Friday, 17 August 2018

Warhammer: Dwarfs 9th ed 1.0 out now!

Updated to 1.11:
  • Rangers have BS3 again (as their fluff does not really mention them being elite marksmen compared to other Dwarfs, only that they are more versatile). Cheaper crossbows.
  • Fixed bug with Deathblow for Slayers in the Bestiary.
  • Veterans for Quarrellers and Thunderers have A2, just like the Warrior Veteran, which is the same as the official books. Dwarfs are limited to BS4 on their lords, so it makes sense that normal Dwarfs do not become more proficient than BS3.
 
Updated to 1.1:
  • Fixed multiple bugs with incorrect statlines.
  • Deathrollers inflicts D6 hits every turn.
  • Nerfed stats of brewmasters.
  • Fixed points cost for magic items.
  • Kazador is S4, his hammer causes Multiple Wounds (D3).
  • Grimm Burloksson gives +1 To Hit, not re-roll To Hit.
  • Increased cost of Rune of Might.
  • Thunderers and Quarrellers cannot take medium armour (like 6th and 7th ed).

Rejoice Dawi, for the day of Reckoning is here! Ahem...

Clocking in at 230 pages, Warhammer: Dwarfs is the second longest book I've finished, so while you Dwarf players had to wait for those pesky Elves to get their books out first, you can feel happy in that your book is the longest of the lot. This book contain background from all four editions of Dwarf army books, Grudgelore, Book of Grudges from WFRP, Stone and Steel, Citadel Journal and various White Dwarf articles.

Download


This update changes the following:
  • New Hero: Brewmaster (support character, based on Warhammer: Quest)
  • New Special Unit: Firethrower (weapon team, based on 3rd ed)
  • New Rare Unit: Rune Guardians (MI, based on WFRP)
  • New Special Character: Alrik Ranulfsson
  • New Special Character: Kazador Thunderhorn
  • New Special Character: Byrrnoth Grundadrakk
  • New Special Character: Kragg the Grim
  • New Special Character: Grombrindal
  • New Special Character: Burlok Damminsson
  • New Special Character: Kadrin Redmane
  • Resolute lets Dwarfs take any break test in the first round of combat on 3D6, disgarding the highest result.
  • Relentless works the same as in 8th ed (always march). While I'd like to give Dwarf players more options to go on the offensive, letting them march faster than Humans probably is not the best way to do it. Due to not being allowed to re-roll marching attempts as easy as in 8th ed, this still means Dwarf players won't lose out too much as they cannot be march-blocked.
  • Shieldwall is no longer an army-wide special rule, it has instead been given to the Ironbreakers to replace gromril shieldwall. It only applies in the first round of combat.
  • Multiple new Runes added from previous editions. Some points adjustsments and tweaks to existing runes.
  • Warriors, Miners, Rangers, Quarellers and Thunderers have light armour by default, can upgrade to medium armour. Longbeards and hammerers start with medium armour, can upgrade to heavy. Pts have been adjusted by 1 pt for this purpose.
  • War machine crews do not have armour by default (as hardly any of the models do). Can upgrade to light armour. Are no longer stubborn.
  • Runesmiths/Runelords counts as a lvl 2/lvl 4 wizard for the purposes of dispelling, meaning you can now channel twice the number of dispel dice and get +1/+2 to dispel on top of the +2 Dwarfs currently have. This means that a Dwarf Runelord is twice as good at dispelling as a normal wizard, giving them a needed boost against magic.
  • Rangers have BS4.
  • Dragon and Daemon Slayers can choose from a multidude of different Slayer skills.
  • Ungrim Ironfirst allows one unit of Slayers to be upgraded to Brotherhood of Grimnir. 
  • Irondrakes have 12" range. 
  • Cinderblast bombs only scatters half the distance on the artillery dice, min range it 5" (thus avoiding situations where the bomb could scatter behind the thrower.
  • Slayers may skirmish.
  • Runesmiths and Runelords starts without armour, can wear up to heavy armour. Runelords have MR (5+), Runesmiths have MR (6+).
  • Thunderbarge uses the bombing run rules for Gyrobombers, have only one cannon, W8, T6. High Flyer rule does not block LoS of other units from moving through it. 275 pts.
  • Deathrollers have W3, 80 pts.
  • Grudgebreaker rolls artillery dice to determine attacks and movement, follows the rules for chariots, 275 pts.
  • Thorgrim Grudgebreaker 500 pts. 
  • Thorek Ironbrow 350 pts.
  • Belegar Ironhammer 290 pts.
  • Thorek does not have MR (4+).
  • Ungrim Ironfist has WS8, medium armour, T, 315 pts.
  • Grimm Burloksson have heavy armour and S4, 95 pts.
  • Josef Bugman have medium armour and S4, restores 1W per turn rather than D3, 170 pts.
  • Removed background on the Shadow of Nagashizzar - this part is never resolved until the End Times, and as such feels unfinished

Overall, I've tried to keep the armour levels on the Dwarfs more WYSIWYG, rather than having all models have heavy armour (as normal warriors just wear a simple chainmail and the new hammerers almost wear complete plate armour) and gromril armour (which only fits a few of the character models). It always struck me as very odd that Josef Bugman with his chainmail shirt would be having just as good an armour save as an Ironbreaker covered in gromril plate.

Anyway, enjoy, and let me know of any bugs and other issues I've missed as usual!

91 comments:

  1. Guess this means a small break from doing my own thing here. Looking foreward to the read though :-)

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  2. The Brew Master's Beer Gut had me chuckle :-P

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  3. Will Chaos Dwarfs, Dogs of War and Empire get an update to reflect changes to Shieldwall, Resolute and Relentless for the Dwarf units in those armies?

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    Replies
    1. Yes, they will later on. I'd recommend using the Dwarf rules in those books as well for the time being.

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  4. On the flame cannon page the characteristics label it as a organ gun.

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  5. -Just noticed the Iron Dre Gun had 18" on p. 158

    -Ranger has BS 3 on p.164. Not sure I agree that rangers should have elven accuracy on average though, but it can be justified without too much of a stretch, so not big deal.

    -Death Roller:

    Thorgrim p.178: It says that the wounds from the Throne of power is included in his profile, but he has 3 Wounds on the profile.

