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Dwarves (0.4.0)
Quote from IoM-Christian on 2025-06-23, 21:47
As Dwarves were created from various stone, metal, gems, and minerals, each Echoing Hall has their distinct armour and aparrel, and skin tints. Thus can those with insight easily distinguish from which hall a dwarven army originates from, as all are outfitted accordingly.
They also have spent their entire lives wearing heavy armour, operating mining equipment, and handling heavy objects. So, they have strong bones and are very muscular allowing them to move with surprising agility, even in the bulkiest looking gear. And mind me, their armour, made of thin yet incredibly strong metals, is not bulky looking due to weight but due to the padding.
----- ARMY ----- Echoing Hall armies are generally led by a thane acting as general. But in rare situations a ruling king of a Echoing Hall may join the army. The army must consist of at least 45% Core Units.
Dwarven infantry use 20*20mm bases. Golems use 50*50mm bases.
Dwarves disregard armour movement penalties.
Ancestral Callers are able to tap into their ancestral energy and are bought with levels allowing them to draw Eccoing Hall Cards at the beginning of the game. These cards are placed at the Unit they enhance when used. When the card effects are used it goes back the hand of the Ancestral Caller if succeding a ‘Battle-Haze’ roll (roll higher than the game turn number on a D6A (2,3,3,4,4,5)).
----- COMMAND -----
0-1 General in 1 unit of 1 (CMD) [34 pts]
A thane selected amongst the strategic masterminds lead their armies.
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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 Command levels up to 8 at 10 points each.
May buy Shield.
May mount a Shield carried by 2 bearers of extraordinary strength at 35 points.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 5 1 2 0 1-5 1 - Special Rule: General is hit on 5+.
0-2 Generals Guards in 1 unit of 1-2 (CMD) [29 pts] + [19 per model]
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 0 1-5 1 - May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword, 2H Hammer, 2H Axe, 2H Mace, 2H Bill.
May buy Shield.
Special rule: Wound Soaker.
0-1 Battle Banner in 1 unit of 1 (CMD) [38 pts]
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.
May buy Shield.
0-1 Battle Musician in 1 unit of 1 (CMD) [38 pts]
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.
May buy Shield.
----- CORE ----- Core units may buy a banner, a musician, and champion with command levels 1-3 at double cost for model, and 10 points per level.
Unit command models must equip as their unit.
0-8 Royal Guards in 1 unit of 4-8 (COR) [85pts] + [19 per model]
These dwarves have all excelled in combat, duty, or warfare discussions bringing them into this protective corps of royal family, hall, and treasure chamber guards. They only participate in outside war if their hall is in servere danger.
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MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 0 1-5 1 9 May wield: 1H Hammer | 1H Axe | 1H Mace | 1H Sword | 1H Greathammer, r1 | 1H Greataxe, r1 | 1H Greatmace, r1 | 1H Spear, r1 2 | 2H Spear, r1, s1 | 2H Bill, r1, s1.
1H units may buy Shield | Shieldbasher
Unit may buy Elite.
0-16 Hall Guards in 1-2 units of 4-8 (COR) [85 pts] + [19 per model]
Dwarven Guards consist of those serving the first half year of their dual-year services second year. Back into physical shape they spend this time studying warfare and perform hall and corridor guard duties.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 0 1-5 1 9 May wield: 1H Hammer | 1H Axe | 1H Mace | 1H Sword | 1H Greathammer, r1 | 1H Greataxe, r1 | 1H Greatmace, r1 | 1H Spear, r1 2 | 2H Spear, r1, s1 | 2H Bill, r1, s1.
1H units may buy Shield | Shieldbasher
0-16 Bristle-Stiffs in 1-2 units of 4-12 (COR) [85 pts] + [19 per model]
These units are filled with dwarves that has served ten or more periods, or participated in skirmishes, battles, or wars. Their battle-proven status can be seen, heard, and felt in their attitude. They don't spend any of the dual-year time as others, except when send in to stand shoulder to shoulder in combat.
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MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 0 1-5 1 9 May wield: 1H Hammer | 1H Axe | 1H Mace | 1H Sword | 1H Greathammer, r1 | 1H Greataxe, r1 | 1H Greatmace, r1 | 1H Spear, r1 2 | 2H Spear, r1, s1 | 2H Bill, r1, s1.
May buy Shield | Shieldbasher.
Units may buy Veteran
6-24 Hall Warriors in 1-4 units of 4-12 (COR) [85 pts] + [19 per model]
Dwarven tribe warriors are filled with those serving their first year of their dual-year service, drilling them back into military shape or sent to any troublesome event within their realm.
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MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 0 1-5 1 9 May wield: 1H Hammer | 1H Axe | 1H Mace | 1H Sword | 1H Greathammer, r1 | 1H Greataxe, r1 | 1H Greatmace, r1 | 1H Spear, r1 2 | 2H Spear, r1, s1 | 2H Bill, r1, s1.
