OTHER DWARF INFORMATION Return to All Armies List or Return to Dwarf List or Return to Main Page or Go to Warhammer Fantasy Battle Page --------------------------------------------------------------------------- ARMY SELECTION Characters 0 to Up to half the points value of the army may be spent 50% on characters. At least a quarter of the total points value of the Regiments 25%+ army must be spent on regiments. This does not include the cost of Champions who are paid for out of the Characters allowance. War Machines0-25% Up to a quarter of the points value of the army may be spent on war machines. Monsters 0 to Up to a quarter of the points value of the army may 25% be spent on monsters. Up to a quarter of the points value of the army may Allies 0 to be spent on allied troops chosen from any one or more 25% of the following lists: Empire, Bretonnia, Wood Elves, High Elves. --------------------------------------------------------------------------- EQUIPMENT LIST Hand-to-Hand Combat Weapons A single sword, axe, mace, or other hand weapon Free An additinal sword, axe, etc. 1 A double-handed weapon, including double-handed axe, sword, etc. 2 Halberd 2 Spear 1 Missile Weapons Crossbow 3 Pistol 2 Armour Shield 1 Light Armour 2 Heavy Armour 3 --------------------------------------------------------------------------- Hatred: Dwarfs hate all Orcs, including Black and Savage Orcs, and all Goblins regardless of type. This enmity is rooted deep in the past as the age-old Dwarf empire was destroyed by Orcs and Goblins. Elf Grudge: Dwarfs bear grudges for a long time - possilby forever. As a race they have never forgiven the Elves for their part in the ancient wars which ultimately led to the destruction of the old Dwarf Empire. Although Dwarfs will fight on the same side as Elves when they have to, no Elf character can join a Dwarf unit, and similary no Dwarf character can join an Elf unit. If your army is led by a Dwarf General then Elf units cannot test on his Leadership value, and vice versa if the army is led by an Elf General. The same applies to the battle standard. If it is carried by an Elf then it confers no bonuses or re-rolls to Dwarfs; if carried by a Dwarf no bonuses or re-rolls are permitted to the Elves. Furthermore, Dwarfs distruct Elves so much that they dislike fighting next to them, believing that they are untrustworthy and unlikely to stand their ground. Dwarfs therefore suffer a -1 Leadership penalty if there are any Elves within 6", to represent their mistrust and the inevitable discord within the ranks. Note that this only applies to Dwarfs, not Elves, who are far more willing to put aside old and dusty quarrels. Armour: Dwarfs are sturdy and can bear the weight of armour more easily than humans and other fragile races. Dwarfs therefore have a move value of 3"; no encumbrance penalties apply, regardless of what armour they are wearing. Pursuit and Flee: Dwarfs are not particularly fast, even in the frantic running combat of close pursuit. To represent this they flee and pursue 1" less than other troops, ie 2D6-1" rather than 2D6". --------------------------------------------------------------------------- Rule of the Runes You may inscribe up to three runes on a runic magic item, subject to the following restrictions. 1. No item can have more than three runes. It is virtually impossible to forge items that can bear the strain of having to carry so much power. Runesmiths calls this the Rule of Three. 2. Weapon runes can only be inscribed on weapons, armour runes can only be inscribed on armour, protection runes can only be enscribed on standards, engineering runes can only be enscribed on standards, engineering runes can only be enscribed on war machines, and talismanic runes can only be enscribed on talismans (of which more later). This is the Rule of Form as it is termed by Runesmiths. You cannot inscribe armour runes on a cannon nor can you place engineering runes on an axe. 3. No more than one item may carry the same combination of magic runes. You could not have a runic sword and a runic axe both engraved with a Rune of Breaking and a Rune a Fire, for example. This restriction also applies to the use of single runes, so you could not have two characters in your army wearing armour engraved with a single Rune of Resistance. Creating rune items takes a great deal of effort and Runesmiths don't like repeating themselves. Nor do they copy other Runesmiths' work except when they are apprentices. This is known among Runesmiths as the Rule of Pride. 4. No master rune may be used more than once, and no more than one master rune can be enscribed on one item. Master runes are so powerful that they cannot be combined together on the same item or used together on the same battlefield. For this reason Runesmiths describe these runes as Jealous Runes. 5. Apart from the master runes (which can only be used once) other runes can be combined as you wish to produce varied or cumulative effects. For example you might enscribe a weapon with the Master Rune of Swiftness, the Rune of Striking, and the Rune of Fury. With the exception of master runes, runes can be used in multiples in which case their efforts are added together. For example, you could enscribe a weapon with the Rune of Fury three times to give you +3 attacks. 