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Dwarves (0.1.0)
Quote from IoM-Christian on 2025-06-23, 21:47
There are two reasons why Dwarves disregard armour movement penalties. One reason is that they were made and born from rock and ore; hence, they have extremely strong bones and are pretty muscular. The other is that they've spent their entire lives wearing heavy armour, operating mining equipment, and handling large objects for days. Their armours might sometimes appear heavy; however, this is only owing to padding, since they are often comprised of thin yet incredibly strong metals.
This unique combination of natural resilience and lifelong training enables Dwarves to move with surprising agility, even in the heaviest of gear. Thus, while others may struggle under the weight of their armour, Dwarves can navigate treacherous terrains and engage in battle with ease and confidence.
----- ARMY ----- The Dwarven army can either have a king, a thane, or one of their Core Champoins as leader. The army must consist of at least 50% Core Units
Dwarves also gain 1 Ancestor Card for each Mana Manipulator level they have in the force.
----- COMMAND -----
0-1 king in 1 unit of 1 (battle general) (CMD)
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MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 0 1-5 2 10 May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword, 2H Hammer, 2H Axe, 2H Mace, 2H Bill.
May buy Shield.
May mount a War Throne.
4 bearers
May mount a Shield
2 bearers
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 6 1 1 0 1-5 1 -
0-1 Thane in 1 unit of 1 (all types general) (CMD)
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MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 0 1-5 2 10 May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword, 2H Hammer, 2H Axe, 2H Mace, 2H Bill.
May buy Shield.
May mount a Shield
2 Shield bearers
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 6 1 1 0 1-5 1 -
0-2 King and Thane Guards in 1 unit of 1-2 (CMD)
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 0 1-5 2 10 May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword, 2H Hammer, 2H Axe, 2H Mace, 2H Bill.
May buy Shield.
0-1 Battle Banner in 1 unit of 1 (CMD)
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 0 1-5 1 10 May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword.
May buy Shield.
0-1 Battle Musician in 1 unit of 1 (CMD)
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 0 1-5 1 10 May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword.
May buy Shield.
----- CORE ----- Core units may buy a banner, a musician, and champion with command levels 1-3.
Unit command models must equip as their unit.
0-12 Royal Guards in 1 unit of 4-16 (COR)
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MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 0 1-5 1 9 May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword, 2H Hammer, 2H Axe, 2H Mace, 2H Spear.
May buy Shield.
0-12 Greybeards in 0-2 units of 2-12 (COR)
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MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 0 1-5 1 9 May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword, 2H Hammer, 2H Axe, 2H Mace, 2H Spear, 2H Bill.
May buy Shield.
Units may buy Veteran
6-24 Tribe Warriors in 1-4 units of 4-12 (COR)
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MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 0 1-5 1 9 May use: 2H Hammer, 2H Axe, 2H Mace, 2H Spear, 2H Bill.
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May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword, and buy Shield.
1 unit may buy crossbow, and Pavise.
1 unit may buy powder-gun, and Pavise.
1 unit may buy throwing Axe.
0-12 Tunnel-guards in 1-3 units of 2-4 (COR)
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 0 1-5 1 9 May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword, and may buy Shield.
Special Rule: If a unit of Tunnellers are present, a unit of Tunnel Guards may buy Ambush
0-6 Seekers in 1-2 units of 1-4 (COR)
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MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 0 1-2 1 9 May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword, 2H Hammer, 2H Axe, 2H Mace, 2H Spear, 2H Bill.
1H weapon users may buy Dual Wield
0-6 Hunters of the fallen in 1 unit of 1-6 (COR)
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 0 1-5 1 9 May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword, 2H Hammer, 2H Axe, 2H Mace, 2H Spear, 2H Bill.
Units may buy Skirmisher.
----- AUXILIARY -----
0-4 Hold Golem in 1-4 units of 1-4 (AUX)
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 2 3 1 5 3 - Special rule: Units have Flankforce. Each model in a Charging Unit delivers 1D3 S3 attacks on impact.
0-8 Hold Ranger in 1-4 units of 2-8 (AUX)
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 0 1-4 1 9 May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword, and Shield. Or Crossbow.
Units may buy Flankforce.
0-8 Tunneller in 1-2 units of 2-8 (AUX)
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 0 1-5 1 9 May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword, 2H Pickaxe, 2H Warshovel.
May buy Shield.
Special rule: May buy Ambush.
0-8 Forge Flamer in 1-2 units of 2-8 (AUX)
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 0 1-5 1 9 Eqipped with a 2H Oil-flamer.
May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword.
----- MACHINES ----- All MAC may buy an Engineer acting as Marksman or Spotter @ 25 point
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May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword..
0-2 Ballista in 1-2 units of 1-2 (MAC)
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 0 1-5 1 9 3 crew
May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword.
0-2 Cannon in 1-2 units of 1-2 (MAC)
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 0 1-5 1 9 3 crew
May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword.
0-2 Flamethrower in 1-2 units of 1-2 (MAC)
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 0 1-5 1 9 3 crew
May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword.
0-2 Organ Gun in 1-2 units of 1-2 (MAC)
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 0 1-5 1 9 3 crew
May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword.
0-2 Catapult in 1-2 units of 1-2 (MAC)
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 0 1-5 1 9 3 crew
May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword.
0-2 Airship in 1-2 units of 1-2 (MAC)
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 0 1-5 1 9 Drop Bombs, Large Oil-flamer
2 crew
May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword.
0-2 Skywhipper in 1-2 units of 1-2 (MAC)
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 0 1-5 1 9 Drop Bombs, Oil-flamer
1 crew
May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword.
----- SUPPORT ----- 0-2 Ancestral Caller in 1-2 units of 1 (SUP)
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MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1D6 3 0 4 5 - May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword.
May buy Mana Manipulator levels up to 5.
Special Rule: May gather Magic Shards.
0-1 Echoing Cavern Lore-Keeper in 1 unit of 1 (SUP)
REACH ARMOUR HEALTH 10 CM * HEALTH 4 5 Allow friendly Mana Manipulators to reroll their Gathering Roll for each colour harvest.
Special Rule: Prebattle Deploy (Deployment Zone).
0-1 Ancestral Anvil IN 1 UNIT OF 1 (SUP)
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1D6 3 0 4 5 - 3 crew
Special Rule: 1D3 units may be boosted by 1 Rune each at no cost. Adds 1D6 Random Shards to the armys Mana Manipulator Shard pool.
There are two reasons why Dwarves disregard armour movement penalties. One reason is that they were made and born from rock and ore; hence, they have extremely strong bones and are pretty muscular. The other is that they've spent their entire lives wearing heavy armour, operating mining equipment, and handling large objects for days. Their armours might sometimes appear heavy; however, this is only owing to padding, since they are often comprised of thin yet incredibly strong metals.
This unique combination of natural resilience and lifelong training enables Dwarves to move with surprising agility, even in the heaviest of gear. Thus, while others may struggle under the weight of their armour, Dwarves can navigate treacherous terrains and engage in battle with ease and confidence.
| ----- ARMY ----- |
The Dwarven army can either have a king, a thane, or one of their Core Champoins as leader. The army must consist of at least 50% Core Units
Dwarves also gain 1 Ancestor Card for each Mana Manipulator level they have in the force.
| ----- COMMAND ----- |
0-1 king in 1 unit of 1 (battle general) (CMD)

