Dwarfen Mountain Holds - Royal Clan

Dwarfen Mountain Holds - Royal Clan

Correspondence of translations with another language

军队使用的规则和装备

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“Dig In!”
A Sapper will direct the rapid construction of fieldworks and trenches that protect their comrades from the enemy. During any Command sub-phase, if they are not engaged in combat, this character may attempt to lead their unit in the digging of some fieldworks by making a Leadership test (using their own Leadership). If this test is passed, this character and any unit they have joined becomes ‘Entrenched’. An Entrenched unit is considered to be behind partial cover and to be defending a low linear obstacle. Should the unit move for any reason, it is no longer Entrenched.
“Dig In!”
A Sapper will direct the rapid construction of fieldworks and trenches that protect their comrades from the enemy. During any Command sub-phase, if they are not engaged in combat, this character may attempt to lead their unit in the digging of some fieldworks by making a Leadership test (using their own Leadership). If this test is passed, this character and any unit they have joined becomes ‘Entrenched’. An Entrenched unit is considered to be behind partial cover and to be defending a low linear obstacle. Should the unit move for any reason, it is no longer Entrenched.
“Stand Back Chief”
Hunkering down behind their war machines, an Engineer is well-protected from enemy fire. A character with this special rule cannot be targeted by enemy shooting or by enemy spells whilst it is within 3" of a friendly unit whose troop type is ‘war machine’
“Stand Back Chief”
Hunkering down behind their war machines, an Engineer is well-protected from enemy fire. A character with this special rule cannot be targeted by enemy shooting or by enemy spells whilst it is within 3" of a friendly unit whose troop type is ‘war machine’
Ancestral Grudge
Dwarfs never forget a wrong, imagined or otherwise, with lords and thanes being particularly overburdened with inherited grudges. These can never be forgotten, only settled or nurtured. A model with this special rule has the Hatred (enemy characters) special rule, meaning it hates all characters in the opposing army. If this character joins a unit of Longbeards or Hammerers, that unit will also gain this special rule. Should this character leave a unit of Longbeards or Hammerers they have joined for any reason, that unit loses this special rule.
Ancestral Grudge
Dwarfs never forget a wrong, imagined or otherwise, with lords and thanes being particularly overburdened with inherited grudges. These can never be forgotten, only settled or nurtured. A model with this special rule has the Hatred (enemy characters) special rule, meaning it hates all characters in the opposing army. If this character joins a unit of Longbeards or Hammerers, that unit will also gain this special rule. Should this character leave a unit of Longbeards or Hammerers they have joined for any reason, that unit loses this special rule.
Ancestral Shield
An Anvil of Doom is a potent artefact steeped in runic magic. This power protects the anvil’s loyal guardians as surely as it destroys the enemies of the Dwarfs. An Anvil of Doom and the Forgefather & Anvil Guard have a 5+ Ward save against any wounds suffered.
Ancestral Shield
An Anvil of Doom is a potent artefact steeped in runic magic. This power protects the anvil’s loyal guardians as surely as it destroys the enemies of the Dwarfs. An Anvil of Doom and the Forgefather & Anvil Guard have a 5+ Ward save against any wounds suffered.
Fear
Fear
Crossbow
Crossbow
Hand Weapon
Hand Weapon
Light armour
Light armour
Heavy armour
Heavy armour
Armour Bane
Armour Bane
Gromril Weapons
Many Dwarf warriors bear weapons forged of gromril. Such fine weapons, family heirlooms passed down through many generations, possess remarkable sharpness and durability. A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1. Note that this special rule only applies to a single, ordinary hand weapon. If the model is using two hand weapons or any other sort of weapon, or if their hand weapon is inscribed with any Weapon runes, this special rule ceases to apply.
Gromril Weapons
Many Dwarf warriors bear weapons forged of gromril. Such fine weapons, family heirlooms passed down through many generations, possess remarkable sharpness and durability. A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1. Note that this special rule only applies to a single, ordinary hand weapon. If the model is using two hand weapons or any other sort of weapon, or if their hand weapon is inscribed with any Weapon runes, this special rule ceases to apply.
Full plate armour
Full plate armour
Gromril Armour
The metal the Dwarfs call gromril is the toughest and sturdiest in the known world, able to turn aside any blow. Armour forged of gromril is highly coveted for its protective value and full suits of gromril armour are treasured and valued heirlooms. A model with this special rule may re-roll any roll of a natural 1 made when making an Armour Save roll.
