Where you see one title, there are thousands of rats sneakily working in your back you don't.
Army Book (Core Rules)
rd
3 Edition, version Public Test - Hotfix 1 – They shall rise and dominate while you sleep!
Background Introduction 2 Army Organisation 9
Army Specific Rules 4 Characters 10
Army Model Rules 4 Character Mounts 14
Runic Special Items 5 Core 15
Battle Runes 8 Special 17
Quick Reference Sheet 24 Clans’ Thunder 21
Changelog 27 Engines of War 23
The 9th Age: Fantasy Battles is a community-made miniatures wargame. All rules in this book are
considered part of the Core Rules of T9A and should be available for use in any game. All rules and
feedback can be found and given at: the-ninth-age.com. Refer to the Rulebook for instructions on
How to Read Unit Entries. Recent changes are marked in blue, and listed at the end of this document.
This work is licensed under the Creative Common Attribution-NoDerivatives 4.0 International Li-
cense. Edited with LATEX.
Dwarven Holds
Fortified in great halls carved under the mountains, the Dwarven Holds are mighty strongholds defended by a short
but indomitable people. Valuing honour above all else, Hold dwarves are determined and ferocious defenders of
their principles and property alike. They are peerless builders and crafters, creating fearsome weapons as well as
mastering the unique discipline of runecraft to exploit the power of magic even as they eschew open spellcraft. A
dwarven host in its full splendour, voices lifted with oaths and alesong, represents a formidable threat indeed.
Living in isolated mountain bastions, Hold dwarves maintain contact by gruelling treks over
inhospitable lands, through the treacherous Deeps or via the unpredictable skies; only dwarven
obstinacy allows the holds any sense of unity.
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Species: Dwarves Guilds
Short in stature but tall in self-esteem, dwarves are a Economic and social activity is hierarchically organised
robust and stubborn species. They value proper or- by guilds via systems of apprenticeship. These insti-
der and have a highly developed sense of justice, tak- tutions are central to all parts of Hold life, including
ing insults and grievances very seriously. Often seek- material and cultural prosperity, the development of
ing wealth in the form of precious stones and metals, new skills, and the upkeep of old traditions. Each Hold
dwarves form tight-knit communities, usually organ- has its own set of guilds, which do not extend beyond a
ised around industry and military defence, yearning to single Hold – though unaffiliated mining, brewing and
prove their greatness and indomitability to the world. engineering guilds can be found in almost every Hold.
The exception is the Guild of Lorekeepers, which is a
single institution working across all Holds, helping to
maintain connections and a united culture.
Holds
As the Dwarven Empire of the Golden Age collapsed
during the Ages of Ruin, western dwarves increasingly
Runes
retreated to and fortified their mines as a form of de- Seeing spellcraft as lacking the qualities of hard work
fence, coming to see these underground halls as the and perseverance, Hold dwarves have no mages or mag-
only proper place for a dwarf to live. Many centuries ical tradition. Their subterranean defences were origi-
ago, at the start of the Ninth Age, the survivors met at nally embraced partly because there is little ambient
the First Moot, swearing great oaths to defend their re- magic to be found underground – excellent protection
maining Holds for all time: a single culture to preserve against enemy wizards, but also making it impossible
dwarven history and lore. to learn spells within a Hold.
The Holds are separated, sometimes by great distances, Instead, dwarves perfected the unique craft of runes:
and they each have their own families, clans, guilds and complex devices made with wolfram in such a way that
monarchs. But they have never forgotten their pact, they syphon faint nearby magic into themselves in a
and they continue to maintain ties with one another slow but steady trickle. After a long period of “charg-
against great odds. ing”, these runes can then produce certain effects, ei-
ther as an ongoing enchantment, or as a momentary
flash of power activated by striking the carved symbols.
Honour This approach not only grants impressive and reliable
powers in battle, but has the added benefit of drawing
The heart of dwarven culture is honour, a concept to magic out of the local environment – a large number
which every Hold dwarf is fanatically devoted. Equally of runes together in a dwarven army can result in little
obsessed with solidity and permanence, dwarves are remaining magic left for enemy wizards.
meticulous record keepers and exacting negotiators,
spending days or weeks locked in moot halls that no
party can leave until an agreement is sworn and carved Technology
into stone.
Famed for their skill with both steel and black pow-
Oaths, debts and grudges have great power among der, dwarves have access to an impressive arsenal of
dwarves, and will be remembered for generations with- weapons, armour, firearms and engines of war. The
out end. The mysterious cult known as Seekers, de- quality of these armaments is arguably unsurpassed
voted to the ancient ways of the old empire and its throughout the world, especially when they’re tended
gods, is particularly notorious for its tenacity. in battle by master technicians and engineers.
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Army Specific Rules
Ancient Grudge
During Pre-game Selections, a Dwarven Holds army marks units on the opponent’s Army List with Grudge Markers
(note that Characters can be marked, too). The number of Grudge Markers placed is equal to the number of instances
of Ancient Grudge on units in your Army List.
All models with Dwarf in your army gain First Strike (Hatred (towards units containing a model with a Grudge
Marker)).
Hewn out of Mountains
The player of this army has a +1 modifier on Dispel Rolls as long as at least one friendly model with Channel (X)
from a Dwarven Holds army is on the Battlefield.
Army Model Rules
Personal Protections
Shield Wall
When a Height 1–3 model uses a Hand Weapon and a Shield simultaneously, it gains Aegis (6+, against Melee
Attacks). This is improved to Aegis (5+, against Melee Attacks) if the attacking model is Charging.
Weapons
Forge Repeater – Shooting Weapon
Name Aim Range Shots Str AP Attack Attributes
Forge Repeater 4+ 18″ 4 5 2 Flaming Attacks, Quick to Fire
Guild-Crafted Handgun – Shooting Weapon
Name Aim Range Shots Str AP Attack Attributes
Guild-Crafted Handgun X+ 24″ 1 4 2 Accurate, Stand and Shoot, Unwieldy (1)
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Runic Special Items
Dwarven Holds armies cannot pick from the list of Common or Shared Magic Items except Common Banner Enchant-
ments. Instead, they have their own version of Magic Items called “Runic Items” (or simply called a “Rune”). These
follow the rules for Magic Items, with the exceptions listed under each type.
Runic Weapon Enchantments
Runic Weapon Enchantments follow the rules for Weapon Enchantments with the following differences:
• All Runic Weapon Enchantments are enchantments for Hand Weapons and Paired Weapons.
