DWARF REGIMENTS
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0-1 Unit of Long Beards..... 15 points
Your army may include one regiment of Long Beards.
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Long Beard | 3 | 5 | 3 | 4 | 4 |
1 | 3 | 1 | 9 |
Equipment: Long Beards wear long coats of mail armour and carry shields. They are armed with hand weapons such as axes and swords.
Save: 4+ (heavy armour and shield).
Options: The Long Beards may carry a magic standard. This may be a runic magic standard.
0-1 Unit of Hammerers..... 15 points
Your army may include one regiment of Hammerers.
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Long Beard | 3 | 5 | 3 | 4 | 4 |
1 | 3 | 1 | 9 |
Equipment: Hammerers wear long coats of mail armour and carry shields. They are armed with ornately carved hammers of great age.
Save: 4+ (heavy armour and shield).
Options: The Hammerers may carry double-handed hammers (+2 points per model). The Hammerers may carry a magic standard. This may be a runic magic standard.
0-1 Unit of Iron Breakers..... 20 points
Your army may include one regiment of Iron Breakers.
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Iron Breakers | 3 | 5 | 3 | 4 | 4 |
1 | 3 | 1 | 9 |
Equipment: Iron Breakers wear thick iron armour and carry shields. They are armed with hand weapons and favour axes and hammers.
Save: 3+ (heavy armour and shield + Rune of Stone).
Options: Iron Breakers may carry a magic standard. This may be a runic magic standard.
Special Rules: Iron Breakers wear armour engraved with the Rune of Stone - this is an exception to the normal rules because normally only characters can wear magic armour. This increases their saving throw from 4+ (heavy armour + shield) to 3+. If the regminent includes a Champions his armour must also be engraved with the Rune of Stone and this does not prevent him having another magic item - the Rune of Stone is a bonus although he must pay points for it as normal (+5).
Dwarf Warriors..... 11 points
Your army may include any number of regiments of Dwarf Warriors.
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Dwarfs | 3 | 4 | 3 | 3 | 4 |
1 | 2 | 1 | 9 |
Equipment: Dwarfs wear mail armour and carry shields. They are armed with hand weapons and favour axes.
Save: 5+ (light armour and shield).
Options: Any unit may carry either double-handed weapons (+2 points per model), or spears (+1 point per model). Any unit may carry a magic standard. This may be a runic magic standard.
Dwarf Crossbowmen..... 13 points
Your army may any number of regiments of Dwarf Crossbowmen.
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Dwarfs | 3 | 4 | 3 | 3 | 4 |
1 | 2 | 1 | 9 |
Equipment: Dwarfs wear mail armour. They are armed with crossbows and carry suitable hand weapons too.
Save: 6+ (light armour).
Options: Any units may carry double-handed weapons (+2 points per model), or shields (+1 point per model) making their save a 5+. Any units may carry a magic standard. This may be a runic magic standard.
Dwarf Thunderers..... 13 points
Your army may include any number of regiments of Dwarf Thunderers.
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Dwarfs | 3 | 4 | 3 | 3 | 4 |
1 | 2 | 1 | 9 |
Equipment: Thunderers wear mail armour and carry hand guns. They are also armed with hand weapons to fight in close combat.
Save: 6+ (light armour).
Options: Any units may carry a magic standard. This may be a runic magic standard.
Special: A Thunderer Champion is the only Dwarf character permitted to carry a hand gun. Alternatively, he may carry one or two pistols.
0-1 Unit of Dwarf Miners..... 13 points
Your army may include one regiment of Dwarf Miners.
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Dwarfs | 3 | 4 | 3 | 3 | 4 |
1 | 2 | 1 | 9 |
Equipment: Dwarf miners wear heavy mail armour and are armed with double-handed picks.
Save: 5+ (heavy armour).
Options: Miners may carry shields (+1 point per model). Miners may carry a magic standard. This may be a runic magic standard.
Slayers..... 11 points
Your army may include regiments of Dwarf Slayers, but note that it may not contaim more Slayer regiments than it has other Dwarf regiments.
| Profile |
M | WS | BS | S | T | W | I | A | LD |
|---|
| Dwarfs | 3 | 4 | 3 | 3 | 4 |
1 | 2 | 1 | 9 |
Equipment: Slayers do not wear armour, spurning the very concept of self preservation. They carry an axe. Often a very big axe.
Save: None.
Options: Slayer units are unsual in several aspects. it is not necessary for all the Slayers in the unit to be identically armed: some can carry a double-handed axe instead of an ordinary axe (+2 points per model), while others can carry an axe in each hand (+1 point per model). It is entirely up to you to decide whether to take advantage of this rule. You may prefer to have all your Slayers identically armed as this makes combat easier to work out.
Slayers are also exceptional in that you may include not just one but as many Champions as you wish - there are three different kinds of Slayer Champions as described in the Character section.
Psychology: All Slayers are unaffected by any psychology rules except for hatred of Goblins and Orcs which affects all Dwarfs.
Break Tests: Slayers cannot be broken from hand-to-hand combat. They do not need to take a break test if defeated in close combat and will fight to the last breath in their bodies of given the chance. As they take neither psychology or break tests their Leadership is never used.
Slayer Skill: Slayers are honed fighters whose sole purpose in life is to die gloriously fighting large, ferocious monsters. To reflect their skill at this Slayers get bonus Strength values when attacking monster with high Toughness. This works as follows. A Slayers Strength including any modifiers for weapons (eg, a double-handed axe) is always assumed to be at least equal to the Toughness of any opponent, up to a maximun Strength level which varies for each type of Slayer. This means that, on the whole, a blow from a Slayer will always score a wound on a D6 score of 4+. Obviously, if the opponent's Toughness is lower than the Slayer's Strength (including any modifiers) the Slayer counts his normal Strength value and the score required to wound will be less than 4. The maximum bonus Strength value that can be claimed has a ceiling as shown below.
Troll Slayer..... Strength 7
Giant Slayer..... Strength 8
Dragon Slayer..... Strength 9
Daemon Slayer..... Strength 10
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