Dwarf Warriors (20#, 195 pts)
20x Dwarf Warriors 195
Composition: Core
Musician Mus (+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10).); Standard Bearer Std (+1 to Combat Resolution; Standard can be captured if unit Flees.); Hand Weapon (+1 Armour save bonus in combat when on foot and fighting with a shield; no effect if mounted.); Heavy Armour (5+ Armour save.); Shield (+1 Armour save bonus.)
Dwarf Warriors (12#, 171 pts)
12x Longbeards 171
Composition: Core
Upgrade to Longbeards: Immune to Panic. Old Grumblers: Any Dwarf unit within 6" of a non-fleeing Longbeards unit may re-roll failed Panic tests.; Musician Mus (+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10).); Standard Bearer Std (+1 to Combat Resolution; Standard can be captured if unit Flees.); Hand Weapon (+1 Armour save bonus in combat when on foot and fighting with a shield; no effect if mounted.); Great Weapon (+2 Strength when on foot; +1 Strength if mounted. Always strikes last unless charging. Two-handed.); Heavy Armour (5+ Armour save.)
Thunderers (10#, 165 pts)
10x Thunderers 165
Composition: Core
Musician Mus (+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10).); Standard Bearer Std (+1 to Combat Resolution; Standard can be captured if unit Flees.); Hand Weapon (+1 Armour save bonus 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.)
Slayers (8#, 106 pts)
8x Slayers 106
Composition: Special
At the start of combat, choose whether to fight with two hand weapons (for +1 attack) or a great weapon (for +2 strength) unless using a runic weapon.; Musician Mus (+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10).); Standard Bearer Std (+1 to Combat Resolution; Standard can be captured if unit Flees.); Hand Weapon (+1 Armour save bonus in combat when on foot and fighting with a shield; no effect if mounted.); Slayer; Unbreakable
Artillery Battery (5#, 135 pts)
Cannon 135
Composition: Special
Cannon: See pages 122-124 of the Warhammer 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.; Rune of Fortune: One use only. Change any Misfire result to a roll of 6.; Cannon
3x Crew [0]
Hand Weapon (+1 Armour save bonus 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 (+1 Armour save bonus 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.)
Master Engineer (1#, 80 pts)
Master Engineer 80
Composition: Hero
Artillery Master: When joined by an engineer, war machines gain bonuses (if the engineer does not shoot). Cannon: Causes D6 wounds. 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.; General; Hand Weapon (+1 Armour save bonus 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.); Gromril Armor (4+ Armor Save)
Hammerers (10#, 148 pts)
10x ×Hammerers 148
Composition: Special
Bodyguard: If joined by a character with Royal Blood, Hammerers are immune to Fear and Terror.; Musician Mus (+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10).); Standard Bearer Std (+1 to Combat Resolution; Standard can be captured if unit Flees.); Hand Weapon (+1 Armour save bonus in combat when on foot and fighting with a shield; no effect if mounted.); Great Weapon (+2 Strength when on foot; +1 Strength if mounted. Always strikes last unless charging. Two-handed.); Heavy Armour (5+ Armour save.); Shield (+1 Armour save bonus.); Stubborn
Option Footnotes
Options
Cannon Misfire Table - Misfires on the Bounce roll do not cause a roll on this chart - the ball just sticks in the ground where it hits.
1) Destroyed! Remove the model and crew.
2-3) Malfunction Cannot shoot this turn, or next turn.
4-6) May not shoot Cannot shoot this turn.
Dwarf Handgun - 24" Range, Strength 4, Armor Piercing, Move or Fire, Superior Design: +1 to hit.
Great Weapon - +2 Strength when on foot; +1 Strength if mounted. Always strikes last unless charging. Two-handed.
Gromril Armor - 4+ Armor Save
Hand Weapon - +1 Armour save bonus 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).
Shield - +1 Armour save bonus.
Standard Bearer Std - +1 to Combat Resolution; Standard can be captured if unit Flees.
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: 7th Edition; Game Type: Normal Game
Roster satisfies all enforced validation rules
One or more elements of the Roster (×) are subject to the following in-play usage considerations:
-
Roster Statistics
Casting Dice: 2
Dispel Dice: 4
General's Ld: 9
# Models: 66
Total Characters: 80.0
Total Core: 531.0
Total Magic Items: 0.0
Total Rare: 0.0
Total Special: 389.0
% Characters: 8.0
% Core: 53.1
% Magic Items: 0.0
% Rare: 0.0
% Special: 38.9
Composition Report
Heroes - 1 (0 to 3)
Lords - 0 (0 to 0)
Core - 3 (2 to Unlimited)
Special - 3 (0 to 3)
Rare - 0 (0 to 1)