Règles spéciales
Dwarfs

Global

"Stand Back Sir!"

If the model is within 3" of a war machine, it is allowed to take a "Look Out Sir!" roll just as if it was within 3" of a unit of five or more models of the same troop type as himself. If the roll is successful, the hit is resolved instead against the nearest friendly war machine.

Anvil of Doom

A Runelord with an Anvil of Doom gains Ward Save (4+) and Unbreakable. In addition, his troop type changes to War Machine and he counts as being part of the crew. The Runelord can never choose to leave the Anvil during the game. If the Runelord is killed, the whole Anvil is also removed as a casualty.

Artillery Master

One war machine that is within 3" of a Master Engineer can use his BS or reroll one artillery dice or scatter dice during each Shooting phase. This cannot be the artillery dice that determines the distance a cannonball bounces. You must nominate which weapon, if any, will be using this rule at the start of each Shooting phase, before any such weapons within 3" of the Master Engineer are fired.

Beer Casks

At the start of each Dwarf turn, the Brewmaster can bestow one of the following beers to himself and the unit he is with. Whenever the Brewmaster has given out a draught of brew, roll a D6. If you roll a '1', he and his unit suffer -1 to their WS, BS and I this turn.

Beer Gut

Enemy attacks against the Brewmaster's front suffer -1 To Wound.

Blasting Charges

One use only. Armour Piercing (1). Flaming Attacks. Quick to Fire.

Bolt Thrower

You may take 1-2 Bolt Throwers as a single Special choice.

Bombing Run

During the Remaining Moves sub-phase, models with this rule may drop a bomb unless they are fleeing or have declared a charge that turn. To make a Bombing Run, select one unengaged enemy unit that the Gyrobomber moved over in that turn and place the large 5" template anywhere over the target unit (but note that it cannot cover friendly models) and roll for scatter and damage as for a stone thrower. If a misfire is rolled, use the Bomb Misfire chart.

After resolving the damage caused by a grudge buster bomb, roll a D6. On a 4+, the bomb scatters D6" from where it first landed (a Hit! result remains in place). Place the small round (3") template on the new location and resolve damage using the profile above. It cannot bounce a third time.

Bombing Run

Armour Piercing (1). Multiple Wounds (D3).

Brotherhood of Grimnir

If Ungrim is included in your army, one unit of Troll Slayers or Giant Slayers may be upgraded to the Brotherhood of Grimnir for 1 point per model. These Slayers have the Wards of Grimnir upgrade.

Bugman's Rangers

Any army that includes Bugman can upgrade a single unit of Rangers to be Bugman's Rangers. If this is done, Bugman must join the unit and cannot leave it. Bugman’s Rangers have S 4 and cost an additional +2 points per model.

Burlok's Ingenious Offensive New-matic Integrated Constrictor Arm

Burlok's artificial arm gives him +1 Attack with S 6 in close combat.

Cinderblast Bomb

Armour Piercing (1). Multiple Wounds (D3). Quick to Fire. The cinderblast bomb is a missile weapon that fires like a stone thrower, but the model can march and fire. When resolving the scatter distance, halve the number indicated by the Artillery dice. If the artillery dice result is a misfire, roll a D6. On a result of a 1, centre the template over the thrower and work out the damage. On a roll of 2+, the bomb is a dud and nothing occurs.

Counter-charge

Khargrim always counts as charging in the first round of close combat.

Daemon Slayer

A Daemon Slayer has Slayer and Dragon Slayer. In addition, any Ward saves successfully made against Attacks made by the Slayer must be re-rolled. For each Daemon Slayer in your army, you may take one unit of Troll Slayers (but not Giant Slayers) as a Core Unit.

Deathblow

If a Slayer is killed by normal Close Combat Attacks, it will immediately make a single Attack back against the unit or model that killed it before the Slayer is removed as a casualty.

Disaster!

If the Thunderbarge is destroyed it scatters 3D6" in a random direction and then crashes to the ground. Place the large template with the hole under its final position. Any model touched by the template suffers a S 6 hit.

Disguised

The White Dwarf has Hidden. However, if the unit he is Hidden in is wiped out or flees then the White Dwarf will be revealed, and will stand his ground even though the rest of the unit may be fleeing or slain. Place the model in the middle of the front rank of the unit, then move/remove the rest of the unit as normal. The White Dwarf will then operative as a lone character as normal. The White Dwarf may never be the army's General, but units he joins may still use his LD once he is no longer Hidden.

Dragon Slayer

A Dragon Slayer has Slayer. In addition, when attacking Monsters, the Slayer's attacks cause Multiple Wounds (D3).

Drakegun

Armour Piercing (1). Flaming Attacks. Quick to Fire. This is a nonphysical attack.

Dwarf Handgun

Armour Piercing (1). Move or Fire.

Dwarf-crafted

All handguns, pistols and crossbows in a Dwarf army can re-roll 1's when rolling To Hit.

