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==Armies== * '''Warriors''' Typical soldiers of a Hold, drawn from the clans within and thus usually bearing a secondary color scheme. Most Warriors are young, and move onto other martial careers with experience. Many Warriors are professional soldiers who own and maintain their own gear as heirlooms, making each somewhat unique. But in times of need Dwarfs of any profession can be a Warrior and use the gear provided by their clan or Hold. Unlike the Elves of Ulthuan whose civilian militias must train frequently, Dwarf culture shapes them into disciplined soldiers while their physiology and psychology are naturally fit for the role. Regardless of their personality in peacetime, every single Dwarf becomes a hateful and unbreakable soldier in war. * '''Quarrelers''' In earlier editions just called Crossbowmen as an upgrade to Warriors, 7e made them unique. Invented before Dwarfs settled the Worlds Edge Mountains (so in the time of Grungni, Grimnir, and Valaya and possibly a gift of the Old Ones). Dwarf Bolts are called Quarrels, hence the name. Yes, that means they are called [[Bolter|Bolters]]. Traditionalists prefer them to guns, and the Quarrel is cheaper to maintain and supply although it requires more skill on the part of the user for accuracy. It also has the advantage of range. The early Dwarf crossbows were made of Ironwood and metal bands while the newest are made of just steel. Dwarfs almost never use bows due to the ineffectiveness of them underground and the Dwarf physiology not favoring the movements and pose required. The Quarrelers themselves are no different physically than Warriors and carry the same gear and armor, and are as a result more than capable in melee combat. * '''Thunderers''' The hot new thing among the youth, only invented a two digit number of generations ago! Created early on by Engineers after the discovery of black powder, but still took a long time to spread by human reckoning. By Dwarf measure though it may as well be The Beatles in terms of a massive and sudden explosion in interest in a radically different thing race-wide amongst the younger generations. While Quarrelers have to practice range, wind compensation, and marking targets the users of Handguns spend the time maintaining their weapons (sights are a major help). Some Dwarfs build their own, but many are created by the Engineer's Guild and sold to clans and Holds for a very substantial amount of gold and Gromril. Even Dwarfs who have theirs purchased will modify and improve it own, passing along innovations to their fellows and using designs straight off the drafting table of an Engineer halfway across the Old World ("NO PROTOTYPE?! GRUDGESY!!"). Individually Dwarfs try to one-up each other in design and tend to fall into camps on what's the best and what the tiers are (so imagine /tg/ arguing about editions). No word on if a Dwarf equivalent of Popular Mechanics Magazine exists yet, but the implication is there. As a result not only of the standard Dwarf craftsmanship but also the fact every gun-owner is also an amateur engineer Dwarf guns are more accurate, reliable, and ornate than the equivalent humans have created with mechanisms better than simple flintlocks. Their shot also punches through armor and hide better than a Quarrel can. Like Quarrelers, Thunderers are basically Warriors armed with a ranged weapon and not afraid to fight in melee against anything that survives their barrage. * '''Longbeards''' [[File:Longbeard.png|thumb|200px|right|Old dwarf yells at cloud, ([[Mark Gibbons|MG]])]] Dwarfs with long beards. More specifically, beards so long they touch the ground. When a Dwarf beard grows that long the entire local community breaks into celebration. Not every such Dwarf actually joins Longbeard ranks and some remain in whatever their field of expertise is, but its a happy time nonetheless. So why is this a big deal? Dwarf beard fetish? Well, there actually is a good reason. Dwarfs naturally have a VERY long lifespan, comparable to Elves. Unlike Elves, Dwarfs almost never reach true old age because of the dangers to their race; they don't have a magical floating island to keep them safe from Night Goblins and Skaven tunneling into their fortresses and slitting the throats of everyone useful. Unlike humans, Dwarf population replenishment is low. This combines with Dwarf culture, possibly their own natural instincts, to look to the oldest as the best. When in doubt Dwarfs always refer to the most elderly among them to determine what to do, following suit. So how do you quickly and reliably determine who is the oldest in a race that can't use magic to grow hair faster? Beard length. A shaven Dwarf is culturally an infant and will never regain the status lost in the shaving which is why many just shave their head to match and seek death as Slayers. Longbeards aren't just Warriors with status however. They've seen shit that makes Elves and men gouge out their eyes declaring "''HE COMES''". Daemonette orgy with more cocks than limbs? Lost chastity, survived it. So many Ogres they blot out the horizon, each wearing a bib made from beards and licking their lips? Lost some toes, survived it. Only human beer on tap? Entered a Fey Mood and chopped up a kinsman for parts to make a belt buckle, survived it. Elves rejecting a handcrafted pipe because its made of wood? Killed so many keebs that murder has lost meaning, survived it. Snot nose beardlings listening to crappy music, disrespecting their elders, swearing, not smoking, adopting liberal attitudes? THAT is the challenge to Longbeards. If Longbeards are present on the battlefield, they almost certainly will not run. If Longbeards hold firm and complain that Nurgle used to be much grosser and vampires suckier in their day, nobody else will run either. Every young Dwarf wants to impress the Longbeards, and even if they do get sick of hearing about how much they suck for being born at a later date and about tall tales that are almost certainly lies, young Dwarfs still remain in awe of the idea of being so important as well as in gratitude for the centuries of service these heroes have given so they can even be born in the first place. TL;DR like a unit