Gromril Armour
The metal the Dwarfs call gromril is the toughest and sturdiest in the known world, able to turn aside any blow. Armour forged of gromril is highly coveted for its protective value and full suits of gromril armour are treasured and valued heirlooms. A model with this special rule may re-roll any roll of a natural 1 made when making an Armour Save roll.
Impact Hits
Impact Hits
Vanguard
Vanguard
Motley Crew
Motley Crew
Bolt thrower
Bolt thrower
Borne Aloft
Carried upon the broad shoulders of their most trusted retainers, a Dwarf lord towers above the serried ranks of their army. A model with Shieldbearers consists of not one, but four models – the character and three loyal retainers – occupying a single base and acting together as a single entity. To represent this, a model with Shieldbearers has a split profile and follows the ‘Split Profile (Cavalry)’ rule. In all other respects, this model is heavy infantry.
Borne Aloft
Carried upon the broad shoulders of their most trusted retainers, a Dwarf lord towers above the serried ranks of their army. A model with Shieldbearers consists of not one, but four models – the character and three loyal retainers – occupying a single base and acting together as a single entity. To represent this, a model with Shieldbearers has a split profile and follows the ‘Split Profile (Cavalry)’ rule. In all other respects, this model is heavy infantry.
Shield
Shield
Drakegun
R S AP Special Rules 18" 5 -1 Armour Bane (2), Dwarf Crafted, Flaming Attacks, Quick Shot
Drakegun
R S AP Special Rules 18" 5 -1 Armour Bane (2), Dwarf Crafted, Flaming Attacks, Quick Shot
Ogre Charge
Ogres barge into combat using their great lumbering mass as a weapon, harnessing their tremendous momentum to crush anything they collide with. The Armour Piercing characteristic of any Impact Hits caused by a model with this special rule is improved by the current Rank Bonus of its unit
Ogre Charge
Ogres barge into combat using their great lumbering mass as a weapon, harnessing their tremendous momentum to crush anything they collide with. The Armour Piercing characteristic of any Impact Hits caused by a model with this special rule is improved by the current Rank Bonus of its unit
Doomseeker
With each victory they witness, a Doomseeker laments their inability to meet a worthy doom. At the end of the battle, a Doomseeker that has been slain is worth no Victory Points. However, if a Doomseeker is still alive, the enemy player wins a bonus number of Victory Points equal to 100% of its points cost.
Doomseeker
With each victory they witness, a Doomseeker laments their inability to meet a worthy doom. At the end of the battle, a Doomseeker that has been slain is worth no Victory Points. However, if a Doomseeker is still alive, the enemy player wins a bonus number of Victory Points equal to 100% of its points cost.
Dogs Of War (imperial Ogres)
0-1 unit of Imperial Ogres may be taken as Mercenaries in any of the following Grand Army composition lists: • Dwarfen Mountain Holds • Empire of Man Note that mercenary units are subject to the ‘Misbehaving Mercenaries’ rules, as described on page 279 of the Warhammer: the Old World rulebook.
Dogs Of War (imperial Ogres)
0-1 unit of Imperial Ogres may be taken as Mercenaries in any of the following Grand Army composition lists: • Dwarfen Mountain Holds • Empire of Man Note that mercenary units are subject to the ‘Misbehaving Mercenaries’ rules, as described on page 279 of the Warhammer: the Old World rulebook.
Close Order
Close Order
Rallying Cry
Rallying Cry
Deathblow
Slayers are bitter fighters who seek their doom in battle, yet so fierce is their pride and so sacred are the vows of the Slayer Cult that they are incapable of acceptingtheir fate graciously. Upon their death, a Slayer will use their final breath to strike at the foe. When a model with this special rule is reduced to zero Wounds by an enemy attack during the Combat phase, the unit that made the attack suffers a Strength 3 hit, with an AP of -1. Note that if this model is reduced to zero Wounds whilst engaged in a challenge, it is the model that made the attack that suffers this hit, rather than its unit
Deathblow
Slayers are bitter fighters who seek their doom in battle, yet so fierce is their pride and so sacred are the vows of the Slayer Cult that they are incapable of acceptingtheir fate graciously. Upon their death, a Slayer will use their final breath to strike at the foe. When a model with this special rule is reduced to zero Wounds by an enemy attack during the Combat phase, the unit that made the attack suffers a Strength 3 hit, with an AP of -1. Note that if this model is reduced to zero Wounds whilst engaged in a challenge, it is the model that made the attack that suffers this hit, rather than its unit
Stoic Defenders
Hefting their Gromril great hammers, a regiment of Hammerers stands ready to meet the enemy’s charge with a flurry of deadly blows. During a turn in which it was charged by the enemy, a model with this special rule gains a +1 modifier to its Initiative and Attacks characteristics.
