DWARF CHARACTERS


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1 General..... 160 points

Your army must be led by a General. The General represents a mighty Dwarf lord, perhaps the head of an ancient clan, possibly even a Dwarf king.

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Dwarf Lord37645 35410

Equipment: The Dwarf Lord carries a hand weapon. This will almost certainly be an axe, undoubtedly an ancient heirloom of his house.

Weapons/Armour: The General may be armed with any of the weapons or armour allowed by the Equipment List.

Magic Items: The General is entitled to up to three magic items.

Special: If your General is the Dwarf High King he may ride upon the Throne of Power accompanied by four throne bearers. The total cost of the Throne and the bearers is 140 points.

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High King37645 35410
Bearer35444 1329



0-1 Battle Standard..... 98 points

If you wish, the army may include a battle standard together with its bearer.

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Dwarf35444 1329

Equipment: Hand weapon and battle standard.

Weapons/Armour: The Battle Standard Bearer may be armed with any of the weapons or armour allowed by the Equipment List.

Magic Items: The Battle Standard Bearer is entitled to up to one magic item. If you choose a magic standard or a Rune of Protection, this effectively turns the army's banner into a magic standard.


Heroes..... 104 points

The army may include as many Heroes as you wish within the normal limitations of the points available.

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Dwarf Hero36545 24310

Equipment: Axe, hammer, or other hand weapon.

Weapons/Armour: A Hero may be armed with any of the weapons or armour allowed by the Equipment List.

Magic Items: A Hero character is entitled to up to two magic items.


Champions..... 48 points

Any regiment may include a Champion armed and equipped like the rest of the unit. The exception is Slayer units. Slayers always have their own Slayer Champions. Thunderer Champions may be armed with one or two pistols instead of a hand gun.

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Champion35444 1329

Equipment: A Champions is always armed and equipped in the same way as the rank and file members of his regiment (see the Equipment List for points values).

Magic Items: A Champion is entitled to up to one magic item or runic magic item.


Slayer Champions
Giant Slayer..... 63 points
Dragon Slayer..... 136 points
Daemon Slayer..... 210 points

A unit of Dwarf Slayers may include any number of Slayer Champions. This is an exception to the normal rule which limits units to a single Champion. There are three different kinds of Dwarf Slayer Champion: Giant Slayer, Dragon Slayer, and Daemon Slayer. Your unit may include as many kinds as you wish and as many of each kind as you wish.

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Giant Slayer35444 1329
Dragon Slayer36545 24310
Daemon Slayer37645 35410

Equipment: Slayer Champions may be armed with the same combination of weapons allowed to Slayer units: any moel can carry either a single axe, an axe in each hand, or a double-handed axe (see Equipment List for points values). Note that models do not have to identically armed - Slayers may have a varieyt of these weapon combinations if you wish. Remember that Slayers do not wear armour.

Magic Items: Slayer Champions are entiteled to up to one magic weapon. This can be a runic weapon if you wish. Note that Slayer Champions may only ever have one magic item and this must always be a weapon and not armour, a talisman, etc. Bear in mind that a character carrying a magic weapon cannot use another weapon at the same time. This means that there is little point in giving a Slayer Champion two weapons if you want to give him a magic weapon.

Note: Slayer Champions are an exception to the normal rules in that a Slayer unit may include any number of Champions. It is possible for a unit of Slayers to consist entirely of Champions (so long as there are at least five models in total).


0-1 Runesmith
Runesmith..... 78 points
Master Runesmith..... 187 points
Rune Lord..... 306 points
Anvil +2 Guards..... +200 points

The Dwarf army may include a single Runesmith.

Profile MWSBSSTWIALD
Runesmith36445 2329
Master Runesmith37546 34310
Rune Lord38656 45410

Equipment: Axe, hammer or other hand weapon.

Weapons/Armour: A Runesmith may be armed with any of the weapons or amour indicated on the Equipment List.

Magic Items: A Runesmith of any type may have up to three magic items. This is an exception to the normal limitations on account of the nature of the Runesmith. They may be runic magic items if you wish.

Note: A Runesmith may ride into battle on an Anvil of Doom accompanied by two Anvil guards. Each Anvil guard is a Champion with heavy armour armed with a double-handed hammer. Anvil guards must remain withing 4" of the Anvil. They are not subject to the pursuit rules. While the Runesmith is alive they are not affected by psychology and cannot be broken. The total cost of the Anvil plus its two guards is 200 points.

Special Rules: Runesmiths are not wizards. Although the Dwarf army may use the magic cards Dispel and Drain Magic, these are played on behalf of the Dwarf army as a whole. The army can use these cards whether it includes a Runesmith or not, the presence of a Runesmith makes no difference.

A Runesmith may make use of an Anvil of Doom in battle. If a Runesmith has an Anvil then he can make use of the magic cards as described in the rules for Anvils.

Runesmiths have no magic level as such. Any Dispel cards played on behalf of the Dwarfs always work on a 4+ irrespective of the level of the enemy wizard. In the case of lightning bolts from the Anvil of Doom, enemy dispels will always work on a 4+ irrespective of the level of the enemy wizard or the Runesmith.


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