| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Burlok Damminson | 3 | 5 | 5 | 4 | 4 | 2 | 2 | 3 | 10 | 85 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Thorgrim Ulleksson | 3 | 6 | 4 | 4 | 5 | 3 | 3 | 3 | 10 | 250 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Ungrim Ironfist | 3 | 9 | 4 | 4 | 6 | 3 | 5 | 4 | 10 | 315 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Forgefather & Anvil Guard | 3 | 6 | 4 | 4 | 5 | 4 | 3 | 5 | 9 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Daemon Slayer | 3 | 7 | 3 | 4 | 5 | 3 | 5 | 4 | 10 | 130 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Dragon Slayer | 3 | 6 | 3 | 4 | 5 | 2 | 4 | 3 | 10 | 70 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Engineer | 3 | 4 | 5 | 4 | 4 | 2 | 2 | 2 | 9 | 50 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| King | 3 | 7 | 4 | 4 | 5 | 3 | 4 | 4 | 10 | 125 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Runelord | 3 | 6 | 4 | 4 | 5 | 3 | 3 | 3 | 9 | 120 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Runesmith | 3 | 5 | 4 | 4 | 4 | 2 | 2 | 2 | 9 | 65 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Thane | 3 | 6 | 4 | 4 | 5 | 2 | 3 | 3 | 9 | 60 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Dwarf Warrior | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 | 8 |
| Veteran | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 2 | 9 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Longbeard | 3 | 5 | 3 | 4 | 4 | 1 | 2 | 1 | 9 | 12 |
| Elder | 3 | 5 | 3 | 4 | 4 | 1 | 2 | 2 | 9 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Quarreller | 3 | 3 | 3 | 3 | 4 | 1 | 2 | 1 | 9 | 9 |
| Veteran | 3 | 3 | 4 | 3 | 4 | 1 | 2 | 1 | 9 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Ranger | 3 | 4 | 4 | 3 | 4 | 1 | 2 | 1 | 9 | 11 |
| Ol Deadeye | 3 | 4 | 4 | 3 | 4 | 1 | 2 | 2 | 9 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Thunderer | 3 | 3 | 3 | 3 | 4 | 1 | 2 | 1 | 9 | 10 |
| Veteran | 3 | 3 | 4 | 3 | 4 | 1 | 2 | 1 | 9 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Bolt Thrower | - | - | - | - | 6 | 3 | - | - | - | 55 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Cannon | - | - | - | - | 7 | 3 | - | - | - | 100 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Grudge Thrower | - | - | - | - | 7 | 3 | - | - | - | 95 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Gyrocopter | 1 | 4 | 3 | 4 | 5 | 3 | 2 | 2 | 9 | 60 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Hammerer | 3 | 5 | 3 | 4 | 4 | 1 | 3 | 1 | 9 | 16 |
| Royal Champion | 3 | 5 | 3 | 4 | 4 | 1 | 3 | 2 | 9 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Ironbreaker | 3 | 5 | 3 | 4 | 4 | 1 | 2 | 1 | 9 | 15 |
| Ironbeard | 3 | 5 | 3 | 4 | 4 | 1 | 2 | 2 | 9 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Longbeard | 3 | 5 | 3 | 4 | 4 | 1 | 2 | 1 | 9 | 12 |
| Elder | 3 | 5 | 3 | 4 | 4 | 1 | 2 | 2 | 9 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Miner | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 | 12 |
| Prospector | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 2 | 9 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Giant Slayer | 3 | 5 | 3 | 4 | 4 | 1 | 3 | 2 | 10 | 19 |
| Troll Slayer | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 10 | 12 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Dwarf Cart | - | - | - | 4 | 5 | 3 | - | - | - | 65 |
| Dwarf Crew | - | 4 | 4 | 3 | - | - | 2 | 1 | 8 | - |
| Draft Pony | 6 | 3 | - | 3 | - | - | 3 | 1 | - | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Flame Cannon | - | - | - | - | 6 | 3 | - | - | - | 125 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Goblin-Hewer | - | - | - | - | 6 | 3 | - | - | - | 120 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Gyrobomber | 1 | 4 | 3 | 4 | 5 | 4 | 2 | 2 | 9 | 95 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Irondrake | 3 | 4 | 4 | 4 | 4 | 1 | 2 | 1 | 9 | 15 |
| Ironwarden | 3 | 4 | 5 | 4 | 4 | 1 | 2 | 1 | 9 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Organ Gun | - | - | - | - | 7 | 3 | - | - | - | 120 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Ranger | 3 | 4 | 4 | 3 | 4 | 1 | 2 | 1 | 9 | 11 |
| Ol Deadeye | 3 | 4 | 4 | 3 | 4 | 1 | 2 | 2 | 9 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Shieldbearers | 3 | 5 | - | 4 | - | (+3) | 2 | 3 | - | +60 |
The Armour of Skaldour is a suit of heavy armour. In addition, it's 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 wearer of the Slayer crown improves their armour value by 2. In addition, its wearer has a 5+ Ward save against any wounds suffered.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 6" | 3 | -1 | Armour Bane (1), Flaming Attacks, Quick Shot |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | - | Extra Attacks (1), Flaming Attacks, Requires Two Hands |
Notes: A brace of drakefire pistols has two profiles, representing how the weapons are used in combat.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 12" | 5 | -1 | Armour Bane (2), Dwarf Crafted, Flaming Attacks, Multiple Shots (2), Quick Shot |
Notes: A brace of drakefire pistols has two profiles, representing how the weapons are used in combat.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 18" | 5 | -2 | Dwarf Crafted, Flaming Attacks, Multiple Shots (D3+1), Quick Shot |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 8" | 5 | -1 | Flaming Attacks, Quick Shot |
A unit hit by a cinderblast bomb suffers D6+1 hits (rather than the usual one).
