
Miner Skill
Miners ignore the restriction that double handed weapons strike last.

Shieldwall Miners equipped with shields may adopt the shieldwall formation.

Dwarf Sappers ...... 16 points per model [NEW]
Dwarf Sappers are skilled engineers in peace time, who turn their civilian skills to marital use on the battlefield. A group of Sappers will be able to quickly throw up a stockade around vulnerable crossbowmen, or artillery batteries; or build a sturdy pontoon bridge allowing easy passage for the remainder of the army. A team of Sappers may construct either a stockade or 2" wide bridge at a rate of 1" per team member instead of moving during the movement phase. Several teams may work together building a structure at a rate of several inches per turn.

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
Construct Sappers may construct either a stockade or bridge at a rate of 1" per team member.

Demolish Sappers may attack walls, buildings or other constructions with three attacks instead of one.

Dwarf Slayers ...... 11 points per model [MODIFICATION]
Dwarf Slayers are strange and extremely dangerous Dwarfs. They have taken binding vows of the Slayer Cult which oblige them to seek death in battle at the hands of as deadly a foe as possible. Only great shame or anguish can drive a Dwarf to these desperate measures.

Slayer Skill
Slayers are honed fighters whose sole purpose in life is to die gloriously fighting large, ferocious monsters. As Slayers get quite a bit of practice they inevitably become quite good at spotting a monster's weak points. To reflect this, Slayers get bonus Strength values when attacking monsters with high toughness. A Slayer's Strength, including any modifiers for weapons, is always assumed to be equal to the Toughness of any opponent, up to the following maximum Strength levels:

Troll Slayer …. Strength 7
Giant Slayer …. Strength 8
Dragon Slayer …. Strength 9
Daemon Slayer …. Strength 10.

Mighty Strike
As an alternative, instead of a carefully placed precision hit in a vital spot, a slayer may choose to go for an inaccurate, but just as deadly Mighty Strike with his axe. The player rolls to hit and wound using the slayers normal Strength value, but any wounding hits cause not one but D3 wounds.

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
Slayers may make one of two special attacks:

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]
Dwarfs entered the mountains of Norsca so long ago that over centuries they evolved a culture and language slightly different from that of the Dwarfs that lived further south. In many ways they resemble the mannish folk of Norsca in their expressions, arts and temperament…. Or perhaps it is the Norse who have been influenced by the Dwarfs.

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
Frenzy
Norse Dwarf Berserkers are subject to frenzy.

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]
The dwarfholds of the Worlds Edge Mountains are connected with each other by miles of tunnels. Communications between holds is carried out by means of Runners - specially trained young, who risk life and limb to carry messages from one stronghold to another.

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.

Profile M WS BS S T W I A Ld
Tunnel Runner 4 4 3 3 3 1 2 1 9

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
Skirmish
Tunnel Runners are allowed to Skirmish as described in the Warhammer rulebook.