Armies

Dwarf Holds

Slow, stubborn and hard as the mountains. Dwarfs hold the line and grind enemies down with war machines.

16 units · How army lists work

Dwarf Foreman
Army size

Commanders

1 commander1–2 commanders1–2 commanders1–3 commanders

Dwarf Foreman

Infantry · Move 8"

50 pts

Skill
4
Power
4
Defense
4
Attacks
3
Wounds
3
Discipline
9
  • weapon SetHand Weapon and Shield+1 Defense. Charge Bonus: +1 Power orweapon SetGreatweapon · 5 pts+1 Power. Charge Bonus: +1 Power.
  • propertySturdy-1 Movement. Ignore the movement penalty from Heavy Armor.commander AbilityMountain's WillActivate once per battle: All your units have +1 Defense for one turn.

Magic Magic Weapon/Item

Leads Dwarf Warriors, Dwarf Miners, Dwarf Veterans

Max per army no limit1no limitno limit

Ranger Captain

Infantry · Move 8"

50 pts

Skill
4
Power
4
Defense
4
Attacks
3
Wounds
3
Discipline
8
  • weapon SetTwo Hand Weapons+1 Attack orweapon SetGreatweapon · 5 pts+1 Power. Charge Bonus: +1 Power.
  • ranged AttackMarksman RifleRange 48. Power 4. Deadly Shots (Deals 2x Wounds)propertySturdy-1 Movement. Ignore the movement penalty from Heavy Armor.commander AbilityRangerRe-rolls missed ranged Attack rolls. Retinue has +2 Move SpeedpropertyAmbusherDeploys anywhere on your half of the battlefield, up to 2" from the centre line.

Magic Magic Weapon/Item

Leads Dwarf Crossbows, Dwarf Rangers, Dwarf Handguns

Max per army no limit1no limitno limit

Dwarf Engineer

Infantry · Move 8"

45 pts

Skill
4
Power
3
Defense
4
Attacks
2
Wounds
3
Discipline
9
  • weapon SetHand Weapon and Shield+1 Defense. Charge Bonus: +1 Power orweapon SetGreatweapon · 5 pts+1 Power. Charge Bonus: +1 Power.
  • propertySturdy-1 Movement. Ignore the movement penalty from Heavy Armor.commander AbilityMechanical ExpertiseTarget Warmachine gets +2 Defense and rerolls 1s on Ranged Attack rolls this battle.
  • Options ranged AttackDwarf Pistol · 5 ptsRange 18. 2x Power 4.

Magic Magic Weapon/Item

Leads Dwarf Crossbows, Dwarf Handguns, Dwarf Flying Machine

Max per army 1111

Battle Line

1–3 units2–3 units2–5 units3–7 units

Dwarf Warriors

Infantry · Move 8"

6 pts / model

Skill
3
Power
3
Defense
4
Attacks
1
Wounds
1
Discipline
8
  • weapon SetHand Weapon and Shield+1 Defense. Charge Bonus: +1 Power orweapon SetGreatweapon+1 Power. Charge Bonus: +1 Power.
  • propertySturdy-1 Movement. Ignore the movement penalty from Heavy Armor.
Unit size 10–2115–2515–2515–25

Dwarf Veterans

Infantry · Move 8"

9 pts / model

Skill
4
Power
3
Defense
4
Attacks
1
Wounds
1
Discipline
8
  • weapon SetHand Weapon and Shield+1 Defense. Charge Bonus: +1 Power orweapon SetGreatweapon+1 Power. Charge Bonus: +1 Power.
  • propertySturdy-1 Movement. Ignore the movement penalty from Heavy Armor.propertyFearlessIgnores all penalties to Discipline tests.

Magic Magic Banner (up to 100pts)

Unit size 10–1810–1810–2010–25 Max per army 1111

Dwarf Miners

Infantry · Move 8"

7 pts / model

Skill
3
Power
3
Defense
4
Attacks
1
Wounds
1
Discipline
8
  • weapon SetGreatweapon+1 Power. Charge Bonus: +1 Power.propertySturdy-1 Movement. Ignore the movement penalty from Heavy Armor.propertyAmbusherDeploys anywhere on your half of the battlefield, up to 2" from the centre line.
  • Options ranged AttackExplosive Charges · 25 pts per unitRange 8. 1D6 power 4. One use per battle.

Magic Magic Banner (up to 50pts)

Unit size 10–2112–2110–2515–25 Max per army 1223

Ranged Support

0–2 units0–2 units0–2 units0–3 units

Dwarf Crossbows

Infantry · Move 8"

8 pts / model

Skill
3
Power
3
Defense
4
Attacks
1
Wounds
1
Discipline
8
  • ranged AttackCrossbowsRange: 30. Power 3.propertySturdy-1 Movement. Ignore the movement penalty from Heavy Armor.

Magic Magic Banner (up to 50pts)

Unit size 10–1510–1510–2010–20

Dwarf Handguns

Infantry · Move 8"

9 pts / model

Skill
3
Power
3
Defense
4
Attacks
1
Wounds
1
Discipline
8
  • ranged AttackHandgunsRange: 24. Power 4. propertySturdy-1 Movement. Ignore the movement penalty from Heavy Armor.