    -Hammer of Karak Azul p.185: The "Automatically slain" part worries me a bit tbh. The hammer is alerady fairly decent without it, especially combined with Kazador's Strength of 5. It can very easily become a Heroic Killing Blow type thing on steroids, especially if a brewmaster is also in his unit for example... I haven't looked at his point cost yet though, to be fair, but it struck me as a bit concerning regardless.

    Have to take a little break here. So far the book looks awesome Mathias. I so wish I had even a quarter your skills with layouts, graphic design etc.. *sigh* :-)

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    1. - Will fix.
      - Will fix. Elite missile units have BS4, just like elite close combat troops have WS4, so I think it's fine. Elite Elves have BS5 instead.
      - Will fix.
      - I can make it Multiple Wounds (D3) instead.

      Just years of practise, my 7th ed books were not nearly as good-looking!

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  6. -White Dwarf Has Magic Resistance (3) instead of 4+. P.191

    -Garagrim p.194: Aexes of KAdrin. The last paragraph could perhaps be clarified by adding "in addition to his normal attacks" at the end. I assume that is what is meant at least. :-)

    -Grimm Burlokson's "Superior Volley" special rule is a bit wottying under the new misile fire rules and slowed movement for infantry tbh... Dwarfs don't exactly have bad missile weapons either. I know it can fail on a roll of 1, but you don't need many successful rounds for tihs to become very dangerous, especially if you invest in a big regiment of missile troops...

    -The Hammer of Karak Drazh: Why exactly is this 65 points? Did you forget some bonus to it? Is it supposed to be something else than +3 to Initiative?

    -Ahh, the Golden Sceptre of Norgrim.. I have such fond memories of using that to charge across the table at wood elves and smiting them in an all-out drawr fush back in 4th or 5th ed.. Good times... :-)

    -Kazador, brewmaster, + Banner of Lost Holds and maybe even some hatred thrown in. Nothing wrong with the banner, just seeing some really nasty combinations with that hammer. You can only make so many ward saves after all, and that is if you even have a ward save.

    -The Rune of Might has always been very powerful for a low point cost against many armies, especially as it can help create some really nast combinations. You kind of know when creating an army if the enemy general is likely to be T5 or not outside a tournament type setting. I would like to se a slight point increase to it tbh, just to reduce somewhat the potentialof nasty combinations.

    -Missing some open space between Rune of Dismay and Rune of Parrying

    -Rune of Sanctuary says MAgic Resistance (1-3)

    -Rune of Stoicism for 35 pts? Crown of Command is 40 pts right? You can at least target the crown of command wearing character and kill him, then break the unit. Am I missing something?

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    1. - Will fix.
      - Will fix.
      - I can make it +1 To Hit instead.
      - Shit, noticed all the points are from the 8th ed book, they should all be cheaper.
      - Kazador it only supposed to be S4 though, will fix.
      - I can bump the rune in cost a bit.
      - Will fix.
      - Will fix.
      - Should be 40 tps, will fix.

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  7. Army List:

    -Kazador has S4.

    -Dwarf Lord/Runesmith: No longer 125 pts items for the Dwarf Lord & 150 pts for the runesmith?

    -Thane/Runesmith: No longer 75 pts?

    Just wondering if those point cost issues are deliberate or en oversight? I'm not a dwarf player, but I imagine dwarf players might miss the generous magic item allowance etc. :-)

    -Hammerers Are A 1 in Beastiary and A2 in the army list. They miss their new rule in the army list as well.

    -Slayers: have two weapons & great weapon? Seems like a lot to carry with nowhere to secure it.. :-P

    -I was going to say Rangers were quite cheap at 10 pts, but then I saw they didn't have crossbows by default. :-)

    -Deathroller: It only adds D3 S5 hits plus the crew attack every round? Ok, they are automatic hits, but still. Seems costly at first glance.

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    Replies
    1. - Should be S4.
      - This was changed in the Ravening Hordes list as well; several runes are cheaper now, and I'd like to keep the hero hammer levels down a bit.
      - Will fix.
      - It's because the models carry a mix of both, hence they can choose which weapon they want to use, like black orcs or blightkings.
      - Will make the Deathroller cause D6 hits.

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  8. General Comments:

    -Overall I really like the list. The new units included don't really give the dwardfs any significant new tactical options that don't fit the stereotypical dwarf playstyle, which is always a concern when new units are added.

    -I liked your solutions for the army special rules, the Resolute in particular as dwarfs will nearly always have to stand up to the charge by default. :-)

    -I think just about all your changes listed above were good tbh. :-)

    -I think perhaps Kazadors hammer should have Multiple Wounds(2) instead of auto-killing anything wounded though. At only 255 pts, he's a bit of overkill for what you get, especially if buffed as menioned above, which won't only help him but the whole unit as well etc...

    Overall though, I really like the list and it's going to be exciting to se how the slayer dtnamic changes thigns a bit :-)

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  9. No Gnomes? :( I think they would make great ambushers...

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    1. *quietly sneaks up behind Ed, pull a black bag over his head and knock him unconscious, before stealthily carrying Ed to the Asylum...* :-P

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    2. Hey! Gerrorff! Now that's some Nasty Skulking....

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    3. I know GW once had gnomes as an option to play in the 1st ed of the rpg, but they were not very popular and just naturally faded away after that. No reason to do the D&D thing and add more races than needed :-)

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    4. In all seriousness, I was only half joking...(!) They were a feature from 1st Ed right through to 3rd Ed WFB as well as 1st Ed WFRP. One of the things that i have liked about WAP is the nod back to earlier editions, bringing a modern twist to some of the older rules and units (Bretonnia being a good example) whilst also looking forward to bring in newer ranges too. I see Gnomes as a rare choice, more for narrative gameplay rather than competitive (although they should also have a competitive purpose, certainly, bringing something potentially different.) I do know that trying to please all the people all of the time is a surefire route to insanity, but allow me to compile my evidence and make my case shortly. Then I shall wait for and accept the verdict from the judge and jury...(and house rule if necessary :P )

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    5. Hehe :-)

      Personally I'm more of the opinion that I like warhammer because of the iconic take on all the races thay have bothered with. Throwing in all manner of races that have no history makes it all to much of a D&D valume 5 monster manual for my taste. But I understand people are different Ed. I just think that if GW removed them it was for a good reason. :-)

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    6. Like when they removed the entire world...? ;)

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    7. *Grumbles like an Longbeard...*

      No, that was an ending I didn't like. That said, it kind of was inevitable at some point, I just don't like how they ended up with chaos winning etc, ending in the destruction of the warhammer world as we know it. Not a big AoS fan you might say... To me that is D&D planescape loosely combined with warhammer...