of the titular subjects of Monty Python's Four Yorkshiremen sketch if they were shorter and had longer beards. Prior to 8e, the Longbeard model kit was the Warriors kit, just with more gold and grey/white beards. The 8e kit is a dual kit with the Hammerers. Since Warriors cost much less, $35 USD for 20 compared to $50 USD for 20 Hammerers, then its a much better option to simply stick with Warriors painted differently unless the player loves the Hammerers kit looks enough to justify an extra 75 cents a mini. * '''Miners''' Mining clans will send out their best to fight alongside the Engineer's Guild, the Baker's Guild, the Potash Maker's Guild, and so on. But Miners spend all day every day wearing their armor, modified to be protective mining equipment, and carrying their weapon, picks. They can go straight from the job to a battle, which when they encounter Skaven, Night Goblins, and the odd Wood Elves is the case anyway. The older and deeper a mine, the more investment has been put into it meaning the alcohol-powered Dwarfs have access to alcohol-powered steam drills, durable mine carts with hearty ponies, and plenty of explosives. Ironically, the younger a mine the more likely the Miners are to grumble about the newfangled beardling equipment. The most important mines have mining vehicles, air pumps, cart tracks, and elevators. Other than that, Dwarf Miners are exactly what you would expect. Of note is that the older Miner models actually came with terrain! Two pony-pulled mining carts, two wheelbarrows, two "mine canary" Goblins in cages, and a fair amount of extra pickaxes, lamps, and satchel charges. Good times. * '''Rangers''' [https://m.youtube.com/watch?v=mATZznY7H_Q You want a thankless job?] Rangers are your pick. Dwarfs think that Rangers are a bit mental. Why any Dwarf would actually want to be in the sun and in open air, roaming the wilderness and making maps, slinking about as scouts and saboteurs, mingling with Umgi and Elgi or other weirdos from other Holds outside of a proper meet is beyond the ability of non-Rangers to explain. They figure they must be criminals evading the Slayer Oath, insane, or queer in some way (lack of females may mean Dwarfs are less likely to have a gay taboo, but if they do then its most certainly what many think Rangers are hiding). The lore notes that a few Rangers are hiding something, but most just found it as their calling. Rangers can be sociable or prefer isolation, adventurous or paranoid, sneaky and inventive or staunch traditionalists. Those who dislike the outdoors help scout and clear the Underway. You can always find a Ranger who is a specialist in fighting Skaven, greenskins, men, Elves, other Dwarfs, Dragons, Ogres, Dragon Ogres, Daemons, undead, and anything else you can think of. When trouble strikes a Dwarf ally, a Ranger can appear and offer any kind of aid imaginable (strange is when a Dawi covered in green and leaves appears unheard from seemingly thin air to warn Wutelgi of an attack from the Dum Umgi, but its likely happened). Its the job of a Ranger to send a message to all nearby Holds, poison the supplies of invaders, burn their maps, collapse their tunnels, ignite their ammunition, assassinate their leaders, and finally ambush the weakened force as they arrive to fight the assembled defending force. For all this, they get to sit alone in the Hold while the non-Ranger Longbeards grumble openly about how weird they are. But the perks are knowing they are the primary treasure-hunters of their kind, the first defenders of their homes and kin, the ones non-Dwarfs are most happy to see (after merchants), and do as much (if not more) heroic and direct good as Slayers. Every Hold and expedition relies heavily on its Rangers, from Miners fearing the Skaven to Warriors facing a WAAAGH! of greenskins. Not to mention good ol' Bugman's Rangers are doubtless doing a world of good in endearing them to their kin. Lorewise Rangers use whatever. Rulewise its a crossbow, hand weapon, throwing weapon, great weapon, and an option for shields. Note that although GW stopped saying so for some reason after 7e, the Quarrelers/Thunderers kit has Rangers as the third build as Quarrelers with an axe and shield. Some players prefer to use the body with cloaks for Rangers and those without for Quarrelers/Thunderers to make them actually distinguishable from the front. * '''Slayers''' Ah, Slayers. About as iconic as Warhammer Dwarfs get. [[Fyreslayers|Knockoffs]] not withstanding. There's multiple sources on the first Slayer. Some sources say Grimnir was the first after leaving his axe with his kin and setting out for a one-Dwarf war against Chaos for eternity. Another says that according to Garaith Ungrim (retold by Durgrim Redmane, Longbeard Hammerer) Gudrun Morgrimson was the first after allowing the son of his best friend King Skorri Morgrimson, Furgil Morgrimson, be killed and eaten by Trolls on an expedition to the lower levels of Karak Ungor. Gudrun dyed his hair red like the prince's and used Furgil's axe while wandering in the same half-naked state (having been stripped of clothing by Night Goblins who thought he was dead), spending the rest of his life killing any Troll he could, never returning to his home of Karaz-a-Karak out of shame. The final account is from an old Warhammer boxed set called "Dwarf Lords Of Legend" that came out in 1985. The once-sentence lore for one of the minis was "Kimril Giant Slayer, first slayer and bested the Giant twins Thunderguts and Stormbelly." Some players have reconciled all three as thus; Grimnir began the tradition of sacrificing oneself for the greater good of Dwarfs. Gudrun was inspired by Grimnir on how to seek redemption, and began the red haired, nearly naked, Holdless, axe-using rule. Kimril was the first to copy Gudrun and be a Slayer, thereby being the founder of the Slayer Cult. Slayers are regarded as ____slayers based on their accomplishments of killing. ** Trollslayers are the lowest rank of Slayer. They represent the common footplodder Slayers you field as elite infantry. ** Giantslayers are the Unit Champions in Trollslayer Units. ** Dragonslayers are the rank above Giantslayers, and are Hero level Slayers. ** Daemonslayers are Lord Slayers, and the