6. It is not possible to enscribe runes onto any other magic item. A magic item chosen as a magic item card is already enchanted in its own unique way and will not accept a further rune. --------------------------------------------------------------------------- Weapon Runes Weapon runes are enscribed onto swords, hammers, axes or mighty two-handed swords, hammers or axes to turn them into runic weapons. These are known as 'noble weapons' by the Dwarfs. Lesser weapons, such as spears, are not considered worthy to carry runes. Note - although Dwarfs may have double-handed magic weapons, none of the bonuses/penalties for double-handed weapons apply. The fact that the weapons are magical supercedes any normal rules for such weapons. Snorri Spangelhelm's Master Rune Cost 75 points Any blows struck by a weapon engreaved with this rune will always hit. No roll to hit is necessary. Skalf Blackhammer's Master Rune Cost 75 points Any weapon bearing this rune will automatically wound if it hits. Roll to hit as normal. If a hit is scored no roll to wound is required. Alaric the Mad's Master Rune Cost 50 points This rune cancels an opponent's armour saving throw. When wounded by this weapon the target is not allowed an armour saving throw of any kind. So powerful is this rune that it is effective against ordinary and magic armour. Master Rune of Death Cost 100 points If an enemy suffers even one wound from this weapon he is automatically killed, regardless of how many wounds he may be able to sustain. Roll to hit and wound as normal and make any permitted save. If at least one wound is inflicted the enemy is killed. Master Rune of Swiftness Cost 25 points A weapon engraved with this rune always strikes first. In situations where both sides are entitled to strike first, the highest initiative value has priority over the lower value. If initiatives are equal, both sides roll a D6 and the highest score strikes first. Master Rune of Daemon Slaying Cost 100 points This rune is very powerful against daemons. If the weapon inflicts a wound on a daemon, and that wound is not saved, the daemon is slain outright. Master Rune of Dragon Slaying Cost 100 points This powerful rune is very effective against dragons. If the weapon inflicts a single wound on a dragon, and that wound is not saved, then the dragon is slain outright. Master Rune of Banishment Cost 100 points This rune is very powerful against the Undead. If the weapon inflicts a single wound on any Undead, and if the wound is not saved, then the creature is slain outright. Master Rune of Flight Cost 50 points This rune may only be inscribed onto a hammer. The wielder may throw the hammer in the shooting phase. The hammer may be thrown up to 12" at any enemy model within range. The target model is automatically hit once as if struck by the wielder, then the hammer flies back into the wielder's hand. Rune of Breaking Cost 25 points If the wielder of this weapon successfully hits a character carrying a magic weapon then both sides roll a D6. If the wielder rolls highest the enemy's magic weapon is broken, its power is negated by the rune and rendered useless. Make this test as soon as the hit is scored, then go on to work out wounds and saves as normal. Rune of Cleaving Cost 20 points The wielder of this weapon adds +1 to his Strength. Curse Rune Cost 25 points If an enemy is struck by this weapon roll a D6. On a roll of 1-2 there is no effect. On a roll of 3-4 the enemy model loses -1 Strength, and on a roll of 5-6 the enemy model loses -1 Toughness. These penalties apply for the rest of the game. If you have several Attacks roll once for each successful hit. If you have more than one Curse rune on your weapon then do not roll for each rune, instead add +1 to the dice roll for each additional rune. It is not possible to reduce an enemy's Strength and Toughness to below 1. Rune of Cutting Cost 10 points An enemy struck by this weapon must make any saving throw with an additional -1 save modifier. Ie, if he normally save on 4+, he would now require 5+. Rune of Fire Cost 10 points The weapon bursts into flame as it is withdrawn from its scabbard. Fire can cause extra damage on some targets (such as Treemen). Rune of Fate Cost 25 points This rune affects only the first enemy character model struck by the weapon during the battle. All wounds inflicted on the character by the weapon are doubled - ie for each wound inflicted the target suffers two wounds. Take any saving throws after doubling wounds, so the foe has a chance to save each wound inflicted. This bonus applies to all further attacks made by the weapon against that enemy model for the rest of the game. If this rune is enscribed twice wounds are trebled. If enscribed three times wounds are quadrupled. Rune of Fury Cost 20 points The wielder of this weapon adds +1 to his Attack characteristic. Rune of Might Cost 50 points The wielder of this weapon may double his Strength when attacking creatures with a Toughness greater than his own Toughness characteristic. The rune has no effect against other targets. If engraved twice the wielder's Strength is trebled, if engraved three times it is quadrupled. The maximum Strength value that can be attained is 10. Rune of Parrying Cost 20 points This rune cancels out one enemy attack in hand-to-hand combat - the weapon parries the attack automatically. The rune cancels only one