The Dwarf Empire (Ratter Submission)
The Dwarf Empire (Ratter Submission)
“The Dwarfs, or Dawi as they call themselves, are one of the oldest and proudest races in the Warhammer World, with a great wealth of history
and power that stretches back since time immemorial. They once held an empire which stretched from Norsca in the north to the jungles in the
south, and from Mount Silverspear in the east to the Grey Mountains in the west. But the heart of the Dwarfen realm, the Karaz Ankor as they
call it, will always lie within the domains of the Worlds Edge Mountains. The highest mountain range in the world, it is filled with the magnificent
halls and holds of the Dwarfen people, a testament to the great feats of engineering and power once wielded by this ancient civilization.
The Dwarf people as a whole are sturdy and strong, brilliant craftsmen and excellent warriors, but above all they prize themselves on their
loyalty to each other and to those they are indebted to. This strong bond of kinship has ensured that the Dwarfs are considered amongst the most
united races in the face of the world. They are known far and wide as the greatest miners and tunnellers in the world, the ageless halls of Karaz-
a-Karak are but one gigantic example of how huge their works can become. As expected, the Dwarfs are highly proficient smiths and craftsmen,
capable of producing works far more beautiful than the Elven metalworkers in far Ulthuan and hundreds of times more valuable than the trinkets
of Men. Proud, honorable and enduring, it is said that the Dwarfs shall weather the horrors and misery of the world until its final bitter end.
Thorgrim Grudgebearer is the current High King of the Dwarfs and the ruler of Karaz-a-Karak. He is a throwback to the High Kings of old —
eager for new conquests, mighty in battle, and a merciless enemy. Yet upon his worn brow, there also sits great wisdom, and he is able to uphold
the ancient traditions as well as to accept, if not embrace these needed changes, such as alliances and new technology. Thorgrim is forever
brooding upon how to return his people to their former glory. As the ultimate ruler of the Dwarfs, the ‘Dammaz Kron’ or the ‘Great Book of
Grudges’ is entrusted into his honorable keeping.
Forged by centuries of constant warfare, the Dwarfs have become a race of hardened warriors who remember every affront slighted against
them. Answering their High King's summons, the Dwarfs march from their mountain strongholds in great throngs of doughty steel-clad infantry,
supported by powerful war machines of indescribable firepower. At the fore, mighty heroes bearing matchless runic weapons and armor stand
ready to deliver the deathblow that shall avenge the indignities that has befallen their race. Such is the constant fierce wars that these brave
warriors have fought over the centuries, that each Mountain Kingdom is nothing more than a heavily militarized fortress-city, teeming with the
uncountable armies of battle-hardened veterans of a hundred battles. Each Dwarf has already the physique of a natural warrior, with body and
arms as thick as tree trunks, mental fortitude as stubborn as a rock, and overlapping armor of unbreakable Dwarf steel that covers the Dwarf
from head to toe.
However, contrary to popular beliefs, the Dwarfs don't necessarily have a standing full-time professional military, but instead, rely on their
Clans to provide soldiers for them. In times of war, members of a Dwarf Clan will form their own militia regiments of Warriors, Quarrelers, and
Thunderers under the leadership of a Thane. Once formed up, they would rally alongside the leaders of a military expedition or campaign and
form into an army or Throng. With the superior craftsmanship of the Dwarfs, each warrior is equipped with some of the finest weapons and
armor the world has ever known, as unbreakable as the mountains themselves, and as bone-crushing as the blow of an avalanche. A Dwarf
warrior excels greatly at close-quarters combat, where their armor and weapons are used to great effect, and as such, they are expert tunnel
fighters.
The Dwarfs are also the leading experts in the most advanced technology ever possessed by any mortal race of today. Being the first to discover
the potential of steam-engines and gunpowder, the Dwarfen race is a race of Engineers as well as Warriors, unsurpassed in all avenues of
science and technology and hindered only by the highly strict traditions imposed by their elders and their society. Under the watchful guidance of
the Dwarfs, the Empire of Man is also rapidly catching up with their advancements and may soon replace them as a technological superpower.
What the Dwarfs make up for with strength, craftsmanship and durability, they lack greatly in speed, magic and numbers. Dwarfs lack all forms
of cavalry, and instead rely heavily on aerial support in the means of Gyrocopters and Gyrobombers for quick and reliable attacks and
reconnaissance. Dwarfs are totally immune to the touch of magic and thus have no magic-wielders. However, they compensate this fault by using
Runesmiths, a Dwarf who has the ability to use Runes that can manipulate the flow of magic for their own uses. But probably the largest
weakness that befouls all Dwarf army is their insufficient numbers. A large army in Dwarf standards are only in the few hundreds strong, and
this great lack of manpower has always hindered the Dwarfs greatly, making sure that every Dwarf lost in combat is a severe blow to both the
battle and the survival of their race.
On the battlefield, Dwarfen armies excel greatly as stubborn immobile walls of powerful infantry supported by massive batteries of lethal war-
machines. When fighting on the defensive, the Dwarfs would position themselves at the narrowest points within a battlefield, where they would
form a shield-wall of heavily armored infantry at the front, with supporting regiments of siege equipment and rifleman at the back or at an
elevated position. The tactics being employed is simple attrition, where the Dwarfs would stand defiantly against their enemies and absorb as
much of their punishment like water on rock. After several hours, their enemies would grow tired, broken and would retreat the battlefield. Solid
and dependable, the Dwarfs are experts in wars of attrition and underground warfare.”—Warhammer Wiki
This homebrew is designed to create new Dwarf exclusive Careers for WFRP4E. Alongside these additions will feature new starting Dwarf
species stats, including Grey, Norse and Imperial Dwarf stats and Legendary Dwarf Clans bonuses adding new variety to Dwarfs in the WFRP4E
Core Book. Author: Big Boss. Rules Development: Big Boss. Design: Big Boss. Editing: Big Boss.
*This file is for non-commercial use as a fan supplement to Warhammer Fantasy Roleplay 4th Edition. All art used belong to their
respective artists/creators/license holders. This work does not claim ownership of any art used. *
1
Foreign Dwarfs and Legendary Clans
Karak Dwarf: The common Dwarf, born in the largest standing Karaks Dwarfen kind has created housing members of the most powerful and
numerous Dwarf clans across the Old World. (WHFRP 4E Core Book)
Skills: Consume Alcohol, Cool, Endurance, Entertain (Storytelling), Evaluate, Intimidate, Language (Khazalid), Lore (Dwarfs), Lore (Geology),
Lore (Metallurgy), Melee (Basics), Trade (Any)
Talents: Magic Resistance, Night Vision, Read/Write or Relentless, Resolute or Strong-minded, Sturdy or Legendary Clan (Any)
Grey Dwarf: Grey Dwarfs is a term used to refer to those colonists who have lost their former homes within the Worlds Edge Mountains and
have now made a new life within the less hostile Grey Mountains.
Skills: Consume Alcohol, Cool, Endurance, Entertain (Storytelling), Evaluate, Intimidate, Language (Khazalid), Lore (Dwarfs), Lore (Geology),
Lore (Metallurgy), Melee (Basics), Trade (Any)
Talents: Craftsman (Any) or Linguistics, Magic Resistance, Night Vision, Nimble Fingered or Read/Write, Sixth Sense or Sturdy
Norse Dwarf: Norse Dwarfs are a very outlandish group that once held a large portion of Norsca as their mountain realm. Their main kingdom,
known as Kraka Drak, is located just West of Norsca.