1H units may buy shield
Units of Hall Warriors may be Vanguard
----- AUXILIARY ----- 0-6 Slayers in 1 unit of 1-6 (AUX) [29 pts] + [19 per model]
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MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 0 1-2 1 - May wield: 1H Hammer | 1H Axe | 1H Mace | 1H Sword | 1H Greathammer, r1 | 1H Greataxe, r1 | 1H Greatmace, r1 | 1H Spear, r1 2 | 2H Spear, r1, s1 | 2H Bill, r1, s1.
1H unit may buy Dual Wield
0-6 Hunters in 1 unit of 3-6 (AUX) [66 pts] + [19 per model]
These hunters roam the isles to find those touched in the head, wanders, deserters, criminals, and traders that put the dwarven halls in a bad light to make them repent and pay their dues.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 0 1-5 1 9 May wield: 1H Hammer | 1H Axe | 1H Mace | 1H Sword | 1H Greathammer, r1 | 1H Greataxe, r1 | 1H Greatmace, r1 | 1H Spear, r1 2 | 1H Handgun, a1, r15
Unit may buy Skirmisher | Scout
0-12 Rangers in 1-2 units of 4-6 (AUX) [85 pts] + [19 per model]
Dwarven rangers consist of those serving their last half year of their dual-year service by scouting their halls borderlands and upholding relations to all other races.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 0 1-4 1 9 May wield: 1H Hammer | 1H Axe | 1H Mace | 1H Sword
1H may buy Shield.
1 unit may buy throwing Axe, r20.
1 unit may buy powder-gun, r25, s1 | Pavise.
1 unit may buy crossbow, r30 | Pavise.
Units of Tribe Warriors may be Vanguard.
Units may buy Flankforce.
0-12 Tunnellers in 1-2 units of 2-6 (AUX) [47 pts] + [19 per model]
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 0 1-5 1 9 May wield: 1H Hammer | 1H Axe | 1H Mace | 1H Sword | 1H Pickaxe | 1H Tunnelspade.
Units may buy Ambush.
0-6 Flamers in 1-2 units of 1-6 (AUX) [29 pts] + [20 per model]
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 8 1-5 1 9 Eqipped with a 2H Oil-flamer (template, s1, r8)
Also wield: 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.
0-4 Hold Golem in 1-4 units of 1-4 (MAC) [63 pts] + [43 per model]
The Echoing Hall golems are built by materials unique to their halls.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 2 3 1 5 3 - As they are engines animated by a spirit they count as Fylgin.
Special rule: Units have Flankforce. Each model in a Charging Unit delivers 1D3 S3 attacks on impact.
----- SUPPORT ----- 0-2 Ancestral Caller in 1-2 units of 1 (SUP) [33 pts]
Ancestral Callers
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 0 1-3 2 9 May wield: 1H Hammer, 1H Axe, 1H Mace, 1H Sword.
May buy: Ancestral Caller levels for 10 point per level.
One unit may mount Pidestal at 50 point.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 1D6A - - 0 4 5 - Special Rule: Adds 1D6 Shards to the armys. gather Magic Shards.
May buy 2 servitors each adding 2 cm to the pidestals move.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 7 1 1 0 3 1 9 May wield: 1H Hammer, 1H Axe, 1H Mace, 1H Sword.
0-1 Echoing Hall Chronicler in 1 unit of 1 (SUP)
These dwarves, although residing at a Echoing Hall, have given oaths to both the king of their hall and the 15th hall, ensuring they record what is in accordance with the objectiveness of all echoes hall more than praise of their hall. Only participating to record events, they are capable to defend themselves.
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.
Special Rule: Inspirator.
REACH ARMOUR HEALTH 10 CM * HEALTH 4 5 Special Rule: Prebattle Deploy (Deployment Zone). Allow 1 unit within range to reroll a single combat roll once per round.
As Dwarves were created from various stone, metal, gems, and minerals, each Echoing Hall has their distinct armour and aparrel, and skin tints. Thus can those with insight easily distinguish from which hall a dwarven army originates from, as all are outfitted accordingly.
They also have spent their entire lives wearing heavy armour, operating mining equipment, and handling heavy objects. So, they have strong bones and are very muscular allowing them to move with surprising agility, even in the bulkiest looking gear. And mind me, their armour, made of thin yet incredibly strong metals, is not bulky looking due to weight but due to the padding.
| ----- ARMY ----- |
Echoing Hall armies are generally led by a thane acting as general. But in rare situations a ruling king of a Echoing Hall may join the army. The army must consist of at least 45% Core Units.
Dwarven infantry use 20*20mm bases. Golems use 50*50mm bases.
Dwarves disregard armour movement penalties.
Ancestral Callers are able to tap into their ancestral energy and are bought with levels allowing them to draw Eccoing Hall Cards at the beginning of the game. These cards are placed at the Unit they enhance when used. When the card effects are used it goes back the hand of the Ancestral Caller if succeding a ‘Battle-Haze’ roll (roll higher than the game turn number on a D6A (2,3,3,4,4,5)).
| ----- COMMAND ----- |
0-1 General in 1 unit of 1 (CMD) [34 pts]
A thane selected amongst the strategic masterminds lead their armies.

