WARHOST

Short, stubborn and armoured like a vault door. The holds march slowly behind shieldwalls and crossbows, let their black-powder engines grind the enemy down, and simply refuse to run when the line is hit.

Hearthguard Shieldwall

Infantry · core
115 pts

Clan warriors locked shield to shield. Slow to advance and slower still to give ground.

10 models (5–20) · 10 pts per model
12wounds
3.0m/s
3.3dmg
1m reach
3.0armour
70morale
  • stubborn: loses morale at half the usual rate

Anvil Wardens

Infantry · max 2 per army
165 pts

Veteran forge-guards in rune-stamped plate, swinging two-handed hammers that cave in helmets.

10 models (5–15) · 15 pts per model
13wounds
2.9m/s
4.4dmg
1m reach
4.0armour
80morale
  • armour piercing (ignores 1 armour)
  • stubborn: loses morale at half the usual rate

Deepstone Pikes

Infantry · core
115 pts

Miners turned soldiers with long iron-shod picks set against any charge.

10 models (5–20) · 10 pts per model
11wounds
2.9m/s
2.2dmg
2m reach
2.5armour
70morale
  • fights in 2 ranks
  • x2.0 damage vs cavalry
  • braced: negates cavalry charges from the front while holding/defending
  • stubborn: loses morale at half the usual rate

Oathless Zealots

Infantry · max 2 per army
120 pts

Dishonoured dwarves seeking a glorious death. Half-naked, wild-bearded and impossible to turn back.

10 models (5–20) · 10 pts per model
11wounds
3.3m/s
3.6dmg
1m reach
0.0armour
60morale
  • frenzy: x1.3 melee damage while above half health
  • fearless: immune to fear
  • unbreakable: never flees

Quarrel Guild Crossbows

Ranged
125 pts

Guild crossbowmen whose heavy bolts punch through mail. They stand their ground when the enemy closes.

10 models (5–15) · 11 pts per model
11wounds
2.9m/s
1.4dmg
44m reach
2.0armour
65morale
  • shoots from range; weak in melee
  • armour piercing (ignores 1 armour)
  • stubborn: loses morale at half the usual rate

Tunnel Stalkers

Ranged · max 2 per army
110 pts

Prospectors who know every crag. They creep unseen and harry the flanks with hand crossbows.

6 models (4–10) · 17 pts per model
11wounds
3.4m/s
1.4dmg
30m reach
1.5armour
60morale
  • shoots from range; weak in melee
  • skirmishers: no flank or rear penalties, unslowed by woods
  • stealthy: enemies see it from only half as far

Thunder Bombard

Ranged · max 2 per army
150 pts

A squat bronze cannon crewed by grey-bearded engineers. Its shot ploughs through ranks at extreme range.

1 models (1–2) · 140 pts per model
40wounds
2.2m/s
9.0dmg
68m reach
2.0armour
70morale
  • shoots from range; weak in melee
  • blast: each shot hits 3 models
  • cannot shoot targets closer than 16 m
  • stubborn: loses morale at half the usual rate

Hailstorm Battery

Ranged · max 1 per army
135 pts

A rack of a dozen short barrels fired in a rolling roar. Short-ranged, but it shreds whatever is in front of it.

1 models (1–2) · 125 pts per model
40wounds
2.4m/s
3.5dmg
34m reach
2.0armour
70morale
  • shoots from range; weak in melee
  • blast: each shot hits 6 models
  • stubborn: loses morale at half the usual rate

Skyrider Rotor

Cavalry · max 2 per army
130 pts

A clattering one-dwarf flying machine that strafes the enemy with a bolt-thrower while hovering out of reach.

2 models (1–3) · 60 pts per model
28wounds
7.0m/s
3.0dmg
26m reach
2.5armour
70morale
  • shoots from range; weak in melee
  • shoots while moving
  • skirmishers: no flank or rear penalties, unslowed by woods
  • flies: crosses rivers anywhere and is unslowed by woods

Rune-Priest of the Deep Forge

Caster · max 1 per army
150 pts

A keeper of the old runes. Strikes enemies with forge-fire and hammers protective sigils onto shields.

1 models (1–1)
45wounds
3.4m/s
8.0dmg
36m reach
2.0armour
90morale
  • fireball hits 4 models, ignores armour
  • steadies friendly regiments within 16 m
  • stubborn: loses morale at half the usual rate
  • knows spells: fireball, ward, mend (use the cast order)

Hold Thane

Character · max 1 per army
140 pts

The lord of the hold in ancestral plate. While the thane stands, no dwarf takes a backward step.

1 models (1–1)
60wounds
3.4m/s
7.5dmg
1m reach
4.5armour
100morale
  • steadies friendly regiments within 22 m
  • stubborn: loses morale at half the usual rate
  • general: inspires the army; if slain or put to flight every regiment loses 15 morale