Warhammer Dwarfs
DWARFS
Warhammer Racial Notes
Ancestral Grudge, Resolute, Relentless
M 3
WS 4
BS 3
S 3
T 4
W 1
I 2
A 1
Ld 9
Dwarfs are slow in combat, very stubborn and hard to break, very tough, skilled, quite expensive per model
Dominions Racial Notes
Hp - 12 (Smaller than humans, but much tougher)
Prot - 4 (tough little sods)
str - 11 (dwarfs are clearly strong given their weapons/armour)
att - 11/12 (all skilled fighters)
def - 10 (skilled, but lower initiative)
ap - 8 (with the armour, this makes them a very slow army)
mr - 13 (dwarfs are famed for resisting magic)
mor - 14 (They have the best morale in Warhammer)
gcost - 12 (Clearly higher than regular troops)
prec - 10/11 (dwarfs like ranged combat almost as much as melee)
mapmove - 2 (although slow in battle, they have great endurance and tunnel systems)
enc - 2 (dwarfs don't tire easily)
size - 2 (though short, dwarfs have quite high mass and do not swarm)
Other abilities
Darkvision 50%
Mountain Survival
Shockres
Siegebonus 1 (All dwarfs have knowledge of siege warfare)
Castledef 2 (dwarfs are experts in defensive tactics)
THE NATION SHOULD
Emphasise defence and patient warfare - good PD and forts
Not outnumber most enemies or win through numbers
Be powerful both at range and in melee
Have top notch forging but not battlemagic (smiths with high enc?)
Have superior equipment and a strong emphasis on resources
Be relatively capital centric
Not take losses lightly
Be totally drain immune
UNITS
Clansman (medium armour, shield, dwarf axe)
Clansman (heavy armour, shield, dwarf axe)
Crossbow (medium armour, dwarf crossbow, dwarf axe)
Longbeard (heavy armour, shield, broadsword - superb morale, standard effect)
Ironbreaker (very heavy armour, shield, dwarf axe - resists various nasty things)
Ranger (medium armour, battleaxe, dwarf crossbow - stealth, forest survival)
Miner (heavy armour, dwarf pickaxe - stealth, siegebonus)
Slayer (no armour, broadsword + dwarf axe - awesome morale, berserk, high str)
Hammerer (heavy armour, runehammer - elite, sacred unit)
Rune Guard (very heavy armour, shield, runeaxe - elite, sacred, mapmove 1)
LEADERS
Thane (basic leader)
Lord (great leader)
Dragon Slayer (ok leader, good thug)
King (sacred, superb leader, rare)
Rune Smith (sacred, E2/3, forge 25)
Rune Lord (sacred, forge 50, E3/4/5)
Rune Priest (H2 only E1, forge 25)
Engineer (EF magic, siegebonus, constructs/researches)
OTHER
Anvil of Doom (the portable old version, complete with Rune Lord, H3)
SPELL
Rune Lightning spell should be at H3 E2 or something, very powerful, used by Anvil
Bolt thrower as a construction spell, available to engineers
Steam Cannon?
Flame Cannon?
HEROES
High King on Throne of Power (Thorgrim Grudgebearer - huge standard effect, spawns hammerers)
Slayer King (Ungrim Ironfist - super thug, spawns slayers)
Master Brewer (Joseph Bugman - ranger who provides supplies, spawns rangers)
Engineer Guildmaster (Burlock Damminson - FE mage, can summon machines)
King and Shieldbearers (Alrik Ranulfsson - traditionalist, summons clansmen and breakers)
Rune Lord with True Doom Anvil (Thorek Ironbrow - traditionalist, summons rune guard, can use the 'Rune of Doom' which creates a force of ghostly dwarfs of vengeance)
There were a couple of others in an older army book version but I don't quite remember them. A king with a horn and a mad runelord I think.
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