strongest non-named Slayer that can be fielded in Warhammer Fantasy Battles. Other Slayers such as Elfslayer, Vampireslayer, and Skavenslayers exist since a Slayer is simply named after their greatest foes defeated, but for all intents and purposes they fit into the above categories for the purpose of rules. All Slayers dye their hair red and spike it with pig grease. Taking the Slayer Oath is compared to Japanese Seppuku, but there are major differences. Rather than a way to prove honor in the face of a loss of it, Slayer Oaths are a means of restoring lost honor. It has a possible biological function in being a way to deal with a higher population of males, although since the lore reinforces how Dwarfs are generally mentally stable but anything that can really get to them causes a complete break and how Slayers are the way to cope with this loss-wrought insanity (the Slayer Kings are generally described as driven halfway to madness trying to reconcile both Oaths and responsibilities) then it is a way to eliminate those who could fall to Chaos in other races from society in a beneficial way. Regardless, reasons for becoming one are numerous. Loss of kin, loss of love, loss of goods or money, loss of heirloom, loss of any kind. Anything that really sticks with you, that you cannot get over, would cause you to become a Slayer. (Insert reference to End Times/Age Of Sigmar here.) what would drive a human to become a drunk or an Elf to waste away in mourning causes a Slayer in Dwarfs. Dwarfs cannot drown themselves in ale forever and they are psychologically incapable of committing suicide. A Slayer may seek death, but they must find it being useful to their race. There are Slayer Engineers who create insane deathtrap weapons, Slayer Runesmiths who work on the weapons of their kin and follow where war goes to ensure the front line always has reliable magic. Slayers with no useful skills just become warriors, constantly improving themselves with training and seeking mentors when not wandering. Whatever the sin, Slayers are regarded the same; pitiable warriors. Useful, but the hero of a great tragedy that's being written. Holdless, Clanless, loyal to the race as a whole. They migrate to places of conflict, or stay where Dwarfs are needed to protect. Like Rangers, a Slayer can appear from nowhere unexpectedly to help. Unlike Rangers which can be of any temperament, Slayers tend to be in darker dispositions although it is not a rule that they always are (Snorri Nosebiter from Gotrek & Felix for example). * '''Hammerers''' Hammerers are the most elite that the Dwarfs have to offer. Equivalent to the White Lions Of Chrace of the High Elves, Hammers are the bodyguards and honor guard forces of Dwarf nobility. They began in Mount Gunbad, with the great craftsman Kadrin Redmane in the gold mines. After years of fighting morale was low, resulting in a visit from King Morgrim Blackbeard. Night Goblins attacked during the visit and slaughtered the Dwarf forces protecting the king until the workers, lead by Redmane, took up their hammers for working gold and slaughtered the Goblins until the king was able to escape. The Hammerers were formed then out of seasoned Dwarfs lead by those same craftsmen who were given runehammers as a mark of office. Redmane's descendants followed in his footsteps, becoming Hammerers bearing his own runehammer in turn. Hammerers since that time exist in all Holds (other than the Norse), and are bodyguards to king and thane. Nowadays they select their own Hammerers however they see fit from any profession, Clan, even Hold. Hammerers are stubborn and unyielding even by Dwarf standards, with absolute devotion to their charge. The hammer they wield is invariably ornate, as it is a personal gift (barring those like the Redmane Hammerers who keep an heirloom one) representing the covenant between lord and servant. They are balanced with a degree of perfection reflecting that of the greatswords of the High Elf Swordmasters and are usually made of Gromril. Note the "usually" there, Gromril is incredibly rare and despite being the king's personal guard and the most respected soldiers in the Hold the Hammerers are not automatically entitled to the best of the best gear; that's for the Ironbreakers below. Hammerers are more likely to be equipped with steel, possibly gilded in gold, although the odd bit of Gromril here and there is fitting for family heirlooms or gifts for particular feats in their career. Large Holds have many Hammerers, and when not protecting their lords they are assigned to important positions such as guarding gates. Every group of Hammerers is named for what they protect, for example "the Bugman's Brewery Guard". In battle their blows hit harder than anything that is not supernatural can, and with a rhythm that sounds like the workshops of a Dwarf hold. * '''Ironbreakers''' Equal with Hammerers in terms of elite infantry, Ironbreakers were formed after the Time Of Woes. They all wear giant complete suits of Gromril armor (mind you that in Warhammer lore entire wars have been waged over reclaiming lost suits of Gromril armor, and the absolute most legendary equipment a human could ever hope to find in the world is a single piece of Gromril gear) that allow them to survive cave-ins and guard the mines, keeping watch for Skaven, Night Goblins, or the monsters that wake up when Dwarfs dig their mines too deep... Being an Ironbreaker is a pretty shit job given that they get none of the glory that Hammerers get and none of the freedom of a Ranger. They're hauled out of the deeps to fight on the surface when needed which can be quite often, but simply due to how numerous the rivals that fight for control of the deep spaces are, most of their battles will invariably be done underground regardless of how much or little time they spend there. Ironbreakers are specialists in underground combat, and immediately form into complex formations designed for subterranean and cramped space warfare as their commanding officers demands. Ironbreakers take a similar Oath as the Hammerers, although theirs is made to defend the young of their Hold and the halls/remains of their ancestors rather than to a present noble. A special note on painting