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    8. Right, I have posted my evidence in the forum. I don't see them as a new race per say, more as an additional tactical option for the Dwarfs whilst also providing some comic relief. Let me know what you think.

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    9. I'm mostly kept 3rd ed as the cutting-off poitn for Warhammer, as that is when most of the original lore was written. Gnomes, while mentioned in the 3rd book, have not really been featured at all since. I'd be okay with including them as a separate download later on though.

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    10. I agree with the unpopular opinion of having Gnomes as part of the Dwarf army. Albeit very old lore, it says that there are small communities to be found both in the Empire as well as in some Dwarven holds. With them being more attuned to magic than their Dwarf cousins, I envision them as a caster Rare Choise, like Doomfire Warlocks or Sisters of the Thorn, with access to Melkoth's Mistifying Miasma and The Enfeebling Foe, given their tricksters nature and their penchant for illusions and the like.

      Sorry^^

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    11. He largest gnome settlement is actually in middenland empire. I think having them as an allied force akin to what they did with Kislev would be good, available to empire and dwarves. There are some nice options there, including illusionists, so shadow spellcasters

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  10. Thank you for the hard work you put into this. It clearly shows. As a lover of Warhammer lore, this is magnificent.

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  11. -Have you considered amending the Ancestral Grudge rule and the Red Axe of Karak Eight Peaks so that the effects are specifically against Orcs, Goblins, Snotlings, Hobgoblins and Skaven? It doesn't make sense for Dwarves to hate Trolls working in an Orc and Goblin army but not hate Chaos Trolls for example. Hating Rat Ogres and Hell Pit Abominations makes sense since those are likely derived from Skaven stock but not Rats which are just ordinary rats being bound to the control of Skaven.
    -The Dwarf Handgun in the Army Special Rules section does not specifically have the Dwarf-Crafted special rule.
    -I never understood why Natural Resistance would lose its potency when Wizards are present in an allied force? Why can't enemy Wizards use the same metaphysics to prevent Dwarves from benefiting from it?
    -I think that Lords and Thanes should also grant Shieldwall to the units they join. If they join a unit of Ironbreakers, the unit gains a +1 bonus to their Parry saves in every round of combat.
    -Runelords should have 3 attacks and Runesmiths should be Toughness 5. Just like Priests.
    -In the Anvil of Doom entry, it says that Anvil Guards do not have a Toughness or Wounds value but they clearly do in the box containing their stats.
    -Have you considered making the Rune spells granted by the Anvil of Doom usable by Runesmiths and Runelords that aren't on an Anvil of Doom? The Anvil of Doom would make the runes stronger. Hearth and Home would only help a single unit, Oath and Steel would have a range of 24" Wrath and Ruin inflicts 1d6 hits when used by a Runsmith/Lord without an Anvil of Doom.
    -Why do Brewmasters have the statlines of elite warriors, they aren't described as fighters. I don't think players would complain if you made the Brewmaster a weaker combatant but cheaper. WS4, S3, T4, A1 is appropriate, just like how Empire Engineers compare to the basic human soldier.
    -Quareller and Thunderer veterans should be BS 4 instead of A2.
    -Longbeards in the Army Rules section have WS4, S3.
    -Irondrakes in the Army Rules section still have Forge-Proven Gromril Armor rather than Immunity (Flaming Attacks).
    -The second picture of a Daemon or Dragon Slayer is clearly not a Slayer. That Dwarf is wearing armor.
    -The Grinding Attack of the Deathroller says it causes Impact Hits (D3) and has a failure if it rolls a 6 but it is clearly impossible to roll a 6 when rolling a D3.
    -The Throne of Power says that it provides +4 wounds which have been included in Thorgrims profile. He has 3 wounds, implying that The Throne of Power is keeping him alive and he'll keel over and die if he did not ride it.
    -The Axe of Grimnir should have Multiple Wounds (D6) when fighting any monster. Giants only is too specific.
    -Grim Burloksson should be WS5 like every other Master Engineer.
    -The Master Rune of Dragon Slaying should just say "Against a Dragon of any kind"
    -I think that Weapon Runes should be available to ranged weapons.
    -Have you considered making it that the number of Longbeard units can't outnumber the number of Warriors, Quarellers and Thunderers put together that are present in the army?
    -Longbeards should have access to Crossbows and Dwarf Handguns so that they can form a deadly multi-role unit and help distinguish them from Hammerers and Ironbreakers.
    -The Deathroller is fragile for a special chariot unit. Make it able to be taken in units of 1-3.
    -Gyrocopters should be a Special choice while Gyrobombers are a Rare choice.
    -The Grudgebreaker is classified as a Chariot instead of a Monster.

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    1. Natural Resistance: The dwarfs supress maging, as well as thany wizard's ability to use magic to counter enemy magic.

      -Lords and Thanes might not have a "Shieldwall" type background.. It is unlikely that most of them have served amongst Ironbreakers at least...

      -Rune Priests are NOt wizards on their own, hence wht the anvils are so valuable for the dwarves. This is upposed to be one of the dwarbacks of the dwarves and making every runepriest a wizard in all but name would negate this...

      -Brewmaster: I had the same feeling regarding his stats initially, but then again every army book should have their own thing, and the Beer Gut thing is priceles... :-P

      -Are you suggesting an army of 3 Longbeard units, one Warrior, one quarreler and one Thunderer as a potential option? That doesn't seem very likely to me (considering the lack of dwarfs of that age). The Longbraeds are also a "disguised" special iption that can be taken as a Core option tbh. Nothing wrong with that, but I like the limitiation as is...

      -Longberds with xcrossbows and Dwarfs handguns? I hope that is not even considered. It is quite nice to be able to actuallt kick the ass of a missile regiment if you in fact manage to get to it...

      -Gyrocopters give a dwarf amry something that it supposed to ver very rare in it, tyhe ability to move and go on the offensive. Making it rare wouldnt- change that much as you could potentially only have one more, but it would free your up to take gyrobombers as well on top, which would potentially make dwarves very mobile.. Not sure this would be very popular or feel very dwarfish...