Skills: Consume Alcohol, Cool, Endurance, Intimidate, Language (Khazalid), Language (Norse), Lore (Chaos), Lore (Dwarfs), Lore (Norsca),
Melee (Basics), Melee (Two-handed), Trade (Any)
Talents: Magic Resistance, Night Vision, Pure Soul or Read/Write, Resistance (Muation) or Robust, Stout-hearted or Sturdy
Imperial Dwarf: Imperial Dwarfs are Dwarfs that have made a new life within the Empire, giving their services up at a high price and aiding the
heirs of Sigmar, the greatest friend of the Dwarfs.
Skills: Consume Alcohol, Charm, Cool, Entertain (Storytelling), Evaluate, Haggle, Language (Bretonnian or Estalian or Tilean), Language
(Khazalid), Lore (Dwarfs or Empire), Lore (Local), Melee (Basics), Trade (Any)
Talents: Magic Resistance, Night Vision, Read/Write or Sturdy, Two Random Talents
Stonebreakers Clan
A prominent clan in and around Zhufbar, the Stonebreakers Clan has always prided itself on its stonework and boasts a long history of famous
miners and masons. They will point to the ancestor tombs and decorated archways of Zhufbar as examples of their forefathers’ expertise. The
clan symbol, crossed mattocks, often accompanies the white and dark blue colors of Zhufbar - for they have served that stronghold’s kings since
it was first founded. Because of this strong connection, it is not unusual to see clan regiments of miners and warriors within a Zhufbar throng, or
conversely, to see war engines created by the Engineers Guild in service with Stonebreaker Clan forces. Indeed, many of the remote Stonebreaker
mines are supported by formations of Gyrocopters flown out of Zhufbar.
• You gain the Craftsman (Explosives) or Strider (Rocky) Talent.
Bronzebeards Clan
When Rorek Bronzebeard led a portion of his clan, then the Stonebeards, away from their forges near the ruins known as Cragmere, they were
considered outcasts. After years of wandering, the remnants of the clan made their way into the Grey Mountains where they pledged themselves
to the Ironpick Clan, the rulers of Karak Norn. Renaming themselves the Bronzebeards, the clan has established itself as the best cannon makers
west of Zhufbar.
• You gain the Gunner Talent.
Clan Helhein
The tale of Clan Helhein is a long one and full of sorrows. One of the so-called ‘Dragonback Clans,’ their hot-headed founder, Toruk Helhein,
fell out with then High King Gorim Ironhammer during the Golden Age, leaving the Worlds Edge Mountains after a brief but bloody grudge-
feud. Clan Helhein were instrumental in establishing the Ekrund Mines, their doughty but grim warriors winning many famous battles, including
that of Dragonfire Pass. After the Fall of Ekrund, those of Clan Helhein that survived crossing the Badlands re-settled in Karak Eight Peaks.
Although some of their clan remain with King Belegar today, most have wandered since the death of King Lunn - seeking their fortune in the
Mountains of Mourn. Ill-luck, it is said, is their constant companion.
• You gain the Hardy Talent.
2
Clan Ullek (The Ullekssons)
The blue and white of the Ullek Clan is largely associated with Karaz-a-Karak - for that is the site of the clan’s settling and the runic symbol that
appears, in one form or another, on all their banners. Ullek Redaxe was a thane beneath the first High King, Snorri Whitebeard, and his
descendants still loyally support Thorgrim Grudgebearer. A prodigious line of stout-hearted folk, the many different factions of Clan Ullek use
varied combinations of blue and white upon their shields and helms. Their war cry has been heard since the world was young.
• You gain the Warrior Born Talent.
Clan Drakebeard
The most famous clan of Karak Kadrin, and indeed one of the most well known in all of the Karaz Ankor, is the Drakebeard Clan. The most
noble of its line is none other than Ungrim Ironfist, King of Karak Kadrin. As Ungrim’s only son, Garagrim, was slain, Ungrim is now without a
direct heir — a fact not lost on the rest of the noble sons of the Drakebeards. The clan thanes each seek to lead throngs to glory and thus catch the
eye of their warrior king. As they are a grudge-ridden folk, even for Dwarfs, and Peak Pass is full of perils, there is no shortage of foes,
presenting constant opportunities for the fiery-hearted thanes to prove themselves. Their symbol, the writhing Dragon with Grimnir’s seal,
appears on their banners, while the deep red of their shields marks them as loyal to Karak Kadrin.
• You gain the Fearless (Any) Talent.
Yinlinsson Clan
Yinlin was a master brewer who, it is said, made lagers and ales so thirst quenching that Valaya herself blessed his good work when she settled at
Karaz-a-Karak. Since those days, the clan has remained brewers to that fabled Dwarfhold. In order to deliver their wares to the many outposts
surrounding the Everpeak, it takes a well-armed throng - the mountain roads are full of enemies that covet their cargo. Thus, the stylized keg or
tankard with the Yinlinsson mark and the rune of Valaya is oft seen on the shields and banners marching to and from the greatest city of the
Dwarfs.
• You gain the Carouser Talent.
The Norgrimlings
All Dwarfs reserve a special loathing for Skaven, but the Norgrimlings have more reason than most. A mining clan out of Karak Eight Peaks, it
was not unusual for a Norgrimling to go decades or longer without seeing the sun. Based in the lower levels, it was their kin that suffered the
brunt of the ratmen’s invasion during their long siege of Karak Eight Peaks. The atrocities perpetrated by the Skaven when they finally broke into
the deeps is part of a saga passed down by the survivors, told as a ‘coming of age’ tale to their young warriors. Now, scattered across many holds,
some Norgrimlings still toil in the deep mines, but most seek to one day fight as Ironbreakers or Irondrakes. Although the clan was scattered for
long ages, many have now gathered beneath the banner of King Belegar.
• You gain the Hatred (Skaven) Talent.
Cragbrow Clan
A distinct branch of the fabled Engineers Guild, the Cragbrow were amongst the first to found the hold of Barak Varr. Inventors from their clan
are credited with creating the first steampowered vessels ever built — the many varieties of ironclad warships and submersible craft with which
the Dwarfs ply the seas. Known for their eccentric behavior, penchant for grog and their prolific use of salty curses, the Cragbrow are amongst
the few of their race to use nautical devices as part of their clan symbol. Not surprisingly, they have established close ties with Zhufbar and are
regarded as unorthodox and a bit suspicious by most other Dwarfs - for they are a well-travelled folk and also willingly take to sea or the air.
• You gain the Sea Legs or Old Salt Talent.
Clan Angrund
And so, it has gone at Karak Eight Peaks for decades; Belegar and his Dwarfs withstanding plots, alliances, ambushes, super-weapons, and untold
deathtraps. Three times they have been rescued by relief forces that broke through the cordon of foes to bring much-needed reinforcements, the
last army led by Thorgrim himself. Belegar has sworn a mighty oath to retake Karak Eight Peaks and, inch by bloody inch, the Dwarfs have
expanded their foothold. With each small gain, the engineers refortify before the inevitable counterattack arrives. So the battle grinds on in a
permanent state of siege.
• You gain the Tenacious Talent.