attack regardless of how many enemy may be fighting the weapon's wielder. The player may choose which attack he parries. Rune of Smiting Cost 70 points A weapon engraved with the Rune of Smiting causes not 1 but D6 wounds when it wounds it target. Roll to hit and to wound as normal. If the target is wounded then roll a further D6 to establish how many wounds are inflicted. Separate saving throws must be made for each wound suffered. Bear in mind that each attack can only be directed against one enemy model, so all D6 wounds from that blow will be suffered by one model and any excess wounds are effectively wasted. This is an ideal rune for slaying large monsters with many wounds. Rune of Striking Cost 20 points The wielder of this weapon may add +1 to his Weapon Skill. --------------------------------------------------------------------------- Armour Runes These runes are the most powerful protective magic known to the Dwarfs. They are inscribed on armour or shields. Any Dwarf character who has armour or a shield may be given up to three armour runes. Master Rune of Adamant Cost 50 points This rune adds +2 to the armour save of the character. This rune can be combined with a Rune of Stone to give a +3 save. It is possible that this may reduce the required dice roll to a negative number, in which case only attacks with a high saving throw modifier can harm the character. Master Rune of Gromril Cost 150 points A character wearing armour enscribed with this rune has a Toughness of 10. The Master Rune of Gromril is so powerful that it cannot be combined with any other armour rune - if a character has this rune then it must always be the only armour rune he has. Rune of Resistance Cost 50 points This rune allows the character to re-roll any failed armour saving throws. The re-roll saves on a D6 score of 4+ and no modifiers apply to this roll, either negative modifiers from the enemy's Strength or positive ones from another rune. Rune of Fortitude Cost 50 points This rune gives its bearer +1 wound. Rune of Spell Eating Cost 50 points Any spell cast specifically at the bearer of this rune is autmatically dispelled with no effect. When this happens roll a D6 and subtract the dispelled spell's Power. If the result is 1 or les then the rune is overloaded and may not be used again for the rest of the game. Note that a spell cast at a unit the the character is with, or at an area where he happens to be, cannot be dispelled by this rune. The rune only offers protection against spells specifically targeted at the model. Rune of Stone Cost 5 points This rune adds +1 to the character's armour save. The Rune of Stone 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 enscribed onto any character's armour. The Rune of Stone is the first rune an apprentice learns, and there are many examples of armour enscribed with it. The Rune of Stone is also an exception in that it cannot be used more than once on the same item, so it is not possible to give two or three Runes of Stone to the same character. Rune of Iron Cost 50 points This rune adds +1 to the Toughness of the character. --------------------------------------------------------------------------- Runes of Protection These runes may be inscribed on standards and offer the entire unit protection from psychology and magic. These runes may also be inscribed on the battle standard. Master runes may be placed upon the battle standard by the priests of the temples of Grungi, Grimnir and Valaya. Master runes of protection may only be placed on the battle standard, not on other standards. Master Rune of Stromni Redbeard Cost 100 points The standard adds a further +1 to the combat results of all units withing 12" of the battle standard. Master Rune of Groth One-Eye Cost 100 points All units within 12" may take any psychology or break tests with an unmodified Leadership value of 10. In hand-to-hand combat break tests are always taken at a value of 10 even if combat results bonuses would otherwise reduce the value to less. Master Rune of Valaya Cost 150 points This rune will dispel any enemy spell cast anywhere on the battlefield on a D6 roll of 4+. Any spell which remains in play is dispelled automatically at the end of the magic phase if the target it affects or its template are within 12" of the standard. Rune of Battle Cost 25 points The unit adds a further +1 to its combat result score. If two Runes of Battle are enscribed they add +2, if three +3. Rune of Courage Cost 75 points The unit is immune to panic, fear, terror, and stupidity. The unit never takes a break test and cannot be routed from hand-to-hand cobmat. Rune of Fear Cost 50 points The unit causes fear. Rune of Slowness Cost 50 points Any foe charging the unit subtracts D6" from his charge distance. If he fails to make contact then all the usual rules for a failed charge apply. If multiples of this rune are used the charge reduction is not added up, instead roll D6 for each rune and choose the best score. Rune of Warding Cost 50 points This rune dispels any spell targeted at the unit on a D6 roll of 4+. One attempt may be made against each spell cast. Further Runes of Warding may be enscribed, in which case you may make one attempt at a dispel for each rune. --------------------------------------------------------------------------- Engineering Runes These runes were