Stoic Defenders
Hefting their Gromril great hammers, a regiment of Hammerers stands ready to meet the enemy’s charge with a flurry of deadly blows. During a turn in which it was charged by the enemy, a model with this special rule gains a +1 modifier to its Initiative and Attacks characteristics.
Detachment
Detachment
Stubborn
Stubborn
Dwarf Crafted
Dwarfs craft missile weapons with a skill and precision of both form and function that is not seen in the weapons of other races. Models with this special rule do not suffer the usual -1 To Hit modifier when making a Stand & Shoot charge reaction.
Dwarf Crafted
Dwarfs craft missile weapons with a skill and precision of both form and function that is not seen in the weapons of other races. Models with this special rule do not suffer the usual -1 To Hit modifier when making a Stand & Shoot charge reaction.
Scouts
Scouts
Goblin-hewer
R S AP Special Rules Goblin-hewer 36" 4 -1 Armour Bane (1), Cumbersome, Move or Shoot, Whirling Doom Notes: This weapon uses the Stone Thrower Misfire table. Goblin-Hewer Special Rules Whirling Doom: With a single salvo of spinning axes, a Goblin-hewer can cut through several ranks of troops. When shooting a Goblin-hewer, roll an Artillery dice before making any rolls To Hit. The number of shots fired is equal to the roll of the Artillery dice plus a D3 modifier: Per rank (including the rear rank, even if it is incomplete), if the Goblin-hewer lies in the unit’s front or rear arc. Per file, if the Goblin-hewer lies in the unit’s flank arc. However, if a misfire is rolled on the Artillery dice, no shots are fired and a critical fault has occurred. Roll immediately on the appropriate Misfire table to determine exactly what.
Goblin-hewer
R S AP Special Rules Goblin-hewer 36" 4 -1 Armour Bane (1), Cumbersome, Move or Shoot, Whirling Doom Notes: This weapon uses the Stone Thrower Misfire table. Goblin-Hewer Special Rules Whirling Doom: With a single salvo of spinning axes, a Goblin-hewer can cut through several ranks of troops. When shooting a Goblin-hewer, roll an Artillery dice before making any rolls To Hit. The number of shots fired is equal to the roll of the Artillery dice plus a D3 modifier: Per rank (including the rear rank, even if it is incomplete), if the Goblin-hewer lies in the unit’s front or rear arc. Per file, if the Goblin-hewer lies in the unit’s flank arc. However, if a misfire is rolled on the Artillery dice, no shots are fired and a critical fault has occurred. Roll immediately on the appropriate Misfire table to determine exactly what.
First To The Fray
In battle, Doomseekers rush ahead of the Dwarfen lines, eagerly seeking out worthy foes. This model increases its maximum possible charge range by 3" and, when it makes a Charge roll, may apply a +D3 modifier to the result.
First To The Fray
In battle, Doomseekers rush ahead of the Dwarfen lines, eagerly seeking out worthy foes. This model increases its maximum possible charge range by 3" and, when it makes a Charge roll, may apply a +D3 modifier to the result.
Forgefire
In the heat of battle, the weapons of a runesmith’s companions glow white-hot with the heat of their forging, cutting through the inferior armour of the enemy with ease. If this character joins a unit, that unit will gain the Armour Bane (2) and Flaming Attacks special rules. Should this character leave a unit it has joined for any reason, that unit loses these special rules.
Forgefire
In the heat of battle, the weapons of a runesmith’s companions glow white-hot with the heat of their forging, cutting through the inferior armour of the enemy with ease. If this character joins a unit, that unit will gain the Armour Bane (2) and Flaming Attacks special rules. Should this character leave a unit it has joined for any reason, that unit loses these special rules.
Strike the Rune
An Anvil of Doom is crafted with the express intention of attracting the Winds of Magic. The runic inlays enable a skilled smith to channel these into their work, thus creating the rune magic their people are famed for. In battle, certain runic devices can be forged and then broken, unleashing their full might upon the foe. An Anvil of Doom can cast the following Bound spells, with a Power Level of 3: Rune Of Oath & Steel Dwarf mail hardens, each suit of armour remembering the hammer blows that forged it. Type: Enchantment Casting Value: 7+ /11+ Range: 24" Effect: If this Bound spell is cast with a casting result of 7 or more, the target friendly unit may re-roll any failed Armour Save rolls. If this Bound spell is cast with a casting result of 11 or more, the target friendly unit may re-roll any failed Armour Save rolls and improves its armour value by 1 (to a maximum of 2+). This spell lasts until your next Start of Turn sub-phase. Rune Of Hearth & Home Dawi hearts fill with a mighty desire to defend their hold, clan and ancestors. Type: Enchantment Casting Value: 7+ Range: Self Effect: Until your next Start of Turn sub-phase, all friendly Dwarf units within 21" of the Anvil of Doom gain the Immune to Psychology special rule. Rune Of Haste & Urgency As the runes are struck, time slows around the marching Dwarf throng. Type: Conveyance Casting Value: 10+ Range: 24" Effect: If the target friendly unit is not fleeing and has already moved during this Movement phase, it may immediately move again. Rune Of Wrath & Ruin The very earth cracks beneath the feet of the enemy, venting forth fire and sulphur. Type: Magic Missile Casting Value: 9+ Range: 27" Effect: The target enemy unit suffers 2D6 Strength 4 hits, each with an AP of -2.
