FIELDS OF WAR

The Dwarfs
Written by: Aaron Basham Edited by: Nikola Dabić

The Dwarfs are short with long beards and short tempers. They live in the mountains of Eskew and dig for gold, iron, silver, jewels, and mitheral. They use guns and steam to a level almost on par with the Scarecrows and Gnomes. Although they are few in number, they are tough and can deal with any problem they are faced with. Now they march to war to prevent the Ratkins from destroying the Mountain Realms.

INFANTRY
_

-Dwarf Warriors
A Dwarf warrior is a strong and steady soldier. Armed with some of the finest forged weapons and armor seen anywhere they are a force to be reckoned, when not being outmaneuvered. M Cs Ss P Ar L At Sp Co Pts. N 3” 4plus 4plus 3 4 1 1 2 4 100 20 Type: Infantry Equipment: Sword, Light Armor Command Points: 2 Upgrades: Banner for 10pts, War Horn for 5pts. May take Axes, Shields or Spears for 20 pts or Halberds for 40pts. May exchange their Light Armor for Heavy Armor for 20pts. May upgrade a model to a Champion for 5pts. _

-Dragoons
Dragoons are the ranged specialists of the Dwarfs. Armed with the deadly Dragoon Rifle, few foes can match their accuracy and sheer firepower. M Cs Ss P Ar L At Sp Co Pts. N 3” 4plus 3plus 3 4 1 1 2 4 110 Type: Infantry Equipment: Sword, Light Armor, Dragoon Rifle Command Points: 2 Upgrades: Banner for 10pts, War Horn for 5pts. May upgrade a model to a Champion for 5pts. 10

_

-Ram Riders
Ram Riders are the closest thing the Dwarfs can claim as cavalry. However, their speed is far less important then the amount of terrain they can cross. M Cs Ss P Ar L At Sp Co Pts. N 4” 4plus 4plus 4 5 1 2 2 4 120 10 Type: Mounted Equipment: Sword, Light Armor, Ram Rules: Mountain Experts Command Points: 2 Upgrades: Banner for 10pts, War Horn for 5pts. May take Axes for 10pts and Shields for 10pts. May upgrade a model to a Champion for 5pts.

ELITE CORE
_

-Pass Guards
The Pass Guards are the Dwarfs who serve the many watchtowers and bastions leading up to a Dwarf city. Extremely stealthy, given their girth, they can attack from even the smallest amounts of cover. M Cs Ss P Ar L At Sp Co Pts. N 3” 4plus 4plus 3 4 1 1 2 5 170 10 Type: Infantry Equipment: Sword, Light Armor, Throwing Axe Rules: Pass Guard, Skirmish Command Points: 3 Upgrades: May take Pistols for 30pts. May upgrade a model to a champion for 5pts. _

-Engineer Team
An Engineer Team is a team of Dwarfs who service an “experimental” weapon. Given the sheer destruction they can reap, being on an Engineer Team is a much sought after position. M Cs Ss P Ar L At Sp Co Pts. N 3” 4plus 3plus 3 4 1 1 3 5 20 2 Type: Infantry Equipment: Sword, Light Armor Rules: Cohort Command Points: 2 Upgrades: One Dwarf MUST be given one of the following upgrades: Volley Gun for 10pts, Long Rifle for 15pts, or a Mining Gun for 20pts. _

-Stone Dwarfs
Stone Dwarfs are Dwarfs who have been blessed by the god of war, Delfrad. Though few in number, the sheer manpower it takes to kill one of them is often more then it takes to kill a full company of regular Dwarfs. M Cs Ss P Ar L At Sp Co Pts. N 3” 2plus 4plus 8 Type: Infantry Equipment: Hammer Rules: Stone, Not 1 Step Command Points: 3 8 1 1 1 5 80 5

WARMACHINES
_

-Bombard Cannon
A Bombard Cannon is an ancient cannon used by the Dwarfs. Capable of many times the destruction of a normal cannon, few foes can stand against it for long. M Cs Ss P Ar L At Sp Co Pts. N 1” 6 Type: War Machine Crew: 3 Warriors Rules: War Machine, Cohort Equipment: Bombard Command Points: 2 3 65 1