Ironbreakers; although they look fairly good dirtied up and banged around, its canon that Gromril never tarnishes and cannot be destroyed with mundane means. As a result, your Ironbreakers should technically be sparkling silver with a polished sheen that would blind an Elf. * '''Irondrakes''' Like most armies that got an update in 8th edition, Dwarfs received dual-build kits with new options. Irondrakes were that option, sharing a kit with Ironbreakers. Their lore reflects their meta existence far more than the other 8e additions. Irondrakes are what happens when shit with the Skaven and Night Goblins goes so badly that prototype technology invented by batshit insane Engineers that are probably heretics against Morgrim is used. Said technology is Drakeguns, <strike>Warpfire Throwers reverse-engineered and powered by alchemy rather than Warpstone </strike> A TOTALLY UNIQUE INVENTION THA' IS THE RESULT OF WEAPONIZING GRUDGES, AN' MAYBE A BIT OF NITROGLYCERINE. Drakeguns are very large devices with attached fuel (meaning no backpacks) that fire a single blast of flames so hot that the Gromril armor of the initial Ironbreaker testers (Tested on the battlefield?! HERESY!) was insufficient protection, which resulted in even more expense fielding them as the typical Ironbreaker armor had to be modified to show absolutely no skin, cover the beard entirely, and be filled with protective runes. The runes and protective armor were invented for Dwarfs that work in high temperature forges. That being said, Irondrakes are still basically Ironbreakers with a fuckhuge flare gun. Just better armor on top of that. It should be noted that the Drakefire technology has been refined to the point that Drakefire Pistols are a thing, having shorter range but can be fired even in melee. These can be seen being carried by many different Dwarfs, including Rangers and Ironbreakers. The pistols are apparently far less dangerous since that means they do not require Irondrake armor to use (Irondrakes with them still use their armor though). Oh, and if you thought the above was insane the Irondrakes also use Trollhammer Torpedoes, a modification to Drakeguns attached to the end which turns them into '''fucking bazookas'''. The common use of Irondrakes is standing behind the Ironbreakers until an enemy that would give them trouble appears, whereupon the Ironbreakers move to the sides and allow the Irondrakes to step forwards and incinerate the troublesome opponents before the Ironbreakers move back into formation again. Irondrakes were a surprisingly popular addition to the army considering how poorly many 8e minis were received by Warhammer Long(neck)beards. They took up the same slot as cannons, and had the game not been summarily executed they may have caused a reduction in the cannon spam that non-Dwarf players hated so much. * '''Gyrocopters''' Gyrocopters are surprisingly not a new invention. New enough for Longbeards and Kragg to grumble mind you since they weren't around in the War of Vengeance, but still older than any living Dwarf save Kragg and Grombrindal. They were invented after the loss of the Underway in the Time Of Woe, as a replacement means of communication and supply drops between Holds. They have become so widespread that even small Holds have at least a few. In Dwarf battle tactics the Gyrocopter serves the combined role of dragon, cavalry, and small artillery. A Gyrocopter is basically a helicopter, capable of taking off straight up (minimizing space needed to land, store, and takeoff) and hovering. They run on a miniaturized steam engine and are piloted by particularly brave/insane (by Dwarf reckoning) Engineers. They were inspired by dragons flying around a mountain that an unnamed Engineer watched, with parts from Miner drilling machines and grinding machines making the mechanism work. The 6e account of Redmane says that Thane Orgri came up with the idea of sticking a small cannon on one. Since then the Gyrocopters have been armed with rapidfire guns instead, although in 7e this was changed to a steam blast that fired grapeshot like from a cannon, and in 8e this was change to a gun which fired just steam itself. This is on top of an upgrade called the Brimstone Gun, a modified version of a Drakegun. In older editions of the game and in-universe models the pilot would carry bombs to light and throw, although now they have bombs on their stabilizer wings that can be dropped. * '''Gyrobomber''' By replacing the steam gun of a Gyrocopter with a Clattergun (just a standard rapidfire gun rather than the shotgun blast of a steam gun) Engineers were able to attach a payload of bombs to an extended body, creating a dedicated bomber. Unfortunately the increased mass despite the same weight caused problems with wind and aerodynamics, preventing the kind of dive and drop that gives Gyrocopter bombs accuracy. To compensate, the Grudgebuster bombs were invented which are designed to create multiple "bouncing" explosions which cover a far larger area and thus are more likely to hit the target. The most famous Gyrobomber wings are the Skyhammers of Zhufbar and the Blackhammer Bombers of Karaz-a-Karak. * '''Cannons''' Its a cannon. Made by Dwarfs. That's about all there is to know. Dwarf cannons are smaller than those of other races, and made from pure steel rather than brass and wood (old models showed wood frames and wheels, apparently those are the "newer" cannons while the new models are the "older" ones). They are tested for centuries before being put into use. The first where made by Zhufbar, but now most Holds make their own. Since so much effort goes into them, Dwarf artillerists love their weapons and take good care of them. Saying that Manling powder should be used in them is generally an insult. Dwarf armies in the meta are known for fielding as many of these low-misfire risk and high accuracy (literally "cannon sniping") guns as they can which basically made big models useless high-point targets for much of the game history. While Dwarfs are already a defensive army, this pushed the tactic to the utmost degree. Compare to [[Fish of Fury]]. * '''Onager/Catapult/Stone Thrower/Grudge Thrower''' Its exactly what you think and changed names quite a bit over the years, although 