Strike the Rune
An Anvil of Doom is crafted with the express intention of attracting the Winds of Magic. The runic inlays enable a skilled smith to channel these into their work, thus creating the rune magic their people are famed for. In battle, certain runic devices can be forged and then broken, unleashing their full might upon the foe. An Anvil of Doom can cast the following Bound spells, with a Power Level of 3: Rune Of Oath & Steel Dwarf mail hardens, each suit of armour remembering the hammer blows that forged it. Type: Enchantment Casting Value: 7+ /11+ Range: 24" Effect: If this Bound spell is cast with a casting result of 7 or more, the target friendly unit may re-roll any failed Armour Save rolls. If this Bound spell is cast with a casting result of 11 or more, the target friendly unit may re-roll any failed Armour Save rolls and improves its armour value by 1 (to a maximum of 2+). This spell lasts until your next Start of Turn sub-phase. Rune Of Hearth & Home Dawi hearts fill with a mighty desire to defend their hold, clan and ancestors. Type: Enchantment Casting Value: 7+ Range: Self Effect: Until your next Start of Turn sub-phase, all friendly Dwarf units within 21" of the Anvil of Doom gain the Immune to Psychology special rule. Rune Of Haste & Urgency As the runes are struck, time slows around the marching Dwarf throng. Type: Conveyance Casting Value: 10+ Range: 24" Effect: If the target friendly unit is not fleeing and has already moved during this Movement phase, it may immediately move again. Rune Of Wrath & Ruin The very earth cracks beneath the feet of the enemy, venting forth fire and sulphur. Type: Magic Missile Casting Value: 9+ Range: 27" Effect: The target enemy unit suffers 2D6 Strength 4 hits, each with an AP of -2.
Furnace Hammer
R S AP Special Rules Furnace hammer Combat * -2 Flaming Attacks Notes: Before Burlok makes any attacks with this weapon, roll an Artillery dice to determine its Strength characteristic. If a ‘Misfire’ is rolled, Burlok loses a single Wound and makes no attacks this turn.
Furnace Hammer
R S AP Special Rules Furnace hammer Combat * -2 Flaming Attacks Notes: Before Burlok makes any attacks with this weapon, roll an Artillery dice to determine its Strength characteristic. If a ‘Misfire’ is rolled, Burlok loses a single Wound and makes no attacks this turn.
Royal Guard
A Hammerer’s duty is a sacred thing and, bound by oath, they will fight to the death to protect the royal blood. For the leader of the throng, a Hammerer will gladly give their life rather than face the dishonour of failure. Your army may include one unit of Hammerers for every King or Thane it includes. Any model in a unit of Hammerers that has been joined by a King or Thane can issue and accept challenges in the same manner as a character. Should the King or Thane leave the unit for any reason, the unit loses this ability.
Royal Guard
A Hammerer’s duty is a sacred thing and, bound by oath, they will fight to the death to protect the royal blood. For the leader of the throng, a Hammerer will gladly give their life rather than face the dishonour of failure. Your army may include one unit of Hammerers for every King or Thane it includes. Any model in a unit of Hammerers that has been joined by a King or Thane can issue and accept challenges in the same manner as a character. Should the King or Thane leave the unit for any reason, the unit loses this ability.
Great Hammers
R S AP Special Rules Great hammers Combat S+2 -2 Armour Bane (2), Magical Attacks, Requires Two Hands
Great Hammers
R S AP Special Rules Great hammers Combat S+2 -2 Armour Bane (2), Magical Attacks, Requires Two Hands
Grudge-Settler
This rune-encrusted weapon has long been wielded by the Kharls of the Dammaz Kron. R S AP Special Rules Grudge-settler Combat S+2 -1 Armour Bane (1), Magical Attacks Notes: Grudge-settler is inscribed with the Master Rune of Smiting and the Rune of Parrying, as described on pages 33 & 34 of Forces of Fantasy.
