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===Rare Units=== *'''Irondrakes:''' If you were ever worried about those Chaos Warriors posing a threat, take these guys, and you'll never have to worry about them ever again as they absolutely murder high Toughness high Armour squads and pump out far more shots than your warmachines, as well as making excellent Monstrous Infantry killers. However, their guns are half the range of a handgun in exchange for S5 flaming hits that are quick to fire. Their models also look badass. *'''Doomseeker:''' With Giant Slayers becoming Slayer champions, these become your bigger slayers. Each has the Wards of Griminr (6++ Ward and 6++ magic resistance against missiles), Skirmisher, Unbreakable, and now instantly deal d6 hits against enemies in b2b while having -1 to hit them. While random hits are inconvenient, <s>they do make for a better wall than the Troll Slayers</s>. *'''Organ Guns:''' 120pts. Now rolls artillery dice +2d6. This is a blessing and a curse; first, it makes misfires much more likely (16.67% vs. 2.78%), but you're averaging more shots. It can also now be given up to 50 points of Runes and put an engineer on it, allowing it to hit a lot more than it previously could. With engineer nerfs, the removal of Rune of Accuracy, and an increase the chance of misfire, one may consider fielding them naked rather than putting a ton of points into each. *'''Flame Cannon:''' 140pts. Against Gobbos, Monstrous Infantry, and Skaven, it can be used very effectively to cause panic tests on any large unit; being able to throw down a S5 flamer template is amazing in fantasy, especially when it can cause d3 wounds. Don't be worried about taking one, as its range is a lot longer than it looks, be sure to give it runes, though. Nothing's worse than having your cannon blow up when you need those Night Goblins to panic. *'''Gyrocopter:''' 85pts. Gyrocopters are the dwarf equivalent of great eagles and moved to Rare. Changed only slightly from the previous edition, they now have a gun choice, either keeping the old one (an str 3 armour piercing flamer) or a gun that fires d3 str 5, flaming, armour piercing shots. They also get their bombs, which can be handy when harassing opponents trying to approach your gunline or positioning behind units about to flee, so they take Dangerous Terrain tests. Though they lack vanguard, be careful of all the dragons. *'''Gyrobomber:''' 140pts. An alternative to the Gyrocopter that can wipe out entire hordes on its own, this thing will be a firing magnet. As such, it can be used to distract the enemy away from a gunline or stop the enemy from shooting your own guys if running a close combat list. *'''Rune Guardians:''' Iron. Dwarf. Golems. Each is monstrous infantry that's a little better than the living ones, with 4+ armour, S5, T5, M6, and Unbreakable. However, their massive weight makes them unable to march and auto-fail initiative tests. '''BEWARE THE SPELLS TARGETING THIS!'''. They also can be engraved up to two of the following runes (Cleaving, Fury, Striking, Stone, Warding), upping thier defense or offense. *'''Grudgebreaker:''' 200pts. A super-heavy tank with axes for hands. DORF MECHA! They're also subject to steam engines and all that entails, but they have the perk of actually fighting in combat with randomized attacks (rolled like movement) and S6 and are protected with a 1+ save. *'''[[Thunderbarge]]:''' 275pts. The Dwarf Zeppelin. They're jumbo bombers that can now be hit by hovering units but don't block the way for other models. It's also equipped with a cannon that lacks grapeshot and whose misfires can break it for the game.
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