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    2. - I've tried to keep it more streamlined overall, would require too many exceptions otherwise.
      - Can clarify that.
      - Balance reasons, fielding both Dwarfs with +2 to dispel as well as having an allies wizard on the same side for magic offensive would not be balanced.
      - Disagree, shieldwall is typical Ironbreaker rule, which is why they alone have it. Otherwise Thane might as well have the Old Grumbler's special rule as well.
      - Not sure about that, Arch Lectors have A2 like Warrior Priests, and Runesmiths already have +1T compared to wizards. There is less reason to take a Thane if Runesmiths have T5 since their Ld is the same, and less reason to take Lord over a Runelord if Runelord as almost as good a fighters.
      - Will fix.
      - Don't think that fits, the lore has been pretty clear that their "spells" only works when using the anvil.
      - Can fix that, no problem.
      - Will fix.
      - Will fix.
      - Will fix.
      - It's actually a high ranked level slayer from Warhammer online, but I can replace with it a lower armoured one, sure.
      - Will make it D6 hits.
      - Will fix.
      - Will fix.
      - Will fix.
      - It's actually normal Master Engineers that should have WS4, will fix.
      - Will fix.
      - Not really needed imo.
      - Don't think that's a good idea, longbeards are supposed to be in minority.
      - Don't like that idea, you already have quarrellers and thunderers in the core section, and Longbeards have always been close combat troops.
      - Don't think that's needed, you can take 3 of them in a 2500 pts game. I don't want Dwarfs to just spam the things.
      - Disagree, Gyrocopters have been rare choices in both 6th and 7th ed, and the copterspam in 8th ed was just ridiculous. You can take two in a normal 2500 pts as is, where they fill the role of Great Eagles, who are also a rare choice.
      - That is intentional, just like the steam tank.

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    3. -You haven't added Immunity (Flaming Attacks) to the Irondrake entry in the Army Rules section.
      -Though Rangers were given BS4, they are still BS3 in the Army Rules section. Also, Ol' Deadeyes should have 2 attacks so they have something over typical rangers.

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  12. This comment has been removed by the author.

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  13. Absolutely impressive!!!
    Great work!

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    1. Glad you like it!

      Regarding the Irondrakes, they have an effective range of 18" as is due to being able to march and fire. At 18", they could technically fire as far as a thunderer if moving.

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    2. 12" is not enough for the iron drakes, makes them unattractive compare to thunderers.

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    3. There is no longer a long range penalty and infantry hsve a reduced chage range, which allows you to shoot more effectively. They are OP at 18" in 9th ed...

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  14. i'm a big dwarf fun and i really like the book, but there are some finks i wanna say:
    hammeres and longbeards have tho different profiles (army desciption and army list)
    why did you remove dwarf pistols and crossbows?
    why nerf shildwall?: combined whit oatsthone was a big fhing in 8th edition
    only a master rune per army is very limitating, espettialy for high points armies
    thanks for your work aniway
    sorry for my inglish i'm italian

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    Replies
    1. That's was a bug, it's fixed now.

      That was for streamlining purposes really, I do not think Dwarfs need to have special rules for all their missile weapons. Historically, it has only been their handguns that have gotten improvements.
      Dwarfs already had 3 army special rules already, and I did not think it was necessary to have two different kinds of shieldwall rules. It was also yet another incentive for Dwarfs to just wait for the enemy to come to them.

      Master Runes have always been limited to 1 per army, just like normal magic items. This could be houseruled with your group if you are playing really big battles; alternatively you could field two allied Dwarf armies instead.

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    2. ok, thank you for the reply

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  15. Mathias:

    the Book is looking good. your fixes seems fair and balanced. Stil la bit worried about Grim Burlokson's special rule being used to create a massive super missile unit, but +1 to hit is better than a re-roll to hit so it is an improvement.

    I liked all your fixes otherwise and I like the WYSIWYG approach towards the models and so on. It seems to be a fairly balanced book, with unique strenghts and weaknesses and the point costs seemed quite fair overall.

    Sadly, I don't have the time to enjoy all the lore atm, due to reading up on the VC materian as well as dabbling with the LoN project. Still, it's going to be a nice read for the winter I expect :-)

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    1. Yeah, Grimm remains to be seen, but fortunately Dwarf troops are pretty expensive so you cannot spam like goblin archers at least.

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  16. A download for Gnomes would be great. Any chance of getting downloads for other 3rd edition units not included elsewhere, such as half-orcs or chaos goblins?

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    1. I could definitely consider that, sure.

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    2. According the defenders of the forest book, the wood elves laurëlorn has something to do with gnomes. Have you ever considered to an army expansion book of the wood elves for the laurëlorn elves and you could add gnomes to their army list, as well as the human tribe of Nonedar. Also have you ever considered using the information of your norse books and dwarfs book and the stone and steel book to give the norse dwarfs their own army book (if there is any left after the war of the mountains), because having all 3 types elves with their own army book and only 2 out of 3 types of dwarfs having one, doesn't seem right and if that wouldn't get you in the book of grudges, I don't know what would.

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    3. I don't think there's enough material to go on to make Norse Dwarfs a separate army really. It would pretty much just be Dwarfs with berserkers, which is not all that inspriring.

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  17. The google group appears to need categories. You could do it or I could do it if you made me (el Komodos-drago) a manager.

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  18. Brutal job!!!! Congratulations!

    I have seen a little mistake: in the daemon and dragon slayer description, they have the deathblow special rule by default. In the army list is OK without it

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  19. Cheaper BS 3 rangers sound overall as a better solution to me Mathias. :-)

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  20. Keep on the amazing work! This is overly inspiring :D

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  21. Great work!

    As a small bug I noticed in v1.11, Thunderer Veterans are listed with BS2 on p.149. In the army list on p.219, they have the correct BS3.

    Thank you so much for the work you have invested in these books.

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    1. Must have hit the wrong key there! Will fix that :)

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  22. Ancestral Grudge - since we also have Hobgoblins as a separate faction, shouldn't they also fall under this rule?

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    1. Or, for that matter, Gnoblars? Not that they really need Hatred to kill Gnoblars, but the 7th Edition Army Book included them.

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    2. I decided to keep it streamlined, as Hobgoblins and Gnoblars were not really involved in fighting the Dwarfs during the Time of Woes.

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    3. So whot about Orcs and goblins from Chaos Dwarfs?

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  23. Where is the profile of the shieldbearers?

