Dwarfs and Gnomes (5-12-2005)
CharacterTypeAtksHitsSaveCmdSizePts
 GeneralGen200101155
 HeroHer1008180
 RunesmithRun10081901
 Dwarven Hero on AirshipHer10081802
 Gnome MageWiz00071653
UnitTypeAtksHitsSaveCmdSizePts
 Gnome Rock SlingersInf2/1300330
 Gnome Rock SlingersInf2/1300330
 Gnome Rock SlingersInf2/1300330
 Gnome Rock SlingersInf2/1300330
 Gnome SpearmenInf2360330
 Gnome SpearmenInf2360330
 Gnome SpearmenInf2360330
 Gnome SpearmenInf2360330
 Troll SlayersInf54003804
 Troll SlayersInf54003804
 Troll SlayersInf54003804
 Troll SlayersInf54003804
 WarriorsInf34403110
 WarriorsInf34403110
 WarriorsInf34403110
 WarriorsInf34403110
 CannonsArt1/22602905
 CannonsArt1/22602905
 Flame cannonArt1/2D62601506
 Flame cannonArt1/2D62601506
 Giant SnailMon464011257
 Giant SnailMon464011257
Breakpoint of 11      2000 

Dwarfs and Gnomes Rules for Runesmith and Trollslayers have changed.

1 - Dispels on a 4+ if he is within 50cm of the enemy wizard.

2 - The airship is an observation balloon. All artillery within 10cm of the balloon, or shooting a target within 10cm of the balloon, adds +1 to hit when shooting, so will normally hit on a 3 instead of a 4. Cannot attack or be attacked. No orders can be given from the hero on an airship except to the airship. Ignore close enemy units for command modifiers. Cannot be brigaded with other troops.

3 - Can re-roll failed attempts to cast a spell like High Elf Mages. Can command only units with gnomes in them.
1. Muddy Bog, 4+, 30cm. Until end of enemy's next turn, target unit is half move even on charge.
2. Dug In, 5+, 30cm. Target unit must be engaged in combat. Unit is considered defended. If it is already defended, it is fortified. Cannot be cast on a fortified unit.
3. Ball Lightning, 5+, 30cm, LOS. 3 shooting attacks ignoring armour.
4. Fist of Hylax, 6+, joined unit in combat. D6 attacks that carry over into combat.


4 - Ignore terror. Have to charge on initiative. Cannot be driven back. Whenever possible they must pursue and advance in combat. +1 attack when fighting a Monster. Opponent gets full points, if any Slayer stand is still alive at the end of the game. If a Slayer unit is destroyed the Dwarf player gets their points as victory points not the opponent.

5 - Range 60 cm. Treats defended targets as in the open and fortified targets as defended. Ignores armour. Ball bounces 5cm from end of first stand hit doing 1 attack per additional stand hit. Fires grape shot when charged, no penetration and target saves as normal. Cannot use initiative to charge.

6 - Range 30 cm. On adouble a misfire occured. Depending on double:
1. Destroyed
2. Does 2D6+4 hits and explodes
3. Does 6 hits and from now on only D6 attacks
4. Does not shoot this turn.
5. 10 hits no special effect.
6. D6 + 12 hits
Cannot use initiative to charge.

7 - May only be brigaded with Giant Snails. Causes terror. May move only twice per turn.