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 24" | 4 | -1 | Armour Bane (1), Dwarf Crafted, Move & Shoot, Multiple Shots (D6), Quick Shot |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 18" | 5 | -1 | Armour Bane (2), Dwarf Crafted, Flaming Attacks, Quick Shot |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | * | -2 | Flaming Attacks |
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.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 36" | 4 | -1 | Armour Bane (1), Cumbersome, Move or Shoot, Whirling Doom |
This weapon uses the Stone Thrower Misfire Table
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | +2 | -2 | Armour Bane(2), Magical Attacks, Requires Two Hands |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -3 | Requires Two Hands, Strike Last |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -1 | Armour Bane (1), Magical Attacks |
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
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 10" | 3 | -2 | Armour Bane (1) |
If the roll To Hit is successful, this weapon causes D3 hits to the target enemy unit, rather than the usual one hit.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+3 | -3 | Furious Charge, Requires Two Hands, Strike Last |
A unit of Miners held in reserve that includes a Prospector equipped with a steam drill may re-roll the D6 when rolling to determine if they arrive on the battlefield.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| N/A | 3 | -1 | Breath Weapon |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -3 | Magical Attacks, Monster Slayer |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 24" | 5 | -3 | Cumbersome, Flaming Attacks, Multiple Wounds (D3) |
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 "Entranched". 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.
After deployment, but before deploying Scouts or making any Vanguard moves, all units of Slayers and Brotherhood of Grimnir within a Slayer Host Army of Infamy may make a “Look Snorri, Trolls!” move. A unit making a “Look Snorri, Trolls!” move moves D3"+1 as described in the Basic Movement rules. It may manoeuvre normally but cannot march. Roll separately for each eligible unit.
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'.
During a turn in which a unit in a Royal Clan army makes a charge move of 3" or more, or made a follow up move, it gains a +1 modifier to its Strength characteristic.
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.
An Anvil of Doom and the Forgefather & Anvil Guard have a 5+ Ward save against any wounds suffered.
Unless this character is fleeing or engaged in combat, once per turn, during the Shooting phase, a friendly unit of Quarrellers, unit of Thunderers or Dwarf war machine that is within its Command range can either re-roll any rolls To Hit of a natural 1, or re-roll a single Artillery dice.
A model with this special rule may be nominated to attempt a Wizardly Dispel, as if it were a Wizard. However, unlike regular Wizards, a Shrine Keeper does not have a Level of Wizardry to determine their Dispel range or modify their Dispel rolls. Instead, a shrine Keeper has a Dispel range of 21" and may apply a +1 modifier to their Dispel rolls.
This model may perform a ‘Bombing Run’ attack against a single enemy unit that is not engaged in combat. To do so, this model must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this model’s movement is complete, roll on the Bombing Run table below:
Bombing Run Table:
● D6: Result ● 1: Premature Detonation: The release mechanism jams and a bomb explodes prematurely. This model loses a single Wound.
● 2: Dud: A solitary bomb is released, but fails to detonate before landing squarely upon the head of an unfortunate enemy. The enemy unit loses a single Wound.
● 3-4: Direct Hit: A cluster of bombs lands directly on-target. Place a large (5") blast template so that its central hole is directly over the centre of the enemy unit. Once placed, the template will scatter D6". Any model whose base lies underneath the template’s final position risks being hit and suffering a single Strength 4 hit with an AP of -1.
● 5-6: Bombs Away: A cluster of bombs is released, falling over a wide area. Place two small (3") blast templates so that their central hole is over the enemy unit. Once placed, each template will scatter D6". Any model whose base lies underneath a template’s final position risks being hit and suffering a single Strength 4 hit with an AP of -1.
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.
During the Command sub-phase of their turn, any Dwarf unit that is not fleeing or engaged in combat and that is within 6" of a friendly Bugman's Cart (that is itself not fleeing or engaged) gains a +1 modifier to its Movement characteristic until the end of the turn.