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  24. I can agree that bs 3 on rangers is enough but the name of the champion kind of implies that he really is a veteran marksman (unless of course every ranger champion in the old world really has a dead eye behind an eyepatch;) )

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  25. One minor typo (I think). Miners don't include the Ambushers rule in the bestiary.

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  26. I'm gonna post this here in case blogger doesn't notify new comments: In Chaos Dwarfs books, the Army List Section for K'Daai Fireborn and Destroyer include special rules that aren't explained in the bestiary (like Bound Fire Daemon).

    Is there a way to contact you when I see typos? It is right to post them here? In the last post or in those of the army I'm referring to? Thanks in advance.

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    1. Hi, I think I've received notification on most of your comments and have responded to most of them, the rest I have noted in my fix list to update in the future.

      You can either post comments directly here, or contact me through the contact bar at the top right of page below the menu.

      Appreciate the feedback!

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  27. Split up for length.

    Spelling, Grammar and Continuity Part 1:
    18-19: You repeat “A wrong done to a Dwarf is a wrong done to his whole family, an insult not only the living relatives, but also to his ancestors and as yet unborn descendants.”
    23: “Dwarfs can become quite wellrespected and honoured for creating such devices, as the benefits to Dwarfen quality of life can be enormous.” Should be well respected or well-respected
    24: “A prospective inventor would do well to ensure that he is wellstocked with all three before presenting his inventions.” Wellstocked should be well stocked or well-stocked
    25: “Companies of miners are invaluable in times of war for their ability to undermine enemy fortifi cations.“ Should be fortifications. “its outs form in dense clusters that the Dwarfs' ancestors used to employ as bullets for hunting slings.“ Should be nuts
    26: “Such surf ace structures include not only the gates and gatehouses into the hold,” Should be surface.
    27: “I have seen the Great Gate of Karak Norn”. Suddenly shifts to first person.
    28: “Although many Karaks contain immense wealth, Dwarfs prefer counting their gold to spending it, which limits their economic power.” Repetition of a line from page 18.
    28-29: The story about Thagar Goldhoarder is repeated in two slightly different ways
    31: “Within the confines of the Underway, a handful of Iron breakers can hold a horde of enemies at bay” Should be Ironbreakers.
    33: “(echoed in the attire of her priestesses, with whom I have had the honour of speaking)”. First person again. “Thungni is the Ancestor God of Runesmiths”. Contradicts page 32, where you say Morgrim is the God of Runesmiths
    35: “Four-and-twenty Firkins is one recorded anthem though I have yet to try to sing it”. First person.
    37: “This is most obviously so in the case of words to do with the traditional Dwarvish craftskills of masonry and smithying”. Should be smithing.
    39: “The Dwarf tongue is full of throaty noises like 'ak' and 'ag' and nasal buzzing sounds like 'az' and”. Missing a word?
    40: “Dwarfs also count many things in twElves or dozens multiplying up to a gross (twelve twElves or one hundred and forty four)”. Should be twelves.
    41: “over the course of many years, dozens by my reckoning,” First person.
    50: “For centuries he laboured, along with his sons Thungni and Smednir, forging weapons and armour of great power. Grungni and Thungni inscribed them with powerful magical runes, to protect their bearers and make them stronger in battle.” Thungni or Morgrim?
    51-52: The exchange of gifts between Caledor and Grimnir is repeated
    57: “Grimley Roundboy stood in the garden of his newly acquired borne.” Unclear what you mean by borne. “A bestial bowl caught the attention of both the Dwarves.” Bowl should probably be howl. “they bad already indulged in a number of Dwarf shaped snacks Grimley decided not to stand around and become their next treat.” Bad should be had, and there should be a period after snacks.
    58: Not exactly an error, but maybe you could use a different picture? There was little to no fighting between the Dwarfs and Dark Elves during the War of Vengeance.
    61: “Yet for all his valour, Imladrik is of the blood of the Phoenix King” Should be was. Also, you never introduce Imladrik-even if most readers are going to already know he’s Caledor’s younger brother.
    63: “Many gems were found, some ground to dust for they contained Elvish enchantments; the others now adorn the sky-dome of King Hrallson's chambers in Karak Azul.” Isn’t Kazador the King of Karak Azul?
    66: “Eldreth, very noble, but somewhat reckless commander” Should be “a very noble”
    71: “During this period, after the Karak Ankor had suffered the ruination of earthquakes and floods,” Should be Karaz

    ReplyDelete
  28. Spelling, Grammar, and Continuity Part 2:
    80: “singing war songs to Mork and (fork.” Should be Gork. “A great Waaaghl went up as the charge slowly gathered momentum.” Should be Waaagh!. “The formation was Boru's secret weapon, a strong defence against cavalry attack and a well-practised Dwarf tactic since the War of the Beard.” Should be the War of Vengeance.
    81: “His next mighty swing killed the cowering greens kin.” Should be greenskin. “as they withdrew the Dwarfs jeered after them in truimph.” Should be triumph. “The first warrior hit was incinerated, the second fell to the ground, his unprotected face charred and blister a third was sent reeling backwards his beard on fire.” Should be “blistered, a third”. “The warriors had no response to such an attack but to stand firm and spit curses to the hated Om g”. Not sure what that should be. “The old Dwarfs gritted their teeth and redoubled their efforts, pushing forwards into the thick Om ranks,” Should probably be Orc. “The warty little greenskin look horrified at the prospect. Boru beckoned him Forwards, but instead hit turned and ran.” Should be looked, forwards, and he or it. “swinging axes into fleeing Orc barks.” Should be backs. “"Kazak!" he cried as the brute swung a webbed claw at him.” Should be Kazuk.
    82: “Every Orc Warlord and many Chaos Lords look down upon Zhufbar with covetous eyes.” Should be looked.
    83: “So great was King Kurgan's joy that he allowed Alaric to fashion the Runefang swords that would be the rewards for Sigmar's greatest warriors.” Contradicts your previous claim that the Runefangs started to be forged after the siege of Zhufbar.
    85: “transforming once proud warriors into pup pets of the Chaos gods.” Should be puppets.
    93: “but some made contact killing many Dwarfs before collapsing from exhaustion.” Should be “made contact, killing many”
    101: “The Dwarfs of Karak-a-Karak had been at war.” Should be Karaz-a-Karak.
    102: “Dammaz Kron in Dwarfish” Should be Khazalid. “Contact is last between the Dwarfs of the Worlds Edge Mountains and the Dwarf settlements in Zorn Uzkul.” Should be lost. “The first citadels of the Chaos Dwarf raised in the polluted depths of the Dark Lands.” Should be Dwarfs.
    103: You list 2335 as coming before 2318. Based on the 8th Edition book 2318 should be 2518? Similarly, you have the War of Vengeance starting in 2326 when it should be 2526?
    104: “The gold mines at Gunbad tall to the Night Goblins after many years Of sporadic fighting_” Should be fall and end in a period. You also have the fall of Gunbad happening in both 3046 and 3066-I believe 3066 is the correct date. “The settlements of Valhorn and Butinkhorn, south of Karaz-a-Karak, are destroyed by- rampaging Trolls.” Remove the dash. “An expedition led by Runesmith Kadrin Redmane clears the ruins of Karak Yarn,” Should be Karak Varn. Also, the previous entry has him leaving Karak Varn five years before he arrived?
    105: “Imperial Dwarfs of Karat Ankor re-establish cordial relationships with the Dwarfs of the Black and Grey Mountains and the Vaults.” Should be Karaz. Maybe use a different term for them? Imperial Dwarfs usually means Dwarfs who live in the Empire. “In gratitude for his rescue, the Dwarf king gives Sigmas the rune hammer Ghat Maraz, an ancient heirloom of his clan.” Should be Sigmar and Ghal Maraz. “a massive Orc army is destroyed by the combined forces of Sigmar and Kurgan Ironheard,” Should be Ironbeard. “As the Empire grows, the Dwarfs and Men establish valuable trailing contacts” Should probably be trading?
    106: “Skalf Dragonslayer slays the dragon Graug the Terrible and claims the kingship of Karak Azgal, the hold remains infested by Goblins, Skaven and other monsters, and the Dwarfs make no attempt to recapture it.” Should be a period after Azgal and a capital for The. “The Dwarf, fight many battles alongside the Empire in the Wars of the Vampire Counts.” Replace the comma after Dwarf with a S. “arak Vlag disappears in the initial stages of the Chaos Incursion.” Should be Karak Vlag.