| 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 Command levels up to 8 at 10 points each.
May buy Shield.
May mount a Shield carried by 2 bearers of extraordinary strength at 35 points.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 5 | 1 | 2 | 0 | 1-5 | 1 | - |
Special Rule: General is hit on 5+.
0-2 Generals Guards in 1 unit of 1-2 (CMD) [29 pts] + [19 per model]

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 1-5 | 1 | - |
May use: 1H Hammer, 1H Axe, 1H Mace, 1H Sword, 2H Hammer, 2H Axe, 2H Mace, 2H Bill.
May buy Shield.
Special rule: Wound Soaker.
0-1 Battle Banner in 1 unit of 1 (CMD) [38 pts]

| 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.
May buy Shield.
0-1 Battle Musician in 1 unit of 1 (CMD) [38 pts]

| 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.
May buy Shield.
| ----- CORE ----- |
Core units may buy a banner, a musician, and champion with command levels 1-3 at double cost for model, and 10 points per level.

Unit command models must equip as their unit.
0-8 Royal Guards in 1 unit of 4-8 (COR) [85pts] + [19 per model]
These dwarves have all excelled in combat, duty, or warfare discussions bringing them into this protective corps of royal family, hall, and treasure chamber guards. They only participate in outside war if their hall is in servere danger.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 1-5 | 1 | 9 |
May wield: 1H Hammer | 1H Axe | 1H Mace | 1H Sword | 1H Greathammer, r1 | 1H Greataxe, r1 | 1H Greatmace, r1 | 1H Spear, r1 2 | 2H Spear, r1, s1 | 2H Bill, r1, s1.
1H units may buy Shield | Shieldbasher
Unit may buy Elite.
0-16 Hall Guards in 1-2 units of 4-8 (COR) [85 pts] + [19 per model]
Dwarven Guards consist of those serving the first half year of their dual-year services second year. Back into physical shape they spend this time studying warfare and perform hall and corridor guard duties.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 1-5 | 1 | 9 |
May wield: 1H Hammer | 1H Axe | 1H Mace | 1H Sword | 1H Greathammer, r1 | 1H Greataxe, r1 | 1H Greatmace, r1 | 1H Spear, r1 2 | 2H Spear, r1, s1 | 2H Bill, r1, s1.
1H units may buy Shield | Shieldbasher
0-16 Bristle-Stiffs in 1-2 units of 4-12 (COR) [85 pts] + [19 per model]
These units are filled with dwarves that has served ten or more periods, or participated in skirmishes, battles, or wars. Their battle-proven status can be seen, heard, and felt in their attitude. They don't spend any of the dual-year time as others, except when send in to stand shoulder to shoulder in combat.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 1-5 | 1 | 9 |
May wield: 1H Hammer | 1H Axe | 1H Mace | 1H Sword | 1H Greathammer, r1 | 1H Greataxe, r1 | 1H Greatmace, r1 | 1H Spear, r1 2 | 2H Spear, r1, s1 | 2H Bill, r1, s1.
May buy Shield | Shieldbasher.
Units may buy Veteran
6-24 Hall Warriors in 1-4 units of 4-12 (COR) [85 pts] + [19 per model]
Dwarven tribe warriors are filled with those serving their first year of their dual-year service, drilling them back into military shape or sent to any troublesome event within their realm.








| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 1-5 | 1 | 9 |
May wield: 1H Hammer | 1H Axe | 1H Mace | 1H Sword | 1H Greathammer, r1 | 1H Greataxe, r1 | 1H Greatmace, r1 | 1H Spear, r1 2 | 2H Spear, r1, s1 | 2H Bill, r1, s1.
1H units may buy shield
Units of Hall Warriors may be Vanguard
| ----- AUXILIARY ----- |
0-6 Slayers in 1 unit of 1-6 (AUX) [29 pts] + [19 per model]

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 1-2 | 1 | - |
May wield: 1H Hammer | 1H Axe | 1H Mace | 1H Sword | 1H Greathammer, r1 | 1H Greataxe, r1 | 1H Greatmace, r1 | 1H Spear, r1 2 | 2H Spear, r1, s1 | 2H Bill, r1, s1.
1H unit may buy Dual Wield
0-6 Hunters in 1 unit of 3-6 (AUX) [66 pts] + [19 per model]
These hunters roam the isles to find those touched in the head, wanders, deserters, criminals, and traders that put the dwarven halls in a bad light to make them repent and pay their dues.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 1-5 | 1 | 9 |
May wield: 1H Hammer | 1H Axe | 1H Mace | 1H Sword | 1H Greathammer, r1 | 1H Greataxe, r1 | 1H Greatmace, r1 | 1H Spear, r1 2 | 1H Handgun, a1, r15
Unit may buy Skirmisher | Scout
0-12 Rangers in 1-2 units of 4-6 (AUX) [85 pts] + [19 per model]
Dwarven rangers consist of those serving their last half year of their dual-year service by scouting their halls borderlands and upholding relations to all other races.



| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 1-4 | 1 | 9 |
May wield: 1H Hammer | 1H Axe | 1H Mace | 1H Sword
1H may buy Shield.
1 unit may buy throwing Axe, r20.
1 unit may buy powder-gun, r25, s1 | Pavise.
1 unit may buy crossbow, r30 | Pavise.
Units of Tribe Warriors may be Vanguard.
Units may buy Flankforce.
0-12 Tunnellers in 1-2 units of 2-6 (AUX) [47 pts] + [19 per model]

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 1-5 | 1 | 9 |
May wield: 1H Hammer | 1H Axe | 1H Mace | 1H Sword | 1H Pickaxe | 1H Tunnelspade.
Units may buy Ambush.
0-6 Flamers in 1-2 units of 1-6 (AUX) [29 pts] + [20 per model]

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 8 | 1-5 | 1 | 9 |
Eqipped with a 2H Oil-flamer (template, s1, r8)
Also wield: 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.
0-4 Hold Golem in 1-4 units of 1-4 (MAC) [63 pts] + [43 per model]
The Echoing Hall golems are built by materials unique to their halls.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 2 | 3 | 1 | 5 | 3 | - |
As they are engines animated by a spirit they count as Fylgin.
Special rule: Units have Flankforce. Each model in a Charging Unit delivers 1D3 S3 attacks on impact.
| ----- SUPPORT ----- |
0-2 Ancestral Caller in 1-2 units of 1 (SUP) [33 pts]
Ancestral Callers

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 1-3 | 2 | 9 |
May wield: 1H Hammer, 1H Axe, 1H Mace, 1H Sword.
May buy: Ancestral Caller levels for 10 point per level.
One unit may mount Pidestal at 50 point.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 1D6A | - | - | 0 | 4 | 5 | - |
Special Rule: Adds 1D6 Shards to the armys. gather Magic Shards.
May buy 2 servitors each adding 2 cm to the pidestals move.
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 7 | 1 | 1 | 0 | 3 | 1 | 9 |
May wield: 1H Hammer, 1H Axe, 1H Mace, 1H Sword.
0-1 Echoing Hall Chronicler in 1 unit of 1 (SUP)
These dwarves, although residing at a Echoing Hall, have given oaths to both the king of their hall and the 15th hall, ensuring they record what is in accordance with the objectiveness of all echoes hall more than praise of their hall. Only participating to record events, they are capable to defend themselves.
| 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.
Special Rule: Inspirator.