• Up to 3 Runic Weapon Enchantments can be applied to a single weapon.
• Each combination of Runic Weapon Enchantments is One of a Kind.
• Multiple instances of the same Runic Weapon Enchantments are cumulative, unless mentioned otherwise.
• When noting Runes on the Army List, use the following format: Weapon (rune A, rune B, rune C).
Rune of Destruction 80 pts Rune of Lightning 20 pts
Max. 1 per army. Max. 2 per army.
Multiple Wounds (D3). Grind Attack (D3 hits, Str 4, AP 1, Lightning Attacks).
Rune of Smashing 55 pts A model with two or more instances of this enchant-
Max. 1 per army. Models on foot only. ment increases the number of hits to 2D3. Note that
Attacks allocated towards a model with Res 5 or more these hits are not affected by the effects of other Runic
have their Str set to 10 and AP set to 10. Weapon Enchantments.
Rune of Quickening 40 pts Rune of Fire 15 pts
+3 Agi. When Choosing Equipment and Abilities, may gain
Flaming Attacks until the end of the phase.
Rune of Might 35 pts
+1 Str and +1 AP. Rune of Returning 10 pts
Rune of Penetration 35 pts Can be used as a Shooting Weapon with the following
+3 AP. profile:
Aim Range Shots Str AP Attack Attributes
Rune of Anger 30 pts
2+ 8″ 1 User User Accurate, Quick to Fire
+1 Att.
Rune of Precision 25 pts The effects of other Runic Weapon Enchantments apply
+1 to hit. to Shooting Attacks made with this weapon (even if the
effects are normally restricted to Melee Attacks).
Rune of Craftsmanship 20 pts
Max. 3 per army.
The weapon follows the rules for Great Weapon instead
of the original weapon’s rules. This does not prevent
the weapon from being engraved with additional Runic
Weapon Enchantments.
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Runic Armour Enchantments
Runic Armour Enchantments follow the rules for Armour Enchantments with the following differences:
• Up to 3 Runic Armour Enchantments can be applied to a model.
• Each combination of Runic Armour Enchantments is One of a Kind.
• Multiple instances of the same Runic Armour Enchantments are added together, unless specifically mentioned
otherwise.
• When noting Runes on the Army List, use the following format: Runic Armour (rune A, rune B, rune C).
Rune of Steel 55 pts Rune of Retribution 15 pts
Must reroll failed Armour Save rolls. When rolling a successful Aegis Save from Shield Wall,
Rune of Resistance 40 pts the model inflicts a hit with the same Str and AP as
Max. 1 per army. the attack that was saved onto the Health Pool of the
Resistance. model that caused the wound. This occurs before any
Rune of Iron 25 pts casualties are removed. These hits do not benefit from
Max. 2 per Model. Weapon Rules or Runic Weapon Enchantments.
+1 Arm. Rune of the Forge 10 pts
Aegis (3+, against Flaming Attacks).
Runic Banner Enchantments
Dwarven Holds armies may use Banner Enchantments from the list of Common Banner Enchantments as well as the
Runic Banner Enchantments listed below.
Runic Standard of Swiftness 65 pts Runic Standard of Wisdom 35 pts
Max. 1 per army. Max. 3 per army.
The bearer’s unit gains Vanguard. Select a single Battle Rune and note which one on the
Runic Standard of the Hold 50 pts Army List. This Battle Rune can be cast by the bearer
Max. 3 per army. as a Bound Spell. It can only target the bearer’s own
A unit with one or more Runic Standard of the Hold unit.
are considered to have one additional Proper Rank for Runic Standard of Dismay 25 pts
Steady, Steadfast, Surrounded, and Rank Bonus pur- Max. 1 per army.
poses. Charge Range rolls against the bearer’s unit are Min-
imised.
Runic Standard of Shielding 35 pts
Max. 1 per army. Cannot be taken by units that count Runic Standard of Steadiness 10 pts
towards Core. Max. 3 per army.
The bearer’s unit gains Aegis (5+, against Ranged One use only. May be activated at the start of any Move-
Attacks). ment Phase. The bearer’s unit loses Unwieldy until the
end of the Player Turn.
Runic Standard of the Anvil 10 pts
Max. 3 per army.
Failed Charge Range rolls by other friendly units must
be rerolled when directed against enemy units already
Engaged in Combat with the bearer’s unit.
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Runic Artefacts
Runic Artefacts follow the rules for Artefacts with the following differences:
• Up to 3 Runic Artefacts can be applied to a model.
• Each combination of Runic Artefacts is One of a Kind.
• Multiple instances of the same Runic Artefacts are added together, unless specifically mentioned otherwise.
• When noting Runes on the Army List, use the following format: Runic Artefact (rune A, rune B, rune C).
Rune of Denial 90 pts Rune of Readiness 30 pts
Max. 1 per army. One use only. May be activated at the end of the Charge
One use only. The player may choose to use this Runic Phase, immediately after all Charge Moves have been
Artefact instead of performing a Dispelling Roll. The resolved. If the bearer’s unit was successfully Charged
spell is automatically dispelled. during this phase, it may perform a Combat Reform
Rune of Devouring 65 pts (following the normal rules for Combat Reforms).
Max. 1 per army. Runic Smiths only. Rune of Shielding 30 pts
One use only. The player may choose to use this Runic Aegis (+1, max. 4+). The Aegis from this Runic Arte-
Artefact instead of performing a Dispelling Roll. The fact can only stack with itself and Shield Wall.
spell is cast as normal but the Caster may not cast it Rune of Mastery 15 pts
again for the rest of the game. One use only. A single Rune of Mastery may be activated
Rune of Dragon’s Breath 60 pts immediately before the bearer attempts to cast a Bound
Max. 2 per army. Spell. The Casting Roll for this Bound Spell gains +1.
Breath Attack (Str 4, AP 1, Flaming Attacks, Magical Rune of Storms 15 pts
Attacks). Max. 2 per army.
Rune of Grounding 40 pts One use only. May be activated at the start of the oppo-
Max. 1 per army. Runic Smiths only. nent’s Player Turn. Choose a single enemy unit within
One use only. May be activated when Choosing Equip- 24″ of the bearer. Until the end of the Player Turn, Cha
ment and Abilities. All spells with Duration: One Turn and Mob of all models with Fly in that unit are halved,
that affect any of the following units come to an end: rounding fractions up.
• The bearer’s unit; Rune of Kinship 10 pts
• Enemy units in contact with the bearer’s unit. Cannot be taken by models on War Throne.