3
New Dwarf Weapon and Armor
Armor Price Enc Availability Penalty Locations APs Qualities & Flaws
Gromril Armor
Gromril Breastplate 500 GC 3 Exotic -- Body 3 Impenetrable, Fine,
Unbreakable, Weakpoints
Gromril Helm 100 GC 2 Exotic -20 Head 3 Impenetrable, Fine,
Perception Unbreakable, Weakpoints
Gromril Bracers 400 GC 3 Exotic -- Arms 3 Impenetrable, Fine,
Unbreakable, Weakpoints
Gromril Leggings 500 GC 3 Exotic -10 Legs 3 Impenetrable, Fine,
Stealth Unbreakable, Weakpoints
Runic Quality:
Weapons and armor inscribed with runes are virtually indestructible. They do not dull, crack, chip or rust with the most famous ones having seen
countless battles for thousands of years and never seeing so much as a scratch on them. Any item inscribed with a permanent rune is inherently
magical, with weapons able to carve up ghosts and blow holes in daemons without effort, and armor able to resist the metal melting and
manipulation of Chamon Wizards. Runic weapons and armor count as Magical and gain the Unbreakable Quality. Runic items may only be
forged out of the Best Quality items or Gromril by a Dwarf Runesmith. For more on Runes, look up (The Ratter Volume 2 Number 2 Pages. 8-14)
4
Dwarf Longbeard &
Longbeard Status
Longbeards hold a special status within Dwarfen society and are
highly respected by other Dwarfs. Female Dwarfs can still be
Heirlooms Tables considered Longbeards based on the length of their hair instead of
a beard. A Longbeard’s Status is considered one Tier higher when
speaking with younger Dwarfs and cannot be defied in Dwarf
“Dwarf Longbeards are the oldest and most battle-hardened
society. If the Longbeard is already of Gold Tier Status, then their
warriors within a Dwarf army. Highly prestigious individuals,
Gold Status Rank is doubled within the presence of other Dwarfs.
these Longbeards garner great respect within a Dwarf stronghold,
This effect does not apply to non-Dwarf races such as Elves,
and are often chosen to be the leaders and advisers of many
Halflings and Humans.
domestic issues and military campaigns.
Only a Dwarf who has reached the age of five-hundred or has a Age Table Bonus XP Table
beard that is touching the very floor will he be readily considered D10 Age D10 XP Bonus Resilience
a Longbeard. This ensures that they receive the proper respect 1 15+10d100 1 1d10x10 +1 Resilience
from other Dwarfs, who have been taught at an early age, and 2 15+10d100 2 2d10x10 +1 Resilience
quite rightly so, to always respect their elders and listen to their 3 15+10d100 3 3d10x10 +1 Resilience
well-earned wisdom. 4 25+10d100 4 1d10x20 +1 Resilience
5 25+10d100 5 2d10x20 +1 Resilience
Indeed, for it is true that the Longbeards have fought in more wars, 6 35+10d100 6 1d10x30 +1 Resilience
beaten more foes, and endured greater hardships than any young 7 45+10d100 7 1d10x40 +2 Resilience
Dwarf could possibly imagine. They constantly grumble about how 8 55+10d100 8 1d10x50 +2 Resilience
today's Goblins are far smaller and weaker than they used to be, 9 75+10d100 9 2d10x50 +2 Resilience
and how nothing is as well made as it was in their day. No young 10 100+10d100 10 1d100x10 +3 Resilience
Dwarf would dare argue with them, for they indeed have the
experience and the beard to prove it. Heirlooms Table
D100 Heirlooms
Should the Kingdom of the Dwarfs come under siege by their most
1-5 Dwarf Forged Decorative Beer Stein
hated of enemies, the Longbeards would be one of the first to take
6-10 Engraved Smoking Pipe with Tobacco
command. Equipped with some of the most well-crafted Dwarfen
11-15 Beard Braids
armor and weapons within their Clan, these Longbeards muster
16-17 Great Axe or Warhammer
into their own regiment of crack heavy infantry, forming an
18-21 Engraved Drinking Horn
unbreakable wall of shield and muscle that few can ever hope to 22-25 Necklace of Grimnir, Grungni or Valaya
crack. In battle, Longbeards are able to demonstrate their time- 26-30 Trade Tools (Any)
won skills, showing little regard for even the smallest shifts in 31-32 Crossbow or Handgun
fortune that would throw less experienced warriors into confusion, 33-35 Full Set of Mail Armor and Horned Helm
and enduring punishments that could break the mighty resolve of 36-40 Quality Clothes and Hat
even a Dwarf. 41-45 Dwarfen Iron Pen and Quality Writing Kit
46-50 Complete Set of Books Written in Khazalid for Art,
Such is their inspiring presence on the battlefield that the Apothecary, Brewing, Engineering or History
Longbeards provide the army a reliable anchor which holds the 51-55 Quality Trade Tools (Any)
rest of the army together. With the stern gaze of the Longbeards 56-57 A Barrel of Bugman’s XXXXXX Ale
upon them, Dwarf Warriors are far less keen to falter against the 58-60 Full Set of Quality Mail Armor and Horned Helmet
enemy onslaught and fight ever harder to prove their worth in the 61-65 Quality Beard Braids
eyes of their elders.”—Warhammer Wiki 66-70 Clan Signet Ring and Talisman
71-75 Platinum, Gem-Encrusted Beard Comb
Dwarf Age Roll Tables and Starting Bonuses 76-77 Best Quality Great Axe or Warhammer
78-80 Full Set of Quality Plate Armor
Longbeards are an alternative starting point for a Dwarf player. 81-85 Best Quality Crossbow or Handgun
86-90 Best Quality Trade Tools (Any)
Due to their many years of experience, they start with substantially
91-92 Family Owned Workshop (Any Trade)
more XP over a standard Dwarf for any career—the older the
93-95 Best Quality Beard Braids
Dwarf, the tougher, stronger and wiser they are. The Age Table
96 Jewel Encrusted Golden Necklace to Grimnir, Grungni or
provided gives the player a chance to roll a higher amount of
Valaya (Worth 150 GC)
starting XP and Resilience, and the Heirlooms Table grants the
97 Gromril Great Axe or Warhammer
Dwarf a selection of special starting trappings. 98 Gromril Crossbow or Handgun
99 Gromril Armor Piece (Any)
Roll a d10 on the age table then roll for the amount listed. If the 100 Runic Weapon (Any)
player rolls an age between 200-500 years old, then they may roll
on the Heirlooms Table with a d100 for a unique starting trapping
passed down to them by their ancestors, but not on the Bonus XP
Table. If the player exceeds the age of 500 years old, then they are
considered a Longbeard and may roll on the Heirlooms Table
twice and the Bonus XP Table. If the age is anything younger, then
the player gains no additional XP, nor can they roll on the
Heirlooms Table.
5
Thane Thane Advance Scheme
Starting Characteristics: Weapon Skill, Strength
Dwarf
and Initiative
“The leaders of a Dwarf throng are its Lords and Thanes. Career Rank 2 Characteristic: Fellowship
These are the most powerful fighters in the army, fell-handed Career Rank 3 Characteristic: Intelligence
warriors equipped with the finest arms and armor of the Career Rank 4 Characteristic: Willpower
clan’s weapon hoard. As a rule, Dwarf Lords and Thanes are WS BS S T I Ag Dex Int WP Fel
a grim sort, for they are the leaders of a dour people. Upon
their broad shoulders is carried the weight of untold debt—the
inherited grudges of a long-suffering and unforgiving
Dwarf Scion—Gold 1 (Courtier)
race. It is their lot to avenge all wrongdoing to their clan,
Skills: Consume Alcohol, Gamble, Intimidate, Language (Any),
hold or race, not just in the present, but also for all time.