perfected by the Runesmiths on behalf of the Engineers Guild, and they are among the Dwarfs' most carefull kept secrets. Many of these runes are visible only to the eyes of a Runesmith. Others are activated when certain secret words are spoken or special signs made. These runes can only be used on the Dwarf war machines. Rune of Accuracy Cost 50 points This rune may only be palced on a stone thrower. The Dwarf player may re-roll the scatter dice if he wishes, enabling the machine to shoot more accurately. If you choose to re-roll the dice in this way, you must abide by the result of the second roll. Rune of Burning Cost 10 points Any ammunition shot by the machine bursts into flames as it hits it target. Some creatures are particularly vulnerable to fire and take more damage from it (Treemen, for example). Rune of Disguise Cost 25 points This rune magically distorts space around the machine. Unit it shoots, the machine cannot be seen, and cannot therefore be shot at or charged. Once the machine has shot/fire its position is revealed and it can be seen and shot at or charged as normal. Rune of Forging Cost 25 points This rune can only be enscribed on a cannon. It enables the Dwarf player to re-roll the artillery dice when he rolls a misfire result. If you roll a misfire when you roll the artillery dice either to hit or to bounce, then you can roll again. You are bound by the second dice roll even if this is another misfire. Rune of Fortune Cost 25 points Most machines are liable to go wrong and a special Misfire or Malfunction chart is provided to represent this. If a machine has the Rune of Fortune the player may re-roll a dice rolled against this chart. Eg, you can re-roll a result on the Cannon Misfire Chart, or the Misfire Chart for stone throwers, for example. However, you must accept the result of the second dice roll. Rune of Immolation Cost 25 points This rune was devised to stop machines falling into enemy hands and it is invoked only in the most desperate of circumstances. The Dwarf player can cause the machine to explode at any time. If the machine explodes it is destroyed and all models within 3" suffer a strength 6 hit. Any models which suffer damage as a result sustain not 1 but D3 wounds. This rune is intrinsically unstable and can only be used on static war machines such as cannons, stone throwers, and bolt throwers. It canot be used on mobile machines such as gyrocopters. Rune of Seeking Cost 25 points This rune may be inscribed on a bolt thrower and enables the weapon to be used against high flying creatures by magically directing the bolts to their target. A target which is flying high is assumed to be at the weapon's maximum range for purposes of hitting. --------------------------------------------------------------------------- Talismanic Runes These runes can be enscribed upon amulets, belts, crowns, helms and other ornamental pieces, though they are most commonly found on rings. Dwarfs are very fond of rings especially ones made of gold and studded with precious jewels. The character is assumed to already have the relevant item/s in his possession. Master Rune of Dismay Cost 50 points This rune can only be enscribed on a warhorn. When the instrument is sounded its uncanny voice blows out across the battlefield and causes all foes to quake and tremble. The horn may be sounded once per battle, at the end of the Dwarf player's turn. Every enemy unit on the field must test against their Leaderhip in the say way as for psychology. If they fail they are so dismayed that they may not move or charge in the following turn. Master Rune of Kingship Cost 100 points This rune may only be engraved on the crown of a Dwarf king. The unit led by the king is immune to fear and terror. For the unit led by the king, break tests are always taken on an unmodified leadership value of 10. This is never reduced regardless of combat results or magic, so the number to be tested against is always 10 on 2D6. Master Rune of Spite Cost 50 points This rune turns an attacker's blows against himself. 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. Rune of Luck Cost 10 points This rune allows is bearer to re-roll any dice roll once during the game. The rune only works once, after which it is useless. Rune of the Furnace Cost 10 points The bearer of this rune is immune to fire, heat, and flame. He can walk through a blazing house or stick his hand in a furnace without suffering any harm. He cannot be affected by fire attacks, magical fire, or the flames of a Skaven warpfire thrower. Rune of Passage Cost 10 points 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 move through woods or other difficult or very difficult terrain with no movement penalty. Note - the Rune of Passage cannot be used in conjunction with a march move. Rune of Spellbreaking Cost 25 points Only Runesmiths can use this rune. It may only be used once per battle, and will stop enemy magic instantly. The rune may be played to automatically dispel one enemy spell - there is no need to roll. --------------------------------------------------------------------------- Return to All Armies List or Return to Dwarf List or Return to Main Page or Go to Warhammer Fantasy Battle Page --------------------------------------------------------------------------- [Click to see more great pages on Home and Living.]