7e put a Dwarfy flavor to it. During the War Of Vengeance the Dwarfs began inscribing non-magical runes naming a specific Grudge being avenged on the rocks they flung at Elves in an effort to clear as many Grudges as possible during the war. Later on, Dwarfs who's Hold had been lost would use stone from their home with Grudges relating to the fall runed on them. In the modern day the stone matters more than the device and Grudge Throwing is an important aspect of war. * '''Gob-Lobber''' One of the legendary older special models. If you have one, count yourself very lucky. In a battle for an unknown Hold during the Goblin Wars, an Onager crew ran out of stone to fire and the Goblin army was rapidly advancing. The youngest member of the crew, Gorm Foambeard, offered to be fired instead which inspired his crewmate Gottri Flatnose. Gottri used his mallet to knock out several Goblins that had charged ahead of their force, and the crew tied them up and fired them instead (to the horror of everyone but Gottri). It should be noted that [[Doom Divers]] were not yet a thing. The idea of being fired caused the entire horde to stop in place, and after a screaming Goblin made a direct hit and splattered on the General and officers the entire army fled. The Dwarfs celebrated the victory to the degree that they would have been unable to defend had the Goblins regrouped. Since then, Gob-Lobbers decorated with Goblin corpses and stocked with struggling Goblins have appeared throughout history. * '''Organ Gun''' The organ as a musical instrument which propels steam through pipes was invented by the Engineer Lokri Snarrison. Another Engineer named Durin Kurganssonson (presumably the grandson of a Dwarf named Kurgans) had the idea of using five such pipes (after 7e only four) as small cannons in one iron artillery piece. Inaccurate since they can't be reliably elevated or trained on targets (in real life the ribauldequin is the name of an organ gun, which was useful as anti-personnel artillery between 1300 and 1400 after which point its conceptual successors became inferior to a cannon loaded with grapeshot due to higher expense in production and increased load time) and with a smaller and thus less damaging ammunition. * '''Bolt Thrower''' Its a giant crossbow on wheels. Revered by Dwarfs since they were operated when Valaya, Grimnir, and Grungni still walked among their people. Easy to make, cheap to maintain and thus affordable to a ridiculous degree. Produces no smoke and thus does not obscure the vision in a long battle or underground. Highly accurate and reliable, can easily be aimed skywards making ideal defense against Dragons and other beasties. Bolt Throwers are beloved both by traditionalists for their reliability and the fact they date back to the days when the Ancestor Gods sat on the thrones of Holds, as well as reckless liberals who love to innovate and improve new forms of the weapon with ever superior qualities. The Eagle Claw Bolt Thrower the damned Elgi use is derived from Dwarf models, though the elves enhance theirs with magic to make them perform on-par with cannons. Yes, Bolt Throwers are the Dwarf mainstay artillery. But nobody uses them on the tabletop because FUCKYEAHCANNONS! Oh well. * '''Flame Cannon''' Step 1: Fill barrel (in older models literally a barrel) with molten tar and hot oil. Step 2: Fill barrel with air until full of pressure. Step 3: Insert a small amount of flaming oil into the nozzle. Step 4: Release pressure, spray burning oil over the battlefield. Step 5: Extinguish beards. No real lore other than how to use them. * '''[[Thunderbarge]]''' Because some Dwarfs looked at the Gyrocopter and went "Why can't we throw four to six pieces of artillery on that, carry a small army with cargo space leftover, and ram things?" then got to work. The Dwarf airships have long been mentioned in lore (as well as Goblin airships, Empire flying towers, and High Elf flying castles) but in 8e it finally got a name and stats...kinda. While it has rules, it was not given a points value and sat in the [[Big Red Book]] as a scenario option. A Dwarf has to be mad in both meanings of the word to fly one of these. Which makes it none too surprising that the most famous and effective one was built by a mad Slayer Engineer and used extensively by none other than Gotrek and Felix. Although various companies make Thunderbarge proxies, GW never made an official one and recommended scratchbuilding it. * '''Flame Thrower''' Similar concept as the Flame Cannon, but a two-Dwarf weapon team <strike>the same as</strike> COMPLETELY DIFFEREN' THAN a Skaven Warpfire Thrower. Dwarf in the back operates a bellows which projects the flames out of the nozzle the front Dwarf holds. The models are long Out Of Production. * '''Goblin-hewer''' Another unique and beloved set you should count your lucky Gromril to own. Malakai Makaisson was an Engineer who created numerous ill-fated vessels. The Ironclad he built named the <strike>Titanic</strike> Unsinkable sunk on its maiden voyage, killing most of the crew. His Thunderbarge <strike>the Hindenburg</strike> Undestructable exploded on its maiden voyage, killing most of the crew. For both disasters he was kicked put of the Engineer's Guild and became an Engineer Slayer. He built a final Thunderbarge, the Spirit Of Grungni, which had an illustrious and successful career. He used it to go on adventures with Gotrek and Felix. But at some point he decided to invent an artillery piece on treads that fires axes. Yes, you read that right. That is the Goblin-hewer. It is operated by Slayers who are more than willing to get into melee. It was also a Dogs Of War model, so not just for Dwarfs. * '''Imperial Dwarves''' Getting way into Oldhammer on this one, as these originate in the time when Games Workshop models were produced by two companies; Marauder and Citadel (they later merged in 1993 with the release of 4th edition). Marauder Dwarfs resembled what we now know as the Empire, basically Landsknecht Dwarfs. This is before most Warhammer lore (not unfair to say "almost all" in fact). Today the logic of these models in the community is thus; ** "Imperial Dwarves" are Marauder Empire Dwarfs. They are Dwarfs living in the Empire, expatriates. Canon