Leadership, Lore (Dwarfs), Lore (Heraldry), Melee (Basic)
Failure to redress an injury from antiquity is particularly
Talents: Carouser, Etiquette (Nobles), Noble Blood, Read/Write
galling, an act of disrespect to the much-revered ancestors.
Trappings: Courtly Garb, Quality Beard Braids, 3d10 GC
Lords and Thanes are well tutored in the ways of their
Dwarf Noble—Gold 3
ancient foes and must absorb a wealth of wisdom. Luckily,
Skills: Charm, Gossip, Entertain (Speeches), Haggle, Lore
they are privy to the councils of clan elders, as well as
(Empire), Melee (Two-handed)
venerable Runesmiths and Engineers. This sagacity is
Talents: Iron Will, Public Speaker, Shieldsman, Suave
vital, for by the time their beards have grown long enough
Trappings: Best Quality Weapon (Any), Large Shield, Quality
to lead, Dwarf Lords and Thanes must master tactics and
Courtly Garb, 250 GC, 4 Dwarf Bodyguards
man oeuvre, learning to wield the armored might of their
throng as well as they wield an axe and shield.
Thane—Gold 5
Skills: Cool, Language (Battle), Intuition, Lore (Politics)
For a Thane to progress to become a Lord, he must bear
Talents: Frightening, Furious Assault, Inspiring, Reversal
royal blood. If a king dies, a Lord may rise in succession, or a
Trappings: Clan’s Book of Grudges, Gromril Armor and Winged
new kingship may be claimed if the clan re-takes an old hold
Helm, Runic Weapon (Any), Signet Ring, Unit of Dwarf Warriors,
or establishes a new one. All leaders swear oaths of loyalty
500 GC, 4 Dwarf Hammerers
to a major Dwarf stronghold, which in turn, is sworn to the
High King of Karaz-a-Karak. The High King nominally
Dwarf Lord—Gold 7
commands all kings, but in practice, this is more a matter
Skills: Endurance, Lore (Warfare)
of cooperation than of strict abeyance, as Dwarfs are proud
Talents: Commanding Presence, Stout-hearted, Strike Mighty
individuals who rile at the idea of blind obedience.
Blow, Warleader
Trappings: Best Quality Courtly Garb and Beard Braids, Claim to
All Dwarfs take great pride in their possessions, but none
a Dwarf Hold, Large Unit of Dwarf Warriors, 1500 GC, 10d100
more so than the ruling class. Depending upon wealth or
GC in Family Heirlooms, 4 Everguard
clan, a Dwarf Lord or Thane might be equipped with runic
weapons and armor. It is an honor for a Dwarf to bear
such relics of war, for each item is passed down from their
forefathers, an ancient legacy in its own right. Covered in
runes and bristling with arcane might, each of the hold’s
relics has a long history of great deeds and feats of battle.
6
Ironbreaker Ironbreaker Advance Scheme
Starting Characteristics: Weapon Skill, Strength
Dwarf
and Willpower
“Dwarf Ironbreakers are amongst the most heavily armored Career Rank 2 Characteristic: Toughness
warriors fielded by the armies of the Dwarfs. Clad from head to toe Career Rank 3 Characteristic: Ballistic Skill
with full suits of magnificent Gromril armor and Rune weapons, Career Rank 4 Characteristic: Fellowship
these warriors are considered by many to be the elite of the elite. WS BS S T I Ag Dex Int WP Fel
Many Dwarf strongholds have deep tunnels which the Dwarfs have
long since abandoned. These tunnels have become home to all
kinds of monsters such as Night Goblins, Skaven, Trolls and even
Shieldbearer—Silver 3 (Warrior)
more sinister horrors.
Skills: Consume Alcohol, Cool, Dodge, Endurance, Gamble, Heal,
Lore (Greenskins), Melee (Basic)
All manner of fell creatures lurk below and the Ironbreakers guard
Talents: Drilled, Strong Back, Stout-hearted, Warrior Born
the deep abandoned tunnels from those that would otherwise
Trappings: Buckler, Chain Coat, Horned Helmet, Leather Jack
invade the hold. They spend much of their time below ground in
the deepest, least visited parts of the stronghold. In these dark
Ironbreaker—Gold 1
places, ambush and rockfall are commonplace hazards and survival
Skills: Evaluate, Intimidate, Language (Battle), Lore (Skaven),
is often dependent on wearing the right armor. Accordingly,
Melee (Parry), Outdoor Survival
Ironbreakers wear fine suits of gromril armor, crafted by the smiths
Talents: Enclosed Fighter, Hardy, Shieldsman, Very Resilient
of the hold and worn as a badge of honor by this select band of
Trappings: Gromril Armor and Helm, Gromril Melee Weapon
warriors.
(Any), Gromril Shield
To serve as an Ironbreaker, a Dwarf must take vows to stand bold,
Irondrake—Gold 2
even if no king, Lord or Thane is near. Behind and above him are
Skills: Entertain (Storytelling), Perception, Ranged (Engineering),
the beardlings, treasure troves, ancestral tombs, and the very halls
Ranged (Explosive)
that the forefathers of his race carved out of rock in ages past.
Talents: Fearless (Greenskins), Implacable, Rapid Reload, Robust
Before and below an Ironbreaker will be only the dark, the all-
Trappings: Armor Rune of the Furnace, Drakegun or Drake Pistol
consuming blackness that hungers to grasp everything into its
with 10 Drake Fuel, 3 Cinderblast Bombs
clutches.
Ironbeard—Gold 3
Ironbreakers are trained to fight in tight formations, wedged into
Skills: Leadership, Lore (Warfare)
the confines of narrow tunnels. There, they find defensible
Talents: Fearless (Skaven), Iron Jaw, Very Strong, Warleader
positions and let the enemy break upon their overlapping shields as
Trappings: Runic Battle Axe or Warhammer and Shield
waves crash into rock. Impervious, implacable and unmoving, they
form a living line, gromril-hard, that holds back the flood of terror
that lurks in the dark below. Enemies fall before their axes like
winter wheat before the scythe and blows clang harmlessly off
their nigh-impervious armor or are caught and deflected by their
sturdy shields. Each regiment of Ironbreakers will have a veteran, a
grizzled unit leader known as an Ironbeard, who knows the
undertunnels like the back of his hand. It is an Ironbeard’s duty to
maneuver the unit into a favorable position and to call out the
battle formations, such as the box of iron, the steel square, and so
on.
7
Hammerer Hammerer Advance Scheme
Starting Characteristics: Weapon Skill, Strength
Dwarf
and Agility
“Dwarf Hammerers forms a Dwarf King's personal bodyguard, Career Rank 2 Characteristic: Initiative
chosen by the King himself. They are individuals from different Career Rank 3 Characteristic: Willpower
units, and perhaps even clans, who have proven themselves in Career Rank 4 Characteristic: Intelligence
uncountable battles, showing not just great strength and deadly WS BS S T I Ag Dex Int WP Fel
martial prowess, but also steadfast loyalty and a bold and
courageous nature. They are formed into a hard-hitting shock unit,
a force capable of breaking enemy formations the way a heavy
Dwarf Sentinel—Silver 3 (Warrior)
warhammer crushes shale.