Magic Magic Banner (up to 50pts)

Unit size 10–1510–1510–2010–20

Dwarf Rangers

Infantry · Move 8"

12 pts / model

Skill
4
Power
3
Defense
4
Attacks
1
Wounds
1
Discipline
8
  • weapon SetGreatweapon+1 Power. Charge Bonus: +1 Power. orweapon SetTwo Hand Weapons+1 Attack
  • ranged AttackCrossbowsRange: 30. Power 3.propertySturdy-1 Movement. Ignore the movement penalty from Heavy Armor.propertyScoutIgnore movement penalties from Difficult Terrain

Magic Magic Banner (up to 100pts)

Unit size 10–1510–1510–2010–20 Max per army 2222

Dwarf Cannon

War Machine

55 pts

Skill
3
Power
3
Defense
5
Attacks
2
Wounds
5
Discipline
8
  • ranged AttackCannonRange 48. D3 hits, Power 8.propertyLethal ShotsThis units ranged attack deals 2x wounds against multiwound targets.propertyCrewed WeaponAlways counts as being in Cover. -2 Defense in Close Combat. Unit can't charge.propertyReposition+6 Movement this turn.
Max per army 1123

Dwarf Bolt Thrower

War Machine

40 pts

Skill
3
Power
3
Defense
4
Attacks
2
Wounds
5
Discipline
8
  • ranged AttackBolt ThrowerRange 48. 3x Power 6.propertyLethal ShotsThis units ranged attack deals 2x wounds against multiwound targets.propertyCrewed WeaponAlways counts as being in Cover. -2 Defense in Close Combat. Unit can't charge.propertyReposition+6 Movement this turn.
Max per army 1123 Counts as ½ a unit in its section

Dwarf Stonethrower

War Machine

50 pts

Skill
3
Power
3
Defense
5
Attacks
2
Wounds
5
Discipline
8
  • ranged AttackCatapultRange 48. 2D3 hits, Power 5.propertyCrewed WeaponAlways counts as being in Cover. -2 Defense in Close Combat. Unit can't charge.propertyReposition+6 Movement this turn.
Max per army 1123

Elites

0–1 unit0–1 unit0–2 units0–3 units

Dwarf Berserkers

Infantry · Move 8"

9 pts / model

Skill
3
Power
4
Defense
4
Attacks
1
Wounds
1
Discipline
8
  • weapon SetTwo Hand Weapons+1 AttackpropertyFrenzyRe-roll missed Attack Rolls in the first round of combat. Can't flee from charges.propertySturdy-1 Movement. Ignore the movement penalty from Heavy Armor.

Magic Magic Banner (up to 100pts)

Unit size 10–1510–1515–2515–25

Deep Guard

Infantry · Move 8"

12 pts / model

Skill
4
Power
4
Defense
4
Attacks
1
Wounds
1
Discipline
9
  • weapon SetHand Weapon and Shield+1 Defense. Charge Bonus: +1 Power orweapon SetGreatweapon+1 Power. Charge Bonus: +1 Power.
  • propertySturdy-1 Movement. Ignore the movement penalty from Heavy Armor.propertyMasterwork Armor+1 to Damage SavespropertyBodyguardIf a Commander is part of this unit it re-rolls failed Discipline tests.

Magic Magic Banner (up to 100pts)

Unit size 10–1510–1510–2515–25

Machines of War

0–1 unit0–1 unit0–2 units0–3 units

Inferno Cannon

War Machine

70 pts

Skill
3
Power
3
Defense
5
Attacks
2
Wounds
5
Discipline
8
  • ranged AttackInferno CannonRange 16. 3D3 Power 5.propertyCrewed WeaponAlways counts as being in Cover. -2 Defense in Close Combat. Unit can't charge.propertyReposition+6 Movement this turn.
Max per army 1123

Dwarf Flying Machine

War Machine

65 pts

Skill
3
Power
4
Defense
4
Attacks
4
Wounds
5
Discipline
8
  • weapon SetRamming SpeedCharge Bonus: +1 Powerranged AttackSteam GunRange 12. 2D3 Power 3.propertyFlyingFly Speed 20. Ignore Terrain.
Max per army 1123

Dwarf Cannon

War Machine

55 pts

Skill
3
Power
3
Defense
5
Attacks
2
Wounds
5
Discipline
8
  • ranged AttackCannonRange 48. D3 hits, Power 8.propertyLethal ShotsThis units ranged attack deals 2x wounds against multiwound targets.propertyCrewed WeaponAlways counts as being in Cover. -2 Defense in Close Combat. Unit can't charge.propertyReposition+6 Movement this turn.
Max per army 1123

Dwarf Stonethrower

War Machine

50 pts

Skill
3
Power
3
Defense
5
Attacks
2
Wounds
5
Discipline
8
  • ranged AttackCatapultRange 48. 2D3 hits, Power 5.propertyCrewed WeaponAlways counts as being in Cover. -2 Defense in Close Combat. Unit can't charge.propertyReposition+6 Movement this turn.
Max per army 1123

Dwarf Bolt Thrower

War Machine

40 pts

Skill
3
Power
3
Defense
4
Attacks
2
Wounds
5
Discipline
8
  • ranged AttackBolt ThrowerRange 48. 3x Power 6.propertyLethal ShotsThis units ranged attack deals 2x wounds against multiwound targets.propertyCrewed WeaponAlways counts as being in Cover. -2 Defense in Close Combat. Unit can't charge.propertyReposition+6 Movement this turn.
Max per army 1123 Counts as ½ a unit in its section