Grudge-Settler
This rune-encrusted weapon has long been wielded by the Kharls of the Dammaz Kron. R S AP Special Rules Grudge-settler Combat S+2 -1 Armour Bane (1), Magical Attacks Notes: Grudge-settler is inscribed with the Master Rune of Smiting and the Rune of Parrying, as described on pages 33 & 34 of Forces of Fantasy.
Grudgelore
So deep is Thorgrim’s knowledge of grudgelore that he can readily find words to stoke the fires of wrath within his kin and unleash their rage upon any foe. Once Thorgrim has set the Grudgestone (see below), both he and any unit he has joined replaces the Hatred (Orcs & Goblins) special rule with the Hatred (all enemies) special rule.
Grudgelore
So deep is Thorgrim’s knowledge of grudgelore that he can readily find words to stoke the fires of wrath within his kin and unleash their rage upon any foe. Once Thorgrim has set the Grudgestone (see below), both he and any unit he has joined replaces the Hatred (Orcs & Goblins) special rule with the Hatred (all enemies) special rule.
Hatred
Hatred
Hostile Terrain
Under the watchful eye of a Sapper, those under their command will constantly be working to ensure the battlefield is an especially dangerous place for the enemy. Any enemy model that ends its movement within the Command range of one or more characters with this special rule (that are not fleeing or engaged in combat) must make a Dangerous Terrain test.
Hostile Terrain
Under the watchful eye of a Sapper, those under their command will constantly be working to ensure the battlefield is an especially dangerous place for the enemy. Any enemy model that ends its movement within the Command range of one or more characters with this special rule (that are not fleeing or engaged in combat) must make a Dangerous Terrain test.
Immovable Object
An Anvil of Doom is a tremendously heavy object, rarely moved from within its keeper’s forge. When properly set atop a perfectly level dais of stone blocks, it is not easily moved. Once an Anvil of Doom has been placed on the battlefield during deployment it cannot be moved by its crew during the Remaining Moves sub-phase. Note that an Anvil of Doom can still pivot freely at any time during its turn (the better to face the enemy) and may make a follow up move as normal.
Immovable Object
An Anvil of Doom is a tremendously heavy object, rarely moved from within its keeper’s forge. When properly set atop a perfectly level dais of stone blocks, it is not easily moved. Once an Anvil of Doom has been placed on the battlefield during deployment it cannot be moved by its crew during the Remaining Moves sub-phase. Note that an Anvil of Doom can still pivot freely at any time during its turn (the better to face the enemy) and may make a follow up move as normal.
Immune To Psychology
Immune To Psychology
Unbreakable
Unbreakable
Range Finding Optics
Thanks to an eccentric collection of glass lenses, Burlok is able to accurately direct Dwarfen firepower even at extreme ranges. Unless Burlok is fleeing or engaged in combat, once per turn, during the Shooting phase, a friendly unit of Quarrellers, Thunderers or a Dwarf war machine that is within his Command range can either re-roll any rolls To Hit of a natural 1, or re-roll a single Artillery dice. In addition, Burlok and any unit he has joined do not suffer the usual -1 To Hit modifier when shooting at Long Range.
Range Finding Optics
Thanks to an eccentric collection of glass lenses, Burlok is able to accurately direct Dwarfen firepower even at extreme ranges. Unless Burlok is fleeing or engaged in combat, once per turn, during the Shooting phase, a friendly unit of Quarrellers, Thunderers or a Dwarf war machine that is within his Command range can either re-roll any rolls To Hit of a natural 1, or re-roll a single Artillery dice. In addition, Burlok and any unit he has joined do not suffer the usual -1 To Hit modifier when shooting at Long Range.
Iron-Shod Hoove
counts as hand weapons
Iron-Shod Hoove
counts as hand weapons
King Of The Slayer Hold
Torn between his oaths as a Slayer and his oaths as a king, Ungrim Ironfist leads armies of Slayers to battle alongside his own royal guard. Ungrim Ironfist may join a unit of Hammerers or a unit of Slayers (even though he does not have the Loner special rule). A unit of Hammerers joined by Ungrim gains the Immune to Psychology and Unbreakable special rules for as long as he remains with the unit. In addition, if Ungrim Ironfist is taken as the General of a Royal Clan army: Daemon Slayers and Dragon Slayers may be taken as Character choices 0-1 unit of Slayers per 1,000 points may be taken as a Core choice 0-4 Doomseekers per 1,000 points may be taken as Special choices
King Of The Slayer Hold
Torn between his oaths as a Slayer and his oaths as a king, Ungrim Ironfist leads armies of Slayers to battle alongside his own royal guard. Ungrim Ironfist may join a unit of Hammerers or a unit of Slayers (even though he does not have the Loner special rule). A unit of Hammerers joined by Ungrim gains the Immune to Psychology and Unbreakable special rules for as long as he remains with the unit. In addition, if Ungrim Ironfist is taken as the General of a Royal Clan army: Daemon Slayers and Dragon Slayers may be taken as Character choices 0-1 unit of Slayers per 1,000 points may be taken as a Core choice 0-4 Doomseekers per 1,000 points may be taken as Special choices
The Armour Of Skaldour
Etched deeply with powerful runes, the Armour of Skaldour has turned countless blades and protected Thorgrim through many bloody battles. The Armour of Skaldour is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against a Killing Blow, or against any wounds suffered that were caused by an attack that has the Multiple Wounds (X) special rule.
