1244 Pt. Dwarves Army Ironhands Supertuff Warband

Unit Name ## M WS BS S T W I A Ld Save Cost
Steelbeard Ironhand (Engin) 1 3" 7 4 4 4 1 2 3/4 10 5+ 123
If a warband has a Dwarf Engineer in it, all their missile weapons have 6" added to their range.; Leader; Dagger; Hammer; Heavy Armour; Helmet; Experience (x61); Attacks (x2); Ballistic Skill (x1); Leadership (x1); Strength (x1); Weapon Skill (x3)
  Strike to Injure +1 Injury rolls in hand-to-hand combat. [0]
  Extra Tough Re-roll the result on the Serious Injury Table after a game. The second roll *must* be taken, even if it's worse. [0]
  Thick Skull If the warrior is Stunned, roll a dice - on a 3+ (2+ if a Helmet is also worn) he is Knocked Down instead. [0]
  True Grit The warrior has a new Injury table: 1-3 Knocked Down, 4-5 Stunned, 6 Out of Action. [0]
  Banner Friendly models within 12" can re-roll All Alone tests. [10]
Raugh Ironjaw (Slayr) 1 3" 5 2 4/6 5/6 1 2 2 9 - 80
Trollslayers are immune to Psychology and never make All Alone tests.; Double-Handed Weapon; Dwarf Axe; Experience (x45); Attacks (x1); Strength (x1); Toughness (x1); Weapon Skill (x1)
  Blind in One Eye -1 Ballistic Skill. [0]
  True Grit The warrior has a new Injury table: 1-3 Knocked Down, 4-5 Stunned, 6 Out of Action. [0]
  Strongman The warrior can use a Double-Handed Weapon without striking last. [0]
  Extra Tough Re-roll the result on the Serious Injury Table after a game. The second roll *must* be taken, even if it's worse. [0]
  Bitter Emnity The warrior has a Bitter Emnity against someone. Record who it is against in the notes at the end of the printout. [0]
  Resilient Anything that hits the warrior in HtH has -1S (shown as +1T on profile). This does not affect save modifiers. [0]
  Ferocious Charge The dwarf may double attacks and suffer -1 to hit when charging. [0]
Roarix Thunderfist (Slayr) 1 3" 5 3 3/5 5/6 2 2 1 9 - 110
Trollslayers are immune to Psychology and never make All Alone tests.; Double-Handed Weapon; Dwarf Axe; Gromril Weapon (x15); Experience (x27); Toughness (x1); Weapon Skill (x1); Wounds (x1)
  Strongman The warrior can use a Double-Handed Weapon without striking last. [0]
  Resilient Anything that hits the warrior in HtH has -1S (shown as +1T on profile). This does not affect save modifiers. [0]
Uglaric Bannercarrier (Thund) 1 3" 4/5 4 4/6 4/5 1 4 4/5 9 - 90
Brace of Pistols; Halberd; Sword; Experience (x36); Promotion!; Attacks (x3); Ballistic Skill (x1); Initiative (x2); Strength (x1)
  Mighty Blow +1S in close combat, excluding pistols (included on profile). [0]
  Pit Fighter The warrior has +1WS and +1A when fighting in a building or ruin. [0]
  Resilient Anything that hits the warrior in HtH has -1S (shown as +1T on profile). This does not affect save modifiers. [0]
Uugush Luarg (Thund) 1 3" 5 5 4 4 1 3 2/3 9 - 80
Brace of Pistols; Dagger; Sword; Experience (x33); Promotion!; Attacks (x1); Ballistic Skill (x2); Initiative (x1); Strength (x1); Weapon Skill (x1)
  Pistolier If armed with two pistols, the warrior may fire twice. [0]
  Eagle Eyes The warrior can fire his missile weapons 6" further. [0]
  Steady Hands The warrior never gets a -1 to hit penalty for long range. [0]
Hugar Bottlehoarder (Beard) 1 3" 4 3 4 4 1 2 1/2 8 - 65
Brace of Pistols; Dagger; Sword; Experience (x16); Promotion!; Ballistic Skill (x1); Strength (x1); Weapon Skill (x1)
  Eagle Eyes The warrior can fire his missile weapons 6" further. [0]
Pegleg Pete (Thund) 1 3" 5 4 4 4 1 3 1/2 9 - 80
Brace of Pistols; Dagger; Sword; Experience (x14); Ballistic Skill (x1); Initiative (x1); Strength (x1); Weapon Skill (x1)
Kurak Drumpounder (Thund) 1 3" 5 4 3 4 1 3 1/2 10 - 83
Brace of Pistols; Dagger; Mace; Sword; Experience (x14); Ballistic Skill (x1); Initiative (x1); Leadership (x1); Weapon Skill (x1)
Queegosh Ironsaw (Beard) 1 3" 3 3 4 4 1 3 1/2 9 - 65
Brace of Pistols; Dagger; Sword; Experience (x14); Ballistic Skill (x1); Initiative (x1); Leadership (x1); Strength (x1)
Krakkar Powdersmith (Thund) 1 3" 5 4 4 4 1 2 1/2 10 - 80
Brace of Pistols; Dagger; Sword; Experience (x14); Ballistic Skill (x1); Leadership (x1); Strength (x1); Weapon Skill (x1)
Arrangur Fiercebeard (Beard) 1 3" 4 3 3 4 1 3 2/3 8 - 65
Brace of Pistols; Dagger; Sword; Experience (x14); Attacks (x1); Ballistic Skill (x1); Initiative (x1); Weapon Skill (x1)