    ReplyDelete
  29. Spelling, Grammar, and Continuity Part 3:
    107: “M ad Dog Pass is retaken and held.” Should be Mad. “Engineer Mungrun. Steelhammer of Barak Varr” Remove the period.
    110: “puffing a massive set of keys front his belt”. Should be pulling and from. “the masks of Grungni and Grinutir”. Should probably be Grimnir. “including a shield and made made from the finest Gromril”. The second made should be some piece of armor. “The Dwarfs have earned a new respect front me”. Should be from.
    112: “tell tales of a great vault so lame that it could contain a small human town”. Should probably be large.
    113: “These stones slitter as they reflect the light cast upon them from the many bronze braziers that are placed at equal short spaced intervals down the length of the Hall These braziers are finely cast and each one has a ruby set into it Each”. Should be a period after Hall and it. “The hall has been cleverly designed so that when the King sires audience; he is able to speak in whispered tones and even a Dwarf at the very back of the ball would be able to bear him as clearly as if he were stood next to him.” Sires should probably be desires and bear should be hear. “The Dwarfs lather in numbers in the west halls of the old city but they still send their armies off to cleanse out a halt if they bear word that it has been overrun with Goblins or Skaven,” Not sure what lather should be (Maybe labor or live?), and halt should be hall.
    114: “Today the pass must he guarded carefully,” He should be be.
    115: You repeat the passage about how Dwarfs dislike water.
    116: “from fine Araby silks to exotic Lustrian statues, Haffling mixed spices to fertility charms from the Southlands.” Araby should be Arabyan and Haffling Halfling.
    117: “Because of this, Throng Barak Varr is rarely mustered to fight invaders, as there is, after all, little for them to defend that is near at hand… Throng Barak Varr has fought in Tilea and Estalia, bringing those merchants who dare to deal dishonestly to justice.” Should be “the Throng of Barak Varr” in both cases.
    120: “These, my guide informed me, were sections and many had guards these routes are occupied that are still ruinous. Many of them over. From what myb y hordes of Shaven and Goblins who took advantage of the earthquakes to take guide told me, I gathered that it is the Dwarfs' highest priority to clear these sections of vermin and to once again fink all of the Dwarf Mids.” This needs a complete rewrite.
    122: “The dragon was sleeping, and awoke at the very instant that Skalfs gromril runeblade cleft the horny scale hide of his throat.” Should be Skalf’s. “The ivory of the dragon's teeth are fashioned into the hilts of runeswords, its scale hide into shields.” Should be scaled or scaly. Also, it seems a little off for them to be making enough swords to be noted; given Dwarfen opinion on swords.
    132: “They are the royal line of King Gunn, the first L ord of M ount Silverspear,” Should be Lord and Mount. “establishing the E krund Mines,” Should be Ekrund. “Badlands re-setded in Karak Eight Peaks” Should be re-settled.
    133: “As U ngrim ’s only son, Garagrim,” Should be Ungrim. “the writhing Dragon with Grim nir’s seal,” Should be Grimnir.
    138: “The Runesmiths Guild claims descent from Grungni's son Thungni. For this reason the Runesmiths sometimes refer to themselves as the Clan of Morgrim,” Contradictory statement.
    142: “The master engineers is a skilled Dwarf engineer of exceptional knowledge, skill and ability.” Should be engineer.
    150: “Their age is such that is impossible for me to determine,” First person.
    152: “a Dwarf will specialise in a particular type ofore” Should be of ore. “but was a time when you could ask a miner in Zbufbar about the digs in Karak Zorn” Should be Zhufbar. Also, isn't Karak Zorn quasi-mythical?
    153: Ambushers is not listed as one of Miners’ abilities
    154: “These ancient stronghold, have been laboriously carved out over the ages” Should be strongholds.