| REACH | ARMOUR | HEALTH |
| 10 CM * HEALTH | 4 | 5 |
Special Rule: Prebattle Deploy (Deployment Zone). Allow 1 unit within range to reroll a single combat roll once per round.
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.
Quote from IoM-Christian on 2026-08-25, 18:58Dwarves 0.1.1
Defined their infantry base size to 20*20mm, except for golems which use 50*50mm.
Dwarves 0.1.1
Defined their infantry base size to 20*20mm, except for golems which use 50*50mm.
Quote from IoM-Christian on 2026-10-01, 09:54Dwarves 0.2.0
Renamed Leader from King or Thane to General, and merged them into a General unit.
Renamed King and Thane Guards, to Generals Guards.
Lowered Royal Guards from 12 to 8, and corrected the unit max. Added Elite option.
Renamed Greybeards to greystreaks, and changed their max from 12 to 16.
Gave Tribe Warriors Vanguard Option.
Lowered Tunnel Guard units from 3 to 2, and their amount from 12 to 8.
Moved Seekers from Core to Auxiliary, and lowered their units from 2 to 1.
Moved Hunters from Core to Auxiliary.
Moved Golem from Auxiliary to Machines.
Lowered Ranger units from 4 to 2.
Lowered Flamer max from 8 to 6.
Dwarves 0.2.0
Renamed Leader from King or Thane to General, and merged them into a General unit.
Renamed King and Thane Guards, to Generals Guards.
Lowered Royal Guards from 12 to 8, and corrected the unit max. Added Elite option.
Renamed Greybeards to greystreaks, and changed their max from 12 to 16.
Gave Tribe Warriors Vanguard Option.
Lowered Tunnel Guard units from 3 to 2, and their amount from 12 to 8.
Moved Seekers from Core to Auxiliary, and lowered their units from 2 to 1.
Moved Hunters from Core to Auxiliary.
Moved Golem from Auxiliary to Machines.
Lowered Ranger units from 4 to 2.
Lowered Flamer max from 8 to 6.
Quote from IoM-Christian on 2026-11-01, 08:23Dwarves 0.3.0
Edited as good as all core and auxiliary troop maximums, unit allowance, and sizes.
Removed Tunnel Guards.
Added Cavern Guards to Core.
Renamed Greystreaks to Greyed Bristle-Stiffs; Seekers to Monster Slayers; Forge Flamer to Tunnel Flamer.
Moved Crossbow and Handgun purchase from core warriors to auxiliary rangers.
Edited weapons for all units Core and Auxiliary.
Adjusted some unit abilities.
Edited wordings here and there.
Dwarves 0.3.0
Edited as good as all core and auxiliary troop maximums, unit allowance, and sizes.
Removed Tunnel Guards.
Added Cavern Guards to Core.
Renamed Greystreaks to Greyed Bristle-Stiffs; Seekers to Monster Slayers; Forge Flamer to Tunnel Flamer.
Moved Crossbow and Handgun purchase from core warriors to auxiliary rangers.
Edited weapons for all units Core and Auxiliary.
Adjusted some unit abilities.
Edited wordings here and there.
Quote from IoM-Christian on 2026-11-05, 11:18Dwarves 0.4.0
Added 0-1 Battle Chronicler in 1 unit of 1 (CMD)
Added Ancestral Caller rules to the description, edited their unit description, and added a pidestal mount.
Removed Ancestral Anvil as unit and merged it into Ancestral Caller as mount with crew option.
Renamed and altered 'Echoing Cavern Lore-Keeper' to Echoing Hall Chronicler and made it a mount
Edited unit size of all auxiliary and added descriptions.
Added descriptions to Royal Guards, Hall Guards, Bristle-Stiffs, and Hall Warriors.
Added points to most units.
Dwarves 0.4.0
Added 0-1 Battle Chronicler in 1 unit of 1 (CMD)
Added Ancestral Caller rules to the description, edited their unit description, and added a pidestal mount.
Removed Ancestral Anvil as unit and merged it into Ancestral Caller as mount with crew option.
Renamed and altered 'Echoing Cavern Lore-Keeper' to Echoing Hall Chronicler and made it a mount
Edited unit size of all auxiliary and added descriptions.
Added descriptions to Royal Guards, Hall Guards, Bristle-Stiffs, and Hall Warriors.
Added points to most units.