Skills: Consume Alcohol, Endurance, Entertain (Storytelling),
Gamble, Gossip, Intuition, Melee (Basic), Perception
In addition to being a formidable fighting unit, the Hammerers are
Talents: Break and Enter, Etiquette (Nobles), Resolute, Strike to
often used as a Thane or Lord’s personal bodyguard. Duty to a
Stun
liege is a sacred thing to Dwarfs. An individual bound by oath to
Trappings: Chain Shirt, Leather Jerkin
his Lord will fight all the harder, and for the leader of the throng, a
Hammerer will gladly give his life rather than face the dishonor of
Hammerer—Gold 1
failure. A king surrounded by his Hammerers is the keep in the
Skills: Athletics, Cool, Dodge, Intimidate, Language (Battle),
center of the throng: grim and unyielding, a living personification
Melee (Two-handed)
of the indomitable Dwarf spirit. Of course, the allegiance goes both
Talents: Berserk Charge, Jump Up, Reversal, Strike Mighty Blow
ways, and it is a Lord’s duty to properly equip these hand-picked
Trappings: Gromril Warhammer, Quality Mail Armor and Helm
units and to seal the oath between them.
Karak Guardian—Gold 2
The symbol of the bond between a Lord and his Hammerers is the
Skills: Evaluate, Heal, Language (Any), Lore (Etiquette)
weapons they carry. Each is given a heavy, but perfectly balanced,
Talents: Combat Reflexes, Field Dressing, Reaction Strike, Stout-
great hammer, which is often made of gromril. Outfitted in heavy,
hearted
well-polished Dwarf mail, Hammerers wade into combat wielding
Trappings: Runic Gromril Warhammer
their great weapons. They swing their hammers in sweeping arcs,
hitting their enemies with such vigor that only enchanted or hell-
Everguard—Gold 3
forged armor can withstand the force of their blows. With a
Skills: Leadership, Lore (Warfare)
cracking and crumpling, the whirling hammerheads send up gory
Talents: Combat Master, Furious Assault, Iron Will, Robust
debris, as splintered shields, cracked bits of armor and even heads
Trappings: Gromril Armor and Helm
or limbs are thrown into the air by the sheer force of the impact.
Dwarf battle lines have been known to cheer at the sight of the
great hammers rising and falling around their king’s banner,
beating out a rhythmic noise that is not unlike the deep-booming
industrial sounds made by the vast drop hammers found in the
larger Dwarf forges.
“Through hard work, skill and much practice, like any good
warrior will tell you. There ain't no shortcuts, only quick
deaths.”
—Durgrim Redmane, on how to become a Hammerer
8
Forest Ranger Forest Ranger Advance Scheme
Starting Characteristics: Strength, Toughness and
Dwarf
Agility
“Rangers are the long-ranged eyes and ears of most Dwarf Career Rank 2 Characteristic: Ballistic Skill
settlements. They patrol far from the safety of the hold, often Career Rank 3 Characteristic: Initiative
spending long periods out in the wilderness, keeping watch on the Career Rank 4 Characteristic: Intelligence
Dwarfs’ many enemies and tracking dangerous beasts. WS BS S T I Ag Dex Int WP Fel
It is the Rangers who explore hidden valleys, push through
collapsed sections of the Underway and scale the cliffsides in
search of new pathways. Rangers will hunt down and dispose of
Dwarf Trapper—Brass 3 (Ranger)
lone monsters or ambush small mobs of Goblins, but when they
Skills: Climb, Dodge, Endurance, Language (Battle), Melee
confront larger creatures or enemy armies on the march, the
(Basic), Ranged (Crossbow), Outdoor Survival, Stealth (Rural)
Rangers send signals to the nearest outposts to alert them of the
Talents: Accurate Shot, Orientation, Rover, Well-prepared
encroaching danger.
Trappings: Crossbow, Mess Kit, 10 Crossbow Bolts
While all holds are thankful for such services, that doesn’t mean
Forest Ranger—Silver 1
the Rangers are well respected. Rangers are a wandering lot —
Skills: Cool, Heal, Lore (Greenskins), Perception, Ranged
often moving between holds. After months surviving in the
(Blackpowder or Throwing), Set Trap
wilderness, far off the beaten track, they are, at best, weather-
Talents: Fast Shot, Marksman, Scale Sheer Surface, Strider
beaten and travel worn. Most consider them to be outcast clans,
(Rocky or Woodlands)
desperate to earn their way back into a hold. Sometimes this is the
Trappings: Bear Trap, Leather Armor and Hood, Map, Rope, 5
case, but just as often, the Rangers turn out to be an independent-
Throwing Axes or Grudge-Raker
minded breed of Dwarf, small groups from respectable clans that
feel more at home on the mountainsides. Unlike most of their kin,
Ranger Veteran—Silver 2
they camp under the stars, moving from rough camp to camp. With
Skills: Melee (Two-handed), Navigation, Track, Trade (Brewer)
such free spirits, it is no wonder that so many Dwarfs are
Talents: Deadeye Shot, Rapid Reload, Sniper, Trapper
mistrustful of Rangers, generally believing them to be a bit
Trappings: Backpack, Bedroll, Brewing Pot and Tent, Helmet
unhealthy from breathing so much open air and exposing
themselves so often to the sun.
‘Ol Deadeye—Silver 4
Skills: Lore (Monsters), Secret Signs (Hunters)
To survive on the harsh mountain slopes without the security of a
Talents: Fearless (Any), Strong Back, Sure Shot, Tenacious
nearby hold to fall back to, Rangers have learned to be stealthy and
Trappings: Best Quality Crossbow, Unit of Rangers
to fight in a manner unique for Dwarfs. They are ambush-hunters,
experts at approaching the enemy from unexpected angles. Where
possible, they will trigger avalanches, misdirect wayward foes over
cliffs, or lead them into the teeth of an oncoming ice storm.
Rangers are walking arsenals and carry a slew of different weapons
— crossbows to skewer foes at long range, throwing axes for close
ranged slaying while on the move, an axe for close combat and, for
truly imposing foes, great axes. They have learned to keep
bedrolls, pots, pans, and climbing gear secreted in camps hidden
along their mountainous routes, yet still, they must carry all their
provisions on their backs as well.
9
Shieldbreaker Shieldbreaker Advance Scheme
Starting Characteristics: Weapon Skill, Toughness
Dwarf, Human
and Willpower
“The life of a shieldbreaker is one of honor and blood, sacrifice, Career Rank 2 Characteristic: Agility
and duty to their clan. Each day when they rise, they recite the Career Rank 3 Characteristic: Initiative
oaths of loyalty, a litany of the names of their ancestors and the Career Rank 4 Characteristic: Fellowship
glory of their clan, ending with a pledge to spill the blood of the WS BS S T I Ag Dex Int WP Fel
clan’s enemies. They will then spend several hours servicing their
armor and weapons, as is the dwarf way, sharpening blades to
razor-fine edges and polishing armor to a dull shine. The rest of the
Stonebreaker—Silver 2 (Warrior)
day is typically spent patrolling and training with their weapons. If
Skills: Athletics, Climb, Cool, Dodge, Endurance, Language
they are garrisoned near the clan’s hold they will spend hours
(Battle), Melee (Basic), Stealth (Underground)
marching the tunnels, hunting any goblins, orcs or skaven foolish
Talents: Acute Sense (Hearing), Coolheaded, Strong Back,
enough to venture up from the depths. Periodically they will rest
Warrior Born
and spend an hour or so drilling, the clash of arms echoing up and
Trappings: Leather Jack and Leather Leggings, Shield, Grappling
down the tunnels. Finally, they will return to their camp and finish
Hook, 10 Yards of Rope, Water Skin
the day doing what dwarfs do best – drinking!