Rune of Harnessing 40 pts The bearer gains Ambush (Board Edge), Scout, and
Max. 1 per army. Runic Smiths only. Vanguard.
In the opponent’s Magic Phase, after rolling for Excess Rune of Mining 10 pts
Magic, remove one Magic Dice from the opponent’s During Pre-game Selections, choose a Terrain Feature
pool. on the Battlefield. As long as the bearer is on the Battle-
Rune of the Courage 35 pts field, all friendly models may treat this Terrain Feature
One use only. May be activated when Choosing Equip- as Open Terrain when making a Move Maneuvre (Re-
ment and Abilities. For the duration of the phase, the form, Advance or March Move), but must still follow the
bearer gains Stubborn. Unit Spacing rule at the end of their move.
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Battle Runes
Battle Runes are Bound Spells, selected from the list below. Note which spells are selected on the Army List.
Unless mentioned otherwise, the Range of these Bound Spells is 18″. No model or unit can be affected by more than
one instance of the same Battle Rune Bound Spell simultaneously.
Casting Value Type Duration Effect
Rune of Gleaming
The target gains Distracting (1) and Hard Target (1).
3+ Augment One Turn
Rune of Oaths
The target gains Zeal (Melee).
3+ Augment One Turn
Rune of Reckoning
The target gains Hatred (Melee).
3+ Augment One Turn
Rune of Resilience
To-wound rolls against the target suffer a −1 modifier.
3+ Augment One Turn
Rune of Resolve The target may perform an 4″ Magical Move and gains Light Troops
3+ Augment Instant until the end of the Player Turn.
Rune of Revocation Ignore all other spell effects on the target from spells with Duration:
3+ Universal One Turn One Turn.
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Army Organisation
Characters
Max. 40%
Units marked “Characters” count toward this category.
Core
Min. 25%
Units marked “Core” count toward this category.
Special
No limit
Units marked “Special” count toward this category.
Clans’ Thunder
Max. 30%
Units marked “Clans’ Thunder” count toward this category.
Engines of War
Max. 20%
Units marked “Engines of War” count toward this category.
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Characters (Max. 40%)
Selected at a kingsmoot by the Hold’s elders on the basis of honour, a dwarven monarch serves for life. Their
power is held by oath: the King’s Oath takes precedence over all others, and their authority lasts only so long as
they uphold it. This makes honour and integrity essential to a successful reign. Kings are often proud, leading
from the front with the Hold’s finest regalia and weaponry.
King Base 20×20 mm
210 pts Single model Height 1
Max unit cost is set to:
700 pts/unit when an option marked * is taken
Global Cha Mob Cou Model Rules
3″ 4″ 10 Ancient Grudge (1), Disciplined
Defensive HP Def Res Arm
3 7 5 3 Shield Wall
Offensive Att Off Str AP Agi Weapons, Attack Attributes and Properties
King 4 7 4 1 4 Devastating Charge (+1 Str, +1 AP), Dwarf, Metal Armour
Magic Options pts Leadership Options pts
Up to 1 Battle Rune 40 General free
Ancient Grudge (1) (General only) 50
Options pts
Runic Special Items up to 250 Mount Options (Must choose one choice only) pts
Shield 20 Light Troops (on foot only) free
One choice only: Shield Bearers 90
Crossbow (3+) 5 War Throne* 170
Guild-Crafted Handgun (3+) 5
Pistol (3+) 5
Great Weapon 10
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Each Hold is composed of several clans, themselves composed of large families. Clans are led by Thanes, a rank
bound by oath to Hold and King. Clan-thanes are commonly given the honour of carrying the Holdstone; after
the king, they are deemed to be the most resolute and honourable dwarves in the Hold.
Thane Base 20×20 mm
90 pts Single model Max. 6 models/army Height 1
Global Cha Mob Cou Model Rules
3″ 4″ 9 Disciplined
Defensive HP Def Res Arm
3 6 5 3 Shield Wall
Offensive Att Off Str AP Agi Weapons, Attack Attributes and Properties
Thane 3 6 4 1 3 Devastating Charge (+1 Str, +1 AP), Dwarf, Metal Armour
Magic Options pts Leadership Options pts
Up to 1 Battle Rune 40 Must choose (one choice only):
Captain and Attached free
Options pts
General free
Runic Special Items up to 150
Battle Standard Bearer 50
Shield 20
Ancient Grudge (1) (General only) 5
One choice only:
Crossbow (3+) 5 Mount Options (Must choose one choice only) pts
Guild-Crafted Handgun (3+) 5 Light Troops (on foot only) free
Pistol (3+) 5 Shield Bearers 90
Great Weapon 5
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Few within the Smithing Guilds possess the knowledge of how to accurately forge and strike runes of power.
Guild master-smiths have access to potent runic artefacts and understand the secrets of unleashing their power
on the battlefield. Those who fight alongside such skillful craftsdwarves generally find they have the sharpest
weapons in the Hold.
Runic Smith Base 20×20 mm
135 pts Single model Max. 3 models/army Height 1
Global Cha Mob Cou Model Rules
3″ 4″ 9 Channel (1), Light Troops, Magic Resistance (1), Rune
Craft Mastery
Defensive HP Def Res Arm
3 4 5 3 Shield Wall
Offensive Att Off Str AP Agi Weapons, Attack Attributes and Properties
Runic Smith 2 4 4 1 2 Devastating Charge (+1 Str, +1 AP), Dwarf, Metal Armour
Model Rules Options pts
Rune Craft Mastery: Melee Attacks from models in a Runic Special Items up to 200
unit containing one or more models with Rune Craft Shield 20
Mastery gain +1 AP. Great Weapon 5
Magic Options pts Leadership Options pts
Up to 3 different Battle Runes 30/Rune General free
Ancient Grudge (1) (General only) 45
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Engineers boast guildhalls in almost every Hold and are famed for creating great structures, machines, and
stunning feats of weaponcraft. Dwarven warmachines and firearms are of unrivalled reliability, and when these
masterpieces are operated by their maker in battle, they are even more deadly.