The Armour Of Skaldour
Etched deeply with powerful runes, the Armour of Skaldour has turned countless blades and protected Thorgrim through many bloody battles. The Armour of Skaldour is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against a Killing Blow, or against any wounds suffered that were caused by an attack that has the Multiple Wounds (X) special rule.
The Slayer Crown
This majestic helmet has been worn by every Slayer King since the time of King Baragor. The wearer of the Slayer Crown improves their armour value by 2. In addition, its wearer has a 5+ Ward save against any wounds suffered.
The Slayer Crown
This majestic helmet has been worn by every Slayer King since the time of King Baragor. The wearer of the Slayer Crown improves their armour value by 2. In addition, its wearer has a 5+ Ward save against any wounds suffered.
The Axe Of Dargo
The Axe of Dargo, a runic weapon of monstrous size, was made of the shards of King Baragor’s broken axe, tempered with Dragon’s blood and iron-oaths of vengeance. R S AP Special Rules The Axe of Dargo Combat S+2 -3 Magical Attacks, Monster Slayer
The Axe Of Dargo
The Axe of Dargo, a runic weapon of monstrous size, was made of the shards of King Baragor’s broken axe, tempered with Dragon’s blood and iron-oaths of vengeance. R S AP Special Rules The Axe of Dargo Combat S+2 -3 Magical Attacks, Monster Slayer
The Grudgestone
Once this ornate stone has been set upon the battlefield, all around Thorgrim know that there can be no retreat until the Kharl of the Dammaz Kron deems his business done. During any Start of Turn sub-phase, Thorgrim may set the Grudgestone. Once set, Thorgrim and any unit he has joined gains the Unbreakable special rule and automatically passes any Panic tests they are required to make. However, once the Grudgestone has been set, Thorgrim and his unit cannot choose to Flee as a charge reaction and cannot move other than to Give Ground, to make a follow up move or to reform.
The Grudgestone
Once this ornate stone has been set upon the battlefield, all around Thorgrim know that there can be no retreat until the Kharl of the Dammaz Kron deems his business done. During any Start of Turn sub-phase, Thorgrim may set the Grudgestone. Once set, Thorgrim and any unit he has joined gains the Unbreakable special rule and automatically passes any Panic tests they are required to make. However, once the Grudgestone has been set, Thorgrim and his unit cannot choose to Flee as a charge reaction and cannot move other than to Give Ground, to make a follow up move or to reform.
Whirling Blades Of Death
counts as a hand weapon
Whirling Blades Of Death
counts as a hand weapon
Loner
Loner
Magic Resistance
Magic Resistance
Mercenaries
Mercenaries
Move Through Cover
Move Through Cover
Shieldwall
Shieldwall
Open Order
Open Order
Rivet Gun
R S AP Special Rules Rivet gun 10" 3 -2 Armour Bane (1) Notes: If the roll To Hit is successful, this weapon causes D3 hits to the target enemy unit, rather than the usual one hit.
Rivet Gun
R S AP Special Rules Rivet gun 10" 3 -2 Armour Bane (1) Notes: If the roll To Hit is successful, this weapon causes D3 hits to the target enemy unit, rather than the usual one hit.
Prepared Positions
Burlok is an expert at organising the hasty construction of defensible barriers to ensure his artillery and missile troops are protected from harm. During deployment, you may ‘Entrench’ a single non-character model whose troop type is ‘war machine’ and a single unit of Quarrellers or Thunderers. An Entrenched unit is considered to be behind partial cover and to be defending a low linear obstacle. Should an Entrenched unit move for any reason, it is no longer Entrenched.
