|500 Pt. Dwarves Army||Starting Dwarf Treasure Hunters|
|AB Roster File|
|Leader: Any model within 6" of the Dwarf Noble may use his leadership instead of their own.; Dagger; Dwarf Axe; Helmet; Experience (x20)|
|If a warband has a Dwarf Engineer in it, all their missile weapons have 6" added to their range.; Dagger; Hammer; 2nd Hammer; Helmet; Experience (x10)|
|Brace of Pistols; Dagger; Sword|
|Dagger||+1 armour save, or save of 6+ if the model has none.|
|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.|
|Hammer||Concussion: Injury rolls of 2-4 cause the victim to be 'Stunned'.|
|Helmet||If the model is 'Stunned', roll a dice - on a 4+ it is 'Knocked Down' instead.|
|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.|
|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.|
|Total Army Cost: 496 Pts.|
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: 60
Roster satisfies all enforced validation rules
|Heroes (0 - 6)||2||176||n/a||35%|
Roster created with Army Builder - Copyright (c) 1998,1999 by Lone Wolf Development, Inc.