Mugar Yuush (Clans) 1 3" 5 3 4 4 1 3 2/3 9 - 65
Dagger; Dwarf Axe; Gromril Weapon (x5); Experience (x14); Attacks (x1); Initiative (x1); Strength (x1); Weapon Skill (x1)
Randolph the Grim (Warlk) 1 4" 2 2 3 3 1 4 1/2 8 - 30
Warlocks start out with 2 Spells. If they gain a new skill, they can choose to gain another Spell instead.; Dagger; Staff; Experience (x1)
  2. Flight of Zimmeran The wizard may immediately move anywhere within 12". If he moves into base contact with an enemy he counts as charging. If he charges a fleeing enemy, he scores 1 automatic hit, then his opponent flees again. Difficulty: 7. [0]
  4. Silver Arrows of Arha The wizard can shoot D6+2 arrows at one enemy model. The arrows are shot as if from a bow with a 24" range, with no penalties for moving, cover, etc. They cause 1 S3 hit each. Difficulty: 7 [0]
Kura'vik (Slayr) (zz) 1 3" 7 4 4/6 5/6 2 4 3 10 HtK 100
Death wish: Slayers are immune to Psychology. Hard To Kill: Dwarves are only taken 'Out of Action' on a roll of 6, rather than 5-6. Hard Head: Dwarves are unaffected by the special rules for Maces, Clubs, etc. The Daemonslayer costs 50GC to upkeep normally, or 100GC if there's an Elf in the warband, and raises the warband rating +50 points. ; Double-Handed Axe; Experience (x14); Weapon Skill (x1)
  Berserker +1 to hit when charging. [0]
  Ferocious Charge The dwarf may double attacks and suffer -1 to hit when charging. [0]
  Monster Slayer Always wounds opponents on 4+ or better. [0]
  Strongman The warrior can use a Double-Handed Weapon without striking last. [0]
  Resilient Anything that hits the warrior in HtH has -1S (shown as +1T on profile). This does not affect save modifiers. [0]
  Strike to Injure +1 Injury rolls in hand-to-hand combat. [0]
Yoyo Shaggins (Burgl) 1 4" 2 4 2 2 1 6 1/2 8 - 15
May hide in plain site if outside detection range. In any scenario where something is hidden, the Burglar recieves +1 to his roll to find it. 10gc Upkeep, +10 Warband rating.; Throwing Knives; Dagger; Sword; Experience (x9); Initiative (x1)
  Hide in Plain Sight May Hide in plain sight if out of all enemy detection ranges. [0]
  Sneaky Emenies halve detection ranges [0]
  Sprint Triple move when running or charging. [0]
Option Footnotes:
  Dagger +1 armour save, or save of 6+ if the model has none.
  Double-Handed Weapon +2 Strength. Always strike last in combat.
  Dwarf Axe -1 armour save. Parry: When your opponent rolls to hit, roll a D6. If you beat his highest 'to hit' score, one attack against you is negated. If you have two Dwarf Axes, you only get one parry, but you can re-roll it.
  Gromril Weapon One weapon has an extra -1 saving throw.
  Halberd +1 Strength.
  Hammer Concussion: Injury rolls of 2-4 cause the victim to be 'Stunned'.
  Heavy Armour 5+ Armour Save. -1 movement if used with a Shield.
  Helmet If the model is 'Stunned', roll a dice - on a 4+ it is 'Knocked Down' instead.
  Mace Concussion: Injury rolls of 2-4 cause the victim to be 'Stunned'.
  Pistol 1 Attack, 6" R, S4. Extra -1 save modifier. Takes 1 turn to reload (if you have 2, you can fire 1 per turn). May be used in the first round of hand-to-hand combat.
  Staff Concussion: Injury rolls of 2-4 cause the victim to be 'Stunned'.
  Sword Parry: When your opponent rolls to hit, roll a D6. If you beat his highest 'to hit' score, one attack against you is negated.
  Throwing Knives 1 Attack, 6" R, S as user, no penalty for long range.
Total Army Cost: 1131 Pts.
Notes:
Hard to kill: Dwarves use the following Injury table: 1-2 Knocked Down, 3-5 Stunned, 6 Out of Action. Hard Heads: Maces, clubs, etc. do not have any special effects vs. Dwarves. All Dwarves Hate Orcs & Goblins. Incomparable Miners: Dwarven warbands always find 1 extra shard of Wyrdstone.
Heroes get new advances at 2, 4, 6, 8, 11, 14, 17, 20, 24, 28, 32, 36, 41, 46, 51, 57, 63, 69, 76, 83 and 90 experience.
Henchmen and Hired Swords get new advances at 2, 5, 9 and 14 experience.

Warband Rating: 462

Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Points Unused Percent
Heroes (0 - 6) 6 548 n/a 44%
Henchmen 6 438 n/a 35%
HiredSwd 3 145 n/a 11%
Dramatis 0 0 n/a 0%
Things Summary 32 10 n/a 0%

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