lore calls them Gazani AKA Flatlanders. ** Imperial Dwarfs are what we know now as modern Citadel Dwarfs. They are the Dwarfs of Ankor, loyal to the High King. Marauder Dwarfs mainly differ in using spears. <gallery> Image:Empire Dwarfs.jpg|The Empire Dwarf range. </gallery> * '''Ironclad''' If you played [[Dreadfleet]] or [[Man O' War]] then you know exactly what this is. An Ironclad is a giant paddle steamship, basically a small Hold (like a modern aircraft carrier is a small city) that contains an entire Clan. Over the years Ironclads are modified by the crew, every change recorded in the ship's Book Of Armaments that are sporadically shared with the Engineers Guild. The layers of iron require significant damage to occur before boarding is possible, with tough Dwarf Marines waiting inside. Every hatch is sealed by intricate locks that only a captain can unseal. Every Ironclad is full of Engineers, improving and repairing as needed and causing an already tough ship to be able to be repaired even in battle. Although all Dwarf ships are called Ironclads, the Ironclad is also the battleship equivalent of the Dwarf navy. Although High Elves technically have the single strongest navy in the setting and fight with Dark Elves to maintain that status, Dwarfs are the uncontested masters of their own waters. * '''Dreadnought''' An Ironclad the size of a full-sized Dwarf Hold. Very few have ever been made, and the primary buyers are the Kings of Barak Varr with each commissioning their own personal one upon taking the throne. Hengist Cragbrow was the inventor of the first Dreadnought. Dreadnoughts boast the ability to launch Gyrocopters and Thunderbarges like an aircraft carrier. * '''Monitor''' Named after one of the two famous real life ironclads, this is an Ironclad small enough to sail up rivers and lakes. Rarely seen outside Barak Varr's waters. Equivalent to a Destroyer. * '''Nautilus''' Obvious inspiration is obvious. Invented by Mungrun Steelhammer, Cragbrow's apprentice. A Nautilus is a Dwarf Ironclad submarine. The most famous one known to players is actually owned by Chaos Dwarfs in Dreadfleet, but Ankor Dwarfs use them too. Dwarfs who shame themselves but decide against becoming Slayers sometimes volunteer as crews. * '''War Balloon''' A hydrogen-filled balloon which lifts a metal gondola, powered by a steam propeller and fins while using release of gas in and out of the chamber to achieve lift. Capable of flying upwind and far further than Gyrocopters. Armed with bombs similar to the Gyrobomber which are dropped from underneath the gondola, and a gatling cannon turret. Presumably without the bombs they could carry cargo. * '''Dragonslayer''' You read that bit about Slayers above, right? Well, the Dragonslayer is what happens when a Slayer manages to survive despite all odds, until mere trolls are no longer considered challenging enough to be a likely Doom for them. Dragonslayers, as the name suggests, compensate by going after much, much bigger quarry. In a nutshell, these are your Hero-tier Slayer characters, and so are considerably fightier than their rank and file kindred. Of course, they can't be a leader or a standard bearer, as no sane dwarf is going to follow where a Slayer leads. While Trollslayers represent the common Slayer, fielded in groups of 10 or more usually, Dragonslayers are solitary warriors that command the same rules as a Unit. * '''Daemonslayer''' Somehow, despite it all, some Dragonslayers don't get themselves killed off and dragons, well, they aren't as common in the Warhammer World as they used to be. So, what's the one enemy that dwarfs hate more than Dragons, who're equally challenging to kill, ''and'' can be easily found wherever you wanna sling your axe? You guessed it: [[Daemon]]s. With no mortal challenges left to face, these Slayers go wandering northwards, either smashing headfirst into a Chaos incursion or dying somewhere in the Chaos Wastes. A Daemonslayer is a Slayer Character, who accompanies but cannot lead an army. * '''Engineer/Master Engineer''' Engineers are the dwarfs who have joined the Engineer Guilds, learning the fine arts of building all the technology that the dwarfs admire so much, as well as striving to control any dangerous ideas they might have about "innovation" or "invention". Master Engineers are, of course, the most experienced and skillful engineers around, with centuries of study under their belts. On the tabletop, these guys tend to be orientated towards ranged combat, and have special rules that let them buff your war machines. * '''Runesmith/Runelord''' Dwarfs don't have conventional wizards, and consider the practice a right load of mucking around. No, they stick with a far safer route. Runesmiths have the most difficult and arduous job in all of Dwarfdom; studying for centuries to master the art of binding magical energy into physical constructs through precisely carved runes. These runes can then have their power tapped for a safe, reliable form of pseudo-spellcasting; each rune may only be capable of doing one thing, but it will ''never'' blow up in the user's face like wizardry would. Runelords are the master Runesmiths; they've been around for a thousand years or more, and so can use runes that ordinary Rune Smiths just aren't tough enough to handle yet. As you might have figured, these guys act like wizards in the dwarf army, but they can't manifest the damage-dealing effects of other casters; instead, they're an anti-magic support unit, specializing in destroying spells cast by enemy wizards. Needless to say, they're not as squishy as Warhammer wizards tend to be. Out of combat, these are the ones that make anything important for Dwarfs from the weapons and armor of elite troops to important components of machines. * '''Anvil Of Doom''' Mighty displays of dwarven magical craftsmanship that can no longer be replicated in the degenerate modern age, an Anvil of Doom is a rune-inscribed anvil-cum-altar that essentially lets a Runelord act like a more conventional wizard. By striking on this Anvil, they can draw upon the magic bound within its runes to cause various destructive effects. Created by the great ancestor Kurgaz in the depths of Thunder Mountain, forged from pure