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 1-5 | 2 | 10 |
May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword, 2H Hammer, 2H Axe, 2H Mace, 2H Bill.
May buy Shield.
May mount a War Throne.
4 bearers
May mount a Shield

2 bearers
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 6 | 1 | 1 | 0 | 1-5 | 1 | - |
0-1 Thane in 1 unit of 1 (all types general) (CMD)

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 1-5 | 2 | 10 |
May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword, 2H Hammer, 2H Axe, 2H Mace, 2H Bill.
May buy Shield.
May mount a Shield

2 Shield bearers
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 6 | 1 | 1 | 0 | 1-5 | 1 | - |
0-2 King and Thane Guards in 1 unit of 1-2 (CMD)

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 1-5 | 2 | 10 |
May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword, 2H Hammer, 2H Axe, 2H Mace, 2H Bill.
May buy Shield.
0-1 Battle Banner in 1 unit of 1 (CMD)

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 1-5 | 1 | 10 |
May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword.
May buy Shield.
0-1 Battle Musician in 1 unit of 1 (CMD)

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 1-5 | 1 | 10 |
May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword.
May buy Shield.
| ----- CORE ----- |
Core units may buy a banner, a musician, and champion with command levels 1-3.

Unit command models must equip as their unit.
0-12 Royal Guards in 1 unit of 4-16 (COR)

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 1-5 | 1 | 9 |
May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword, 2H Hammer, 2H Axe, 2H Mace, 2H Spear.
May buy Shield.
0-12 Greybeards in 0-2 units of 2-12 (COR)

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 1-5 | 1 | 9 |
May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword, 2H Hammer, 2H Axe, 2H Mace, 2H Spear, 2H Bill.
May buy Shield.
Units may buy Veteran
6-24 Tribe Warriors in 1-4 units of 4-12 (COR)



| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 1-5 | 1 | 9 |
May use: 2H Hammer, 2H Axe, 2H Mace, 2H Spear, 2H Bill.