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  30. Spelling, Grammar, and Continuity Part 4:
    155: “it is my belief that from this event the gifting of the great hammer to all inducted hammerers was first derived.” First person.
    156: “Most of Karaz Ankor lies beneath the surface of the world” Should be “the Karaz Ankor”
    157: “Each regiment of Iron breakers will have a veteran… Such is the prowess of the Iron breakers that they will often be called upon to fight on the surface.” Should be Ironbreakers in both cases
    158: “Now, when confronted by a foe capable of breaking through a wall of Iron breakers,” Should be Ironbreakers.
    167: “A stocky Dwarf his muscular; naked torso slick with sweat that reflected the red glow of the coals of his forge” Remove the semicolon and put a comma after Dwarf. “between the open jaws of the dragon's bead be would later inscribe on the axe bead,” Bead should be head in both cases. “wrath of the Dwarfs of the bold of Karak Ungor.” Bold should be hold.
    168: You repeat the statement about Organ Guns blowing away entire units
    177: “True to their nature, the Dwarfs now have a well-structured airforce… few of the Thunderbarges have ever been constructed.” Seems somewhat contradictory
    180: You repeat the statement about Thorek being a terror to his apprentices and he should have Magic Resistance (2)
    185: Everything about Kazador’s promised reward and desire to fight Gorfang contracts your statement on page 123 that Thorgrim has already killed Gorfang.
    188: “sofar he has not shared the secret of his master rune with any of his apprentices, so only he may use it.” Should be so far, and maybe rephrase it to take into account the fact that the Master Rune of Kragg the Grim (Which is, admittedly, quite different from the effects of his hammer) is a regular option.
    189: Kadrin Redmane should probably have Magic Resistance (2)
    190: “Some claim he is none other than Snorri Whitebeard of Karaz-a-Karak, the only Dwarf King to receive due honour and respect from the Phoenix King of the Elves.” Repeated. “The White Dwarf is a herofrom the time of legends and the knowledge that he walks the world today fills every Dwarfen heart with hope and pride.” Should be hero from. You also use both Dwarfen and Dwarven throughout the book and should pick one. I think the former is correct (A quick skim of the 8th Ed Army Book shows it on page 13 and I don’t see any use of the latter, but I didn’t search every source).
    191: “Runesmiths have identified this magnificent helmet as the Lost Rune Helm of Zhufbar, which vanished many years ago when that particular stronghold was overrun by greenskins.” I don’t see any previous mention of Zhufbar having been overrun by Greenskins, which seems like the sort of thing that would come up.
    193-194: Ungrim and Garagrim still have Deathblow
    193: “The Axe of Dargo, a runic weapon of monstrous size, was made of the shards of King Baragors broken axe, tempered with Dragon’s blood and iron-oaths of vengeance.” Should be Baragor’s.
    199: “They ate so many Miners that Karak Hirn s forges grew cold for want of materials to work with.” Should be Karak Hirn’s. “The standard of craftsmanship is so high that Master Craftsmen have been known to break down in tears upon touching it.” Should be master craftsmen. “Kept in Karaz-aKarak in the High Kings Hall,” Should be Karaz-a-Karak.
    201-203, 205-208: You should reorder the rune lists since you’ve changed the points values. For instance, the Weapon Runes should go Alaric the Mad, Death, Dragon Slaying, Smiting, Skalf Blackhammer, etc. Essentially, Master Runes first in order of cost then alphabetical; then common runes using the same system.

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  31. Spelling, Grammar, and Continuity Part 5:
    201: “This rune was previously only known on the Axe of Dargo wielded by the Kings of Karak Kadrin.” Either remove this sentence or give the Axe of Dargo the same effect. It’s a relic of 7th Ed, where Ungrim wasn’t a character. “which destroyed the High Eff General Elthior's enchanted blade.” Should be Elf. “Lioing Runesmiths reckon that fewer than half of the magic runes created are still in use today.“ Should be living. “Runesmith who knows all a ritual saoe a single element” Should be ‘all of a ritual save a single element’.
    213-215, 217: All the Runesmiths are missing Magic Resistance
    215, 218: The Slayer characters don’t have their new skills as options
    216: Garagrim still has Deathblow

    My mechanical suggestions will follow (And will be nowhere near as long) once I've edited them to be more readable.

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  32. Mechanical Suggestions
    Even if Rangers aren’t elite marksmen, they are still experienced professionals and BS4 doesn’t necessarily mean the unit is especially elite. See Outriders, generic Halflings, Chameleon Skinks, Gutter Runners, and Huntsmen. They’re all either experienced or naturally talented; but given that Dwarfs are established to have keen eyesight and steady hands they shouldn’t be naturally poor shots (And if you want to use WFRP as a source have the same natural BS as humans), while Rangers are going to have more experience than any of those I listed except maybe the Skinks. From a balance perspective, they’re 15 point Special units; so they’ll hardly be replacing Quarrelers on your missile line where they can’t really use their Great Weapons or Scout rule.
    Something that I didn’t like about the 8th Ed incarnation of Thorgrim, which you carried forward, was the weakness of the Armour of Skaldour. It’s described as the irreplaceable armor of kings, yet it can be duplicated for 28 points. At the very least it should be full plate-I don’t see any exposed skin on his model other than his face, and I’m in favor of being lenient when it comes to giving it to Dwarfs due to their use of gromril. Duplicating its effect from 7th Ed is obviously out, since that would give Thorgrim a 2+ Ward Save, but I’m sure there’s something that could be done to make it more unique; whether it be breaking one of the rules or having a custom Master Rune.
    Along the same lines, something should be done to make Byrrnoth and Burlok more unique. There’s nothing to set the former apart from a generic Lord, while the latter should be able to boost war machines in a similar fashion to his son (Although not in the exact same way).
    Inspired by Thorgrim but not limited to him, the Rune of Kingship should synergize better with Hammerers. As it currently stands, Hammerers get nothing out of being led by a Lord wearing one of the ultimate symbols of authority that they wouldn’t get from him not wearing it. The easiest thing to do would be to add a note to the Rune saying that if the unit is already Stubborn or Immune to Psychology they become Unbreakable, so that you have a reason to put said ruler in units other than Warriors or Ironbreakers, but you could also expand the King’s Guard rule to give them an extra buff if the General is wearing the Rune of Kingship.
    Sort of a cross between an error and a suggestion, but if you have Alrik and Thorgrim in the same army, who is the General? The easiest answers are either “Thorgrim takes command using his higher status” (Which at one point was what happened if you had Tyrion and Eltharion in the same army) or “Alrik refuses to take orders from anyone” and prevents you from having them in the same army.
    Finally, Longbeards should have 50 points for rune banners and Rune Guardians should be able to take runes. For the former, I can see why they don’t get as much as Hammerers, but as the eldest members of their clans should have first pick of heirloom items and therefore should have as much as Ironbreakers. For the latter, it’s in their names! Beyond that, it makes sense for things that essentially giant suits of armor to have armor runes inscribed on them alongside the runes powering them.