Gromril in the way of the first Dwarfs, sealed with the rune of magic tamed itself, the Rune of Sorcery. A dragon was recorded as attacking Thunder Mountain, killing Kurgaz and most of the Runesmiths which caused many of the most powerful and important runes to be lost. Each is inscribed with intricate runes that modern Dwarfs can't even read, let alone use. That is on top of the central rune, the Rune Of Doom, which gives the Anvils their name. Even beyond that, every Anvil was dedicated to one of the primary trinity; Grungni's requires and bolsters effort, Grimnir's fury, and Valaya's is based on loyalty. Knowledge of how to use the Anvils was passed down orally and practically from master to apprentice, so the current users of the Anvils have a very incomplete and often completely different understanding of how to use them with the untimely death of a master resulting in many secrets lost forever. Improper use of an AoD can cause great calamity, the worst of which is the loss of the Anvil itself. Very few remain in the world, each belonging to a major Hold. Their loss is a dark day to never be forgotten by any Dwarf. Most AoD are left in the depths of each Hold, lost with the homeland and reclaimed on joyous days (because its generally beyond the capacity of greenskins and Skaven to destroy them). Rarely, in times of need, they are hauled into battle. The 4e model had them mounted on wheels with the Runelord riding it, striking the front from the back. The 6e model is sedentary, consisting of the AoD sitting in a magic runed stone circle while an apprentice works a nearby forge. Both versions have Anvil Guards, sworn to loyalty of the Anvil above all else who will never abandon it. How exactly the vibrations and lightning from striking don't shatter the ankles of the Runelord in the old model isn't clear, not is how the fuck they haul the thing to a battle or travel when ambushes are a thing in the new one...as a result many modders put the new AoD on the back or in the hands of a Golem, on a flying chunk of rock, or some other transportation. [[Total War: WARHAMMER]] actually addressed the issue by having the Anvil Of Power carried by four Runesmiths, similar to the Thorgrim's Throne. The only effects are making Runelords much killier and more durable while increasing the "FUCK YO MAGIC" bubble of your army at the cost of a tad bit of speed. Thorek Ironbrow is the only Runelord capable of using the Rune Of Doom of his AoD, and not safely (or possibly correctly) either. Its unknown if Kragg could, given Kragg is actually older than the Anvils Of Doom, but he was basically replaced by Thorek in the lore when the bit about nobody knowing how to use them was added; if you consider Kragg canon, he may be the only Dwarf capable of using them properly. * '''Thane/Lord''' All dwarf clans have a boss, called a Thane, and the boss of bosses is called a Lord. There's not really much more to it than that; these are your bog-standard character units, with Thanes filling the Hero tier and Lords, well, take a guess. A Thane may be appointed and come from any part of society; these are the Dwarf nobility. A Lord may only be of royal descent, with royalty descended from the ancestor gods and thus all children of Valaya. Thanes are promoted into Lords as high nobility. A Lord may become a King upon the death of the previous king. Unlike in other races, this is not an enviable position; happy ascension only occurs on the very rare time a King lives long enough to step down and even then is more the shouldering of responsibilities rather than gain of wealth and privilege. All Kings are eligible for High King, seen much like promotion from Lord to King. The High King is the supreme leader of the race, loyal to all Dwarfs as if they are his children. Rarely, females end up as Thanes. The wife of a King is by default a Queen, but rare is the Queen who truly rules; the current Queen of Karak Norn sharing leadership with her husband is the exception. Very few times in history has a Queen ruled alone, and a High Queen has never existed save as wife of the High King. Some Dwarf Kings take on the tradition of the son of Kurgaz, and are carried into battle standing on an oversized shield (or the shield of a giant of a Dwarf ancestor) by two beloved Thanes. Oathstones are another tradition, a piece of the Hold of the King, Lord, or Thane which is inscribed in runes describing the user, lineage, deeds, clan, or other relevant information. These are stood on ceremonially or in battle, and to Dwarfs it is representative of the Hold itself; thus by standing on one, the Dwarf is saying to treat it as the home and defend it or be as truthful and sincere as they would to the entirety of what the Oathstone represents. Whether swearing an Oath, making a greeting, or standing with shield ready in front of it. * '''Steam Tank''' While the Empire and their famous twelve [[Riptide|(which somehow are included in almost every Empire army ever fielded by players)]] may be the most well known, Dwarfs did in fact create Steam Tanks at some point. A particular story refers to several Dwarfs stuck while trying to clear the Underway after their tank became inoperable. They are never mentioned anywhere else, so presumably it was either the only one created by a particularly mad Engineer or they are mostly used in the Underway (which does make the most logical sense given its the Dwarf preferred form of travel between Holds and reclaiming it would solve somewhere around 85% of the problems of the Dwarf race, the bulk of the remaining 15% being the eternal need for more Gromril and gold). * '''Wizards''' Yeah, technically modern lore is Dwarfs repel magic and only Chaos Dwarfs can be wizards via rune tattoos that force magic into their bodies, turning them slowly to stone like a cancer as their body tries to fight it. But in the preslotta days that only players who can call themselves Longbeards remember, there were three Dwarf wizard models with one notably whispering anxiously to a small and confused looking frog. That's all there is to say really. If you're one who likes to blend all of Warhammer lore into your headcanon or the community FLGS canon, there are at least three Dwarf wizards wandering