Shieldbreaker—Silver 3
A shieldbreaker’s first and last duty is to their clan. Whether they
Skills: Consume Alcohol, Gamble, Gossip, Melee (Parry),
have taken up the title for honor or gold (something equally
Ranged (Crossbow), Outdoor Survival
interchangeable for Dwarfs) they are expected to put no power,
Talents: Drilled, Shieldsman, Strike Mighty Blow, Tunnel Rat
lord, or god before their oath to the clan. Even when a
Trappings: Chain Armor and Horned Helm, Crossbow with 10
shieldbreaker is far from his clan’s holdings he is expected to
Bolts, Drinking Horn
always conduct himself with honor and courage, mindful that he
represents not only himself, but the clan wherever he travels.
Runebreaker—Silver 4
Skills: Heal, Intuition, Melee (Flail or Two-handed), Perception
A close second to a Shieldbreaker’s duty to the clan is his duty to
Talents: Combat Aware, Enclosed Fighter, Strike to Injure,
the dwarf race. He is expected to constantly fight against the foes
Unshakeable
of the dwarf wherever they are found. As dwarfs are slow to
Trappings: Melee Weapon (Any), Pipe and Tobacco
forgive and have long memories, their enemies can be found
almost anywhere.
Old Guard—Gold 2
Skills: Lore (Warfare), Navigation
While most shieldbreakers are dwarfs, there are rare instances
Talents: Combat Master, Orientation, Relentless, Stout-hearted
when a member of another race will take up arms and oaths for the
Trappings: Quality Beard Braids, Quality Shield
dwarfs. Humans have been known to become shieldbreakers,
usually those who live close to dwarf holds or have befriended a
dwarf.
“Axes ready. Shields up. Put yer backs into it, lads. They’re not
getting past us today.”
—Anonymous Shieldbreaker
10
Dwarfs Bestiary
Daemon Slayer—Brass 2
M WS BS S T I Ag Dex Int WP Fel W
3 70 30 55 70 50 40 40 30 80 20 48
Forged by centuries of constant warfare, the Dwarfs have become Talents: Ambidextrous 2, Combat Master 3, Dual Wielder 4,
a race of hardened warriors who remember every affront slighted Fearless (Everything) 5, Furious Assault 4, Hardy 3, Implacable 5,
against them. Answering their High King's summons, the Dwarfs Menacing 5, Relentless 3, Resolute 3, Reversal 5, Robust 7, Slayer,
march from their mountain strongholds in great throngs of doughty Strike Mighty Blow 5, Very Strong
steel-clad infantry, supported by powerful war machines of Skills: Consume Alcohol 100, Cool 110, Dodge 60, Endurance
indescribable firepower. At the fore, mighty heroes bearing 100, Entertain (Storytelling) 50, Evaluate 50, Gamble 50, Heal 50,
matchless runic weapons and armor stand ready to deliver the Intimidate 65, Language (Battle) 50, Lore (Chaos) 50, Lore
deathblow that shall avenge the indignities that have befallen their (Dragons) 50, Lore (Giants) 50, Lore (Trolls) 50, Melee (Basic)
race. Such is the constant fierce wars that these brave warriors 100, Melee (Two-handed) 100, Outdoor Survival 50, Perception
have fought over the centuries, that each Mountain Kingdom is 70, Ranged (Thrown) 60
nothing more than a heavily militarized fortress-city, teeming with Traits: Champion, Die Hard, Fear 5, Frenzy, Hatred (Greenskins),
the uncountable armies of battle-hardened veterans of a hundred Magic Resistance 10, Night Vision, Painless, Prejudice (Elves),
battles. Each Dwarf has already the physique of a natural warrior, Ranged +8 (Throwing Axes, 10), Tough, Weapon +14 (Dual
with body and arms as thick as tree trunks, mental fortitude as Axes), Weapon +16 (Great Axe)
stubborn as a rock, and overlapping armor of unbreakable Dwarf Optional: Fast, Fury, Weapon +15 (Runic Axe), Weapon +18
steel that covers the Dwarf from head to toe. (Runic Great Axe), Weapon +18 (Runic Warhammer)
“We fight to protect our kinfolk, we fight to defend our clans, but Dwarf Warrior—Silver 3
more importantly we fight to uphold our honor. Never forget the M WS BS S T I Ag Dex Int WP Fel W
torment we have suffered and for each and every wrong our 3 55 40 30 50 30 20 40 30 60 20 19
enemies heaped upon our ancestors; they shall repay the debt in Talents: Diceman, Drilled, Etiquette (Soldiers), Resolute,
blood. For we are sons of Grungni; alone we are rocks, united Shieldsman, Strong Back 2, Warrior Born
we stand with the strength of a mountain.” Skills: Athletics 30, Climb 40, Consume Alcohol 60, Cool 70,
—Dwarf King Alrik at the defense of Karak Hirn. Dodge 40, Endurance 60, Gamble 40, Language (Battle) 40, Melee
(Basic) 65, Melee (Parry) 65, Play (Drum) 50
Slayer—Brass 2 Traits: Armor 4 (Half-plate & Mail), Hatred (Greenskins), Magic
M WS BS S T I Ag Dex Int WP Fel W Resistance 4, Night Vision, Prejudice (Elves), Weapon +7 (Axe &
3 50 30 40 50 30 20 40 30 60 20 24 Shield)
Talents: Dual Wielder 2, Fearless (Everything), Implacable 2, Optional: Swarm, Tough, Weapon +7 (Hammer & Shield)
Menacing 2, Reversal, Slayer
Skills: Consume Alcohol 60, Cool 70, Dodge 30, Endurance 60, Quarreller—Silver 3
Evaluate 40, Gamble 40, Heal 40, Intimidate 50, Language (Battle) M WS BS S T I Ag Dex Int WP Fel W
40, Lore (Giants) 40, Lore (Trolls) 40, Melee (Basic) 60, Melee 3 50 45 30 50 30 20 40 30 60 20 19
(Two-handed) 60, Outdoor Survival 40 Talents: Accurate Shot, Diceman, Drilled, Etiquette (Soldiers),
Traits: Frenzy, Hardy, Hatred (Greenskins), Magic Resistance 4, Marksman, Rapid Reload 2, Strong Back, Sure Shot