Entrenchment

Up to one unit with the troop type war machine can be entrenched for each Master Engineer in the army. An entrenched war machine is treated as being in hard cover when shot at and any charging models suffer a -1 To Hit modifier in close combat. An entrenched war machine can be pivoted to fire, but if it moves in any other way, the entrenchment is lost. If the war machine is destroyed, the entrenchment is considered destroyed as well. A war machine can only be entrenched once.

Firethrower

You may take 1-2 Firethrowers as a single Special choice.

Forgefire

A Runesmith and Runelord, and all friendly infantry models in a unit joined by one or more of them, gain Armour Piercing (1) for as long as they remain with the unit.

Grinding Attack

In addition to its normal Impact Hits when charging, the Deathroller inflicts D6 Impact Hits at the start of each close combat round. If you roll a 6 when determining the number of Impact Hits, the driver has pushed the boiler beyond his limits. Roll a D6 and consult the Boiler Incident Table.

Grombrindal has no Fear!

The White Dwarf is Unbreakable. If his chosen unit breaks and flees, for any reason, he will always stand his ground. If the unit was engaged in combat, he will stand firm and continue to fight while his unit flees, denying the foe the chance to pursue. Grombrindal can even join a unit that is not Unbreakable, this is an exception to the normal Unbreakable rules.

Gromril Armour

Models with this rule add +1 to their armour saves if they wear light, medium or heavy armour.

High King

Thorgrim must be the army General. Furthermore, if he is slain, all friendly models from Warhammer: Dwarfs immediately gain Frenzy.

King's Guard

If the unit is joined by the army's General the unit gain Immunity (Fear/Terror). This lasts as long as the General is in the unit.

Kraggi, Assitant at the Forge

Kraggi is represented on the tabletop by a separate miniature that always remains as close as possible to Thorek’s Anvil of Doom. The model itself plays no part in the game; if it gets in the way, simply move it to one side. If Thorek is slain, Kraggi is also removed.

Thorek can re-roll a single dice on a failed attempt to cast one of the innate bound spells of the Anvil of Doom per turn. If this re-rolled dice rolls a 1, Kraggi has done something wrong and Thorek takes a S 10 hit. Kraggi is then removed from play and the Kraggi, Assistant at the Forge rule cannot be used again for the rest of the game.

Liquid Fortification

As long as Bugman is alive, roll a D6 at the start of each friendly turn and consult the Liquid Fortification chart to see what effects his draughts have upon himself and any unit he has currently joined.

Locus of Power

For each friendly Anvil of Doom on the battlefield at the start of any Magic phase, add one dice to both your power and your dispel pool.

Lord of the Hold

If Alrik is included in your army he must be your army General (unless Thorgrim Grudgebearer is also included).

Lord of the Tunnels

Up to 2 units of Miners may be taken as Core choices in an army led by Brok. In addition, when using Underground Advance, these units may re-roll the dice each turn to see if they arrive on the battlefield.

Lumbering

Models with this rule automatically fail any I test they are forced to make.

Master of Accuracy

At the start of each friendly Shooting phase, Grimm can bestow one of the Master of Accuracy rules on a single friendly unit within 3" for the duration of that Shooting phase, though he does not gain any bonuses for it himself.

Master of Ancient Lore

Thorek receives a +1 bonus on all his attempts to cast the Anvil of Doom’s bound spells.

Oathstone

A unit that contains one or more models with an Oath Stone can never choose to flee as a charge reaction, cannot be disrupted and, if any of its models are armed with hand weapon and shield, they can make Parry saves against attacks made to their flanks and rear. In addition, the presence of the stone with the unit confers Magic Resistance (1) as its runes act to absorb wild magic. Furthermore, a character with an Oath Stone must always accept a challenge (if your unit contains more than one character with an Oath Stone, you can choose which of them accepts the challenge). However, if a model on an Oathstone fails a Break Test, he is removed as a casualty as he fights to the very last.

Old Grumbler

Longbeards are Immune to Panic. In addition, any friendly Dwarf units within 6'' of a unit of Longbeards can re-roll failed Panic tests.

Organ Fire

To fire the Organ Gun, select a target according to the normal rules for shooting, then roll the Artillery dice and 2D6 to find out how many shots are fired.

If the Artillery dice rolls a misfire, no shots are fired and a critical fault has occurred; roll a D6 and consult the Black Powder War Machine Misfire chart.

The number of shots fired by the Organ Gun is equal to the total of both the Artillery dice and the 2D6 rolled. When determining the number of shots, roll that number of dice To Hit the target using the crew's BS and applying all appropriate modifiers.

Over-Pressured Boiler

If two or more 1's are rolled when rolling for its movement, you need to roll another D6 and consult the Boiler Incident Table. The driver can take the risk and increase the pressure of the steam boiler before choosing to move the Deathroller. This gives the Deathroller Random Movement (3D6) rule.

Revenge Incarnate

Once per game, at the start of any Close Combat phase, Belegar can harness the power of his ancestors. For the remainder of the turn, he doubles his A characteristic.

