DWARF SPECIAL CHARACTERS --------------------------------------------------------------------------- Return to All Armies List or Return to Dwarfs list or Return to Main Page or Go to Warhammer Fantasy Battle Page --------------------------------------------------------------------------- You may include any number of Dwarf kings (as heroes) but note that you can only have one General. Also note that you can only ever have one Runesmith. The points cost of these special characters comes out of your Characters points allowance in the normal way. Special Characters have their magic items listed separately so you can change or not use their magic items if you wish. King Kazador or Karak Azul..... 174 points +170 points Weapon Runes +100 points Armour Runes +50 points Talismanic Runes Profile M WS BS S T W I A LD Kazador 3 7 6 5 5 3 5 4 10 Rune Bonus +1 Weapons/Armour: Kazador is armed with the great Hammer of Karak Azul and the Armour of the King of Karak Azul. He carries an ancient horn or immense proportions called the Thunderhorn. The Hammer of Karak Azul: This mighty two-handed warhammer is forged from gromril, and it bears the unusually potent combination of runes: the Master Rune of Death, the Rune of Striking, and the Rune of Might. The Armour of the King of Karak Azul: This armour was forged in ancient days and is worn by the King of Karak Azul whenever he marches into war. It is forged from the finest gromril. The armour bears the Master Rune of Adamant and the Rune of Resistance. The Thunderhorn: The Thunderhorn is carved from an ancient tusk said to have been brought by the Dwarfs from the distant south in ages past. It has been carried into battle by every Lord of Azul since Karak Azul was founded. It bears the Master Rune of Dismay. --------------------------------------------------------------------------- Ungrim Ironfist, the Slayer King of Karak Kadrin..... 210 points +90 points Weapon Runes +55 points Armour Runes +70 points Talismanic Runes Profile M WS BS S T W I A LD Ungrim 3 7 6 4 5 3 5 4 10 Rune Bonus +1 Weapons/Armour: Ungrim wears heavy armour over which hangs his heavy Dragon Cloak. He carries the mighty Axe of Dargo, and upon his head he wears the Slayer Crown. Axe of Dargo: The double-handed Axe of Dargo is a might weapon inscribed with a Rune of Smiting, and Rune of Parrying. The Slayer Crown: This majestic helmet is part of the king's armour and has two armour runes inscribed on it. These are a Rune of Iron and Rune of Stone. Dragon Cloak: The Dragon Cloak bears the Master Rune of Spite, Rune of Furnace, and the Rune of Luck. Special Rules: As the Slayer King, Ungrim Ironfist is affected by some (though not all) the special Slayer rules as follows: 1. He is unaffected by psychology rules except for hatred of Orcs and Goblins. Note that if leading a unit which flees due to fear or panic, Ungrim is also forced to flee even though immune himself. 2. Ungrim cannot be broken in hand-to-hand combat. His Leadership value of 10 is still used by any unit he is leading to test for psychology, rally tests, or breaking as normal. As with psychology, Ungrim will be forced to flee if the unit he is fighting with breaks even though he is immune himself. 3. Slayer Skill. When fighting opponents with a Toughness greater than his own Strength, Ungrim's Strength is counted as equal to the enemy's Toughness. Hits will therefore always wound on a score of 4+. In this respect Ungrim counts as a Daemon Slayer. --------------------------------------------------------------------------- Rune Lord Kragg the Grim..... 309 points +165 points Weapon Runes +150 points Armour Runes +45 points Talismanic Runes Profile M WS BS S T W I A LD Kragg 3 8 6 5 6 4 5 4 10 Rune Bonus 10 +1 Weapons/Armour: Kragg wears heavy gromril rune armour. He carries a runestaff and a rune hammer. Kragg's Hammer: Kragg's Hammer bears Kragg's Master Rune. This will be the old Runesmith's greatest legacy to the Dwarf realms when he releases it, if he ever does. Kragg devised his rune to aid him when forging. It heats up the hammer till it glows red hot and then transfers the heat to whatever it hits. It also drives the hammer forward with crushing force. The hammer is so hot that enemy affected by fire are affected by the hammer as if it were actually burning. The hammer gives the wielder a Strength of 10. Kragg has also inscribed the Rune of Smiting and the Rune of Fury on the weapon. Kragg's Armour: Kragg's armour is forged from heavy gromril. Over the years the Runelord has laboured long and hard on it, turning each separate component into a lovingly crafted work of art. It bears the Master Rune of Adamant, the Rune of Spell-Eating, and the Rune of Resistance. Runestaff: This ancient staff of aok is adorned with the skill of a minotaur which Kragg slew while still a youth of just a hundred winters. The skull has been coated in brass to preserve it. The staff bears the Rune of the Furnace, the Rune of Spellbreaking, and the Rune of Passage. --------------------------------------------------------------------------- Gotrek Gurnisson and Felix Jaegar Gotrek..... 225 points Gotrek's Axe..... +125 points Felix..... 