Night Vision, Prejudice (Elves), Weapon +8 (Axe) Skills: Athletics 30, Climb 40, Consume Alcohol 60, Cool 70,
Optional: Die Hard, Fury, Tough, Weapon +8 (Dual Axes), Dodge 40, Endurance 60, Gamble 40, Language (Battle) 40, Melee
Weapon +10 (Great Axe) (Basic) 55, Play (Drum) 50, Ranged (Crossbow) 60
Traits: Armor 2 (Mail), Hatred (Greenskins), Magic Resistance 2,
Dragon Slayer—Brass 2 Night Vision, Prejudice (Elves), Ranged +10 (Heavy Crossbow,
M WS BS S T I Ag Dex Int WP Fel W 100), Weapon +5 (Dagger)
3 60 30 45 55 30 35 40 30 65 20 30
Talents: Ambidextrous 2, Dual Wielder 3, Fearless (Everything) Thunderer—Silver 3
3, Furious Assault 2, Hardy 2, Implacable 3, Menacing 3, M WS BS S T I Ag Dex Int WP Fel W
Relentless 2, Reversal 2, Robust 3, Slayer 3 50 45 30 50 30 20 40 30 60 20 19
Skills: Consume Alcohol 70, Cool 80, Dodge 50, Endurance 70, Talents: Diceman, Drilled, Etiquette (Soldiers), Gunner 2,
Entertain (Storytelling) 35, Evaluate 45, Gamble 45, Heal 45, Marksman, Rapid Reload, Strong Back
Intimidate 65, Language (Battle) 45, Lore (Dragons) 45, Lore Skills: Athletics 30, Climb 40, Consume Alcohol 60, Cool 70,
(Giants) 45, Lore (Trolls) 45, Melee (Basic) 80, Melee (Two- Dodge 40, Endurance 60, Gamble 40, Language (Battle) 40, Melee
handed) 80, Outdoor Survival 45, Perception 45, Ranged (Thrown) (Basic) 55, Play (Drum) 50, Ranged (Blackpowder) 60
45 Traits: Armor 2 (Mail), Hatred (Greenskins), Magic Resistance 2,
Traits: Frenzy, Hatred (Greenskins), Magic Resistance 6, Night Night Vision, Prejudice (Elves), Ranged +10 (Handgun, 50),
Vision, Prejudice (Elves), Ranged +7 (Throwing Axes, 8), Weapon Weapon +5 (Dagger)
+8 (Dual Axe), Weapon +10 (Great Axe) Optional: Ranged +8 (Blunderbuss, 20)
Optional: Champion, Die Hard, Fast, Fear 3, Fury, Painless,
Tough, Weapon +10 (Warhammer)
11
Dwarf Miner—Brass 5 Traits: Arboreal, Armor 3 (Leathers & Mail), Fast, Hatred
M WS BS S T I Ag Dex Int WP Fel W (Greenskins), Magic Resistance 6, Night Vision, Prejudice (Elves),
3 50 30 50 50 30 20 40 30 60 20 21 Ranged +14 (Heavy Crossbow, 100), Tracker, Weapon +9 (Axe)
Talents: Careful Strike 2, Craftsman (Explosives), Rover, Strider Optional: Cunning, Fury, Ranged +13 (Blunderbuss, 20), Ranged
(Rocky), Strike Mighty Blow 2, Strong Back 2, Tenacious, Tunnel +14 (Handgun, 50), Ranged +11 (Throwing Axes, 10)
Rat, Very Strong
Skills: Climb 60, Consume Alcohol 60, Cool 70, Endurance 60, Hammerers—Gold 1
Evaluate 40, Intuition 40, Lore (Local) 40, Melee (Basic) 60, M WS BS S T I Ag Dex Int WP Fel W
Melee (Two-handed) 60, Outdoor Survival 40, Perception 40, 3 70 50 40 40 40 30 40 30 70 20 19
Secret Signs (Miner) 40, Swim 60, Trade (Explosives) 50 Talents: Berserk Charge 2, Break and Enter 3, Etiquette (Nobles),
Traits: Armor 2 (Mail), Hatred (Greenskins), Magic Resistance 2, Jump Up, Resolute 3, Reversal 2, Strike Mighty Blow 3, Strike to
Night Vision, Prejudice (Elves), Weapon +12 (Pick) Stun 2
Optional: Fury, Ranged +12 (Bomb, 5), Swarm, Tough Skills: Athletics 40, Consume Alcohol 50, Cool 80, Dodge 40,
Endurance 50, Entertain (Storytelling) 30, Gamble 40, Gossip 30,
Dwarf Longbeard—Gold 1 Intimidate 50, Intuition 50, Language (Battle) 40, Melee (Basic)
M WS BS S T I Ag Dex Int WP Fel W 80, Melee (Two-handed) 80, Perception 50
3 60 50 50 60 50 20 40 40 70 40 29 Traits: Armor 5 (Gromril), Elite, Hatred (Greenskins), Magic
Talents: Combat Aware 3, Diceman 3, Drilled 3, Enclosed Fighter Resistance 4, Night Vision, Prejudice (Elves), Weapon +15
3, Etiquette (Soldiers) 3, Inspiring, Rapid Reload 3, Shieldsman 3, (Gromril Warhammer)
Strong Back 4, Stout-hearted 3, Unshakeable 3, War Leader 3, Optional: Champion, Fury, Hardy, Tough
Warrior Born
Skills: Athletics 40, Climb 60, Consume Alcohol 80, Cool 90, Everguard—Gold 3
Dodge 40, Endurance 80, Entertain (Storytelling) 70, Gamble 50, M WS BS S T I Ag Dex Int WP Fel W
Heal 50, Intuition 70, Language (Battle) 60, Leadership 60, Lore 3 80 50 50 40 50 40 40 50 90 20 22
(Warfare) 70, Melee (Basic) 80, Melee (Two-handed) 80, Talents: Berserk Charge 3, Break and Enter 5, Combat Master 3,
Perception 70, Play (Drum) 60, Ranged (Blackpowder or Combat Reflexes 3, Etiquette (Nobles2, Field Dressing 3, Furious
Crossbow) 70 Assault 3, Iron Will 3, Jump Up, Resolute 5, Reaction Strike 3,
Traits: Armor 4 (Half-plate & Mail), Hardy, Hatred (Greenskins), Reversal 3, Robust 3, Stout-hearted 2, Strike Mighty Blow 5,
Magic Resistance 8, Night Vision, Prejudice (Elves), Weapon +9 Strike to Stun 3
(Axe & Shield), Weapon +11 (Great Axe or Warhammer) Skills: Athletics 60, Consume Alcohol 60, Cool 110, Dodge 60,
Optional: Champion, Cunning, Ranged +10 (Handgun, 50), Endurance 60, Entertain (Storytelling) 40, Evaluate 70, Gamble 70,
Ranged +9 (Heavy Crossbow, 100), Tough, Weapon +9 (Runic Gossip 40, Heal 70, Intimidate 70, Intuition 70, Language (Any)
Axe & Shield), Weapon +11 (Runic Great Axe or Warhammer) 70, Language (Battle) 70, Leadership 40, Lore (Etiquette) 70, Lore
(Warfare) 70, Melee (Basic) 100, Melee (Two-handed) 100,
Dwarf Ranger—Silver 1 Perception 70
M WS BS S T I Ag Dex Int WP Fel W Traits: Armor 6 (Runic Gromril), Elite, Hatred (Greenskins),
4 40 45 40 50 30 30 40 30 50 20 19 Magic Resistance 8, Night Vision, Prejudice (Elves), Weapon +16
Talents: Accurate Shot 3, Fast Shot, Fleet Footed, Marksman, (Runic Warhammer)
Orientation, Rover, Sixth Sense, Well-prepared 2 Optional: Champion, Fury, Hardy, Tough