Engineer Base 20×20 mm
120 pts Single model Max. 2 units/army Height 1
Global Cha Mob Cou Model Rules
3″ 4″ 9 Engineer (Field Artillery), Light Troops
Defensive HP Def Res Arm
3 4 5 3 Shield Wall
Offensive Att Off Str AP Agi Weapons, Attack Attributes and Properties
Engineer 3 4 4 1 2 Devastating Charge (+1 Str, +1 AP), Dwarf, Metal Armour
Magic Options pts Leadership Options pts
Up to 1 Battle Rune 35 General free
Ancient Grudge (1) (General only) 35
Options pts
Runic Special Items up to 100
Shield 15
One choice only:
Crossbow (3+) 5
Guild-Crafted Handgun (3+) 5
Pistol (3+) 5
Forge Repeater (4+) 20
Wyrm-Slayer Rocket (3+) 30
Great Weapon 5
Optional Shooting Weapons
Wyrm-Slayer Rocket: Shooting Weapon.
Name Aim Range Shots Str AP Attack Attributes
Wyrm-Slayer Rocket 3+ 24″ 1 6 3 Flaming Attacks, Multiple Wounds (D3)
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Seekers who have survived dozens of trials by combat may become fanatical. Their faith in the Old Gods
becomes so powerful that some even believe they are a reincarnation of the Hold’s ancestors. These dwarves
are particularly fervent in their lust for vengeance, hunting the Hold’s most grievous wrongdoers, even to the
point of seeking out and dispatching dragons if necessary.
Dragon Seeker Base 20×20 mm
190 pts Single model Max. 3 units/army Height 1
Global Cha Mob Cou Model Rules
3″ 4″ 10 Dying Blow, Fearless, Light Troops, Stubborn, Unstable,
Vanguard
Defensive HP Def Res Arm
3 7 5 0 Aegis (6+)
Offensive Att Off Str AP Agi Weapons, Attack Attributes and Properties
Dragon Seeker 4 7 5 2 5 Devastating Charge (+1 Str, +1 AP), Weapon Master,
Zeal (Melee), Great Weapon, Paired Weapons, Dwarf
Options pts Optional Model Rules
One choice only: Grim Resolve: Attack Attribute – Close Combat.
Grim Resolve 70 The model gains +1 Att for each enemy model in con-
Monster Seeker 85 tact with it (including the model it is fighting a Duel
Runic Weapon Enchantments up to 150 with if applicable).
Monster Seeker: Attack Attribute – Close Combat.
The model gains Multiple Wounds (2, towards
Height 3 or more).
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Character Mounts
The only thing more dangerous than an armed dwarf is an armed dwarf who can fight you from above. Many
Hold warriors compete for the honour of carrying their leaders upon their shields, forming a particularly
fearsome fighting platform.
Shield Bearers Base 40×20 mm
Max. 2 mounts/army Height 1
Global Cha Mob Cou Model Rules
3″ 4″ C
Defensive HP Def Res Arm
4 C C C+2
Offensive Att Off Str AP Agi Weapons, Attack Attributes and Properties
Shield Bearer (2) 1 5 4 1 2 Devastating Charge (+1 Str, +1 AP), Dwarf, Mount
Hold dwarves draw comfort from all things solid and unchanging, particularly earthen minerals. Their kings
are often carried to battle on stone constructs designed for combat; proximity to the ancient rock gives the rider
confidence and authority. It also has the advantage of raising the monarch to a height at which their great
deeds can be witnessed across the field.
War Throne Base 40×60 mm
Max. 2 mounts/army Height 3
Global Cha Mob Cou Model Rules
3″ 4″ C Ancient Grudge (1), Attached, Exclusive (Height 1),
War Platform
Defensive HP Def Res Arm
6 C C C+2
Offensive Att Off Str AP Agi Weapons, Attack Attributes and Properties
Throne Bearer (4) 1 5 4 1 2 Devastating Charge (+1 Str, +1 AP), Dwarf, Mount
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Core (Min. 25%)
A dwarf’s first oath is always to their family, and their second is to their clan. Every dwarf of oath-age is expected
to fight for the Hold in times of war. The Clan Oath states that a dwarf must provide their own weapons and
equipment, and will serve until an oath of greater importance honour-binds them to a higher duty.
Clan Warriors Base 20×20 mm
200 pts + 12 pts/extra model 15–35 models Height 1
Global Cha Mob Cou Model Rules
3″ 4″ 9
Defensive HP Def Res Arm
1 4 4 2 Shield Wall
Offensive Att Off Str AP Agi Weapons, Attack Attributes and Properties
Clan Warrior 1 4 3 0 2 Devastating Charge (+1 Str, +1 AP), Dwarf, Metal Armour
Options pts Command Group Options pts
Vanguard (Max. 25 models/unit, Musician 15
Max. 1 units/army*) 2/model Standard Bearer 5
Shield 2/model Runic Banner Enchantment no limit
Throwing Weapons (5+) 1/model
One choice only:
Paired Weapons free
Great Weapon 1/model
Spear and Shield 2/model
*Only a single unit of Clan Warriors or Greybeards may take Vanguard.
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Hold dwarves rotate into military service for two years out of every ten, throughout their lives. So while their
beards may turn grey, their potency in combat only grows with age. So-called greybeards form brotherhoods-
in-arms over many campaigns, and prefer to fight and drink with dwarves of their own station rather than the
newly bearded.
Greybeards Base 20×20 mm
180 pts + 16 pts/extra model 10–25 models Height 1
Global Cha Mob Cou Model Rules
3″ 4″ 9 Fearless, Rally Around the Flag (6″)
Defensive HP Def Res Arm
1 4 4 2 Shield Wall
Offensive Att Off Str AP Agi Weapons, Attack Attributes and Properties
Greybeard 1 4 4 1 2 Devastating Charge (+1 Str, +1 AP), Dwarf, Metal Armour
Options pts Command Group Options pts
Vanguard (Max. 15 models/unit, Musician 15
Max. 1 units/army*) 2/model Standard Bearer 5
Shield 2/model Runic Banner Enchantment no limit
Throwing Weapons (5+) 3/model
Great Weapon 1/model
*Only a single unit of Clan Warriors or Greybeards may take Vanguard.
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It’s equally common for dwarves to uphold their Clan Oath with ranged weapons as it is with blades or hammers.
Many such dwarves are also oathbound to a Guild of Engineers, and like all Hold fighters, they wield arms which
are uniquely fitted for their own physical specifications, resulting in weapons with deadly accuracy.
Clan Marksmen Base 20×20 mm
190 pts + 15 pts/extra model 10–20 models Max. 4 units/army Height 1
The unit counts both towards “Core” and “Clans’ Thunder”.