the world. * '''Golems''' Another relic of older editions, but this time not quite as far-fetched. Introduced in a Warhammer Fantasy Roleplay supplement, Golems are basically just robots powered by Runes. They are as complex as the creator designed them to be, with some that are permanently inactive because the Dwarf or Dwarfs it was designed to obey are dead. Some are extremely dangerous, still following orders to guard things with no failsafe programmed or at least known if that ever becomes undesirable (or for example "guard this room" meaning to kill everything that enters it's creator's tomb is followed by a wall collapsing and the "room" now including the entire entrance to the Hold). Golems can also be created to do non-military tasks, and follow the same logic of Fantasia brooms for a simple command becoming a major issue. Other Golems are complex enough to have multiple uses and actually have failsafe measures, meaning that not only should perfection in creating the Golem exist but the Dwarf in question should be the sort to fully think through their actions using knowledge of the success and failure of their predecessors...not that those would be rare qualities among most Dwarf Runesmiths, but mistakes can still be made (and probably result in the Slayer Oath). * '''Rune Golems''' As Golems, but exclusively military and created during the time when the gods walked among the Dwarfs under the eye of Grungni himself. Made entirely of pure Gromril. Mothballed during the War of Vengeance/War of Beard when the magic needed to awaken those massive constructs sunk deeper into the earth to the point that the Runelords found it impossible to wake them up. The last one that tried turned into a stone statue. * '''Rune Guardians''' Same as Rune Golems, but have more lore. They were created by combining runecraft and engineering, unlike the Rune Golems above who were formed by pure rune magic. Rune Guardians were created as ludicrously complex machines powered by the Master Rune Of Waking, knowledge of which has since been lost and would require study of an intact Guardian to obtain. The instructions for the Guardian’s behavior are written with the Waking Rune on its forehead, and cannot be changed. Their primary use is defending abandoned Holds and tombs. Their hands end in axes, and they are made to look like a Dwarf the size of an Ogre. They can be inscribed with up to two other Runes. * '''Juggernaut''' Similar to the Chaos Dwarf Juggernaut ("THA'S A GRUDGIN' YE PANSY ELF WIKI FUCK!"), although they only existed in 3e Warhammer and had no lore behind them, merely an advert crediting them to [[Tony Ackland]] in design. It appeared to be a type of ornate wooden ship on wheels powered by a boiler and armed with a cannon. * '''Juggernaut''' Not the same thing as the above entry, rather it's the same thing as the two that preceded it. Juggernauts were described as giant Golems created by Grungni to guard Karaz-a-Karak, of which only two survive. This lore actually preceded the 2e WFRP lore. Whether this counts as stating that only two Rune Golems exist or if these are just a superior form of Rune Golem is entirely up to any player who wants to take them as canon. * '''Shard Dragon''' [[File:Shard Dragon.jpg|thumb|right|A Shard Dragon. The aforementioned murder-ferret.]] Believe it or not, but even the Dawi got a piece of the monster cake. Introduced in the Monstrous Arcanum supplement, the Shard Dragons are subterranean monsters descended from dragons that ventured underground and mutated into what can be described as a giant serpentine murder-ferret of a mutant dragon. These nightmarish beasts travel under the surface of the Warhammer wold in search of prey and at times they will make contact with Dwarfs, Goblins or Skaven. When that happens the Shard Dragons will cause chaos and destruction, kill and devour as many denizens of an underground settlement as possible before disappearing into the abyssal darkness from which they came from. Dwarfs, being the grudge-bearing stunties they are, managed to bring these monsters back to the surface. Thinking that death was too good for them, the ancestors of the Dawi learned to forge large rune collars with which they shackled the Shard Dragons and have their Runelords control these murder machines though they aren't purely exclusive to the Dawi. This makes them the equivalent of giant attack dogs as the Runelords point the Shard Dragons at problem that needs to be removed. Preferably with as much violence and collateral damage as it is possible. Every very powerful magic user can take control over one of these beasts, but the Dwarfs seem to be the ones that are the prominent tamers...and most successful it seems, as the runic collars completely eliminate the probability of the monsters to go out of control compared to a magic user who needs to constantly exert his will over them. In a fight, Shard Dragons live up to their lethal reputation. Being capable of entering a rabid frenzy the moment somebody manages to inflict a flesh wound on them, having razor-sharp scales that can hurt people in contact with them that grow in hardness as time passes, unleashing a breathe that can instill visions so nightmarish people die from heart attacks (even undead and daemons aren't immune to it), having the magic protection of the very collars that bind them to the will of the Dwarfs and having a venom so potent it burns the hardest stone, Shard Dragons are truly one of the most deadliest assets in a throng. * '''Doomstones''' More artifact than soldier although they can be wielded in a manner that may as well make them the ultimate warmachines, the Doomstones are a set of four legendary artifacts lost around the area now inhabited by humans called the Border Princes and were introduced in a campaign of five books for Warhammer Fantasy Roleplay named after them. They are best summarized as when Runesmiths attempted to replicate a High Elf [[Waystone]] using pure Warpstone and instead created superweapons that can shake mountains into pebbles and split continents. In other words the Dwarfs Elf’d so hard they accidently Skaven’d and as a result the whole thing was Slann’d up.
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