Skills: Cool 70, Dodge 40, Endurance 50, Heal 40, Language
(Battle) 40, Lore (Greenskins) 40, Melee (Basic) 50, Navigation Ironbreaker—Gold 1
50, Outdoor Survival 40, Perception 50, Ranged (Crossbow) 65, M WS BS S T I Ag Dex Int WP Fel W
Set Trap 50, Stealth (Rural) 40, Ranged (Blackpowder or 3 75 50 40 55 30 20 40 30 80 20 27
Throwing) 65 Talents: Drilled 3, Enclosed Fighter, Shieldsman 3, Strong Back
Traits: Armor 3 (Leathers & Mail), Hatred (Greenskins), Magic 3, Stout-hearted, Very Resilient, Warrior Born
Resistance 4, Night Vision, Prejudice (Elves), Ranged +12 (Heavy Skills: Consume Alcohol 65, Cool 90, Dodge 30, Endurance 65,
Crossbow, 100), Stealthy, Tracker, Weapon +7 (Axe) Gamble 40, Evaluate 40, Heal 40, Intimidate 50, Language (Battle)
Optional: Dark Vision, Fast, Fury, Ranged +11 (Blunderbuss, 20), 40, Lore (Greenskins) 40, Lore (Skaven) 40, Melee (Basic) 85,
Ranged +13 (Handgun, 50), Ranged +9 (Throwing Axes, 6) Melee (Parry) 85, Outdoor Survival 40
Traits: Armor 5 (Gromril), Elite, Hardy, Hatred (Greenskins),
‘Ol Deadeye—Silver 3 Magic Resistance 6, Night Vision, Prejudice (Elves), Weapon +9
M WS BS S T I Ag Dex Int WP Fel W (Gromril Axe & Shield)
5 40 55 50 60 50 40 40 50 50 20 22 Optional: Fury, Tough
Talents: Accurate Shot 5, Deadeye Shot, Fast Shot, Fearless
(Greenskins), Fleet Footed, Marksman, Orientation 3, Rapid
Reload 5, Rover 4, Sixth Sense 3, Sniper 3, Strong Back 3, Sure
Shot 3, Tenacious, Trapper 3, Well-prepared 3
Skills: Climb 70, Cool 70, Dodge 60, Endurance 80, Heal 70,
Language (Battle) 70, Lore (Greenskins) 70, Lore (Monsters) 70,
Melee (Basic) 60, Melee (Two-handed) 60, Navigation 70,
Outdoor Survival 70, Perception 70, Ranged (Crossbow) 75, Set
Trap 60, Stealth (Rural) 60, Ranged (Blackpowder or Throwing)
75, Secret Signs (Hunters) 70, Track 70, Trade (Brewer) 60
12
Irondrake—Gold 2 Thane—Gold 5
M WS BS S T I Ag Dex Int WP Fel W M WS BS S T I Ag Dex Int WP Fel W
3 80 65 45 60 30 20 40 30 85 20 30 3 55 30 45 40 55 20 40 55 70 60 19
Talents Drilled 3, Enclosed Fighter 2, Fearless (Greenskins), Talents: Carouser 3, Etiquette (Nobles) 3, Furious Assault 2,
Implacable 2, Rapid Reload 2, Robust, Shieldsman 3, Strong Back Inspiring 5, Iron Will 3, Noble Blood, Public Speaker 5,
3, Stout-hearted 2, Very Resilient, Warrior Born Read/Write, Relentless, Resolute 3, Reversal, Shieldsman 3, Suave
Skills: Consume Alcohol 75, Cool 100, Dodge 35, Endurance 75, Skills: Charm 75, Consume Alcohol 55, Cool 85, Gamble 70,
Gamble 45, Entertain (Storytelling) 35, Evaluate 45, Heal 45, Entertain (Speeches) 75, Gossip 75, Haggle 75, Intimidate 60,
Intimidate 60, Language (Battle) 45, Lore (Greenskins) 45, Lore Intuition 70, Language (Battle) 70, Leadership 75, Lore (Dwarfs)
(Skaven) 45, Melee (Basic) 95, Melee (Parry) 95, Outdoor 75, Lore (Empire) 70, Lore (Heraldry) 70, Lore (Politics) 75,
Survival 45, Perception 45, Ranged (Engineering) 80, Ranged Melee (Basic) 70, Melee (Two-handed) 70
(Explosive) 80 Traits: Armor 6 (Runic Gromril), Champion, Cunning, Fear 3,
Traits: Armor 5 (Gromril), Elite, Hardy, Hatred (Greenskins), Hatred (Greenskins), Hatred (Skaven), Leader, Magic Resistance
Immunity (Fire), Magic Resistance 6, Night Vision, Prejudice 6, Night Vision, Prejudice (Elves), Weapon +9 (Runic Axe &
(Elves), Ranged +10 (Drakegun, 30), Weapon +9 (Axe) Shield), Weapon +12 (Runic Warhammer)
Optional: Fury, Ranged +12 (Bomb, 4), Ranged +8 (Drakefire Optional: Clever, Fury, Hardy, Tough
Pistol, 10), Tough, Weapon +7 (Large Shield)
Dwarf Lord—Gold 7
Ironbeard—Gold 3 M WS BS S T I Ag Dex Int WP Fel W
M WS BS S T I Ag Dex Int WP Fel W 3 80 50 50 50 60 20 40 60 100 60 25
3 85 70 55 65 30 20 40 30 100 50 33 Talents: Carouser 3, Commanding Presence 6, Etiquette (Nobles)
Talents: Drilled 5, Enclosed Fighter 3, Fearless (Greenskins) 3, 6, Furious Assault 2, Impassioned Zeal 6, Inspiring 6, Iron Will 5,
Fearless (Skaven) 3, Iron Jaw 5, Robust 3, Shieldsman 5, Strong Noble Blood, Public Speaker 6, Read/Write, Relentless 2, Resolute
Back 5, Stout-hearted 3, Tenacious 5, Very Resilient, Very Strong, 5, Reversal 3, Stout-hearted 5, Shieldsman 5, Strike Mighty Blow
Warrior Born, War Leader 5 5, Suave, War Leader 6
Skills: Consume Alcohol 85, Cool 120, Dodge 40, Endurance 85, Skills: Charm 80, Consume Alcohol 80, Cool 120, Endurance 80,
Gamble 50, Entertain (Storytelling) 70, Evaluate 50, Heal 50, Entertain (Speeches) 80, Gamble 80, Gossip 80, Haggle 80,
Intimidate 75, Language (Battle) 50, Leadership 70, Lore Intimidate 70, Intuition 80, Language (Battle) 80, Leadership 80,
(Greenskins) 50, Lore (Skaven) 50, Lore (Warfare) 50, Melee Lore (Dwarfs) 100, Lore (Empire) 80, Lore (Heraldry) 80, Lore
(Basic) 105, Melee (Parry) 105, Outdoor Survival 50, Perception (Politics) 100, Lore (Warfare) 90, Melee (Basic) 110, Melee (Two-
50, Ranged (Engineering) 90, Ranged (Explosive) 90 handed) 110
Traits: Armor 6 (Runic Gromril), Elite, Hardy, Hatred Traits: Armor 6 (Runic Gromril), Champion, Cunning, Elite, Fear
(Greenskins), Leader, Magic Resistance 10, Night Vision, 5, Hatred (Greenskins), Hatred (Skaven), Leader, Magic
Prejudice (Elves), Ranged +8 (Drakefire Pistol, 10), Weapon +10 Resistance 10, Night Vision, Prejudice (Elves), Tough, Weapon
(Runic Axe & Shield) +15 (Runic Axe & Shield), Weapon +18 (Runic Warhammer)
Optional: Fury, Tough Optional: Clever, Fury, Hardy
13