May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword, and buy Shield.
1 unit may buy crossbow, and Pavise.

1 unit may buy powder-gun, and Pavise.

1 unit may buy throwing Axe.
0-12 Tunnel-guards in 1-3 units of 2-4 (COR)

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 1-5 | 1 | 9 |
May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword, and may buy Shield.
Special Rule: If a unit of Tunnellers are present, a unit of Tunnel Guards may buy Ambush
0-6 Seekers in 1-2 units of 1-4 (COR)

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 1-2 | 1 | 9 |
May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword, 2H Hammer, 2H Axe, 2H Mace, 2H Spear, 2H Bill.
1H weapon users may buy Dual Wield
0-6 Hunters of the fallen in 1 unit of 1-6 (COR)

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 1-5 | 1 | 9 |
May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword, 2H Hammer, 2H Axe, 2H Mace, 2H Spear, 2H Bill.
Units may buy Skirmisher.
| ----- AUXILIARY ----- |
0-4 Hold Golem in 1-4 units of 1-4 (AUX)















| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 2 | 3 | 1 | 5 | 3 | - |
Special rule: Units have Flankforce. Each model in a Charging Unit delivers 1D3 S3 attacks on impact.
0-8 Hold Ranger in 1-4 units of 2-8 (AUX)

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 1-4 | 1 | 9 |
May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword, and Shield. Or Crossbow.
Units may buy Flankforce.
0-8 Tunneller in 1-2 units of 2-8 (AUX)

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 1-5 | 1 | 9 |
May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword, 2H Pickaxe, 2H Warshovel.
May buy Shield.
Special rule: May buy Ambush.
0-8 Forge Flamer in 1-2 units of 2-8 (AUX)

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 1-5 | 1 | 9 |
Eqipped with a 2H Oil-flamer.
May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword.
| ----- MACHINES ----- |
All MAC may buy an Engineer acting as Marksman or Spotter @ 25 point

May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword..
0-2 Ballista in 1-2 units of 1-2 (MAC)
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 1-5 | 1 | 9 |
3 crew
May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword.
0-2 Cannon in 1-2 units of 1-2 (MAC)
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 1-5 | 1 | 9 |
3 crew
May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword.
0-2 Flamethrower in 1-2 units of 1-2 (MAC)
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 1-5 | 1 | 9 |
3 crew
May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword.
0-2 Organ Gun in 1-2 units of 1-2 (MAC)
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 1-5 | 1 | 9 |
3 crew
May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword.
0-2 Catapult in 1-2 units of 1-2 (MAC)
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 1-5 | 1 | 9 |
3 crew
May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword.
0-2 Airship in 1-2 units of 1-2 (MAC)
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 1-5 | 1 | 9 |
Drop Bombs, Large Oil-flamer
2 crew
May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword.
0-2 Skywhipper in 1-2 units of 1-2 (MAC)
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 1-5 | 1 | 9 |
Drop Bombs, Oil-flamer
1 crew
May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword.
| ----- SUPPORT ----- |
0-2 Ancestral Caller in 1-2 units of 1 (SUP)

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1D6 | 3 | 0 | 4 | 5 | - |
May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword.
May buy Mana Manipulator levels up to 5.
Special Rule: May gather Magic Shards.
0-1 Echoing Cavern Lore-Keeper in 1 unit of 1 (SUP)

| REACH | ARMOUR | HEALTH |
| 10 CM * HEALTH | 4 | 5 |
Allow friendly Mana Manipulators to reroll their Gathering Roll for each colour harvest.
Special Rule: Prebattle Deploy (Deployment Zone).
0-1 Ancestral Anvil IN 1 UNIT OF 1 (SUP)

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1D6 | 3 | 0 | 4 | 5 | - |
3 crew
Special Rule: 1D3 units may be boosted by 1 Rune each at no cost. Adds 1D6 Random Shards to the armys Mana Manipulator Shard pool.
Quote from IoM-Christian on 2025-06-26, 20:00Dwarves 0.1.0
Added images for unit command models.
Added text regarding Mana Manipulators.
Added description for Shard harvest.
Added equipment descriptions to most units.
Dwarves 0.1.0
Added images for unit command models.
Added text regarding Mana Manipulators.
Added description for Shard harvest.
Added equipment descriptions to most units.
