Post by KevinC on Oct 29, 2016 0:57:13 GMT
THE WHITE DWARF
Any Dwarf army may include The White Dwarf. His points cost count towards your Lords allowance.
The White Dwarf M:3 WS:7 BS:4 S:4 T:5 W:4 I:5 A:4 LD:10
Points: 520.
Troop Type: Infantry (Special Character; Dwarf Lord).
Equipment: The Rune Axe of Grimnir, Armour of Glimril Scales, Rune Cloak of Valaya, and the Rune Crown of Zhufbar.
SPECIAL RULES: Unbreakable, Resolute, Relentless, Ancestral Grudge, Shieldwall.
Disguise: If the Dwarf player wishes, the White Dwarf may start the game hidden inside any Dwarf unit (except war machines, Slayers, Gyrocopters, and Gyrobombers) instead of deploying as normal. If you decide to do this, make note of which unit is concealing the White Dwarf on your army roster.
The White Dwarf may be revealed at the start of any Dwarf turn and must be revealed immediately if the concealing unit becomes engaged in close combat. Place the White Dwarf in the front rank of the unit following the rules for characters joining a unit.
If the concealing unit is destroyed or flees from the battlefield before the White Dwarf is revealed, the White Dwarf will immediately reveal himself and will stand his ground even though the rest of the unit has fled or is destroyed. Place the White Dwarf in the position of unit’s front rank before it was destroyed or fled.
Note, the White Dwarf can still be slain like any other character.
Unmatched Honour: If the unit the White Dwarf is with flees for any reason, the White Dwarf will still stand his ground and remain Unbreakable – the White Dwarf does not flee. The rest of the unit flees as normal. Note, that the White Dwarf may join Dwarf units even if they are not Unbreakable.
MAGIC ITEMS
Rune Axe of Grimnir: The Rune Axe of Grimnir provides the wielder with a +2 Strength bonus in close combat. Failed rolls ‘To Hit’ and ‘To Wound’ with the Rune Axe of Grimnir may be rerolled. In addition, any model wounded by the Axe of Grimnir must reroll successful armour saves and ward saves.
Armour of Glimril Scales: The Armour of Glimril Scales is a suit of gromril armour inscribed with a Rune of Preservation (see page 62 of Warhammer: Dwarfs). Additionally, when the wearer of the armour rolls an armour saving throw, roll 2D6 and add the results together. The wound is saved if the combined roll equals or exceeds the required saving throw value.
For example, the White Dwarf is wounded by a S3 hit and so rolls two dice for his armour saving throw. The dice rolled are a 2 and a 3, for a total of 5. Since gromril armour grants a 4+ armour save, the White Dwarf’s armour saving throw is successful.
Rune Cloak of Valaya: Provides the wearer with a Magic Resistance (4).
Rune Crown of Zhufbar: Any unit of fleeing Dwarfs within 12” of the White Dwarf will automatically pass their Rally test.
Any Dwarf army may include The White Dwarf. His points cost count towards your Lords allowance.
The White Dwarf M:3 WS:7 BS:4 S:4 T:5 W:4 I:5 A:4 LD:10
Points: 520.
Troop Type: Infantry (Special Character; Dwarf Lord).
Equipment: The Rune Axe of Grimnir, Armour of Glimril Scales, Rune Cloak of Valaya, and the Rune Crown of Zhufbar.
SPECIAL RULES: Unbreakable, Resolute, Relentless, Ancestral Grudge, Shieldwall.
Disguise: If the Dwarf player wishes, the White Dwarf may start the game hidden inside any Dwarf unit (except war machines, Slayers, Gyrocopters, and Gyrobombers) instead of deploying as normal. If you decide to do this, make note of which unit is concealing the White Dwarf on your army roster.
The White Dwarf may be revealed at the start of any Dwarf turn and must be revealed immediately if the concealing unit becomes engaged in close combat. Place the White Dwarf in the front rank of the unit following the rules for characters joining a unit.
If the concealing unit is destroyed or flees from the battlefield before the White Dwarf is revealed, the White Dwarf will immediately reveal himself and will stand his ground even though the rest of the unit has fled or is destroyed. Place the White Dwarf in the position of unit’s front rank before it was destroyed or fled.
Note, the White Dwarf can still be slain like any other character.
Unmatched Honour: If the unit the White Dwarf is with flees for any reason, the White Dwarf will still stand his ground and remain Unbreakable – the White Dwarf does not flee. The rest of the unit flees as normal. Note, that the White Dwarf may join Dwarf units even if they are not Unbreakable.
MAGIC ITEMS
Rune Axe of Grimnir: The Rune Axe of Grimnir provides the wielder with a +2 Strength bonus in close combat. Failed rolls ‘To Hit’ and ‘To Wound’ with the Rune Axe of Grimnir may be rerolled. In addition, any model wounded by the Axe of Grimnir must reroll successful armour saves and ward saves.
Armour of Glimril Scales: The Armour of Glimril Scales is a suit of gromril armour inscribed with a Rune of Preservation (see page 62 of Warhammer: Dwarfs). Additionally, when the wearer of the armour rolls an armour saving throw, roll 2D6 and add the results together. The wound is saved if the combined roll equals or exceeds the required saving throw value.
For example, the White Dwarf is wounded by a S3 hit and so rolls two dice for his armour saving throw. The dice rolled are a 2 and a 3, for a total of 5. Since gromril armour grants a 4+ armour save, the White Dwarf’s armour saving throw is successful.
Rune Cloak of Valaya: Provides the wearer with a Magic Resistance (4).
Rune Crown of Zhufbar: Any unit of fleeing Dwarfs within 12” of the White Dwarf will automatically pass their Rally test.