    My final post will be on additional units you could add.

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    Replies
    1. Thanks for the massive feedback! I will be going through all those notes once I get around the next Dwarf update :)

      Delete
  33. Finally, additions:
    I feel like there is room to include at least some of the Age of Sigmar units in the list. Sure, the Fyreslayer characters aren’t generally a good fit (Being either superfluous, wizards, or monsters); but both varieties of Hearthguard could have places as Rare melee infantry-a niche that the current list doesn’t have. There is some precedent for warrior priests of Grimnir, so the cult having holy warriors isn’t a huge stretch; and Grimnir already has an association with fire, so their weaponry isn’t going to be out of place.

    The Overlords though have an even better reason to be there. The current list doesn’t have any pistol units, so that’s a clear opening for Arkanauts; while Grundstok Thunderers can easily just be elite Thunderers with more armor and bigger guns. It’s a distinct role from Rangers and Irondrakes and none of their equipment is particularly outside the realm of the standard arsenal. The airships have even more justification since you already basically included them. Just expand the Thunderbarge entry to allow for three different sizes and give them a choice of a few different kinds of weaponry and you’ve got it. The Aeronauts can probably get a pass, being both too mobile and too esoteric in the equipment.
    If you want to really make them stand out, you could add a modified Brokk Grungsson as a special character and tie them to him. I'm a proponent of special characters being very different from generic ones in terms of their capabilities (Like Kairos Fateweaver) or changing the entire battlefield (Like Skarbrand); and he could be both. Of course, it's completely understandable if that would be too far.
    Also, less of a stretch, have you considered bringing back 7th Edition’s Engineers as a unit upgrade? Dwarf war machines should be more reliable than anyone else’s without needing magical runes or the supervision of a Master Engineer, and while I think Cannons and Grudgethrowers being able to reroll on the Misfire Table by default would be a good way to represent that; I wouldn’t mind having an upgrade that does the same thing. You can keep the Rune of Fortune around for the more experimental machines or change its effects somewhat.

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    1. Also, the Chaos Dwarfs need to be updated to take the changes you made to Dwarfs as a whole into account.

      Delete
  34. So a question about Vampire Bloodlines: didn't at least one of them ally with Chaos? What kind of impact would that have on units with that line? An option to take a Mark of Chaos maybe?

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    Replies
    1. I believe that's an End Times thing. According to The Night's Dark Masters; Chaos and Vampires don't get along very well.
      Khorne: Blood is for the Blood God, not drinking.
      Nurgle: Vampires don't get sick.
      Tzeentch: Vampires never change.
      Slaanesh: Drinking blood by itself is terribly monotonous, and their ability to feel much else in the way of sensation is dampened.
      Combine that with the fact that Chaos-tainted blood isn't very good to drink and that Vampires are such ego-maniacs that they would never accept doing what the Chaos Gods tell them and you don't get a very good relationship.

      Delete
    2. That was in the End Times and it was Walach Harkhon and his Blood Knights that decided to join Khorne because in Nagash'es future, there wouldn't be much room for conflict etc... It was a resposne to a situation that was not idea for them, but as Nagash is not included in the 9th ed whfb timeline, this would not make much sense at all.

      Delete
  35. Know you plan on restoring the bloodlines instead of the 8E free for all gift selection, which I applaud, but any thoughts on a vamp being able to get a single one from another bloodline, albeit at an additional extra point cost, to represent just how variable vampires can be?

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    1. Something like that will be included, don't worry :)

      Delete
  36. Will the Mahtmasi (Carrion Children) bloodline be included?

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    Replies
    1. I'm afraid not, the book is focused on only the Vampires in the Old World (except for Luthor Harkon).

      Delete
  37. Hello, on page 217 in the bsb paragraph says: A model carrying a magic standard can not carry any other magic items or Runic items.

    I sincerely hope that a dwarf can not carry items taken from the basic manual.

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    Replies
    1. Hi, this is regulated on page 199: "Note that Dwarf characters may not select magic items from the Warhammer rulebook."

      Delete
    2. indeed I was wrong, all the characters have the ability to take magical items and / or runic objects, while the rule on page 200 do not wear it?

      Delete
    3. Dwarfs can either take Runic items or magic items from the Dwarf book, but they cannot take magic items from the main rulebook. Hope that makes it clear.

      Delete
  38. Hi, SHIELDBEARERS non specifica la forza e la ws degli attacchi bonus .

    Perchè Arlik Ranulfsson non ha gli SHIELDBEARERS?

    ReplyDelete
    Replies
    1. Hi, SHIELDBEARERS does not specify the strength and the ws of the bonus attacks.

      Why does not Arlik Ranulfsson have SHIELDBEARERS?

      Delete
  39. I just stumbled upon this whole project. Excited to try it this weekend. From my first thumb through, looks like you guys are doing an excellent job. Really happy to see all the special characters in there, as well as the lesser knowns.

    I have some nit-picky suggestions:

    1) I think the brewmaster's beer gut rule is odd. Ogres, known for their stout bellies, don't compare. I think it'd be better if this rule offered a save of some kind instead. Maybe +1 armor save? That way it'd be scalable to the strength of the hit coming in.

    2) More of a correction than a critique, Kragg the Grim needs Magic Resistance 5+, not 2.

    3) It'd be cool if the rune of preservation also made the bearer immune to auto death.

    4) Ungrim Ironfist should have the Master Rune of Spite, he was known for it back in the day.

    Just some ideas. Again, this is incredible. Can't wait to try the rules out this weekend.

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  40. This comment has been removed by the author.

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  41. the slayers how do they take Master Rune of Grimnir if they can have a standard of 25 points and that costs 50?

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  42. Something new from the last playtesting we've done during Christmas time. A Beardy Dwarfs player (how could be different ^_^) used his two gyrocopters to stop adversary units to advance, as he said Gyrocopter could be attacked only by flying enemies (as for High Flyer" rule) but you still cannot pass underneath them. It is that correct, or is a simple Bug? In Total War Warhammer, you coul pass underneath Flyers of course, but what about Warhammer? Please let us know, and Cheers

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    Replies
    1. Hi, that will be fixed in their next update, you will be able to move through them in this case.

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  43. This comment has been removed by the author.

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  44. I have a question. In the army list section Belegar profile says that he wears gromril armor, what does It mean? It's a full plate armour or heavy armour? Thanks

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