Global Cha Mob Cou Model Rules
3″ 4″ 9
Defensive HP Def Res Arm
1 4 4 2 Shield Wall
Offensive Att Off Str AP Agi Weapons, Attack Attributes and Properties
Clan Marksman 1 4 3 0 2 Devastating Charge (+1 Str, +1 AP), Dwarf, Metal Armour
Options pts Command Group Options pts
Shield 2/model Musician 15
Must choose (one choice only): Standard Bearer 5
Crossbow (4+) free Runic Banner Enchantment no limit
Crossbow (4+) and Great Weapon 1/model
Guild-Crafted Handgun (4+) 3/model
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Special (No limit)
The King’s Guard is unique; its only oath is to the King. These are professional fighters who, unlike other dwarves,
are not required to contribute to the Hold economically. Their sole purpose is to defend the monarch’s person
and carry out their policies, both in times of war and peace. Their fighting skill and equipment are befitting of
such an esteemed position.
King’s Guard Base 20×20 mm
300 pts + 15 pts/extra model 15–25 models Max. 5 units/army Height 1
Global Cha Mob Cou Model Rules
3″ 4″ 9 Bodyguard (General, King), Disciplined
Defensive HP Def Res Arm
1 5 4 3 Shield
Offensive Att Off Str AP Agi Weapons, Attack Attributes and Properties
King’s Guard 1 5 4 1 2 Devastating Charge (+1 Str, +1 AP), First Strike (+1 Att),
Great Weapon, Dwarf, Metal Armour
Command Group Options pts Command Group Options pts
Musician 15 Runic Banner Enchantment no limit
Standard Bearer 15
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Below the Holds lie the Deeps: a region of lightless caverns home to strange and terrifying dangers. Between
these threats and a Hold’s underground farms, mines and water sources, this subterranean cadre of dwarves
stands watch. Their bravery earns them the very best armour and status in the Hold, and the duty to protect
any dignitary’s journey through the Deeps.
Deep Watch Base 20×20 mm
220 pts + 18 pts/extra model 15–25 models Height 1
Global Cha Mob Cou Model Rules
3″ 4″ 9 Bodyguard, Disciplined, Resolute
Defensive HP Def Res Arm
1 5 4 3 Aegis (5+, against Melee Attacks), Shield
Offensive Att Off Str AP Agi Weapons, Attack Attributes and Properties
Deep Watch 1 5 4 1 2 Devastating Charge (+1 Str, +1 AP), Dwarf, Metal Armour
Command Group Options pts
Musician 15
Standard Bearer 15
Runic Banner Enchantment no limit
Model Rules
Resolute: A unit with Resolute is considered to have one additional Proper Rank for Steady, Steadfast, Surrounded,
and Rank Bonus purposes.
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An uncompromising religious calling, Seekers dedicate themselves to pursuing those who break an oath, violate
the terms of a moot, or wrong the Hold. They self-righteously enact this justice, violently, in the old way. Savage
in combat, many Seekers choose to fight completely naked, leaving the outcome in the hands of ancient gods
that they alone still worship.
Seekers Base 20×20 mm
165 pts + 20 pts/extra model 8–25 models Max. 3 units/army Height 1
This unit can be taken in an additional form:
Brothers of Vengeance*
170 pts + 22 pts/extra model 8–15 models The unit gains Brothers of Vengeance
* Max. 1 units/army
Global Cha Mob Cou Model Rules
3″ 4″ 9 Dying Blow, Fearless, Stubborn, Unstable
Defensive HP Def Res Arm
1 4 4 0 Aegis (6+)
Offensive Att Off Str AP Agi Weapons, Attack Attributes and Properties
Seeker 1 4 4 1 2 Devastating Charge (+1 Str, +1 AP), Weapon Master,
Zeal (Melee), Great Weapon, Paired Weapons, Dwarf
Options pts Command Group Options pts
Vanguard 3/model Musician 15
Standard Bearer 15
Optional Model Rules
Brothers of Vengeance: The model gains Hard Target (1), Light Troops, and Skirmisher.
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As well as rectifying broken oaths within the Hold, some Seekers fervently balance external transgressions.
They track down criminals, brigands or any man or creature deemed to have wronged their Hold. With their
unorthodox and fanatical weaponry, there is only death at the hands of such Seekers; being marked is a terrifying
prospect, for only one party will walk away.
Vengeance Seeker Base 20×20 mm
120 pts Single model Max. 2 units/army Height 1
Global Cha Mob Cou Model Rules
3″ 4″ 9 Dying Blow, Exclusive, Fearless, Light Troops, Stubborn,
Unstable
Defensive HP Def Res Arm
3 5 4 0 Aegis (6+), Distracting (1), Hard Target (1)
Offensive Att Off Str AP Agi Weapons, Attack Attributes and Properties
Vengeance Seeker 3D3 5 4 1 2 Zeal (Melee), Whirling Chains of Doom, Dwarf
Model Rules
Whirling Chains of Doom: Melee Weapon.
+1 Str, +1 AP, always strike at Agility Step 10 (regardless of the wielder’s Agility).
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Hold guardians are constructed from stone and metals, often to resemble dwarven ancestor figures. Typically
positioned as a defensive measure, they’re engraved with powerful runes that can imbue motion and even a
rudimentary intelligence when needed, resulting in violent countermeasures against any enemies that threaten
the Hold.
Hold Guardians Base 40×40 mm
250 pts + 90 pts/extra model 3–6 models Height 3
Global Cha / Mob Cou Model Rules
5″ 10 Fearless, Runic Engravings
Defensive HP Def Res Arm
3 4 5 4
Offensive Att Off Str AP Agi Weapons, Attack Attributes and Properties
Hold Guardian 3 4 5 2 1 Magical Attacks, Dwarf, Metal Armour
Command Group Options pts
Musician 15
Standard Bearer 15
Runic Banner Enchantment no limit
Model Rules
Runic Engravings: During Pre-game Selections, each Hold Guardians unit must choose one of the following
effects. The effect is Permanent.
• +1 Str and +1 AP
• +3 Agi
• Vanguard
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Hold dwarves are capable of creating mechanised vehicles with a combination of engineering and runecraft.
Military models are known as grudge busters; each machine is unique and based on the individual specialities
of a master engineer, with many brutal applications in battle. Grudge busters can be seen in the skies above the
Holds or tunnelling beneath them.