Rune of Cleaving

The Rune Guardian gains Armour Piercing (1) and Magical Attacks.

Rune of Fury

The Rune Guardian gains +1 A and Magical Attacks.

Rune of Stone

The Rune Guardian gains +1 to its armour save.

Rune of Striking

The Rune Guardian gains +1 WS and Magical Attacks.

Rune of Warding

The Rune Guardian gains a Ward save (6+).

Runelore

A Runesmith/Runelord follows the rules for a Level 2/4 Wizard for the purposes of dispelling, and have Magic Resistance (1/2), respectively.

Shieldbearers

Shieldbearers should be placed on a 40x20mm base and add +2 to the Unit Strength of any model mounted on them.

Shieldwall

Models with this rule may re-roll failed Parry saves.

Slayer King

If Ungrim is chosen as the General, Troll Slayers (but not Giant Slayers) are taken as Core units rather than Special units.

Steam Drill

-2 I. Requires Two Hands. A Miner unit equipped with a steam drill can re-roll a failed arrival for Ambushers.

Steam-Pressured Engine

The Grudgebreaker follows the rules for Random Movement and Random Attacks. In order to determine the Movement and Attacks value of the Grudgebreaker, roll an Artillery dice rather than a set of D6's (roll separately for Movement and Attacks). Whenever you attempt to move or attack with the Grudgebreaker you may re-roll the Artillery dice if it didn't score a Misfire. If a Misfire is rolled, roll a D6 and consult the Grudgebreaker Incident Table. If a Misfire results on the re-roll it automatically causes a Clunk result.

Stout Courage

Bugman and any unit he joins have Immunity (Fear/Terror) as long as he remains with the unit.

Strike the Runes

A model mounted on an Anvil of Doom can use each of the following bound spells once per friendly Magic Phase. In addition, it may use up to
4 Power Dice when attempting to cast each spell. The Anvil can pivot on the spot before casting, and the range of the bound spells is measured from the Anvil itself.

The Best Defence

The Deathroller has an armour save of 3+ against all models attacking from the front. The Deathroller has only a 5+ armour save against attacks from the flank or rear.

The Throne of Power

The Throne of Power is treated in all regards as Shieldbearers, with these additions to represent its status and additional bearers: the Throne adds +4 to Thorgrim's W and gives him Unit Strength 5. In addition, the Throne increases the range of his Inspiring Presence rule to 18". If Thorgrim joins a unit, he does not benefit from the "Look Out Sir!" rule.

The War-Mourner

Each Wound inflicted by Garagrim counts double towards that round's Combat Resolution. Against enemies with T 5 or higher, Garagrim causes Multiple Wounds (D6). However, Garagrim may never be the Army General.

Thunderbarge Cannon

The Thunderbarge is armed with a cannon, which cannot fire grapeshot. The cannon can be fired even if the Thunderbarge marches. If the cannon misfires and roll a "Destroyed!" result, then the Thunderarge suffers D3 Wounds with no saves allowed, and the weapon may no longer be used for the remainder of the game. Other misfires are resolved as normal.

Traditional Army

If Alrik is in the army then Firedrakes, Firethrowers, Gyrocopters, Flame Cannons, Organ Guns, Thunderbarges and Grudgebreakers counts as 2 units for the purpose of duplicate choices that are allowed. In addition, your army cannot have more models of Thunderers than Quarrellers.

Underground Advance

Miners have Ambushers. In addition, instead of deploying like normal Ambushers, a Miner unit can choose to arrive anywhere on the battlefield from below.

During deployment, before Scouts are placed, place a tunnel marker anywhere on the battlefield. The unit will then deploy using Ambushers. When the unit emerges, roll a scatter dice and an artillery dice. If you roll a hit on the scatter dice, the marker stays in place; if you roll an arrow, move the marker the number of inches indicated by the artillery dice in the direction shown by the arrow. If the marker is moved off the tabletop, the Miners are considered lost; treat them as casualties. In case a Misfire is rolled, roll a D6 and consult the Underground Mishap table.

Once the final position is established, place the Miner unit so it can touch the marker. If the marker is under a friendly unit or impassable terrain, place it next to the closest edge of the unit/terrain. They may face in any direction.

If the marker is under an enemy unit when the Miners emerge, the Miners are considered to have charged. Place the attacking Dwarfs to the front of the enemy unit that is atop the marker.

Unhinged

Khargrim may not join any units and can never be the army's general.

Weapon Team

Each Firethrower operates as a separate unit. If a Firethrower is targeted by missile attacks and is within 3" of a friendly Infantry unit, it gains a 4+ "Look Out, Sir!"

Whirlwind of Death

Doomseekers do not attack normally. Instead, at the start of each round of close combat, a Doomseeker inflicts D6 automatic hits on all enemy units in base contact. In addition, any close combat attacks directed against a Doomseeker suffer -1 To Hit.