_

-Sky Runner
A Sky Runner is a smaller version of an aero-clad warship. It's only real draw is that it can easily harass flanks and can take a large amount of punishment. M Cs Ss P Ar L At Sp Co Pts. N 4” 4plus 3plus 3 Type: Chariot Crew: 3 Warriors Rules: Fly, Loner Equipment: Volley Gun Command Points: 2 6 2 1 2 4 50 1

_

-Bronze Clad
A Bronze Clad is a type of Dwarf ship that is covered in bronze. It is incredibly tough and persistent given it's size but it isn't very good at ramming. M Cs Ss P Ar L At Sp Co Pts. N 4” 4plus 4plus 3 Type: Ship Crew: 5 Dwarfs Rules: Ship, Transport Equipment: Volley Gun Command Points: 4 5 2 1 2 4 65 1

LEADERS
_
-High King Kreik Wezbek

Kreik Wezbek is the youngest High King ever. While this has led to some minor problems he has proven himself time and time again by fighting with all his strength and valor in war. M Cs Ss P Ar L At Sp Co Pts. N 3” 2plus 4plus 8 8 5 3 Type: Infantry Equipment: Hammer Rules: Stone, Loner, Unique, Horror, Inspiring Command Points: 6 1 8 160 1

_

-Dwarf Lord
A Dwarf Lord is the leader of a Dwarf city. Considered stubborn even by Dwarf standards, they are often the last men to retreat in battle. M Cs Ss P Ar L At Sp Co Pts. N 3” 3plus 3plus 3 4 3 3 3 6 75 1 Type: Infantry Equipment: Sword, Light Armor Rules: Loner, Not 1 Step, Inspiring Command Points: 4 Upgrades: May exchange his Light Armor for Heavy Armor for 5pts. May take an Axe for 5pts and/or a Shield for 5pts. May take the Army Banner for 25pts. _

-Dwarf Bard
Dwarf Bards are the closest thing the Dwarfs have to a wizard. However, that doesn't mean that they are weak, for their songs herald the deaths of their enemies. M Cs Ss P Ar L At Sp Co Pts. N 3” 4plus 4plus 3 4 2 Type: Infantry Equipment: Sword, Light Armor Rules: Loner, Caster (Heal, Ancient Song) Command Points: 4 1 3 4 50 1

-Stone Lord
A Stone Lord is a Dwarf Lord who has been blessed by Delfrad. They are deadly combatants and many men will fall just to give them a single scratch. M Cs Ss P Ar L At Sp Co Pts. N 3” 2plus 4plus 8 8 3 Type: Infantry Equipment: Sword Rules: Stone, Not 1 Step, Loner, Inspiring Command Points: 5 2 1 6 110 1

DWARF MAGIC, RULES AND EQUIPMENT
These are artifacts and weapons which are unique to the Dwarf realms.

-Ranged Weapons:
Name: Dragoon Rifle Volley Gun bombard Long Rifle Miner Gun Range: P Rules: 22” 14” 36” 48” 14” 3 None 3 D6 shots 8 D6 wounds 4 Accurate 5 D6 wounds

-Close Combat Weapons and Other:
Name: Ram Rules: Increase M to 4”, change type to mounted, +1P, +1Ar, +1At

-Magic:
Name: Ancient Song Range: Effect: 18” Roll: Target unit gains (if friendly) or 2plus looses (if enemy) D6 Co to a minimum of 1 or a maximum of 8.

-Special Rules:
Name: Mountain Experts Stone Effect: Ignores Difficult Terrain. Increase P and Ar to 8. Decrease Sp to 1

Pass Guard At the beginning of the game this unit may be placed anywhere on the board so long as it is at least 10” away from an enemy unit or up to 5” away in Difficult Terrain.

-Commands:
Name: Wa Sha'll Na' Mov' END... Points: Effect: 1 The unit gains the Not 1 Step Spc. Rule until the next turn.

Sign up to vote on this title
UsefulNot useful