Grudge Buster Base 50×100 mm
280 pts Single model Max. 2 units/army Height 4
Global Cha Mob Cou Model Rules
8″ 4″ 9 Exclusive, Fly, Light Troops, Swiftstride
Defensive HP Def Res Arm
5 4 5 4
Offensive Att Off Str AP Agi Weapons, Attack Attributes and Properties
Crew (2) 1 4 4 1 2 Paired Weapons, Dwarf, Metal Armour
Chassis 5 2 2 Devastating Charge (+10 Agi), Grind Attack (3D3 hits),
Forge Repeater (4+), Construct
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Considered a dashing career for Hold dwarves, miners are essential for a Hold to flourish. As well as prospecting
for valuable resources, they’re cartographers and explorers of the Deeps. They aid in the protection of the Hold’s
tunnels, and provide vital countermining support against opponents in battle, often able to emerge behind
enemy lines to great advantage.
Miners Base 20×20 mm
175 pts + 11 pts/extra model 10–20 models Max. 2 units/army Height 1
Units with an upgrade marked with [CT] also count towards “Clans’ Thunder”.
Global Cha Mob Cou Model Rules
3″ 4″ 9 Ambush (Board Edge)
Defensive HP Def Res Arm
1 4 4 2 Shield Wall
Offensive Att Off Str AP Agi Weapons, Attack Attributes and Properties
Miner 1 4 4 1 2 Devastating Charge (+1 Str, +1 AP), Dwarf, Metal Armour
Options pts Command Group Options pts
Must choose (at least one choice): Musician 15
Great Weapon free Standard Bearer 15
Paired Weapons 1/model
Shield 1/model
Pistol (4+) [CT] 3/model
Throwing Weapons (5+) [CT] 4/model
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The mightiest runes must be “earthed” in a greater weight of metal. Anvil-shaped slabs can be used to embed
several; such a concentration of magical syphons can draw a substantial quantity of magic, leaving the area
nearby almost entirely magic-free. Only guild master-smiths are allowed access to these potent artefacts, as it
takes centuries to master the rune-lore.
Anvil of Power Base 60×60 mm
180 pts Single model Max. 1 units/army Height 1
Global Cha / Mob Cou Model Rules
0″ 9 Channel (2), Emplacement, Fearless, Magic Resis-
tance (2), Runic Anvil, Stubborn, Unstable
Defensive HP Def Res Arm
5 1 4 3 Aegis (5+)
Offensive Att Off Str AP Agi Weapons, Attack Attributes and Properties
Anvil Guard (3) 1 5 4 1 2 Construct, Dwarf, Metal Armour
Model Rules
Runic Anvil: The model must select two Battle Runes. Note which spells are selected on the Army List. The Range
of these spells are set to 36″.
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Clans’ Thunder (Max. 30%)
Most Holds keep lands above ground: farmlands, transport routes, and key strategic landmarks. Rangers are
tasked with defending these holdings, as well as scouting both nearby and farther afield. Maintaining skills
lost to most dwarves, they’re rugged survivalists and expert hunters, able to support their Hold in battle by
harassing the enemy lines from advanced positions.
Rangers Base 20×20 mm
150 pts + 11 pts/extra model 10–20 models Max. 2 units/army Height 1
Global Cha Mob Cou Model Rules
3″ 4″ 9 Disciplined, Scout, Strider (Forest), Vanguard
Defensive HP Def Res Arm
1 4 4 2 Shield Wall
Offensive Att Off Str AP Agi Weapons, Attack Attributes and Properties
Ranger 1 4 3 0 2 Devastating Charge (+1 Str, +1 AP), Quick to Fire, Dwarf,
Metal Armour
Options pts Command Group Options pts
Crag Warden (Max. 15 models/unit) 1/model Musician 15
Shield 2/model Standard Bearer 15
Must choose (one choice only): Optional Model Rules
Throwing Weapons (4+) free Crag Warden: The model gains Hard Target (1),
Crossbow (3+) 6/model Light Troops, and Skirmisher.
One choice only:
Paired Weapons free
Great Weapon 1/model
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A ceremonial title for members of an elite force of dwarves who have proven themselves highly reliable both in
battle and in complex craftwork, these guards are equipped with rare, rune-enhanced weaponry capable of
raining the very flames of the forge on horrified foes.
Forge Wardens Base 20×20 mm
200 pts + 18 pts/extra model 10–16 models Max. 30 models/army Height 1
Global Cha Mob Cou Model Rules
3″ 4″ 9 Disciplined
Defensive HP Def Res Arm
1 4 4 3 Resistance (Flaming Attacks)
Offensive Att Off Str AP Agi Weapons, Attack Attributes and Properties
Forge Warden 1 4 4 1 2 Devastating Charge (+1 Str, +1 AP), Forge Gun (3+),
Dwarf, Metal Armour
Command Group Options pts
Musician 15
Standard Bearer 15
Runic Banner Enchantment no limit
Shooting Weapons
Forge Gun: Shooting Weapon.
Name Aim Range Shots Str AP Attack Attributes
Forge Gun 3+ 18″ 1 4 0 Always hits on 3+, Flaming Attacks, March
and Shoot, Stand and Shoot
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As time goes by, airships are becoming more essential for trade and communication between Holds separated by
continents. Most dwarves loathe the open sky, yet certain pilots seem to thrive on the insanity of the adventure.
The Aeronautics Guild of Kegiz Gavem first pioneered the flying machines; multiple designs exist, yet the steam
copter is best-suited for war.
Steam Copters Max. 3 units/army Base 40×40 mm
185 pts + 130 pts/extra model 1–2 models Max. 5 models/army Height 2
Global Cha / Mob Cou Model Rules
8″ 9 Exclusive, Fly, Light Troops, Swiftstride
Defensive HP Def Res Arm
3 4 5 3
Offensive Att Off Str AP Agi Weapons, Attack Attributes and Properties
Crew 1 4 4 1 2 Forge Repeater (4+), Paired Weapons, Construct, Dwarf,
Metal Armour
Options pts Optional Model Rules
Must choose (one choice only): Shrapnel Bombs: The model gains Sweeping At-
Shrapnel Grenades free tack (D6×2 hits, Str 3, AP 1).
Shrapnel Bombs (Max. 2 models/army) 35 Shrapnel Grenades: One use only. May be activated
in the Movement Phase: when activated, the model
gains Sweeping Attack (D3 hits, Str 3, AP 1) until
the end of the phase.
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Engines of War (Max. 20%)
An artillery piece is a Guild-Engineer’s life’s work. Where the dwarves of the East mass-produce their weaponry,
Hold dwarves focus on individual quality and precision. They dedicate years to perfecting each unique master-
piece, focussing on reliability and longevity. Further enhanced by cunning runesmiths, Hold-made artillery is
rightly renowned for being among the finest – and most devastating – in the world.
