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Dwarves

These chonkers go bonkers.

Max Units12
Complexity★★☆
Rout Threshold6
Play StyleRough and Tough

Special Rules​

Dwarf​

Dwarves have a -2 when checking for Injury for attacks made against them (eg. an unmodified roll of 19 would count as a 17, Stunning rather than Incapacitating the Dwarf).

Heavy Gunner​

All units in this warband may use any Ranged weapon with a Shield.

Heroes​

UnitsMovMelRgdDefAgiMrlAtkWndInjPrcSkillsCostCapSkill Ups
Chieftain81212131461100Leader901[Link]
Builder81313141471100Place Ladder,
Place Ballista,
Place Barricade
701[Link]
Hellion813-141471100Berserker,
Deathwish,
Fear
60-[Link]
Veteran8131414147110055-[Link]

Henchmen​

UnitsMovMelRgdDefAgiMrlAtkWndInjPrcSkillsCostCap
Berserker813-141471100Berserker,
Deathwish,
Fear
55-
Youngling8151514147110030-
Miner8131414147110040-
Runner81314141471100Vanguard,
Place Ladder
502

Skills​

Leader​

Inherent

Allied, non-animal units within 5" of this unit can use this unit's Morale stat for Checks instead of their own.

Place Ladder​

Inherent

Ability: This unit has the ability to place down a 3" ladder once per game. This happens during the Cast Phase. If this unit does so, place the ladder within 1" of it. This unit cannot make a Ranged Attack this turn, but this ability can be used while Engaged. The ladder cannot be moved afterwards.

Place Ballista​

Inherent

Ability: This unit has the ability to place down a ballista once per game. This happens during the Cast Phase. If this unit does so, place the item within 1" of it. The unit cannot make a Ranged Attack this turn (including by using the ballista), but this ability can be used while Engaged. Once per turn during the Ranged Phase, an ally (including this unit) adjacent to the ballista may fire it instead of making its usual Ranged Attack. If it does so, that unit cannot make a Ranged Attack in the following turn. The ballista functions as a Crossbow, but its attacks are always rolled with Advantage. During the Cast Phase, this unit may pick up the ballista if it is within 1" of it. If it does so, no other ability can be used this turn. The ballista can then be placed down again in a future turn.

Place Barricade​

Inherent

Ability: This unit has the ability to place down a 1.5" high, 3" wide, 1" thick barricade once per game. This happens during the Cast Phase. If this unit does so, place the item within 1" of it. This unit cannot make a Ranged Attack this turn, but this ability can be used while Engaged. The barricade cannot be moved afterwards.

Berserker​

Inherent

At the end of the Engage Phase, if there is an enemy within Line-of-Sight and Engage range and this unit has not already attempted to Engage, this unit attempts to Engage the closest such unit.

Deathwish​

Inherent

This unit cannot equip or use Armour, Shields, or Ranged Weapons.

Fear​

Morale

This unit causes Fear.

Vanguard​

Agility

This unit may never pick up Treasure tokens. After unit deployment, but before any player takes their first turn, this unit may perform a Move. If multiple players have units with this skill, resolve it in turn order.

Equipment​

Melee-Focused Equipment​

Melee-Focused equipment for the unit types: Chieftain, Builder, Hellion, Berserker, Runner, Youngling

Melee WeaponMelInjPrcSpecial RulesCostSlots
Dagger00021
Sword / Axe00351
Hammer04051
Great Sword / Axe433102
Great Hammer470102
Shield000+4 Def. Cannot be used to attack. Cannot be equipped with a Ranged Weapon that is not 'Light' or without a Melee Weapon.51
Ranged WeaponRngInjPrcSpecial RulesCostSlots
Pistol10"23Long Reload, Close Quarters, Dual-Wield, Blackpowder, Light151
ArmourDefCost
Light Armour110
Heavy Armour220

General Warriors Equipment​

General Warriors equipment for the unit types: Miner, Veteran

Melee WeaponMelInjPrcSpecial RulesCostSlots
Dagger00021
Sword / Axe00351
Hammer04051
Great Sword / Axe433102
Great Hammer470102
Shield000+4 Def. Cannot be used to attack. Cannot be equipped with a Ranged Weapon that is not 'Light' or without a Melee Weapon.51
Ranged WeaponRngInjPrcSpecial RulesCostSlots
Crossbow30"20Long Reload201
Pistol10"23Long Reload, Close Quarters, Dual-Wield, Blackpowder, Light151
Rifle30"23Long Reload, Blackpowder251
Blunderbuss5"-20Long Reload, Buckshot, Blackpowder301
ArmourDefCost
Light Armour110
Heavy Armour220

Ranged Weapon Effects​

Long Reload​

You may not use this weapon if it was fired in the previous turn.

Close Quarters​

Your target does not receive a bonus to their Defence if you Moved before Shooting this turn.

Dual-Wield​

You may purchase this weapon up to two times and wield both at once without using an additional weapon slot. If you do, you have Advantage on attacks with the weapon.

Blackpowder​

Whenever a 1 is rolled during a Ranged Attack, the weapon misfires. Immediately make a Mishap Roll against yourself (applying the weapon's Injury modifier). You may no longer use the weapon for the rest of the game (resolving any remaining targets from the current attack first). After the game, it is repaired at no cost. If you have Advantage and either dice rolls a 1 you still misfire. If the higher roll still hits the enemy, resolve it as normal.

Light​

This weapon may be used with a Shield.

Buckshot​

Select a point within line-of-sight. If it is within range, target ALL units within 1.5" of this point that are in line-of-sight. If any unit Engaged in Melee Combat is targeted, ALL units within that Melee Combat are targeted, even if they are not within line-of-sight. Resolve each target separately, following the usual rules for Ranged Attacks and Blackpowder. This weapon ignores cover. If the selected point is out of range, use the closest point to the original point that is within range instead.

Skill Table​

UnitsMelRgdDefAgiMrlSkills
ChieftainXXXX[Link]
BuilderXXX[Link]
HellionXXX[Link]
VeteranXXX[Link]
BerserkerXX[Link]
YounglingXX[Link]
MinerXXX[Link]
RunnerXX[Link]