Prepared Positions
Burlok is an expert at organising the hasty construction of defensible barriers to ensure his artillery and missile troops are protected from harm. During deployment, you may ‘Entrench’ a single non-character model whose troop type is ‘war machine’ and a single unit of Quarrellers or Thunderers. An Entrenched unit is considered to be behind partial cover and to be defending a low linear obstacle. Should an Entrenched unit move for any reason, it is no longer Entrenched.
Random Attacks
Random Attacks
Regimental Unit
Regimental Unit
Resolute
Dwarfs are grim and determined warriors that abandon a position with great reluctance. Models with this special rule suffer a -1 modifier to the result of any Flee roll or Pursuit roll they make (to a minimum of 1).
Resolute
Dwarfs are grim and determined warriors that abandon a position with great reluctance. Models with this special rule suffer a -1 modifier to the result of any Flee roll or Pursuit roll they make (to a minimum of 1).
Runes Of Protection
Ironbreakers venture into the dark beneath the world protected from the terrors it hides by run encrusted suits of gromril armour. This unit has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Runes Of Protection
Ironbreakers venture into the dark beneath the world protected from the terrors it hides by run encrusted suits of gromril armour. This unit has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Rune Lore
Dwarf runesmiths are masters of crafting potent runes that entrap raw magic, harnessing its power to be unleashed upon command. At the very heart of their craft lies the ability to resist and confound the petty conjurings of mere Wizards. A model with this special rule may be nominated to attempt a Wizardly Dispel, as if it were a Wizard. For the purposes of Wizardly Dispel attempts: An Anvil of Doom counts as a level 3 Wizard A Runelord counts as a Level 2 Wizard A Runesmith counts as a Level 1 Wizard
Rune Lore
Dwarf runesmiths are masters of crafting potent runes that entrap raw magic, harnessing its power to be unleashed upon command. At the very heart of their craft lies the ability to resist and confound the petty conjurings of mere Wizards. A model with this special rule may be nominated to attempt a Wizardly Dispel, as if it were a Wizard. For the purposes of Wizardly Dispel attempts: An Anvil of Doom counts as a level 3 Wizard A Runelord counts as a Level 2 Wizard A Runesmith counts as a Level 1 Wizard
Runes Of Warding
The armour of an Irondrake protects its wearer from the flames of battle as well as it does from the heat of their drakeguns. A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
Runes Of Warding
The armour of an Irondrake protects its wearer from the flames of battle as well as it does from the heat of their drakeguns. A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
Skirmishers
Skirmishers
Slayer
To persist for long as a Slayer, a warrior must be exceptionally skilled and ferocious. When this model makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness.
Slayer
To persist for long as a Slayer, a warrior must be exceptionally skilled and ferocious. When this model makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness.
Stone thrower
Stone thrower
Whirlwind Of Death
Doomseekers plough recklessly into the enemy ranks with their rune-struck weapons whirling and spinning in wide and deadly arcs. Impact Hits caused by this model are resolved using the profile of its whirling blades of death. In addition, when this model makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness.
Whirlwind Of Death
Doomseekers plough recklessly into the enemy ranks with their rune-struck weapons whirling and spinning in wide and deadly arcs. Impact Hits caused by this model are resolved using the profile of its whirling blades of death. In addition, when this model makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness.
Venerable
Longbeards tend to look down their beards at younger Dwarfs. In their turn, younger Dwarfs pay dutiful attention to the words and deeds of their elders, hoping to emulate their courage. Unless this unit is fleeing, friendly units within 6" of it can re-roll any failed Panic test.
Venerable
Longbeards tend to look down their beards at younger Dwarfs. In their turn, younger Dwarfs pay dutiful attention to the words and deeds of their elders, hoping to emulate their courage. Unless this unit is fleeing, friendly units within 6" of it can re-roll any failed Panic test.
Veteran
Veteran

军队可用的魔法物品

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军队可用的魔法旗帜

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Master Rune Of Grungni
This rune stirs the Winds of Magic until their swirling forces protect those that march beneath it. Battle Standard Bearer only. A unit carrying a standard inscribed with the Master Rune of Grungni has a 5+ Ward save against any wounds suffered. In addition, whilst within 6" of the model carrying this standard, friendly units have a 6+ Ward save against any wounds suffered during the Shooting phase.
Master Rune Of Grungni
This rune stirs the Winds of Magic until their swirling forces protect those that march beneath it. Battle Standard Bearer only. A unit carrying a standard inscribed with the Master Rune of Grungni has a 5+ Ward save against any wounds suffered. In addition, whilst within 6" of the model carrying this standard, friendly units have a 6+ Ward save against any wounds suffered during the Shooting phase.