Field Artillery Base 60×60 mm
100 pts Single model Height 1
Global Cha Mob Cou Model Rules
0″ 4″ 9 Emplacement, Exclusive, Stubborn
Defensive HP Def Res Arm
5 1 4 2
Offensive Att Off Str AP Agi Weapons, Attack Attributes and Properties
Crew (3) 3 4 3 0 2 Construct, Dwarf, Metal Armour
Optional Model Rules
Flaming Shot: Attack Attribute – Shooting.
The model’s Shooting Attacks become Flaming Attacks and Magical Attacks.
Rune Crafted (X): The model’s Shooting Weapon gains Magical Attacks and X.
Must choose one of the following Shooting Weapons:
Dwarf Ballista (4+) free Dwarf Cannon (4+) 145 pts
Max. 4 units/army Max. 2 units/army
Range Shots Str AP Attack Attributes Range Shots Str AP Attack Attributes
48″ 1 3 10 Area Attack (1×5), Direct Hit (D3) 48″ 1 5 2 Area Attack (1×5), Artillery, Direct
Hit (D3+1)
Options pts
Flaming Shot free Options pts
Rune Crafted (+1 to hit towards Fly ) 15 Flaming Shot free
Rune Crafted (Direct Hit (D3+2)
towards Height 5 ) 40
Flame Cannon (2+) 70 pts
Max. 2 units/army
Organ Gun (4+) 150 pts
Range Shots Str AP Attack Attributes
Max. 2 units/army
24″ 1 4 1 Area Attack (3×5), Artillery,
Flaming Attacks Range Shots Str AP Attack Attributes
Options pts 30″ 3D6 5 3
Flaming Shot free
Options pts
Rune Crafted (+1 Str ) 70
Flaming Shot free
Rune Crafted (+1 to wound, Magical Attacks ) 80
Dwarf Catapult (4+) 110 pts
Max. 2 units/army
The model’s Height is changed to 3.
Range Shots Str AP Attack Attributes
60″ 1 6 3 Area Attack (2×2), Artillery,
Multiple Wounds (2)
Options pts
Flaming Shot free
Rune Crafted (Area Attack (3×2)) 90
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Quick Reference Sheet
Characters
King Cha 3″ Mob 4″ Cou 10 Ancient Grudge (1), Disciplined
Height 1 HP 3 Def 7 Res 5 Arm 3 Shield Wall
King Att 4 Off 7 Str 4 AP 1 Agi 4 Devastating Charge (+1 Str, +1 AP), Dwarf, Metal Armour
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Thane Cha 3″ Mob 4″ Cou 9 Disciplined
Height 1 HP 3 Def 6 Res 5 Arm 3 Shield Wall
Thane Att 3 Off 6 Str 4 AP 1 Agi 3 Devastating Charge (+1 Str, +1 AP), Dwarf, Metal Armour
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Runic Smith Cha 3″ Mob 4″ Cou 9 Channel (1), Light Troops, Magic Resistance (1), Rune Craft
Mastery
Height 1 HP 3 Def 4 Res 5 Arm 3 Shield Wall
Runic Smith Att 2 Off 4 Str 4 AP 1 Agi 2 Devastating Charge (+1 Str, +1 AP), Dwarf, Metal Armour
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Engineer Cha 3″ Mob 4″ Cou 9 Engineer (Field Artillery), Light Troops
Height 1 HP 3 Def 4 Res 5 Arm 3 Shield Wall
Engineer Att 3 Off 4 Str 4 AP 1 Agi 2 Devastating Charge (+1 Str, +1 AP), Dwarf, Metal Armour
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Dragon Seeker Cha 3″ Mob 4″ Cou 10 Dying Blow, Fearless, Light Troops, Stubborn, Unstable, Van-
guard
Height 1 HP 3 Def 7 Res 5 Arm 0 Aegis (6+)
Dragon Seeker Att 4 Off 7 Str 5 AP 2 Agi 5 Devastating Charge (+1 Str, +1 AP), Weapon Master,
Zeal (Melee), Great Weapon, Paired Weapons, Dwarf
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Character Mounts
Shield Bearers Cha 3″ Mob 4″ Cou C
Height 1 HP 4 Def C Res C Arm C+2
Shield Bearer (2) Att 1 Off 5 Str 4 AP 1 Agi 2 Devastating Charge (+1 Str, +1 AP), Dwarf, Mount
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War Throne Cha 3″ Mob 4″ Cou C Ancient Grudge (1), Attached, Exclusive (Height 1), War Plat-
form
Height 3 HP 6 Def C Res C Arm C+2
Throne Bearer (4) Att 1 Off 5 Str 4 AP 1 Agi 2 Devastating Charge (+1 Str, +1 AP), Dwarf, Mount
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Core
Clan Warriors Cha 3″ Mob 4″ Cou 9
Height 1 HP 1 Def 4 Res 4 Arm 2 Shield Wall
Clan Warrior Att 1 Off 4 Str 3 AP 0 Agi 2 Devastating Charge (+1 Str, +1 AP), Dwarf, Metal Armour
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Greybeards Cha 3″ Mob 4″ Cou 9 Fearless, Rally Around the Flag (6″)
Height 1 HP 1 Def 4 Res 4 Arm 2 Shield Wall
Greybeard Att 1 Off 4 Str 4 AP 1 Agi 2 Devastating Charge (+1 Str, +1 AP), Dwarf, Metal Armour
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Clan Marksmen Cha 3″ Mob 4″ Cou 9
Height 1 HP 1 Def 4 Res 4 Arm 2 Shield Wall
Clan Marksman Att 1 Off 4 Str 3 AP 0 Agi 2 Devastating Charge (+1 Str, +1 AP), Dwarf, Metal Armour
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Special
King’s Guard Cha 3″ Mob 4″ Cou 9 Bodyguard (General, King), Disciplined
Height 1 HP 1 Def 5 Res 4 Arm 3 Shield
King’s Guard Att 1 Off 5 Str 4 AP 1 Agi 2 Devastating Charge (+1 Str, +1 AP), First Strike (+1 Att), Great
Weapon, Dwarf, Metal Armour
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Deep Watch Cha 3″ Mob 4″ Cou 9 Bodyguard, Disciplined, Resolute
Height 1 HP 1 Def 5 Res 4 Arm 3 Aegis (5+, against Melee Attacks), Shield
Deep Watch Att 1 Off 5 Str 4 AP 1 Agi 2 Devastating Charge (+1 Str, +1 AP), Dwarf, Metal Armour