77 points Felix's Sword..... +50 points Profile M WS BS S T W I A LD Gotrek 3 8 6 4 5 3 5 4 10 Felix 4 6 5 4 4 2 5 3 8 Gotrek's Weapons: Gotrek is armed with his double-handed rune axe. Magic Items: The only magic item Gotrek carries is Gotrek's Rune Axe. Any hit inflicted by this axe will wound on the D6 roll of a 2 or more regardless of the user's Strength or target's Toughness. The target receives no save for armour, unless it is magical armour, and even magical armour suffers a -3 saving throw modifier. EAch wound inflicted causes not 1 wound but D3. In the case of dragons and daemons each wound inflicted causes D6 wounds. Special Rules: Gotrek is subject to al lthe normal rules for Slayers, except that he always fights alongside Felix Jaegar. He may never join or lead a unit. In addition, he is affected by the special rule of Gotrek's Doom. Gotrek's Doom: Time and again Gotrek has cheated death. Time and time again he has survived situations that no mortal should have survived no matter how strong, though, lucky or skillful. It would seem that fate, Dwarf gods, or some other power is preserving his life for a might doom indeed. To simulate this, whenever Gotrek or Felix take a wound under any circumstance whatsoever roll a D6. If the result is 4 or more then ignore the wound: the blow was turned at the last second, the character just managed to throw himself clear of the explosion, etc. The doom also protects the pair from magic. On a roll of 4+ any hostile spell which would otherwise harm them fails to do so. Note that the save against magic only saves Felix or Gotrek, it does not dispel the spell. The spell might still affect other models nearby if appropriate. Oddly enough, Gotrek's Doom seems to mean that the heros can never settle happily, keep any possessions or even earn much money. They are destined to wander till whatever their alloted fate is overtakes them. Because of this the two have difficulty holding on to any possessions at all. The only magic item Gotrek is allowed to possess is his axe, and the only magic item Felix can have is his sword. The doom also ensures the two are never separated, so they always fight together. Felix's Weapons/Armour: Felix is armed with a magic sword and light armour. Magic Items: Felix Jaegar carries a Blade of Leaping Bronze which gives him +2 extra Attacks. Special Rules: Felix must always fight alongside Gotrek and neither may join or lead a unit while Gotrek lives. While Gotrek is alive Felix shares his immunity to psyhcoloty and break tests. Should Gotrek be slain Felix may join or lead units as normal. While Gotrek is alive Felix is affected by the rules of Gotrek's Doom as described above. Should Gotrek be slain these rules cease to apply. --------------------------------------------------------------------------- High King Thorgrim Grudgebearer..... 160 points +50 points Great Book of Grudges +140 points Throne of Power +75 points Armour of Skaldour +75 points Dragon Crown of Karaz +125 points Axe of Grimnir Profile M WS BS S T W I A LD Throgrim 3 7 6 4 5 3 5 4 10 Weapons/Armour: Thorgrim is armed with the Axe of Grimnir and wears the Armour of Skaldour. Magic Items: Thorgrim is armed with the Axe of Grimnir, and wears Skaldour's Armour. He wears the Dragon Crown of Karaz upon his brow, and carries the Great Book of Grudges. Axe of Grimnir: Any hit inflicted by this axe will wound on the D6 roll of a 2 or more regardless of the user's Strength of target's Toughness. The target receives no save for armour, unless it is magical armour, and even magical armour suffers a -3 saving throw modifier. Each wound inflicted causes not 1 but D3 wounds. In the case of any Ogre or Troll each wound inflicted causes D6 wounds. Armour of Skaldour: Skaldour's armour gives it wearer a saving roll of a 2+ on a D6 just as if he rwere wearing heavy armour, shield, and riding a barded steed. Carrying a shield or wearing further armour will not improve the saving throw any more. If this saving throw is failed then the wearer may re-roll, and will automatically save on an unmodified roll of a 4+. If the wearer is attacked by a magic weapon that allows no save, the wearer is still allowed the re-roll in this particular case as the power of the rune is so great. The wearer is also completely immune to all fire attacks including dragon breath and Skaven warpfire throwers. Special: Thorgrim may ride on the Throne of Power accompanied by four throne bearers. Great Book of Grudges: Any Dwarf who carries the book, and any unit led by him, will hate all enemy on the battlefield. Dragon Crown of Karaz: The wearer of the crown and any unit he is with is immune to fear and hates all enemy, no matter who they might be. The same rule applies to the throne bearers that carry Throgrim's Throne of Power. Note that the throne bearers are only affected by hatred because of Thorgrim's presences. Should the throne be used to carry some other Dwarf king, or should Thorgrim be slain, this rule does not apply. --------------------------------------------------------------------------- Josef Bugman..... 111 points +40 points Weapon Runes +25 points Rune Tankard Profile M WS BS S T W I A LD Josef Bugman 3 6 5 4 5 2 4 3 10 Rune Bonus +1 +1 Weapons/Armour: Bugman is armed with a double-handed axe, crossbow, light armour, and shield. The axe is a rune weapon. Magic Items: Bugman is armed with a double-handed axe bearing a Rune of Cleaving and a Rune of Fury. He also carries Bugman's Tankard, a unique family heirloom that has the power to restore wounds. It may be used up to three times during a battle, after which its magic is temporarily exhausted. The bearer or any model in the unit he is with can drink from the Tankard at any time except during the hand-to-hand combat phase. One wound is recovered each time. The Tankard may only be used once in any turn (yours or your opponents) and may not be used more than three times during any battle. Wounds may not be increased beyond the drinker's normal level, regardless of how may times he drinks. --------------------------------------------------------------------------- Engineer Guildmaster Burlok Damminson..... 130 points +25 points Weapon Runes +55 points Armour Runes Profile M WS BS S T W I A LD Burlok 3 6 1 7 5 3 4 3 10 Rune Bonus +1 Weapons/Armour: In battle Burlok wields an ornate hammer, an elaborate and deadly version of a craftsman's hammer. He wear heavy gromril armour. Burlok's Hammer: Burlok's Hammer is engraved with the Master Rune of Swiftness. Burlok's Armour: Burlok's heavy armour is engraved with the Rune of Stone and the Rune of Iron. --------------------------------------------------------------------------- Return to All Armies List or Return to Dwarfs list or Return to Main Page or Go to Warhammer Fantasy Battle Page --------------------------------------------------------------------------- [Click to see more great pages on Health and Fitness.]