Instead of the basic 2 dispell dices a Dwarf army generate 2+1 for each 1000 points of dwarfs.
Dwarf Handgun:
Maximum Range 24”, S4, armour piercing. Never suffer penalties for long range.
Failed Runetable changed, if the failed rune was struck normal the result will be as per 4-6, if it was struck with Ancestral Power 1 is still disaster and 2-6 is per the current 2-3.
Master Rune of Skalf Blackhammer reduced to 50 pts.
Master Rune of Alaric the Mad reduced to 45 pts.
Master Rune of Breaking and Master Rune of Flight reduced to 30 pts.
Rune of Fortitude reduced to 35 pts.
Strollaz’s Rune reduced to 50 pts, no unit of dwarfs may make more then one move before the battle start.
Rune of Slowness reduced to 35 pts.
Rune of the Underground added, Miners only: Allow the unit to charge the same turn it appears on the board. 25 pts.
Master Rune of Defence reduced to 25 pts.
Master Rune of Skewering reduced to 20 pts.
Rune of Fortune reduced to 15 pts.
Stalwart Rune and Flakkson’s Rune of Seeking reduced to 10 pts, Stalwart Rune changed to make the crew stubborn.
Rangers 11 pts
M WS BS S T W I A Ld
3 4 3 3 4 1 2 1 9
3 4 3 3 4 1 2 2 9
Unit Size: 5-20
Equipment: Great weapon, hand weapon, shield & light armour.
Options:
Any unit of Rangers may replace their light armours with heavy armours +1 pt per model.
Any unit of Rangers may have crossbows +3 pts per model or throwing axes +1 pt per model.
Upgrade one Ranger to Musician for +5 pts.
Upgrade one Ranger to Standard Bearer for +10 pts.
Upgrade one Ranger to Veteran for +10 pts.
May be upgraded to Longbeards +3 pts per model, may not have more Longbeards then the total number of Warriors and Rangers.
Special Rule:
Advanced Deployment (May chose to deploy either as Scouts or make a free move after deployment but before deciding who goes first), Rangers (move through difficult terrain without penalties).
Warriors: One unit can take a Runic banner worth up to 25 pts. May not have more Longbeards then the total number of Warriors and Rangers.
Hammers: 1 point more expensive, no option for shields and comes with Gromril Armour.
Miners: Underground Advance changed to mimic the TK ‘it came from below rule’ with the exception that Miners may not charge the turn they appear and the ‘Mishap’ table changed to: 1: Collapse! Unit lost and enemy awarded VP, 2-3: Gotten Lost, the unit does not appear but no VP are scored for them 4-6 The unit appear on the mark but may not move the turn they appear. Also one unit get the option to carry a Runic Banner worth up to 25 pts.
Ironbreakers: 1 point cheaper.
War machine crews: loses Gunners Pride
Slayers: Increased to 15 pts, Skirmishers, Giant Slayer upgrade for 12 pts.
Organ Gun: Cost increased to 125.
Flame Cannon: Cost reduced to 130.
Thorek replaced with:
Rune Lord Kragg the Grim
M WS BS S T W I A Ld
3 6 4 4 5 3 3 2 10
Kragg the Grim may be taken as a Lord choice in a Dwarf army. He must be fielded exactly as presented here and no extra equipment or rune items can be bought him. If he takes the Karaz-a-Karak Anvil of Doom to battle he will take up a Hero choice in addition to his Lord choice.
Points: 290 (+200)
Weapons & Equipment: Kragg wears heavy rune armour, carries his hammer as well as a Runestaff.
Kragg’s Hammer: Kragg’s Master Rune (S10, flammable attacks), Rune of Fury.
Kragg’s Armour: Gromril Armour; Master Rune of Gromril, 2xRune of Iron.
Runestaff: Rune of Spellbreaking , Rune of Furnace.
Special Rules:
Rune Lore
Kragg the Grim may bring the ancient Karaz-a-Karak Anvil of Doom to battle (+200 pts), Kragg and the Anvil fallows the same rules as a normal Rune Lord with Anvil with the fallowing exception:
Kragg is the most ancient and skilled Rune Lord alive, he will never fail to strike a rune normally. In addition should he fail to strike the Anvil with ancient power he will use the standard Failed Runetable (1 disaster, 2-3 failed and not next turn, 4-6 just failed).
hmm, probably should be some more Special Characters, but yea that could be a topic of it’s own.
Edited by Vicotnic, 06 March 2008 - 10:26 PM.