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Seekers Cha 3″ Mob 4″ Cou 9 Dying Blow, Fearless, Stubborn, Unstable
Height 1 HP 1 Def 4 Res 4 Arm 0 Aegis (6+)
Seeker Att 1 Off 4 Str 4 AP 1 Agi 2 Devastating Charge (+1 Str, +1 AP), Weapon Master,
Zeal (Melee), Great Weapon, Paired Weapons, Dwarf
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Vengeance Seeker Cha 3″ Mob 4″ Cou 9 Dying Blow, Exclusive, Fearless, Light Troops, Stubborn, Un-
stable
Height 1 HP 3 Def 5 Res 4 Arm 0 Aegis (6+), Distracting (1), Hard Target (1)
Vengeance Seeker Att 3D3 Off 5 Str 4 AP 1 Agi 2 Zeal (Melee), Whirling Chains of Doom, Dwarf
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Hold Guardians Cha / Mob 5″ Cou 10 Fearless, Runic Engravings
Height 3 HP 3 Def 4 Res 5 Arm 4
Hold Guardian Att 3 Off 4 Str 5 AP 2 Agi 1 Magical Attacks, Dwarf, Metal Armour
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Grudge Buster Cha 8″ Mob 4″ Cou 9 Exclusive, Fly, Light Troops, Swiftstride
Height 4 HP 5 Def 4 Res 5 Arm 4
Crew (2) Att 1 Off 4 Str 4 AP 1 Agi 2 Paired Weapons, Dwarf, Metal Armour
Chassis Str 5 AP 2 Agi 2 Devastating Charge (+10 Agi), Grind Attack (3D3 hits), Forge
Repeater (4+), Construct
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Miners Cha 3″ Mob 4″ Cou 9 Ambush (Board Edge)
Height 1 HP 1 Def 4 Res 4 Arm 2 Shield Wall
Miner Att 1 Off 4 Str 4 AP 1 Agi 2 Devastating Charge (+1 Str, +1 AP), Dwarf, Metal Armour
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Anvil of Power Cha / Mob 0″ Cou 9 Channel (2), Emplacement, Fearless, Magic Resistance (2),
Runic Anvil, Stubborn, Unstable
Height 1 HP 5 Def 1 Res 4 Arm 3 Aegis (5+)
Anvil Guard (3) Att 1 Off 5 Str 4 AP 1 Agi 2 Construct, Dwarf, Metal Armour
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Clans’ Thunder
Rangers Cha 3″ Mob 4″ Cou 9 Disciplined, Scout, Strider (Forest), Vanguard
Height 1 HP 1 Def 4 Res 4 Arm 2 Shield Wall
Ranger Att 1 Off 4 Str 3 AP 0 Agi 2 Devastating Charge (+1 Str, +1 AP), Quick to Fire, Dwarf, Metal
Armour
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Forge Wardens Cha 3″ Mob 4″ Cou 9 Disciplined
Height 1 HP 1 Def 4 Res 4 Arm 3 Resistance (Flaming Attacks)
Forge Warden Att 1 Off 4 Str 4 AP 1 Agi 2 Devastating Charge (+1 Str, +1 AP), Forge Gun (3+), Dwarf, Metal
Armour
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Steam Copters Cha / Mob 8″ Cou 9 Exclusive, Fly, Light Troops, Swiftstride
Height 2 HP 3 Def 4 Res 5 Arm 3
Crew Att 1 Off 4 Str 4 AP 1 Agi 2 Forge Repeater (4+), Paired Weapons, Construct, Dwarf, Metal
Armour
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Engines of War
Field Artillery Cha 0″ Mob 4″ Cou 9 Emplacement, Exclusive, Stubborn
Height 1 HP 5 Def 1 Res 4 Arm 2
Crew (3) Att 3 Off 4 Str 3 AP 0 Agi 2 Construct, Dwarf, Metal Armour
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Shooting Weapons
Name Range Str AP Shots Rules
Forge Repeater 18″ 5 2 4 Flaming Attacks, Quick to Fire
Guild-Crafted Handgun 24″ 4 2 1 Accurate, Stand and Shoot, Unwieldy (1)
Wyrm-Slayer Rocket 24″ 6 3 1 Flaming Attacks, Multiple Wounds (D3)
Forge Gun 18″ 4 0 1 Flaming Attacks, March and Shoot, Stand and Shoot
Dwarf Ballista 48″ 3 [6] 10 1 Area Attack (1×5), Direct Hit (D3)
Flame Cannon 24″ 4 1 1 Area Attack (3×5), Artillery, Flaming Attacks
Area Attack (2×2), Artillery, Multiple Wounds (2)
Dwarf Catapult 60″ 6 3 1
Height: 3
Dwarf Cannon 48″ 5 2 1 Area Attack (1×5), Artillery, Direct Hit (D3+1)
Organ Gun 30″ 5 3 3D6 -
Rune Crafted
Dwarf Ballista +1 to hit towards Fly
Flame Cannon +1 Str
Dwarf Catapult Area Attack (3×2)
Dwarf Cannon Direct Hit (D3+2) towards Height 5
Organ Gun +1 to wound, Magical Attacks
Aim Table
Name Aim Shooting Model
Forge Gun always hits on 3+ Forge Warden
Wyrm-Slayer Rocket 3+ Engineer
Guild-Crafted Handgun 3+ Characters
4+ Clan Marksman
Crossbow 3+ Characters, Ranger
4+ Clan Marksman
Pistol 3+ Characters
4+ Miner
Throwing Weapons 4+ Ranger
5+ Clan Warrior, Greybeard, Miner
Forge Repeater 4+ Engineer, Steam Copters, Grudge Buster
Artillery Weapons 4+ Field Artillery
Battle Runes
Rune of Gleaming 3+ Augment One Turn Distracting (1) and Hard Target (1).
Rune of Oaths 3+ Augment One Turn Zeal.
Rune of Reckoning 3+ Augment One Turn Hatred.
Rune of Resilience 3+ Augment One Turn To-wound rolls against the target suffer a −1 modifier.
Rune of Resolve 3+ Augment Instant 4″ Magical Move and Light Troops.
Ignore all other spell effects on the target from spells with Duration: One
Rune of Revocation 3+ Universal One Turn
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Changelog
Public Test - Hotfix 1
• Field Artillery: fixed attacks on profile
• Greybeards: Base cost 210 ↘ 180
• Organ Gun removed Magical Attacks
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