Note that this modifier is not cumulative.
Once per game, a unit with this special rule may perform a ‘Dive Bomb’ attack against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers D6 Strength 3 hits, each with an AP of -1, for each model in this unit that moved over it. However, for each roll of a natural 1 made when determining the number of hits, a bomb has misfired and this unit loses a single Wound instead.
Models with this special rule do not suffer the usual -1 To Hit modifier when making a Stand & Shoot charge reaction.
During deployment, you may ‘Entrench’ a single non-character model whose troop type is ‘war machine’ for each character in your army with this special rule. An Entrenched war machine is considered to be behind partial cover and to be defending a low linear obstacle. Should the war machine move for any reason, it is no longer Entrenched.
Expeditionary Marksmen do not suffer any negative To Hit modifiers for Moving and Shooting.
Whilst in Skirmish formation, every model in a unit of Scout Gyrocopters must be within 3" of another model belonging to the same unit, rather than the usual 1".
Any model with this special rule can issue and accept challenges in the same manner as a character.
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.
A model with this special rule may re-roll any roll of a natural 1 made when making an Armour Save roll
Once Thorgrim has set the Grudgestone, both he and any unit he has joined replaces the Hates (Orcs & Goblins) special rule with Hatred (all enemies) special rule.
Should it win a round of combat, a unit with this special rule may choose to Fall Back in Good Order rather than making a follow up or pursuit move.
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.
Once a Anvil of Doom has been placed on the battlefield during deployment it cannot be moved by its crew during 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.
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:
Any Dwarf unit that is within 3" of a friendly Miner's Cart that is not fleeing or engaged in combat may make a Stand & Shoot charge reaction and/or a shooting attack as if it were equipped with Blasting Charges (see page 26 of Forces of Fantasy). Additionally, when a Miner's Cart loses its last Wound to an enemy attack during the Combat phase, roll a D6. On a roll of 4+, the Miner's Cart explodes and every unit (friend or foe) within 3" suffers D6 Strength 3 hits, each with an AP of -1 and with the Flaming Attacks special rule.
Challenges issued by a character with an Oathstone cannot be refused. In addition, a character with an Oathstone and any unit they have joined automatically passes any Panic tests they are required to make, but cannot chose to Flee as a charge reaction.
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.
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 addtion, Burlok and any unit he has joined do not suffer the usual -1 To Hit modifier when shooting at Long Range.
Character models in this army may spend an additional 25 points on runes. In addition, unit that are able to purchase Standard runes may spend an additional 25 points on Standard runes (with the exception of Royal Clan Warriors, who already have this bonus included on their profile).
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.
A model with this special rule may be nominated to attempt a Wizardly Dispel as if it were a Wizard. However, unlike regular Wizards, models with this special rule do not have Levels of Wizardry with which to determine their Dispel range or modify their Dispel rolls. Instead:
This unit has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
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.
When this model makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness.
When this character makes a roll To Wound, a roll of 4+ is always a success regardless of the target's Toughness. In addition, each unsaved wound inflicted by this character against an enemy model with the Warp-spawned special rule, or whose troop type is 'behemoth' has the Multiple Wounds(D3) special rule.
When this character makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness. In addition, each unsaved wound inflicted by this character against an enemy model whose troop type is ‘behemoth’ has the Multiple Wounds (D3) special rule.
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.
An Anvil of Doom can cast the following Bound spells, with a Power Level of 2:
After deployment but before the first turn begins, nominate a single enemy character. For one reason or another, this individual has earned themselves a place in the Clan's Book of Grudges and must be brought to justice. All friendly models gain the Hatred (nominated enemy character) special rule. In addition, you win a bonus of 75 Victory Points if the nominated character is slain, has fled the battlefield or is fleeing when the game ends.
If your army includes a unit of Miners you may, after both sides have deployed but before the first turn of the game begins, deploy two 32mm round Mine markers, plus one additional marker for each additional unit of Miners your army includes. These markers can be deployed anywhere on the battlefield that is not within:
When a unit of Miners would arrive onto the battlefield as Reserves, it can be placed anywhere on the battlefield within 6" of a Mine marker, but not within 6" of an enemy unit. The unit cannot charge during this turn and counts as having moved for the purpose of shooting, but can otherwise act as normal.
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.
Unless this unit is fleeing, friendly units within 6" of it can re-roll any failed Panic test.
Any unit in a Slayer Host Army of Infamy that includes a standard bearer may purchase Wards of Grimnir for +1 point per model. A unit with Wards of Grimnir has 6+ Ward save against any wounds suffered during the Shooting phase that were caused by a non-magical enemy attack.
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 is equal to the roll of the Artillery dice plus a D3 modifier:
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.