Master Rune Of Hesitation
The presence of this rune causes the enemy to hesitate before the Dwarfen throng and falter in their charge. An enemy unit that charges the front arc of a unit carrying a standard inscribed with the Rune of Hesitation does not count as having charged for the purposes of choosing which weapon to use or using any special rules it may have. Note that the unit carrying this rune still counts as having been charged by the enemy unit.
Master Rune Of Hesitation
The presence of this rune causes the enemy to hesitate before the Dwarfen throng and falter in their charge. An enemy unit that charges the front arc of a unit carrying a standard inscribed with the Rune of Hesitation does not count as having charged for the purposes of choosing which weapon to use or using any special rules it may have. Note that the unit carrying this rune still counts as having been charged by the enemy unit.
Master Rune Of Stromni Redbeard
This rune was first carved onto the Battle Standard of Durgin, son of Grindo, son of Grimnir. When calculating its combat result, any friendly unit within the Command range of the model carrying the standard inscribed with the Master Rune of Stromni Redbeard may claim an additional bonus of +1 combat result point.
Master Rune Of Stromni Redbeard
This rune was first carved onto the Battle Standard of Durgin, son of Grindo, son of Grimnir. When calculating its combat result, any friendly unit within the Command range of the model carrying the standard inscribed with the Master Rune of Stromni Redbeard may claim an additional bonus of +1 combat result point.
Rune Of Battle
In ages past, even lesser strongholds and fortified mines had a standard bearing this humble rune. When calculating its combat result, a unit carrying a standard inscribed with a Rune of Battle may claim an additional bonus of +1 combat result point.
Rune Of Battle
In ages past, even lesser strongholds and fortified mines had a standard bearing this humble rune. When calculating its combat result, a unit carrying a standard inscribed with a Rune of Battle may claim an additional bonus of +1 combat result point.
Rune Of Confusion
Under the shadow of this rune, the enthusiasm of charging enemies quickly wanes. Any enemy unit that charges the front arc of a unit carrying a standard inscribed with the Rune of Confusion makes a disordered charge.
Rune Of Confusion
Under the shadow of this rune, the enthusiasm of charging enemies quickly wanes. Any enemy unit that charges the front arc of a unit carrying a standard inscribed with the Rune of Confusion makes a disordered charge.
Rune Of Courage
This inspirational rune further bolsters the already considerable courage of all Dwarfs near it. A unit carrying a standard inscribed with the Rune of Courage automatically passes any Fear or Terror tests it is required to make.
Rune Of Courage
This inspirational rune further bolsters the already considerable courage of all Dwarfs near it. A unit carrying a standard inscribed with the Rune of Courage automatically passes any Fear or Terror tests it is required to make.
Rune Of Fear
Those that carry this banner to battle seem to tower over the enemy, looming like mythical giants. A unit carrying a standard inscribed with the Rune of Fear gains the Fear special rule.
Rune Of Fear
Those that carry this banner to battle seem to tower over the enemy, looming like mythical giants. A unit carrying a standard inscribed with the Rune of Fear gains the Fear special rule.
Strollaz’ Rune
Tireless by nature, Dwarfs that march beneath Strollaz’ Rune become relentless in their advance. A unit carrying a standard inscribed with Strollaz’ Rune gains the Vanguard special rule.
Strollaz’ Rune
Tireless by nature, Dwarfs that march beneath Strollaz’ Rune become relentless in their advance. A unit carrying a standard inscribed with Strollaz’ Rune gains the Vanguard special rule.

军队的单位

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Thorgrim Ulleksson, Kharl Of The Dammaz Kron
Thorgrim Ulleksson, Kharl Of The Dammaz Kron
Ungrim Ironfist, Slayer King Of Karak Kadrin
Ungrim Ironfist, Slayer King Of Karak Kadrin
Burlok Damminson
Burlok Damminson
Dwarf Engineer Sappers
Dwarf Engineer Sappers
King
King
Shieldbearers
Shieldbearers
Thane
Thane
Anvil of Doom
Anvil of Doom
Runelord
Runelord
Runesmith
Runesmith
Royal Clan Warriors
Royal Clan Warriors
Longbeards
Longbeards
Quarrellers
Quarrellers
Hammerers
Hammerers
Dwarf Carts
Dwarf Carts
Bolt Thrower
Bolt Thrower
Grudge Thrower
Grudge Thrower
Rangers
Rangers
Ironbreakers
Ironbreakers
Irondrakes
Irondrakes
Goblin-Hewers
Goblin-Hewers
Doomseekers
Doomseekers
Imperial Dwarf Mercenaries
Imperial Dwarf Mercenaries
Imperial Ogres
Imperial Ogres